As my previous concept of making an "alternative" class creation thread failed (yeah, some people took interest, but it just did'nt justify the effort of making it), I decided to directly show my class, Ursarkar Creed, the Imperial Guard Commander.
Class: Commander
"It looks like the Cadia's finest commander got bored of all the apocalyptic-scale battles of the Galaxy and went to check his mastery at another game".
Coming from the ruthless universe ofWarhammer 40k
"For the Imperium of Man!" Creed's presentation.
Ursarkar Creed is well known as one of the birghtest tacticians of the Imperium, and his hero power shows it through its orders system:
and Justicar version:
For the Justicar version, the orders can be the same, or different ones.
And what are basic orders? Well, this ones:
As a notification, "Take Aim!" can select stealthed enemies (we saw it!), but does not allow minions with chance to attack wrong opponent to ignore their rules (Ogre Brute can still fail), or attack when they are not suppoused to (you still want to silence your Ancient Watcher).
As this hero power works in fact like a Discover, allows Creed to run many different types of deck. Ramp control Creed? Move! Move! Move! will allow you to try the ramp game a 75% of the times, while Suppressive Fire! can help you clean big threats and Forward, for the Emperor! gives you some nice finishing stuff late game. You want more Aggro? Suppressive Fire!, Take Aim! and Forward, for the Emperor! are very nice orders as can go through taunts or push damage. You want tempo or midrange? Good news, evrything is pretty valid here!
The limit is your play style, your skill as commander, and, as all generals know, a bit of luck.
This is Ursarkar Creed's basic kit. Includes some tools much needed for any commander of the Imperium, and very common tools at their disposal (that's why they are basic):
Pro-tip: If you put a laser pointer in the top, it becomes twin-linked. During their holidays they become Beach Line Infantry. You can buy it blue, green, purple, or red.
"Drive me closer, I want to hit them with my sword!" -Tank Commander Herbson
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too.
Line Infantry: Reliable 2-drop, in almost any situation. What's a commander with some good Imperial Guards to follow?
Force Sword: Simple weapon, very popular between officers from all across the Imperium, can deal quite a lot of damage to the enemy hero, dispatch a bunch of nasty minions, or a bit from both.
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better drop, as it trades with it!
And now your spells. First three one:
Made to protect infantry from the enemy fire, the elements, and specially from enemy fire elementals.
The Emperor needs you to enlist NOW!
Lasguns are not that weak when you fire dozens of them at the same target, are they?
Entrench: One of the core strategies of the Imperial Guard. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are really going to need minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This card will help you keep those swarm decks at bay, and also show you can actually have a nice profit by putting some orders into your deck (besides of course hero power). The msot common uses will be as emergency board-wipe, or to play this after a spell to get another AoE spell for later.
"-They can't see me now? Am I being a ninja? -Shut up, Carl!"
Imperial Guards are pretty explosive at parties.
If it does'nt make a little crack before exploding, it is faulty and you should call the technical department.
Infiltration: Now this card won't add permastealth, meaning you have limited time to take advantage from your Camouflage, but also makes the camouflaged minion more effective. At all terms, I just made it the old Covert Operatives card.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
Krak Grenade: Another common tool of the Imperial Guard, this one used to take down tough enemies and light vehicles. It's weaker than Fireball, but in fact, balanced (commander should not revolve so much about spells doing all the hard work, anyways).
Vanilla set:
Commissars hate it when you leave the front, even when you were just looking for a bathroom.
She is going to be much less eager after four or five matches.The good thing about being surrounded is that you are not going to miss the shots.
RUN, FORREST! RUN!
In his freetime, he likes to annoy bartenders asking them for people with offensive names.
Under the sea! Under the sea! You still can't avoid the Hammer of Mankind, you heretic!
Summary Execution: Is Power of the Wild, but you need to sacrifice something for it. It's often not that big of a deal, you can always kill a Haunted Creeper, or better yet, a Nerubian Egg. The buff will apply after deathrattle has been triggered.
Eager Recruit: She should probably be an auto-include in your commander decks. It's like a Secretkeeper but for orders, wich is nice, because you can't stack buffs wich still add value to the board that easily.
Smite at Will! is a good card to control the board with your minions. Your simple Haunted Creeper is now a 3/4 withwindfury. The fact that it can't attack heroes (when you "smite at will" precision is not a thing) and it will lose the buff (like when Stormwind Champion dies) does'nt suppouse that big a problem for what this card is intended to be.
Take Cover! is a good order if you want to protect some minion from damage. Can be a great combo with Vox-Caster.
Vox-Caster: This guy is pure value. Can protect your board from AoE, give you surprise burst, take down your opponent's board. It's something like a 2xBrann, except you need a strong board if you want it to be really good, otherwise it's just a decent 3 mana 2/4, wich helps against early aggression, but not much else.
Chimera Transport: The usual transport of the armies of the Imperial Guard, a pretty solid body, with a 3/2 taunt in it. It's like a slower shredder with no RNG. Sometimes the taunt of the Sludge Belcher will make it better than this transport, tho.
See? In the Imperial Guard we make discounts too, that's two shots for one!He might be sniper and smuggler, but his real hobby is high-jumping.Many people stick to this guy because they think he might bring good luck. However, that did'nt worked too well with his former comrades.
"A small mind can be easily filled with faith."
If there is something in life you can't fix, bombard it! Bombard it until there is nothing more than ashes and rubble!
Shotgun: Common weapon in the Imperial Guard. It's not very strong, but can deal with some guys at the same time.
Ratling Sniper: Perhaps I should make it 4 attack, but I think being 1 health makes it easy enough to remove for the attack to be balanced. Ignores Taunt because... it's a sniper, you can't taunt a sniper, right? P.D: Everybody knows that the face is the place.
Hardened Veteran: Might imply more taunt stuff in the future, serves both as a buffer to weak minions or as a face protector if shields something (specially something big like a Twilight Drake).
Ogryn Assistant: Brute force at it's finest. They are too stupid to be affected by orders (Vox-Caster won't target them), and the additional health makes it for the stealth of Ogre Ninja too.
Artillery Strike: Does'nt need 3 enemies to fire, though the Imperium doesn't like to waste artillery ammo. It's like Mechazod's Bombard, but only targets enemies.
This order does not make your gun poisonous, nor your weapon. The fact we say its poisonous comes from... bah, forget it.
"It's your choice. You either keep fighting, and then you might be killed, or you run away, and then I'm totally going to kill you."
"I've got a bullet with your name, and I'm going to keep firing until I find it!"
Yarrick is convinced that pirates are mocking him, in fact he already executed 21 of them after unfortunate presentations.
Bring it Down!: Big guy removal, very similar to Hunter's Mark, despite it targeting your minions instead of opponent's. 1 turn poison can look quite bad, but allows great trading potential (opponent really needs to take care of your minions), and being free, it's not disturbing for your curve.
Get Back in the Fight!: Strong buff, I thought about making it a +3/+3 with no condition needed, but then I remembered I made Eager Conscript. This way it will not be so easy to make your "1 mana yeti". If you combo this with Vox-Caster, the random minions will be affected even if they are not damaged.
Fire on my Target!: Strong burst and big guy removal for decks with lots of minions. With 4 minions it's a Flame Lance wich can hit face. With 5 it's a Pyroblast. Scary.
Commissar Yarrick: It's the bigger and much much angrier brother of Cairne Bloodhoof. Commissar Yarrick, the hero of Armageddon, is a very strong fighter, so stubborn that he refuses to die (that's what I wanted to represent in this card). Can be a target for BGH, but even after that you have a solid and scary body to remove. Note: Unearthed Raptor resurrects himself with this Deathrattle .
Naxx, GvG and BRM:
Death Riders come from Krieg, a world devastated by the Nurgle's plagues and an atomic purgue. And you complaining because you have headacke.
Very expensive at its cost, but can give a devastating blow to opponent's face if you put enough deathrattles in your deck. I would want some discussion around this one, anyway.
He could choose between prison, military service or apologize to the old woman and the judge. If he knew any better about the Imperial Guard, perhaps he would have apologized.
You'd be surprised to know how does the Imperial Guard manages to hide more infantry anywhere.
Enlisted Convict can be pretty hard to exploit in your benefit, but keep in mind that he'll often work as a 5/4 with Suppressive Fire!, and can be a huge bullwark with Entrench. Do not underestimate this guy.
Disembarch! is a way for your mech commander decks to have even more board pressence. Some discussion about this card might be needed?
"Hey, did dat tree moved?!" Last words of Nignit the Gretchin.
Half men half machines, there's nothing they hate more than the heavy rain.
Unlike their friends from a galaxy far far away, these ones are pretty good shooters.
Sentinel is the mechanic child Stranglethorn Tiger and Azure Drake would have had. Can be included in mech decks for some extra card draw.
Techpriest Enginseer is a potential gameswinger for mech decks, you can play this guy and then trade your awkward to deal mechs, ready to replenish the board later. Too good for 4 mana? What do you think?
Cadian Stormtrooper is a normal 4 drop, with more synergy with orders, and fares quite good on his own. Nothing specially fancy, but efficient guy. The fact that the damage he deals is to a random opponent does not mean he is bad shooter, he just wanted to kill/injury THAT target. Yeah, these guys can be assholes sometimes.
Adopt, adapt and improve.
There is a ticket next to the launcher: "To ride the missile is strictly forbidden".
Salvage Mission brings back (to your hand) your big mech, can make awesome synergy with the Iron Saint, but most of the times you seek to play the same mech two turns in a row. However, as it is not a reviving spell, you still pay for both mechs, and that helps a lot to balance this card.
Final Countdown shows what happens when the Imperial Guard makes use of the dreaded Deathstrike Missile Launchers. I want it to be good, but I'm not sure if I did it excesively expensive or something.
Go ahead, laugh at Imperial Guard's firepower now. Just do it.
In expansion about huge mechs, what's better than one of the most infamous Shadowsword tanks of the Imperial Guard, the Iron Saint? Under the Major Pious Korren command, this thing can take down massive targets as Alexstrasza and resist apocalyptical fire storms. It's so massive, it even blocks the way to your face! However, is so slow a card, and so vulnerable to removal that I'm not breaking the game putting this, imo.
A crowd of unstable pyromaniacs riding an extremely unsafe vehicle full of oil and volatile substances. Does somebody really think this was a good idea?
Award to "most hated order" since the birth of the Imperium.
Hellhound is a sort of antiaggro card, maybe on the weak side, as it does'nt avoid unleash the hounds or muster for battle, triggers Nerubian Egg and bigger drops can find the damage somewhat negligible, but still a pain for lots of aggro decks (Note: it triggers before battlecry, but does'nt avoid it).
Fix Bayonets! is a common order wich means "Hold the ground!" When you say such a thing while demons or hordes of orks are assaulting your possition it's quite like a death sentence. Here in hearthstone, it's used for small minions to trade better or push more damage. The buff and the taunt disappears at the end of your opponent's turn, so I think it is balanced in comparison with Blessing of Might.
TGT, LoE and alternative hero:
The Commander Kubrik Chenkov made all his way to legend with a deck containing 15 Cannon Fodders. Nobody knows how.
When you spend your life dealing with deadly aliens, scary mutants, daemons and marines, you really need some inspiration to keep going.
Hide and seek is a really serious business in the Imperial Guard.
Cannon Fodder is just your endless source of bodies to keep fueling your board. It's very weak for its cost, and having to spend 3 mana on it every time makes it quite inefficient unless you go for a long run. This works pretty well as fatigue guard source,or maybe some aggro who use this guy for trades and keeps replaying him when he just does'nt have that much cards.
Ministorum Priest is your guy for Inspire decks. Weak on his own, but eventually can be great. And you can have two, wich has its advantages over this guy's big brothers, Brann Bronzebeard and Baron Rivendare.
