I came up with three cards playing around with enemy armor with a pirate theme. They might be played together for value, or be fine on their own.
If there are no minions on board, the opponent will actually gain armor and not lose Hp, as he cant out damage his "heal". It's strong vs. agro, weak vs. control. In same cases it might be very weak against warrior, giving him shield slam options.
Tech card. Good against armor classes like warrior, druid and mage. Could be played for any class that has weapons, but i suspect rouges benefiting most from a minion like this. Adding durability to your weapon could prove really strong, and is underused by blizzard imo. If against a class without armor, you could play the Blackwater Raider so you would have synergy to guarantee the effect.
Simple weapon for Roque. Slightly weak if not used against armor. But since it had high attack and lower durability it benefits a lot from durability gain compared to other Roque weapons. Also, you can remove the armor you gave the enemy with Blackwater raider. Could see more play if additional armor gaining cards are introduced.
Blackwater Raider is most likely too OP. Basically Deathlord with 1 less Health and no drawback. (in a control deck that is)
Bloodsail Privateer is good because even without destroying armor it is a Bluegill Warrior.
Forsaken Blade is basically King's Defender. Will rarely see play. Also what if the opponent has 5 Armor and you swing?
However, playing these cards together are interesting. Good stuff.
Yeah, I thought Blackwater raider might be a bit OP. But decreasing his Health or upping his cost is out of the question for his role, so I would prob make the armor gain effect even stronger like +4, or +5 and buff his Health to 8.. Depends on testing.
I did compare Bloodsail Privateer with Bluegill Warrior in my creation, and decided that the Murloc tag is just a lot stronger than the pirate one. Nearly noone plays him for his charge, but for his Murloc tag and charge. If you dont play murlucs, you play another charge minion. So i still think he is fine. Especially since he has to hit armor and have a weapon equipped, hes a tech card, and tech cards are allowed to be strong in certain situations.
Hello folks,
I came up with three cards playing around with enemy armor with a pirate theme.
They might be played together for value, or be fine on their own.
If there are no minions on board, the opponent will actually gain armor and not lose Hp, as he cant out damage his "heal".
It's strong vs. agro, weak vs. control. In same cases it might be very weak against warrior, giving him shield slam options.
Tech card. Good against armor classes like warrior, druid and mage. Could be played for any class that has weapons, but i suspect rouges benefiting most from a minion like this. Adding durability to your weapon could prove really strong, and is underused by blizzard imo.
If against a class without armor, you could play the Blackwater Raider so you would have synergy to guarantee the effect.
Simple weapon for Roque. Slightly weak if not used against armor. But since it had high attack and lower durability it benefits a lot from durability gain compared to other Roque weapons. Also, you can remove the armor you gave the enemy with Blackwater raider. Could see more play if additional armor gaining cards are introduced.
Interesting approach to introducing anti-Armor cards. I like it.
And I would play Blackwater Raider on its own. I like slower decks.
Sorry, but face is NOT place :P
These are all great card ideas. I especially like the first one, as I'm going to miss deathlord.
Blackwater Raider is most likely too OP. Basically Deathlord with 1 less Health and no drawback. (in a control deck that is)
Bloodsail Privateer is good because even without destroying armor it is a Bluegill Warrior.
Forsaken Blade is basically King's Defender. Will rarely see play. Also what if the opponent has 5 Armor and you swing?
However, playing these cards together are interesting. Good stuff.
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I did compare Bloodsail Privateer with Bluegill Warrior in my creation, and decided that the Murloc tag is just a lot stronger than the pirate one. Nearly noone plays him for his charge, but for his Murloc tag and charge. If you dont play murlucs, you play another charge minion. So i still think he is fine. Especially since he has to hit armor and have a weapon equipped, hes a tech card, and tech cards are allowed to be strong in certain situations.