Many thanks to Mokthol for his Demon Hunter card border!
Many thanks to McF4rtson for inspiring me some of the ideas you'll meet here!
Demon Hunter
Demon hunters are dark, shadowy warriors who are shunned by the greater night elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even channel upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the night elves' society, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness.
A combination of Mage's and Warlock's (indicating the power trio of Demon Hunters - Arcane, Fire and Shadow), the Demon Hunter's Hero Power deals 2 damage to ANY target, at the cost of 2 Health. Demon Hunter is a class based on 6 types of effects:
Demons
Mana Crystals
Weapons
Battle Spells
Self Sacrifice
Deck Discarding
Basic Set
Brief explanations:
Spectral Sight: Many of our effects are based on the presence of Demons on the Battlefield, and there's no better activator than this card.
Sworn Sister: Our basic 1-drop. The weapon equipped is a small warblade. Very helpful for the early game.
Scheme: Something like Mortal Coil. The second effect is something new in Hearthstone. It helps you get rid of useless cards in your deck for the specific game, and also combos with a card we'll meet later.
Verdict: Our Sacrificial Pact, but with a possibly better pay off.
Mana Shield: Another new effect in Hearthstone, based on Mana Crystals. In the best case, it will give you 9 armor, when used on turn 10.
Mana Burn: The opposite of Mana Shield, this one will punish your opponents for not using Mana efficiently.
Warglaive of Azzinoth: Οur one and only Weapon card. All the rest of the weapons we'll meet later are Spells which will equip this one and give it an extra effect.
Evasion: A card which guarantees you'll survive another turn.
Immolation: Our main board clear. 3 damage is too much for 5 mana, but it is compensated by the damage dealt to your hero. Clearly, a very strong card.
Satyr Demonologist: A simple minion for Demon based decks.
Classic Set
Meet the new keyword, Channel.
Channel is like Choose One, but instead of an entirely different effect, the second option is a stronger version of the first at the cost of some extra mana. It works like this: Channel (x): You have the option to pay (x) extra mana to activate the Channel effect of the card.
Brief Explanations:
Outland Energry: Our Preparation. Possibly a bit weaker, as most cards have Channel (1) or (2).
Demonic Energy: Our Deadly Poison. But instead of a poison, our weapon is powered up through the channeling of our inner demonic energy.
Aura of Dread: Enemies flee in fear! Their attack power is limited. Keep in mind that the debuff is permanent.
Demonbolt: What a great card! How much more versatility can someone ask for? Must include!
Dreadlord Arcanist: Our Unbound Elemental. Somewhat easier to kill though.
Soft Enrage: An example of a card whose versatility comes for free. You would pay 3 for 2 cards or 5 for 3 cards anyway! Now you have the choice, at absolutely no cost. It's like having an extra card in a deck without lowering the chances of drawing your other ones.
Perception Focus: Illidan concentrates and prepares for his next strike. An he'll strike hard. Very hard.
Satyr Herald: Our...Goblin Blastmage? Perhaps? A bit better. Not only you can focus on what you'll hit, but you also have the choice of doing 1 extra damage for 1 more mana.
Dual Wield: One is not a true Demon Hunter without the ability to hold two warblades together. Essentially a 4/2, which also deals you extra damage, but with the versatility to better split your damage.
Demon Within: This is something like Faceless Manipulator, but since the minion is silenced, you only copy the stats.
Dance of Demons: Another versatile card, which synergises with many others. It's an Unleash the Hounds, which always works, though.
Demonic Gargoyle: Does what a Taunt should do: protect your minions, not your face.
Flames of Azzinoth: In the numbers, this card will summon at least two 3/3 Taunts. That's 6 mana value. At the best, it'll summon two 3/3 Charge, and that's 8 mana value. So, the card should cost 7, but given the random element and that the result is either what you exactly want it to be, or the opposite, I think it's safe to reduce its cost to (6).
Varedis: 4/5 Charge = (4+4)/5 = 8/5 = 6 mana. 'Immune while attacking' = ~1.5 - 2 mana. Windfury for a 4/5 (Windfury Harpy) = 2 mana. Now, considering that paying 8 or 10 mana comes at not being able to do almost anything else the same turn, and also that a comparison to a useless Windfury Harpy is lame, I think we can easily set the Channel costs at 2 and 4 for Immune and Windfury respectively.
