I would put pictures up, but that would mean taking the time to find them, uploading them individually onto imgur and linking them one-by-one, and I'm sorry that I don't have that much time.
So, Gladiators are a thing in WoW, although you never get to play as one. So here's your chance (sorta)!
Who to represent Gladiators? It could only be Kargath Bladefist!
So, this class gets a mechanic called Bleed (x). Where at the end of every one of your turns, any minion with Bleed deals x damage to both itself and your face, in return for having good stats for its cost.
The flavour of the class is obviously the ones fighting in the arena, but also the outcasts, failed experiments that have no where to be but in the ring of fight. And also just the generally shady or unwanted, but not full out demons or fel like Warlocks would take in. There are obviously Beast themes, as Gladiators will often be fighting against beasts, as well as the standard combatants.
Basic Set
Text:
Clash - 0 Mana, Spell, Your hero gains +3 Attack this turn.
Stand Together - 4 Mana, Spell, Return 1 friendly minion to your hand. This turn, your hero gains Attack equal to that minion's Attack. Common.
Bloodthirsty Tallstrider - 4 Mana, Minion, 3/4, Whenever a minion dies from Bleeding, gain +1/+2. Beast. Rare.
Lo'Gash - 4 Mana, Minion, 3/3, Whenever a minion takes damage from Bleeding, gains +2/+1. Bleed: (1). Legendary.
Hungering Berserker - 5 Mana, Minion, 2/7, Whenever your hero would take damage from Bleeding, restore that amount of Health to your hero instead. Rare.
Riot! - 5 Mana, Spell, Give all minions +2 Bleed. Draw 2 cards. Common.
Voodoo Concoctions- 5 Mana, Spell, Restore your hero to full Health, and Freeze your hero for 2 turns. Epic.
Second Wind - 6 Mana, Spell, Summon all friendly minions that died this turn with 1 Health. Minions do not Bleedthis turn. Epic.
Full Images:
Naxxramas
Text:
Stitched Berserker - 4 Mana, Minion, 5/3, Deathrattle: Equip a random Junk Weapon. Bleed: (1). Common.
Junk Weapons are:
Blade Shard (see in the Expert Set)
Metal Slab - 2 Mana, Weapon, 0/4, Whenever your hero would take damage except by Bleeding, reduce it by 2 and loses 1 Durability.
Splintered Axe Handle - 2 Mana, Weapon, 1/3, Any minion damaged by your Hero gains Bleed (3).
Full Images:
Goblins vs Gnomes:
Text:
Insanity Serum - 1 Mana, Spell, Give a friendly minion Charge, 5 Attack and +5 Bleed. It cannot attack heroes. Epic.
Cannon Fodder - 2 Mana, Minion, 1/8, Taunt. If your hero has 15 or less Health, your hero takes no damage from Bleeding. Bleed: (3). Rare.
Bloodletter - 3 Mana, Weapon, 1/4, Battlecry: Restore 3 Health. Whenever your hero deals damage, restore the same amount to all Bleeding friendly minions. Epic.
Intimidating Shout - 3 Mana, Spell, This turn, whenever your hero attacks, give all enemy minions -1 Attack. Common.
Autotamer XJ9 - 4 Mana, Minion, 5/3, Battlecry: Give ALL Beasts +3/+3, and +4 Bleed. Mech. Rare.
Mechperimental Healer - 5 Mana, Minion, 5/5, At the end of your turn, remove 2 Bleed from a friendly minion and give an enemy minion +2 Bleed. Mech. Rare.
ArakkoaAlchemist - 6 Mana, Minion, 6/6, Battlecry: Destroy another random minion. Bleed: (1). Common.
Thok the Bloodthirsty - 10 Mana, Minion, 8/12, Charge. Costs (1) less for each Bleeding minion. Bleed: (6). Beast. Legendary.
Full Images:
Blackrock Mountain:
Text:
Dark Iron Escapee - 3 Mana, Minion, 3/6, This minion has a 50% chance of reducing damage taken to 0. Bleed: (3). Common.
Runaway Rider - 2 Mana, Minion, 3/2, Inspire: Give a random minion +1 Bleed. Common.
Cheap Hit - 2 Mana, Spell, Return a random friendly minion to hand, and deal 4 damage. Rare.
Ragnaros' Champion - 3 Mana, Minion, 3/3, Inspire: Deal 3 damage to another random character. Epic.
