Hi, I'm Ethylbenzene bringing you another class based on A Song of Ice and Fire/Game of Thrones. If you missed the last class, check out the Starks. As always Fans please enjoy, critics please comment, and any and all suggested feedback is welcome and wanted. Below is the heroe, hero power, ten basic cards, six commos, five rares, three epics, and one legendary for set with all explanations, balancing, and flavor in spoilers tags. I appreciate all comments and please let me know which cards are your favorite, which you feel are bland, and which you feel should be rebalanced.
The second hero is Asha Greyjoy representing the Greyjoys of the Iron Islands. She specializes in heavy random damage acting as a berserker of sorts. As the Greyjoys have similarities to pirates, the class contains a few cards with pirate synergies.
Hero and Hero Power
Asha Greyjoy - Asha was chosen as the leader of the Greyjoys with a few other considerations in mind, namely Theon, Victarion, and Euron Greyjoy who were all ousted for various reasons. Euron was ousted because he is a villian first and a king second. He is the sort of leader that people follow, but not one that they admire. He will never be a hero and it is futile to pit him as the Greyjoy hero. Victarion was eliminated for similar reasons, not because he's a boring character, but because he will never be the leader the Ironborn need. He will always be a follower and hence makes a better card. Theon was the hardest to eliminate because he is a more central character to the storyline than Asha and could portray a decent hero/leader. He was ultimately eliminated because he is more Northern than Greyjoy and always will be.
Finger Dance: The finger dance is a game of catch at Ironborn feasts where two "dancers" throw axes to each other and catch them, usually ending with one of them losing their finger. It is a good representation of Ironborn culture and Asha happens to be amazing at it. In practice it is a dangerous hero power controlled completely by the RNG. On an empty board you could end up dealing 3 damage to your own face for 2 mana (ouch), deal 3 damage to the enemies face for 2 mana, or deal any combination. As it damages characters in 1-damage increments, Acolyte of Pain will be a popular card in Greyjoy decks. While the hero power synergizes with Enrage effects, none of the Greyjoy cards carry that ability. Instead several of them power up as Asha loses health, similar to the berserker fighting style of the Islanders.
Legendary Card
Euron Greyjoy- While he would make a pretty crappy hero, he makes a badass legendary card. Euron silences all minions, friend and foe, which could be beneficial to either player depending on the board. As Euron in the books captains a crew of mutes, him silencing friend and foe alike makes sense. The 7-mana slot lets Euron come out earlier than many other big threats, and the dual-sided utility can be used to the Greyjoy advantage to run cards such as Ancient Watcher. It can also of course be used as a finisher against Taunt heavy decks. Summon: "Siiilence mortals." Attack: "Pray" Death:
Epic Cards
Euron's three brothers make an appearance as the Greyjoy epic cards. All four brothers are 7-cost royal units, which crowds the 7-mana spot. Therefore an additional balance concern was how the brothers would compete against each other as not all of them could be run at once in an efficient deck.
Aeron Greyjoy: Aeron is the youngest brother and a priest in service to the Drowned God/ His pious nature and respect with the Drowned Men give him a Spell Power+1 for the Greyjoy hero to use with a few Greyjoy spells. The random sea creatures are useful, and while not as impactful as animal companions, can still turn the tide of the game. One of the most effective plays will be playing Aeron and getting the spell power token from him, giving you +2 spell damage for 7 mana. The random sea creatures are shown below in the Tokens section.
King Balon Grejoy: The eldest of the Greyjoy siblings and the original King of the Iron Islands, war-crazy and mad for power and vengeance. Balon is ever one to take hold of opportunities and seeks power even when the odds are against him. This translates into Balon shining at low health, when your hero is below 15 health. In this state he becomes a very powerful charge unit, while at higher health he is simply a 6/6 for 7. While all of the Greyjoy brothers can be used as finishers of sorts, Balon is the most obvious of those.
