Hello everyone!!! As of the last updated hero, I thought to myself that if I can do a dragon hero, then I can do one for the dead. Bear in mind that some of the cards may not belong in the intended expansion and some cards may also be broken or underpowered... Anyway, That is all for now and hope you enjoy the cards presented.
I remember this class long ago, I did not expect that you would continue working on this class, nice.
There are some flaws here that need to be aware of:
1. Crypt Nerubian, it probably should have been 1/3 that gains attack per turn (very similar to Micro Machine, but better as class card) Making it gaining health per turn would be OP unless you managed to find a way to make this card good. Probably the most broken card in this custom class. 2. Frost barrier, very weak card, should have been 3 mana in comparison to Shield Block or even Ferocious Howl. 3. Nerubian Howler, I assume the token would be 4 mana 4/4, compare this card with Fal'dorei strider, this card is weak and should have normal vanilla stat, only helps you in fatigue, better rework or something else. 4. Necromancer hero card, I feel this should be like 6 mana or something. Buff his hero power or his battlecry, not worth as 9 mana. 5. Wandering Blood Lord, feels like it should have vanilla stat since it has no downside and both of you gets damaged, very good in aggro or midrange pressure archetype. 6. Tomb Guard, I'm sure this card is really understated, it could have been 2/4, or even 3/4. 7. Dungeon Necromancer, oh boy, I was wrong, this is the just another level with Crypt Nerubian, probably should have been 2/1 or 4 mana 2/4 or 2/5 8. The Lich Game, I don't know... should have been 2 or 3 mana. Playing this on turn 4 just for even having a miss chance to draw a card feels awkward 9. Attained Power, but why? There's already Arcane Intellect that doesn't hurt you, maybe it should have been 2 mana since I don't see he has a lot of good card drawing, or am I wrong? 10. Undead Betrayer, very unique add but I don't see the point of giving your minion to him, are you trying to mill him or something? If not, rework. 11. Nathanos, worst card of all in this section, it must be 7 mana and buff little bit. 12. Sudden Attack, no point of adding secret into your class if there are no more than 3 secrets, or have I missed something?
I think that's all of it, but I hope I didn't miss any card that are bad.
My most favorite one is the quest one, probably the most badass quest ever I seen as they are very difficult challenging and most rewarding one.
Hello everyone!!! As of the last updated hero, I thought to myself that if I can do a dragon hero, then I can do one for the dead. Bear in mind that some of the cards may not belong in the intended expansion and some cards may also be broken or underpowered... Anyway, That is all for now and hope you enjoy the cards presented.
Hero Power (Justicar Form):
Basic:
Token (Basic)
Expert:
Nax & BRM:
Un'goro (Quest only):
Tokens from Horseman Unite!!
KotFT:
Token (KotFT):
KaC:
Token (KaC):
Witchwood:
Token (Witchwood):
How about a card that says draw a DK card a deal 5 dmg to ur hero
like most of them but I hate the classic legendary because the lil version of heroes disturb me ahhahaha. Btw good work
I remember this class long ago, I did not expect that you would continue working on this class, nice.
There are some flaws here that need to be aware of:
1. Crypt Nerubian, it probably should have been 1/3 that gains attack per turn (very similar to Micro Machine, but better as class card) Making it gaining health per turn would be OP unless you managed to find a way to make this card good. Probably the most broken card in this custom class.
2. Frost barrier, very weak card, should have been 3 mana in comparison to Shield Block or even Ferocious Howl.
3. Nerubian Howler, I assume the token would be 4 mana 4/4, compare this card with Fal'dorei strider, this card is weak and should have normal vanilla stat, only helps you in fatigue, better rework or something else.
4. Necromancer hero card, I feel this should be like 6 mana or something. Buff his hero power or his battlecry, not worth as 9 mana.
5. Wandering Blood Lord, feels like it should have vanilla stat since it has no downside and both of you gets damaged, very good in aggro or midrange pressure archetype.
6. Tomb Guard, I'm sure this card is really understated, it could have been 2/4, or even 3/4.
7. Dungeon Necromancer, oh boy, I was wrong, this is the just another level with Crypt Nerubian, probably should have been 2/1 or 4 mana 2/4 or 2/5
8. The Lich Game, I don't know... should have been 2 or 3 mana. Playing this on turn 4 just for even having a miss chance to draw a card feels awkward
9. Attained Power, but why? There's already Arcane Intellect that doesn't hurt you, maybe it should have been 2 mana since I don't see he has a lot of good card drawing, or am I wrong?
10. Undead Betrayer, very unique add but I don't see the point of giving your minion to him, are you trying to mill him or something? If not, rework.
11. Nathanos, worst card of all in this section, it must be 7 mana and buff little bit.
12. Sudden Attack, no point of adding secret into your class if there are no more than 3 secrets, or have I missed something?
I think that's all of it, but I hope I didn't miss any card that are bad.
My most favorite one is the quest one, probably the most badass quest ever I seen as they are very difficult challenging and most rewarding one.
I like elementals and totems.