Covert Operative: Tuned a bit to change strategy. This adds more punch to aggressive commanders, while not that reliable for those who try to OTK with stealth minions.
"You should probably draw some cards, sir".
Much better student than Secondarys Psyker and Tertiaris Psyker.
URSARKAR PUNCH!
Regimental Advisor is an early play vs aggro, and can help you to get some card draw. However, you should still try to aim to get maximum value from orders, instead of just launching them in order to draw more.
Primaris Psyker is my attempt to make a psyker (as the commisar who made it to phase III) but with a different design. Also lets me put a Joust card here, as a "mind battle" between psyker and hero, something wich otherwise would be really hard to put in here.
Power Fist also tries to approach a different way to the same weapon of the Commisar class. This way can be really devastating (specially if you happen to get it via Blingtron), but you are vulnerable when playing it, as you can't use it the same turn, thus making it a nice Ooze or Harrison target. The reason why it can't attack the same turn you play it is, well, it's heavy as hell.
Back in the days, when Krieg was still a nice planet to live in, they were known as the Joy Korps.
Geronimo! Fandango!
Death Korp is just great minion for trading, can suck if you lose it to a 3/2, but can kill a 3/5,or deal some damage to the enemy hero if it's removed via spell or weapon. Note1: Misdirection can make it deal massive damage to an ally.
It's funny how the Tanith soldiers only started being actually efficient after losing their homeworld, is'nt it?
Commissar Gaunt comes with a decent body and a tool that comes to mix both the Iron Juggernaut mine and the rogue's Beneath the Grounds. Nullifies Reno Jackson until one of the Gaunt's Ghost is drawn, wich has an advantage on it's own. With Brann can work wonders.
These are the tokens generated by Commissar Gaunt
He may be learning how to lead, but he is still not qualified enough to take command of your deck, so don't even think about it.
A war is always easier if the other side does'nt know that is fighting.
Damn it, servators, I just wanted to see if there was a good hotel in this planet.
Lieutenant is your discover guy. There's quite a bunch of orders, but you can make an image of what will you get.
Incursion starts with a rapid fire salvo (Arcane Explosion with bullets), but also cripples your opponent's next turn. Can be played to delay the fearsome Dr.6 while dealing with the board, to disrupt minion's combos, or just trying tog et ahead in tempo.
Tactical Scanner is a sort of high risk/reward. You do nothing that turn, and you only get full value from this card if youget the 3 draws and are all 2 mana or above. But can lead to massive tempo gain, or some tough combos (OTK still very unlikely). Can stack with Move! Move! Move! for huge mana decrease.
And now, a special gift of mine, the alternative Hero, the most successfull of the human commanders of all times:
"I am the Hammer of Mankind!" Starting quote.
"Macharius conquered thousands of worlds for the Imperium. He can't believe we had no better idea than give him his own hero in hearthstone."
WotOG:
"Forget about the line, RUN FOR IT!"
He is an old veteran, a high rank commissar, and 6 foot 5 inches tall! The term "major", fits him like a glove.
The Imperial Guard yelled "Everyone, get in here!" a long time before Grim Patron made it popular.
Regroup!: WotOG brought scary things to the inn! Some quick-minded commanders have decided to try another focus, and put their men safe from danger in order to increase their efficiency. Best use is a combo deck (malygos?) and keeping safe some real threat.
Major Commissar: It's not that hard to explain, it's just an efficient guy to drop at turn 6+ if you want to cheat some orders.
Mobilization: This board flood can be a real pain... unless it gets answered by AoE, that is.
"If we are going down, all these bastards are coming with us!"
"You've got to start with the worst of the worst, to sink in the mud until you drown. Only then you start to be something." - Commander Fergusson, from the Undomitable Dogs.
He's serving in the Joe Ray's squad, just like the old days.
Until the Last Man: Taunt commander matters. This can either help you get more taunts to protect yourself, or can be used with a wall of taunts as a Bloodlust.
Necromunda Recruiter: Most classes should have some viable Old God, and for the Imperial Guard it happens to be N'Zoth. This girl might be fragile, but you'll take her more seriously after she punches you with a Sylvanas or a Savannah Highmane... or you might find out a Possessed Villager or Majordomo Executus, but well, like the flavor text says, "start with the worst".
Shady Veteran: This little Stormwind Champion is quite reluctant to obey orders, and apparently can make his buddies listen to him. You can use it for tempo or board flood, but forget about your order's synergy while this is on the board.
"That's it, buddy. It's over. You can rest now."
"WHAT THE...?! CREEEEEEEEEEEEEEEEED!!!"
It's for your Own Good: The Imperium has a very clear policy about those who are corrupted. This ccheap Arcane Intellect forces you to destroy one of your minions, but in a N'Zoth deck, you can always make sure you kill something with a worthy deathrattle... or you can always kill a token.
Tactical Genius: Creed (and Macharius before him) was famous for doing impossible maneuvers... like infiltrating a Titan behind the enemy lines! Compare it with Beneath the Grounds, less consistent but a huge blast when drawn (no, you should'nt try to play this on turn 3 just for the possibility of it to be drawn inmediately)...anyways I think it could possibly change the card. Maybe 8/8 for 2 mana? or just nerf the stats?
Note: keep in mind you shuffle one single card, like how Juggernaut shuffles a Pyroblast. This has to be huge too.
Rambo? I hardly know him.
Colonel "Ironhand" Strakken: This guy can really make a scary board in almost no time. Sadly, killing it it's not that hard, but your board can get out of control if your opponent does'nt do it quickly.
Karazhan set:
Ok, guys, we have to win this. I suggest moving Bishop to C4.
Thompson! I told you to bring fireworks, not this!
To ensure that nothing bad happens during the party, he was trusted to take the guests weapons. But for a nice pay, he might let this hammer fall off without... noticing.
Planning: Good if you are loaded with orders and have something to give them to. This can provide nice combo potential and impressive displays. And also draws a card, wich is nice.
Manticore Missile: I can't do anything but thank SgtFailure for this Commissar Class. This was one of his cards, wich I have altered a bit because I had doubts of the original one's balance. This card works as removal or face burn spell, so you can put it into a high variety of decks.
Weapons Inspector: So you have a weapon. Commander's weapons are not very impressing, are they? Well, this guy can change that, if you put a nice ammount of weapons, you might get crazy value from it. But don't forget to protect your face while doing so!
Mean Streets of Gadgetzan (Golden Company and class cards):
Golden Company set:
Soldier, fetch! Good boy!
If a Golden Enforcer tells you to disband, by the Emperor you are going to disband!
Who's in chaaarge now?
Golden Retriever: Puns aside, this minion shows one of the main mechanics of the class, wich is filling your deck with copies of minions and spells and then draw and summon them for a continuous stream of threats that overwhelm the opponent. Practically a reverse reno mechanic, although this card can be played also in reno decks in order to fill in some duplicate you get rid of with this.
Golden Enforcer: Every gang has this kind of card. In this case I took advantage of Lotus Agents having assymetrical stats to give this same cost but symetrical stats.
Vincenzo Cresso: Idea of this is: Play a card, keep putting duplicates into your deck, then use this for a huge army of minions to appear out of nowhere. Also useful with smaller ammounts of minions to make a comeback or put pressure.
Class cards:
Not the Peacekeeper we deserve, but the one we need right now.
Sir, we won't hold the line without reinforcements! Send more Deathwings to this location!
Everybody knows he wanted to be policeman since he saw Robocop in the cinema.
Street Peacekeeper: As a weapon is kinda subpar, but it has nice gang synergy. This allows for getting both instant impact and further value, as well as an emergency synergy trigger in case you had none yet.
We Need Reinforcements!: At first sight is a worse Gang Up. But keep in mind it has both gang and order synergy, so it can help you dealing with things earlier in the game and also set bigger impact in the mid game. Can be used wirh Reno to get more Renos.
Adeptus Arbites: First example on how do this deck synergizes with the gang theme. If you don't draw both, you can play one and get two (thus also thining your deck for later golden company plays). Also, you can get some value from this if you can shuffle two copies of this into your deck to repeat the play. Also, as this kind of decks tend to be late game, provide some great face-shielding potential.
Sector is clear, sir. *Defiler crushes buildings and opens fire* NOT CLEAR, NOT CLEAR!
Because the garbage men did not make their job properly.
If you get this card golden, is a Golden Golden Eradicator?
Golden Operative: Another easily playable example of how to play a Golden Company Commander. This guy will make sure you can shuffle some friendly minions while still providing board pressence. Works wonders with big minions, Reno Jackson or the about to be mentioned Golden Eradicator.
Clean the Streets: Not only is a board clear (pretty useful in a deck that will surely be full of minions and will struggle more vs board floods and aggro), but also allows you to put a duplicated minion on the battlefield. Keep in mind you have to have at least 2 copies of that minion in your deck for it to come, wich limits the potential of the card. Of course, through managing to shuffle multiple copies of a legendary, ou can still get it, but will require more work than just play this card while the legend is in your deck.
Golden Eradicator: One of the heavy hitters of this gang. You can try to summon it, then shuffle copies, then play it and shuffle more copies and set up as finisher a Vincenzo Cresso with multiple Eradicators. It's also a competent standalone minion, so you definitively will want some of these into your deck.
Rogue Traders are'nt people who trades rogues with people. More often than not, are rogues that tried to run a honest business as dealers but found out that old habits die hard.
Prepare for trouble! And make it triple!
It's time for aggressive negotiations!
Rogue Trader: Allows you to draw your duplicates so you can use (in case you timed it correctly) your ressources more efficiently. Also, those additional cards are fully random, you can get from Arcane Missiles against a hunter to a Deathwing Dragonlord you never had.
Gang Wars: Really rewarding card if you could set up a good card to get summoned a lot of times. Pretty weak in any other kind of deck, but might be a core element to your gang strategy.
Cornelion Ross: As you might think by this time, Golde Company Commanders are'nt the most vulnerable to fatigue decks. Well, this might shove that idea even further, as you can play a ton of minions then play this guy to be able to send another wave of them later. Use with caution against attrition matches. It kinda sucks vs aggro tho, unless you have unreal hand with minions like Adeptus Arbites.
Un'Goro set:
You call that a KNIFE?!
"Back home. I once fancied me a pair of Catachan Devil Boots. Killed me half a dozen of the great ugly critters but never found a single one that wore any!"- Sergeant Harker, to a doubtful Munitorum staffer.
"Wow, there's a damn lot of dinosaurs here. How 'bout we ride some?" -unknown Imperial Guard.
Jungle Knife: Every Catachan soldier has a knife, wich has many uses in battle. In this case, it greatly synergizes with stealth minions, as you can get a nice weapon by turn 3 just by letting one of those attack at the same turn. Wich also means commanders that rely on stealth minions will need to time out their stealth and minion attacks better than usual to make the biggest profit.
Catachan Devil: The most known predator in the jungles of Catachan (wich is like Un'Goro, but without elementals, friendly tortoise folks, and being ultra-dangerous). Often lonely, but keen to form swarms able to fight even armored divisions if a threat is nereby. This swarmy nature is here represented by its battlecry, that calls for more devils if you sent some stealthed minion to the fight at that moment.
Saur Rider: Can get from incredibly (and even unfairly) good to pretty terrible. You want to get Windfury, +3 Attack or Divine Shield at best, and avoid the deathrattle, the stealth and the taunt. Others might work better or worse, but are somewhat acceptable.
If you wanted to come in, you could've told us, you were welcome!
"Survivalist" sounded way better than "jerk that somehow gets you into trouble without her getting involved".
Clear the Jungle: Works not only as a nice AoE, but also as another tool for stealth commanders, and as a coutner to them (remember, this takes away all the stealth in the board).
