I while back I was bored and decided to turn all 134 League of Legends champions into Legendary Hearthstone cards, along with all summoned minions, tokens, choice cards, weapons, spells, etc.
This thread will be my card dump for the time being. So if you're passing by, tell me what you think. My main problem is balancing the stats with the effect and cost. I would really appreciate some advice regarding that.
Also, I have never played League of Legends and only have a basic idea of how it works.
To start with, here are three of my favourites.
Kha'Zix
Kha'Zix was the reason I started making these cards in the first place and is my favourite overall, even though it's the WORST of them all. Extremely weak to Silence effects, Entomb and Gang Up. Useless if summoned by Sneed's Old Shredder or Confessor Paletress It barely works in Control decks. The only deck it might somewhat shine in is a Gang Up Rogue. Turn one: this card. Turn two: Gang Up. And another one later in the game.
Yorick
Designed to be a staple of any Discolock deck. Later in the game, after you've used up all of your discard cards, play this and all those cards you didn't want to discard are shuffled back into your deck.
Twisted Fate
Hate your hand? No problem! Turn 4: Twisted Fate. You could get a much better hand and there's no tempo loss, since this is also a Chillwind Yeti as well. Just watch out for Daring Reporter.
Similar to Grimestreet Protector, but instead of it having Taunt, it gives your hero Divine Shield. The Divine Shield works the same as any other: the first time your hero would take damage, it's ignored instead.
Maokai
There are four Druid cards that summon Treants: Force of Nature, Cenarius, Soul of the Forest and Poison Seeds. And yet, there are no cards that specifically synergise with them. So I gave Maokai a unique effect. Since four cards is still a small number, I also gave him two other effects: he also buffs Saplings and his stats are relatively high. Even with this, I still don't think a Treant Druid would become a thing.
Very neat however playing something such as say a 10 mana 15/15 still wouldn't have very much impact, otherwise Faceless Behemoth would see play. So i can't see khazix seeing much play, if he were a real card of course.
While he is an "Evolution" based champion in league, i feel maybe you could try implementing his mobile aspects (His stealth ability, or his leap ability) along with that evolution aspect. But other than that great job :).
While he is an "Evolution" based champion in league, i feel maybe you could try implementing his mobile aspects (His stealth ability, or his leap ability) along with that evolution aspect. But other than that great job :).
Most champions have more than one mechanic, ability, etc. It's surprising how much I was restricted when making these cards. Hearthstone mechanics are (obviously) different than LoL mechanics. After researching each champion, I found that when creating them in card form, many were extremely similar. And Legendaries are supposed to be uniqe in one way or another.
I have made so much champions with Stealth that I couldn't come up with unique Stealth-based effects anymore. A lot of these cards have effects more inspired by the champions' lore or simply the first thing that came to mind when I saw their artwork (those are the ones I'm reworking).
I'm also very aware that Kha'Zix sucks, but he has a special place in my heart because he was the first one I came up with and who started this list.
While he is an "Evolution" based champion in league, i feel maybe you could try implementing his mobile aspects (His stealth ability, or his leap ability) along with that evolution aspect. But other than that great job :).
Most champions have more than one mechanic, ability, etc. It's surprising how much I was restricted when making these cards. Hearthstone mechanics are (obviously) different than LoL mechanics. After researching each champion, I found that when creating them in card form, many were extremely similar. And Legendaries are supposed to be uniqe in one way or another.
I have made so much champions with Stealth that I couldn't come up with unique Stealth-based effects anymore. A lot of these cards have effects more inspired by the champions' lore or simply the first thing that came to mind when I saw their artwork (those are the ones I'm reworking).
I'm also very aware that Kha'Zix sucks, but he has a special place in my heart because he was the first one I came up with and who started this list.
Oh, and thanks. :)
Ah okay, well do as you please don't let me stop you :). So far they are all really well thought out, i await the others :).
Shamans have always been one of my favourite classes. I played both Aggro Shaman, Control Shaman, Tempo Shaman and Overload Shaman. Shamans have become more associated with Aggro in recent times, but my favourites are Control and Tempo when it comes to them. So most of the Shaman cards I've made fit in Control and Tempo decks, like this one.
Gnar is a 1-Cost 1/1 that becomes a 1-Cost 8/8 on turn 10 and after (compare it to Kun the Forgotten King, which is a 0-Cost 7/7 on turn 10 and after).