Raptor Rider - 3 Mana, Minion, 5/2, Battlecry: Reveal 1 minion in each deck, and destroy the minion that costs more. Common.
Abandoned Mount - 4 Mana, Minion, 4/4, Deathrattle: Give your hero +3 Attack this turn. Beast. Rare.
Interlude - 4 Mana, Spell, Restore all minions to full health. Rare.
Adrenaline Junkie - 5 Mana, Minion, 5/5, You can use your Hero Power thrice a turn. Inspire: Gains +1 Bleed. Common.
Thirstful Blade - 5 Mana, Weapon, 4/1, Whenever your hero attacks, restore 2 Health to it. Whenever a character dies, 50% chance to gain +1 Durability. Epic.
Imperator Mar'gok - 8 Mana, Minion, 8/6, Inspire: Destroy the next minion damaged by your hero. Deathrattle: Your hero gains +3 Attack permanently. Legendary.
Note for Mar'gok: When I say permanently, I mean even on your opponent's turn, your Hero has 3 Attack, so a minion whacking your face takes 3 back.
Full Images:
League of Explorers:
Text:
Hasty Treasure Seeker - 2 Mana, Minion. 2/3, Discover a Spell or Weapon. Bleed: (1). Common.
Blood Python- 4 Mana, Minion. 3/3 Battlecry: Destroy all Bleeding minions, gain +1/+1 for each. Beast. Common.
Cursed Bone Bow - 5 Mana, Weapon. 3/3, Whenever your Hero would take damage while attacking, give a random friendly minion +2 Bleed instead. Rare.
Full Images:
Coming Soon!
I appreciate any feedback; I understand that my card ideas are not perfect (or anything close to perfect), but every bit of commenting (sorta) helps!
Would you like some help with putting the cards/Hero to a visible form? I really like the entire concept of it, good work!
Rollback Post to RevisionRollBack
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
You can actually be a Gliadiator in WoW. Warriors have an unofficial 4th spec that can be obtained when you pick the talent Gladiator's Resolve. Anyways, the flavor for this looks really fun, and I've always liked Kargath. Cool ideas.
I like the idea of a Gladiator class, but it sounds more in line with the hero classes in WoW (DK and Monk) because they're more of a lore-based thing than the 9 generic archetypes that Hearthstone gets. And I have an idea for you- It's a version of the wacky 2M spells some classes have been getting (Unstable Portal, Resurrect):
Heroic Call/Hero's Call: -2M- "Summon a random minion with Battlecry"
could probably be 3 Mana, but there are quite a lot of 4/3 3/3 and 2/3 battlecry minions in the game
I can sorta see something like that, a image of a warrior bound and confused as he's let out into the ring. Not a Heroic entrance, more of a forced entrance! Thanks for the idea, i might put it in as a 3 cost.
Hero Power: Adrenaline Rush. 2 Mana - Your hero is Immune when attacking and gains +1 Attack this turn. At the end of this turn, your hero takes 3 damage.
It's not something you should just be spamming around, but it leads to many many trading possibilities that you wouldn't consider with other classes.
Not really seeing how it's not objectively worse than the Mage power. Maybe if your class cards did more stuff having to do with your hero being at low Health it could be cool, but in its current form it just strikes me as bad... Plus, thematically, I personally think it's be cooler to have the Gladiator as a weapon-using class, and you don't seem to have any of those. Maybe instead something like "Take 2 damage and equip a 2/1 weapon."?
Well, for example, if you equip the Bladefist (I think you missed it), you now have essentially a Doomhammer + Immune while attacking for 3 HP that turn. I plan on giving the hero a bunch of self-attacking buffs and more weapons to help stack with the hero power.
This hero power isn't too great. In order to be on-par with druid, you have to hit something that has 4 or more attack. That way, you take 3 damage, and druid takes 4, 1 of which is absorbed by armor.
Additionally, it's weaker than mage's hero power in every single way as opposed to druid which is better if you go face. Mage never takes any damage from dealing 1 damage and can bypass taunt. Druid can't bypass taunt and negates only 1 damage as opposed to all. If you attack your enemy's face, you deal 1 damage to them and gain 1 armor as opposed to mage staying at the same health. This class can never be better than mage, since even if you negate 12 damage when attacking, you still take 3, which is more than 0. You could actually argue that +1 attack and immune is balanced relative to mage. As such, I think a complete rework of this would be best.