Victarion Greyjoy: Victarion is younger than Balon and Euron and hates the latter for many reasons. He is the captain of the Iron Fleet of Pyke, commanding over 1000 ships. Despite his lack of brains, he is one of the strongest fighters in canon and chooses to fight with full-plate armor while aboard a ship, fully aware of its risks. Therefore Victarion appears as a very large Taunt unit that has the invaluable ability to force an enemy to attack him. This effect could bypass a Taunt, bypass a target-immune effect, or simply get rid of an enemy. Through this Victarion proves to be both a defensive and offensive threat to board presence. He is, of course, weak to big game hunter :(
Rare Cards
Tsunami- Tsunami is the main AoE attack for the Greyjoys, and in Greyjoy fashion it deals damage to all characters. Basically a 2-mana 2-damage more Hellfire. While the effect might seem very strong, a 5-damage AoE for 6-mana, it's high cost and self-damage balance it compared to cards such as Flamestrike. As strong decks have shown, running even 1 copy of a high-mana AoE is risky, especially one that destroys your board as well.
Bloody Battleaxe- Bloody battleaxe is an extremely strong card in the Greyjoy's arsenal. Boasting extremely high attack for 4-mana, it can clear almost any card costing similar mana, The downside is large, however, as in addition to face-damage a weapon usually leads to, the battlecry deals 6 damage to yourself right off the bat. Still combined with Frenzy, Bloody Battleaxe is a very powerful, if not self-destructive, 7-mana 12 damage.
Salty Throwing Axe- Ironborn often use throwing axes and Asha herself treats her throwing axe as either her suckling babe or her husband depending on who is asking. It's a throwing axe so...yeah it goes through Taunts. It's high durability, relatively low damage, and Taunt immunity combos it well with the Salty Thrall card.
Iron Longship- Iron Longship would be an integral card in a pirate card as a higher mana costed Southsea Pirate. With both cards you could have a 5-attack charge for 3-mana. In non-pirate decks this card shouldn't see much play as it is a vanilla 2/3 for 2-mana carrying no tribes.
Dragoncaller- Euron brought back a dragon horn from the ruins of Valyria that can apparently bind any dragon to it at the cost of the owners life. If the card adheres stronger to the canon-source, the dragoncaller would die upon taking control of a dragon. But then it might as well just be a 2-mana spell and it makes more sense as a minion so trade places it is. While the dragoncaller might be useless in most decks, it could turn the tide of the battle very easily for 2-mana. A tech card for the Greyjoys.
Common Cards
Kingsmoot: Ironically the Ironborn are the only democratic society in Westeros, and their democracy shows in the Kingsmoot, where every captain is a king and gets a voice. To be elected king(or queen) all one has to do is give a speech, give offerings to other captains, and get more people to chant your name than any others. The kingsmoot card is a very expensive card for its effect, but as it allows the player to pick which minions get sapped, it is a very powerful card in its own, lying somewhere between Brawl and Twisting Nether. Due to the number of 7-drops in the Greyjoy deck, I expect this card would be run as a single copy in some decks.
Tidal Blast: A very simple card with an exponentially powerful effect. I doubt any card in the game scales as well with spell damage as tidal blast does. Tidal Blast is a very strong board clear for 1-mana, and can be easily activated through the few spell damage cards that the Greyjoys have at their disposal. Malygos would love this card.
The Iron Price: The Ironmen pay the Iron Price for everything, meaning anything they own their must steal and kill for. It isn't easy owning possessions as an ironmen, but in their culture possessions seperate the powerful from the weak. The Iron Price is a 2-mana Mind Control that causes you to discard your entire hand, effectively ending any threat you might have for the rest of the game against a full-handed opponent. A dangerous tool.
Frenzy- Frenzy gives your weapon windfury for 3-mana. While this effect seems weak, I surmised it would be overpowered for 2-mana when combined with some of the weapons available to Greyjoy.
Drowned Man- The Drowned Men are the religious zealots of the Ironborn, believing that they have drowned and been returned to life by the Drowned God for the purpose of converting others through barbaric means. Drowned Man is the main way for Greyjoy to build spell power if they wish to run power up Tidal Blast or Mug. At the start of your turn, the Drowned Man duplicates, creating a copy. This copies act more like Faceless Manipulator than Grim Patron and copy any stat changes of the original. Luckily the Greyjoys don't have any buffing cards so positive stat-changes are almost irrelevant, but this card could still be powerful with Defender of Argus.
Basic Cards
Salt and Iron: Salt and Iron are the two components that seem to make up every Ironborn's spirit. And as a card it is the most stable card in this unstable class. Most of the time, it will be a powerful 4-mana 3-card draw, but in the early game it will be a weak, but not awful, 4-mana 2-card draw.
