These are mostly based on World of Warcraft Death Knight class. I havent been able to create a balanced hero power for the class, so suggestions would be appreciated, here are the mechanics that i am suggesting, sample cards below:
Note: Probably some of these cards are underpowered or overpowered, but that is not the point of all this, the point of this post is to innovate and introduce a new mechanic to the game, also when i design cards Flavor, Lore, Fantasy and Fun is preferred over the Power level of the cards.
1. Embalm: remove (from the game) a minion from the graveyard and pay the embalm cost, create a token that is the exact copy of the minion removed, EXCEPT that its an undead-type minion. This concept is inspired from MTG.
2. Undead tribe (Undead-type minions): Ghouls and abominations are the loyal companions of a Death Knight (again, this "fantasy" is based on World of Warcraft). More synergies will be introduced in the next post.
3. Runeforging: Death Knights in WoW can imbue their weapon with special runes to improve their combat capability, i will do exactly the same. Runeforging X means that a weapon can have up to X runic enhancement, if the number exceed the the maximum, it will simply override the oldest runic enhancement.
4. Dampen magic: "Magic Armor" have been suggested in hearthstone for such a long time, so i thought this is the perfect theme to introduce it. Dampen magic X means that it reduce any instance of spell damage by X. For example: Dampen magic 1 will reduce each instance of damage of Arcane Missiles by 1, which means you take 0 damage from it. If the opponent casts a Fireball, the the damage is reduced by 1 which means you will take 5 damage.
5. Resurrect: Return minion(s) from the graveyard to the field.
6. Eternal: If a minion with Eternal X is sent to the graveyard, shuffle it into the deck instead, X is the maximum number the minion can use this ability.
7. Presence: In WoW, Death Knights have 3 presence: Blood presence (for defensive capabilities), Frost presence and Unholy presence (Excel in spreading plagues to their enemy and training their undead companions). I want all 3 presence to be available on the game, but its actually pretty hard to balance an aura that is permanent, so i made it into the hero power which players can choose.
8. Infect: Death Knights are able to spread plagues and disease among their enemies. This will probably be a damage over-time kind of mechanic.
I never saw anyone submitting a golden card before in this forum, also some guy just asked me why i made all my cards golden. What is wrong with a little eye candy tough? dont you like your cards golden in game? Card visual contribute to flavor right? Just compare these 2:
edit: how do i get rid of this annoy-o-tron display picture and my training dummy title?
To grow is the only mechanic i can think of when designing plants, im so out of ideas. Whatever, the only reason i made this post is that im trying to lose this training dummy title.
I made an archetype called Metalborg, the idea is to control the board and take advantage from minion positioning and minion zone manipulation. Bomber, jetsider and mist ghost are meant to make summoning sin buster easier while also limiting your opponent's zone.
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I love your style but some of these cards are really overtuned lol,
Cards like Lightning Bringer Odain and Lucifer Grimgrave would be really insane in constructed,
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These are mostly based on World of Warcraft Death Knight class. I havent been able to create a balanced hero power for the class, so suggestions would be appreciated, here are the mechanics that i am suggesting, sample cards below:
Note: Probably some of these cards are underpowered or overpowered, but that is not the point of all this, the point of this post is to innovate and introduce a new mechanic to the game, also when i design cards Flavor, Lore, Fantasy and Fun is preferred over the Power level of the cards.
1. Embalm: remove (from the game) a minion from the graveyard and pay the embalm cost, create a token that is the exact copy of the minion removed, EXCEPT that its an undead-type minion. This concept is inspired from MTG.
2. Undead tribe (Undead-type minions): Ghouls and abominations are the loyal companions of a Death Knight (again, this "fantasy" is based on World of Warcraft). More synergies will be introduced in the next post.
3. Runeforging: Death Knights in WoW can imbue their weapon with special runes to improve their combat capability, i will do exactly the same. Runeforging X means that a weapon can have up to X runic enhancement, if the number exceed the the maximum, it will simply override the oldest runic enhancement.
4. Dampen magic: "Magic Armor" have been suggested in hearthstone for such a long time, so i thought this is the perfect theme to introduce it. Dampen magic X means that it reduce any instance of spell damage by X. For example: Dampen magic 1 will reduce each instance of damage of Arcane Missiles by 1, which means you take 0 damage from it. If the opponent casts a Fireball, the the damage is reduced by 1 which means you will take 5 damage.
5. Resurrect: Return minion(s) from the graveyard to the field.
6. Eternal: If a minion with Eternal X is sent to the graveyard, shuffle it into the deck instead, X is the maximum number the minion can use this ability.
7. Presence: In WoW, Death Knights have 3 presence: Blood presence (for defensive capabilities), Frost presence and Unholy presence (Excel in spreading plagues to their enemy and training their undead companions). I want all 3 presence to be available on the game, but its actually pretty hard to balance an aura that is permanent, so i made it into the hero power which players can choose.
8. Infect: Death Knights are able to spread plagues and disease among their enemies. This will probably be a damage over-time kind of mechanic.
Sample cards:
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This is nostalgic.
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I never saw anyone submitting a golden card before in this forum, also some guy just asked me why i made all my cards golden. What is wrong with a little eye candy tough? dont you like your cards golden in game? Card visual contribute to flavor right? Just compare these 2:
edit: how do i get rid of this annoy-o-tron display picture and my training dummy title?
1
1
To grow is the only mechanic i can think of when designing plants, im so out of ideas. Whatever, the only reason i made this post is that im trying to lose this training dummy title.
Got any ideas? share below
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Original Imgur link: https://imgur.com/a/wkwu1
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I made an archetype called Metalborg, the idea is to control the board and take advantage from minion positioning and minion zone manipulation. Bomber, jetsider and mist ghost are meant to make summoning sin buster easier while also limiting your opponent's zone.
Here are the cards:
Got any idea? share below