Honestly, if there was any time to do it, this would be the one to give a hero power of "+2 attack this turn." While OP on its own, I feel like this would make an interesting class on having a really high focus on your hero doing a lot of the work, more so than the other weapon classes.
I wanted to do the Immune while attacking because it would mean that just about any attack buff on the hero nets you tons of synergy,but I guess the draw-back at the end of it means that any bad opener means you don't get anything out of it.
+2 Attack still sounds too OP to me. No attacking power is balanced in line with Mage obviously, but at the same time, Mage doesn't get any cards that make the hero attacks more powerful.
Maybe it could be +1 Attack and gain Divine Shield until the end of the turn for 3.
+2 Attack still sounds too OP to me. No attacking power is balanced in line with Mage obviously, but at the same time, Mage doesn't get any cards that make the hero attacks more powerful.
Drawing a card as a hero power is also OP, but Warlock gets away with it because its power comes with a drawback. Giving your power a drawback gives you a little more room in terms of how powerful the benefits can be. As for what you said about the Mage power, I definitely don't think that's true. Sure, in general it's a bit better than the Druid and Rogue powers, but it's not objectively so. The Druid gets the benefit of Armor that it can stack a bit of, and the Rogue gets to do one damage twice. Your Divine Shield idea, even only costing 2, still falls into the same boat of just being objectively worse than the Mage power again. If you want it to be exactly +1 Attack, you're either going to need some other immediate benefit (like for example 1 damage to the enemy hero's face or heal a friendly character for 1) or something that will last until future rounds like Druid and Rogue do (like for example if the +1 attack bonus lasts until the start of your next turn, so enemies attacking face take damage).
I like the idea of the attack staying till next turn. Or I could go full tilt and just let the guy stay completely Immune for the turn at the current cost (Which incidentally, was kinda where the whole idea of the class started, and I made the cards around that idea, until I realized it was getting too ridiculous)
But I guess +2 Attack could work, I'd just have to rethink some of the cards.
I like the new hero power, maybe make it Take 1 damage instead of 3 would be balanced, since giving your hero +2 attack is worth a lot less than drawing a card, and warlock gets away with drawing a card by just taking 2 damage.
I'll keep the numbers on the underpowered side of things for now, it's easier for me (mentally not literally, obviously) to buff my creation than be forced to nerf them and tear them down, if that makes sense.
I like the new hero power, maybe make it Take 1 damage instead of 3 would be balanced, since giving your hero +2 attack is worth a lot less than drawing a card, and warlock gets away with drawing a card by just taking 2 damage.
I'd go in the middle and say 2 damage. I think being able to take 2-Health minions out with a hero power is pretty big deal, but I also agree 3 Health may be too steep considering that 2-health minions are already more likely to have higher Attack and thus a bigger health consequence for attacking them. Though, I also think it'd be better balanced as an equipped weapon exactly so that it can't stack with class weapons, because that's where I think the danger would lie.
I would put pictures up, but that would mean taking the time to find them, uploading them individually onto imgur and linking them one-by-one, and I'm sorry that I don't have that much time.
So, Gladiators are a thing in WoW, although you never get to play as one. So here's your chance (sorta)!
Who to represent Gladiators? It could only be Kargath Bladefist!
So, this class gets a mechanic called Bleed (x). Where at the end of every one of your turns, any minion with Bleed deals x damage to both itself and your face, in return for having good stats for its cost.
The flavour of the class is obviously the ones fighting in the arena, but also the outcasts, failed experiments that have no where to be but in the ring of fight. And also just the generally shady or unwanted, but not full out demons or fel like Warlocks would take in. There are obviously Beast themes, as Gladiators will often be fighting against beasts, as well as the standard combatants.
Basic Set
Text:
Clash - 0 Mana, Spell, Your hero gains +3 Attack this turn.
Overeager Fighter - 1 Mana, Minion, 2/3, Bleed: (1).
Bladefist - 2 Mana, Weapon, 1/3 Battlecry: Take 2 damage. Your hero is Immune while attacking.
Lull of Battle - 2 Mana, Spell, Restore 4 Health to your hero. Draw 1 card.
Pumping Veins - 2 Mana, Spell, Whenever a minion dies this turn, restore 3 Health to your hero.
