I like the fact that beast druid is in some sense the "stealth" deck, having a reason to make use of the big cat neutral stealth minions. I wanted to build something to support that, without being something generic like "+1/+1", and you don't really want a synergy minion to have Stealth so it can hide and just keep buffing... So I ended up going here - the Rabid Panther attacks quickly and viciously with Charge, and "infects" the other stealth cats with Charge too.
Sidenote: appropriate phrasing might be "Beasts with Stealth" instead. Not 100% sure.
Tomb Spider with a twist. Its like the usual druid transformation, but you have 3 option instead of 2 and they are random. Since you can't discover hunter beasts, the options seem mostly weaker than his base stats, so its like an overpriced Tomb Spider, but once in a while you'll get that Captured Jormungar.
The ability to improve your Hero Power, as seen in cards such as Shadowform and Justicar Trueheart, is one of my favorite mechanics in Hearthstone. Beast's Blessing generates a Hero Power specifically tailored toward Beast Druid decks, allowing them to generate additional value from their various Beast minions as the game progresses.
Clarification on wording: Beast's Blessing buffs friendly Beasts either already in play, or still in your hand.
Basic idea is to give stronger value later in the game. However, play turn 3 and if you don't have ANYTHING to play on turn 4 you can use the Hero power to summon a 2/4 and then use your normal hero power, so there is some value there.
Flavor Text: "He's only a prince because no one knows where to place the crown."
Keywords: Charge, Stealth, Taunt, Enrage: +5 Attack, Battlecry: Gain +2/+2. Keywords stack. See the Spoiler for more information.
This mechanic behaves very much like Fjola Lightbane. The next keyword is selected at random. The card text changes after a Beast is played to tell you what keyword has been added.
When all the keywords have been activated, the text will display only the keywords.
All the keywords are consistent with other Beasts their abilities. Windfury was a consideration, since Young Dragonhawk exists, but would be abusive with Charge. Deathrattle wasn't added because there wasn't a consistent Deathrattle among Beasts, and there's not enough space for more text.
The (wherever it is) text allows for the minion to be dynamic on the board. For example, you can attack with Prince Lakma and then play a Beast hoping to gain the Stealth keyword. Earning the "Battlecry: +2/+2" keyword does not trigger when Prince Lakma is already on the battlefield.
Aesthetics Note: I know the above illustration looks nothing like the chimera in WoW. It's the best one I could find on short notice. So sue me :P
The damage works like Karazhan's Chess Pieces, so you'll have to position your minions carefully in order to get maximum value from this. The idea is that your beasts are just charging forward and plowing through anything in their way.
So this card is basically a choose one between the regular Naturalize effect, or destroy a friendly beast *and* a random enemy minion, *and* YOU draw 2 cards. The second choice was my initial idea, and it is generally better, but if you don't have a beast, it's a dead card in the hand so I made it a choose one instead and added the Naturalize theme to make it usable if you don't have a beast with you. It also does not necessarily combo well with Fandral Staghelm, making the card a bit less strong.
You can tell that my picture selection was VERY original. :p
"Ahh, the brothers Frostwolf. I knew we would reunite on the battlefield someday. Or don't you recognize your eldest brother?"
Basically, whenever any Beast on the battlefield dies, Discover another Beast with the same rarity as that Beast that died. Remove it from your hand and summon a 1/1 copy of it.
Taking obvious inspiration from Shadowform but giving a modicum more flexibility in exchange for heavier costing, this card was created to give beast druids both a potentially strong finisher or a decent survival tactic. Ideally the armor options would compare to Warrior's Tank up Hero powers while still requiring board presence.
It was also built with Fendral in mind hence the 7 costing to limit the burst value of playing both at the same time. I also consider adding "If already in Beast Form: add the other effect." Giving it a Fendral like outcome if you play both over the period of multiple turns. Likely the lost pressure from dumping 14 mana into the card would be acceptable.
Beast minions that a druid can play tend to have almost no immediate impact, and as a result you get run over by the curvestone tempo oriented decks. I figured something that helps you get back some tempo (either by refunding mana or acting as a taunt so you can have a minion survive a turn) would be useful to the archtype without simply being an overstatted minion.
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[img]http://i.imgur.com/Qcg3fJK.png[/img]
improve beast druid, work well with 4 mana 3 3 discover a beast, hope it will help knight of the wild 7 mana 6 6 can get in meta
My entry: Ursoc.
