Runes: Players can get up to 2 of any single rune card in there hand runes are generated randomly using your hero power and some death knight minions and spell can provide you with an additional rune. Even death knight cards which generate runes will always only be able to get 2 of each rune and no more than 6 total rune cards in your hand.
Rune Power - This is the Death Knight unique ability this allows a death knight to get rid of 1, 2 or 3 runes to empower a minion or spell and make it stronger by changing its effect. It may increase the damage the attack the healing or the entire effect depending on the Rune Power Wording.
Class Feel: Death Knights are designed as unholy to summon ghouls and power up ghouls. As blood to use weapon strikes burning there health for stronger and more effective weapons and as a frost like build with some spell damage and freezing effects. All Death Knights are designed to have rune empowered effects on there minions and spells as well as weapons. The idea with rune empowerment is to weight heavy do you want to use your runes immediately with the initial effect or use them with trigger effects to get more out of them or just to simply use them to avoid hand clutter. They are designed to feel somewhere between paladin shaman and mage.
Monk:
Transcendence: The heal effect of transcendence will only trigger if there is a damaged target for it to trigger on. You will gain the +1 attack regardless if there is a target for transcendence to heal or not.
Echo: Some druid cards have the effect echo this effect works similar to Battlecry except the effect does not occur until the end of your turn and tends to be slightly more powerful than your average Battlecry.
Class Feel: Echo is designed to make monks have a distinct feel in that some Echo effects may be stronger than effects like Battlecry such as drawing 2 cards instead of 1 the downside you don't get immediate access to an echo effect because it is so much stronger than Battlecry. Your opponent has a chance to react because of the power swing created by Echo. Monks are intended to have very few removal options as there attack is designed to be there main removal tool. They are designed to feel somewhere between druid priest and hunter.
Demon Hunter:
Spectral Sight - This ability is designed similar to the warlock power but instead of taking damage and drawing a card it was designed to let you dig through your deck for cards and help make your draw a little more stable. The downside is this does not draw you a card or have any immediate impact. The upside to this power is it lets demon hunters search for needed cards a lot quicker than most classes as there is no downside other than using mana crystals from this power.
Leap - This ability recharges your hero power and reduces the cost of its use to 0 until the end of the turn for 1 use of your hero power. Example if you were to use Leap with a 2 cost minion on turn 4 you already used your hero power once it would ready your hero power and make its cost 0. If you had not used your hero power it would just make the cost of the hero power 0 for its next use.
Class Feel: Demon Hunter is designed to be a tool box tempo style of play. While they could go a more aggro like route there design to have a lack of card draw and hero power do not encourage this style. Instead the core of the class is designed to work with big plays by deck filtering and give you a feeling similar to something between a rogue a warrior and a warlock.
Death Knight Legendary:
Death Knight Epics:
Death Knight Rares:
Death Knight Commons:
Death Knight Core Cards:
Tokens:
Monk Legendary:
Monk Epics:
Monk Rares:
Monk Commons:
Monk Core Cards:
Monk Tokens:
Demon Hunter Legendary:
Demon Hunter Epics:
Demon Hunter Rares:
Demon Hunter Commons:
Demon Hunter Core Cards:
Return to the Sunwell Expansion Located on page 2 full expansion included as seconday expansion that would be theory crafted follow up to the initial 3 class release.
Demon Hunter Legendary added - Hopefully enjoyed. I wanted to do something cool with a mid range legendary that was attractive to play even if he just gets used for leap and stealth his small body is easy to remove but his inspire effect + stealth + leap the idea was to make him an attractive choice for demon hunters to filter there draw.
The correct wording for all of your cards with healing effects should be "Restore X health", not "Heal X damage". See stuff like Flash Heal for wording.
Rollback Post to RevisionRollBack
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!
The correct wording for all of your cards with healing effects should be "Restore X health", not "Heal X damage". See stuff like Flash Heal for wording.
Thank you i will correct this going forward and as i finish the set. Hopefully everything still looks well balanced. I know that Illidan is highly volatile as a legend but i wanted it that way a little bit hes got such low health i feel its still manageable.
Would like to thank people for all the views on the thread and comments ive been getting thus far will add more cards to set later this evening. I'm still going over my ideas on the monk specific mechanic.