Drowned God Sacrifice: The Ironborn often make sacrifices to the Drowned God by drowning prisoners. As a card, it is the main method of summoning sea creatures. The card requires you to have at least one minion on the field and will not be able to be played on an empty board. The sea creatures are shown in the tokens section and emulate random 2.5-mana creatures.
We Do Not Sow- "We Do Not Sow" is the motto of House Greyjoy indicating that the Kraken's are conquerers not farmers, and they will reap of the land that others will sow but do not wish to sow themselves. The card is a direct damage spell for the Greyjoys that gets cheaper as your health decreases, similar to Molten Giant. To be equal to a Fireball, your hero has to be at 14 health. Even then it might be too powerful.
Iron Battleaxe- Cheap early-game removal for the Greyjoy class.
Raider's Bow- The second Greyjoy card that has synergy with the pirate tribe. The Raider's bow gives +2/+2 to a friendly pirate as a battlecry and combo's very well with the Southsea Deckhand pirate. While this card would be very good in pirate decks, in non-tribal decks it is mediocre.
Theon Greyjoy- Theon is the prince of the ironborn raised by the northerners as a cost for his father, Balon, rebelling against the Iron Throne. Despite being a captive he is treated with kindness by many of the Stark children, making Robb Stark more his sibling than Asha ever will be. After certain events, Theon is transformed into a weakened version of himself, called Reek. Theon is a very powerful 4-damage for 4-mana creature that also summons a 4/1 body. This body can be easily taken care of but still puts up a significant board presence. As a cost of his efficiency, Theon leaves behind a 0/1 Reek upon death. This Reek cannot kill himself off as his attack cannot be raised, so takes up a spot on your board until he is killed off by the Finger Dance. Not the most troubling deathrattle, but Reek can still be a hindrance.
Stony Raider- Stony Raider is a strong aggro card in a face-rush becoming a 2-mana 4/5. The conditions where it shines, however, is when the hero has less than 10 health and can be bursted down relatively easily.
Ironborn Pirate- While the Ironborn Pirate has relatively strong stats for his mana-cost, the downside of the card is huge. Unlike previous destructive cards, however, you may choose which curse you want to put upon yourself.
Pyke Captain- Keeping with the theme of destructive pirate minions the Greyjoys own, Pyke captain destroys all of your minions for a 7/4 for 4-mana. While a 7/4 for 4-mana is very good for early game, it is balance by it's battlecry and vulnerability to common removal.
Salty Thrall- The original two names of this card were Salt Wife and Thrall. As Thrall is a hero in Hearthstone, he can't be a card as well. Salt Wife was discarded because all the art relating to this Westeros concept was too brutal and offensive. Therefore Salty Thrall became the cards name. On the Iron Islands, Thralls are pretty much slaves that the rest of Westeros somehow turns a blind eye to. All hail Robert. As a card, the Salty Thrall is the important 1-drop for the Greyjoy class. It gives Asha +2 attack at the beginning of every turn it survives and survives for a maximum of 3 turns, acting as a 2/3 weapon for 1-mana at best. Of course that's under the same conditions that Imp Master is a 3-mana 5/5 and Acolyte of Pain is a 3-mana, deal 3 damage and draw 3 cards. Still, Salty Thrall allows the Greyjoy class to survive the early turns by combining both removal and board presence into a 1-mana card. One of the more unique cards in the Greyjoy arsenal.
Tokens
Sea Creatures:
And that is the Greyjoy class, centered around heavy random damage and, like Handlocks, are strongest at low health. Enjoy :)
In short: Theon was taken prisoner by Ramsay (Bolton) Snow, who proceeded to torture and, finally, castrate Theon. After prolonged further torture, Theon is subdued and serves Ramsay out of fear. Ramsay renames Theon to Reek.
So, yeah. The dangerous Theon is replaced with the harmless Reek. WRT the mechanic: I think it is very clever.
Very interesting class with a lot of lore flavour. Comments on the first few cards:
Finger Dance: Very cool ability. As it effects all targets it could even do four damage, though three is perhaps more balanced. Provides an avenue lots of self damage decks.
