Previously I did a making shaman great again thread, in which I ended up exploring 7 different shaman archetypes, and made 28 cards. It got received pretty well and thanks to feedback I was able to balance it properly. So now I'm going to do the same with warrior.
Warrior has been a very polarizing class in terms of meta. Either it's insanely good or very bad. Examples of insanely good decks would be the patron warrior and pirate warrior, while pretty bad ones are for example the current control warrior decks, and taunt warrior after the meta settled properly in Un'Goro. With this thread I want to explore certain warrior archetypes which deserve some love, and make them great again!
These are the archetype's that I'm "fixing":
Taunt Warrior: Curiously, this archetype used to have a solid place in the meta during the frist months of Un'Goro, but quickly got blown out by more greedy decks such as Jade Druid. The bad tempo with its slow taunt minions and the speed at which the quest is completed gave this deck a bad reputation. My aim is to fix those 2 issues.
Shield Formation: a card draw mechanic for taunt warrior that gives them a small tempo boost by making their hand cheaper. Note how it first draws a card, making the drawn card cheaper as well if it's a taunt minion.
Sen'jin Shieldrookie: So we had I Know a Guy as our 1 mana taunt, but it didn't fit in taunt warrior as it was too slow in an already slow deck. This card helps you defend yourself in the early game while also giving you something for later on. It may also give you a taunt from another class!
Grand Shieldmaster: this is the "get that quest going" card I wanted to make, it basically gives you 2 Shieldbearers. on its own, it's already 3/7 of your taunt minions for your quest. Which can potentially allow you to play less taunts in your deck.
Poppy Ironbane: an amazing card to play on curve, allowing you to get your late game taunts at a much cheaper rate, which will in turn give you that much needed tempo boost.
Recruit Warrior: The newly introduced archetype for warrior. and although it's not bad, it's far from great. It has many issues with its reliance on proper card draw and its ability to stay on board. My goal is to give them a bit more consistency in terms of draw as well as a slightly bigger board presence
Titan Strike: a simple yet powerful card that can aid recruit warrior strongly. If you have one of your giant minions that you didn't want in your hand, you can still utilize it to some extend by having a powerful nuke. This card even fits other control archetypes, as long as they use moderate to high costing minions.
Horde Hulker: A minion with good stats that cannot be recruited. the archetype has basically no board presence but thanks to this they can play a decently statted minion on curve or even wait to get a high tempo swing with it.
Titans Roar: the biggest issue of recruit warrior is getting practically all your big minions early on. with this you can mulligan them out and retry for a better draw. Really helps at getting rid of bricked hands and keep yourself in the game.
Drov the Ruiner: recruit warrior needs more recruit cards. And what better way to do that than to do it with a minion? Play this on curve, smash something with it and get your giant minion out. You can even recruit this to recruit something else out of it!
Enrage Warrior: A.K.A. Angry warrior. was somewhat already of an archetype with Grim Patron, but its real attempt at existing came with Knights of the Frozen Throne. unfortunately the cards printed didn't have enough value to work out, as you could easily run out of whirlwinds, or powerful minions. my aim is to give this deck some better mechanics for damaging their own minions as well as enrage synergy.
Rend: Shaman introduced the repeatable this turn effect through Unstable Evolution as it turns out, this effect can really help solving issues that a LOT of archetypes have. thus I wanted to expand that effect to warriors. Rend is not only a great combo starter for warrior with many of its cards, but can also end up helping clear the board by dealing small amounts of damage. Some great combo targets are: Rotface, Gurubashi Berserker, Frothing Berserker, Armorsmith, Hogger, Doom of Elwynn and Genn Greymane(see below)
Raging Shambler: A very simple one drop that your opponent wont dare to ping unless they have something to deal with it. due to its low cost, it can very easily synergize with a lot of whirlwind cards that warrior has, essentially giving you 3 damage for only 1 mana and some needed boost in board swings.
Worgen Chief: A minion that enrages your minions regardless of how much damage they have taken. this way you can get off your effects with ease and with less reliance on spell combo's. Note that once this dies, any undamaged enrage minion becomes unenraged again. Some great targets are: Bloodhoof BraveGrommash HellscreamRaging Worgen and Raging Shambler.
