In the ruthless universe of the far future, there is only Hearthstone!
Heroes and villains from all the galaxy are gathering their armies at the inn, and now it's the turn of the Tyranids. Let's give a warm welcome to:
"He's actually looking for a partner to conquer worlds with. Maybe if he tries in another sector..."
As commander of an endless swarm of bloodthirsty aliens, Swarmlord's hero power summons tokens:
Ripper Nest is:
Ripper Lair is:
And here are the sets:
Basic Set:
That's why Termagants are always single.
Oh, come on, look at that face. Don't you really want it as a pet?
That's why we can't have nice things!
Do not mix with lemon juice.
Stalk: Simple tool, can be used as an offenive tool, as a combo starter or to protect a high value minion. Compare to Conceal to see why 0 mana.
Termagant: Funny this aliens are'nt beast, right? Well, there were some reaon for this. Ram Wranglers could never domesticate them, nor they would have a particular synergy with being they only see as food. In terms of balance, this is a 1 mana version of Flame Juggler.
Scything Claws: Is Cleave, but can also hit face, so you can play it with 1 enemy minion, but have more RNG.
Hormagant: Tyranids can be very aggressive, and this is a good way to prove it... although I could make it 3 other minions so the hero power coin synergy is not that strong.
A creepy guy in a black suit taught them this mind trick.
Infesting space hulks since their invention!
So, the ten thousand millions of gaunts you fought previously were'nt warriors at all?
Asphixiate: Great tool for anything... but clearing taunts before more face. That's why it deals 1 more damage than intended, one of the main face mechanics for spells can't be done with this one. If you are'nt going face, this canw ork as a Shadow Strike.
Genestealer: Space Hulk enemy? Check. Scary ugly monster? Check. Potential for aggro? Check. Possible potential for combo? Check. Swarming synergy? Check.
Tyranid Warrior: At big terms is just a bigger and stronger Dire Wolf Alpha. And to be honest, that's what it is. But remember class cards are stronger than their neutral equivalents.
It's like a tank, only that angrier. And with claws. And a maw that will eat you at one time.
"You don't know what real fear is 'til you've got a thousand of these bugs barreling down on 'ya."
OM NOM NOM NOM NOM!!!
Thick Carapace: Tyranids also can go for control gameplay, holding the enemy at check until their fatties crush the opposition. This, although slow, can be a really good stalling card.
Tide of Claws: Summon a lot of 2/1 tokens. Potential madness in case of losing the board, really good but easy to counter (any 1 damage AoE works).
Feast: Control needs AoE, draw, heal and removals. This beauty works as the last two.
Classic Set:
In the Hive Fleets, Rippers are used as carpets for the bigger and more important Tyranids.
He's a big, mean, devouring machine!
He won't admit it, but he once lost the Tough Guys Competition against a mobile phone.
"You not only fight against the Tyranids of the battlefield, you also fight the hundreds of thousands that try to surround you."
A lot less dangerous than the Carnage Cannon.
It's a gigantic Easter Egg. And you won't like the content.
Ripper Swarmer: Very weak if the opponent can deal with it inmediately, otherwise can really snowball (unless the opponent has AoE, of course). Specially good for your aggro-midrange Tyrant, who can make a good use of this little guy in turn 1 (and later, if he can keep it with something scarier).
Imposing Pressence: Cheap buff that can give you a nice push if you play plenty of minions. Combines well with token generators.
Survivance of the Toughest: Win lots of Armor at the cost of some Health (total gain is 5), can buy some time as control Tyrant, and you can also heal with this hero, so the disadvantage can be avoided.
Tunnelers: Do nothing this turn, but get another 4 mana minion. Amazing tempo... although it suffers against 4/3s that nullify your advantage. Possible nerf?
Venom Cannon: Closest relative is Explosive Shot, but gives away individual punch in favor of more AoE damage.
Devourer Hive: Fill the board with (in a future) Silver Hand Recruits (it's not that likely it is gonna have that big synergy. Can work wonders with Imposing Pressence, although cards like Consecrate or Geddon will make you a very sad Tyranid.
"SURPRISE, LOSER!"
Think of the mushrooms that must've made those spores. Yuck! Why are Tyranids so digusting?
Always tries to hang out with his stone relatives, but they are never in the mood.
No matter how important they are for the Hive Fleets, they will always be known as "the nerds".
Favorite hobby: Hugging vehicles until they explode.
Ambush: Transform your stealth minion into charge ones, can be useful for a combo deck.
Mycetic Rain: Another sort of AoE, and summons tokens too. This has a nice place for control and midrange Tyrants, as it both helps controlling and adding pressure.
Gargoyle: Keep swarming, you can get 2 Bluegill Warrriors in one single card. And that also helps to keep swarming in future turns.
Zoanthrope: Another option for control and combo decks. Tyranids can play a lot of minions, wich means you are likely to get a +2 spell damage in a beefy body (although unable to trade).
Carnifex: Starts as a War Golem, but gets way more dangerous whenever he attacks, can be a very nice big drop, specially in arena.
Now with 125% more Physical Pathogens!
Do not mistake with the Overmind, Mastermind or Mint Caramels.
That's what happens when you pretend to be a hero.
And don't get up this time! Just kidding, you will do it anyway...
Mind Pathogen: Tyranids also infect people with pathogens that enslave those who can't resist them. This represents this fearsome diseases in the form of a weird Mind Vision.
Hive Mind: Card draw wich can be abused ina swarm deck, but if you get controlled, will hurt a lot your style, and often won't draw as much as Divine Favor (although the draws could be more stable).
Outnumber: Assassinate that decreases cost according to number of minions on the board. Because Tyranids love big numbers.
Old One Eye: Can work like an Anub'Arak, cheaper, less vulnerable to silence, but does'nt leave Nerubians (Note: The 4-Health effect from the deathrattle can be eliminated with silence.
Naxx, GvG and BRM sets:
Naxxramas:
Minions are already regretting not having played more Minesweeper.
Small minion at its cost, but can be very strong against board floods. Still, you need to trigger it, and deals 1 damage instead of 2 (like Exploive Sheep).
GvG set:
For being so small, they eat like horses.
Most of your Rippers will be shot, burned or blasted. Those who make to the enemy will usually be stomped, and the rest drown in pools. Sad life indeed.
Primal Hunger: A nice boost for a board full of "useless" Rippers. It has, however, the disadvantage of them not being easy to control anymore.
Hungry Horde: Tyrant needs more Ripper synergy, and as most of the Tyranids don't care at all about their Rippers, that job must be done by Rippers.
I have seen enough to know where this i going.
Here's Jonnyyyy...
Is it an earthquake? Is it a seism? Is it a landslide? No, it's a Mawloc!!
Venomthrope: The infamous Venomthropes protect their allies from enemy fire emiting clouds of gas. This is represented in its covering nature, that makes them nasty as hell, even if they are by themselves weak and can't protect from AoE damage.
Stone-Crusher Claws: Big direct damage spell, made it uncommon for arena reasons. Can work really well in midrange, control, and maybe combo and aggro too.
Mawloc: These guys appear from the ground crushing everything on it. In game, that means some opponent is gonna get a big blow, nice addition for some tempo/control deck.
