Heyo guys. Currently working on a diablo explansion and just finished the rogue set. The way i designed it is, i tried to assign an angel / prime evil to every class and try to work something from there. For example, most suitable for Malthael would be the rogue class, for that reason rogue is based on necromancery and minion killing / soul harvesting.
Commons :
Rares:
Epics:
Keyword explanation :
Sustained is, basically, a permanent overload. In this example, Sustained: (1) means that you start each turn with 1 less Mana. You can dezactivate the effect any time you want with a 0 mana token that you get upon playing the card with the Sustained effect.
Aoe spells and heal spells are not meant to be given to Rogues.
Bone Giant is very, very OP. Basically Corridor Creeper on steroids.
Haunting spirit is worded that it will generate endless spirits, each will reborn again and again. Also, the 0 cost spell to cancel sustain would be too good combo activator.
Personally i don't like the fact that you gave rogue a lot of Aoe clears and healing cause it's those are totally outside the concept of the class.
Considering the cards by themselves my favourites (considering both general design and balance) are restless skeleton and Leoric
Be carefull about cards like Malthael cause in a class/deck with tons of survivability and especially Aoe clears you can easily just oneshot the opponent with it
Like i said in the description, its based of actual diablo skills / characters.
Bone armor is not so useful in many scenarios. Soul Rip is totally anti-tempo which denies powerful rogueish plays.
I dont recall corridor creeper ever being played in rogue. Assuming you play a zooish deck you still wont play Bone Giant faster than turn 5 - on top of that, unlike mountain giant turn 4, it has some conditions which you dont meet every game assuming u draw it prior to turn 4-5. And if you play vs something like odd paladin and actually manage to constantly clear the board, that should justify some punish.
Did you notice haunting spirit is a secret? It can only trigger once and only during your opponent's turn. So its easily played around. If anything its a bit slower play dead.
Diablo Inspired Expansion - Rogue Class Cards
Heyo guys. Currently working on a diablo explansion and just finished the rogue set. The way i designed it is, i tried to assign an angel / prime evil to every class and try to work something from there. For example, most suitable for Malthael would be the rogue class, for that reason rogue is based on necromancery and minion killing / soul harvesting.
Commons :
Rares:
Epics:
Keyword explanation :
Sustained is, basically, a permanent overload. In this example, Sustained: (1) means that you start each turn with 1 less Mana. You can dezactivate the effect any time you want with a 0 mana token that you get upon playing the card with the Sustained effect.
Legendary:
Hero Card:
Aoe spells and heal spells are not meant to be given to Rogues.
Bone Giant is very, very OP. Basically Corridor Creeper on steroids.
Haunting spirit is worded that it will generate endless spirits, each will reborn again and again. Also, the 0 cost spell to cancel sustain would be too good combo activator.
--Alfi--
Personally i don't like the fact that you gave rogue a lot of Aoe clears and healing cause it's those are totally outside the concept of the class.
Considering the cards by themselves my favourites (considering both general design and balance) are restless skeleton and Leoric
Be carefull about cards like Malthael cause in a class/deck with tons of survivability and especially Aoe clears you can easily just oneshot the opponent with it
Like i said in the description, its based of actual diablo skills / characters.
Bone armor is not so useful in many scenarios. Soul Rip is totally anti-tempo which denies powerful rogueish plays.
I dont recall corridor creeper ever being played in rogue. Assuming you play a zooish deck you still wont play Bone Giant faster than turn 5 - on top of that, unlike mountain giant turn 4, it has some conditions which you dont meet every game assuming u draw it prior to turn 4-5. And if you play vs something like odd paladin and actually manage to constantly clear the board, that should justify some punish.
Did you notice haunting spirit is a secret? It can only trigger once and only during your opponent's turn. So its easily played around. If anything its a bit slower play dead.
I don’t really care if the cards are balanced or not since it’s pretend time, but as a Diablo fan I look forward to seeing your other class sets.