EDIT 1: Gnar has been changed from a 1/1 to a 1/3.
EDIT 2: Gnar's bigger form as been changed from a (8) to a (7).
If you can create your own spells with Kazakus, why not create your own minions with Viktor? Maybe he would make a Reno-Mech Mage archetype in Wild? The different steps in creating your own Mech are shown below, along with the various choice cards.
Step one: the Mana cost.
Steps two and three: the effects.
The way these work is that you would have two separate choices. Let's imagine that the first choice is either Taunt, Charge or Divine Shield. You pick Divine Shield. The second choice can be every other possible choice except the one you had already picked. So let's imagine you having to choose between Taunt, Windfury and Overload. You pick Taunt. In the end, your Mech will have Divine Shield and Taunt. The only two choices that couldn't go together would be Stealth and Taunt.
Step four: the stats.
And in the end, you would get:
Ultimately, like with Kazakus Potion, everything about the card is dynamically generated, so there are numerous possibilities. Both the cost, the effects and the Attack-Health ratio have an effect on the actual Attack and Health numbers.
Charge + Winfury on a 10 mana High Attack, Low cost Mech would be ridiculous!
Also, why would someone choose Overload for their Mech? Does it give them an extra bonus?
When I wrote "High Attack, Low Health", what I meant is that the Attack is higher than the Health, it doesn't mean that it's particularly high (especially if the Mech has Windfury). I'm currently in the process of rewording the cards of step four.
As for Overload, minions with Overload have higher stats than those without it.
Well VenoChron, here are Twitch and Zyra. They're both currently listed as "Possible rework". I'm not too happy with them.
Twitch
If Twitch is killed by a minion and that minion survived, his Deathrattle deals 5 extra damage to it. If Twitch is killed by a spell, the enemy hero or a minion that died as a result of attacking Twitch, his Deathrattle deals damage to the enemy hero. It might even be a good idea to kill this minion yourself if you need 5 damage to win. Possibly reworking: cost.
Zyra
Card flavor explanation: she's a carnivorous plant-hybrid, so she eats small minions; minions with low Health are afraid of her and try to not be played. Good against token-based decks and possibly Aggro and Zoo decks. She even locks your opponent from playing Justicar Trueheart. Though I'm not sure what kind of deck she would work in. Possibly reworking: cost and Health.
What Hemet Nesingwary could have been. Although it might be powerful, you'd need to destroy a Beast with at least 3/3 to make this card worth it, so at least an Ironfur Grizzly. This is especially good in a Hunter vs. Hunter or Hunter vs. Druid match-up.
Not technically a champion, but he's an iconic character so I still made him. This is my take on the "Deathrattle: current turn player..." mechanic introduced by Tavern Brawl cards like Weapon Rack, Discarded Armor and Chest of Gold!.
EDIT: Ezreal has been changed from a 4/4 to a 5/4.
Arcane Missiles costs (1), Arcane Explosion costs (2) and Arcane Intellect costs (3). The 3 Mana that's left is the cost of the actual body, a 3/4. Ryze is the only card on this list that's a 100% balanced.
Bard
This has the potential to overthrow Dr. Boom and Patches the Pirate as the most frustrating Legendary to play against. Basically, it's like every minion becomes Keeper of Uldaman-ed. Bard + a minion with Spell Damage + Consecration for an amazing board clear.
Ao Shin
Ao Shin is a (seemingly) canceled champion. The spells that are cast on this minion can be any spell with which you can target a friendly minion. So let's see how this fares in different classes:
"Press R to win." He's Deathwing, except he also kills everything when he dies and he doesn't discard your cards.
Camille
This might look underwhelming at first, but you'll notice that the text doesn't say "...to a random enemy." like in Demolisher. If this minion is on the battlefield when your turn starts, immediately after drawing your card you get to choose which character takes 1 damage. It isn't random. Possible rework: the amount of damage she gives.
EDIT: Riven's card text has been changed. Camille's effect has been changed from dealing 1 damage to dealing 2 damage.
I while back I was bored and decided to turn all 134 League of Legends champions into Legendary Hearthstone cards, along with all summoned minions, tokens, choice cards, weapons, spells, etc.
This thread will be my card dump for the time being. So if you're passing by, tell me what you think. My main problem is balancing the stats with the effect and cost. I would really appreciate some advice regarding that.