Genn Greymane: Although this minion starts weak, if it survives damage, it will transform into a very powerful minion that gains Charge and Lifesteal when damaged, allowing you to push board control while recovering damage that you've taken. The real way this card shines is in its ability to loop. If you can control its health properly, it will transform back into a human when at 1 health, allowing you to repeat the combo's all over again. Has a very high potential to get out of hand which makes it an essential target for your enemy.
C'thun Warrior:C'Thun is the poster child of whispers of the old gods. Right now its playrate is practically non-existent sadly. But during the old gods days it saw play in a few classes. my goal is to give warrior more buff mechanics for C'thun as well as a way to give their win condition a second chance.
Twilight Cleaver: I wanted to give warrior back his 4 mana 4/2 (Death's Bite) while not being a instapick for every warrior class. This is a very simple concept to buff up your C'thun while at the same time maintaining board control.
Skeram Commander: An incredibly powerful effect for all your c'thun interacting minions. Giving double buffs is probably the first thing that you'd think of. But remember that it doesn't specifically say "this turn", so the possibilities are much more vast. Some excellent combo's are: Disciple of C'Thun for 4 damage, Ancient Shieldbearer for 20 armor(Astonishing!), Twin Emperor Vek'lor for a third emperor or even Doomcaller for double C'thuns once yours dies.
Deep Nightmares: The first C'thun "(wherever it is)" spell , which gives you a new C'thun once your first one dies. NOTE: that this new C'thun will be a new one, and thus it will start off as a 6/6 without any buffs. Regardless, manage to buff it up and you will have a 5 mana win condition. This card also motivates you to play your C'thun sooner just because you can get new ones later on.
Onyxia the Corrupted: In WotOG one common theme was alternate universe minions such as the corrupted legendaries or a light ragnaros. I wanted something to fit that theme and came across Onyxia. While having pretty much the same effect, this one gives you C'thun buffing tentacles to get your win condition even more boosted. with an empty board that's about +7/+7 for your C'thun.
Armor Warrior: Already was a big hit when Justicar Trueheart came out, but failed from staying once that card got rotated out. as of right now, it has received new cards with the kobolds expansion, but still lacks in proper win conditions, as well as sustaining its armor long enough. my goal is to give it more armor generation as well as new win conditions.
Gruul's Charm: A weapon that sacrifices a bit of damage to give you a card that gives you armor, very simple in concept, and has many cards to choose from, although barely any neutral cards.
Dark Iron Channeler: Changes your hero power to Tank Up! This card has a lot of ways that it can be used. For starters, you can: hero power -> play this -> hero power for 6 armor gain in one turn. However its deathrattle also benefits you, as you can: hero power -> suicide this -> hero power for an easier way to gain armor. There is however one great thing you can do with this, you could Silence it. This way you keep your upgraded hero power and you can return to the old fat warrior days.
Scrap Iron Golem: I wanted to make this an Iron Giant but there was no art for it to be found :(. Anyways it's a very simple concept, gain a lot of armor to make it cheaper, then put them on board as a big threat. with the abundance of armor gains that warriors have, this is a very simple thing to accomplish, and it could perfectly well fit other control warrior decks such as recruit warrior.
Kargath Bladefist: Pretty much a Galvadon for warriors, with a bit of a harder way to get all the adapts off. If you somehow manage to get a mountain of armor, this card gets out of hand very easily.
So those are the sets, please do consider giving feedback as I am looking to get these cards theoretically ready for competitive while also leaving them honest and balanced.
If you like these cards, then consider taking a look at my "making shaman great again thread"! But please refrain from resurrecting the thread as it has already been out for quite some time:
Shield Formation: Now draws a card before reducing the cost. it was originally the other way around. Although minor, I felt that this would give taunt warrior a slightly better chance at keeping up with the board.
Genn Greymane: Completely overhauled the card. used to be a deathrattle that summons the worgen form. the worgen form would summon 2/2 worgens with Enrage: +2 attack when it survives damage. I felt as if I rushed this card and ended up with something weird and clunky. I've now changed it to a far more powerful minion that can go on endlessly if utilized properly.
New set: Armor Warrior!
I finished up armor warrior. the 4 cards are centered around creating more armor, as well as giving you additional win conditions.
I'll be taking a look at what can be done for pirate warrior. But it's an archetype I'd rather not make too great considering its history.
Previously I did a making shaman great again thread, in which I ended up exploring 7 different shaman archetypes, and made 28 cards. It got received pretty well and thanks to feedback I was able to balance it properly. So now I'm going to do the same with warrior.