Euron Greyjoy: Balanced, but hard to see too much of a use for it. I suppose if you're behind you can use it to silence buffed enemy minions, but Silence alone may not be enough to save you and then you've just got a War Golem. A great arena card though with a lot of flavour. But if you want to buff it up a bit maybe make it a 9/7 to put it in line with something like Malorne.
Aeron Greyjoy: is strong but balanced. As the minion he summons is in line with a three drop, his stats + the sea creature's stats put him in line with a strong 7 drop, with a cheeky extra stat point.
Balon Greyjoy: Could honestly cost 6. I don't like all the epics and the legendary costing 7, it's too homogenous and means they have to compete with one another too much.
Victarion: Likewise could cost 6. Or could even be a 5 mana 5/6. Flavour wise I actually would prefer for Balon and Vic to swap effects. Charging the enemy like a wounded bull fits Vic more.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I was wondering the same thing, until I noticed that Reek is a token:
I still don't get his use.
O_o ??
I imagine it's a joke. If you've seen Game of Thrones it should be obvious enough.
Yes as CaptnZoey explained it's an homage to Theon's more useless state at the hands of Ramsay. While before he may have helped the Ironborn, now he simply hinders his sister. As Theon is a powerful card, but not overly powerful a la Deathlord , I tried to provide an annoying effect. I think in actuality the most annoying part about the deathrattle will be that he might absorb one of your finger dances .
i would very much like to know how to paste the cards like this. I can't figure it out :L
It was a lot easier with the tree and it took me a while to adjust to the new format with little to no FAQs about it. Finally I just made an imgur account, uploaded them to imgur, and copy pasted them in the thread. Through that I discovered that you can insert a link to the image on imgur through the "insert/edit link button". If you want a more detailed runthrough PM me and I'd be happy to help. It took me a while.
Very interesting class with a lot of lore flavour. Comments on the first few cards:
Finger Dance: Very cool ability. As it effects all targets it could even do four damage, though three is perhaps more balanced. Provides an avenue lots of self damage decks.
Euron Greyjoy: Balanced, but hard to see too much of a use for it. I suppose if you're behind you can use it to silence buffed enemy minions, but Silence alone may not be enough to save you and then you've just got a War Golem. A great arena card though with a lot of flavour. But if you want to buff it up a bit maybe make it a 9/7 to put it in line with something like Malorne.
Aeron Greyjoy: is strong but balanced. As the minion he summons is in line with a three drop, his stats + the sea creature's stats put him in line with a strong 7 drop, with a cheeky extra stat point.
Balon Greyjoy: Could honestly cost 6. I don't like all the epics and the legendary costing 7, it's too homogenous and means they have to compete with one another too much.
Victarion: Likewise could cost 6. Or could even be a 5 mana 5/6. Flavour wise I actually would prefer for Balon and Vic to swap effects. Charging the enemy like a wounded bull fits Vic more.
Four damage may have been okay, but originally I had this card, Rodrik Harlaw, which concentrated all Finger Dance damage on the enemy, and while usually 4 damage spread out over multiple minions wouldn't be too much more powerful than 2 damage wherever (priest/hunter conditional HP), 4 damage to the face on an empty board seemed way too poweful. Therefore I decided on 3 damage to emulate the 0-mana effect of mad bomber, even though Harlaw didn't make it through the final cut.
Hmmm...I guess he wouldn't be too powerful as a 9/7, considering anything that can destroy a 7/7 will destroy a 9/7 and blizzard has already given the middle finger to war golem multiple times. And flavor-wise his attack should be higher than his defense. I'll give this some consideration.
Aeron/Euron/Victarion/Balon are all 7-cost precisely because they compete with each other, similar to how they do in the books. In canon if you put all four of them at the head of an army it would go as poorly as putting all 4 in your deck (with Dr. Boom of course). I could hear an argument for Balon being a lower/higher drop.
Balon would be a bit too powerful as a 6/6 for 6 with conditional charge. He could be a 5/5, but as Greyjoy has no buffing mechanics it seems weak.
I like your idea of switching Balon and Victarion. Now that I think about it Victarion might be more suited to the effect, you're right. I don't, however, think Balon is the type to force people to attack him. I'll have to think on it. When I find a good effect for Balon I'll switch them in the next update. Something having to do with the Iron Price might make sense, like draw a card every time he kills an enemy minion? What do you think?