Will write stuff as I read your post Runes should cost 1mana. They main strenght is that you can keep them and you don't use mana to rune synergy. Transcendence: Hero power can be written more efficiently by changing: "Random friendly minion or hero" to "Random friendly Character" Also like druids you can put the second part as "+1 Attack this turn" (Hearthstone Wikia) Leap: Personally don't like it. This game is simple, it isn't mtg. Hero powers should be shorter imo Blood Rune: Restore 2 Health to your hero/Yourself Runic Empowerment: The Keyword is way to big for me. As I see it the purpose of Keywords is to reduce text. You could change it to Conversion or something like that (if you want to keep wow related name) Howling Blast: Could be written better: "Keyword: Deal 2 extra damage to the target" Dark Transformation and other ghoul synergy: Maybe create the "Tribe Ghoul" so it can have a cleaner text Strangulate: Power creep Purify :o English is not my main language but I hope this helps
Bonus: Also add some class description of what they design you are trying to get. Example: Death Knight: Uses runes to empower effects, has different synergy with Ghouls either by Sacrificing (blood) them or gathering an army of expendable ghouls. Has the ability to freeze (frost) and Can use (cursed?) weapons with some side effects Expected deck Archtypes: -zoo , - etc, - etc Also imo you should create some duality in cards style and effects like priest has (light/Shadow) but between (frost/Blood/unholy). For example: Blood themed uses ghouls sacrifices, high mana cost. Unholy has cheap ghoul synergy. Frost has weapons and freeze effect synergy, right now freeze isn't really explored in your cards.
Some of those comments are really helpful thx ill make some adjustments.
Runes are 0 Cost because they are hero power use to get for the most part I may tone down a card or 2 that give you an extra rune. I do realize you could use this to benefit yogg if it becomes a dk thing meh ok it became a dk thing. Eventually yogg will cycle to wild.
I plan to correct Transcendence wording and the other heal effect wording cards.
Runic Empowerment: I'm thinking of toning it down to Rune Powered.
Strangulate: Power creep Purify :o - I totally intentionally did that and don't care what anyone thinks about it i think its a good ploy i didnt want to give alot of draw to Death Knights because I feel that they will generate runes fairly frequently and having to many cards in hand that are not runes can be bad. There power comes from using those runes to make there spells and minions better than a normal Class.
Howling Blast: Im thinking about rewording this the thing is the empowered effect in some cases replaces the existing effect like obliterate its not deal 4 damage and destroy an minion its just destroy a minion.
Ghoul Tribe: Im actually thinking on adjusting this somewhat. I have been steering clear of this because Ghouls are intended to be a death knight thing.
I do plan to do some class discriptions and reworks on some of the cards this evening. I will probably add another couple of cards to monk and demon hunter as well. I may rework 1-2 dk cards based on this advise. I will disagree on leap though but i am renaming there demon hunter ability to demonic forsight. There will be some small adjustments to demon hunters and monk power reveal as well.
If this Death Knight would become a class there would be dozens of Yogg Saron Death Knights... The hero power is way too OP, but that could be fixed by making runes not counting as spells or simply making them 1 mana (which would be the better choice I guess, noone would empower cards by giving away 2 free cards).
Yogg saron is a temporary card and while there could be some interactions. You can only get 2 of each rune much like 1 of each totem extra runes are null and void so you could get 6 runes at most. The negative effects is that this fills your hand with alot of medicore cards and it takes 2 mana for the hero power. The frost rune being 1 damage is a random target to not over shine the mage hero power. The unholy rune is much like the paladins hero power however less reliable playing a ghoul build you may want those much like the spell power totem is sometimes wanted in shaman. The blood rune was designed to compensate for the fact dks cannot get armor and is a less effective version of the priest hero power in you can only heal yourself.
The postives to this hero power is that you can save 2 frost runes and take out a 2 health minion or with spell power do more damage. or not use your heals till you need them or hold your ghouls for cards like corpse explosion. The negatives is this power is random like a shamans totem. It takes up hand space and it i needed to use for rune empowerment.
Gargoyle which is arguably probably the strongest death knight base cards its a 5/5 charge for 5 basically is just a 5/5 without rune empowerment. Gargoyle is one of the cards i thought of making even harder to use. I actually originally thought it was too powerful. But factoring in 2 power uses makes it kind of balanced.
The idea with death knights is to make you think of how to use your runes as using them incorrectly can be bad much like a warlocks hero power if you tap too much it can kill you.
Again as for Yogg DK. Yogg is a good card but its not an insane card and the need to survive till yogg is a factor also the plan for the most part i want to limit death knight draw. Death Knights will never get a consistant draw mechanic acolyte and silence are designed to be the dk draw options. 1 requires a board to be effective so you could get 2 cards for mana with 2 unholy runes but then your giving up 2 runes.
Unless hearthstone reads this post and likes the work I'm putting into it they are just concept classes based off current base set mechanics and the outlook i will design the cards for each class to be based on the current class standard of 1 Legendary 3 Epics 5 Rares 6 Commons and 10 core class cards. Each class hero power was based off of the original work done by hearthstone creators but i wanted to give them a unique feel so i made changes enough to make each feel unique. I have put alot of effort into balancing them out if i feel any specific card is too overpowered I will tone it down. Some cards have intentional power creep. Strangulate as i plain feel that purify is garbage and while i respect blizzard and can understand there thoughts on silence being op. I felt making it only able to target enemy minion's and 2 mana as well as death knights only silence it was not bad. Honestly I would make silence for priests 1 mana draw 1 card and remove it from mass dispel and drop the mana cost on mass dispel to 2 to make them unique.
