Death Grip: Enemy minion gains Taunt and has 0 attack until end of turn.
Has a lot of applications - By giving an enemy taunt, I can kill it in spite of other taunt minions. Setting it's attack to zero also helps me kill it without trading my minions. Finally, I could kill it with Black Knight :P
I think this would have to be pretty cheap as its a very situational card.
I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.
I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).
Cards I would adjust and why: -{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.
-Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.
-Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.
-Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.
-Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.
-Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:
-Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.
The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.
I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.
In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.
To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.
I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.
I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).
Cards I would adjust and why: -{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.
-Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.
-Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.
-Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.
-Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.
-Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:
-Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.
The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.
I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.
In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.
To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.
I love the work you did, but think that perhaps a new damage mechanic might be more exciting. I created the start of an Unholy Death Knight. If you have the time and motivation, perhaps you could create something not focusing on frost/freezing, but disease and plague instead.
Thanks for the great input. It definitely helps to get a second opinion on this kind of stuff.
About shadowmourne: A lot of people on reddit think it's OP, and I also think it is a really strong card with high value. If you play control, you're most likely going to trade a own minion anyway each turn, so you don't really sacrifice anything but instead get an almost permanent 2 dmg weapon.
Overall, I think this is a very solid hero. Obviously I think there is some room for adjustment. As far as balancing goes, it's more of a math problem than playing the deck. Mainly just quick adjustments to mana costs to bring in line with other similar cards. There are a few that are no brainers and a few that have a lot of potential but cost too much.
I'll talk about the minions this post and touch on legendaries. I'll talke about spells in another post if you find this one useful.
Hero power I think is unique and comparable to others. It has it's niche and is similar to paladin combined with mage. The drawback of the minion dying is easily countered because you can still use these minions to buff existing cards and it flows with the freeze aspect of the DK class and it keeps it balanced with only doing 1 damage per turn.
I love the frost wyrm card. It's extremely similar to mana wyrm. The only problem is, frost wyrm is a super hard counter to mages. Not that that is a bad thing. Just have to be careful. I am up in the air as to if it should be a basic card or epic or even legendary. It flows extremely well with this deck and is extremely op since you can summon and freeze multiple minions at once with ease. Cost is good on this card regardless. I think with some changes to freezes on other cards, 2 mana is perfect. 3 may be possible as well because this card is too good in this deck.
I think Archerus death charger is a good card as well. 6 Cost and I might nit pick by saying it should read "At the start of your next turn, return this card to your hand." 5 cost allows a lot of options at end game without being too damaging in the middle. This card is not terribly difficult to kill. Its better than Leeroy Jenkins so its cost should be slightly higher. It is probably equal to use wise the goblin rocketeer 5/2 charge card. This one does less damage and is harder to kill but is reusable. 7 cost I think is too damaging. Maybe even reduce it's health to make it easier to kill then reduce its cost to 5.
Undead sorcerer, spot on.
Acolyte of the damned I think could read "When a minion dies, summon a 1/1 ghoul." That way it's any minion, friendly or foe. You can use this to your own advantage by sacraficing. I would recommend making it a 1/4 for a 3 cost. Or a 2/5 for 4.
Ice knight, excellent concept. Torn on cost. Must have in this deck. 5 Cost.
Frost eater, again excellent concept. 3/1 with charge. Cost 3. That way it can be summoned after a freeze and can attack unharmed. It will still be around next turn (potentially) It's also much easier to kill since the DK is heavy on control. 2 health means a hero power can't kill it which I think would make it too good since you can have it up for several turns at that point.
Legendaries:
Sindragosa is perfect. Unique, powerful, synergizes well with this deck, it can be dealt with but similar to rag where you will more than likely get 1 damage dealing turn off. Super powerful with Frost Wyrm active+ lots of minions either side. Cost is great as well. Love this card.
Krog the deathfist is lack luster. I think frostmourne should just be an epic weapon like gorehowl. Doesn't make you the lich king but 5/4 and freezes character or summons 1/1 ghoul would be awesome. Or "If a minion dies from being attacked with this weapon, take control of it with 1 health and at the end of next turn, it dies." The latter would be cool. Maybe change the weapon to a 5/2 with that ability. 7 cost.
The four horsemen card is pretty cool. A bit op if you ask me though. I don't know how I would adjust it right now.
An idea for an additional card:
Legendary - Runic Empowerment - Gives 3 mana for this turn only. 0 Cost. Stronger than innervate but can only have 1 in deck. Super powerful early game. Strong late game. Core DK ability.
I think the whole frost style will be as annoying as the mage spells, but you have a lot more than mages. It keeps your oppenent helpless all the time. Maybe if you add neutral cards to make minions immune to frost or defrost them on battlecry. Sindragosa is way to strong! You can attack with your board, then play her and you have a 8/8 for 9 with a frostnova effect. In addition with the other cards this is too much.