Metamorphosis: Demon Hunter's signature ability. Grants vitality and increased power. I decided to depict it by armor and card draw. 4 cards + 10 Health = 7 mana + 4 mana = 11. But, as I have said, cards with cost 8 or more should go above their vanilla value.
So many new cards! This is awesome! I have concerns about deck discarding taking a long time and punishing you for getting to the late game - fatigue + hero power pings means you'll lose quickly. This is most worrisome on Illidari Nethermancer, who has an inspire trigger to discard from the deck. That could happen every turn! Even with the Flight of Betrayal combo, he worries me that it will sound really cool until you lose the game from milling yourself.
On the other hand, channel is super cool! I am kind of shocked druid's never had a "choose two" with a new mana cost, but making it a whole mechanic can make you do cool things - the BRM card makes you juggle doing more things a turn or drawing cards, very cool. I do worry too many of them are efficient on both ends - the traditional way to make Channel type mechanics fair is to make one mode/drop slightly below curve, in exchange for the other powerful option. Demonbolt should probably not deal 3 damage for 2 mana, and Draw Soul probably needs to cost more on the channeled side, but overall you did a good job making really cool Channel cards that feel like they'd not always be "if you can, channel it."
Thank you for your comment! I'm glad to hear your words.
Deck discarding shouldn't be overlooked. It helps you discard cards that are useless in your current game. This can be very, very huge.
Yes, Channel is a keyword that could really be implemented into the game. Won't be surprised if I see it in the future. Yes, I feel that cards with Channel should have their options slightly underpowered, but how much underpowered exactly has to be decided with testing.
I Love IT! Well done with an interesting Class for Hearthstone. I am looking forward to the next WoW expansion and I would love for Hearthstone to introduce new WoW classes that haven't been added yet!
Illidan as the Hero is the main problem with this concept.
Illidan has a crd currently in Hearthstone...therefor he will never be a playable Hero.
Might want to find another fitting Demon Hunter in Warcraft Lore.
I WANT ILLIDAN AS THE HERO.....DELETE THE CARD BLIZZARD!
For Varedis, would you have to choose between the two Channel effects? Or would choosing to pay for net you both immunity and windfury?
I like the deck discarding, mechanic, but I have so many doubts that it would work in Hearthstone. This game doesn't have tutors; hell, it doesn't even have the ability to choose your discards! I know it's a fan creation, but this would never be implemented.
I don't like how demon synergy is a mechanic of the Demon Hunter class. The Satyr, for example would fit much more in Warlock. A few demon (and anti-demon) cards would be fine, but having it as a subtheme I think is a little much.
I Love IT! Well done with an interesting Class for Hearthstone. I am looking forward to the next WoW expansion and I would love for Hearthstone to introduce new WoW classes that haven't been added yet!
Illidan as the Hero is the main problem with this concept.
Illidan has a crd currently in Hearthstone...therefor he will never be a playable Hero.
Might want to find another fitting Demon Hunter in Warcraft Lore.
I WANT ILLIDAN AS THE HERO.....DELETE THE CARD BLIZZARD!
I'm looking forward to it, too! This is a really serious problem if Demon Hunter becomes a playable class. Even if they chose another character as the hero, Illidan Stormrage should at least become a DH class card.
For Varedis, would you have to choose between the two Channel effects? Or would choosing to pay for net you both immunity and windfury?
I like the deck discarding, mechanic, but I have so many doubts that it would work in Hearthstone. This game doesn't have tutors; hell, it doesn't even have the ability to choose your discards! I know it's a fan creation, but this would never be implemented.
I don't like how demon synergy is a mechanic of the Demon Hunter class. The Satyr, for example would fit much more in Warlock. A few demon (and anti-demon) cards would be fine, but having it as a subtheme I think is a little much.
You get both immunity and windfury! I will explain this when I write the card explanations.
Remember that we're still in the very early years of Hearthstone. In order to keep the game alive, the designers will be forced to continuously add new content and implement new ideas, so I won't be surprised if we see tutors in the near future.
