Back again. Since some people wanted to see more, I made Protoss this time. I made it for fun! It uses the Shaman mechanics of Overload and a few others. Anyway, enjoy reading my Protoss race cards!
Permanently Stealth doesn't mean if it attacks, it will stay in Stealth. It just means that the minions with this particular keyword won't immediately go out of Stealth when using their effect. Unfortunately, Hearthstone forces a Stealth minion to come out of Stealth when using a damage effect.
"Whenever this minion battles" is actually not a type of Hearthstone conditional effect. Although, in this case, it means 'whenever the minion is attacking or is being attacked.'
Cards changed recently: Probe, Immortal, En Taro Adun!, Mass Recall, Sentry, Stalker, Tempest, Void Ray, *New* Purifier.
Basic Set:
Expert Set:
Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards created using http://www.hearthcards.net/
Wow man, first up you have a amazing nack at making cards that both fit the style of the unit that card is representing and fitting them into the Hearthstone universe. However I just noticed that Dark archon is pretty damn unbalanced, a instant Slyvannus (sorry never get her name right in spelling) effect that potentially will happen again and again. only a Few AoE spells can kill it and if it is given stealth against a class that can't deal 4 damage AoE that is pretty much game.
Wow man, first up you have a amazing nack at making cards that both fit the style of the unit that card is representing and fitting them into the Hearthstone universe. However I just noticed that Dark archon is pretty damn unbalanced, a instant Slyvannus (sorry never get her name right in spelling) effect that potentially will happen again and again. only a Few AoE spells can kill it and if it is given stealth against a class that can't deal 4 damage AoE that is pretty much game.
Funny enough, a lot of the cards I can improve upon. There are a lot more things about Hearthstone that has changed since I made this set months back. I might revisit it someday and add the new Legacy of the Void units while I'm at it.
Yeah, I noticed the Dark Archon + Embrace The Void combo a while back. I'm surprised no one told me about it. It went unnoticed for a long time now. =P But I have a few ideas I can do to change Dark Archon, while maintaining his strong board presence. To even get a Dark Archon, it needs to be worth the investment of (6) Mana and two friendly minions. You also have to get it from the 50/50 chance as well from Archon Merge. But I think I'll find a way to make it more consistent in a future version.
I think Oracle should destroy all minions with 1 health (or maybe 1-2).
Mothership should be legendary.
Observer should always reveal the opponent's stelathed minions as long as it is alive.
Rework Tassadar. Why pay 10 mana for a delayed Pyroblast?
Void Ray should do +3 damage against enemies with a certain amount of health or more, for example 4.
Dark Templar should have permanent stealth.
Feedback should cost more, it's basically an unreliable Assassinate. 3+2 overload would be enough I think.
High Templar shouldn't have a battlecry but instead give a psi storm or feedback at the end of your turn.
The Sentry should be different. Maybe at the end of your turn it puts 3-4 force fields at random places at your opponent's side of the board? This would fill the board up and could ruin adjacent effects like the Dire Wolf's.
Interceptors should have windfury and not taunt. They're fast you know ;)
Shield Battery could maybe restore a random minions health instead?
Why would you use Replicant instead of Faceless?
Phoenix: 2/5 - Battlecry: Freeze an enemy with a mana cost of 4 or less. This minion has a 50% chance to Evade damage.
Pretty nice work though :) But I think my points are worth considering to make the minions more Starcrafty!
I think Oracle should destroy all minions with 1 health (or maybe 1-2).
Mothership should be legendary.
Observer should always reveal the opponent's stelathed minions as long as it is alive.
Rework Tassadar. Why pay 10 mana for a delayed Pyroblast?
Void Ray should do +3 damage against enemies with a certain amount of health or more, for example 4.
Dark Templar should have permanent stealth.
Feedback should cost more, it's basically an unreliable Assassinate. 3+2 overload would be enough I think.
High Templar shouldn't have a battlecry but instead give a psi storm or feedback at the end of your turn.
The Sentry should be different. Maybe at the end of your turn it puts 3-4 force fields at random places at your opponent's side of the board? This would fill the board up and could ruin adjacent effects like the Dire Wolf's.
Interceptors should have windfury and not taunt. They're fast you know ;)
Shield Battery could maybe restore a random minions health instead?