Thank you so much for this feedback. I really appreciate it. I hope you enjoy the next 7 classes just as much :)
Cool concept! One suggestion I have is the Iron price card, it is basically mind control and while discarding is pretty awful, you can get around it by playing it when it is the only card in hand. I think it would be better if it just burns the top five or six cards of your deck. That way even it is the only card in hand you are still paying and/the Iron Price.
I think Theon should summon a Reek for the opponent.
I didn't really like Euron. He has all this dragon horn binding, warlocks from qarth, their shade of the evening, mute crew, supposed association with storm god. I think it is much more fitting for it to be a minion with multiple effects and lower stats.
Hi, I'm Ethylbenzene bringing you another class based on A Song of Ice and Fire/Game of Thrones. If you missed the last class, check out the Starks. As always Fans please enjoy, critics please comment, and any and all suggested feedback is welcome and wanted. Below is the heroe, hero power, ten basic cards, six commos, five rares, three epics, and one legendary for set with all explanations, balancing, and flavor in spoilers tags. I appreciate all comments and please let me know which cards are your favorite, which you feel are bland, and which you feel should be rebalanced.
The second hero is Asha Greyjoy representing the Greyjoys of the Iron Islands. She specializes in heavy random damage acting as a berserker of sorts. As the Greyjoys have similarities to pirates, the class contains a few cards with pirate synergies.
Hero and Hero Power
Asha Greyjoy - Asha was chosen as the leader of the Greyjoys with a few other considerations in mind, namely Theon, Victarion, and Euron Greyjoy who were all ousted for various reasons. Euron was ousted because he is a villian first and a king second. He is the sort of leader that people follow, but not one that they admire. He will never be a hero and it is futile to pit him as the Greyjoy hero. Victarion was eliminated for similar reasons, not because he's a boring character, but because he will never be the leader the Ironborn need. He will always be a follower and hence makes a better card. Theon was the hardest to eliminate because he is a more central character to the storyline than Asha and could portray a decent hero/leader. He was ultimately eliminated because he is more Northern than Greyjoy and always will be.
Finger Dance: The finger dance is a game of catch at Ironborn feasts where two "dancers" throw axes to each other and catch them, usually ending with one of them losing their finger. It is a good representation of Ironborn culture and Asha happens to be amazing at it. In practice it is a dangerous hero power controlled completely by the RNG. On an empty board you could end up dealing 3 damage to your own face for 2 mana (ouch), deal 3 damage to the enemies face for 2 mana, or deal any combination. As it damages characters in 1-damage increments, Acolyte of Pain will be a popular card in Greyjoy decks. While the hero power synergizes with Enrage effects, none of the Greyjoy cards carry that ability. Instead several of them power up as Asha loses health, similar to the berserker fighting style of the Islanders.
Legendary Card
Euron Greyjoy- While he would make a pretty crappy hero, he makes a badass legendary card. Euron silences all minions, friend and foe, which could be beneficial to either player depending on the board. As Euron in the books captains a crew of mutes, him silencing friend and foe alike makes sense. The 7-mana slot lets Euron come out earlier than many other big threats, and the dual-sided utility can be used to the Greyjoy advantage to run cards such as Ancient Watcher. It can also of course be used as a finisher against Taunt heavy decks.
Summon: "Siiilence mortals."
Attack: "Pray"
Death:
Epic Cards
Euron's three brothers make an appearance as the Greyjoy epic cards. All four brothers are 7-cost royal units, which crowds the 7-mana spot. Therefore an additional balance concern was how the brothers would compete against each other as not all of them could be run at once in an efficient deck.
Aeron Greyjoy: Aeron is the youngest brother and a priest in service to the Drowned God/ His pious nature and respect with the Drowned Men give him a Spell Power+1 for the Greyjoy hero to use with a few Greyjoy spells. The random sea creatures are useful, and while not as impactful as animal companions, can still turn the tide of the game. One of the most effective plays will be playing Aeron and getting the spell power token from him, giving you +2 spell damage for 7 mana. The random sea creatures are shown below in the Tokens section.