Arena Recruiter - 3 Mana, Minion, 2/3, Deathrattle: Draw 1 card. If it's a minion with 3 or less Attack, summon it.
Starved Ironfur - 3 Mana, Minion, 3/4, Charge. Bleed: (2). Beast.
Show of Strength - 4 Mana, Spell, Deal 5 damage to a minion. If it kills it, draw 1 card.
Favoured Champion - 5 Mana, Minion, 2/7, Taunt. Battlecry: Gains 1 Attack for each other friendly minion.
Tauren Barbarian - 6 Mana, Minion, 6/10, Bleed: (2).
Full Images:
Expert Set
Text:
Retired Announcer - 1 Mana, Minion, 1/1, Deathrattle: Summon a random 2-cost minion, and give it (2) Bleed. Epic.
Hasty Fix-up- 2 Mana, Spell, Minions do not Bleed this turn. Draw 1 Card. Common.
Unchained - 2 Mana, Weapon, 0/2, Windfury. Common.
Overgrown Scorpid - 2 Mana, Minion, 2/4, Destroy any minion damaged by this minion. Bleed (1). Common.
Blade Shard - 2 Mana, Weapon, 3/1, Battlecry: Take 1 damage. 50% chance of not losing Durability. Rare.
Conscript Farseer - 3 Mana, Minion, 2/2, Battlecry and Deathrattle: Restore 4 Health to your hero. Common.
One Man Army - 3 Mana, Spell, This turn, whenever your hero deals damage, also deal that much damage to all enemy minions. Rare.
Frenzied Qiraji - 4 Mana, Minion, 4/5, Ignores Taunt. Bleed: (1). Rare.
Stand Together - 4 Mana, Spell, Return 1 friendly minion to your hand. This turn, your hero gains Attack equal to that minion's Attack. Common.
Bloodthirsty Tallstrider - 4 Mana, Minion, 3/4, Whenever a minion dies from Bleeding, gain +1/+2. Beast. Rare.
Lo'Gash - 4 Mana, Minion, 3/3, Whenever a minion takes damage from Bleeding, gains +2/+1. Bleed: (1). Legendary.
Hungering Berserker - 5 Mana, Minion, 2/7, Whenever your hero would take damage from Bleeding, restore that amount of Health to your hero instead. Rare.
Riot! - 5 Mana, Spell, Give all minions +2 Bleed. Draw 2 cards. Common.
Voodoo Concoctions- 5 Mana, Spell, Restore your hero to full Health, and Freeze your hero for 2 turns. Epic.
Second Wind - 6 Mana, Spell, Summon all friendly minions that died this turn with 1 Health. Minions do not Bleed this turn. Epic.
Full Images:
Naxxramas
Text:
Stitched Berserker - 4 Mana, Minion, 5/3, Deathrattle: Equip a random Junk Weapon. Bleed: (1). Common.
Junk Weapons are:
Blade Shard (see in the Expert Set)
Metal Slab - 2 Mana, Weapon, 0/4, Whenever your hero would take damage except by Bleeding, reduce it by 2 and loses 1 Durability.
Splintered Axe Handle - 2 Mana, Weapon, 1/3, Any minion damaged by your Hero gains Bleed (3).
Full Images:
Goblins vs Gnomes:
Text:
Insanity Serum - 1 Mana, Spell, Give a friendly minion Charge, 5 Attack and +5 Bleed. It cannot attack heroes. Epic.
Cannon Fodder - 2 Mana, Minion, 1/8, Taunt. If your hero has 15 or less Health, your hero takes no damage from Bleeding. Bleed: (3). Rare.
Bloodletter - 3 Mana, Weapon, 1/4, Battlecry: Restore 3 Health. Whenever your hero deals damage, restore the same amount to all Bleeding friendly minions. Epic.
Intimidating Shout - 3 Mana, Spell, This turn, whenever your hero attacks, give all enemy minions -1 Attack. Common.
Autotamer XJ9 - 4 Mana, Minion, 5/3, Battlecry: Give ALL Beasts +3/+3, and +4 Bleed. Mech. Rare.
Mechperimental Healer - 5 Mana, Minion, 5/5, At the end of your turn, remove 2 Bleed from a friendly minion and give an enemy minion +2 Bleed. Mech. Rare.
Arakkoa Alchemist - 6 Mana, Minion, 6/6, Battlecry: Destroy another random minion. Bleed: (1). Common.