Shock and Awe: Gives a fairly nice removal, and can be specially good against classes such as warrior, as their weapons could make it much harder for commanders to establish a board or block some face damage.
Catachan Survivalist: Incredibly annoying if you can send a nice bunch of minions to their deaths in order to protect her. Her stats otherwise are poor, although stealth definitively balances the thing.
They will never know how you could sneak behind their lines with this tank.
Make sure he does'nt perceive you as a threat to his superiors if you don't want to get launched by an Ogryn to the skies.
You know what's better than one Rambo? Millions of Rambos!
Fanfare dramatic should sound right after this.
Flank Them!: Specially good in a non-stealth deck with loads of big stuff (well, a ramp deck). Use something cheap or highly battlecry reliant, then drop this on it to replace it with something big, scary and definitively not meant to have stealth.
Ogryn Bone'Ead: Almost a taunt, very strong minion, but watch out for poisonous stuff, as it shuts down this thing by going for your face. If by any chance the Ogryn does not kill the enemy minion, it WILL attack your hero then.
Catachan Tactics: You need to stick a lot of stealth minions in order to get the reward, wich makes protecting your face/claiming the board a dificult task, but once you get it, Stonetooth Harker gets in as an 8/8 (yess, he buffs himself) and makes the whole finishing your opponent off thing much easier.
Ashwielder: A card that really reward positioning. If you stick big bulky minions like giants this won't work much (besides being a flame lance on a huge body), but hitting something weak and/or bad positioned might punish your opponent with a 3 for 1 just before attacking or being attacked.
Frozen Throne set:
WHAT IF... CORRUPTED W40K CHARACTERS?
As all KotFT new heroes have a lore behind, explaining their transformation into Death Knights, and the new undead creatures and dark powers they wield, I decided to make something similar with my own creations. Of course, even if I wanted, it would have been impossible to tell a story where Arthas kills Ghazghkull Thrakka, Eldrad Ulthran, or any other w40k hero, and raises it like a Death Knight, but the grim dark of the 41th millenium already has enough forces capable of twisting flesh and mind, and giving people's life a whole different purpouse. Ursarkar Creed was particulary easy thanks to the direction his story took lately:
UR54RK4R CR33D
Trazyn was betrayed by the recently fallen to the C'tan Phaeron Immotekh. While many of its ancient relics got destroyed, the fate of the Imperial Commander, Ursarkar Creed, captured soon after Cadia's fall, was different. Knowing his tactical prowess, the necron fused his mind into a mechanic body, much like the old Necrontyr did ages ago. As a result, the tactical prototype UR5ARK4R CR33D rised, few was left of the human it was, except his abillities as strategist, and a deep desire to eradicate the servants of Chaos. If it is as obedient as Imotekh, Herald of the C'tan, expects, that's yet to prove.
Frozen Throne cards:
The other Mechanized Infantry.
It misses its old dead friends very much.
Sooner or later they'll run out of ammo! Keep marching!
Mechanical Trooper: Unstable minion with a varety of uses. Can be used for dealing with minions, face damage, push threats... that said, you don't really have control of what will you get.
Steelborn Recruit: Why is this a Mech? Well, apparently the new twisted Creed wanted to have its old army of guardsmen at its service. This mechanical lookalikes are not exact, but work. Besides all that, this minion works both as protection and as weapon synergy.
Send Another Wave!: Simialr to draw mechanics, but only works on minions. Best if gives copies of something incredibly nasty, but also can't be easily used on the most expensive minions due to its cost.
One minute of silence for all those minions destroyed on duty,
It does'nt know how the whole thing happened. It was a proud Imperial Guardsmen until some robotic dude started mumbling "wololololo" and suddenly it was a robot too.
Krieg regiments use Commissars, not because they need to keep their men at the front, but because they need to keep them back from launching suicidal attacks every once in a while.
Mourn the Fallen: Can open interesting synergies with cards like Corpsetaker. Also can be used with powerful deathrattles, but anyways wil require a board.
Steelborn Converse: Reverse Shifting Shade, with the small advantages of being Mech and being able to have certain control of the card's outcome.
Death Korps Commissar: Imposing body, and a deathrattle with a lot of uses. Keep in mind it won't work with another Death Korps Commissar, and in case it dies at the same time as some deathrattle minion, it can be triggered twice by the Commisar.
"-Hey, man. I had a great idea about a business. Kentucky Fried Tyranids. -Shut up, Carl!"
It is better to be feared by your minions than to be loved by them.
Nork thinks the Commissar hat he has on his shoulders speaks to him. We should probably send him to therapy one of these days.
Burn Them Out!: The kind of order you want to give to a heavy hitter, or simply to suppress some aggros. It's cheap, so it takes less benefit from cheat cards, but makes combos easier. Forces to focus on trae to be effective, although might be used by tempo decks in order to deal a lot of damage to boards at once.
Draconian Disciplinarian: Another source of direct damage and an order cheat. Just in case stuff like Get Back InThe Fight! is not played, some slight help to it.
Nork Deddog: The most famous bodyguard in the entire Imperium (sorry, Sergeant Kell) finally has its own legendary. And of course, is a huge face protector. Works like Bolf, except can't protect from random effects like C'Thun, but it does work nicely against any targeted effect, from Fireballs to minion attacks, who'll have to go through this big taunt.
The Imperium will never triumph over Chaos. Th eliving are nothing but a tactical mistake. I'll do what you can't. Dare to oppose me and you'll be crushed beneath the feet of my soldiers until you join our ranks.
UR54RK4R CR33D: The corrupted personality of the proud Cadian commander does not bring much power by itself, but will provide interesting draws (up to Nourish level if you happen to run enough tools to get all the draws). The hero pwoer it's kind of anti-synergistic with the battlecry, but helps a lot to beat enemies on late game by fishing for multiple of your strongest/msot adequate cards.
Kobolds and Catacombs set:
They train tracking chocolate snacks in the middle of deep murky caves.
What does it say here? "Fire at their officers" or "Fire the officers"?
You are no longer a mere private. Now you are a Senior Private!
Ratling Tracker: Probably mandatory 1-drop for a class greatly focused on battling for board control. Can also open to curious deck designs where your only low cost minions are Ratling Trackers.
Unidentified Order: As all unidentified stuff, you can randomly get exactly what you want, or not. At worst, it'll be a Blessing of Might anyways.
Promotion: Strong buff to play in something sticky. Not only works as a slow Blessing of Kings, things will get tough for your opponent if it can't knock this out soon.
Rumours say these guys fight all over the Imperium of Man to run away from the terrible Praetoria food.
To be fair, the only reason they made up the Militarum Tempestus name was to get rid of the Star Wars fanboys mockeries.
From Kronazh's spoils standards of the finest silk
were made to commanders with hunger of wealth
they proudly marched for honour, glory and greed
one by one, they were all rewarded with death.
Praetoria Officer: Unstable card that can provide a surprise punch on the opponent.
Tempestus Scion: A good choice for all recruit decks, that can trust to get a Sen'jin Shieldmasta on hand as as soon as they get to start their recruiting. Also, pretty good to have by start as well.
Lesser Regimental Standard: A win condition for a taunt deck that is. Also, it does affect non-taunt minions, although its non-fully upgraded versions are either average or terrible, so you might want to make sure to have quite some taunts. Thanks to cards such as Mobilization, a must on wild.
No matter what ingenious strategy they conceive, Leeroy will just rush forward ruining it.
Do not boop that merry suicide bomber!
Inspires you to follow Solar Commander Macharius brilliant career. And also to lose weight and do exercise.
Did someone say DIE FOR THE EMPEROR?
Plan: Requires certain ammount of deck building in order to make it efficient, but it does provide a nice reach for spells for a deck usually associated with lots of minions.
Catachan Barking Toad: The most poisonous creature in the galaxy really packs a punch on minions. Works as a Doomsayer, except from being capable of triggering at the same turn, staying over time and not failing to kill everyone at the moment opponent can deal 7 damage to it. Then again, I could have exaggerated a bit with its cost.
Blade of Conquest: This was actually made before Silver Blade from Witchwood, but the idea is similar, then again, this also helps you defend yourself by letting everything you have to be a wall.
General Van Morrson: Another possible win condition for control commanders out there. Throw this on empty board with plenty of powerhouse minions, and just watch the fireworks.
Commissars hate it when you leave the front, even when you were just looking for a bathroom.
She is going to be much less eager after four or five matches.The good thing about being surrounded is that you are not going to miss the shots.
RUN, FORREST! RUN!
In his freetime, he likes to annoy bartenders asking them for people with offensive names.
Under the sea! Under the sea! You still can't avoid the Hammer of the Mankind, you heretic!
Summary Execution: Is Power of the Wild, but you need to sacrifice something for it. It's often not that big of a deal, you can always kill a Haunted Creeper, or better yet, a Nerubian Egg. The buff will apply after deathrattle has been triggered.
Eager Recruit: She should probably be an auto-include in your commander decks. It's like a Secretkeeper but for orders, wich is nice, because you can't stack buffs wich still add value to the board that easily.
Smite at Will! is a good card to control the board with your minions. Your simple Haunted Creeper is now a 3/4 with windfury. The fact that it can't attack heroes (when you "smite at will" precision is not a thing) and it will lose the buff (like when Stormwind Champion dies) does'nt suppouse that big a problem for what this card is intended to be.
Take Cover! is a good order if you want to protect some minion from damage. Can be a great combo with Vox-Caster.
Vox-Caster: This guy is pure value. Can protect your board from AoE, give you surprise burst, take down your opponent's board. It's something like a 2xBrann, except you need a strong board if you want it to be really good, otherwise it's just a decent 3 mana 2/4, wich helps against early aggression, but not much else.
Chimera Transport: The usual transport of the armies of the Imperial Guard, a pretty solid body, with a 3/2 taunt in it. It's like a slower shredder with no RNG. Sometimes the taunt of the Sludge Belcher will make it better than this transport, tho.
See? In the Imperial Guard we make discounts too, that's two shots for one!He might be sniper and smuggler, but his real hobby is high-jumping.Many people stick to this guy because they think he might bring good luck. However, that did'nt worked too well with his former comrades.
"A small mind can be easily filled with faith."
If there is something in life you can't fix, bombard it! Bombard it until there is nothing more than ashes and rubble!
Shotgun: Common weapon in the Imperial Guard. It's not very strong, but can deal with some guys at the same time.
Ratling Sniper: Perhaps I should make it 4 attack, but I think being 1 health makes it easy enough to remove for the attack to be balanced. Ignores Taunt because... it's a sniper, you can't taunt a sniper, right? P.D: Everybody knows that the face is the place.
Hardened Veteran: Maybe on the weak side, I could make it 4/4 if needed. Can be a pretty good tempo play, specially if the deck implies lots of tokens to inspire.
Ogryn Assistant: Brute force at it's finest. They are too stupid to be affected by orders (Vox-Caster won't target them), and the additional health makes it for the stealth of Ogre Ninja too.
Artillery Strike: Does'nt need 3 enemies to fire, though the Imperium doesn't like to waste artillery ammo. It's like Mechazod's Bombard, but only targets enemies.
If you are going to do this, at least scream BANZAAAAAIII! while you slam your minion against the target.
"It's your choice. You either keep fighting, and then you might be killed, or you run away, and then I'm totally going to kill you."
"I've got a bullet with your name, and I'm going to keep firing until I find it!"
Yarrick is convinced that pirates are mocking him, in fact he already executed 21 of them after unfortunate presentations.
Bring it Down!: Big guy removal, very similar to Hunter's Mark, despite it targeting your minions instead of opponent's. 1 turn poison can look quite bad, but allows great trading potential (opponent really needs to take care of your minions), and being free, it's not disturbing for your curve.