<a href='http://i.imgur.com/2osgYGI' title=''><img src='http://i.imgur.com/2osgYGI.jpg' alt='' title='Hosted by imgur.com' /></a>
I like the fact that beast druid is in some sense the "stealth" deck, having a reason to make use of the big cat neutral stealth minions. I wanted to build something to support that, without being something generic like "+1/+1", and you don't really want a synergy minion to have Stealth so it can hide and just keep buffing... So I ended up going here - the Rabid Panther attacks quickly and viciously with Charge, and "infects" the other stealth cats with Charge too.
Sidenote: appropriate phrasing might be "Beasts with Stealth" instead. Not 100% sure.
I always wanted to be a...
Tomb Spider with a twist. Its like the usual druid transformation, but you have 3 option instead of 2 and they are random. Since you can't discover hunter beasts, the options seem mostly weaker than his base stats, so its like an overpriced Tomb Spider, but once in a while you'll get that Captured Jormungar.
REMOVED
Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
The ability to improve your Hero Power, as seen in cards such as Shadowform and Justicar Trueheart, is one of my favorite mechanics in Hearthstone. Beast's Blessing generates a Hero Power specifically tailored toward Beast Druid decks, allowing them to generate additional value from their various Beast minions as the game progresses.
Clarification on wording: Beast's Blessing buffs friendly Beasts either already in play, or still in your hand.
Basic idea is to give stronger value later in the game. However, play turn 3 and if you don't have ANYTHING to play on turn 4 you can use the Hero power to summon a 2/4 and then use your normal hero power, so there is some value there.
Flavor Text: "He's only a prince because no one knows where to place the crown."
Keywords: Charge, Stealth, Taunt, Enrage: +5 Attack, Battlecry: Gain +2/+2. Keywords stack. See the Spoiler for more information.
This mechanic behaves very much like Fjola Lightbane. The next keyword is selected at random. The card text changes after a Beast is played to tell you what keyword has been added.
When all the keywords have been activated, the text will display only the keywords.
All the keywords are consistent with other Beasts their abilities. Windfury was a consideration, since Young Dragonhawk exists, but would be abusive with Charge. Deathrattle wasn't added because there wasn't a consistent Deathrattle among Beasts, and there's not enough space for more text.
The (wherever it is) text allows for the minion to be dynamic on the board. For example, you can attack with Prince Lakma and then play a Beast hoping to gain the Stealth keyword. Earning the "Battlecry: +2/+2" keyword does not trigger when Prince Lakma is already on the battlefield.
Aesthetics Note: I know the above illustration looks nothing like the chimera in WoW. It's the best one I could find on short notice. So sue me :P
The damage works like Karazhan's Chess Pieces, so you'll have to position your minions carefully in order to get maximum value from this. The idea is that your beasts are just charging forward and plowing through anything in their way.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Flavor: "In the wild, trouble finds you."
Idea is to be able to build a strong board or have more burst damage. Both things that I feel Druids need.
Leopard token
"Either way, cards are being drawn." - Flavor text
Naturalize
So this card is basically a choose one between the regular Naturalize effect, or destroy a friendly beast *and* a random enemy minion, *and* YOU draw 2 cards. The second choice was my initial idea, and it is generally better, but if you don't have a beast, it's a dead card in the hand so I made it a choose one instead and added the Naturalize theme to make it usable if you don't have a beast with you. It also does not necessarily combo well with Fandral Staghelm, making the card a bit less strong.
You can tell that my picture selection was VERY original. :p
There are a lot of remedies we don't yet know a disease for.
REMOVED
REMOVED
"Ahh, the brothers Frostwolf. I knew we would reunite on the battlefield someday. Or don't you recognize your eldest brother?"
Basically, whenever any Beast on the battlefield dies, Discover another Beast with the same rarity as that Beast that died. Remove it from your hand and summon a 1/1 copy of it.
Taking obvious inspiration from Shadowform but giving a modicum more flexibility in exchange for heavier costing, this card was created to give beast druids both a potentially strong finisher or a decent survival tactic. Ideally the armor options would compare to Warrior's Tank up Hero powers while still requiring board presence.
It was also built with Fendral in mind hence the 7 costing to limit the burst value of playing both at the same time. I also consider adding "If already in Beast Form: add the other effect." Giving it a Fendral like outcome if you play both over the period of multiple turns. Likely the lost pressure from dumping 14 mana into the card would be acceptable.
Beast minions that a druid can play tend to have almost no immediate impact, and as a result you get run over by the curvestone tempo oriented decks. I figured something that helps you get back some tempo (either by refunding mana or acting as a taunt so you can have a minion survive a turn) would be useful to the archtype without simply being an overstatted minion.