Why would you use Replicant instead of Faceless?
Phoenix: 2/5 - Battlecry: Freeze an enemy with a mana cost of 4 or less. This minion has a 50% chance to Evade damage.
Pretty nice work though :) But I think my points are worth considering to make the minions more Starcrafty!
Oracle was based on when it had the Entomb ability. If I were to change this set around I would give it something different.
I don't want the Mothership to be a Legendary lol. I know it makes sense to make it a Legendary because you can only have one in a designated game, but I'd rather have important Starcraft lore characters as Legendaries like Hearthstone does.
Yeah, if I go to back to this set, I would definitely change my Ravens, Overseers, and Observers to always reveal Stealth.
Tassadar is the way it is for flavor. Of course I could just make him (9) Mana and nerf a few things.
Your suggestion for Void Ray sounds weird and seems unnecessarily complex. It kind of makes sense, but I'd rather it have something a little bit different.
I thought long and hard about whether Dark Templar would have Permanent Stealth at the time. I'm still a little skeptical about it, but maybe it's OK?
You just said Feedback is an unreliable Assassinate. It's fine the way it is, I feel. (5) Mana is really terrible for this card lol. Even (4) is kinda a little too much.
So you want High Templar to have the possibility of giving your hero infinite Psi Storms? OP.
Your Sentry suggestion is OP. However, I'll think about giving your opponent Force Field minions with Sentry in the future, but definitely not in your way. 4 blockers at once? That's insane lol. Unless, you meant the Force Fields disappear and readded again.
Carrier/Interceptors, why not both? (although that sounds OP =P) Also, they have Taunt because in Starcraft, the AI automatically goes after the Interceptors, you would have to micro your units to force them to attack the Carriers. This is why it has Taunt.
Shield Battery, because Divine Shield kinda acts like Plasma Shield in this case.
Replicant, because it's (1) Mana less. I was thinking I could make it cost (2) or something though.
Phoenix, since this set was made way before GvG, I figured certain stats were kind of OP. Nowadays I think differently. I would make Phoenix stats a 3 Mana 2/5 with the same effect. It should not have 50% to evade damage too. I never liked the concept of Evasion that much.
This is an amazing set well job, the only thing I would look at is the archon, he is 4-9 for 6 with divine shield, that's crazy good. I don't remember them bring too tanky. Except that great job!
It's to be more like in the game where it does more damage vs armored units. I don't think it's that complex.
I think it's fine! But DTs health should be reduced.
Overload and mana cost isn't the same ;) This would kill the most units so it should be more expensive.
Make it a 2 health card and it would probably just give you one.
Think more about the concept :P They would disappear at the start of your turn and then the Sentry would create more at the end of your turn. Maybe just 1-2 per Sentry is better though.
Hmmmm....maybe lower the Carriers health?
It doesn't matter, Replicant is still awful. 2 would be better.
These are awesome concepts, great job :) I did, however, notice a few balance issues.
Hero Power- a 2/1 weapon is insanely overpowered compared to all other hero powers. If you double the rogue's hero power you get a 1/4 weapon, which is around 1 mana. If you double a 2/1 weapon you get a 2/2 weapon, which is just under 2 mana. This hero power allows Zeratul to deal 2 damage off the bat. I would attach a (2)
Stalker- I would personally make Stalkers a Mech unit to fit with Starcraft.
Mothership Core- Might be slightly overpowered.
Sentry- I like my forcefields as much as the next person, but this would be impossible to implement and it would be easier putting a restriction such as "Enemy minions cost (2) more." or something.
Shield Battery- This is pretty insane. I'd make it 3 mana.
Warp Prism- Seems like a Summoning Portal with (1) more health and a better effect. Way too powerful.
Dark Templar- A stronger Patient Assassin. And this doesn't feel like a Dark Templar at all. Dark Templars are known for having high attack and being constantly stealthed. You could have a 4/1 for 4 that gains stealth at the end of your turn.
High Templar- Considering Psionic Storm is a discounted Flamestrike with a 0/3 minion attached, I'm going to say this is pretty overpowered.
This is an amazing set well job, the only thing I would look at is the archon, he is 4-9 for 6 with divine shield, that's crazy good. I don't remember them bring too tanky. Except that great job!