Get Back in the Fight!: Strong buff, I thought about making it a +3/+3 with no condition needed, but then I remembered I made Eager Conscript. This way it will not be so easy to make your "1 mana yeti". If you combo this with Vox-Caster, the random minions will be affected even if they are not damaged.
Fire on my Target!: Strong burst and big guy removal for decks with lots of minions. With 4 minions it's a Flame Lance wich can hit face. With 5 it's a Pyroblast. Scary.
Commissar Yarrick: It's the bigger and much much angrier brother of Cairne Bloodhoof. Commissar Yarrick, the hero of Armageddon, is a very strong fighter, so stubborn that he refuses to die (that's what I wanted to represent in this card). Can be a target for BGH, but even after that you have a solid and scary body to remove. Note: Unearthed Raptor resurrects himself with this Deathrattle .
Next sset of cards, this time is Naxxramas and GvG turn.
Death Riders come from Krieg, a world devastated by the Nurgle's plagues and an atomic purgue. And you complaining because you have headacke.
Very expensive at its cost, but can give a devastating blow to opponent's face if you put enough deathrattles in your deck. I would want some discussion around this one, anyway.
He could choose between prison, military service or apologize to the old woman and the judge. If he knew any better about the Imperial Guard, perhaps he would have apologized.
You'd be surprised to know how does the Imperial Guard manages to hide more infantry anywhere.
Enlisted Convict can be pretty hard to exploit in your benefit, but keep in mind that he'll often work as a 5/4 with Suppressive Fire!, and can be a huge bullwark with Entrench. Do not underestimate this guy.
Disembarch! is a way for your mech commander decks to have even more board pressence. Some discussion about this card might be needed?
"Hey, did dat tree moved?!" Last words of Nignit the Gretchin.
Half men half machines, there's nothing they hate more than the heavy rain.
Unlike their friends from a galaxy far far away, these ones are pretty good shooters.
Sentinel is the mechanic child Stranglethorn Tiger and Azure Drake would have had. Can be included in mech decks for some extra card draw.
Techpriest Enginseer is a potential gameswinger for mech decks, you can play this guy and then trade your awkward to deal mechs, ready to replenish the board later. Too good for 4 mana? What do you think?
Cadian Stormtrooper is a normal 4 drop, with more synergy with orders, and fares quite good on his own. Nothing specially fancy, but efficient guy. The fact that the damage he deals is to a random opponent does not mean he is bad shooter, he just wanted to kill/injury THAT target. Yeah, these guys can be assholes sometimes.
Adopt, adapt and improve.
There is a ticket next to the launcher: "To ride the missile is strictly forbidden".
Salvage Mission brings back (to your hand) your big mech, can make awesome synergy with the Iron Saint, but most of the times you seek to play the same mech two turns in a row. However, as it is not a reviving spell, you still pay for both mechs, and that helps a lot to balance this card.
Final Countdown shows what happens when the Imperial Guard makes use of the dreaded Deathstrike Missile Launchers. I want it to be good, but I'm not sure if I did it excesively expensive or something.
Go ahead, laugh at Imperial Guard's firepower now. Just do it.
In expansion about huge mechs, what's better than one of the most infamous Shadowsword tanks of the Imperial Guard, the Iron Saint? Under the Major Pious Korren command, this thing can take down massive targets as Alexstrasza and resist apocalyptical fire storms. It's so massive, it even blocks the way to your face! However, is so slow a card, and so vulnerable to removal that I'm not breaking the game putting this, imo.
I'll soon bring my BRM cards, and I'm working on TGT, so keep in mind I am on it.
A crowd of unstable pyromaniacs riding an extremely unsafe vehicle full of oil and volatile substances. Does somebody really think this was a good idea?
Award to "most hated order" since the birth of the Imperium.
Hellhound is a sort of antiaggro card, maybe on the weak side, as it does'nt avoid unleash the hounds or muster for battle, triggers Nerubian Egg and bigger drops can find the damage somewhat negligible, but still a pain for lots of aggro decks (Note: it triggers before battlecry, but does'nt avoid it).
Fix Bayonets! is a common order wich means "Hold the ground!" When you say such a thing while demons or hordes of orks are assaulting your possition it's quite a death sentence. Here in hearthstone, it's used for small minions to trade better or push more damage. The buff and the taunt disappears at the end of your opponent's turn, so I think it is balanced in comparison with Blessing of Might.
I'll post TGT and LoE soon, give feedback if you want to do so.
First of all, the new hero pwoer, given by Justicar Trueheart:
The orders can be the same, or different ones.
The Commander Kubrik Chenkov farmed all his way to legend with a deck containing 15 Cannon Fodders. Nobody knows how he did it, and how was he allowed to break the rules so blatantly.
When you spend your life dealing with deadly aliens, scary mutants, demons and marines, you really need some inspiration to keep going.
Hide and seek is a really serious business in the Imperial Guard.
Cannon Fodder is just your endless source of bodies to keep fueling your board. It's very weak for its cost, and having to spend 3 mana on it every time makes it quite inefficient unless you go for a long run. This works pretty well as fatigue guard source,or maybe some aggro who use this guy for trades and keeps replaying him when he just does'nt have that much cards.
Ministorum Priest is your guy for Inspire decks. Weak on his own, but eventually can be great. And you can have two, wich has its advantages over this guy's big brothers, Brann Bronzebeard and Baron Rivendare.
Covert Operative: Put a bit target in stealth, make it choose the target then. Or, of course, use it to boost aggro commanders.
"You should probably draw some cards, sir".
Much better student than Secondarys Psyker and Tertiaris Psyker.
URSARKAR PUNCH!
Regimental Advisor is an early play vs aggro, and can help you to get some card draw. However, you should still try to aim to get maximum value from orders, instead of just launching them in order to draw more.
Primaris Psyker is my attempt to make a psyker (as the commisar who made it to phase III) but with a different design. Also lets me put a Joust card here, as a "mind battle" between psyker and hero, something wich otherwise would be really hard to put in here.
Power Fist also tries to approach a different way to the same weapon of the Commisar class. This way can be really devastating (specially if you happen to get it via Blingtron), but you are vulnerable when playing it, as you can't use it the same turn, thus making it a nice Ooze or Harrison target. The reason why it can't attack the same turn you play it is, well, it's heavy as hell.
Back in the days, when Krieg was still a nice planet to live in, they were known as the Joy Korps.
Geronimo! Fandango!
Death Korp is just great minion for trading, can suck if you lose it to a 3/2, but can kill a 3/5,or deal some damage to the enemy hero if it's removed via spell or weapon. Note1: Misdirection can make it deal massive damage to an ally.
It's funny how the Tanith soldiers only started being actually efficient after losing their homeworld, is'nt it?
Commissar Gaunt comes with a decent body and a tool that comes to mix both the Iron Juggernaut mine and the rogue's Beneath the Grounds. Nullifies Reno Jackson until one of the Gaunt's Ghost is drawn, wich has an advantage on it's own. With Brann can work wonders.
These are the tokens generated by Commissar Gaunt.
Now I only have to add LoE, and the commander will be finished. I might do this with other classes later, maybe a Warboss?
Well, this is the last set for the Imperial Guard Commander (until new expansion is made).
He may be learning how to lead, but he is still not qualified enough to take command of your deck, so don't even think about it.
A war is always easier if the other side does'nt know that is fighting.
Damn, servators, I just wanted to see if there was a good hotel in this planet.
Lieutenant is your discover guy. There's quite a bunch of orders, but you can make an image of what will you get.
Incursion starts with a rapid fire salvo (Arcane Explosion with bullets), but also cripples your opponent's next turn. Can be played to delay the fearsome Dr.6 while dealing with the board, to disrupt minion's combos, or just trying tog et ahead in tempo.
Tactical Scanner is a sort of high risk/reward. You do nothing that turn, and you only get full value from this card if youget the 3 draws and are all 2 mana or above. But can lead to massive tempo gain, or some tough combos (OTK still very unlikely). Can stack with Move! Move! Move! for huge mana decrease.
And now, a special gift of mine, the alternative Hero, the most successfull of the human commanders of all times:
"I am the Hammer of Mankind!" Presentation to other heroes.
Well, what do you think of it? Feel free to give feedback. Will be welcomed.
Sorry I do not have time to go through all of these, but I will first give my opinion on some cards. Detailed feedback for all will come later this week
Ratling Sniper - I like this card, and this is balanced (if not slightly op)
Hardened Veteran - unnecessarily complicated (the card text), balance wise it is fine, as it require a minion on board to gain all value from it
Artillary Strike - I think this is UP, of course, in some situation, it is better than Flame Strike, but it does not have the board flipping power like FS, which a 7cost spell should have. 6 cost perhaps.
Bring it down - There is a similar card in the CCC, which cost 3, but give permanent effect and draw a card. Although your card give the effect this turn only, however I will argue 80% of the time the minion ordered by this card will die in the trade process anyway. In short, this card is under costed, 1 at least.
Fire on my target - Definitely UP. You need 3 minions on board and spend extra 2 mana to get a firebolt.
Yarrick - Interesting card, the card text have a lot of potential
Cadian Stromtrooper - Your order are often very low cost, which can combo with this card very well. But not all your order can target a minion (please confirm if I am wrong), so you can consider rewrite the condition as "whenever you use an order..."
Final Countdown - Deathstrike missile should cost less, much less. Even at 4 cost, you spent total 10 cost for the board wipe effect (Which arguably inferior to Twisted Void / Flame Strike). The up front card can cost 4 and draw 2 card while put a Deathstrike in your deck, and the Deathstrike should cost like 5 cost or 6 cost
First, thank you for looking. Take your time for your reviews.
I dunno about Ratling, sometimes I think it should be 4 attack, but I guess it's still balanced (a huge pain for handlocks and such, but balanced), and with 4 damage he might perform bad.
Hardened Veteran was just for role terms (they inspire weaker guys, not stronger ones), but might change it later.
Artillery Strike was something I was thinking about. Maybe a fourth target? Or 5 damage? Or perhaps I just go for your idea and make it 6 mana xD
My reason behind Bring it Down! was the comparison between it and Hunter's Mark, the effect of both is quite similar (except one work only for 1 turn and with a minion, but the minion can have order synergy). I'm not sure about it changing or not.
Fire on my Target! may should actually cost 5 (more similar to Flame Lance. I was afraid ofhow much could a swarmy deck exploit it, but I guess turn 6 is often too late for this card to be used properly.
I like Yarrick, I was a bit afraid, however, of him not offering enough for a deck (I mean, it's just a bigger and angrier Cairne Bloodhoof, and we all know what happened to him). This one probably work better tho.
Yes, there are orders that don't target minions (in fact, spells like First Rank, Fire!, despite not bieng shown as those in game, are in fact orders).I wanted to stick to the idea "you give this concrete guy an order, he does this thing in addition". However, I'll think of it, because you could be right about this.
Final Countdown might should draw more cards, something like 5 mana draw 2 or 3, and shuffles a 5 mana deathstrike?
Could be. Maybe at 8 mana (still want it to be "common," as the original Leman Russ tanks) , but could work as a 7/10 indeed (that way the numbers would still fit as a strong drop with balanced stats.
Hello and welcome!
As my previous concept of making an "alternative" class creation thread failed (yeah, some people took interest, but it just did'nt justify the effort of making it), I decided to directly show my class, Ursarkar Creed, the Imperial Guard Commander.
Class: Commander
"It looks like the Cadia's finest commander got bored of all the apocalyptic-scale battles of the Galaxy and went to check his mastery at another game".
Coming from the ruthless universe ofWarhammer 40k
"For the Imperium of Man!" Creed's presentation.
Ursarkar Creed is well known as one of the birghtest tacticians of the Imperium, and his hero power shows it through its orders system:
and Justicar version:
For the Justicar version, the orders can be the same, or different ones.