The one that removes the stairs from the digestion pools really has no hearth.
What am I hiding in my belly? I promise it is not more Tyranids.
Look at me, I am the Malygos now.
Capillary Towers: The Hive Fleets are cruel, and poor Rippers are the most expendable organism in them. With this trick you can dispatch your tokens and transform them into something more... useful (it could even be more Rippers!)
Tervigon: Very good drop in arena, also helps getting a swarm of minions on the field, and has sturdy body, so it will be hard to deal with it unless hard removal is used.
Doom of Malan'tai: These are Zoanthropes with extremely strong psynaptic powers, that manifest in other psyker's pressence. The first of them was famous for draining the whole craftworld of Malan'tai. In game is hard to use, but situationally epic, note that you can get your own minions spell damage. Can be used with normal Zoanthropes to get bigger spell damage boosts.
BRM set:
Are you sure there are only seven passengers in this ship?
Spends all the time eating, but as he burns all the calories he gains, he's still in a pretty good shape.
Lictor: Starts being a non-beast Stranglethorn Tiger, but if you keep distracting your opponent with a swarm of minions, he is much more dangerous than your average tiger.
Pirovore: The big problem is to keep this drop alive. If it manages to attack, however, can snowball hard.
TGT and LoE set:
What do you get if you mix a Bonesword and a Whirlwind? BONESTOOOOOOORM!
Yes, that' right. You jut got ambuhed by a Carnifex. Deal with it.
He prefers to be called "Vigilante".
Bonesword: It's a sword, made of bone (you did'nt expect that, huh?), that Tyrants wield in battle, and strengthens with synapse. In game, works as an eviscerate, only that scaling with minions intead of with combo.
Sneaky Brood: You have to play a minion in the ame turn to make it work, but can set up for a big nasty surprise to the enemy.
Hive Guard: Is a simple minion, ideal for hitting where you really want to hit.
Warning: Death does'nt like to be spat.
When the bugs are finally fixed, it will become a Beta Monster.
He claims to be the first of the Tyranid Warriors in class. All straight A's.
Deathspitter: It's a bit hard to use because of the chances of actually getting a 3 mana Sinister Strike. With a bit of luck you can get a big effect, tho.
Alpha Monster: Board buff and heal, helps to fight off aggro. Even with control is much likely you fight for board anyways.
Prime Tyranid: Nice inspire minion. But you have the risk of buffing the Ripper Nest. That's why you use the ugraded hero power.
People think this is some sort of psychic bond that puts lesser beings under the dominant mind's will. In fact they are just friends that work as a team.
And you thought normal Harpies voice were awful.
I heard you had a marvelous champion. HAD.
Synapse: Good way to protect your minions/face from damage, at least as long as you keep more target. Can be risky in case you protect a minion instead of your face.
Tyranid Harpy: Big charger. As he bombs the enemy with bioweapons and its screams are atrocious, can attack without counterattacks.
Deathleaper: The ultimate stealth guy. Expensive as hell, but hits hard, and will be undetectable unless some stealth counter or big AoEs/random removal.
LoE set:
This little guy looks for enemy resistance. If it dies, it might be that there is enemy resistance.
Can also bore metal. Just saying to those people who think they are genious because they have a car.
There is no such thing as a lone wolf in the Hive Fleets.
Prowling Hormagaunt: Any class who has a strong focus on minions should have a nice early game, and 1-drops are still an issue with Tyranids. This should help.
Fleshborer: Not the most awesome of spells, but infinite ammo is infinite ammo. Another reason for not running Millhouse Manastorm.
Brood Link: You pay 3 mana to destroy a friendly minion, but well timed this can give you the game (imagine using it on a fataly injured Ragnaros or Deathwing Dragonlord).
WotOG set:
Not the plague you expected when you moved.
The Rippers revenge!
Normal meals are for the weak. Tyranids eat planets.
Night Lurkers: A buff for those Tyrants who try to play lots of stealth. Combos well with Ambush.
Infested Gaunt: Needs more early game, and Ripper synergy!
Predation: More Ripper synergy, although often you won't have that much Rippers, destroying 2 you can get nice value.
The enemy stands among you!
Space Marines have already sued the Hive Fleets for copyright violation, but it looks like it's going to be a long case.
Completely outdated the previous versions, the Bygon and the Monogon.
Genestealer Magus: An expansion heavily focused on corrupted creatures and ancient evils was the perfect place for a Genestealer Cult. These infected humanoid has a beefy body, and will take advantage of it calling his mutant brethren to action.
Mycetic Spore: Heavy RNG drop. Similar to Wobbling Runts (unintended), but instead of 3 2/2s you can get a wide range of Tyranids, from Swarming Rippers and Termagaunts to Deathleapers or Carnifexes. Possible choice for an N'Zoth deck?
Trygon: Expensive and relatively easy to kill, but hits like a truck and will give charge to next waves of Tyranids until destroyed. Possible choice for a combo deck with Stalk.
He really hates people who scream, he just can't get over it.
She holds two watches because she's so fat she covers two time zones.
Wait? Are you sure the Old Gods have'nt touched the Tyranids at all?
Screamer-Killer: More kamikaze than line-holder, but no doubt about its strength. Although it could be a bit too gimmicky, the combo with Trygon and Stalk is crazy.
Bio-Titan: Is so big it has taunt, and also counts as more minions than usual. Problem is, is very very expensive, so you need it to survive if you want to take advantage of the synergy.
Ymgarl Genestealer: RNG card, can becomereally cary if it stands some turn, although the turn it comes can be average or easy to handle. Maybe nerf it to +0-3/+0-3?
Karazhan set:
Never bring a Tyranid to a free buffet.
Don't ask how did Medivh managed to catch this.
They can never decide if they come on packs of 6, 8 or 12, so they end coming in packs of 2.
Monstrous Hunger: Very strong card if you are'nt aiming for a rush. Works both as removal and as heal. Also big value in arena.
Free Specimen: I just thought it would be fun. And how about a Curator Tyrant who actually uses all these races? Also, nice stats.
Hunt in Packs: Ideal for increasing the value of important drops. In theory, the copy will not retain the +1/+1 buff. but if it looks too weak that way, I can simply make it retain said buff.
Gadgetzan set:
Tyranids have no gang in Mean Streets of Gadgetzan (basically because they eat everything that could possibly pact with them). In order to make up for the tri-class cards, they have an aditional common, uncommon and legendary.
Nickname: Sandwich.
One is eaten, the other one becomes stronger than both... I heard this before, had I not?
Being an Alpha just means it has not been eaten in a while.
You'll think this is expensive, until you have to carry your own swarm everywhere.
Apophex Swarmer: Not having your own gang does not mean you can't go and explore a new playstyle. In this case, mechanic consists on making your Tyranids eat each other so they get stronger. For such a thing to succeed, you need a lot of expendable tokens to get eaten. And this is a perfect example of an expendable card. Merely playable on turn 1, can be comboed with any eating effect to empower a more imprtant minion. Also, can prove really annoying for certain RNG cards such as Deadly Shot or Dark Bargain.
