Pretty straightforward. It's a 4 mana 5/5, which is split into several bodies (one with Taunt and another with Rush). The 3 pandas resemble the bear family in "Goldilocks and the Three Bears".
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Pretty straightforward. It's a 4 mana 5/5, which is split into several bodies (one with Taunt and another with Rush). The 3 pandas resemble the bear family in "Goldilocks and the Three Bears".
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I love this card because at first glance it looks terrible. Under most circumstances you don't want enemy minions attacking your hero but what not many people know is that heroes with an attack value will deal damage to everything that attacks them. This means that all the druid cards that give your hero attack during your turn would also make any minion that attacks you when you play Threatening Roar take damage.
For example if you play Claw + Threatening Roar on turn 3 you would deal 2 damage to all enemy minions at the cost of some health lost by them attacking you. Druid has plenty of ways to gain armor nowadays so losing a bit of health shouldn't be much of a problem and most of the cards that give you attack also give you some armor on their own. Other good combinations include Bite and Malfurion the Pestilent 's hero power.
I like creating cards that make existing cards that see very little play more viable and this one in particular is aimed at all the cards that give your hero attack but aren't run very much because there are better options like Swipe or Lesser Jasper Spellstone that don't cost you Health and aren't stopped by taunt .
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I'm loving the idea of this, so here's my submission:
Fabric of Time
You are guided through the Caverns of Time by Nozdormu himself, in order to prevent a plan by his future self to unravel the fabric of time, and cause the whole universe to cease to exist. You will experience major events from the history of Azeroth, and must resolve to ensure they happen as history dictates, whatever action you must take to ensure this. Once this is complete, and the timeline is restored, you must travel to the Heart of Time itself, to trap Murozond until it is his time to meet his demise.
The Final Boss(es)
Within the Heart of Time, you must face not only Murozond, but Nozdormu himself, as the two have become intertwined and now fight for control. You must be sure of your target, as if Nozdormu falls, Murozond will be unleashed, with nought to stand in his way.
(Note: the two dragons count as individual heroes, and as such, have separate life totals. Your aim is to ensure Nozdormu survives, while taking down Murozond.)
Nozdormu:
Murozond:
Three Card examples
A new mechanic to be used for this example is Reverse. Self explanatory, a minion with this key word will reverse the effects of certain spells and effects. For example, if the first card (Defender of Quel'Thalas, was targeted by Abusive Sergeant , it would get -2 attack until the end of the turn.)
EDIT: Reduced the size of the cards to stop taking up so much page.
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Entry: "No talking or eating in the library."
Emote: "Silence!"
Attack: "I love reading."
Death: "Peace... at last!"
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Flavor Text: Lifecoach needs this card.
For players who need just a little more time to think. Or if you want to annoy your opponent for an extra 5 seconds every turn. You could even play it after Nozdormu and have 33% longer turns than your opponent!
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This time, for sure!
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Flavor: "Armor is thicker than Blood."
While it doesn't do much normally, Priest can effectively raise their maximum health-threshold this way, since they have many tools to easily heal up. Also makes "hero power turn 2" find a target. :) When cast by Yogg... well better have more than 10 HP...
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Just a small side note, when a minion with Taunt becomes immune, your opponent can attack through it. So playing Bushwhack practically just makes a minion immune.
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
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Flavour Text: Even the faceless know that the face is the place.
Zon'ozz is only slightly above curve since, while his battlecry is potentially an incredible draw back (especially for any 'fair' deck), it can also be a massive boon for getting around roadblocks.
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Basic Set
Commentary
Under Construction
Commentary
Under Construction
Commentary
Under Construction
Commentary
Under Construction
Classic (Under Construction)
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So, a little less than a year ago, during the final update for WotOG for my Tactician class, I teased my next class; The Ronin.
My initial intention was to hold the idea until the Class Creation Contest swung back around. The initial problem was that I underestimated how long there would be before it started. Then, once it did, the bulk of the initial phase happened while I was overseas. I then more or less fell out of Hearthstone entirely.
Now, however, I have returned.
The Ronin
Overview
In its traditional usage, a 'Ronin' is a masterless Samurai. I'm sure I don't need to explain what a Samurai is (nor even what a Ronin is, really, but anyway). Though they obviously don't fit into the current Warcraft landscape, I think there's the potential for something akin to Mists of Panderia to happen (or maybe something like Death Knight/Demon Hunter to happen), to introduce a class like this.
Anyway.
The Ronin is based mainly around the mid-range, control and combo archetypes. As you'd expect, they're a weapon class, right down to the hero power. Between their weapon and their suite of spells, the Ronin is well-equipped to deal with the board, though perhaps not quite as effortlessly as the Warrior. The Ronin's unique mechanic is Bushido; a trigger effect that activates when you control no minions.
Why is Mr Worgen!Samurai named something obviously alliance-y? Because something something Last Samurai-esque thing.
Thematics
Solitary
Without a liege, the Ronin wanders adrift, without allies. The Ronin benefits when fighting alone, most explicitly through its unique class mechanic, but also through other less direct effects (such as hero protection that doesn't extend to minions, and spells with potential friendly fire).
Ronin's class mechanic, Bushido, is an explicit extension of this theme.
Patient
Without the support of allied troops or superior equipment, rushing in is often futile. Though deadly once engaged, the Ronin doesn't go looking for a fight, and thus many of the Ronin's cards require patience in some regard, whether that be holding onto them until a condition is fulfilled, or simply waiting for an end/start of turn effect to resolve.