And what are basic orders? Well, this ones:
As a notification, "Take Aim!" can select stealthed enemies (we saw it!), but does not allow minions with chance to attack wrong opponent to ignore their rules (Ogre Brute can still fail), or attack when they are not suppoused to (you still want to silence your Ancient Watcher).
As this hero power works in fact like a Discover, allows Creed to run many different types of deck. Ramp control Creed? Move! Move! Move! will allow you to try the ramp game a 75% of the times, while Suppressive Fire! can help you clean big threats and Forward, for the Emperor! gives you some nice finishing stuff late game. You want more Aggro? Suppressive Fire!, Take Aim! and Forward, for the Emperor! are very nice orders as can go through taunts or push damage. You want tempo or midrange? Good news, evrything is pretty valid here!
The limit is your play style, your skill as commander, and, as all generals know, a bit of luck.
This is Ursarkar Creed's basic kit. Includes some tools much needed for any commander of the Imperium, and very common tools at their disposal (that's why they are basic):
Pro-tip: If you put a laser pointer in the top, it becomes twin-linked. During their holidays they become Beach Line Infantry. You can buy it blue, green, purple, or red.
"Drive me closer, I want to hit them with my sword!" -Tank Commander Herbson
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too.
Line Infantry: Reliable 2-drop, in almost any situation. What's a commander with some good Imperial Guards to follow?
Force Sword: Simple weapon, very popular between officers from all across the Imperium, can deal quite a lot of damage to the enemy hero, dispatch a bunch of nasty minions, or a bit from both.
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better drop, as it trades with it!
And now your spells. First three one:
Made to protect infantry from the enemy fire, the elements, and specially from enemy fire elementals.
The Emperor needs you to enlist NOW!
Lasguns are not that weak when you fire dozens of them at the same target, are they?
Entrench: One of the core strategies of the Imperial Guard. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are really going to need minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This card will help you keep those swarm decks at bay, and also show you can actually have a nice profit by putting some orders into your deck (besides of course hero power). The msot common uses will be as emergency board-wipe, or to play this after a spell to get another AoE spell for later.
"-They can't see me now? Am I being a ninja? -Shut up, Carl!"
Imperial Guards are pretty explosive at parties.
If it does'nt make a little crack before exploding, it is faulty and you should call the technical department.
Infiltration: Now this card won't add permastealth, meaning you have limited time to take advantage from your Camouflage, but also makes the camouflaged minion more effective. At all terms, I just made it the old Covert Operatives card.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
Krak Grenade: Another common tool of the Imperial Guard, this one used to take down tough enemies and light vehicles. It's weaker than Fireball, but in fact, balanced (commander should not revolve so much about spells doing all the hard work, anyways).
Vanilla set:
Commissars hate it when you leave the front, even when you were just looking for a bathroom.
She is going to be much less eager after four or five matches.The good thing about being surrounded is that you are not going to miss the shots.
RUN, FORREST! RUN!
In his freetime, he likes to annoy bartenders asking them for people with offensive names.
Under the sea! Under the sea! You still can't avoid the Hammer of Mankind, you heretic!
Summary Execution: Is Power of the Wild, but you need to sacrifice something for it. It's often not that big of a deal, you can always kill a Haunted Creeper, or better yet, a Nerubian Egg. The buff will apply after deathrattle has been triggered.
Eager Recruit: She should probably be an auto-include in your commander decks. It's like a Secretkeeper but for orders, wich is nice, because you can't stack buffs wich still add value to the board that easily.
Smite at Will! is a good card to control the board with your minions. Your simple Haunted Creeper is now a 3/4 withwindfury. The fact that it can't attack heroes (when you "smite at will" precision is not a thing) and it will lose the buff (like when Stormwind Champion dies) does'nt suppouse that big a problem for what this card is intended to be.
Take Cover! is a good order if you want to protect some minion from damage. Can be a great combo with Vox-Caster.
Vox-Caster: This guy is pure value. Can protect your board from AoE, give you surprise burst, take down your opponent's board. It's something like a 2xBrann, except you need a strong board if you want it to be really good, otherwise it's just a decent 3 mana 2/4, wich helps against early aggression, but not much else.
Chimera Transport: The usual transport of the armies of the Imperial Guard, a pretty solid body, with a 3/2 taunt in it. It's like a slower shredder with no RNG. Sometimes the taunt of the Sludge Belcher will make it better than this transport, tho.
See? In the Imperial Guard we make discounts too, that's two shots for one!He might be sniper and smuggler, but his real hobby is high-jumping.Many people stick to this guy because they think he might bring good luck. However, that did'nt worked too well with his former comrades.
"A small mind can be easily filled with faith."
If there is something in life you can't fix, bombard it! Bombard it until there is nothing more than ashes and rubble!
Shotgun: Common weapon in the Imperial Guard. It's not very strong, but can deal with some guys at the same time.
Ratling Sniper: Perhaps I should make it 4 attack, but I think being 1 health makes it easy enough to remove for the attack to be balanced. Ignores Taunt because... it's a sniper, you can't taunt a sniper, right? P.D: Everybody knows that the face is the place.
Hardened Veteran: Might imply more taunt stuff in the future, serves both as a buffer to weak minions or as a face protector if shields something (specially something big like a Twilight Drake).
Ogryn Assistant: Brute force at it's finest. They are too stupid to be affected by orders (Vox-Caster won't target them), and the additional health makes it for the stealth of Ogre Ninja too.
Artillery Strike: Does'nt need 3 enemies to fire, though the Imperium doesn't like to waste artillery ammo. It's like Mechazod's Bombard, but only targets enemies.
This order does not make your gun poisonous, nor your weapon. The fact we say its poisonous comes from... bah, forget it.
"It's your choice. You either keep fighting, and then you might be killed, or you run away, and then I'm totally going to kill you."
"I've got a bullet with your name, and I'm going to keep firing until I find it!"
Yarrick is convinced that pirates are mocking him, in fact he already executed 21 of them after unfortunate presentations.
Bring it Down!: Big guy removal, very similar to Hunter's Mark, despite it targeting your minions instead of opponent's. 1 turn poison can look quite bad, but allows great trading potential (opponent really needs to take care of your minions), and being free, it's not disturbing for your curve.
Get Back in the Fight!: Strong buff, I thought about making it a +3/+3 with no condition needed, but then I remembered I made Eager Conscript. This way it will not be so easy to make your "1 mana yeti". If you combo this with Vox-Caster, the random minions will be affected even if they are not damaged.
Fire on my Target!: Strong burst and big guy removal for decks with lots of minions. With 4 minions it's a Flame Lance wich can hit face. With 5 it's a Pyroblast. Scary.
Commissar Yarrick: It's the bigger and much much angrier brother of Cairne Bloodhoof. Commissar Yarrick, the hero of Armageddon, is a very strong fighter, so stubborn that he refuses to die (that's what I wanted to represent in this card). Can be a target for BGH, but even after that you have a solid and scary body to remove. Note: Unearthed Raptor resurrects himself with this Deathrattle .
Naxx, GvG and BRM:
Death Riders come from Krieg, a world devastated by the Nurgle's plagues and an atomic purgue. And you complaining because you have headacke.
Very expensive at its cost, but can give a devastating blow to opponent's face if you put enough deathrattles in your deck. I would want some discussion around this one, anyway.
He could choose between prison, military service or apologize to the old woman and the judge. If he knew any better about the Imperial Guard, perhaps he would have apologized.
You'd be surprised to know how does the Imperial Guard manages to hide more infantry anywhere.
Enlisted Convict can be pretty hard to exploit in your benefit, but keep in mind that he'll often work as a 5/4 with Suppressive Fire!, and can be a huge bullwark with Entrench. Do not underestimate this guy.
Disembarch! is a way for your mech commander decks to have even more board pressence. Some discussion about this card might be needed?
"Hey, did dat tree moved?!" Last words of Nignit the Gretchin.
Half men half machines, there's nothing they hate more than the heavy rain.
Unlike their friends from a galaxy far far away, these ones are pretty good shooters.
Sentinel is the mechanic child Stranglethorn Tiger and Azure Drake would have had. Can be included in mech decks for some extra card draw.
Techpriest Enginseer is a potential gameswinger for mech decks, you can play this guy and then trade your awkward to deal mechs, ready to replenish the board later. Too good for 4 mana? What do you think?
Cadian Stormtrooper is a normal 4 drop, with more synergy with orders, and fares quite good on his own. Nothing specially fancy, but efficient guy. The fact that the damage he deals is to a random opponent does not mean he is bad shooter, he just wanted to kill/injury THAT target. Yeah, these guys can be assholes sometimes.
Adopt, adapt and improve.
There is a ticket next to the launcher: "To ride the missile is strictly forbidden".
Salvage Mission brings back (to your hand) your big mech, can make awesome synergy with the Iron Saint, but most of the times you seek to play the same mech two turns in a row. However, as it is not a reviving spell, you still pay for both mechs, and that helps a lot to balance this card.
Final Countdown shows what happens when the Imperial Guard makes use of the dreaded Deathstrike Missile Launchers. I want it to be good, but I'm not sure if I did it excesively expensive or something.
Go ahead, laugh at Imperial Guard's firepower now. Just do it.
In expansion about huge mechs, what's better than one of the most infamous Shadowsword tanks of the Imperial Guard, the Iron Saint? Under the Major Pious Korren command, this thing can take down massive targets as Alexstrasza and resist apocalyptical fire storms. It's so massive, it even blocks the way to your face! However, is so slow a card, and so vulnerable to removal that I'm not breaking the game putting this, imo.
A crowd of unstable pyromaniacs riding an extremely unsafe vehicle full of oil and volatile substances. Does somebody really think this was a good idea?
Award to "most hated order" since the birth of the Imperium.
Hellhound is a sort of antiaggro card, maybe on the weak side, as it does'nt avoid unleash the hounds or muster for battle, triggers Nerubian Egg and bigger drops can find the damage somewhat negligible, but still a pain for lots of aggro decks (Note: it triggers before battlecry, but does'nt avoid it).
Fix Bayonets! is a common order wich means "Hold the ground!" When you say such a thing while demons or hordes of orks are assaulting your possition it's quite like a death sentence. Here in hearthstone, it's used for small minions to trade better or push more damage. The buff and the taunt disappears at the end of your opponent's turn, so I think it is balanced in comparison with Blessing of Might.
TGT, LoE and alternative hero:
The Commander Kubrik Chenkov made all his way to legend with a deck containing 15 Cannon Fodders. Nobody knows how.
When you spend your life dealing with deadly aliens, scary mutants, daemons and marines, you really need some inspiration to keep going.
Hide and seek is a really serious business in the Imperial Guard.
Cannon Fodder is just your endless source of bodies to keep fueling your board. It's very weak for its cost, and having to spend 3 mana on it every time makes it quite inefficient unless you go for a long run. This works pretty well as fatigue guard source,or maybe some aggro who use this guy for trades and keeps replaying him when he just does'nt have that much cards.
Ministorum Priest is your guy for Inspire decks. Weak on his own, but eventually can be great. And you can have two, wich has its advantages over this guy's big brothers, Brann Bronzebeard and Baron Rivendare.
Covert Operative: Tuned a bit to change strategy. This adds more punch to aggressive commanders, while not that reliable for those who try to OTK with stealth minions.
"You should probably draw some cards, sir".
Much better student than Secondarys Psyker and Tertiaris Psyker.
URSARKAR PUNCH!
Regimental Advisor is an early play vs aggro, and can help you to get some card draw. However, you should still try to aim to get maximum value from orders, instead of just launching them in order to draw more.
Primaris Psyker is my attempt to make a psyker (as the commisar who made it to phase III) but with a different design. Also lets me put a Joust card here, as a "mind battle" between psyker and hero, something wich otherwise would be really hard to put in here.