Also, I have never played League of Legends and only have a basic idea of how it works.
To start with, here are three of my favourites.
Kha'Zix
Kha'Zix was the reason I started making these cards in the first place and is my favourite overall, even though it's the WORST of them all. Extremely weak to Silence effects, Entomb and Gang Up. Useless if summoned by Sneed's Old Shredder or Confessor Paletress It barely works in Control decks. The only deck it might somewhat shine in is a Gang Up Rogue. Turn one: this card. Turn two: Gang Up. And another one later in the game.
Yorick
Designed to be a staple of any Discolock deck. Later in the game, after you've used up all of your discard cards, play this and all those cards you didn't want to discard are shuffled back into your deck.
Twisted Fate
Hate your hand? No problem! Turn 4: Twisted Fate. You could get a much better hand and there's no tempo loss, since this is also a Chillwind Yeti as well. Just watch out for Daring Reporter.
EDIT: Yorick's effect has been changed slightly.
I like it. Where's the other 131?
RedneckBudha
Diana
Something for Ramp Druid. It's designed to work only during early game, while being kinda bad late game (but to be fair, Druid has enough late game legendaries, like Kun the Forgotten King, Aviana, Cenarius and Malorne. For Diana to work, you'll need to run cards like Wild Growth, Jade Blossom, Darnassus Aspirant, Mire Keeper, Pilfered Power or Astral Communion.
Leona
Similar to Grimestreet Protector, but instead of it having Taunt, it gives your hero Divine Shield. The Divine Shield works the same as any other: the first time your hero would take damage, it's ignored instead.
Maokai
There are four Druid cards that summon Treants: Force of Nature, Cenarius, Soul of the Forest and Poison Seeds. And yet, there are no cards that specifically synergise with them. So I gave Maokai a unique effect. Since four cards is still a small number, I also gave him two other effects: he also buffs Saplings and his stats are relatively high. Even with this, I still don't think a Treant Druid would become a thing.
Very neat however playing something such as say a 10 mana 15/15 still wouldn't have very much impact, otherwise Faceless Behemoth would see play. So i can't see khazix seeing much play, if he were a real card of course.
While he is an "Evolution" based champion in league, i feel maybe you could try implementing his mobile aspects (His stealth ability, or his leap ability) along with that evolution aspect. But other than that great job :).
Treant synergy, oh yes blizzard pls!
Most champions have more than one mechanic, ability, etc. It's surprising how much I was restricted when making these cards. Hearthstone mechanics are (obviously) different than LoL mechanics. After researching each champion, I found that when creating them in card form, many were extremely similar. And Legendaries are supposed to be uniqe in one way or another.
I have made so much champions with Stealth that I couldn't come up with unique Stealth-based effects anymore. A lot of these cards have effects more inspired by the champions' lore or simply the first thing that came to mind when I saw their artwork (those are the ones I'm reworking).
I'm also very aware that Kha'Zix sucks, but he has a special place in my heart because he was the first one I came up with and who started this list.
Oh, and thanks. :)
Well, Cooler39140, here's Gnar.
Gnar
Shamans have always been one of my favourite classes. I played both Aggro Shaman, Control Shaman, Tempo Shaman and Overload Shaman. Shamans have become more associated with Aggro in recent times, but my favourites are Control and Tempo when it comes to them. So most of the Shaman cards I've made fit in Control and Tempo decks, like this one.
Gnar is a 1-Cost 1/1 that becomes a 1-Cost 8/8 on turn 10 and after (compare it to Kun the Forgotten King, which is a 0-Cost 7/7 on turn 10 and after).
EDIT 1: Gnar has been changed from a 1/1 to a 1/3.
EDIT 2: Gnar's bigger form as been changed from a (8) to a (7).
Twisted Fate = awesome.
Viktor
If you can create your own spells with Kazakus, why not create your own minions with Viktor? Maybe he would make a Reno-Mech Mage archetype in Wild? The different steps in creating your own Mech are shown below, along with the various choice cards.
Step one: the Mana cost.
Steps two and three: the effects.
The way these work is that you would have two separate choices. Let's imagine that the first choice is either Taunt, Charge or Divine Shield. You pick Divine Shield. The second choice can be every other possible choice except the one you had already picked. So let's imagine you having to choose between Taunt, Windfury and Overload. You pick Taunt. In the end, your Mech will have Divine Shield and Taunt. The only two choices that couldn't go together would be Stealth and Taunt.