Thok the Bloodthirsty - 10 Mana, Minion, 8/12, Charge. Costs (1) less for each Bleeding minion. Bleed: (6). Beast. Legendary.
Full Images:
Blackrock Mountain:
Text:
Dark Iron Escapee - 3 Mana, Minion, 3/6, This minion has a 50% chance of reducing damage taken to 0. Bleed: (3). Common.
Smuggled Drake - 8 Mana, Minion, 6/7, Battlecry: Deal 4 damage. Whenever a minion Bleeds to death, costs (1) less. Bleed (1). Dragon. Rare.
Full Images:
The Grand Tournament
Text:
Runaway Rider - 2 Mana, Minion, 3/2, Inspire: Give a random minion +1 Bleed. Common.
Cheap Hit - 2 Mana, Spell, Return a random friendly minion to hand, and deal 4 damage. Rare.
Ragnaros' Champion - 3 Mana, Minion, 3/3, Inspire: Deal 3 damage to another random character. Epic.
Raptor Rider - 3 Mana, Minion, 5/2, Battlecry: Reveal 1 minion in each deck, and destroy the minion that costs more. Common.
Abandoned Mount - 4 Mana, Minion, 4/4, Deathrattle: Give your hero +3 Attack this turn. Beast. Rare.
Interlude - 4 Mana, Spell, Restore all minions to full health. Rare.
Adrenaline Junkie - 5 Mana, Minion, 5/5, You can use your Hero Power thrice a turn. Inspire: Gains +1 Bleed. Common.
Thirstful Blade - 5 Mana, Weapon, 4/1, Whenever your hero attacks, restore 2 Health to it. Whenever a character dies, 50% chance to gain +1 Durability. Epic.
Imperator Mar'gok - 8 Mana, Minion, 8/6, Inspire: Destroy the next minion damaged by your hero. Deathrattle: Your hero gains +3 Attack permanently. Legendary.
Note for Mar'gok: When I say permanently, I mean even on your opponent's turn, your Hero has 3 Attack, so a minion whacking your face takes 3 back.
Full Images:
League of Explorers:
Text:
Hasty Treasure Seeker - 2 Mana, Minion. 2/3, Discover a Spell or Weapon. Bleed: (1). Common.
Blood Python- 4 Mana, Minion. 3/3 Battlecry: Destroy all Bleeding minions, gain +1/+1 for each. Beast. Common.
Cursed Bone Bow - 5 Mana, Weapon. 3/3, Whenever your Hero would take damage while attacking, give a random friendly minion +2 Bleed instead. Rare.
Full Images:
Coming Soon!
I appreciate any feedback; I understand that my card ideas are not perfect (or anything close to perfect), but every bit of commenting (sorta) helps!
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Would you like some help with putting the cards/Hero to a visible form? I really like the entire concept of it, good work!
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Of course, if you're willing to help out by putting them in a non-awful format, I'd be more than happy for the help :)
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
You can actually be a Gliadiator in WoW. Warriors have an unofficial 4th spec that can be obtained when you pick the talent Gladiator's Resolve. Anyways, the flavor for this looks really fun, and I've always liked Kargath. Cool ideas.
I like the idea of a Gladiator class, but it sounds more in line with the hero classes in WoW (DK and Monk) because they're more of a lore-based thing than the 9 generic archetypes that Hearthstone gets. And I have an idea for you- It's a version of the wacky 2M spells some classes have been getting (Unstable Portal, Resurrect):
Heroic Call/Hero's Call: -2M- "Summon a random minion with Battlecry"
could probably be 3 Mana, but there are quite a lot of 4/3 3/3 and 2/3 battlecry minions in the game
I can sorta see something like that, a image of a warrior bound and confused as he's let out into the ring. Not a Heroic entrance, more of a forced entrance! Thanks for the idea, i might put it in as a 3 cost.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Not really seeing how it's not objectively worse than the Mage power. Maybe if your class cards did more stuff having to do with your hero being at low Health it could be cool, but in its current form it just strikes me as bad... Plus, thematically, I personally think it's be cooler to have the Gladiator as a weapon-using class, and you don't seem to have any of those. Maybe instead something like "Take 2 damage and equip a 2/1 weapon."?