Power Fist also tries to approach a different way to the same weapon of the Commisar class. This way can be really devastating (specially if you happen to get it via Blingtron), but you are vulnerable when playing it, as you can't use it the same turn, thus making it a nice Ooze or Harrison target. The reason why it can't attack the same turn you play it is, well, it's heavy as hell.
Back in the days, when Krieg was still a nice planet to live in, they were known as the Joy Korps.
Geronimo! Fandango!
Death Korp is just great minion for trading, can suck if you lose it to a 3/2, but can kill a 3/5,or deal some damage to the enemy hero if it's removed via spell or weapon. Note1: Misdirection can make it deal massive damage to an ally.
It's funny how the Tanith soldiers only started being actually efficient after losing their homeworld, is'nt it?
Commissar Gaunt comes with a decent body and a tool that comes to mix both the Iron Juggernaut mine and the rogue's Beneath the Grounds. Nullifies Reno Jackson until one of the Gaunt's Ghost is drawn, wich has an advantage on it's own. With Brann can work wonders.
These are the tokens generated by Commissar Gaunt
He may be learning how to lead, but he is still not qualified enough to take command of your deck, so don't even think about it.
A war is always easier if the other side does'nt know that is fighting.
Damn it, servators, I just wanted to see if there was a good hotel in this planet.
Lieutenant is your discover guy. There's quite a bunch of orders, but you can make an image of what will you get.
Incursion starts with a rapid fire salvo (Arcane Explosion with bullets), but also cripples your opponent's next turn. Can be played to delay the fearsome Dr.6 while dealing with the board, to disrupt minion's combos, or just trying tog et ahead in tempo.
Tactical Scanner is a sort of high risk/reward. You do nothing that turn, and you only get full value from this card if youget the 3 draws and are all 2 mana or above. But can lead to massive tempo gain, or some tough combos (OTK still very unlikely). Can stack with Move! Move! Move! for huge mana decrease.
And now, a special gift of mine, the alternative Hero, the most successfull of the human commanders of all times:
"I am the Hammer of Mankind!" Starting quote.
"Macharius conquered thousands of worlds for the Imperium. He can't believe we had no better idea than give him his own hero in hearthstone."
WotOG:
"Forget about the line, RUN FOR IT!"
He is an old veteran, a high rank commissar, and 6 foot 5 inches tall! The term "major", fits him like a glove.
The Imperial Guard yelled "Everyone, get in here!" a long time before Grim Patron made it popular.
Regroup!: WotOG brought scary things to the inn! Some quick-minded commanders have decided to try another focus, and put their men safe from danger in order to increase their efficiency. Best use is a combo deck (malygos?) and keeping safe some real threat.
Major Commissar: It's not that hard to explain, it's just an efficient guy to drop at turn 6+ if you want to cheat some orders.
Mobilization: This board flood can be a real pain... unless it gets answered by AoE, that is.
"If we are going down, all these bastards are coming with us!"
"You've got to start with the worst of the worst, to sink in the mud until you drown. Only then you start to be something." - Commander Fergusson, from the Undomitable Dogs.
He's serving in the Joe Ray's squad, just like the old days.
Until the Last Man: Taunt commander matters. This can either help you get more taunts to protect yourself, or can be used with a wall of taunts as a Bloodlust.
Necromunda Recruiter: Most classes should have some viable Old God, and for the Imperial Guard it happens to be N'Zoth. This girl might be fragile, but you'll take her more seriously after she punches you with a Sylvanas or a Savannah Highmane... or you might find out a Possessed Villager or Majordomo Executus, but well, like the flavor text says, "start with the worst".
Shady Veteran: This little Stormwind Champion is quite reluctant to obey orders, and apparently can make his buddies listen to him. You can use it for tempo or board flood, but forget about your order's synergy while this is on the board.
"That's it, buddy. It's over. You can rest now."
"WHAT THE...?! CREEEEEEEEEEEEEEEEED!!!"
It's for your Own Good: The Imperium has a very clear policy about those who are corrupted. This ccheap Arcane Intellect forces you to destroy one of your minions, but in a N'Zoth deck, you can always make sure you kill something with a worthy deathrattle... or you can always kill a token.
Tactical Genius: Creed (and Macharius before him) was famous for doing impossible maneuvers... like infiltrating a Titan behind the enemy lines! Compare it with Beneath the Grounds, less consistent but a huge blast when drawn (no, you should'nt try to play this on turn 3 just for the possibility of it to be drawn inmediately)...anyways I think it could possibly change the card. Maybe 8/8 for 2 mana? or just nerf the stats?
Note: keep in mind you shuffle one single card, like how Juggernaut shuffles a Pyroblast. This has to be huge too.
Rambo? I hardly know him.
Colonel "Ironhand" Strakken: This guy can really make a scary board in almost no time. Sadly, killing it it's not that hard, but your board can get out of control if your opponent does'nt do it quickly.
Karazhan set:
Ok, guys, we have to win this. I suggest moving Bishop to C4.
Thompson! I told you to bring fireworks, not this!
To ensure that nothing bad happens during the party, he was trusted to take the guests weapons. But for a nice pay, he might let this hammer fall off without... noticing.
Planning: Good if you are loaded with orders and have something to give them to. This can provide nice combo potential and impressive displays. And also draws a card, wich is nice.
Manticore Missile: I can't do anything but thank SgtFailure for this Commissar Class. This was one of his cards, wich I have altered a bit because I had doubts of the original one's balance. This card works as removal or face burn spell, so you can put it into a high variety of decks.
Weapons Inspector: So you have a weapon. Commander's weapons are not very impressing, are they? Well, this guy can change that, if you put a nice ammount of weapons, you might get crazy value from it. But don't forget to protect your face while doing so!
Mean Streets of Gadgetzan (Golden Company and class cards):
Golden Company set:
Soldier, fetch! Good boy!
If a Golden Enforcer tells you to disband, by the Emperor you are going to disband!
Who's in chaaarge now?
Golden Retriever: Puns aside, this minion shows one of the main mechanics of the class, wich is filling your deck with copies of minions and spells and then draw and summon them for a continuous stream of threats that overwhelm the opponent. Practically a reverse reno mechanic, although this card can be played also in reno decks in order to fill in some duplicate you get rid of with this.
Golden Enforcer: Every gang has this kind of card. In this case I took advantage of Lotus Agents having assymetrical stats to give this same cost but symetrical stats.
Vincenzo Cresso: Idea of this is: Play a card, keep putting duplicates into your deck, then use this for a huge army of minions to appear out of nowhere. Also useful with smaller ammounts of minions to make a comeback or put pressure.
Class cards:
Not the Peacekeeper we deserve, but the one we need right now.
Sir, we won't hold the line without reinforcements! Send more Deathwings to this location!
Everybody knows he wanted to be policeman since he saw Robocop in the cinema.
Street Peacekeeper: As a weapon is kinda subpar, but it has nice gang synergy. This allows for getting both instant impact and further value, as well as an emergency synergy trigger in case you had none yet.
We Need Reinforcements!: At first sight is a worse Gang Up. But keep in mind it has both gang and order synergy, so it can help you dealing with things earlier in the game and also set bigger impact in the mid game. Can be used wirh Reno to get more Renos.
Adeptus Arbites: First example on how do this deck synergizes with the gang theme. If you don't draw both, you can play one and get two (thus also thining your deck for later golden company plays). Also, you can get some value from this if you can shuffle two copies of this into your deck to repeat the play. Also, as this kind of decks tend to be late game, provide some great face-shielding potential.
Sector is clear, sir. *Defiler crushes buildings and opens fire* NOT CLEAR, NOT CLEAR!
Because the garbage men did not make their job properly.
If you get this card golden, is a Golden Golden Eradicator?
Golden Operative: Another easily playable example of how to play a Golden Company Commander. This guy will make sure you can shuffle some friendly minions while still providing board pressence. Works wonders with big minions, Reno Jackson or the about to be mentioned Golden Eradicator.
Clean the Streets: Not only is a board clear (pretty useful in a deck that will surely be full of minions and will struggle more vs board floods and aggro), but also allows you to put a duplicated minion on the battlefield. Keep in mind you have to have at least 2 copies of that minion in your deck for it to come, wich limits the potential of the card. Of course, through managing to shuffle multiple copies of a legendary, ou can still get it, but will require more work than just play this card while the legend is in your deck.
Golden Eradicator: One of the heavy hitters of this gang. You can try to summon it, then shuffle copies, then play it and shuffle more copies and set up as finisher a Vincenzo Cresso with multiple Eradicators. It's also a competent standalone minion, so you definitively will want some of these into your deck.
Rogue Traders are'nt people who trades rogues with people. More often than not, are rogues that tried to run a honest business as dealers but found out that old habits die hard.
Prepare for trouble! And make it triple!
It's time for aggressive negotiations!
Rogue Trader: Allows you to draw your duplicates so you can use (in case you timed it correctly) your ressources more efficiently. Also, those additional cards are fully random, you can get from Arcane Missiles against a hunter to a Deathwing Dragonlord you never had.
Gang Wars: Really rewarding card if you could set up a good card to get summoned a lot of times. Pretty weak in any other kind of deck, but might be a core element to your gang strategy.
Cornelion Ross: As you might think by this time, Golde Company Commanders are'nt the most vulnerable to fatigue decks. Well, this might shove that idea even further, as you can play a ton of minions then play this guy to be able to send another wave of them later. Use with caution against attrition matches. It kinda sucks vs aggro tho, unless you have unreal hand with minions like Adeptus Arbites.
Un'Goro set:
You call that a KNIFE?!
"Back home. I once fancied me a pair of Catachan Devil Boots. Killed me half a dozen of the great ugly critters but never found a single one that wore any!"- Sergeant Harker, to a doubtful Munitorum staffer.
"Wow, there's a damn lot of dinosaurs here. How 'bout we ride some?" -unknown Imperial Guard.
Jungle Knife: Every Catachan soldier has a knife, wich has many uses in battle. In this case, it greatly synergizes with stealth minions, as you can get a nice weapon by turn 3 just by letting one of those attack at the same turn. Wich also means commanders that rely on stealth minions will need to time out their stealth and minion attacks better than usual to make the biggest profit.
Catachan Devil: The most known predator in the jungles of Catachan (wich is like Un'Goro, but without elementals, friendly tortoise folks, and being ultra-dangerous). Often lonely, but keen to form swarms able to fight even armored divisions if a threat is nereby. This swarmy nature is here represented by its battlecry, that calls for more devils if you sent some stealthed minion to the fight at that moment.
Saur Rider: Can get from incredibly (and even unfairly) good to pretty terrible. You want to get Windfury, +3 Attack or Divine Shield at best, and avoid the deathrattle, the stealth and the taunt. Others might work better or worse, but are somewhat acceptable.
If you wanted to come in, you could've told us, you were welcome!
"Survivalist" sounded way better than "jerk that somehow gets you into trouble without her getting involved".
Clear the Jungle: Works not only as a nice AoE, but also as another tool for stealth commanders, and as a coutner to them (remember, this takes away all the stealth in the board).
Shock and Awe: Gives a fairly nice removal, and can be specially good against classes such as warrior, as their weapons could make it much harder for commanders to establish a board or block some face damage.
Catachan Survivalist: Incredibly annoying if you can send a nice bunch of minions to their deaths in order to protect her. Her stats otherwise are poor, although stealth definitively balances the thing.
They will never know how you could sneak behind their lines with this tank.
Make sure he does'nt perceive you as a threat to his superiors if you don't want to get launched by an Ogryn to the skies.
You know what's better than one Rambo? Millions of Rambos!
Fanfare dramatic should sound right after this.