Unstable Evolution: Now a card that properly makes use of the eating mechanic. This provides a strong buff, but you have to sacrifice something to make it work (good thing you can get 1/1 Rippers via Hero power).
Apophex Alpha: Another eating mechanic card, that also can be a useful 4-drop by itself.
Swarm Carrier: Often undercosted, and OP if left unchecked. Probably need to reduce Health to 8, although the 1/1 Gaunts are not that scary in late game. Can provide fuel for eating mechanic.
Sanders Firepan is having a blast with his last restaurant: Gadgetzan's Fried Rippers.
Surprise! Your mind is full of Tyranids too!
At least, thanks to those four arms it can grab more food at the same time.
Before it took command of the Hive Fleet, their ruler was an Apophex President.
Canibalism: Originally one of the instinctive behaviours of the Tyranids, this Hive Fleet has transformed it into a completely viable evolutive strategy. The stronger organism (aka "your hero") eats one of the minions in order not to get rushed down by some opponent who thinks has finally done over your tyranid monster.
Psynaptic Horror: There is just not enough tools to prevent combos from happening, so I rescued Loatheb's effect for this class. This time is a spell wich costs more than the original battlecry and it's less effective, but can be combined more efficiently with some big threat or swarm of creatures.
Starving Hunter: Strong minion definitively, but you don't really want to have strong minions nearby when this attacks, because it will hurt a lot if this 5/4 eats them. Most likely will work in a swarm aggro deck, a style that always fitted nicely to Tyranids.
Apophex Tyrant: Buffs? You said buffs? This minion loves them. Wich is nice because of all the token synergies and eating mechanic. This mid-late game drop can be really tough in an arena, or in an apophex centered deck.
It's always dinner time somewhere in the galaxy.
Does whatever a Spiderbug can.
What do we call this? How about a stupidly generic name no one is ever going to use?
And Dork Bighoof thought putting this in a cage was a good idea? Really?
Dinner Time: Because it's good to eat enemy minions for once. Great removal piece if comboed.
Barbed Strangler: First the stranglers go for damage, then they start getting those nearby and disabling their special abilities. Can be awfully annoying, although maybe sligtly overcosted.
Specimen V26: Apophex legendaries revolve around things dying or eating things as much as the others. Or I would dare say more, as they can also affect enemy minions without Dinner Time. This one is the most snowballing drop since Questing Adventurer, in a swarm vs swarm, it really gets ridiculous. Keep in mind, tho, how weak can this be without the adequately populated board.
Gorger: And now the biggest guy... well, not... until you make it eat some 8/8 or something and you get a massive, yet easily silenceable or removable drop. In case you can play around these things, it's a secured pain for your opponent. In case of emergency, you can also eat your own minions.
Un'Goro set:
Hates to be called "Canned Gaunt"
That's what cavemen got when they played with lightnings.
He never got along with all those Tyranids from the city.
Hibernating Gaunt: Solid 1-drop, altough its battlecry can be shutdown easily after turn 2-3. However, can help other of your minions not to get removed, and can also be used to react against the opponent's following turn.
Primal Shock: Tyranids are experts in the "survival of the fittest" thing. Therefore, adapt is a really adequate mechanic for them. This both serves as removal and as a way to keep improving your board.
Feral Tyranid: And more adapting mechanics, really good for common swarming tyranid strategy. Also rewards good positioning and planning for adequate adapts.
Ideal for enjoying a really wacky roller coaster.
Remember when we told you to take care of your garden?
He has some objections about the whole thing of "lion being the king of the jungle".
Adrenaline Glands: You can either have it as a Blessing of Might (for high damaging minions), or as Windfury for the small ones. Might be key to some combos (like giving windfury for something then adapting it for extra attack).
Monstrous Jungle: During Tyranid invasions the flora tends to act strangely, micro-organisms make it grow far more than usual, and might make it more... aggressive towards the tyranids prey. This card works like a charm to defend against board swarms because the whole bunch of minions will get into the jungle then be eaten by it. However, decks that rely on playing beefy minions or simply one or two at a time will have little problem with this.
Jungle Tyrant: While pretty slow and weak on tis own, this bug can be a real pain to deal with, as it can potentially deal huge ammounts of damage through cheap charge stuff and might be gg if let alive one turn. Also, works well with high health low attack minions.
They followed the Rippers home. And of course they had to keep those.
You were on its seat.
Only has friends that are big enough to not get stomped.
Tyranids always believed Lamarck had a point on the evolution thing.
Gaunts Nests: Saw this awesome image, and realized I wanted to do a sort of hero power related card. And there comes this thing, that can provide interesting board pressence, specially on situations like upgraded hero power that allows a single Reaper Lair to provide lots of Gaunts.
Lictor Ambusher: Inspired on Swamp King Dred, balanced by lower stats, cheaper, with stealth, and only working on things right in front of it (wich is good for you and your opponent, as you can try to keep it out of range of poison minions.
The Gargantuan: I wanted to give Tyrants a 5 Attack or more synergy thing so you could possibly make a deck of huge creatures rather than just swarm things. This serves as a wonderful finisher, and makes winfury minions attack three times.
Adapt to Survive: Un'Goro's main mechanic now has its own quest! Tyranids are very prone to adapt, so it made sense their quest was related to that. The reward is a buffed up Evolving Spores because otherwise would be way too slow for working.
Frozen Throne:
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. The Tyranids are no exception, therefore I introduce you to:
THE PLAGUELORD
The Ultramarines have always been one of the toughest enemies the Death Guard has ever fought. When Abaddon trusted them the mission of destroying Ultramar and his Primarch Roboute Guilliman, the heretic forces were aware they lacked the forces needed to succeed. Thus, Typhus and his forces tried a daring approach. After managing to capture several Tyranid specimens, they experimented on them, until they managed to invent an unholy disease so powerful it could infect the Tyranids and spread in a similar way as the dreadful Zombie Plagues. Not far after these specimens were released back to the Leviatan Fleet, the dark plague was spreading all over it, giving the Death Guard an endless supply of infected killing machines they could freely launch into Ultramar and any other world they want.
They could have acquired psychic powers, regenerative factor or something like that, but they only got a +1/+1. There is no justice in this world.
The extremely awkward way to avoid saying Gluttons.
When you are tired of druids forcing you to take decisions.
Mutated Fleet: Behind every Tyranid invasion is a fleet that carries it from planet to planet. In this set, the fleet can influentiate your troops even from the orbit, by making sure you deploy stronger minions. Disadvantage: You can't use this on an already developed board. Advantage: As you use this in order to gain the effect the next turn, you can use 1 (or even 2) of these in a turn, then use an awful lot of minions all at once at the next turn.
Biomass Recolectors: Tyranids always seem focused on board (no surprise, as they are mainly a horde), and thi goes further into that. Also, buffing big attack minions is profitable as well even if you don't buff many of them.
Necrotic Strength: Can get a full Feral Rage effect if you can gather some Armor first. Tyranids don't have that many ways to gain Armor, but the fact all Death Knights come with Armor sure doe help on that.
Tell me whose stats do you copy, and I'll tell you who you are.
Looks like meat's back on the menu, boys!
Report these every time you get to see one on a forum.
