Greetings, friends of Hearthstone. I present the cards I and my friend Eliu came up with to fix some problems in the Shaman and Hunter class. Naturally, those cards were designed to be above the curve and, well, class cards, so only Shaman and Hunter can use them.
First and foremost, the Grand Nagrand Elekk. Naturally, it's a beast to give Hunters more viable targets to Houndmaster, and it also has an interesting draw mechanic. It's similar to Acolyte of Pain, yet not quite. You can't quite draw two cards ON YOUR TURN with this card, damaging it with spells or effects doesn't make it draw cards, removal cards will kill it without making it draw a card (like Fireball, Slam + Execute doesn't make it draw either), however it allows for counterplay. Say you're facing a Paladin that has lots of Silver Hand Recruits on the board from a previous turn. He could potentially mill the Hunter like crazy.
Yet this is the thing about this card. It's not threatening enough to be removed as soon as it goes down, say, like Emperor Thaurissan, but it's a card that can get a lot of value and I feel that it could be a great tool for new Control Hunter archetypes. It's definetly not going to be used in Aggro decks since it's too slow and doesn't have much attack, but it can give new options to Hunters who want to innovate.
And being a beast allows for a lot of synergy.
Armored Ironfur is the 4 drop Hunters so desperately need. It's very similar to Tomb Spider, it's not a very original card, yet it's vastly different in the sense that it can trigger many times, instead of just when it's played, but it requires using your hero power every time. It's definetly slower than Tomb Spider and as such, it's designed to fit slower Hunter decks as a source of value for the Hunter player. It can also be played on curve and it's a really good target for Houndmaster, while also allowing for a Ram Wrangler to be played on curve.
Novice Elementalist is a card intended to help Shamans curve out better. It's also a very good card to give Shamans lots and lots of value. What this card does is give you a choice of three cards that say 'Overload' anywhere in their text or name, so that means any card that actively Overloads (like Lightning Bolt and Neptulon), any card that interacts with Overload mechanics (Like Tunnel Trogg, Unbound Elemental or Lava Shock) and this card as well! You can potentially discover another one of these and play it again to discover another card, just like you can with Tomb Spider or Raven Idol. Being a 3/3 makes it for a decent tempo play on curve and it gives you value in the form of the Discovery mechanic.
Primal Elementalist, last but not least, is a card that gambles on tempo really heavily. I discussed for a long time wheter it should summon a 5-Cost minion or 6, wheter it should overload or not, wheter it should be a Discover mechanic and the final draft is what I'm presenting here. For 5 mana, summon a random 6-Cost minion (to your side of the board, obviously). There are many good outcomes, a couple mediocre ones and some bad ones, like Anima Golem and Void Crusher. Usually, the result should be good, as there aren't as many bad 6s as there are 5s. It also automatically adds a Shaman spell to your hand, which is more random, there are awful Shaman spells, but there are also good ones. And of course it has to Overload since it gives you so much value for only 5 mana, but I think that's what identifies this card as a Shaman card.
And as a recurrent theme with my cards, you can get another Primal Elementalist from this. Of course you can!
I'm open to suggestions and discussion, as well as new ideas, so feel free to comment. (All artwork was taken from WoW TCG)
Grand Nagrand Elekk looks to slow and I don't like adding even more RNG to Shaman with Prinal Elementalist. The other cards look great and I would bet money that Blizzard will be adding a card similar to Novice Elementalist in the next few expansions.
Grand Nagrand Elekk looks to slow and I don't like adding even more RNG to Shaman with Prinal Elementalist. The other cards look great and I would bet money that Blizzard will be adding a card similar to Novice Elementalist in the next few expansions.
Indeed, what worried me when coming up with a Hunter card that could Draw was that it could be included into a Face Hunter deck and make it even stronger, so I tried to come up with a card that would be very strong yet definetly not included in a Face Hunter list.
Primal Elementalist is RNG, yes, but it's a great tempo tool. I think the pros outweigh the cons very heavily there. Think about paying 5 for a Sylvanas Windrunner or Savannah Highmane and still adding a random Shaman spell to your hand.
it allways bothers me that every time someone tries to make shaman better they just create dull cards that never seem to do anything but push away a overload mechanic instead of giving it what every other "better" class has. a keystone card. the kind of card that makes every deck strictly better then before with no real reason not to use. like challenger for paly, Antonidas for freeze mage, the combo for druid, and every other popular deck. all shaman has is a few weak otk cards that feel vary overcosted when compared to this bizarre metagame
Don't make cards like these to fix a class, make cards like THESE
The main problem with overload is the fact that it gives you less options the following turn, and if you are overloaded in the late game and don't have good cards on the board, you are pretty screwed.
This card is made to combat that, as it allows you to get a big body out despite being overloaded. It works similar to the giants, costing less for every overloaded mana crystal, both this turn and the following turn. It gives Shaman a chance in the late game (in theory).
Next up we have something to encourage overloading in the first place. The body is good enough for a 4-drop, and the ability means overload cards give more value. Note: the number of mana crystals overloaded does NOT affect the ability, so it is most useful if used with several cards with minor overload, rather then one with much overload.