King Balon Grejoy: The eldest of the Greyjoy siblings and the original King of the Iron Islands, war-crazy and mad for power and vengeance. Balon is ever one to take hold of opportunities and seeks power even when the odds are against him. This translates into Balon shining at low health, when your hero is below 15 health. In this state he becomes a very powerful charge unit, while at higher health he is simply a 6/6 for 7. While all of the Greyjoy brothers can be used as finishers of sorts, Balon is the most obvious of those.
Victarion Greyjoy: Victarion is younger than Balon and Euron and hates the latter for many reasons. He is the captain of the Iron Fleet of Pyke, commanding over 1000 ships. Despite his lack of brains, he is one of the strongest fighters in canon and chooses to fight with full-plate armor while aboard a ship, fully aware of its risks. Therefore Victarion appears as a very large Taunt unit that has the invaluable ability to force an enemy to attack him. This effect could bypass a Taunt, bypass a target-immune effect, or simply get rid of an enemy. Through this Victarion proves to be both a defensive and offensive threat to board presence. He is, of course, weak to big game hunter :(
Rare Cards
Tsunami- Tsunami is the main AoE attack for the Greyjoys, and in Greyjoy fashion it deals damage to all characters. Basically a 2-mana 2-damage more Hellfire. While the effect might seem very strong, a 5-damage AoE for 6-mana, it's high cost and self-damage balance it compared to cards such as Flamestrike. As strong decks have shown, running even 1 copy of a high-mana AoE is risky, especially one that destroys your board as well.
Bloody Battleaxe- Bloody battleaxe is an extremely strong card in the Greyjoy's arsenal. Boasting extremely high attack for 4-mana, it can clear almost any card costing similar mana, The downside is large, however, as in addition to face-damage a weapon usually leads to, the battlecry deals 6 damage to yourself right off the bat. Still combined with Frenzy, Bloody Battleaxe is a very powerful, if not self-destructive, 7-mana 12 damage.
Salty Throwing Axe- Ironborn often use throwing axes and Asha herself treats her throwing axe as either her suckling babe or her husband depending on who is asking. It's a throwing axe so...yeah it goes through Taunts. It's high durability, relatively low damage, and Taunt immunity combos it well with the Salty Thrall card.
Iron Longship- Iron Longship would be an integral card in a pirate card as a higher mana costed Southsea Pirate. With both cards you could have a 5-attack charge for 3-mana. In non-pirate decks this card shouldn't see much play as it is a vanilla 2/3 for 2-mana carrying no tribes.
Dragoncaller- Euron brought back a dragon horn from the ruins of Valyria that can apparently bind any dragon to it at the cost of the owners life. If the card adheres stronger to the canon-source, the dragoncaller would die upon taking control of a dragon. But then it might as well just be a 2-mana spell and it makes more sense as a minion so trade places it is. While the dragoncaller might be useless in most decks, it could turn the tide of the battle very easily for 2-mana. A tech card for the Greyjoys.
Common Cards
Kingsmoot: Ironically the Ironborn are the only democratic society in Westeros, and their democracy shows in the Kingsmoot, where every captain is a king and gets a voice. To be elected king(or queen) all one has to do is give a speech, give offerings to other captains, and get more people to chant your name than any others. The kingsmoot card is a very expensive card for its effect, but as it allows the player to pick which minions get sapped, it is a very powerful card in its own, lying somewhere between Brawl and Twisting Nether. Due to the number of 7-drops in the Greyjoy deck, I expect this card would be run as a single copy in some decks.
Tidal Blast: A very simple card with an exponentially powerful effect. I doubt any card in the game scales as well with spell damage as tidal blast does. Tidal Blast is a very strong board clear for 1-mana, and can be easily activated through the few spell damage cards that the Greyjoys have at their disposal. Malygos would love this card.
The Iron Price: The Ironmen pay the Iron Price for everything, meaning anything they own their must steal and kill for. It isn't easy owning possessions as an ironmen, but in their culture possessions seperate the powerful from the weak. The Iron Price is a 2-mana Mind Control that causes you to discard your entire hand, effectively ending any threat you might have for the rest of the game against a full-handed opponent. A dangerous tool.
Mug- On a similar vein to Starfire and Hammer of Justice.
Frenzy- Frenzy gives your weapon windfury for 3-mana. While this effect seems weak, I surmised it would be overpowered for 2-mana when combined with some of the weapons available to Greyjoy.