Mutant Infection: This can be worked both as a way to ensure a big minion being destroyed or as a way to boost your weakest ones as well. However, due to the Chaos Influence spreading all over the mutating minion, often you can't be really sure what will it become.
Primal Hunger: We have already seen a synergistic card with Armor. Now we see another different approach to that. In this case, you want to have like 3 Armor to trade HP for stronger hand.
Toxic Spore: The minion itself is a bit clunky, but having a Consecrate and a body to contest the board is pretty good. Pretty good target for taunt as well.
"I'm opening this door. What's the worst that could happen?"
All those Rippers live inside the Carnighoul, but they don't even pay a rent. Damn squats.
"Is it me, or Jones is acting weird lately?"
Nasty Surprise: Giving minions charge has always been an issue, but giving it the Icehowl treatment balance things out. It did'nt work for warrior, but making it give inmune as well might be enough, even for 1 more mana.
Carnighoul: It's that simple. I just wanted to have a zombie Tyranid. And also I had little synergy with the most important class identity of the tyrant: hordes of minions. And what better minions than the humble Rippers?
Mortrex Parasyte: This nasty bug is known for infecting enemies so more Mortrex Parasytes grow in them until they are ready to escape their hosts (killing them in the process, of course). This one includes something the game has still yet to include: hand debuffs, so I thought it would be something interesting to print.
And finally, we get to the leader of this plagued tyranid fleet:
"Our deepest fears have come true. The forces of Chaos have taken control of the Leviatan Hive Fleet, and at this moment they are going right for Terra. May the Emperor have mercy of our souls."
This thing is what remained of the Leviatan Hive Fleet Swarmlord. Has lost the capability to deploy Ripper Nests, but it commands larger forces than ever, wich is shown by this hero power. Keep in mind it is not countered by cards like Hex or Devolve, wich means this is a beast on attrition wars, as you never run out of minions. However, it'll also mean you can easily overdraw, and the fact you can't control what do you get means you can get stucked with subpar or plain bad options to play.
And that's all for now. The Great Devourer has gathered its forces, and it's just a matter of time more nasty surprises are released in the inn. Until then, enjoy.
Cool idea, the hero power is too strong though. It could get out of control fast since unlike other hero power tokens, your opponent pretty much has to remove them.
The hero power is very interesting, a twist on the token generating hero powers. The balance you had in mind is "It does nothing the first turn, but potentially valuable the next. A delayed Silver Hand Recruit that keeps on giving."
However, I also think it's a bit too strong.
Like D0ngers said, your opponent has to remove it. Let's say your opponent plays a 3/2 on-curve and a Paladin responds with a 1/1 token. Opponent can choose to ignore it. If the response was this Ripper Nest, the opponent has to trade.
Essentially, the hero power is "Summon a 0/2 minion with Taunt, that keeps generating 1/1s" Remember that hero powers are the equivalent of 0-cost cards / spells. A resource that keeps on giving is not a 0-cost card.
Some suggestions: Summon a 0/1 Ripper Nest, which has "At the start of your turn, deal 1 damage to this minion and summon a 1/1 Ripper with charge Most of the time, it's a delayed Silver Hand Recruit that is protected for the first turn, but can be negated entirely if the player chooses to kill it.
In the earlier on-curve scenario, the opponent can choose to ignore your 0/1 Nest with his 3/2 and have to face a 1/1 with Charge next turn, or kill it right now. It takes no damage because the Nest has 0 attack, but it does save you 3 face damage.
You can even make cards that interact with this, for example: "Give your Ripper Nests +3 Health" Why is this important? Because your nests deal 1 damage to itself then summon the Ripper. If it had MORE health, it would summon more Rippers the next turn instead of dying.
Hmmm... interesting idea. I did'nt know how to balance it, as it is something that did'nt had any relatives to look after.
How about this (sticking to Haret's idea)?
I think is going to be better this way (Tyranids don't care that much about their Rippers anyway), although I could still explore synergie with Nests if this also fails.
Hmmm... interesting idea. I did'nt know how to balance it, as it is something that did'nt had any relatives to look after.
How about this (sticking to Haret's idea)?
I think is going to be better this way (Tyranids don't care that much about their Rippers anyway), although I could still explore synergie with Nests if this also fails.
Yeah that looks much more balanced than your original. Basically a delayed Silver Hand Recruit that can be killed before it sees the light of day.
I wanted to make a Tyranid hero too for the last Class Design contest thing, but I just didn't have the time. Synapse would've been the keyword hahaha. Well, have fun making the rest of the cards :D
Most of the classic set is pretty good - I really like the flavor of Outnumber. Barring some spelling mistakes, my biggest complaint is with the card Imposing Presence. Compare it with Savage Roar, which gives your minions +2 attack this turn only. Yes, the minions get only +1 attack, but it's permenant. Its mana cost is EXTREMELY low, so if you play this on an early turn, you can get above-curve minions for merely 1 mana. I'd keep its effect, but up its mana cost to 2, or perhaps even 3.
Most of the classic set is pretty good - I really like the flavor of Outnumber. Barring some spelling mistakes, my biggest complaint is with the card Imposing Presence. Compare it with Savage Roar, which gives your minions +2 attack this turn only. Yes, the minions get only +1 attack, but it's permenant. Its mana cost is EXTREMELY low, so if you play this on an early turn, you can get above-curve minions for merely 1 mana. I'd keep its effect, but up its mana cost to 2, or perhaps even 3.
The reason of this is that Power of the Wild gives +1/+1 for 2, so, theoretically, half of the bonus would cost 1.
I'd say my biggest comment applies to the cards overall: Nothing seems outstanding. There's really no "soul" to the class as Noxious would put it, no theme that makes it unique.
Classes can share playstyles, but have their own unique flavor to them. Lots of midrange decks, for example, but Hunters used to play around with secrets and Eaglehorn Bow to control the early game, transitioning to a midgame of beast synergies. Paladins do it by efficiently removing the opponent, either from outright killing them with a Truesilver hit or rendering them useless with Aldor Peacekeeper. Shamans play totems making Thing From Below very cheap, creating a huge tempo swing later.
For now, yours seem like a mish-mash of neutral effects. It's spread out too much I would say. You have minions that stealth, but also ones that charge, and also ones that do AoE, etc.
Hormagant is a good example of a flavorful card that makes it different, the key being "If you control X or more minions". You can expand that and have effects that rely on you being ahead on board. For example, a less boring Genestealer would be: "Stealth. If you control X or more minions, you also have Windfury." Or a more interesting Tide of Claws that becomes your comeback mechanic, where if you don't have board control, you get a better effect, such as "Summon X 2/1s. If you control fewer minions that your opponent, summon ever more."
Class minions also synergizes with the Hero Power. Quartermasters for Pally, face tools for Hunter, Thing From Below for Shaman, etc. For example, an aura effect on a minion that says "Your Ripper nests spawn 2 1/1s instead", or "Battlecry: Destroy a Ripper Nest. Gain +2/+2"
P.D.: And yeah, I was already thinking of some synergy kind of "whenever a Ripper Nest or Ripper Lair (TGT) is destroyed, summon a Ripper", or something like that.
EDIT: These cards have benn edited. Genestealer, Tide of Claw, Gargoyle.