You can only get Archons from Archon Merge spell (which should actually be named Archon Warp). You need to sacrifice two minions and get the 50/50 on that particular Archon.
It's to be more like in the game where it does more damage vs armored units. I don't think it's that complex.
I think it's fine! But DTs health should be reduced.
Overload and mana cost isn't the same ;) This would kill the most units so it should be more expensive.
Make it a 2 health card and it would probably just give you one.
Think more about the concept :P They would disappear at the start of your turn and then the Sentry would create more at the end of your turn. Maybe just 1-2 per Sentry is better though.
Hmmmm....maybe lower the Carriers health?
It doesn't matter, Replicant is still awful. 2 would be better.
Seems good to me for Tassadar. Ha, ha.
Yes, I understand the need to make Sentry like your suggestion. I had something similar in mind as well. Nowadays with GvG and the advent of Black Rock Mountain, I think giving your opponent minions is certainly not too OP as when I first made this set a long while back.
These are awesome concepts, great job :) I did, however, notice a few balance issues.
Hero Power- a 2/1 weapon is insanely overpowered compared to all other hero powers. If you double the rogue's hero power you get a 1/4 weapon, which is around 1 mana. If you double a 2/1 weapon you get a 2/2 weapon, which is just under 2 mana. This hero power allows Zeratul to deal 2 damage off the bat. I would attach a (2)
Stalker- I would personally make Stalkers a Mech unit to fit with Starcraft.
Mothership Core- Might be slightly overpowered.
Sentry- I like my forcefields as much as the next person, but this would be impossible to implement and it would be easier putting a restriction such as "Enemy minions cost (2) more." or something.
Shield Battery- This is pretty insane. I'd make it 3 mana.
Warp Prism- Seems like a Summoning Portal with (1) more health and a better effect. Way too powerful.
Dark Templar- A stronger Patient Assassin. And this doesn't feel like a Dark Templar at all. Dark Templars are known for having high attack and being constantly stealthed. You could have a 4/1 for 4 that gains stealth at the end of your turn.
High Templar- Considering Psionic Storm is a discounted Flamestrike with a 0/3 minion attached, I'm going to say this is pretty overpowered.
With the advent of GvG, I kinda thought about making the Hero Power also have 50% chance of attacking the wrong enemy. Of course, this was made before GvG, so none of this was really thought of back then.
Stalkers, Mech tribal tag wasn't a thing back in September, so that's why it doesn't have Mech in it. I would add it if I come back and remake my Starcraft stuff. Same with the Immortal and bunch of other things.
I don't think Mothership Core is that OP. I just think it's strong. Plus it actually has to hit the targets you want. Otherwise you paid (3) Mana for a 1/3 with Battlecry: Deal 2 damage to the enemy hero.
Shield Battery could've been different when I look at it now. Same with Warp Prism.
I think I have some ideas for Dark Templar, but we'll see whenever I decide to remake the cards.
High Templar - Well, it is Psionic Storm. xD
Colossus - I dunno 'cause why not lol. I've heard past suggestions when I first released it that I should remove the Divine Shield. I don't really mind that much about it.
The Legendaries are boring/bland. Give them more Legendary-like effects, even some of your other rarity cards have a much more unique/Legendary feel.
This is back when I first started making cards. I wasn't exactly looking to make stuff that interesting. I was trying to combine Hearthstone mechanics at the time and what the units were like in Starcraft. If you look at my more recent card sets such as my Blademaster, Spiritualist, Enchanter, and Deceiver. You'll see a big difference in interesting abilities and "Legendary-like" effects.
Back again. Since some people wanted to see more, I made Protoss this time. I made it for fun! It uses the Shaman mechanics of Overload and a few others. Anyway, enjoy reading my Protoss race cards!
Check out my Terran cards here: http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept
Check out the Zerg cards here: http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept
Some notes about some cards:
Cards changed recently: Probe, Immortal, En Taro Adun!, Mass Recall, Sentry, Stalker, Tempest, Void Ray, *New* Purifier.
Basic Set:
Expert Set:
Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards created using http://www.hearthcards.net/
Here's the Imgur Album if need be: http://imgur.com/a/dQRc4
Check out my Blademaster Class found here: http://www.hearthpwn.com/forums/off-topic/general-chat/15806-the-blademaster-class
Wow man, first up you have a amazing nack at making cards that both fit the style of the unit that card is representing and fitting them into the Hearthstone universe.