But i don’t think we should go too much into detail :)
Good point with Sindragosa. I don't think there is too much of a problem with the frost spells. I think there needs to be less blanket freezes. Ice shards should probably disappear, Frost strike should be single target 2 cost 2 damage freeze to be on par with frost shock but higher cost. Chilling gaze is equivalent to icelance but stronger. Maybe 2 or 3 cost instead. Also keep in mind mages can reduce the cost of their spells. After that, there are not even close to as many freezes as a mage has. (Frost Nova, Ice Lance, Frost Bolt, Water Elemental, Cone of Cold)
Keep in mind Syndragosa freezes your minions for a whole turn, that means they can't attack the next turn, they are still frozen. And now compare it to King Krush a 8/8 charge for 9. It is very comparable but Syndragosa is stronger on a full enemy board and much weaker on an empty or 1 enemy minion board, or if your opponent has a Hex or another answer to it. The only OP combo could be Syndragosa + Shatter on turn 10.
Warlock seemed like more of a card rather than a Hero to play...this should definitely be added to the mix of heroes.
They could use a new card like a Gryphon Rider as a Paladin class card...something that costs 6 mana, has 5 attack, and 3 health and once played sends out two shots at random minions dealing 1 dmg each. Just my two cents for a cool rare Paladin card.
Overall, I think this is a very solid hero. Obviously I think there is some room for adjustment. As far as balancing goes, it's more of a math problem than playing the deck. Mainly just quick adjustments to mana costs to bring in line with other similar cards. There are a few that are no brainers and a few that have a lot of potential but cost too much.
Yes, but balancing all the cards would take a lot of time actually playing the class rather than theorycrafting. I'm sure that's what the Blizz devs do on a test client before releasing updates or new cards. Unfortunately we can't do that, and it's really hard to predict how exactly each and ever cards would behave and how it should be adjusted.
Hero power I think is unique and comparable to others
Agree. There are people suggesting it should be like shaman and summon a random rune or have another random effect. I don't like it that much because a consistent ability with advantages and drawbacks is more fun and balanced. Also Death Coil which would deal 1 dmg or heal an undead does imo not fit, I explained already why I don't like the concept of an undead synergy class. Also the disease ability someone suggested doesn't fit into the game that well. It would either be OP or way too complicated. If you played MM:DoC you know where this would lead to.
I love the frost wyrm card... ...if it should be a basic card or epic...
The rarity was my least concern when making these, I assigned it more or less random. It really only matters in low ranked play and arena.
Archerus death charger
First about the wording, I was using the same wording as in Headcrack but it doesn't matter if everyone knows what it does. I had this card at 6 mana for a long time but it felt too powerfull. It's almost a guaranteed 2 for one if you charge and kill a minion and then your opponent has to spend another card to kill it. And in late game topdeck situations this is just ridiculous. Now if you want to attack with it every turn, you have to pay 7 mana which is fine. It's also a beefy charger which I really like, I don't want to change that.
Acolyte of the damned I think could read "When a minion dies, summon a 1/1 ghoul."
No way, this would be to OP, you could sacrifice your own 1/1s and produce almost an infinite amount of them. The idea behind the Acolyte is, it converts fallen foes into 1/1 servants, so I think this card is find. (Maybe some stat adjusting, but I think it's fine with the same stats as Violet Teacher and Taz'Dingo.)
Frost eater, again excellent concept. 3/1 with charge. Cost 3
I don't think this needs charge, and it would make it op. The idea behind this card is not to always force it's effect to trigger at all cost. It is just a 3/2 with benefits, just like Knife Juggler If you can protect it with Remorseless Winter if your opponent cant get rid of it instantly, it can be devasting with The Freezing weapon. But it's never a plain surprise 2 for 1, beacuse you always have to use a card to freeze the minion first.
Krog the deathfist is lack luster
Agree, Krog is the bastard child, more a Tirion ripoff, and I didn't spend much time on him. I jut liked the art and wanted to turn him into a card. But yeah Syndragosa or the 4 Horsemen are the better legendarys, I just can't decide which one
Legendary - Runic Empowerment
Could be cool, but so far there are only legendary minions and I think for a good reason. It's just more fun to play big minions that actually do something instead of strong support cards, that are useless on their own. Also I don't think the manaramp fits to this class.
Thanks for your feedback, I always like hearing the opinion of others and some great suggestions. I'm curious on your thoughts of the Spell cards.
With frost eater, I just think if it cannot attack first turn, it will basically be useless. Knife Juggler is great because you can summon minions the same turn to activate its effect. If you had to always wait a turn, no one would play it. Frost Eater has a very specific niche and giving it charge allows it to fill that niche extremely well while giving it 3/1 makes a card that is a must kill killable if the user makes a mistake while playing it.
On to some spells:
I'll skip obliterate for now.
Ice Shards is a little strong. Basically its a Cone of Cold but random. I don't have a problem with that. I do have problem that if you amp it with spell power it turns into a stronger frost nova that does damage. On top of that, it can freeze the hero. I think it should be changed to either minions only or removed altogether. It is too strong even at 4 cost.
Dark Command I like this card. Reminds me of a magic card that forces two minions to fight. However, in the current framework of Hearthstone, I think this card would be better if it said "Give a minion Taunt. Draw a Card" I think because of the draw card ability, giving it a 2 cost would be adequate in whichever version of the card you prefer. I also think Death Grip would be a more appropriate "Have two minions fight each other" card.
Dark Transformation is good. I'm torn on this one. It's current form is great but I wonder how it would feel if it did +4/+4 (or +2/+2 or inbetween) and turned the selected minion into a Monstrous Abom. Cost has to be 4 in its current state. (2 if its +2+2 3 for +3+3 etc..) It also probably goes without saying this turns the minion "Undead". So it could be like Demonfire but instead of the card having to "demon" it turns them into "demon". (in this case undead.)