Warrior has been a very polarizing class in terms of meta. Either it's insanely good or very bad. Examples of insanely good decks would be the patron warrior and pirate warrior, while pretty bad ones are for example the current control warrior decks, and taunt warrior after the meta settled properly in Un'Goro. With this thread I want to explore certain warrior archetypes which deserve some love, and make them great again!
These are the archetype's that I'm "fixing":
Taunt Warrior: Curiously, this archetype used to have a solid place in the meta during the frist months of Un'Goro, but quickly got blown out by more greedy decks such as Jade Druid. The bad tempo with its slow taunt minions and the speed at which the quest is completed gave this deck a bad reputation. My aim is to fix those 2 issues.
Shield Formation: a card draw mechanic for taunt warrior that gives them a small tempo boost by making their hand cheaper. Note how it first draws a card, making the drawn card cheaper as well if it's a taunt minion.
Sen'jin Shieldrookie: So we had I Know a Guy as our 1 mana taunt, but it didn't fit in taunt warrior as it was too slow in an already slow deck. This card helps you defend yourself in the early game while also giving you something for later on. It may also give you a taunt from another class!
Grand Shieldmaster: this is the "get that quest going" card I wanted to make, it basically gives you 2 Shieldbearers. on its own, it's already 3/7 of your taunt minions for your quest. Which can potentially allow you to play less taunts in your deck.
Poppy Ironbane: an amazing card to play on curve, allowing you to get your late game taunts at a much cheaper rate, which will in turn give you that much needed tempo boost.
Recruit Warrior: The newly introduced archetype for warrior. and although it's not bad, it's far from great. It has many issues with its reliance on proper card draw and its ability to stay on board. My goal is to give them a bit more consistency in terms of draw as well as a slightly bigger board presence
Titan Strike: a simple yet powerful card that can aid recruit warrior strongly. If you have one of your giant minions that you didn't want in your hand, you can still utilize it to some extend by having a powerful nuke. This card even fits other control archetypes, as long as they use moderate to high costing minions.
Horde Hulker: A minion with good stats that cannot be recruited. the archetype has basically no board presence but thanks to this they can play a decently statted minion on curve or even wait to get a high tempo swing with it.
Titans Roar: the biggest issue of recruit warrior is getting practically all your big minions early on. with this you can mulligan them out and retry for a better draw. Really helps at getting rid of bricked hands and keep yourself in the game.
Drov the Ruiner: recruit warrior needs more recruit cards. And what better way to do that than to do it with a minion? Play this on curve, smash something with it and get your giant minion out. You can even recruit this to recruit something else out of it!
Enrage Warrior: A.K.A. Angry warrior. was somewhat already of an archetype with Grim Patron, but its real attempt at existing came with Knights of the Frozen Throne. unfortunately the cards printed didn't have enough value to work out, as you could easily run out of whirlwinds, or powerful minions. my aim is to give this deck some better mechanics for damaging their own minions as well as enrage synergy.
Rend: Shaman introduced the repeatable this turn effect through Unstable Evolution as it turns out, this effect can really help solving issues that a LOT of archetypes have. thus I wanted to expand that effect to warriors. Rend is not only a great combo starter for warrior with many of its cards, but can also end up helping clear the board by dealing small amounts of damage. Some great combo targets are: Rotface, Gurubashi Berserker, Frothing Berserker, Armorsmith, Hogger, Doom of Elwynn and Genn Greymane(see below)
Raging Shambler: A very simple one drop that your opponent wont dare to ping unless they have something to deal with it. due to its low cost, it can very easily synergize with a lot of whirlwind cards that warrior has, essentially giving you 3 damage for only 1 mana and some needed boost in board swings.
Worgen Chief: A minion that enrages your minions regardless of how much damage they have taken. this way you can get off your effects with ease and with less reliance on spell combo's. Note that once this dies, any undamaged enrage minion becomes unenraged again. Some great targets are: Bloodhoof Brave Grommash Hellscream Raging Worgen and Raging Shambler.
Genn Greymane: Although this minion starts weak, if it survives damage, it will transform into a very powerful minion that gains Charge and Lifesteal when damaged, allowing you to push board control while recovering damage that you've taken. The real way this card shines is in its ability to loop. If you can control its health properly, it will transform back into a human when at 1 health, allowing you to repeat the combo's all over again. Has a very high potential to get out of hand which makes it an essential target for your enemy.