Drowned Man- The Drowned Men are the religious zealots of the Ironborn, believing that they have drowned and been returned to life by the Drowned God for the purpose of converting others through barbaric means. Drowned Man is the main way for Greyjoy to build spell power if they wish to run power up Tidal Blast or Mug. At the start of your turn, the Drowned Man duplicates, creating a copy. This copies act more like Faceless Manipulator than Grim Patron and copy any stat changes of the original. Luckily the Greyjoys don't have any buffing cards so positive stat-changes are almost irrelevant, but this card could still be powerful with Defender of Argus.
Basic Cards
Salt and Iron: Salt and Iron are the two components that seem to make up every Ironborn's spirit. And as a card it is the most stable card in this unstable class. Most of the time, it will be a powerful 4-mana 3-card draw, but in the early game it will be a weak, but not awful, 4-mana 2-card draw.
Drowned God Sacrifice: The Ironborn often make sacrifices to the Drowned God by drowning prisoners. As a card, it is the main method of summoning sea creatures. The card requires you to have at least one minion on the field and will not be able to be played on an empty board. The sea creatures are shown in the tokens section and emulate random 2.5-mana creatures.
We Do Not Sow- "We Do Not Sow" is the motto of House Greyjoy indicating that the Kraken's are conquerers not farmers, and they will reap of the land that others will sow but do not wish to sow themselves. The card is a direct damage spell for the Greyjoys that gets cheaper as your health decreases, similar to Molten Giant. To be equal to a Fireball, your hero has to be at 14 health. Even then it might be too powerful.
Iron Battleaxe- Cheap early-game removal for the Greyjoy class.
Raider's Bow- The second Greyjoy card that has synergy with the pirate tribe. The Raider's bow gives +2/+2 to a friendly pirate as a battlecry and combo's very well with the Southsea Deckhand pirate. While this card would be very good in pirate decks, in non-tribal decks it is mediocre.
Theon Greyjoy- Theon is the prince of the ironborn raised by the northerners as a cost for his father, Balon, rebelling against the Iron Throne. Despite being a captive he is treated with kindness by many of the Stark children, making Robb Stark more his sibling than Asha ever will be. After certain events, Theon is transformed into a weakened version of himself, called Reek. Theon is a very powerful 4-damage for 4-mana creature that also summons a 4/1 body. This body can be easily taken care of but still puts up a significant board presence. As a cost of his efficiency, Theon leaves behind a 0/1 Reek upon death. This Reek cannot kill himself off as his attack cannot be raised, so takes up a spot on your board until he is killed off by the Finger Dance. Not the most troubling deathrattle, but Reek can still be a hindrance.
Stony Raider- Stony Raider is a strong aggro card in a face-rush becoming a 2-mana 4/5. The conditions where it shines, however, is when the hero has less than 10 health and can be bursted down relatively easily.
Ironborn Pirate- While the Ironborn Pirate has relatively strong stats for his mana-cost, the downside of the card is huge. Unlike previous destructive cards, however, you may choose which curse you want to put upon yourself.
Pyke Captain- Keeping with the theme of destructive pirate minions the Greyjoys own, Pyke captain destroys all of your minions for a 7/4 for 4-mana. While a 7/4 for 4-mana is very good for early game, it is balance by it's battlecry and vulnerability to common removal.
Salty Thrall- The original two names of this card were Salt Wife and Thrall. As Thrall is a hero in Hearthstone, he can't be a card as well. Salt Wife was discarded because all the art relating to this Westeros concept was too brutal and offensive. Therefore Salty Thrall became the cards name. On the Iron Islands, Thralls are pretty much slaves that the rest of Westeros somehow turns a blind eye to. All hail Robert. As a card, the Salty Thrall is the important 1-drop for the Greyjoy class. It gives Asha +2 attack at the beginning of every turn it survives and survives for a maximum of 3 turns, acting as a 2/3 weapon for 1-mana at best. Of course that's under the same conditions that Imp Master is a 3-mana 5/5 and Acolyte of Pain is a 3-mana, deal 3 damage and draw 3 cards. Still, Salty Thrall allows the Greyjoy class to survive the early turns by combining both removal and board presence into a 1-mana card. One of the more unique cards in the Greyjoy arsenal.