This also leads me to suggest a card that boosts undead minions. Like summoning one randomly from graveyard instead of the deck like hunters do. Or gives all undead +1/+1. Etc...
Blood Strike is a DK's Kill Command. Blood Strike to me is more of a cleave. Perhaps it could be a cleave that deals 1 damage and heals 1 health for every minion it hits? or 2 damage and 1 health? Current iteration, cost should reflect Kill Command which I don't remember if it is 3 or 5.
Chilling Gaze is a bit OP in it's current form. It's also a waste since a lot of cards you would want to silence early game are not worth freezing too. I would think making it closer to Ice Lance where it freezes a target. If it is already frozen, it becomes silenced. 1 cost.
Corpse Explosion is cool. There are a couple of ways to do this card. The current one is a bit strong. Compared to Flamestrike, this card wins because it can actually guarantee the death of a stronger minion and still take out a majority of others. Another way to do the card would be "Deal X damage, if this causes the minion to die, deal Y damage to adjacent minions." I think a 4 Cost 4 damage +2 damage to adjacent would be good. If you want to make it stronger 7 cost, deal 7 damage +4 to adjacent would work. Yet another way would be "Destroy a minion and do X damage to all other minions." X could be the attack of the minion you killed. Cost would vary greatly based on X starting at 4 cost.
Frost Strike I mentioned earlier in another post, I think should be single target 2 damage and freeze comparable to Frost Shock or Frostbolt. Having so many random Freezes begins to make this deck op and I think this card is a big way to reduce it while still keeping some of that playstyle alive.
Death's Advance needs it cost picked up. I would advocate 5 cost due to the Dk's hero power. This brings it in line with Nourish.
Army of the Dead Is great. Cost is low. Say 4 or 5 cost. Maybe give the 3 1/1 minions taunt. Another thought would be 7 Cost, fills your empty minion slots with 1/1 ghouls that have taunt.
Shatter Perfect.
Strangulate Is cool. I like the idea of a secret that can backfire.
Remorseless Winter Is wonderful as well.
Desecrated Ground Good too.
Parry I think this secret can be altered slightly. I think the weapon equipped should be X/1 where X is the attacking minions attack.
Hungering Cold is fine.
Vampiric Runeblade I think this should just be damage dealt by the DK. So if you attack a minion and do 3 damage get 3 health. If the minion you attack only has 2 health, you get 2 health.
Shadowmourne Is either the weapon that never ends or the worst card in the deck. DKs play seems to be based around token play which would make this weapon useless. Perhaps a better way to go about this weapon is 1/1 "Gains +1 attack for every minion that dies." Or X/1 where X is every minion in the graveyard.
Obliterate Back to obliterate, This card is similar to bloodlust. I must ask if you want friendly minions to permanently gain +2 as its ambiguous for a card game. Why not just make this card OP since priests and paladins can permanently reduce attack, just have obliterate permanently increase every minion you have and why not give them charge? Don't worry about reducing enemy attack. Plus the Yu-gi-oh references go through the roof with this card in play. I just really don't have any idea of what to do here.
I guess that covers my thoughts on all the current cards.
Ice Shards is a little strong... if you amp it with spell power...
What's you point, Cone of Cold is even more powerful with spell damage. Three times 2 damage and 3x guaranteed freeze. Ice shards is only 4 missiles that hit randomly, and may not even freeze your desired target. And half of the heros don't even care if they are frozen. This card is fine. Every spell is stronger with spell damgage, thats the whole point.
Dark Command... ...current framework of Hearthstone... ...Death Grip would be a more appropriate...
From the Wowwiki: "Commands the target to attack you, but has no effect if the target is already attacking you." I think this skill is fitting enough. A lot of people seem to misunderstand this card and they think it would make a minion of your opponent to attack another minion of your opponent, which is false. I think this card is okay because it allows you to do 1 favourable trade at best. You can compare it with Commanding Shout, the old version of Charge or Shadow Madness but with one of your own minions. Yes, they would need to implement a new mechanic to HS: Choose 2 targets instead of 1, or simplified: Choose an enemy minion to attack something on your side of the board. Wow, that can't be too hard to do. But it's funny that you speak of the current framework of HS and then continue speaking of stuff like Graveyard and sentences with " Do X, where X is the amount of Y in Z"... There is NO Graveyard in HS and this is also not Algebra: The Gathering. I'm sorry I got a little carried away, but this seems hypocrite to me.
Dark Transformation...
The idea with transforming AND buffing something is good, but the main reason for this card, is the transformation effect, which makes this card situational. Not only you can buff one of your 1/1 ghouls to have a decent minion, you can also use it to silence a dangerous enemy Tirion Fordring or Ragnaros. Also about the turning ino an "undead"... I explained this a few times, and I will do it again: I don't want the DK to have synergies with "undead" minions, because these synergies suck and limits you too much into 1 playstyle, 1 deck and the same combos over and over... I want diversity, not restrictions. It may seem appropriate and fitting to say "Hey let's have the DK with undeads and cards that benefits undeads, why not?" but if you really think about it, this will just limit the number of combos and fancy stuff you can do with your cards.