In the ruthless universe of the far future, there is only Hearthstone!
Heroes and villains from all the galaxy are gathering their armies at the inn, and now it's the turn of the Tyranids. Let's give a warm welcome to:
"He's actually looking for a partner to conquer worlds with. Maybe if he tries in another sector..."
As commander of an endless swarm of bloodthirsty aliens, Swarmlord's hero power summons tokens:
Ripper Nest is:
Ripper Lair is:
And here are the sets:
Basic Set:
That's why Termagants are always single.
Oh, come on, look at that face. Don't you really want it as a pet?
That's why we can't have nice things!
Do not mix with lemon juice.
Stalk: Simple tool, can be used as an offenive tool, as a combo starter or to protect a high value minion. Compare to Conceal to see why 0 mana.
Termagant: Funny this aliens are'nt beast, right? Well, there were some reaon for this. Ram Wranglers could never domesticate them, nor they would have a particular synergy with being they only see as food. In terms of balance, this is a 1 mana version of Flame Juggler.
Scything Claws: Is Cleave, but can also hit face, so you can play it with 1 enemy minion, but have more RNG.
Hormagant: Tyranids can be very aggressive, and this is a good way to prove it... although I could make it 3 other minions so the hero power coin synergy is not that strong.
A creepy guy in a black suit taught them this mind trick.
Infesting space hulks since their invention!
So, the ten thousand millions of gaunts you fought previously were'nt warriors at all?
Asphixiate: Great tool for anything... but clearing taunts before more face. That's why it deals 1 more damage than intended, one of the main face mechanics for spells can't be done with this one. If you are'nt going face, this canw ork as a Shadow Strike.
Genestealer: Space Hulk enemy? Check. Scary ugly monster? Check. Potential for aggro? Check. Possible potential for combo? Check. Swarming synergy? Check.
Tyranid Warrior: At big terms is just a bigger and stronger Dire Wolf Alpha. And to be honest, that's what it is. But remember class cards are stronger than their neutral equivalents.
It's like a tank, only that angrier. And with claws. And a maw that will eat you at one time.
"You don't know what real fear is 'til you've got a thousand of these bugs barreling down on 'ya."
OM NOM NOM NOM NOM!!!
Thick Carapace: Tyranids also can go for control gameplay, holding the enemy at check until their fatties crush the opposition. This, although slow, can be a really good stalling card.
Tide of Claws: Summon a lot of 2/1 tokens. Potential madness in case of losing the board, really good but easy to counter (any 1 damage AoE works).
Feast: Control needs AoE, draw, heal and removals. This beauty works as the last two.
Classic Set:
In the Hive Fleets, Rippers are used as carpets for the bigger and more important Tyranids.
He's a big, mean, devouring machine!
He won't admit it, but he once lost the Tough Guys Competition against a mobile phone.
"You not only fight against the Tyranids of the battlefield, you also fight the hundreds of thousands that try to surround you."
A lot less dangerous than the Carnage Cannon.
It's a gigantic Easter Egg. And you won't like the content.
Ripper Swarmer: Very weak if the opponent can deal with it inmediately, otherwise can really snowball (unless the opponent has AoE, of course). Specially good for your aggro-midrange Tyrant, who can make a good use of this little guy in turn 1 (and later, if he can keep it with something scarier).
Imposing Pressence: Cheap buff that can give you a nice push if you play plenty of minions. Combines well with token generators.
Survivance of the Toughest: Win lots of Armor at the cost of some Health (total gain is 5), can buy some time as control Tyrant, and you can also heal with this hero, so the disadvantage can be avoided.
Tunnelers: Do nothing this turn, but get another 4 mana minion. Amazing tempo... although it suffers against 4/3s that nullify your advantage. Possible nerf?
Venom Cannon: Closest relative is Explosive Shot, but gives away individual punch in favor of more AoE damage.
Devourer Hive: Fill the board with (in a future) Silver Hand Recruits (it's not that likely it is gonna have that big synergy. Can work wonders with Imposing Pressence, although cards like Consecrate or Geddon will make you a very sad Tyranid.
"SURPRISE, LOSER!"
Think of the mushrooms that must've made those spores. Yuck! Why are Tyranids so digusting?
Always tries to hang out with his stone relatives, but they are never in the mood.
No matter how important they are for the Hive Fleets, they will always be known as "the nerds".
Favorite hobby: Hugging vehicles until they explode.
Ambush: Transform your stealth minion into charge ones, can be useful for a combo deck.
Mycetic Rain: Another sort of AoE, and summons tokens too. This has a nice place for control and midrange Tyrants, as it both helps controlling and adding pressure.
Gargoyle: Keep swarming, you can get 2 Bluegill Warrriors in one single card. And that also helps to keep swarming in future turns.
Zoanthrope: Another option for control and combo decks. Tyranids can play a lot of minions, wich means you are likely to get a +2 spell damage in a beefy body (although unable to trade).
Carnifex: Starts as a War Golem, but gets way more dangerous whenever he attacks, can be a very nice big drop, specially in arena.
Now with 125% more Physical Pathogens!
Do not mistake with the Overmind, Mastermind or Mint Caramels.
That's what happens when you pretend to be a hero.
And don't get up this time! Just kidding, you will do it anyway...
Mind Pathogen: Tyranids also infect people with pathogens that enslave those who can't resist them. This represents this fearsome diseases in the form of a weird Mind Vision.
Hive Mind: Card draw wich can be abused ina swarm deck, but if you get controlled, will hurt a lot your style, and often won't draw as much as Divine Favor (although the draws could be more stable).
Outnumber: Assassinate that decreases cost according to number of minions on the board. Because Tyranids love big numbers.
Old One Eye: Can work like an Anub'Arak, cheaper, less vulnerable to silence, but does'nt leave Nerubians (Note: The 4-Health effect from the deathrattle can be eliminated with silence.
Naxx, GvG and BRM sets:
Naxxramas:
Minions are already regretting not having played more Minesweeper.
Small minion at its cost, but can be very strong against board floods. Still, you need to trigger it, and deals 1 damage instead of 2 (like Exploive Sheep).
GvG set:
For being so small, they eat like horses.
Most of your Rippers will be shot, burned or blasted. Those who make to the enemy will usually be stomped, and the rest drown in pools. Sad life indeed.
Primal Hunger: A nice boost for a board full of "useless" Rippers. It has, however, the disadvantage of them not being easy to control anymore.
Hungry Horde: Tyrant needs more Ripper synergy, and as most of the Tyranids don't care at all about their Rippers, that job must be done by Rippers.
I have seen enough to know where this i going.
Here's Jonnyyyy...
Is it an earthquake? Is it a seism? Is it a landslide? No, it's a Mawloc!!
Venomthrope: The infamous Venomthropes protect their allies from enemy fire emiting clouds of gas. This is represented in its covering nature, that makes them nasty as hell, even if they are by themselves weak and can't protect from AoE damage.
Stone-Crusher Claws: Big direct damage spell, made it uncommon for arena reasons. Can work really well in midrange, control, and maybe combo and aggro too.
Mawloc: These guys appear from the ground crushing everything on it. In game, that means some opponent is gonna get a big blow, nice addition for some tempo/control deck.