Flank Them!: Specially good in a non-stealth deck with loads of big stuff (well, a ramp deck). Use something cheap or highly battlecry reliant, then drop this on it to replace it with something big, scary and definitively not meant to have stealth.
Ogryn Bone'Ead: Almost a taunt, very strong minion, but watch out for poisonous stuff, as it shuts down this thing by going for your face. If by any chance the Ogryn does not kill the enemy minion, it WILL attack your hero then.
Catachan Tactics: You need to stick a lot of stealth minions in order to get the reward, wich makes protecting your face/claiming the board a dificult task, but once you get it, Stonetooth Harker gets in as an 8/8 (yess, he buffs himself) and makes the whole finishing your opponent off thing much easier.
Ashwielder: A card that really reward positioning. If you stick big bulky minions like giants this won't work much (besides being a flame lance on a huge body), but hitting something weak and/or bad positioned might punish your opponent with a 3 for 1 just before attacking or being attacked.
Frozen Throne set:
WHAT IF... CORRUPTED W40K CHARACTERS?
As all KotFT new heroes have a lore behind, explaining their transformation into Death Knights, and the new undead creatures and dark powers they wield, I decided to make something similar with my own creations. Of course, even if I wanted, it would have been impossible to tell a story where Arthas kills Ghazghkull Thrakka, Eldrad Ulthran, or any other w40k hero, and raises it like a Death Knight, but the grim dark of the 41th millenium already has enough forces capable of twisting flesh and mind, and giving people's life a whole different purpouse. Ursarkar Creed was particulary easy thanks to the direction his story took lately:
UR54RK4R CR33D
Trazyn was betrayed by the recently fallen to the C'tan Phaeron Immotekh. While many of its ancient relics got destroyed, the fate of the Imperial Commander, Ursarkar Creed, captured soon after Cadia's fall, was different. Knowing his tactical prowess, the necron fused his mind into a mechanic body, much like the old Necrontyr did ages ago. As a result, the tactical prototype UR5ARK4R CR33D rised, few was left of the human it was, except his abillities as strategist, and a deep desire to eradicate the servants of Chaos. If it is as obedient as Imotekh, Herald of the C'tan, expects, that's yet to prove.
Frozen Throne cards:
The other Mechanized Infantry.
It misses its old dead friends very much.
Sooner or later they'll run out of ammo! Keep marching!
Mechanical Trooper: Unstable minion with a varety of uses. Can be used for dealing with minions, face damage, push threats... that said, you don't really have control of what will you get.
Steelborn Recruit: Why is this a Mech? Well, apparently the new twisted Creed wanted to have its old army of guardsmen at its service. This mechanical lookalikes are not exact, but work. Besides all that, this minion works both as protection and as weapon synergy.
Send Another Wave!: Simialr to draw mechanics, but only works on minions. Best if gives copies of something incredibly nasty, but also can't be easily used on the most expensive minions due to its cost.
One minute of silence for all those minions destroyed on duty,
It does'nt know how the whole thing happened. It was a proud Imperial Guardsmen until some robotic dude started mumbling "wololololo" and suddenly it was a robot too.
Krieg regiments use Commissars, not because they need to keep their men at the front, but because they need to keep them back from launching suicidal attacks every once in a while.
Mourn the Fallen: Can open interesting synergies with cards like Corpsetaker. Also can be used with powerful deathrattles, but anyways wil require a board.
Steelborn Converse: Reverse Shifting Shade, with the small advantages of being Mech and being able to have certain control of the card's outcome.
Death Korps Commissar: Imposing body, and a deathrattle with a lot of uses. Keep in mind it won't work with another Death Korps Commissar, and in case it dies at the same time as some deathrattle minion, it can be triggered twice by the Commisar.
"-Hey, man. I had a great idea about a business. Kentucky Fried Tyranids. -Shut up, Carl!"
It is better to be feared by your minions than to be loved by them.
Nork thinks the Commissar hat he has on his shoulders speaks to him. We should probably send him to therapy one of these days.
Burn Them Out!: The kind of order you want to give to a heavy hitter, or simply to suppress some aggros. It's cheap, so it takes less benefit from cheat cards, but makes combos easier. Forces to focus on trae to be effective, although might be used by tempo decks in order to deal a lot of damage to boards at once.
Draconian Disciplinarian: Another source of direct damage and an order cheat. Just in case stuff like Get Back InThe Fight! is not played, some slight help to it.
Nork Deddog: The most famous bodyguard in the entire Imperium (sorry, Sergeant Kell) finally has its own legendary. And of course, is a huge face protector. Works like Bolf, except can't protect from random effects like C'Thun, but it does work nicely against any targeted effect, from Fireballs to minion attacks, who'll have to go through this big taunt.
The Imperium will never triumph over Chaos. Th eliving are nothing but a tactical mistake. I'll do what you can't. Dare to oppose me and you'll be crushed beneath the feet of my soldiers until you join our ranks.
UR54RK4R CR33D: The corrupted personality of the proud Cadian commander does not bring much power by itself, but will provide interesting draws (up to Nourish level if you happen to run enough tools to get all the draws). The hero pwoer it's kind of anti-synergistic with the battlecry, but helps a lot to beat enemies on late game by fishing for multiple of your strongest/msot adequate cards.
Kobolds and Catacombs set:
They train tracking chocolate snacks in the middle of deep murky caves.
What does it say here? "Fire at their officers" or "Fire the officers"?
You are no longer a mere private. Now you are a Senior Private!
Ratling Tracker: Probably mandatory 1-drop for a class greatly focused on battling for board control. Can also open to curious deck designs where your only low cost minions are Ratling Trackers.
Unidentified Order: As all unidentified stuff, you can randomly get exactly what you want, or not. At worst, it'll be a Blessing of Might anyways.
Promotion: Strong buff to play in something sticky. Not only works as a slow Blessing of Kings, things will get tough for your opponent if it can't knock this out soon.
Rumours say these guys fight all over the Imperium of Man to run away from the terrible Praetoria food.
To be fair, the only reason they made up the Militarum Tempestus name was to get rid of the Star Wars fanboys mockeries.
From Kronazh's spoils standards of the finest silk
were made to commanders with hunger of wealth
they proudly marched for honour, glory and greed
one by one, they were all rewarded with death.
Praetoria Officer: Unstable card that can provide a surprise punch on the opponent.
Tempestus Scion: A good choice for all recruit decks, that can trust to get a Sen'jin Shieldmasta on hand as as soon as they get to start their recruiting. Also, pretty good to have by start as well.
Lesser Regimental Standard: A win condition for a taunt deck that is. Also, it does affect non-taunt minions, although its non-fully upgraded versions are either average or terrible, so you might want to make sure to have quite some taunts. Thanks to cards such as Mobilization, a must on wild.
No matter what ingenious strategy they conceive, Leeroy will just rush forward ruining it.
Do not boop that merry suicide bomber!
Inspires you to follow Solar Commander Macharius brilliant career. And also to lose weight and do exercise.
Did someone say DIE FOR THE EMPEROR?
Plan: Requires certain ammount of deck building in order to make it efficient, but it does provide a nice reach for spells for a deck usually associated with lots of minions.
Catachan Barking Toad: The most poisonous creature in the galaxy really packs a punch on minions. Works as a Doomsayer, except from being capable of triggering at the same turn, staying over time and not failing to kill everyone at the moment opponent can deal 7 damage to it. Then again, I could have exaggerated a bit with its cost.
Blade of Conquest: This was actually made before Silver Blade from Witchwood, but the idea is similar, then again, this also helps you defend yourself by letting everything you have to be a wall.
General Van Morrson: Another possible win condition for control commanders out there. Throw this on empty board with plenty of powerhouse minions, and just watch the fireworks.
Click to see my Hearthstone projects:
Commissars hate it when you leave the front, even when you were just looking for a bathroom.
She is going to be much less eager after four or five matches.The good thing about being surrounded is that you are not going to miss the shots.
RUN, FORREST! RUN!
In his freetime, he likes to annoy bartenders asking them for people with offensive names.
Under the sea! Under the sea! You still can't avoid the Hammer of the Mankind, you heretic!
Summary Execution: Is Power of the Wild, but you need to sacrifice something for it. It's often not that big of a deal, you can always kill a Haunted Creeper, or better yet, a Nerubian Egg. The buff will apply after deathrattle has been triggered.
Eager Recruit: She should probably be an auto-include in your commander decks. It's like a Secretkeeper but for orders, wich is nice, because you can't stack buffs wich still add value to the board that easily.
Smite at Will! is a good card to control the board with your minions. Your simple Haunted Creeper is now a 3/4 with windfury. The fact that it can't attack heroes (when you "smite at will" precision is not a thing) and it will lose the buff (like when Stormwind Champion dies) does'nt suppouse that big a problem for what this card is intended to be.
Take Cover! is a good order if you want to protect some minion from damage. Can be a great combo with Vox-Caster.
Vox-Caster: This guy is pure value. Can protect your board from AoE, give you surprise burst, take down your opponent's board. It's something like a 2xBrann, except you need a strong board if you want it to be really good, otherwise it's just a decent 3 mana 2/4, wich helps against early aggression, but not much else.
Chimera Transport: The usual transport of the armies of the Imperial Guard, a pretty solid body, with a 3/2 taunt in it. It's like a slower shredder with no RNG. Sometimes the taunt of the Sludge Belcher will make it better than this transport, tho.
See? In the Imperial Guard we make discounts too, that's two shots for one!He might be sniper and smuggler, but his real hobby is high-jumping.Many people stick to this guy because they think he might bring good luck. However, that did'nt worked too well with his former comrades.
"A small mind can be easily filled with faith."
If there is something in life you can't fix, bombard it! Bombard it until there is nothing more than ashes and rubble!
Shotgun: Common weapon in the Imperial Guard. It's not very strong, but can deal with some guys at the same time.
Ratling Sniper: Perhaps I should make it 4 attack, but I think being 1 health makes it easy enough to remove for the attack to be balanced. Ignores Taunt because... it's a sniper, you can't taunt a sniper, right? P.D: Everybody knows that the face is the place.
Hardened Veteran: Maybe on the weak side, I could make it 4/4 if needed. Can be a pretty good tempo play, specially if the deck implies lots of tokens to inspire.
Ogryn Assistant: Brute force at it's finest. They are too stupid to be affected by orders (Vox-Caster won't target them), and the additional health makes it for the stealth of Ogre Ninja too.
Artillery Strike: Does'nt need 3 enemies to fire, though the Imperium doesn't like to waste artillery ammo. It's like Mechazod's Bombard, but only targets enemies.
If you are going to do this, at least scream BANZAAAAAIII! while you slam your minion against the target.
"It's your choice. You either keep fighting, and then you might be killed, or you run away, and then I'm totally going to kill you."
"I've got a bullet with your name, and I'm going to keep firing until I find it!"
Yarrick is convinced that pirates are mocking him, in fact he already executed 21 of them after unfortunate presentations.
Bring it Down!: Big guy removal, very similar to Hunter's Mark, despite it targeting your minions instead of opponent's. 1 turn poison can look quite bad, but allows great trading potential (opponent really needs to take care of your minions), and being free, it's not disturbing for your curve.
Get Back in the Fight!: Strong buff, I thought about making it a +3/+3 with no condition needed, but then I remembered I made Eager Conscript. This way it will not be so easy to make your "1 mana yeti". If you combo this with Vox-Caster, the random minions will be affected even if they are not damaged.
Fire on my Target!: Strong burst and big guy removal for decks with lots of minions. With 4 minions it's a Flame Lance wich can hit face. With 5 it's a Pyroblast. Scary.
Commissar Yarrick: It's the bigger and much much angrier brother of Cairne Bloodhoof. Commissar Yarrick, the hero of Armageddon, is a very strong fighter, so stubborn that he refuses to die (that's what I wanted to represent in this card). Can be a target for BGH, but even after that you have a solid and scary body to remove. Note: Unearthed Raptor resurrects himself with this Deathrattle .