Chilling Gaze is a bit OP...
Maybe the mana cost can be tuned, but I don't see how a card that does effectively nothing can be OP. Look at Earth Shock and Frost Shock and then think about the fact, that usually 1 mana = 1 dmg. Again, this is a very situational card, that either silences you opponents Blessing of Kings or Ysera, OR it freezes a minion so you can kill it with Frosteater. And in rare occasions it can be both.
Corpse Explosion is cool. There are a couple of ways to do this card. The current one is a bit strong.
Just like Flamestrike, Explosive Shot or Betrayal: Strong, costly, and you can play around it, which makes this card more interactive than Flamestrike. Keep in mind: Every class has a hardremoval, and every class has AoE board damage. The DK lacks boardclear around 4-5 mana (Consecration, Holy Nova) This is his only killcard without a condition, and not even an effective boardclear. Strong - Yes, but you have to look at the whole picture.
Frost Strike
This is just the DKs version of Cleave, Multi Shot or Forked Lightning. It requires 2 available targets on the board, and it can be countered with 4 drops like Chillwind Yeti etc.
Death's Advance needs it cost picked up. I would advocate 5 cost due to the Dk's hero power. This brings it in line with Nourish.
I'm sorry, is your calculator broken? Or maybe I forgot to mention, that the DK hero power costs 2 mana, like every other hero power. For real now: 2+3=5, which is the same as Nourish, however it is different from Nourish: Nourish grants you the option to gain 2 Mana crystals instead which makes it better. However Death's Advance is better if you use it on a free token minion like Tusker from Razorfen Hunter. That's what it's all about: equal strong cards, for every class, that are different in some situation. If it would cost 5 mana and you use it with a token that would be 7 (2+5=7) which would be like Sprint. So it should draw 4 cards.
Shadowmourne Is either the weapon that never ends or the worst card in the deck. DKs play seems to be based around token play which would make this weapon useless.
I guess you'd have to test it in some games to make a real conclusion. Normally when playing a control game, you trade at least one of you own minions anyway per turn. I's not like DK can't use all the neutral minions.
Obliterate Back to obliterate, This card is similar to bloodlust. I must ask if you want friendly minions to permanently gain +2 as its ambiguous for a card game. Why not just make this card OP since priests and paladins can permanently reduce attack, just have obliterate permanently increase every minion you have and why not give them charge? Don't worry about reducing enemy attack. Plus the Yu-gi-oh references go through the roof with this card in play. I just really don't have any idea of what to do here.
Okay bro, let me start with this: http://www.wowwiki.com/Obliterate . I didn't make this up, this IS a DK ability. I guess the Yugioh reference is just a funny side effect. The +2 damage is also only for this turn. A LOT of people who read this card think it's super OP, but is it really? Look at Bloodlust, when I saw this the first time in HS while looking trough all the card on the database I though: "OMG WTF this card is insanely broken and OP" But now it is rarely played by Shamans and it punishes only those, who don't control the enemy board. The shaman hero power is the best the flood the board, and cards like Feral Spirit are really good for that too. But still, bloodlust isn't considered OP for shaman. Why? Because it's easy to controll. Against some boardclears it is a dead card in your hand.
Back to Obliterate, imagine some scenarios where this card would be used: 1. You have some minions on the board, your opponent has no taunt and low life -> use it to finish him. For that use, it is worse than Savage Roar and Bloodlust, because more expensive respectively, less damage. 2. Your opponent has 3 minions, you have 2, you want to trade -> summon an extra 1/1 charge which is now a 3/1 and trade favourable which grants you a 2 for one or 3 for 1 for 8 mana. fine, this isn't better than most flamestrikes. Also comparable to Commanding Shout. 3. Your opponents plays the controll game and clears you board every turn as good as possible, leaving you 1 minion at best -> Obliterate becomes a dead card or is a 1 for 1 if you use it to kill 1 minion. And now add the fact, that the DK can't flood the board as effeiciently every turn like the shaman can do, and please picture me, in which scenarios this card is as OP, as everyone thinks it is?
OK that's it, enough rambling. Sorry if I didn't agree with you most of the time, don't get me wrong. Thanks for the time you put into your thoughts about my cards, it's nice to get an opportunity to explain my reasoning behind some of them.
Great Job! I think Sindragosa would be great as one of the neutral "Dragon" cards, she is one of the aspects after all.
You can consider to make "The Lich King" as class legendary instead of frostmourne, which replaces the Arthas just like Lord Jaraxxus on warlock deck. Remember, Arthas becomes LK when he wears the mask, not equipping Frostmourne. After that he can have the Frostmourne and icy touch just like you made.
And lastly, a comment on your Baron Rivendare card, you can't give a Divine Shield ability on any DK card. It's just wrong, however you said you didn't play WoW, so i give it to that.
Great Job! I think Sindragosa would be great as one of the neutral "Dragon" cards, she is one of the aspects after all.
You can consider to make "The Lich King" as class legendary instead of frostmourne, which replaces the Arthas just like Lord Jaraxxus on warlock deck. Remember, Arthas becomes LK when he wears the mask, not equipping Frostmourne. After that he can have the Frostmourne and icy touch just like you made.