And now, something to really turn the disadvantage of overload inte a benefit. This card will first buff a minion's attack for 1 for each overloaded mana crystal you have, both this turn and the following. It then unlocks the crystals, giving you a chance to take control.
Maybe overload can become a useful mechanic after all.
I love the concept! It's a card that can be played on curve and offers incredible value. I can see some decks with Gadgetzan Auctioneer running this to chain overload spells and draw the whole deck, though that might become OP.
I have to say I don't think the OP's cards are that great. They certainly wouldn't achieve what they are designed to do. The Elekk and the Bear are too slow, Primal Elementalist is too random and Novice Elementalist gives Shaman more overload, which they don't need.
Imo what Shaman's need are
A.) Good cards which don't have overload, so that the Shaman strategy can reliably alternate between overload cards one turn, and then powerful "normal" cards the next, so there is less loss of tempo.
B.) Generous overload cards. Cards like Ancestral Knowledge where you pay 4 mana for a 3 mana effect are bad overload cards. Totem Golem is a good Overload card.
C.) Ways to manipulate overload. We've got like three cards which interact with Overload IIRC (Tunnel Trogg, Lava Shock and Unbound Elemental). We need more.
D.) Blizzard needs to pick one strong theme/class identity. At the moment they're all over the place, giving Shamans aggro cards, murloc cards, totem synergy cards, overload shaman cards. Lets just focus on one or two. For example next expansion let's focus on Totem synergy. Just make like 6 or 7 of the 10 cards devoted to that niche, with 3 or 4 more fun and experimental cards. Blizzard's design seems to be reluctant to really push decks. This is a problem with Blizzard's design overall. They don't seem to say "right, here's what this class is going to do this expansion, here are the cards to make this happen." instead they throw a lot of random stuff to the wall and hope some of it sticks, which results in a game where the vast majority of cards see no play. Shamans where in a bad spot in TGT and then in LoE Blizzard just out of nowhere gives them Rumbling Elemental, instead of focusing all their efforts on helping pre-existing potential decks.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
This card serves two purposes. Firstly, it gives hunter a 1-cost 1/3 similar to Tunnel Trogg and Mana Wyrm, which works with the class theme. Secondly, it makes beast hunter more viable, while being kinda useless for face hunter.
The point of this card is mainly to encourage trading, making it too mostly useless to face hunter. The only problem is the fact that it could be potentially annoying, seeing as it is stealthed, but I felt it could be more useful if it isn't likely to get killed immidiately after being played.
And finally a spell. Best used on a minion that you are going to trade while you have several beast on the board. However, it only affects beasts on the board, so it works best in a combo.
And that is my attempt to make beast hunter better. Thank you for reading.
Greetings, friends of Hearthstone. I present the cards I and my friend Eliu came up with to fix some problems in the Shaman and Hunter class. Naturally, those cards were designed to be above the curve and, well, class cards, so only Shaman and Hunter can use them.
First and foremost, the Grand Nagrand Elekk. Naturally, it's a beast to give Hunters more viable targets to Houndmaster, and it also has an interesting draw mechanic. It's similar to Acolyte of Pain, yet not quite. You can't quite draw two cards ON YOUR TURN with this card, damaging it with spells or effects doesn't make it draw cards, removal cards will kill it without making it draw a card (like Fireball, Slam + Execute doesn't make it draw either), however it allows for counterplay. Say you're facing a Paladin that has lots of Silver Hand Recruits on the board from a previous turn. He could potentially mill the Hunter like crazy.
Yet this is the thing about this card. It's not threatening enough to be removed as soon as it goes down, say, like Emperor Thaurissan, but it's a card that can get a lot of value and I feel that it could be a great tool for new Control Hunter archetypes. It's definetly not going to be used in Aggro decks since it's too slow and doesn't have much attack, but it can give new options to Hunters who want to innovate.
And being a beast allows for a lot of synergy.
Armored Ironfur is the 4 drop Hunters so desperately need. It's very similar to Tomb Spider, it's not a very original card, yet it's vastly different in the sense that it can trigger many times, instead of just when it's played, but it requires using your hero power every time. It's definetly slower than Tomb Spider and as such, it's designed to fit slower Hunter decks as a source of value for the Hunter player. It can also be played on curve and it's a really good target for Houndmaster, while also allowing for a Ram Wrangler to be played on curve.
Novice Elementalist is a card intended to help Shamans curve out better. It's also a very good card to give Shamans lots and lots of value. What this card does is give you a choice of three cards that say 'Overload' anywhere in their text or name, so that means any card that actively Overloads (like Lightning Bolt and Neptulon), any card that interacts with Overload mechanics (Like Tunnel Trogg, Unbound Elemental or Lava Shock) and this card as well! You can potentially discover another one of these and play it again to discover another card, just like you can with Tomb Spider or Raven Idol. Being a 3/3 makes it for a decent tempo play on curve and it gives you value in the form of the Discovery mechanic.