Tokens
Sea Creatures:
And that is the Greyjoy class, centered around heavy random damage and, like Handlocks, are strongest at low health. Enjoy :)
Are these cards for the Warlock?
What is the point of the Reek?
...They're for Greyjoy. The card creator has limited color options, so he chose the warlock one for his new class.
I was wondering the same thing, until I noticed that Reek is a token:
Gotcha. Thanks.
I still don't get his use.
O_o ??
Props! I really like the artwork and creativity, looking forward to seeing more.
I imagine it's a joke. If you've seen Game of Thrones it should be obvious enough.
http://gameofthrones.wikia.com/wiki/Theon_Greyjoy
In short: Theon was taken prisoner by Ramsay (Bolton) Snow, who proceeded to torture and, finally, castrate Theon. After prolonged further torture, Theon is subdued and serves Ramsay out of fear. Ramsay renames Theon to Reek.
So, yeah. The dangerous Theon is replaced with the harmless Reek. WRT the mechanic: I think it is very clever.
i would very much like to know how to paste the cards like this. I can't figure it out :L
Very interesting class with a lot of lore flavour. Comments on the first few cards:
Thanks everyone for the feedback and the support!
Yes as CaptnZoey explained it's an homage to Theon's more useless state at the hands of Ramsay. While before he may have helped the Ironborn, now he simply hinders his sister. As Theon is a powerful card, but not overly powerful a la Deathlord , I tried to provide an annoying effect. I think in actuality the most annoying part about the deathrattle will be that he might absorb one of your finger dances .
Thanks! The next one will come out next Sunday to pay some debts. If you haven't seen the 1st one check out Jon Snow.
Stark: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/49743-fan-made-class-stark
It was a lot easier with the tree and it took me a while to adjust to the new format with little to no FAQs about it. Finally I just made an imgur account, uploaded them to imgur, and copy pasted them in the thread. Through that I discovered that you can insert a link to the image on imgur through the "insert/edit link button". If you want a more detailed runthrough PM me and I'd be happy to help. It took me a while.
Four damage may have been okay, but originally I had this card, Rodrik Harlaw, which concentrated all Finger Dance damage on the enemy, and while usually 4 damage spread out over multiple minions wouldn't be too much more powerful than 2 damage wherever (priest/hunter conditional HP), 4 damage to the face on an empty board seemed way too poweful. Therefore I decided on 3 damage to emulate the 0-mana effect of mad bomber, even though Harlaw didn't make it through the final cut.
Hmmm...I guess he wouldn't be too powerful as a 9/7, considering anything that can destroy a 7/7 will destroy a 9/7 and blizzard has already given the middle finger to war golem multiple times. And flavor-wise his attack should be higher than his defense. I'll give this some consideration.
Aeron/Euron/Victarion/Balon are all 7-cost precisely because they compete with each other, similar to how they do in the books. In canon if you put all four of them at the head of an army it would go as poorly as putting all 4 in your deck (with Dr. Boom of course). I could hear an argument for Balon being a lower/higher drop.
Balon would be a bit too powerful as a 6/6 for 6 with conditional charge. He could be a 5/5, but as Greyjoy has no buffing mechanics it seems weak.
I like your idea of switching Balon and Victarion. Now that I think about it Victarion might be more suited to the effect, you're right. I don't, however, think Balon is the type to force people to attack him. I'll have to think on it. When I find a good effect for Balon I'll switch them in the next update. Something having to do with the Iron Price might make sense, like draw a card every time he kills an enemy minion? What do you think?
Thank you so much for this feedback. I really appreciate it. I hope you enjoy the next 7 classes just as much :)
uses of "Drowning sacrifice" and feed reek to sea creature. it seems abit meh, but i guess its the lore of the class.
I like the idea. Madder Bomber without the body?
thanks man
Cool concept! One suggestion I have is the Iron price card, it is basically mind control and while discarding is pretty awful, you can get around it by playing it when it is the only card in hand. I think it would be better if it just burns the top five or six cards of your deck. That way even it is the only card in hand you are still paying and/the Iron Price.
I think Theon should summon a Reek for the opponent.
I didn't really like Euron. He has all this dragon horn binding, warlocks from qarth, their shade of the evening, mute crew, supposed association with storm god. I think it is much more fitting for it to be a minion with multiple effects and lower stats.