I tried to stay true to the class with each class as best I could while keeping a hearthstone element and feel to the classes.
Update: Class Powers fully detailed some erratas corrected im still working on erratas on cards at this time. Powers have had some wording adjustments and I filled out some more details on each class Monk and Demon Hunter are still in works I am making some adjustments to Death Knights based on suggestions and thoughts of people posting on here while i may not agree with everyone's opinions and voices I am reading them and do appreciate all input. In the end I am still going to keep the decision to myself. I will try and give you a why though if i get the chance to reply there's about 100 hours of work put into this at the moment. I may also do a test version on cockatrice or magic workstation when its complete just to see how they play out. Right now most of it looks balanced but I plan to put a little but on here every day or every other day even if its just errata correction. I will keep posting updates for people :)
Completely intended. Also i just finished updating all the deathknight cards to have proper text and removed skeletal gryphon changed 1-2 cards and added the Ebon Blade Elite Card. Theres still a gramatical error with army of darkness ill correct later.
Update: 1 monk card removed 2 monk rares added. Note when reviewing silvermoon brewmaster as id like opinions her effect you never get the cards when you can play them so its a 2/2 body and you do get 2 cards but you get them going into your opponents turn. So you cannot use them on your turn. So shes a little bigger than novice engineer and gives you 2 cards but you can again never use them on your turn so late game shes less oo la la than some other draw options. I hope people can give me some thoughts i may tone down the jade serpent master 8 health even with echo isn't a major factor unless its your going to die attacking as a monk which isnt the case i may bring this down to 6 health once i have some thoughts.
Update: Will be upping unholy abominations cost to 6 during next update and dropping ghoul master to 4 hp so she isnt completely out of range on turn 3/4 removal.
Im constantly tweaking all 3 and looking at how would i impliment them how powerful is it vs current meta. I believe dk would have some good and bad matchs right now i came up with 3 concept decks behind death knights. which is what resulted in the downtone to ghoul master i felt 5 health was just too hard to remove by turn 3/4 for some classes. I wanted her to be strong like you have to deal with her but not insane.
Basic Heroes:
Featured Heroes:
Hero Powers:
Class Breakdown:
Death Knight:
Runes: Players can get up to 2 of any single rune card in there hand runes are generated randomly using your hero power and some death knight minions and spell can provide you with an additional rune. Even death knight cards which generate runes will always only be able to get 2 of each rune and no more than 6 total rune cards in your hand.
Rune Power - This is the Death Knight unique ability this allows a death knight to get rid of 1, 2 or 3 runes to empower a minion or spell and make it stronger by changing its effect. It may increase the damage the attack the healing or the entire effect depending on the Rune Power Wording.
Class Feel: Death Knights are designed as unholy to summon ghouls and power up ghouls. As blood to use weapon strikes burning there health for stronger and more effective weapons and as a frost like build with some spell damage and freezing effects. All Death Knights are designed to have rune empowered effects on there minions and spells as well as weapons. The idea with rune empowerment is to weight heavy do you want to use your runes immediately with the initial effect or use them with trigger effects to get more out of them or just to simply use them to avoid hand clutter. They are designed to feel somewhere between paladin shaman and mage.
Monk:
Transcendence: The heal effect of transcendence will only trigger if there is a damaged target for it to trigger on. You will gain the +1 attack regardless if there is a target for transcendence to heal or not.
Echo: Some druid cards have the effect echo this effect works similar to Battlecry except the effect does not occur until the end of your turn and tends to be slightly more powerful than your average Battlecry.
Class Feel: Echo is designed to make monks have a distinct feel in that some Echo effects may be stronger than effects like Battlecry such as drawing 2 cards instead of 1 the downside you don't get immediate access to an echo effect because it is so much stronger than Battlecry. Your opponent has a chance to react because of the power swing created by Echo. Monks are intended to have very few removal options as there attack is designed to be there main removal tool. They are designed to feel somewhere between druid priest and hunter.
Demon Hunter:
Spectral Sight - This ability is designed similar to the warlock power but instead of taking damage and drawing a card it was designed to let you dig through your deck for cards and help make your draw a little more stable. The downside is this does not draw you a card or have any immediate impact. The upside to this power is it lets demon hunters search for needed cards a lot quicker than most classes as there is no downside other than using mana crystals from this power.
Leap - This ability recharges your hero power and reduces the cost of its use to 0 until the end of the turn for 1 use of your hero power. Example if you were to use Leap with a 2 cost minion on turn 4 you already used your hero power once it would ready your hero power and make its cost 0. If you had not used your hero power it would just make the cost of the hero power 0 for its next use.