However I just noticed that Dark archon is pretty damn unbalanced, a instant Slyvannus (sorry never get her name right in spelling) effect that potentially will happen again and again. only a Few AoE spells can kill it and if it is given stealth against a class that can't deal 4 damage AoE that is pretty much game.
Funny enough, a lot of the cards I can improve upon. There are a lot more things about Hearthstone that has changed since I made this set months back. I might revisit it someday and add the new Legacy of the Void units while I'm at it.
Yeah, I noticed the Dark Archon + Embrace The Void combo a while back. I'm surprised no one told me about it. It went unnoticed for a long time now. =P But I have a few ideas I can do to change Dark Archon, while maintaining his strong board presence. To even get a Dark Archon, it needs to be worth the investment of (6) Mana and two friendly minions. You also have to get it from the 50/50 chance as well from Archon Merge. But I think I'll find a way to make it more consistent in a future version.
Thank you! :)
A few suggestions:
I think Oracle should destroy all minions with 1 health (or maybe 1-2).
Mothership should be legendary.
Observer should always reveal the opponent's stelathed minions as long as it is alive.
Rework Tassadar. Why pay 10 mana for a delayed Pyroblast?
Void Ray should do +3 damage against enemies with a certain amount of health or more, for example 4.
Dark Templar should have permanent stealth.
Feedback should cost more, it's basically an unreliable Assassinate. 3+2 overload would be enough I think.
High Templar shouldn't have a battlecry but instead give a psi storm or feedback at the end of your turn.
The Sentry should be different. Maybe at the end of your turn it puts 3-4 force fields at random places at your opponent's side of the board? This would fill the board up and could ruin adjacent effects like the Dire Wolf's.
Interceptors should have windfury and not taunt. They're fast you know ;)
Shield Battery could maybe restore a random minions health instead?
Why would you use Replicant instead of Faceless?
Phoenix: 2/5 - Battlecry: Freeze an enemy with a mana cost of 4 or less. This minion has a 50% chance to Evade damage.
Pretty nice work though :) But I think my points are worth considering to make the minions more Starcrafty!
Oracle was based on when it had the Entomb ability. If I were to change this set around I would give it something different.
I don't want the Mothership to be a Legendary lol. I know it makes sense to make it a Legendary because you can only have one in a designated game, but I'd rather have important Starcraft lore characters as Legendaries like Hearthstone does.
Yeah, if I go to back to this set, I would definitely change my Ravens, Overseers, and Observers to always reveal Stealth.
Tassadar is the way it is for flavor. Of course I could just make him (9) Mana and nerf a few things.
Your suggestion for Void Ray sounds weird and seems unnecessarily complex. It kind of makes sense, but I'd rather it have something a little bit different.
I thought long and hard about whether Dark Templar would have Permanent Stealth at the time. I'm still a little skeptical about it, but maybe it's OK?
You just said Feedback is an unreliable Assassinate. It's fine the way it is, I feel. (5) Mana is really terrible for this card lol. Even (4) is kinda a little too much.
So you want High Templar to have the possibility of giving your hero infinite Psi Storms? OP.
Your Sentry suggestion is OP. However, I'll think about giving your opponent Force Field minions with Sentry in the future, but definitely not in your way. 4 blockers at once? That's insane lol. Unless, you meant the Force Fields disappear and readded again.
Carrier/Interceptors, why not both? (although that sounds OP =P) Also, they have Taunt because in Starcraft, the AI automatically goes after the Interceptors, you would have to micro your units to force them to attack the Carriers. This is why it has Taunt.
Shield Battery, because Divine Shield kinda acts like Plasma Shield in this case.
Replicant, because it's (1) Mana less. I was thinking I could make it cost (2) or something though.
Phoenix, since this set was made way before GvG, I figured certain stats were kind of OP. Nowadays I think differently. I would make Phoenix stats a 3 Mana 2/5 with the same effect. It should not have 50% to evade damage too. I never liked the concept of Evasion that much.
Thank you for the comment/feedback! ^_^
Awsome! Well done, some great cards and ideas for sure. I LOVE the weapon Hero power for zeratul.