And lastly, a comment on your Baron Rivendare card, you can't give a Divine Shield ability on any DK card. It's just wrong, however you said you didn't play WoW, so i give it to that.
Thanks for the suggestions. About the 4 Horsemen card: I actually read up the lore for the four horsemen and tried to fit thier abilities to it. According to the wiki: (from: http://www.wowwiki.com/Sir_Zeliek)
Sir Zeliek is an undeadpaladin who seemingly resisted being turned into a Death Knight like the other Horseman due to his powerful faith.
So I thought it would be quite fitting for him to have divine shield. Even as a non-wow player I can imagine that divine shield is a paladin ability and certainly not from Death Knights, however, just for that 1 card it's perfect.
Some of the cards are extremely OP, but the idea and the artwork are simply amazing, you should be one of the designers for blizzard honestly because the drawings that you provided are much better than most cards in the game.
Some of the cards are extremely OP, but the idea and the artwork are simply amazing, you should be one of the designers for blizzard honestly because the drawings that you provided are much better than most cards in the game.
No, please don't give me credit for that. These artworks were all made by the awesome artist from Blizzard. I got them all from: http://us.battle.net/wow/en/media/artwork/ .
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Great concepts!
I wish there was a way to check'em out in the game. :P
Death Grip sounds interesting. Maybe something like this:
It's a little bit much text for my taste...
What about
Death Grip: Enemy minion gains Taunt and has 0 attack until end of turn.
Has a lot of applications - By giving an enemy taunt, I can kill it in spite of other taunt minions. Setting it's attack to zero also helps me kill it without trading my minions. Finally, I could kill it with Black Knight :P
I think this would have to be pretty cheap as its a very situational card.
I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.
I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).
Cards I would adjust and why:
-{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.
-Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.
-Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.
-Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.
-Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.
-Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:
-Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.
The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.
I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.
In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.
To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.
Well done sir.
I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.
I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).
Cards I would adjust and why:
-{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.
-Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.
-Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.
-Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.
-Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.
-Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:
-Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.
The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.
I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.
In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.
To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.
Well done sir.
I love the work you did, but think that perhaps a new damage mechanic might be more exciting. I created the start of an Unholy Death Knight. If you have the time and motivation, perhaps you could create something not focusing on frost/freezing, but disease and plague instead.
You can find my post here:
http://www.hearthpwn.com/forums/hearthstone-general/theorycrafting/5369-the-unholy-death-knight
Poetic.
I dont know why blizzard dont take this men for work in hs.Really good job !
Thanks for the great input. It definitely helps to get a second opinion on this kind of stuff.
About shadowmourne: A lot of people on reddit think it's OP, and I also think it is a really strong card with high value. If you play control, you're most likely going to trade a own minion anyway each turn, so you don't really sacrifice anything but instead get an almost permanent 2 dmg weapon.
Overall, I think this is a very solid hero. Obviously I think there is some room for adjustment. As far as balancing goes, it's more of a math problem than playing the deck. Mainly just quick adjustments to mana costs to bring in line with other similar cards. There are a few that are no brainers and a few that have a lot of potential but cost too much.
I'll talk about the minions this post and touch on legendaries. I'll talke about spells in another post if you find this one useful.
Hero power I think is unique and comparable to others. It has it's niche and is similar to paladin combined with mage. The drawback of the minion dying is easily countered because you can still use these minions to buff existing cards and it flows with the freeze aspect of the DK class and it keeps it balanced with only doing 1 damage per turn.
I love the frost wyrm card. It's extremely similar to mana wyrm. The only problem is, frost wyrm is a super hard counter to mages. Not that that is a bad thing. Just have to be careful. I am up in the air as to if it should be a basic card or epic or even legendary. It flows extremely well with this deck and is extremely op since you can summon and freeze multiple minions at once with ease. Cost is good on this card regardless. I think with some changes to freezes on other cards, 2 mana is perfect. 3 may be possible as well because this card is too good in this deck.
I think Archerus death charger is a good card as well. 6 Cost and I might nit pick by saying it should read "At the start of your next turn, return this card to your hand." 5 cost allows a lot of options at end game without being too damaging in the middle. This card is not terribly difficult to kill. Its better than Leeroy Jenkins so its cost should be slightly higher. It is probably equal to use wise the goblin rocketeer 5/2 charge card. This one does less damage and is harder to kill but is reusable. 7 cost I think is too damaging. Maybe even reduce it's health to make it easier to kill then reduce its cost to 5.
Undead sorcerer, spot on.
Acolyte of the damned I think could read "When a minion dies, summon a 1/1 ghoul." That way it's any minion, friendly or foe. You can use this to your own advantage by sacraficing. I would recommend making it a 1/4 for a 3 cost. Or a 2/5 for 4.
Ice knight, excellent concept. Torn on cost. Must have in this deck. 5 Cost.
Frost eater, again excellent concept. 3/1 with charge. Cost 3. That way it can be summoned after a freeze and can attack unharmed. It will still be around next turn (potentially) It's also much easier to kill since the DK is heavy on control. 2 health means a hero power can't kill it which I think would make it too good since you can have it up for several turns at that point.
Legendaries:
Sindragosa is perfect. Unique, powerful, synergizes well with this deck, it can be dealt with but similar to rag where you will more than likely get 1 damage dealing turn off. Super powerful with Frost Wyrm active+ lots of minions either side. Cost is great as well. Love this card.