The one that removes the stairs from the digestion pools really has no hearth.
What am I hiding in my belly? I promise it is not more Tyranids.
Look at me, I am the Malygos now.
Capillary Towers: The Hive Fleets are cruel, and poor Rippers are the most expendable organism in them. With this trick you can dispatch your tokens and transform them into something more... useful (it could even be more Rippers!)
Tervigon: Very good drop in arena, also helps getting a swarm of minions on the field, and has sturdy body, so it will be hard to deal with it unless hard removal is used.
Doom of Malan'tai: These are Zoanthropes with extremely strong psynaptic powers, that manifest in other psyker's pressence. The first of them was famous for draining the whole craftworld of Malan'tai. In game is hard to use, but situationally epic, note that you can get your own minions spell damage. Can be used with normal Zoanthropes to get bigger spell damage boosts.
BRM set:
Are you sure there are only seven passengers in this ship?
Spends all the time eating, but as he burns all the calories he gains, he's still in a pretty good shape.
Lictor: Starts being a non-beast Stranglethorn Tiger, but if you keep distracting your opponent with a swarm of minions, he is much more dangerous than your average tiger.
Pirovore: The big problem is to keep this drop alive. If it manages to attack, however, can snowball hard.
TGT and LoE set:
What do you get if you mix a Bonesword and a Whirlwind? BONESTOOOOOOORM!
Yes, that' right. You jut got ambuhed by a Carnifex. Deal with it.
He prefers to be called "Vigilante".
Bonesword: It's a sword, made of bone (you did'nt expect that, huh?), that Tyrants wield in battle, and strengthens with synapse. In game, works as an eviscerate, only that scaling with minions intead of with combo.
Sneaky Brood: You have to play a minion in the ame turn to make it work, but can set up for a big nasty surprise to the enemy.
Hive Guard: Is a simple minion, ideal for hitting where you really want to hit.
Warning: Death does'nt like to be spat.
When the bugs are finally fixed, it will become a Beta Monster.
He claims to be the first of the Tyranid Warriors in class. All straight A's.
Deathspitter: It's a bit hard to use because of the chances of actually getting a 3 mana Sinister Strike. With a bit of luck you can get a big effect, tho.
Alpha Monster: Board buff and heal, helps to fight off aggro. Even with control is much likely you fight for board anyways.
Prime Tyranid: Nice inspire minion. But you have the risk of buffing the Ripper Nest. That's why you use the ugraded hero power.
People think this is some sort of psychic bond that puts lesser beings under the dominant mind's will. In fact they are just friends that work as a team.
And you thought normal Harpies voice were awful.
I heard you had a marvelous champion. HAD.
Synapse: Good way to protect your minions/face from damage, at least as long as you keep more target. Can be risky in case you protect a minion instead of your face.
Tyranid Harpy: Big charger. As he bombs the enemy with bioweapons and its screams are atrocious, can attack without counterattacks.
Deathleaper: The ultimate stealth guy. Expensive as hell, but hits hard, and will be undetectable unless some stealth counter or big AoEs/random removal.
LoE set:
Can also bore metal. Just saying to those people who think they are genious because they have a car.
There is no such thing as a lone wolf in the Hive Fleets.
Prowling Hormagaunt: Any class who has a strong focus on minions should have a nice early game, and 1-drops are still an issue with Tyranids. This should help.
Fleshborer: Not the most awesome of spells, but infinite ammo is infinite ammo. Another reason for not running Millhouse Manastorm.
Brood Link: You pay 3 mana to destroy a friendly minion, but well timed this can give you the game (imagine using it on a fataly injured Ragnaros or Deathwing Dragonlord).
WotOG set:
Not the plague you expected when you moved.
The Rippers revenge!
Normal meals are for the weak. Tyranids eat planets.
Night Lurkers: A buff for those Tyrants who try to play lots of stealth. Combos well with Ambush.
Infested Gaunt: Needs more early game, and Ripper synergy!
Predation: More Ripper synergy, although often you won't have that much Rippers, destroying 2 you can get nice value.
The enemy stands among you!
Space Marines have already sued the Hive Fleets for copyright violation, but it looks like it's going to be a long case.
Completely outdated the previous versions, the Bygon and the Monogon.
Genestealer Magus: An expansion heavily focused on corrupted creatures and ancient evils was the perfect place for a Genestealer Cult. These infected humanoid has a beefy body, and will take advantage of it calling his mutant brethren to action.
Mycetic Spore: Heavy RNG drop. Similar to Wobbling Runts (unintended), but instead of 3 2/2s you can get a wide range of Tyranids, from Swarming Rippers and Termagaunts to Deathleapers or Carnifexes. Possible choice for an N'Zoth deck?
Trygon: Expensive and relatively easy to kill, but hits like a truck and will give charge to next waves of Tyranids until destroyed. Possible choice for a combo deck with Stalk.
He really hates people who scream, he just can't get over it.
She holds two watches because she's so fat she covers two time zones.
Wait? Are you sure the Old Gods have'nt touched the Tyranids at all?
Screamer-Killer: More kamikaze than line-holder, but no doubt about its strength. Although it could be a bit too gimmicky, the combo with Trygon and Stalk is crazy.
Bio-Titan: Is so big it has taunt, and also counts as more minions than usual. Problem is, is very very expensive, so you need it to survive if you want to take advantage of the synergy.
Ymgarl Genestealer: RNG card, can becomereally cary if it stands some turn, although the turn it comes can be average or easy to handle. Maybe nerf it to +0-3/+0-3?
Karazhan set:
Never bring a Tyranid to a free buffet.
Don't ask how did Medivh managed to catch this.
They can never decide if they come on packs of 6, 8 or 12, so they end coming in packs of 2.
Monstrous Hunger: Very strong card if you are'nt aiming for a rush. Works both as removal and as heal. Also big value in arena.
Free Specimen: I just thought it would be fun. And how about a Curator Tyrant who actually uses all these races? Also, nice stats.
Hunt in Packs: Ideal for increasing the value of important drops. In theory, the copy will not retain the +1/+1 buff. but if it looks too weak that way, I can simply make it retain said buff.
Gadgetzan set:
Tyranids have no gang in Mean Streets of Gadgetzan (basically because they eat everything that could possibly pact with them). In order to make up for the tri-class cards, they have an aditional common, uncommon and legendary.
Nickname: Sandwich.
One is eaten, the other one becomes stronger than both... I heard this before, had I not?
Being an Alpha just means it has not been eaten in a while.
You'll think this is expensive, until you have to carry your own swarm everywhere.
Apophex Swarmer: Not having your own gang does not mean you can't go and explore a new playstyle. In this case, mechanic consists on making your Tyranids eat each other so they get stronger. For such a thing to succeed, you need a lot of expendable tokens to get eaten. And this is a perfect example of an expendable card. Merely playable on turn 1, can be comboed with any eating effect to empower a more imprtant minion. Also, can prove really annoying for certain RNG cards such as Deadly Shot or Dark Bargain.
Unstable Evolution: Now a card that properly makes use of the eating mechanic. This provides a strong buff, but you have to sacrifice something to make it work (good thing you can get 1/1 Rippers via Hero power).