The Power of the Sword
The Ronin is even more reliant on their weapon than other martial classes like Warrior or Rogue. Weapon buffs/synergy will be abundant and are likely to be more interesting in their implementation than some of the ones that already exist (though, since it's the basic set, we start with some boring ones).
Kensei V Vagabond V Scoundrel
The three "specialisations" of the Ronin are immediately at odds with each other in presentation, but all three use the Ronin's core themes in different ways.
Kensei
Part of the Ronin class is the anime-esque 'completely implausible' swordsmanship. This is exemplified with the Kensei specialisation. With peerless skill and weaboo fightan magic, the Kensei is death on legs. The Kensei specialisation delves into the board clears, the finicky removal, the weapon/attack buffs and some of the more blunt uses of the Bushido keyword (e.g. 'Bushido: +1/+1).
The only card representing the 'Kensei' specialisation in the Basic set is Bladestorm.
Errant
Part of the Ronin is a sort of peaceful survivalism and wanderlust; an honourable soul, suddenly unshackled from duty. Focusing on this aspect is part of the Errant specialisation. The Ronin Errant observes and reflects, ever moving forward, ever unyielding. Errant abilities usually involve the either the preservation or furthering of the Ronin himself, through card draw, healing, protection, etc. Though good at saving the hero, Errant cards are rarely useful for saving your minions; healing and damage reduction is strictly personal.
The cards that represent the 'Errant' specialisation are Wander, Respite and Withstand.
Scoundrel
Part of the Ronin is the desire to leave one's personal ethics behind, along with one's fallen master. Embracing this is part of the Scoundrel specialisation. The Scoundrel strikes without abandon, cutting down friend and foe alike and willing to embrace all manner of dishonourable tactics. Scoundrel abilities will often bear similarities to Warlock cards; sacrificing one's own health or minions for personal gain, but usually with a more 'reckless' or 'uncaring' vibe, than strictly malevolent (AKA nothin' personnel kid).
The cards that represent the Scoundrel as part of the basic set are Reckless Blade and Slaughter.
I'll be releasing new cards for the class over time. Check the post below for the master list.
Changelog
4/4/17 - First post!
5/4/17 - Increased Faithful Retainer's stats to 2/4 from 1/4. New cards: Reprisal, Venerable Master.
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Hmm. On one hand, I wanted to play it safe; Ronin makes better use of the bonus attack than Druid, and you don't need to spend mana on it. On the other hand, if I bump it up to 2/4, it's more or less a pseudo 3/4. Yeah, that's probably better. Thanks for the perspective.
Like most Battlecries, Bushido activates before the minion actually comes into play. It's kinda the same reason Edwin Van Cleef doesn't get +2/+2 for himself. While I could've worded it like how you mentioned, it would've been really weird to have that on spells ('What other minions?')
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Flavour Text: In Un'Goro, party finds you!
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Cirque Du Soul
The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?
Cirque Du Soul is a 5 Wing Adventure based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.
The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’ and ‘new uses/interactions for old mechanics’, plus a couple of cards which exist solely to imitate the circus environment. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.
The Climax (The Ring Master/The Circus Itself)
“It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”
First Stage
The Ringmaster initially appears as a fairly standard boss (albeit, with a 45 card deck). His hero power allows him to pick whatever card he wants out of his deck. In addition to a variety of situational cards that he can choose at any time, plus a couple of vaguely flavourful existing cards such as Flame Juggler and Savannah HIghmane, The Ringmaster brings a couple of over-statted, non-collectible minions, such as:
The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.
Second Stage
Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.
Example Cards
EDIT: Fixed the spacing and fix'd the bear so it has the Beast tag.
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Thaurissen tick on everything
Totemic Wrath -> Malygos -> Lightning Bolt -> Lightning Bolt for 32 Damage.
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Flavour Text: With how most Warlocks treat their souls, this is a pretty bad deal.
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On the location of the cards for the Ronin
Actually, I'll be making a new thread for it. That was just a teaser for what's to come :P.
On the mechanics of Bushido
Activation on cast, like combo or choose one. As a result, the first Wanderer in that scenario would retain the +1/+1 and taunt. IMO, since the nature of the Ronin, plus Bushido's restriction, results in the class having trouble pushing advantages, I say it's fine if even the common cards are little more powerful than usual :P.
On more praise
Why thank you :P
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On the appropriateness of the Namless General as a character in Hearthstone
Thank you, hqql, for vocalising those points.
To add to that, I'm not exactly a WoW player and I've never been particularly invested in Blizzard's franchises. Despite this, I recognise a higher percentage of warcraft heroes in HotS than I do the Hearthstone characters; Murky's the only one I had no clue about in HotS, while I had to wiki who Khadgar, Liadrin and Alleria were. So yeah.
On the design space of the
samuraiRoninNo Shuriken for the Ronin (likely the actual name of the class);those are a Ninja thing. Katana are also very much long swords over the rogue's short swords/daggers. The Ronin will be sharing certain things with the Rogue (a weapon based hero power and weapon buffs mainly), but plays very differently. The Ronin is directly inspired by the Blacksmith from Runescape Chronicles (though with less insta-kill burst). It's a slow, control-y class that eventually wins by hitting the enemy with a giant weapon (the honourable way of winning, as opposed to the control Warrior that wins with giant minions); the class mechanic is thus
Bushido: If you control no minions, this effect becomes active.
Bushido is checked before the card is played, thus allowing minions to have Bushido without immediately invalidating themselves. Here's some tentative examples
On the completion of the Tactician
WotOG is done. When another HS setcomes out, I'll probably do up some Tactician cards for it as well, but as it is said...
That's all there is. There isn't any more.