Naxxramas and GvG cards are coming soon.
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Next sset of cards, this time is Naxxramas and GvG turn.
Death Riders come from Krieg, a world devastated by the Nurgle's plagues and an atomic purgue. And you complaining because you have headacke.
Very expensive at its cost, but can give a devastating blow to opponent's face if you put enough deathrattles in your deck. I would want some discussion around this one, anyway.
He could choose between prison, military service or apologize to the old woman and the judge. If he knew any better about the Imperial Guard, perhaps he would have apologized.
You'd be surprised to know how does the Imperial Guard manages to hide more infantry anywhere.
Enlisted Convict can be pretty hard to exploit in your benefit, but keep in mind that he'll often work as a 5/4 with Suppressive Fire!, and can be a huge bullwark with Entrench. Do not underestimate this guy.
Disembarch! is a way for your mech commander decks to have even more board pressence. Some discussion about this card might be needed?
"Hey, did dat tree moved?!" Last words of Nignit the Gretchin.
Half men half machines, there's nothing they hate more than the heavy rain.
Unlike their friends from a galaxy far far away, these ones are pretty good shooters.
Sentinel is the mechanic child Stranglethorn Tiger and Azure Drake would have had. Can be included in mech decks for some extra card draw.
Techpriest Enginseer is a potential gameswinger for mech decks, you can play this guy and then trade your awkward to deal mechs, ready to replenish the board later. Too good for 4 mana? What do you think?
Cadian Stormtrooper is a normal 4 drop, with more synergy with orders, and fares quite good on his own. Nothing specially fancy, but efficient guy. The fact that the damage he deals is to a random opponent does not mean he is bad shooter, he just wanted to kill/injury THAT target. Yeah, these guys can be assholes sometimes.
Adopt, adapt and improve.
There is a ticket next to the launcher: "To ride the missile is strictly forbidden".
Salvage Mission brings back (to your hand) your big mech, can make awesome synergy with the Iron Saint, but most of the times you seek to play the same mech two turns in a row. However, as it is not a reviving spell, you still pay for both mechs, and that helps a lot to balance this card.
Final Countdown shows what happens when the Imperial Guard makes use of the dreaded Deathstrike Missile Launchers. I want it to be good, but I'm not sure if I did it excesively expensive or something.
Go ahead, laugh at Imperial Guard's firepower now. Just do it.
In expansion about huge mechs, what's better than one of the most infamous Shadowsword tanks of the Imperial Guard, the Iron Saint? Under the Major Pious Korren command, this thing can take down massive targets as Alexstrasza and resist apocalyptical fire storms. It's so massive, it even blocks the way to your face! However, is so slow a card, and so vulnerable to removal that I'm not breaking the game putting this, imo.
I'll soon bring my BRM cards, and I'm working on TGT, so keep in mind I am on it.
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Some new cards for the Commander:
A crowd of unstable pyromaniacs riding an extremely unsafe vehicle full of oil and volatile substances. Does somebody really think this was a good idea?
Award to "most hated order" since the birth of the Imperium.
Hellhound is a sort of antiaggro card, maybe on the weak side, as it does'nt avoid unleash the hounds or muster for battle, triggers Nerubian Egg and bigger drops can find the damage somewhat negligible, but still a pain for lots of aggro decks (Note: it triggers before battlecry, but does'nt avoid it).
Fix Bayonets! is a common order wich means "Hold the ground!" When you say such a thing while demons or hordes of orks are assaulting your possition it's quite a death sentence. Here in hearthstone, it's used for small minions to trade better or push more damage. The buff and the taunt disappears at the end of your opponent's turn, so I think it is balanced in comparison with Blessing of Might.
I'll post TGT and LoE soon, give feedback if you want to do so.
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And now, let's go for some TGT:
First of all, the new hero pwoer, given by Justicar Trueheart:
The orders can be the same, or different ones.
The Commander Kubrik Chenkov farmed all his way to legend with a deck containing 15 Cannon Fodders. Nobody knows how he did it, and how was he allowed to break the rules so blatantly.
When you spend your life dealing with deadly aliens, scary mutants, demons and marines, you really need some inspiration to keep going.
Hide and seek is a really serious business in the Imperial Guard.
Cannon Fodder is just your endless source of bodies to keep fueling your board. It's very weak for its cost, and having to spend 3 mana on it every time makes it quite inefficient unless you go for a long run. This works pretty well as fatigue guard source,or maybe some aggro who use this guy for trades and keeps replaying him when he just does'nt have that much cards.
Ministorum Priest is your guy for Inspire decks. Weak on his own, but eventually can be great. And you can have two, wich has its advantages over this guy's big brothers, Brann Bronzebeard and Baron Rivendare.
Covert Operative: Put a bit target in stealth, make it choose the target then. Or, of course, use it to boost aggro commanders.
"You should probably draw some cards, sir".
Much better student than Secondarys Psyker and Tertiaris Psyker.
URSARKAR PUNCH!
Regimental Advisor is an early play vs aggro, and can help you to get some card draw. However, you should still try to aim to get maximum value from orders, instead of just launching them in order to draw more.
Primaris Psyker is my attempt to make a psyker (as the commisar who made it to phase III) but with a different design. Also lets me put a Joust card here, as a "mind battle" between psyker and hero, something wich otherwise would be really hard to put in here.
Power Fist also tries to approach a different way to the same weapon of the Commisar class. This way can be really devastating (specially if you happen to get it via Blingtron), but you are vulnerable when playing it, as you can't use it the same turn, thus making it a nice Ooze or Harrison target. The reason why it can't attack the same turn you play it is, well, it's heavy as hell.
Back in the days, when Krieg was still a nice planet to live in, they were known as the Joy Korps.
Geronimo! Fandango!
Death Korp is just great minion for trading, can suck if you lose it to a 3/2, but can kill a 3/5,or deal some damage to the enemy hero if it's removed via spell or weapon. Note1: Misdirection can make it deal massive damage to an ally.
It's funny how the Tanith soldiers only started being actually efficient after losing their homeworld, is'nt it?
Commissar Gaunt comes with a decent body and a tool that comes to mix both the Iron Juggernaut mine and the rogue's Beneath the Grounds. Nullifies Reno Jackson until one of the Gaunt's Ghost is drawn, wich has an advantage on it's own. With Brann can work wonders.
These are the tokens generated by Commissar Gaunt.
Now I only have to add LoE, and the commander will be finished. I might do this with other classes later, maybe a Warboss?
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Well, this is the last set for the Imperial Guard Commander (until new expansion is made).
He may be learning how to lead, but he is still not qualified enough to take command of your deck, so don't even think about it.
A war is always easier if the other side does'nt know that is fighting.
Damn, servators, I just wanted to see if there was a good hotel in this planet.
Lieutenant is your discover guy. There's quite a bunch of orders, but you can make an image of what will you get.
Incursion starts with a rapid fire salvo (Arcane Explosion with bullets), but also cripples your opponent's next turn. Can be played to delay the fearsome Dr.6 while dealing with the board, to disrupt minion's combos, or just trying tog et ahead in tempo.
Tactical Scanner is a sort of high risk/reward. You do nothing that turn, and you only get full value from this card if youget the 3 draws and are all 2 mana or above. But can lead to massive tempo gain, or some tough combos (OTK still very unlikely). Can stack with Move! Move! Move! for huge mana decrease.
And now, a special gift of mine, the alternative Hero, the most successfull of the human commanders of all times:
"I am the Hammer of Mankind!" Presentation to other heroes.
Well, what do you think of it? Feel free to give feedback. Will be welcomed.
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Sorry I do not have time to go through all of these, but I will first give my opinion on some cards. Detailed feedback for all will come later this week
Ratling Sniper - I like this card, and this is balanced (if not slightly op)
Hardened Veteran - unnecessarily complicated (the card text), balance wise it is fine, as it require a minion on board to gain all value from it
Artillary Strike - I think this is UP, of course, in some situation, it is better than Flame Strike, but it does not have the board flipping power like FS, which a 7cost spell should have. 6 cost perhaps.
Bring it down - There is a similar card in the CCC, which cost 3, but give permanent effect and draw a card. Although your card give the effect this turn only, however I will argue 80% of the time the minion ordered by this card will die in the trade process anyway. In short, this card is under costed, 1 at least.
Fire on my target - Definitely UP. You need 3 minions on board and spend extra 2 mana to get a firebolt.
Yarrick - Interesting card, the card text have a lot of potential
Cadian Stromtrooper - Your order are often very low cost, which can combo with this card very well. But not all your order can target a minion (please confirm if I am wrong), so you can consider rewrite the condition as "whenever you use an order..."
Final Countdown - Deathstrike missile should cost less, much less. Even at 4 cost, you spent total 10 cost for the board wipe effect (Which arguably inferior to Twisted Void / Flame Strike). The up front card can cost 4 and draw 2 card while put a Deathstrike in your deck, and the Deathstrike should cost like 5 cost or 6 cost
As I said , other card will be reviewed later
First, thank you for looking. Take your time for your reviews.
I dunno about Ratling, sometimes I think it should be 4 attack, but I guess it's still balanced (a huge pain for handlocks and such, but balanced), and with 4 damage he might perform bad.
Hardened Veteran was just for role terms (they inspire weaker guys, not stronger ones), but might change it later.
Artillery Strike was something I was thinking about. Maybe a fourth target? Or 5 damage? Or perhaps I just go for your idea and make it 6 mana xD
My reason behind Bring it Down! was the comparison between it and Hunter's Mark, the effect of both is quite similar (except one work only for 1 turn and with a minion, but the minion can have order synergy). I'm not sure about it changing or not.
Fire on my Target! may should actually cost 5 (more similar to Flame Lance. I was afraid ofhow much could a swarmy deck exploit it, but I guess turn 6 is often too late for this card to be used properly.
I like Yarrick, I was a bit afraid, however, of him not offering enough for a deck (I mean, it's just a bigger and angrier Cairne Bloodhoof, and we all know what happened to him). This one probably work better tho.
Yes, there are orders that don't target minions (in fact, spells like First Rank, Fire!, despite not bieng shown as those in game, are in fact orders).I wanted to stick to the idea "you give this concrete guy an order, he does this thing in addition". However, I'll think of it, because you could be right about this.
Final Countdown might should draw more cards, something like 5 mana draw 2 or 3, and shuffles a 5 mana deathstrike?
Thanks for your comments. Hope to see you again.
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Changed the following cards:
Fire on my Target!
Artillery Strike
Final Countdown
Deathstrike Missile
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Noticed I lacked a rare card from TGT, the Regimental Advisor. You can see it above, in the TGT set, and right here:
"You should probably draw some cards, sir".
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Leman Russ MBT should have way more health in order to be closer to the fluff. Dat frontal armour.
I'd say a solid 7/10 for 9 Mana. Without Crew shaken.
Could be. Maybe at 8 mana (still want it to be "common," as the original Leman Russ tanks) , but could work as a 7/10 indeed (that way the numbers would still fit as a strong drop with balanced stats.
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Where's the secret that summons a Titan behind the enemy minions?
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Interesting... did'nt think about that, I could make it an epic spell in WotOG!
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Make sure you call it "CREEEEEEEEEEEED!"
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
No, that's the flavor text.
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The flavor text could fit thrice that many "E"s.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
It should be "Only a tactical geniu- CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!"
Just edited the post so you can see all cards in the first comment.
By popular demand, Tactical Genius designed as the first card of the WotOG set released.
P.D.: It's been a long time, I know, but I had to repair my computer xD
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interesting concept) mb add some astartes, assasins, inquisitors, sororitas etc)) will be more interesting for wk fans)
Heroes never die.