Apophex Alpha: Another eating mechanic card, that also can be a useful 4-drop by itself.
Swarm Carrier: Often undercosted, and OP if left unchecked. Probably need to reduce Health to 8, although the 1/1 Gaunts are not that scary in late game. Can provide fuel for eating mechanic.
Sanders Firepan is having a blast with his last restaurant: Gadgetzan's Fried Rippers.
Surprise! Your mind is full of Tyranids too!
At least, thanks to those four arms it can grab more food at the same time.
Before it took command of the Hive Fleet, their ruler was an Apophex President.
Canibalism: Originally one of the instinctive behaviours of the Tyranids, this Hive Fleet has transformed it into a completely viable evolutive strategy. The stronger organism (aka "your hero") eats one of the minions in order not to get rushed down by some opponent who thinks has finally done over your tyranid monster.
Psynaptic Horror: There is just not enough tools to prevent combos from happening, so I rescued Loatheb's effect for this class. This time is a spell wich costs more than the original battlecry and it's less effective, but can be combined more efficiently with some big threat or swarm of creatures.
Starving Hunter: Strong minion definitively, but you don't really want to have strong minions nearby when this attacks, because it will hurt a lot if this 5/4 eats them. Most likely will work in a swarm aggro deck, a style that always fitted nicely to Tyranids.
Apophex Tyrant: Buffs? You said buffs? This minion loves them. Wich is nice because of all the token synergies and eating mechanic. This mid-late game drop can be really tough in an arena, or in an apophex centered deck.
It's always dinner time somewhere in the galaxy.
Does whatever a Spiderbug can.
What do we call this? How about a stupidly generic name no one is ever going to use?
And Dork Bighoof thought putting this in a cage was a good idea? Really?
Dinner Time: Because it's good to eat enemy minions for once. Great removal piece if comboed.
Barbed Strangler: First the stranglers go for damage, then they start getting those nearby and disabling their special abilities. Can be awfully annoying, although maybe sligtly overcosted.
Specimen V26: Apophex legendaries revolve around things dying or eating things as much as the others. Or I would dare say more, as they can also affect enemy minions without Dinner Time. This one is the most snowballing drop since Questing Adventurer, in a swarm vs swarm, it really gets ridiculous. Keep in mind, tho, how weak can this be without the adequately populated board.
Gorger: And now the biggest guy... well, not... until you make it eat some 8/8 or something and you get a massive, yet easily silenceable or removable drop. In case you can play around these things, it's a secured pain for your opponent. In case of emergency, you can also eat your own minions.
Un'Goro set:
Hates to be called "Canned Gaunt"
That's what cavemen got when they played with lightnings.
He never got along with all those Tyranids from the city.
Hibernating Gaunt: Solid 1-drop, altough its battlecry can be shutdown easily after turn 2-3. However, can help other of your minions not to get removed, and can also be used to react against the opponent's following turn.
Primal Shock: Tyranids are experts in the "survival of the fittest" thing. Therefore, adapt is a really adequate mechanic for them. This both serves as removal and as a way to keep improving your board.
Feral Tyranid: And more adapting mechanics, really good for common swarming tyranid strategy. Also rewards good positioning and planning for adequate adapts.
Ideal for enjoying a really wacky roller coaster.
Remember when we told you to take care of your garden?
He has some objections about the whole thing of "lion being the king of the jungle".
Adrenaline Glands: You can either have it as a Blessing of Might (for high damaging minions), or as Windfury for the small ones. Might be key to some combos (like giving windfury for something then adapting it for extra attack).
Monstrous Jungle: During Tyranid invasions the flora tends to act strangely, micro-organisms make it grow far more than usual, and might make it more... aggressive towards the tyranids prey. This card works like a charm to defend against board swarms because the whole bunch of minions will get into the jungle then be eaten by it. However, decks that rely on playing beefy minions or simply one or two at a time will have little problem with this.
Jungle Tyrant: While pretty slow and weak on tis own, this bug can be a real pain to deal with, as it can potentially deal huge ammounts of damage through cheap charge stuff and might be gg if let alive one turn. Also, works well with high health low attack minions.
They followed the Rippers home. And of course they had to keep those.
You were on its seat.
Only has friends that are big enough to not get stomped.
Tyranids always believed Lamarck had a point on the evolution thing.
Gaunts Nests: Saw this awesome image, and realized I wanted to do a sort of hero power related card. And there comes this thing, that can provide interesting board pressence, specially on situations like upgraded hero power that allows a single Reaper Lair to provide lots of Gaunts.
Lictor Ambusher: Inspired on Swamp King Dred, balanced by lower stats, cheaper, with stealth, and only working on things right in front of it (wich is good for you and your opponent, as you can try to keep it out of range of poison minions.
The Gargantuan: I wanted to give Tyrants a 5 Attack or more synergy thing so you could possibly make a deck of huge creatures rather than just swarm things. This serves as a wonderful finisher, and makes winfury minions attack three times.
Adapt to Survive: Un'Goro's main mechanic now has its own quest! Tyranids are very prone to adapt, so it made sense their quest was related to that. The reward is a buffed up Evolving Spores because otherwise would be way too slow for working.
Frozen Throne:
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. The Tyranids are no exception, therefore I introduce you to:
THE PLAGUELORD
The Ultramarines have always been one of the toughest enemies the Death Guard has ever fought. When Abaddon trusted them the mission of destroying Ultramar and his Primarch Roboute Guilliman, the heretic forces were aware they lacked the forces needed to succeed. Thus, Typhus and his forces tried a daring approach. After managing to capture several Tyranid specimens, they experimented on them, until they managed to invent an unholy disease so powerful it could infect the Tyranids and spread in a similar way as the dreadful Zombie Plagues. Not far after these specimens were released back to the Leviatan Fleet, the dark plague was spreading all over it, giving the Death Guard an endless supply of infected killing machines they could freely launch into Ultramar and any other world they want.
They could have acquired psychic powers, regenerative factor or something like that, but they only got a +1/+1. There is no justice in this world.
The extremely awkward way to avoid saying Gluttons.
When you are tired of druids forcing you to take decisions.
Mutated Fleet: Behind every Tyranid invasion is a fleet that carries it from planet to planet. In this set, the fleet can influentiate your troops even from the orbit, by making sure you deploy stronger minions. Disadvantage: You can't use this on an already developed board. Advantage: As you use this in order to gain the effect the next turn, you can use 1 (or even 2) of these in a turn, then use an awful lot of minions all at once at the next turn.
Biomass Recolectors: Tyranids always seem focused on board (no surprise, as they are mainly a horde), and thi goes further into that. Also, buffing big attack minions is profitable as well even if you don't buff many of them.
Necrotic Strength: Can get a full Feral Rage effect if you can gather some Armor first. Tyranids don't have that many ways to gain Armor, but the fact all Death Knights come with Armor sure doe help on that.
Tell me whose stats do you copy, and I'll tell you who you are.
Looks like meat's back on the menu, boys!
Report these every time you get to see one on a forum.
Mutant Infection: This can be worked both as a way to ensure a big minion being destroyed or as a way to boost your weakest ones as well. However, due to the Chaos Influence spreading all over the mutating minion, often you can't be really sure what will it become.