Well, for example, if you equip the Bladefist (I think you missed it), you now have essentially a Doomhammer + Immune while attacking for 3 HP that turn. I plan on giving the hero a bunch of self-attacking buffs and more weapons to help stack with the hero power.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I'll start putting the images in slowly, and then I'll get to putting in new cards.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
This hero power isn't too great. In order to be on-par with druid, you have to hit something that has 4 or more attack. That way, you take 3 damage, and druid takes 4, 1 of which is absorbed by armor.
Additionally, it's weaker than mage's hero power in every single way as opposed to druid which is better if you go face. Mage never takes any damage from dealing 1 damage and can bypass taunt. Druid can't bypass taunt and negates only 1 damage as opposed to all. If you attack your enemy's face, you deal 1 damage to them and gain 1 armor as opposed to mage staying at the same health. This class can never be better than mage, since even if you negate 12 damage when attacking, you still take 3, which is more than 0. You could actually argue that +1 attack and immune is balanced relative to mage. As such, I think a complete rework of this would be best.
Honestly, if there was any time to do it, this would be the one to give a hero power of "+2 attack this turn." While OP on its own, I feel like this would make an interesting class on having a really high focus on your hero doing a lot of the work, more so than the other weapon classes.
I wanted to do the Immune while attacking because it would mean that just about any attack buff on the hero nets you tons of synergy,but I guess the draw-back at the end of it means that any bad opener means you don't get anything out of it.
+2 Attack still sounds too OP to me. No attacking power is balanced in line with Mage obviously, but at the same time, Mage doesn't get any cards that make the hero attacks more powerful.
Maybe it could be +1 Attack and gain Divine Shield until the end of the turn for 3.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Mage hero power is wayyyy better
Time is precious. Waste it wisely. Legend Seasons: 9, 10, 11, 12, 13, 14, 15, 17
Current deck: Not playing much anymore
Highest rank: legend rank 9 Highest finish: legend rank 103 Infinite Arena Player
Drawing a card as a hero power is also OP, but Warlock gets away with it because its power comes with a drawback. Giving your power a drawback gives you a little more room in terms of how powerful the benefits can be. As for what you said about the Mage power, I definitely don't think that's true. Sure, in general it's a bit better than the Druid and Rogue powers, but it's not objectively so. The Druid gets the benefit of Armor that it can stack a bit of, and the Rogue gets to do one damage twice. Your Divine Shield idea, even only costing 2, still falls into the same boat of just being objectively worse than the Mage power again. If you want it to be exactly +1 Attack, you're either going to need some other immediate benefit (like for example 1 damage to the enemy hero's face or heal a friendly character for 1) or something that will last until future rounds like Druid and Rogue do (like for example if the +1 attack bonus lasts until the start of your next turn, so enemies attacking face take damage).
I like the idea of the attack staying till next turn. Or I could go full tilt and just let the guy stay completely Immune for the turn at the current cost (Which incidentally, was kinda where the whole idea of the class started, and I made the cards around that idea, until I realized it was getting too ridiculous)
But I guess +2 Attack could work, I'd just have to rethink some of the cards.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
This does actually bring up the idea for me of using different characters as new Hero skins with different hero powers.
So, maybe Kargath would just be another warrior class skin.
Week 11 Design Submission - Bronze Drake
The Fundamental Equation of Hearthstone - The Fundamental Description of Maximizing Winrate
That wouldn't be quite as fun as making a whole new set of cards, which is IMO the point of this subthread :) Neat idea for Blizz, not so much for me.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I like the new hero power, maybe make it Take 1 damage instead of 3 would be balanced, since giving your hero +2 attack is worth a lot less than drawing a card, and warlock gets away with drawing a card by just taking 2 damage.
I'll keep the numbers on the underpowered side of things for now, it's easier for me (mentally not literally, obviously) to buff my creation than be forced to nerf them and tear them down, if that makes sense.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I'd go in the middle and say 2 damage. I think being able to take 2-Health minions out with a hero power is pretty big deal, but I also agree 3 Health may be too steep considering that 2-health minions are already more likely to have higher Attack and thus a bigger health consequence for attacking them. Though, I also think it'd be better balanced as an equipped weapon exactly so that it can't stack with class weapons, because that's where I think the danger would lie.
I can make sure that I don't give the guy any big weapons, so at best, you'll be relying on a Blingtron to give you the Doomhammer.
In fact, with this, I think there's some cool 0-attack weapon ideas to be had.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.