This is an amazing set well job, the only thing I would look at is the archon, he is 4-9 for 6 with divine shield, that's crazy good. I don't remember them bring too tanky. Except that great job!
PRAISE THE SUN!
\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/
9 mana for Tassadar is probably fine :)
It's to be more like in the game where it does more damage vs armored units. I don't think it's that complex.
I think it's fine! But DTs health should be reduced.
Overload and mana cost isn't the same ;) This would kill the most units so it should be more expensive.
Make it a 2 health card and it would probably just give you one.
Think more about the concept :P They would disappear at the start of your turn and then the Sentry would create more at the end of your turn. Maybe just 1-2 per Sentry is better though.
Hmmmm....maybe lower the Carriers health?
It doesn't matter, Replicant is still awful. 2 would be better.
2 minions are destroyed for it and it is a 4-10 after the divine shield is gone :P
These are awesome concepts, great job :)
I did, however, notice a few balance issues.
Hero Power- a 2/1 weapon is insanely overpowered compared to all other hero powers. If you double the rogue's hero power you get a 1/4 weapon, which is around 1 mana. If you double a 2/1 weapon you get a 2/2 weapon, which is just under 2 mana. This hero power allows Zeratul to deal 2 damage off the bat. I would attach a (2)
Stalker- I would personally make Stalkers a Mech unit to fit with Starcraft.
Mothership Core- Might be slightly overpowered.
Sentry- I like my forcefields as much as the next person, but this would be impossible to implement and it would be easier putting a restriction such as "Enemy minions cost (2) more." or something.
Shield Battery- This is pretty insane. I'd make it 3 mana.
Warp Prism- Seems like a Summoning Portal with (1) more health and a better effect. Way too powerful.
Dark Templar- A stronger Patient Assassin. And this doesn't feel like a Dark Templar at all. Dark Templars are known for having high attack and being constantly stealthed. You could have a 4/1 for 4 that gains stealth at the end of your turn.
High Templar- Considering Psionic Storm is a discounted Flamestrike with a 0/3 minion attached, I'm going to say this is pretty overpowered.
Replicant- I'd say this is underpowered because Faceless Manipulator exists.
Immortal- Cool, but again I'd make it a mech.
Collossus- Why does this have divine shield?
Mothership- Seems really abusable.
Great work, just my two cents :)
The Legendaries are boring/bland. Give them more Legendary-like effects, even some of your other rarity cards have a much more unique/Legendary feel.
Oh my bad thanks for clarifying
PRAISE THE SUN!
\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/
You can only get Archons from Archon Merge spell (which should actually be named Archon Warp). You need to sacrifice two minions and get the 50/50 on that particular Archon.
Seems good to me for Tassadar. Ha, ha.
Yes, I understand the need to make Sentry like your suggestion. I had something similar in mind as well. Nowadays with GvG and the advent of Black Rock Mountain, I think giving your opponent minions is certainly not too OP as when I first made this set a long while back.
With the advent of GvG, I kinda thought about making the Hero Power also have 50% chance of attacking the wrong enemy. Of course, this was made before GvG, so none of this was really thought of back then.
Stalkers, Mech tribal tag wasn't a thing back in September, so that's why it doesn't have Mech in it. I would add it if I come back and remake my Starcraft stuff. Same with the Immortal and bunch of other things.
I don't think Mothership Core is that OP. I just think it's strong. Plus it actually has to hit the targets you want. Otherwise you paid (3) Mana for a 1/3 with Battlecry: Deal 2 damage to the enemy hero.
Shield Battery could've been different when I look at it now. Same with Warp Prism.
I think I have some ideas for Dark Templar, but we'll see whenever I decide to remake the cards.
High Templar - Well, it is Psionic Storm. xD
Colossus - I dunno 'cause why not lol. I've heard past suggestions when I first released it that I should remove the Divine Shield. I don't really mind that much about it.
This is back when I first started making cards. I wasn't exactly looking to make stuff that interesting. I was trying to combine Hearthstone mechanics at the time and what the units were like in Starcraft. If you look at my more recent card sets such as my Blademaster, Spiritualist, Enchanter, and Deceiver. You'll see a big difference in interesting abilities and "Legendary-like" effects.