Krog the deathfist is lack luster. I think frostmourne should just be an epic weapon like gorehowl. Doesn't make you the lich king but 5/4 and freezes character or summons 1/1 ghoul would be awesome. Or "If a minion dies from being attacked with this weapon, take control of it with 1 health and at the end of next turn, it dies." The latter would be cool. Maybe change the weapon to a 5/2 with that ability. 7 cost.
The four horsemen card is pretty cool. A bit op if you ask me though. I don't know how I would adjust it right now.
An idea for an additional card:
Legendary - Runic Empowerment - Gives 3 mana for this turn only. 0 Cost. Stronger than innervate but can only have 1 in deck. Super powerful early game. Strong late game. Core DK ability.
Good point with Sindragosa. I don't think there is too much of a problem with the frost spells. I think there needs to be less blanket freezes. Ice shards should probably disappear, Frost strike should be single target 2 cost 2 damage freeze to be on par with frost shock but higher cost. Chilling gaze is equivalent to icelance but stronger. Maybe 2 or 3 cost instead. Also keep in mind mages can reduce the cost of their spells. After that, there are not even close to as many freezes as a mage has. (Frost Nova, Ice Lance, Frost Bolt, Water Elemental, Cone of Cold)
Keep in mind Syndragosa freezes your minions for a whole turn, that means they can't attack the next turn, they are still frozen. And now compare it to King Krush a 8/8 charge for 9. It is very comparable but Syndragosa is stronger on a full enemy board and much weaker on an empty or 1 enemy minion board, or if your opponent has a Hex or another answer to it. The only OP combo could be Syndragosa + Shatter on turn 10.
Love the Dread Knight cards!!! Well done!
I always thought that he was missing.
Warlock seemed like more of a card rather than a Hero to play...this should definitely be added to the mix of heroes.
They could use a new card like a Gryphon Rider as a Paladin class card...something that costs 6 mana, has 5 attack, and 3 health and once played sends out two shots at random minions dealing 1 dmg each. Just my two cents for a cool rare Paladin card.
Yes, but balancing all the cards would take a lot of time actually playing the class rather than theorycrafting. I'm sure that's what the Blizz devs do on a test client before releasing updates or new cards. Unfortunately we can't do that, and it's really hard to predict how exactly each and ever cards would behave and how it should be adjusted.
Agree. There are people suggesting it should be like shaman and summon a random rune or have another random effect. I don't like it that much because a consistent ability with advantages and drawbacks is more fun and balanced. Also Death Coil which would deal 1 dmg or heal an undead does imo not fit, I explained already why I don't like the concept of an undead synergy class. Also the disease ability someone suggested doesn't fit into the game that well. It would either be OP or way too complicated. If you played MM:DoC you know where this would lead to.
The rarity was my least concern when making these, I assigned it more or less random. It really only matters in low ranked play and arena.
First about the wording, I was using the same wording as in Headcrack but it doesn't matter if everyone knows what it does. I had this card at 6 mana for a long time but it felt too powerfull. It's almost a guaranteed 2 for one if you charge and kill a minion and then your opponent has to spend another card to kill it. And in late game topdeck situations this is just ridiculous. Now if you want to attack with it every turn, you have to pay 7 mana which is fine. It's also a beefy charger which I really like, I don't want to change that.
No way, this would be to OP, you could sacrifice your own 1/1s and produce almost an infinite amount of them. The idea behind the Acolyte is, it converts fallen foes into 1/1 servants, so I think this card is find. (Maybe some stat adjusting, but I think it's fine with the same stats as Violet Teacher and Taz'Dingo.)
I don't think this needs charge, and it would make it op. The idea behind this card is not to always force it's effect to trigger at all cost. It is just a 3/2 with benefits, just like Knife Juggler If you can protect it with Remorseless Winter if your opponent cant get rid of it instantly, it can be devasting with The Freezing weapon. But it's never a plain surprise 2 for 1, beacuse you always have to use a card to freeze the minion first.
Agree, Krog is the bastard child, more a Tirion ripoff, and I didn't spend much time on him. I jut liked the art and wanted to turn him into a card. But yeah Syndragosa or the 4 Horsemen are the better legendarys, I just can't decide which one
Could be cool, but so far there are only legendary minions and I think for a good reason. It's just more fun to play big minions that actually do something instead of strong support cards, that are useless on their own. Also I don't think the manaramp fits to this class.
Thanks for your feedback, I always like hearing the opinion of others and some great suggestions. I'm curious on your thoughts of the Spell cards.
Fantastic! Looks great!
With frost eater, I just think if it cannot attack first turn, it will basically be useless. Knife Juggler is great because you can summon minions the same turn to activate its effect. If you had to always wait a turn, no one would play it. Frost Eater has a very specific niche and giving it charge allows it to fill that niche extremely well while giving it 3/1 makes a card that is a must kill killable if the user makes a mistake while playing it.
On to some spells:
I'll skip obliterate for now.
Ice Shards is a little strong. Basically its a Cone of Cold but random. I don't have a problem with that. I do have problem that if you amp it with spell power it turns into a stronger frost nova that does damage. On top of that, it can freeze the hero. I think it should be changed to either minions only or removed altogether. It is too strong even at 4 cost.
