Since all but one Legendary card seem to have been spoiled so far I'd like to speculate on the one we will most likely be playing with first: Maexxna.
Based on the other Naxxramas Legendaries we can assume her ability might have something to do with her abilities in-game; Kel'thuzad ressurecting dead things, having to kill Stalagg and Feugen to get to Thaddius, Loatheb affecting spells negatively (though this one is a bit more far-fetched), also Baron Rivendare doesn't really fit into this category either.
So what does Maexxna do exactly? A look at Wowpedia tells us she uses :
Web Wrap: Encase 2 random players in cocoons that incapacitate them, they do some damage and have to be destroyed by the other players in the raid.
Web Spray: Similar to the cocoons, everyone in the raid is incapacitated for 6 seconds and is dealt some damage.
Poison Shock: Poison damage in a frontal cone in front of her.
Necrotic Poison: A debuff that reduced healing taken by 90%, generally cast on the tank.
Frenzy: At 30% health she enrages, increasing her damage output substantially.
Maexxna Spiderlings: Small spiders will spawn at a predicted intervals.
I'll start from what I think are the least interesting to the most interesting abilties that could translate well to this card.
Poison Shock doesn't seem nearly iconic enough to make it on the card, possibly they give her the 'Destroy any minion damaged by this minion' poison vial ability with her being a poisonous spider and all, on the other hand she is a legendary and will probably be big enough to make this redundant. Frenzy would make for an obvious 'Enrage: increases attack by x' ability, though many bosses in World of Warcraft have some form of enrage and I still don't feel it's iconic enough for her. Necrotic Poison is definitely on the more interesting side of abilities, however if they wanted to introduce a reduced healing mechanic wouldn't they have taken that chance already? With Mortal Strike or even more applicable; Loatheb, both of which are much more known for reducing healing than Maexxna. Web Spray and Web Wrap fit in the same category as "Incapacitating one or more characters with her webs". While a similar effect already exists in freezing, and having Maexxna be just another Frost Elemental seems rather uninspired, I do think this effect will make it on the card in some form or another. Maexxna Spiderlings are what I think define Maexxna best. Not necessarily as the boss mechanic, but lorewise as: "She feasts on those foolish enough to enter the necropolis, producing spider after spider that Kel’Thuzad uses to his own foul ends." It seems very likely to me that she will somehow be able to summon spiderlings.
On to the mana cost; while this could be anything, if you look at the mana cost to creature size in-game ratio, you'll find that most creatures with similar sizes to Maexxna start off on the 5+ mark (Loatheb, Feugen and Stalagg at 5, The Beast and Illidan Stormrage at 6, Baron Geddon at 7) and seem to stop at 8 (Ragnaros the Firelord,Gruul and all the dragons have a pretty decent size advantage). As 3 Naxx Legendaries are already at 5 and the 6 mark already has some very viable candidates right now (Cairne, Sylvanas, Black Knight) I'd like to think they make her a 7 mana creature, though this could be more up to personal preference.
Lastly, if I have to make a guess with all the above kept in mind, this would be it:
While she's on the field, the opponent's Hero Power portrait would have a small web over it, making it unclickable. There's a tiny bit of synergy here in that your opponent can't ping off the 1/1s with their Hero Power if unable to deal with Maexxna.
Yeah, I also think 5 mana 2/8 beast with destroying ability, because right now we don't have good enough 5 mana general purpose legendaries (maybe Harrison Jones can be good, but it is too much situational), like the officially announced Loatheb. We also need other 4 mana legendaries, like Baron Rivendare.
The 'leak' from a few weeks ago suggested Maexxna would be a 2/8 with 'Destroy any minion dealt damage by this minion'. They were partly right on Loatheb (stated +5 cost on minions with Battlecry, not spells), so something like that could be plausible.
If this were the case that would be pretty bland and unoriginal for a legendary and I hope they feel bad if it gets released like that. "Hey guys let's add 5 health to Emperor Cobra and call it a day".
I highly doubt they would add a card that locks down Hero powers, They are to detrimental to the game.
There are so many ways to deal with it by turn 7 though, if it locked your opponent's hero power for the next three turns guaranteed or something that would definitely be too strong. Also the only class I can think off that really depends on their hero power for the lategame is warlock, which could use a bit of tuning down quite honestly.
Anyone else think it could be something along the lines of
"When this minion damages another minion destroy it and summon a 1/1 spiderling"
That doesn't sound too bad actually, at least that would add to the flair of her being the great Spider Broodmother that can keep spawning spiders infinitely.
I never said it would be a bad card in the game (I'd still play the hell out of it if it came out like that), that doesn't take away the blandness and unoriginality though. Out of all the legendaries, I think only King Krush would be on the same level of boring design as a 2/8 deathtouch. The vast majority of legendaries either have a unique mechanic or several known mechanics that blend together to make a unique card (Bloodmage Thalnos, Grommash Hellscream or Al'Akir the Windlord). I'd just like that extra sprinkle on top that makes it truly unique and legendary.