Primal Hunger: We have already seen a synergistic card with Armor. Now we see another different approach to that. In this case, you want to have like 3 Armor to trade HP for stronger hand.
Toxic Spore: The minion itself is a bit clunky, but having a Consecrate and a body to contest the board is pretty good. Pretty good target for taunt as well.
"I'm opening this door. What's the worst that could happen?"
All those Rippers live inside the Carnighoul, but they don't even pay a rent. Damn squats.
"Is it me, or Jones is acting weird lately?"
Nasty Surprise: Giving minions charge has always been an issue, but giving it the Icehowl treatment balance things out. It did'nt work for warrior, but making it give inmune as well might be enough, even for 1 more mana.
Carnighoul: It's that simple. I just wanted to have a zombie Tyranid. And also I had little synergy with the most important class identity of the tyrant: hordes of minions. And what better minions than the humble Rippers?
Mortrex Parasyte: This nasty bug is known for infecting enemies so more Mortrex Parasytes grow in them until they are ready to escape their hosts (killing them in the process, of course). This one includes something the game has still yet to include: hand debuffs, so I thought it would be something interesting to print.
And finally, we get to the leader of this plagued tyranid fleet:
"Our deepest fears have come true. The forces of Chaos have taken control of the Leviatan Hive Fleet, and at this moment they are going right for Terra. May the Emperor have mercy of our souls."
This thing is what remained of the Leviatan Hive Fleet Swarmlord. Has lost the capability to deploy Ripper Nests, but it commands larger forces than ever, wich is shown by this hero power. Keep in mind it is not countered by cards like Hex or Devolve, wich means this is a beast on attrition wars, as you never run out of minions. However, it'll also mean you can easily overdraw, and the fact you can't control what do you get means you can get stucked with subpar or plain bad options to play.
And that's all for now. The Great Devourer has gathered its forces, and it's just a matter of time more nasty surprises are released in the inn. Until then, enjoy.
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Cool idea, the hero power is too strong though. It could get out of control fast since unlike other hero power tokens, your opponent pretty much has to remove them.
The hero power is very interesting, a twist on the token generating hero powers. The balance you had in mind is "It does nothing the first turn, but potentially valuable the next. A delayed Silver Hand Recruit that keeps on giving."
However, I also think it's a bit too strong.
Like D0ngers said, your opponent has to remove it. Let's say your opponent plays a 3/2 on-curve and a Paladin responds with a 1/1 token. Opponent can choose to ignore it. If the response was this Ripper Nest, the opponent has to trade.
Essentially, the hero power is "Summon a 0/2 minion with Taunt, that keeps generating 1/1s"
Remember that hero powers are the equivalent of 0-cost cards / spells. A resource that keeps on giving is not a 0-cost card.
Some suggestions:
Summon a 0/1 Ripper Nest, which has "At the start of your turn, deal 1 damage to this minion and summon a 1/1 Ripper with charge
Most of the time, it's a delayed Silver Hand Recruit that is protected for the first turn, but can be negated entirely if the player chooses to kill it.
In the earlier on-curve scenario, the opponent can choose to ignore your 0/1 Nest with his 3/2 and have to face a 1/1 with Charge next turn, or kill it right now. It takes no damage because the Nest has 0 attack, but it does save you 3 face damage.
You can even make cards that interact with this, for example: "Give your Ripper Nests +3 Health"
Why is this important? Because your nests deal 1 damage to itself then summon the Ripper. If it had MORE health, it would summon more Rippers the next turn instead of dying.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Hmmm... interesting idea. I did'nt know how to balance it, as it is something that did'nt had any relatives to look after.
How about this (sticking to Haret's idea)?
I think is going to be better this way (Tyranids don't care that much about their Rippers anyway), although I could still explore synergie with Nests if this also fails.
Click to see my Hearthstone projects:
Soooooooooo COOL, however as mentioned above the hero power seems a lil' bit to strong ^^
I wanted to make a Tyranid hero too for the last Class Design contest thing, but I just didn't have the time. Synapse would've been the keyword hahaha. Well, have fun making the rest of the cards :D
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Classic Set for the Tyrant revealed!
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Most of the classic set is pretty good - I really like the flavor of Outnumber. Barring some spelling mistakes, my biggest complaint is with the card Imposing Presence. Compare it with Savage Roar, which gives your minions +2 attack this turn only. Yes, the minions get only +1 attack, but it's permenant. Its mana cost is EXTREMELY low, so if you play this on an early turn, you can get above-curve minions for merely 1 mana. I'd keep its effect, but up its mana cost to 2, or perhaps even 3.
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I'd say my biggest comment applies to the cards overall: Nothing seems outstanding. There's really no "soul" to the class as Noxious would put it, no theme that makes it unique.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Really? Well, at the moment I tried to focus on its swarming nature (even a control)... but I might have to spice it in GvG and others.
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Classes can share playstyles, but have their own unique flavor to them. Lots of midrange decks, for example, but Hunters used to play around with secrets and Eaglehorn Bow to control the early game, transitioning to a midgame of beast synergies. Paladins do it by efficiently removing the opponent, either from outright killing them with a Truesilver hit or rendering them useless with Aldor Peacekeeper. Shamans play totems making Thing From Below very cheap, creating a huge tempo swing later.
For now, yours seem like a mish-mash of neutral effects. It's spread out too much I would say. You have minions that stealth, but also ones that charge, and also ones that do AoE, etc.
Hormagant is a good example of a flavorful card that makes it different, the key being "If you control X or more minions". You can expand that and have effects that rely on you being ahead on board. For example, a less boring Genestealer would be: "Stealth. If you control X or more minions, you also have Windfury." Or a more interesting Tide of Claws that becomes your comeback mechanic, where if you don't have board control, you get a better effect, such as "Summon X 2/1s. If you control fewer minions that your opponent, summon ever more."
Class minions also synergizes with the Hero Power. Quartermasters for Pally, face tools for Hunter, Thing From Below for Shaman, etc.
For example, an aura effect on a minion that says "Your Ripper nests spawn 2 1/1s instead", or "Battlecry: Destroy a Ripper Nest. Gain +2/+2"
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Hey, thanks, I'm gonna think of some of these xD
P.D.: And yeah, I was already thinking of some synergy kind of "whenever a Ripper Nest or Ripper Lair (TGT) is destroyed, summon a Ripper", or something like that.
EDIT: These cards have benn edited. Genestealer, Tide of Claw, Gargoyle.
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Naxx, GvG and BRM sets are out. Also remade Ambush. When I have more time, I'll rewrite also the gaunts, because of gramatical mistakes.
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TGT and LoE sets released.
WotOG set soon to be released.
Also noticed some grammar mistakes, these are fixed now.
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WotOG set has been released. That's the last set of Tyranids at the moment.
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I want to build a ripper deck now. Which is odd, as I always used raveners and giant gribblies when I actually played.
Karazhan set released. Who knows how did Medivh managed to invite a Hive Fleet to Karazhan without them consuming all Azeroth, but turns out he did.
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Gadgetzan set revealed. Tyranids have no gang, but that's no reason to join in the fun.
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Un'Goro set released!
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