I know that demon synergy is mainly a warlock feature, but even Druid has some beast synergy, while hunter is the main beast class. I don't find anything wrong with it, and it's for fun after all :)
Hello again, SpacePower. You were enlightening once more.
First, I want to say that I'm going to rework both Demon Hunter and the Wizard once I finish with Priestess of the Moon. Balance fixes, art changes, effect reworks and entire card replacements. Then, I'll move on to my 4th concept.
Verdict is indeed stronger than its cousin, Sacrificial Pact. But their uses are the same. They're made to work with you own demons, and sacrificing one isn't a small price to pay. It will work very well in a token demon deck, but still, it's just a possibly good card. Sure, being able to target enemy minions gives this card some extra flexibility.
Mana Shield is balanced with the turn 10 play in mind. It will give you 8 armor, that's 3 mana worth (it works even if you are at 23+). At 1 mana it would be TOO good after turn 6.
Satyr Demonologist: You have a good point for this one, but I have to disagree. Class cards can go 1 stat point above their vanilla counterparts. Then there are similar cards for other tribes which go above their vanilla stats with only 1 minion of their tribe present. Examples: Metaltooth Leaper, Upgraded Repair Bot, Iron Sensei, Tinkertown Technician, Southsea Captain). Also, its Warlock counterpart, Dread Infernal, has a 1 mana ability, while it's worth 5.5 mana alone.
Evasion: This is a card that needs testing to be sure about its balance. The damaging cards which require no target exist, but they're too few to take them into account when deciding between Stealth and Immunity. The ones that are meta relevant are Steady Shot, Boom Bot, Leper Gnome, Ragnaros, Hellfire, Concecration, Holy Nova and, the most threatening, Blade Flurry. To be honest, Immunity was my first design, but then decided to go with something more innovative. I will definitely look into it.
Aura of Dread: Based on Eadric the Pure, changing ALL enemy minions' attack to 1 costs 2.5 mana (considering that as a 7 mana class legendary it should be an 8/8). With this in mind, and taking into account that 1) its low cost offers much more utility than Eadric, 2) Channeling gives you extra flexibility, I should increase this card's Channel cost to (2). Agreed.
Perception Focus: Yes, I see. I had Corruption in mind, but I didn't think that it works because it's a buff on a minion. I will readjust this to work as intended. Would [Double your weapon's attack next turn only] work?
Varedis: OK, I calculated this again and, indeed, it's a little OP as it is, but as a 4/5 it's ideal. You see, the 5 attack is the main problem. Reducing it to 4 fixes it without the need too drastically reduce its Health.
Thank you again for bothering giving me a detailed review! You're very helpful and I will take your suggestions into account!
Verdict: Ok, I see. I need to make it so that you gain 1 mana of value. When I designed this, Flash Heal hadn't been announced yet, so I based my evaluation on Holy Light (2 mana). Yes, Sacrificial Pactonly heals for 5 and only your hero, but then again, it's unplayable. I just wanted to make something playable, at least.
Mana Shield: The problem is that it's slightly strong at 1 mana and slightly weak at 2. Maybe I'll add an additional card draw after all.
Satyr Demonologist: Both versions feel logical. It's not that it's broken as a 6/6, nor bad as a 5/6. Stormwind Champion also buffs the minions played after him. The best point you have is that there are cards that summon multiple Demons.
Varedis: I'll just swap Windfury with Immune, so that you have to pay 10 for the burst. Divine Shield would make him too similar to Al'akir. I also have an alternative ability in my mind in place of Immune.
EDIT: Darkflame Golem: I'll change the stat gain and distribution a bit, but I'll leave the totals the same.
You're a very helpful person to class designers. I'd like to see a concept by you ;-)
Justicar Truehearts upgrade is the exact same as mages Fireblast Rank 2 maybe to make it different maybe keep the self damage and make the targetable damage 4?
Justicar Truehearts upgrade is the exact same as mages Fireblast Rank 2 maybe to make it different maybe keep the self damage and make the targetable damage 4?
Oh, it's Ok, i don't mind! :) The upgrade incinerates the target, instead of immolating both of you ;) 4 damage would be TOO crazy!
Amazing, awesome, Blizz should be proud.... the card sets are soooo dark, the hero... a classic of course. Betrayers Flight its my fav... i see a lot of potential and extreme value for this guy... and maybe warlock too?