Class Feel: Demon Hunter is designed to be a tool box tempo style of play. While they could go a more aggro like route there design to have a lack of card draw and hero power do not encourage this style. Instead the core of the class is designed to work with big plays by deck filtering and give you a feeling similar to something between a rogue a warrior and a warlock.
Death Knight Legendary:
Death Knight Epics:
Death Knight Rares:
Death Knight Commons:
Death Knight Core Cards:
Tokens:
Monk Legendary:
Monk Epics:
Monk Rares:
Monk Commons:
Monk Core Cards:
Monk Tokens:
Demon Hunter Legendary:
Demon Hunter Epics:
Demon Hunter Rares:
Demon Hunter Commons:
Demon Hunter Core Cards:
Return to the Sunwell Expansion Located on page 2 full expansion included as seconday expansion that would be theory crafted follow up to the initial 3 class release.
TIP: Leap power is wrongly writed
The joke is you.
Demon Hunter Legendary added - Hopefully enjoyed. I wanted to do something cool with a mid range legendary that was attractive to play even if he just gets used for leap and stealth his small body is easy to remove but his inspire effect + stealth + leap the idea was to make him an attractive choice for demon hunters to filter there draw.
The correct wording for all of your cards with healing effects should be "Restore X health", not "Heal X damage". See stuff like Flash Heal for wording.
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!
Would like to thank people for all the views on the thread and comments ive been getting thus far will add more cards to set later this evening. I'm still going over my ideas on the monk specific mechanic.
Cool concept cards but I feel like some could be OP compared to our current heroes.
Is this custom classes ideas will ever be on actual hearthstone or not?
Unless hearthstone reads this post and likes the work I'm putting into it they are just concept classes based off current base set mechanics and the outlook i will design the cards for each class to be based on the current class standard of 1 Legendary 3 Epics 5 Rares 6 Commons and 10 core class cards. Each class hero power was based off of the original work done by hearthstone creators but i wanted to give them a unique feel so i made changes enough to make each feel unique. I have put alot of effort into balancing them out if i feel any specific card is too overpowered I will tone it down. Some cards have intentional power creep. Strangulate as i plain feel that purify is garbage and while i respect blizzard and can understand there thoughts on silence being op. I felt making it only able to target enemy minion's and 2 mana as well as death knights only silence it was not bad. Honestly I would make silence for priests 1 mana draw 1 card and remove it from mass dispel and drop the mana cost on mass dispel to 2 to make them unique.
I tried to stay true to the class with each class as best I could while keeping a hearthstone element and feel to the classes.
Update: Class Powers fully detailed some erratas corrected im still working on erratas on cards at this time. Powers have had some wording adjustments and I filled out some more details on each class Monk and Demon Hunter are still in works I am making some adjustments to Death Knights based on suggestions and thoughts of people posting on here while i may not agree with everyone's opinions and voices I am reading them and do appreciate all input. In the end I am still going to keep the decision to myself. I will try and give you a why though if i get the chance to reply there's about 100 hours of work put into this at the moment. I may also do a test version on cockatrice or magic workstation when its complete just to see how they play out. Right now most of it looks balanced but I plan to put a little but on here every day or every other day even if its just errata correction. I will keep posting updates for people :)
Strangulation is a better purify
Update: 1 monk card removed 2 monk rares added. Note when reviewing silvermoon brewmaster as id like opinions her effect you never get the cards when you can play them so its a 2/2 body and you do get 2 cards but you get them going into your opponents turn. So you cannot use them on your turn. So shes a little bigger than novice engineer and gives you 2 cards but you can again never use them on your turn so late game shes less oo la la than some other draw options. I hope people can give me some thoughts i may tone down the jade serpent master 8 health even with echo isn't a major factor unless its your going to die attacking as a monk which isnt the case i may bring this down to 6 health once i have some thoughts.
Update: Will be upping unholy abominations cost to 6 during next update and dropping ghoul master to 4 hp so she isnt completely out of range on turn 3/4 removal.
Upload them to imgur or some other image hosting. Hearthcards saves them for 3 days only.
I'd love to see Death Knight class implemented. Thumbs up, I think this rune system is good and would be fun to play with.
Im constantly tweaking all 3 and looking at how would i impliment them how powerful is it vs current meta. I believe dk would have some good and bad matchs right now i came up with 3 concept decks behind death knights. which is what resulted in the downtone to ghoul master i felt 5 health was just too hard to remove by turn 3/4 for some classes. I wanted her to be strong like you have to deal with her but not insane.
Update: Lots of demon hunter cards added monk completed.
Reviewing: Queen of Blades being considered for rework. Undecided.