Dark Command I like this card. Reminds me of a magic card that forces two minions to fight. However, in the current framework of Hearthstone, I think this card would be better if it said "Give a minion Taunt. Draw a Card" I think because of the draw card ability, giving it a 2 cost would be adequate in whichever version of the card you prefer. I also think Death Grip would be a more appropriate "Have two minions fight each other" card.
Dark Transformation is good. I'm torn on this one. It's current form is great but I wonder how it would feel if it did +4/+4 (or +2/+2 or inbetween) and turned the selected minion into a Monstrous Abom. Cost has to be 4 in its current state. (2 if its +2+2 3 for +3+3 etc..) It also probably goes without saying this turns the minion "Undead". So it could be like Demonfire but instead of the card having to "demon" it turns them into "demon". (in this case undead.)
This also leads me to suggest a card that boosts undead minions. Like summoning one randomly from graveyard instead of the deck like hunters do. Or gives all undead +1/+1. Etc...
Blood Strike is a DK's Kill Command. Blood Strike to me is more of a cleave. Perhaps it could be a cleave that deals 1 damage and heals 1 health for every minion it hits? or 2 damage and 1 health? Current iteration, cost should reflect Kill Command which I don't remember if it is 3 or 5.
Chilling Gaze is a bit OP in it's current form. It's also a waste since a lot of cards you would want to silence early game are not worth freezing too. I would think making it closer to Ice Lance where it freezes a target. If it is already frozen, it becomes silenced. 1 cost.
Corpse Explosion is cool. There are a couple of ways to do this card. The current one is a bit strong. Compared to Flamestrike, this card wins because it can actually guarantee the death of a stronger minion and still take out a majority of others. Another way to do the card would be "Deal X damage, if this causes the minion to die, deal Y damage to adjacent minions." I think a 4 Cost 4 damage +2 damage to adjacent would be good. If you want to make it stronger 7 cost, deal 7 damage +4 to adjacent would work. Yet another way would be "Destroy a minion and do X damage to all other minions." X could be the attack of the minion you killed. Cost would vary greatly based on X starting at 4 cost.
Frost Strike I mentioned earlier in another post, I think should be single target 2 damage and freeze comparable to Frost Shock or Frostbolt. Having so many random Freezes begins to make this deck op and I think this card is a big way to reduce it while still keeping some of that playstyle alive.
Death's Advance needs it cost picked up. I would advocate 5 cost due to the Dk's hero power. This brings it in line with Nourish.
Army of the Dead Is great. Cost is low. Say 4 or 5 cost. Maybe give the 3 1/1 minions taunt. Another thought would be 7 Cost, fills your empty minion slots with 1/1 ghouls that have taunt.
Shatter Perfect.
Strangulate Is cool. I like the idea of a secret that can backfire.
Remorseless Winter Is wonderful as well.
Desecrated Ground Good too.
Parry I think this secret can be altered slightly. I think the weapon equipped should be X/1 where X is the attacking minions attack.
Hungering Cold is fine.
Vampiric Runeblade I think this should just be damage dealt by the DK. So if you attack a minion and do 3 damage get 3 health. If the minion you attack only has 2 health, you get 2 health.
Shadowmourne Is either the weapon that never ends or the worst card in the deck. DKs play seems to be based around token play which would make this weapon useless. Perhaps a better way to go about this weapon is 1/1 "Gains +1 attack for every minion that dies." Or X/1 where X is every minion in the graveyard.
Obliterate Back to obliterate, This card is similar to bloodlust. I must ask if you want friendly minions to permanently gain +2 as its ambiguous for a card game. Why not just make this card OP since priests and paladins can permanently reduce attack, just have obliterate permanently increase every minion you have and why not give them charge? Don't worry about reducing enemy attack. Plus the Yu-gi-oh references go through the roof with this card in play. I just really don't have any idea of what to do here.
I guess that covers my thoughts on all the current cards.
What's you point, Cone of Cold is even more powerful with spell damage. Three times 2 damage and 3x guaranteed freeze. Ice shards is only 4 missiles that hit randomly, and may not even freeze your desired target. And half of the heros don't even care if they are frozen. This card is fine. Every spell is stronger with spell damgage, thats the whole point.
From the Wowwiki: "Commands the target to attack you, but has no effect if the target is already attacking you." I think this skill is fitting enough. A lot of people seem to misunderstand this card and they think it would make a minion of your opponent to attack another minion of your opponent, which is false. I think this card is okay because it allows you to do 1 favourable trade at best. You can compare it with Commanding Shout, the old version of Charge or Shadow Madness but with one of your own minions. Yes, they would need to implement a new mechanic to HS: Choose 2 targets instead of 1, or simplified: Choose an enemy minion to attack something on your side of the board. Wow, that can't be too hard to do. But it's funny that you speak of the current framework of HS and then continue speaking of stuff like Graveyard and sentences with " Do X, where X is the amount of Y in Z"... There is NO Graveyard in HS and this is also not Algebra: The Gathering. I'm sorry I got a little carried away, but this seems hypocrite to me.