Love your creations, keep up the good work man, some day Blizz will get wiser and will add this fo sho!
Many thanks to Mokthol for his Demon Hunter card border!
Many thanks to McF4rtson for inspiring me some of the ideas you'll meet here!
Demon Hunter
Demon hunters are dark, shadowy warriors who are shunned by the greater night elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even channel upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the night elves' society, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness.
A combination of Mage's and Warlock's (indicating the power trio of Demon Hunters - Arcane, Fire and Shadow), the Demon Hunter's Hero Power deals 2 damage to ANY target, at the cost of 2 Health. Demon Hunter is a class based on 6 types of effects:
Basic Set
Brief explanations:
Spectral Sight: Many of our effects are based on the presence of Demons on the Battlefield, and there's no better activator than this card.
Sworn Sister: Our basic 1-drop. The weapon equipped is a small warblade. Very helpful for the early game.
Scheme: Something like Mortal Coil. The second effect is something new in Hearthstone. It helps you get rid of useless cards in your deck for the specific game, and also combos with a card we'll meet later.
Verdict: Our Sacrificial Pact, but with a possibly better pay off.
Mana Shield: Another new effect in Hearthstone, based on Mana Crystals. In the best case, it will give you 9 armor, when used on turn 10.
Mana Burn: The opposite of Mana Shield, this one will punish your opponents for not using Mana efficiently.
Warglaive of Azzinoth: Οur one and only Weapon card. All the rest of the weapons we'll meet later are Spells which will equip this one and give it an extra effect.
Evasion: A card which guarantees you'll survive another turn.
Immolation: Our main board clear. 3 damage is too much for 5 mana, but it is compensated by the damage dealt to your hero. Clearly, a very strong card.
Satyr Demonologist: A simple minion for Demon based decks.
Classic Set
Meet the new keyword, Channel.
Channel is like Choose One, but instead of an entirely different effect, the second option is a stronger version of the first at the cost of some extra mana. It works like this: Channel (x): You have the option to pay (x) extra mana to activate the Channel effect of the card.
Brief Explanations:
Outland Energry: Our Preparation. Possibly a bit weaker, as most cards have Channel (1) or (2).
Demonic Energy: Our Deadly Poison. But instead of a poison, our weapon is powered up through the channeling of our inner demonic energy.
Aura of Dread: Enemies flee in fear! Their attack power is limited. Keep in mind that the debuff is permanent.
Demonbolt: What a great card! How much more versatility can someone ask for? Must include!
Dreadlord Arcanist: Our Unbound Elemental. Somewhat easier to kill though.
Soft Enrage: An example of a card whose versatility comes for free. You would pay 3 for 2 cards or 5 for 3 cards anyway! Now you have the choice, at absolutely no cost. It's like having an extra card in a deck without lowering the chances of drawing your other ones.
Perception Focus: Illidan concentrates and prepares for his next strike. An he'll strike hard. Very hard.
Satyr Herald: Our...Goblin Blastmage? Perhaps? A bit better. Not only you can focus on what you'll hit, but you also have the choice of doing 1 extra damage for 1 more mana.
Dual Wield: One is not a true Demon Hunter without the ability to hold two warblades together. Essentially a 4/2, which also deals you extra damage, but with the versatility to better split your damage.
Demon Within: This is something like Faceless Manipulator, but since the minion is silenced, you only copy the stats.
Dance of Demons: Another versatile card, which synergises with many others. It's an Unleash the Hounds, which always works, though.
Demonic Gargoyle: Does what a Taunt should do: protect your minions, not your face.
Flames of Azzinoth: In the numbers, this card will summon at least two 3/3 Taunts. That's 6 mana value. At the best, it'll summon two 3/3 Charge, and that's 8 mana value. So, the card should cost 7, but given the random element and that the result is either what you exactly want it to be, or the opposite, I think it's safe to reduce its cost to (6).
Varedis: 4/5 Charge = (4+4)/5 = 8/5 = 6 mana. 'Immune while attacking' = ~1.5 - 2 mana. Windfury for a 4/5 (Windfury Harpy) = 2 mana. Now, considering that paying 8 or 10 mana comes at not being able to do almost anything else the same turn, and also that a comparison to a useless Windfury Harpy is lame, I think we can easily set the Channel costs at 2 and 4 for Immune and Windfury respectively.