Primal Elementalist, last but not least, is a card that gambles on tempo really heavily. I discussed for a long time wheter it should summon a 5-Cost minion or 6, wheter it should overload or not, wheter it should be a Discover mechanic and the final draft is what I'm presenting here. For 5 mana, summon a random 6-Cost minion (to your side of the board, obviously). There are many good outcomes, a couple mediocre ones and some bad ones, like Anima Golem and Void Crusher. Usually, the result should be good, as there aren't as many bad 6s as there are 5s. It also automatically adds a Shaman spell to your hand, which is more random, there are awful Shaman spells, but there are also good ones. And of course it has to Overload since it gives you so much value for only 5 mana, but I think that's what identifies this card as a Shaman card.
And as a recurrent theme with my cards, you can get another Primal Elementalist from this. Of course you can!
I'm open to suggestions and discussion, as well as new ideas, so feel free to comment. (All artwork was taken from WoW TCG)
Reno Druid Rank 5 72% wr // Cards: Fix Shaman and Hunter
Grand Nagrand Elekk looks to slow and I don't like adding even more RNG to Shaman with Prinal Elementalist. The other cards look great and I would bet money that Blizzard will be adding a card similar to Novice Elementalist in the next few expansions.
Reno Druid Rank 5 72% wr // Cards: Fix Shaman and Hunter
GamerTag: AcesWildNC#1422
My Heartstone Deck Library
it allways bothers me that every time someone tries to make shaman better they just create dull cards that never seem to do anything but push away a overload mechanic instead of giving it what every other "better" class has. a keystone card. the kind of card that makes every deck strictly better then before with no real reason not to use. like challenger for paly, Antonidas for freeze mage, the combo for druid, and every other popular deck. all shaman has is a few weak otk cards that feel vary overcosted when compared to this bizarre metagame
Don't make cards like these to fix a class, make cards like THESE
The main problem with overload is the fact that it gives you less options the following turn, and if you are overloaded in the late game and don't have good cards on the board, you are pretty screwed.
This card is made to combat that, as it allows you to get a big body out despite being overloaded. It works similar to the giants, costing less for every overloaded mana crystal, both this turn and the following turn. It gives Shaman a chance in the late game (in theory).
Next up we have something to encourage overloading in the first place. The body is good enough for a 4-drop, and the ability means overload cards give more value. Note: the number of mana crystals overloaded does NOT affect the ability, so it is most useful if used with several cards with minor overload, rather then one with much overload.
And now, something to really turn the disadvantage of overload inte a benefit. This card will first buff a minion's attack for 1 for each overloaded mana crystal you have, both this turn and the following. It then unlocks the crystals, giving you a chance to take control.
Maybe overload can become a useful mechanic after all.
Reno Druid Rank 5 72% wr // Cards: Fix Shaman and Hunter
I have to say I don't think the OP's cards are that great. They certainly wouldn't achieve what they are designed to do. The Elekk and the Bear are too slow, Primal Elementalist is too random and Novice Elementalist gives Shaman more overload, which they don't need.
Imo what Shaman's need are
A.) Good cards which don't have overload, so that the Shaman strategy can reliably alternate between overload cards one turn, and then powerful "normal" cards the next, so there is less loss of tempo.
B.) Generous overload cards. Cards like Ancestral Knowledge where you pay 4 mana for a 3 mana effect are bad overload cards. Totem Golem is a good Overload card.
C.) Ways to manipulate overload. We've got like three cards which interact with Overload IIRC (Tunnel Trogg, Lava Shock and Unbound Elemental). We need more.
D.) Blizzard needs to pick one strong theme/class identity. At the moment they're all over the place, giving Shamans aggro cards, murloc cards, totem synergy cards, overload shaman cards. Lets just focus on one or two. For example next expansion let's focus on Totem synergy. Just make like 6 or 7 of the 10 cards devoted to that niche, with 3 or 4 more fun and experimental cards. Blizzard's design seems to be reluctant to really push decks. This is a problem with Blizzard's design overall. They don't seem to say "right, here's what this class is going to do this expansion, here are the cards to make this happen." instead they throw a lot of random stuff to the wall and hope some of it sticks, which results in a game where the vast majority of cards see no play. Shamans where in a bad spot in TGT and then in LoE Blizzard just out of nowhere gives them Rumbling Elemental, instead of focusing all their efforts on helping pre-existing potential decks.
Now something for hunter
This card serves two purposes. Firstly, it gives hunter a 1-cost 1/3 similar to Tunnel Trogg and Mana Wyrm, which works with the class theme. Secondly, it makes beast hunter more viable, while being kinda useless for face hunter.
The point of this card is mainly to encourage trading, making it too mostly useless to face hunter. The only problem is the fact that it could be potentially annoying, seeing as it is stealthed, but I felt it could be more useful if it isn't likely to get killed immidiately after being played.
And finally a spell. Best used on a minion that you are going to trade while you have several beast on the board. However, it only affects beasts on the board, so it works best in a combo.
And that is my attempt to make beast hunter better. Thank you for reading.