The idea with transforming AND buffing something is good, but the main reason for this card, is the transformation effect, which makes this card situational. Not only you can buff one of your 1/1 ghouls to have a decent minion, you can also use it to silence a dangerous enemy Tirion Fordring or Ragnaros. Also about the turning ino an "undead"... I explained this a few times, and I will do it again: I don't want the DK to have synergies with "undead" minions, because these synergies suck and limits you too much into 1 playstyle, 1 deck and the same combos over and over... I want diversity, not restrictions. It may seem appropriate and fitting to say "Hey let's have the DK with undeads and cards that benefits undeads, why not?" but if you really think about it, this will just limit the number of combos and fancy stuff you can do with your cards.
Maybe the mana cost can be tuned, but I don't see how a card that does effectively nothing can be OP. Look at Earth Shock and Frost Shock and then think about the fact, that usually 1 mana = 1 dmg. Again, this is a very situational card, that either silences you opponents Blessing of Kings or Ysera, OR it freezes a minion so you can kill it with Frosteater. And in rare occasions it can be both.
Just like Flamestrike, Explosive Shot or Betrayal: Strong, costly, and you can play around it, which makes this card more interactive than Flamestrike. Keep in mind: Every class has a hardremoval, and every class has AoE board damage. The DK lacks boardclear around 4-5 mana (Consecration, Holy Nova) This is his only killcard without a condition, and not even an effective boardclear. Strong - Yes, but you have to look at the whole picture.
This is just the DKs version of Cleave, Multi Shot or Forked Lightning. It requires 2 available targets on the board, and it can be countered with 4 drops like Chillwind Yeti etc.
I'm sorry, is your calculator broken? Or maybe I forgot to mention, that the DK hero power costs 2 mana, like every other hero power. For real now: 2+3=5, which is the same as Nourish, however it is different from Nourish: Nourish grants you the option to gain 2 Mana crystals instead which makes it better. However Death's Advance is better if you use it on a free token minion like Tusker from Razorfen Hunter. That's what it's all about: equal strong cards, for every class, that are different in some situation. If it would cost 5 mana and you use it with a token that would be 7 (2+5=7) which would be like Sprint. So it should draw 4 cards.
I guess you'd have to test it in some games to make a real conclusion. Normally when playing a control game, you trade at least one of you own minions anyway per turn. I's not like DK can't use all the neutral minions.
Okay bro, let me start with this: http://www.wowwiki.com/Obliterate . I didn't make this up, this IS a DK ability. I guess the Yugioh reference is just a funny side effect. The +2 damage is also only for this turn. A LOT of people who read this card think it's super OP, but is it really? Look at Bloodlust, when I saw this the first time in HS while looking trough all the card on the database I though: "OMG WTF this card is insanely broken and OP" But now it is rarely played by Shamans and it punishes only those, who don't control the enemy board. The shaman hero power is the best the flood the board, and cards like Feral Spirit are really good for that too. But still, bloodlust isn't considered OP for shaman. Why? Because it's easy to controll. Against some boardclears it is a dead card in your hand.
Back to Obliterate, imagine some scenarios where this card would be used: 1. You have some minions on the board, your opponent has no taunt and low life -> use it to finish him. For that use, it is worse than Savage Roar and Bloodlust, because more expensive respectively, less damage. 2. Your opponent has 3 minions, you have 2, you want to trade -> summon an extra 1/1 charge which is now a 3/1 and trade favourable which grants you a 2 for one or 3 for 1 for 8 mana. fine, this isn't better than most flamestrikes. Also comparable to Commanding Shout. 3. Your opponents plays the controll game and clears you board every turn as good as possible, leaving you 1 minion at best -> Obliterate becomes a dead card or is a 1 for 1 if you use it to kill 1 minion. And now add the fact, that the DK can't flood the board as effeiciently every turn like the shaman can do, and please picture me, in which scenarios this card is as OP, as everyone thinks it is?
OK that's it, enough rambling. Sorry if I didn't agree with you most of the time, don't get me wrong. Thanks for the time you put into your thoughts about my cards, it's nice to get an opportunity to explain my reasoning behind some of them.
Great Job!
I think Sindragosa would be great as one of the neutral "Dragon" cards, she is one of the aspects after all.
You can consider to make "The Lich King" as class legendary instead of frostmourne, which replaces the Arthas just like Lord Jaraxxus on warlock deck. Remember, Arthas becomes LK when he wears the mask, not equipping Frostmourne. After that he can have the Frostmourne and icy touch just like you made.
And lastly, a comment on your Baron Rivendare card, you can't give a Divine Shield ability on any DK card. It's just wrong, however you said you didn't play WoW, so i give it to that.
Thanks for the suggestions. About the 4 Horsemen card: I actually read up the lore for the four horsemen and tried to fit thier abilities to it. According to the wiki: (from: http://www.wowwiki.com/Sir_Zeliek)
So I thought it would be quite fitting for him to have divine shield. Even as a non-wow player I can imagine that divine shield is a paladin ability and certainly not from Death Knights, however, just for that 1 card it's perfect.
Some of the cards are extremely OP, but the idea and the artwork are simply amazing, you should be one of the designers for blizzard honestly because the drawings that you provided are much better than most cards in the game.
No, please don't give me credit for that. These artworks were all made by the awesome artist from Blizzard. I got them all from: http://us.battle.net/wow/en/media/artwork/ .