Metamorphosis: Demon Hunter's signature ability. Grants vitality and increased power. I decided to depict it by armor and card draw. 4 cards + 10 Health = 7 mana + 4 mana = 11. But, as I have said, cards with cost 8 or more should go above their vanilla value.
Tokens:
Goblins vs Gnomes
Tokens:
The Grand Tournament
Improved Hero Power triggered by Justicar Trueheart:
Naxxramas Blackrock Mountain
If you liked my Class, make sure you have a look at my entire Card Factory.
Also, you're welcome to have a look at my custom Wizard class, represented by Magna Aegwynn
or at my Priestess of the Moon class, represented by none other than Tyrande Whisperwind!
My custom classes : /// / My Card Factory!
So many new cards! This is awesome! I have concerns about deck discarding taking a long time and punishing you for getting to the late game - fatigue + hero power pings means you'll lose quickly. This is most worrisome on Illidari Nethermancer, who has an inspire trigger to discard from the deck. That could happen every turn! Even with the Flight of Betrayal combo, he worries me that it will sound really cool until you lose the game from milling yourself.
On the other hand, channel is super cool! I am kind of shocked druid's never had a "choose two" with a new mana cost, but making it a whole mechanic can make you do cool things - the BRM card makes you juggle doing more things a turn or drawing cards, very cool. I do worry too many of them are efficient on both ends - the traditional way to make Channel type mechanics fair is to make one mode/drop slightly below curve, in exchange for the other powerful option. Demonbolt should probably not deal 3 damage for 2 mana, and Draw Soul probably needs to cost more on the channeled side, but overall you did a good job making really cool Channel cards that feel like they'd not always be "if you can, channel it."
Thank you for your comment! I'm glad to hear your words.
Deck discarding shouldn't be overlooked. It helps you discard cards that are useless in your current game. This can be very, very huge.
Yes, Channel is a keyword that could really be implemented into the game. Won't be surprised if I see it in the future. Yes, I feel that cards with Channel should have their options slightly underpowered, but how much underpowered exactly has to be decided with testing.
My custom classes : /// / My Card Factory!
I Love IT! Well done with an interesting Class for Hearthstone. I am looking forward to the next WoW expansion and I would love for Hearthstone to introduce new WoW classes that haven't been added yet!
Illidan as the Hero is the main problem with this concept.
Illidan has a crd currently in Hearthstone...therefor he will never be a playable Hero.
Might want to find another fitting Demon Hunter in Warcraft Lore.
I WANT ILLIDAN AS THE HERO.....DELETE THE CARD BLIZZARD!
For Varedis, would you have to choose between the two Channel effects? Or would choosing to pay for net you both immunity and windfury?
I like the deck discarding, mechanic, but I have so many doubts that it would work in Hearthstone. This game doesn't have tutors; hell, it doesn't even have the ability to choose your discards! I know it's a fan creation, but this would never be implemented.
I don't like how demon synergy is a mechanic of the Demon Hunter class. The Satyr, for example would fit much more in Warlock. A few demon (and anti-demon) cards would be fine, but having it as a subtheme I think is a little much.
Thank you, I'm trying my best in card creation! :)
I'm looking forward to it, too! This is a really serious problem if Demon Hunter becomes a playable class. Even if they chose another character as the hero, Illidan Stormrage should at least become a DH class card.
You get both immunity and windfury! I will explain this when I write the card explanations.
Remember that we're still in the very early years of Hearthstone. In order to keep the game alive, the designers will be forced to continuously add new content and implement new ideas, so I won't be surprised if we see tutors in the near future.
I know that demon synergy is mainly a warlock feature, but even Druid has some beast synergy, while hunter is the main beast class. I don't find anything wrong with it, and it's for fun after all :)
My custom classes : /// / My Card Factory!
Hello again, SpacePower. You were enlightening once more.
First, I want to say that I'm going to rework both Demon Hunter and the Wizard once I finish with Priestess of the Moon. Balance fixes, art changes, effect reworks and entire card replacements. Then, I'll move on to my 4th concept.