They are adding 6 legendary's and it's going to be 1 per wing (2) for construct but that's because you have to fight 4 bosses and they are trying to include key features of each boss fight that's why stalage and fuegion are the legendary's of the construct wing because they where thaddius's minions and so there effect is explained , and since each wing is legendary is the final boss of each wing (also this is the first adventure so they want to start with a bang).
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Since all but one Legendary card seem to have been spoiled so far I'd like to speculate on the one we will most likely be playing with first: Maexxna.
Based on the other Naxxramas Legendaries we can assume her ability might have something to do with her abilities in-game; Kel'thuzad ressurecting dead things, having to kill Stalagg and Feugen to get to Thaddius, Loatheb affecting spells negatively (though this one is a bit more far-fetched), also Baron Rivendare doesn't really fit into this category either.
So what does Maexxna do exactly? A look at Wowpedia tells us she uses :
I'll start from what I think are the least interesting to the most interesting abilties that could translate well to this card.
Poison Shock doesn't seem nearly iconic enough to make it on the card, possibly they give her the 'Destroy any minion damaged by this minion' poison vial ability with her being a poisonous spider and all, on the other hand she is a legendary and will probably be big enough to make this redundant.
Frenzy would make for an obvious 'Enrage: increases attack by x' ability, though many bosses in World of Warcraft have some form of enrage and I still don't feel it's iconic enough for her.
Necrotic Poison is definitely on the more interesting side of abilities, however if they wanted to introduce a reduced healing mechanic wouldn't they have taken that chance already? With Mortal Strike or even more applicable; Loatheb, both of which are much more known for reducing healing than Maexxna.
Web Spray and Web Wrap fit in the same category as "Incapacitating one or more characters with her webs". While a similar effect already exists in freezing, and having Maexxna be just another Frost Elemental seems rather uninspired, I do think this effect will make it on the card in some form or another.
Maexxna Spiderlings are what I think define Maexxna best. Not necessarily as the boss mechanic, but lorewise as: "She feasts on those foolish enough to enter the necropolis, producing spider after spider that Kel’Thuzad uses to his own foul ends."
It seems very likely to me that she will somehow be able to summon spiderlings.
On to the mana cost; while this could be anything, if you look at the mana cost to creature size in-game ratio, you'll find that most creatures with similar sizes to Maexxna start off on the 5+ mark (Loatheb, Feugen and Stalagg at 5, The Beast and Illidan Stormrage at 6, Baron Geddon at 7) and seem to stop at 8 (Ragnaros the Firelord,Gruul and all the dragons have a pretty decent size advantage). As 3 Naxx Legendaries are already at 5 and the 6 mark already has some very viable candidates right now (Cairne, Sylvanas, Black Knight) I'd like to think they make her a 7 mana creature, though this could be more up to personal preference.
Lastly, if I have to make a guess with all the above kept in mind, this would be it:
While she's on the field, the opponent's Hero Power portrait would have a small web over it, making it unclickable. There's a tiny bit of synergy here in that your opponent can't ping off the 1/1s with their Hero Power if unable to deal with Maexxna.
Yeah, I also think 5 mana 2/8 beast with destroying ability, because right now we don't have good enough 5 mana general purpose legendaries (maybe Harrison Jones can be good, but it is too much situational), like the officially announced Loatheb. We also need other 4 mana legendaries, like Baron Rivendare.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
I highly doubt they would add a card that locks down Hero powers, They are to detrimental to the game.
Anyone else think it could be something along the lines of
"When this minion damages another minion destroy it and summon a 1/1 spiderling"
If this were the case that would be pretty bland and unoriginal for a legendary and I hope they feel bad if it gets released like that. "Hey guys let's add 5 health to Emperor Cobra and call it a day".
There are so many ways to deal with it by turn 7 though, if it locked your opponent's hero power for the next three turns guaranteed or something that would definitely be too strong. Also the only class I can think off that really depends on their hero power for the lategame is warlock, which could use a bit of tuning down quite honestly.
That doesn't sound too bad actually, at least that would add to the flair of her being the great Spider Broodmother that can keep spawning spiders infinitely.
I never said it would be a bad card in the game (I'd still play the hell out of it if it came out like that), that doesn't take away the blandness and unoriginality though. Out of all the legendaries, I think only King Krush would be on the same level of boring design as a 2/8 deathtouch. The vast majority of legendaries either have a unique mechanic or several known mechanics that blend together to make a unique card (Bloodmage Thalnos, Grommash Hellscream or Al'Akir the Windlord). I'd just like that extra sprinkle on top that makes it truly unique and legendary.
I hope she will be a Beast, to give Hunter more *real* options.
- senti
They are adding 6 legendary's and it's going to be 1 per wing (2) for construct but that's because you have to fight 4 bosses and they are trying to include key features of each boss fight that's why stalage and fuegion are the legendary's of the construct wing because they where thaddius's minions and so there effect is explained , and since each wing is legendary is the final boss of each wing (also this is the first adventure so they want to start with a bang).