Step four: the stats.
And in the end, you would get:
Ultimately, like with Kazakus Potion, everything about the card is dynamically generated, so there are numerous possibilities. Both the cost, the effects and the Attack-Health ratio have an effect on the actual Attack and Health numbers.
EDIT: Some cards were changed.
Charge + Winfury on a 10 mana High Attack, Low cost Mech would be ridiculous!
Also, why would someone choose Overload for their Mech? Does it give them an extra bonus?
RedneckBudha
LOve why you're doing so far!!! I especially love gnar and viktor.
did you make twitch orzyra yet? They were my favs when I played lol regularly.
lmk if u need help or suggestions always happy to contribute
Rogue Deckbuilder. Midrange/Combo player.
Riot please make a card game and employ this person lol these cards look fun.
Well VenoChron, here are Twitch and Zyra. They're both currently listed as "Possible rework". I'm not too happy with them.
Twitch
If Twitch is killed by a minion and that minion survived, his Deathrattle deals 5 extra damage to it. If Twitch is killed by a spell, the enemy hero or a minion that died as a result of attacking Twitch, his Deathrattle deals damage to the enemy hero. It might even be a good idea to kill this minion yourself if you need 5 damage to win. Possibly reworking: cost.
Zyra
Card flavor explanation: she's a carnivorous plant-hybrid, so she eats small minions; minions with low Health are afraid of her and try to not be played. Good against token-based decks and possibly Aggro and Zoo decks. She even locks your opponent from playing Justicar Trueheart. Though I'm not sure what kind of deck she would work in. Possibly reworking: cost and Health.
Azir
A fusion of Dr. Boom and Onyx Bishop.
Xerath
A fusion of Dr. Boom and Barnes, as well as the antithesis of Azir.
Best case scenario: getting Sylvanas Windrunner and Ragnaros the Firelord. Worst case scenario: Doomsayer and Bomb Squad.
EDIT: Xerath's card text has been changed.
Rengar
What Hemet Nesingwary could have been. Although it might be powerful, you'd need to destroy a Beast with at least 3/3 to make this card worth it, so at least an Ironfur Grizzly. This is especially good in a Hunter vs. Hunter or Hunter vs. Druid match-up.
Ezreal
I added the "non-Legendary" bit because when I was making this card, I imagined getting multiple Arch-Thief Rafaams. Ezreal can shuffle cards like Raven Idol, I Know a Guy, Jeweled Scarab, Journey Below, Tomb Spider, Drakonid Operative, Lotus Agents, etc.
Baron Nashor
Not technically a champion, but he's an iconic character so I still made him. This is my take on the "Deathrattle: current turn player..." mechanic introduced by Tavern Brawl cards like Weapon Rack, Discarded Armor and Chest of Gold!.
EDIT: Ezreal has been changed from a 4/4 to a 5/4.
Ryze
Arcane Missiles costs (1), Arcane Explosion costs (2) and Arcane Intellect costs (3). The 3 Mana that's left is the cost of the actual body, a 3/4. Ryze is the only card on this list that's a 100% balanced.
Bard
This has the potential to overthrow Dr. Boom and Patches the Pirate as the most frustrating Legendary to play against. Basically, it's like every minion becomes Keeper of Uldaman-ed. Bard + a minion with Spell Damage + Consecration for an amazing board clear.
Ao Shin
Ao Shin is a (seemingly) canceled champion. The spells that are cast on this minion can be any spell with which you can target a friendly minion. So let's see how this fares in different classes:
Druid
Good - Mark of the Wild, Mark of Y'Shaarj, Healing Touch, Mark of Nature, Dark Wispers, Moonglade Portal, Earthen Scales, Ultimate Infestation, Barkskin
Bad - Moonfire, Living Roots, Savagery (maybe) Naturalize, Wrath, Mulch, Starfall, Starfire, Ultimate Infestation (in some cases), Lesser Jasper Spellstone
No effect - Savagery
Overall: A bit too RNG.
Hunter
Good - Explorer's Hat, Play Dead (in very specific situations), Toxic Arrow
Bad - Arcane Shot, Hunter's Mark, On the Hunt, Quick Shot, Kill Command, Powershot, Cobra Shot, Explosive Shot, Grievous Bite, Flanking Strike (meh), Wing Blast
No effect - Bestial Wrath, Dire Frenzy
Overall: Do not play this in Hunter!