C'thun Warrior: C'Thun is the poster child of whispers of the old gods. Right now its playrate is practically non-existent sadly. But during the old gods days it saw play in a few classes. my goal is to give warrior more buff mechanics for C'thun as well as a way to give their win condition a second chance.
Twilight Cleaver: I wanted to give warrior back his 4 mana 4/2 (Death's Bite) while not being a instapick for every warrior class. This is a very simple concept to buff up your C'thun while at the same time maintaining board control.
Skeram Commander: An incredibly powerful effect for all your c'thun interacting minions. Giving double buffs is probably the first thing that you'd think of. But remember that it doesn't specifically say "this turn", so the possibilities are much more vast. Some excellent combo's are: Disciple of C'Thun for 4 damage, Ancient Shieldbearer for 20 armor(Astonishing!), Twin Emperor Vek'lor for a third emperor or even Doomcaller for double C'thuns once yours dies.
Deep Nightmares: The first C'thun "(wherever it is)" spell , which gives you a new C'thun once your first one dies. NOTE: that this new C'thun will be a new one, and thus it will start off as a 6/6 without any buffs. Regardless, manage to buff it up and you will have a 5 mana win condition. This card also motivates you to play your C'thun sooner just because you can get new ones later on.
Onyxia the Corrupted: In WotOG one common theme was alternate universe minions such as the corrupted legendaries or a light ragnaros. I wanted something to fit that theme and came across Onyxia. While having pretty much the same effect, this one gives you C'thun buffing tentacles to get your win condition even more boosted. with an empty board that's about +7/+7 for your C'thun.
Armor Warrior: Already was a big hit when Justicar Trueheart came out, but failed from staying once that card got rotated out. as of right now, it has received new cards with the kobolds expansion, but still lacks in proper win conditions, as well as sustaining its armor long enough. my goal is to give it more armor generation as well as new win conditions.
Gruul's Charm: A weapon that sacrifices a bit of damage to give you a card that gives you armor, very simple in concept, and has many cards to choose from, although barely any neutral cards.
Dark Iron Channeler: Changes your hero power to Tank Up! This card has a lot of ways that it can be used. For starters, you can: hero power -> play this -> hero power for 6 armor gain in one turn. However its deathrattle also benefits you, as you can: hero power -> suicide this -> hero power for an easier way to gain armor. There is however one great thing you can do with this, you could Silence it. This way you keep your upgraded hero power and you can return to the old fat warrior days.
Scrap Iron Golem: I wanted to make this an Iron Giant but there was no art for it to be found :(. Anyways it's a very simple concept, gain a lot of armor to make it cheaper, then put them on board as a big threat. with the abundance of armor gains that warriors have, this is a very simple thing to accomplish, and it could perfectly well fit other control warrior decks such as recruit warrior.
Kargath Bladefist: Pretty much a Galvadon for warriors, with a bit of a harder way to get all the adapts off. If you somehow manage to get a mountain of armor, this card gets out of hand very easily.
So those are the sets, please do consider giving feedback as I am looking to get these cards theoretically ready for competitive while also leaving them honest and balanced.
If you like these cards, then consider taking a look at my "making shaman great again thread"! But please refrain from resurrecting the thread as it has already been out for quite some time:
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/209980-making-shaman-archetypes-great-again-2nd-update-2
Thank you for watching :)
Why u hav to be mad? is only card gaem.
1st Update:
Balance Changes:
Shield Formation: Now draws a card before reducing the cost. it was originally the other way around. Although minor, I felt that this would give taunt warrior a slightly better chance at keeping up with the board.
Genn Greymane: Completely overhauled the card. used to be a deathrattle that summons the worgen form. the worgen form would summon 2/2 worgens with Enrage: +2 attack when it survives damage. I felt as if I rushed this card and ended up with something weird and clunky. I've now changed it to a far more powerful minion that can go on endlessly if utilized properly.
New set: Armor Warrior!
I finished up armor warrior. the 4 cards are centered around creating more armor, as well as giving you additional win conditions.
I'll be taking a look at what can be done for pirate warrior. But it's an archetype I'd rather not make too great considering its history.
Why u hav to be mad? is only card gaem.
Your Cthun set is amazing, I am sure Cthun will be play in standard for the last time if we have your cards.