Verdict is indeed stronger than its cousin, Sacrificial Pact. But their uses are the same. They're made to work with you own demons, and sacrificing one isn't a small price to pay. It will work very well in a token demon deck, but still, it's just a possibly good card. Sure, being able to target enemy minions gives this card some extra flexibility.
Mana Shield is balanced with the turn 10 play in mind. It will give you 8 armor, that's 3 mana worth (it works even if you are at 23+). At 1 mana it would be TOO good after turn 6.
Satyr Demonologist: You have a good point for this one, but I have to disagree. Class cards can go 1 stat point above their vanilla counterparts. Then there are similar cards for other tribes which go above their vanilla stats with only 1 minion of their tribe present. Examples: Metaltooth Leaper, Upgraded Repair Bot, Iron Sensei, Tinkertown Technician, Southsea Captain). Also, its Warlock counterpart, Dread Infernal, has a 1 mana ability, while it's worth 5.5 mana alone.
Evasion: This is a card that needs testing to be sure about its balance. The damaging cards which require no target exist, but they're too few to take them into account when deciding between Stealth and Immunity. The ones that are meta relevant are Steady Shot, Boom Bot, Leper Gnome, Ragnaros, Hellfire, Concecration, Holy Nova and, the most threatening, Blade Flurry. To be honest, Immunity was my first design, but then decided to go with something more innovative. I will definitely look into it.
Aura of Dread: Based on Eadric the Pure, changing ALL enemy minions' attack to 1 costs 2.5 mana (considering that as a 7 mana class legendary it should be an 8/8). With this in mind, and taking into account that 1) its low cost offers much more utility than Eadric, 2) Channeling gives you extra flexibility, I should increase this card's Channel cost to (2). Agreed.
Perception Focus: Yes, I see. I had Corruption in mind, but I didn't think that it works because it's a buff on a minion. I will readjust this to work as intended. Would [Double your weapon's attack next turn only] work?
Varedis: OK, I calculated this again and, indeed, it's a little OP as it is, but as a 4/5 it's ideal. You see, the 5 attack is the main problem. Reducing it to 4 fixes it without the need too drastically reduce its Health.
Thank you again for bothering giving me a detailed review! You're very helpful and I will take your suggestions into account!
My custom classes : /// / My Card Factory!
You explained much better, for sure!
Verdict: Ok, I see. I need to make it so that you gain 1 mana of value. When I designed this, Flash Heal hadn't been announced yet, so I based my evaluation on Holy Light (2 mana). Yes, Sacrificial Pactonly heals for 5 and only your hero, but then again, it's unplayable. I just wanted to make something playable, at least.
Mana Shield: The problem is that it's slightly strong at 1 mana and slightly weak at 2. Maybe I'll add an additional card draw after all.
Satyr Demonologist: Both versions feel logical. It's not that it's broken as a 6/6, nor bad as a 5/6. Stormwind Champion also buffs the minions played after him. The best point you have is that there are cards that summon multiple Demons.
Varedis: I'll just swap Windfury with Immune, so that you have to pay 10 for the burst. Divine Shield would make him too similar to Al'akir. I also have an alternative ability in my mind in place of Immune.
EDIT: Darkflame Golem: I'll change the stat gain and distribution a bit, but I'll leave the totals the same.
You're a very helpful person to class designers. I'd like to see a concept by you ;-)
My custom classes : /// / My Card Factory!
I liked this class. Seems good. I like Metamorphosis the most probaly
Justicar Truehearts upgrade is the exact same as mages Fireblast Rank 2 maybe to make it different maybe keep the self damage and make the targetable damage 4?
Oh, it's Ok, i don't mind! :) The upgrade incinerates the target, instead of immolating both of you ;) 4 damage would be TOO crazy!
My custom classes : /// / My Card Factory!
Amazing, awesome, Blizz should be proud.... the card sets are soooo dark, the hero... a classic of course. Betrayers Flight its my fav... i see a lot of potential and extreme value for this guy... and maybe warlock too?
Love your creations, keep up the good work man, some day Blizz will get wiser and will add this fo sho!
Mogor the Ogre Ogre Ninja Dunemaul Shaman Ogre Brute Work for me at the docks.