Mage
Good - Molten Reflection, Flame Geyser (kinda)
Bad - Forbidden Flame, Arcane Blast, Ice Lance, Frostbolt, Shatter (maybe), Forgotten Torch, Polymorph: Boar, Cone of Cold, Fireball, Polymorph, Dragon's Breath, Flame Lance, Firelands Portal, Pyroblast, Meteor, Snap Freeze
No effect - Shatter
Overall: Especially do not play this in Mage!
Paladin
Good - Blessing of Might, Blessing of Wisdom, Divine Strength, Hand of Protection, Holy Light, Seal of Champions, Blessing of Kings, Silvermoon Portal, Blessed Champion, Lay on Hands, Dinosize, Spikeridged Steed, Adaptation, Desperate Stand, Potion of Heroism, Sound the Bells!
Bad - Forbidden Healing (because you lose all your Mana), Humility, Hammer of Wrath, Holy Wrath, Dark Conviction
No effect - nothing
Overall: Much better than Druid.
Priest
Good - Flash Heal, Inner Fire (maybe), Light of the Naaru, Power Word: Glory, Power Word: Shield, Divine Spirit, Velen's Chosen, Greater Healing Potion, Power Word: Tentacles, Binding Heal, Unidentified Elixir, Vivid Nightmare
Bad - Silence, Holy Smite, Purify, Shadow Word: Pain (maybe), Shadow Word: Death, Holy Fire, Holy Water
No effect - Inner Fire, Shadow Word: Pain
Overall: Pretty decent, but still...
Rogue
Good - Cold Blood, Gang Up,
Bad - Backstab, Shadowstep, Eviscerate, Jade Shuriken, Shiv (eh), Shadow Strike, Doomerang, Cheap Shot, WANTED!
No effect - Backstab (in some cases), Doomerang (if you don't have a weapon equipped)
Overall: Meh.
Shaman
Good - Ancestral Healing, Primal Fusion, Ancestral Spirit, Lava Shock (maybe), Rockbiter Weapon, Windfury, Healing Wave, Cryostasis, Lesser Sapphire Spellstone, Unstable Evolution, Earthen Might
Bad - Earth Shock, Lightning Bolt, Crackle, Lava Shock, Reincarnate (maybe), Stormcrack, Hex, Lava Burst, Jade Lightning, Tidal Surge, Avalanche, Crushing Hand, Zap!
No effect - Reincarnate
Overall: Wouldn't be too bad, but Overload makes things less desirable.
Warlock
Good - Sacrificial Pact, Power Overwhelming, Bloodfury Potion, Imp-losion (maybe), Shadowflame, Bane of Doom (maybe), Feeding Time (kinda), Unwilling Sacrifice (in some cases), Dark Possession
Bad - Mortal Coil, Soulfire, Darkbomb, Demonfire, Demonfuse, Drain Life, Shadowbolt, Blastcrystal Potion, Imp-losion, Shadowflame (maybe), Bane of Doom, Demonheart, Siphon Soul, Drain Soul, Treachery, Dark Pact, Lesser Amethyst Spellstone
No effect - nothing
Overall: Not recommended.
Warrior
Good - Inner Fire, Blood To Ichor, Rampage
Bad - Charge, Shield Slam, Slam, Bash, Mortal Strike, Crush
No effect - nothing
Overall: Pretty bad.
Ok, so this is basically a Priest and Paladin minion...
Riven
Something against Weapon-heavy decks. Only weapons in card form can't be played, like Fiery War Axe, Death's Bite, Assassin's Blade, Doomhammer, Eaglehorn Bow, etc. You can still equip weapons using Dagger Mastery, Muster for Battle, Malkorok, Blingtron 3000, N'Zoth's First Mate, etc. Possible rework: the card text.
Karthus
"Press R to win." He's Deathwing, except he also kills everything when he dies and he doesn't discard your cards.
Camille
This might look underwhelming at first, but you'll notice that the text doesn't say "...to a random enemy." like in Demolisher. If this minion is on the battlefield when your turn starts, immediately after drawing your card you get to choose which character takes 1 damage. It isn't random. Possible rework: the amount of damage she gives.
EDIT: Riven's card text has been changed. Camille's effect has been changed from dealing 1 damage to dealing 2 damage.