I recently happened upon EmBeRNaGa's old threads showcasing his StarCraft II themed Hearthstone cards, and felt inspired to try my hand at the idea as well. I wanted to distinguish my set of StarCraft-themed cards by basing them off the original game.
So this is a bit of a thought exercise on how the units and mechanics of the original StarCraft might work if translated into Hearthstone cards.
Here are the cards created so far:
Terran
Cards (in spoiler)
The Siege Tank deploys in either a Defensive or Offensive position. I chose to go this route as opposed to just leaving it as Tank Mode or Siege mode, since this is truer to how the unit is used in-game.
I felt it would be interesting for some spells to return to your hand like Headcrack, so that the 'Spellcasting' minion has a bigger role to play in the game.
These two used to just Freeze, but this would let the frozen minion still deal damage if it's attacked. It's more accurate to simply remove their Attack temporarily.
Before the Battlecruiser would just launch the Yamato as part of its Battlecry, which may have been a little too much. Yamato is basically a Fireball, but it's cheaper since the idea is you'd only get it by playing a Battlecruiser first.
Before this one didn't quite make sense, since the minions it affects shouldn't be able to attack like regular Cloaked minions. This way it works like more of a surprise ambush.
Before the 'random unit returns to your hand' mechanic felt a little awkward. Now that it instead gives Charge, it can be used more like a surprise drop.
Added the rest of the cards. Now there's a card for every unit and ability in the original StarCraft & Brood War.
New Cards
Terran
Zerg
Protoss
Neutral
Updated Cards
A new keyword, Caster, replaces previous text that returned spells to your hand if you controlled a specific minion. This saves space on the card. Not all spells will have this since some shouldn't be easily repeatable.
Consume should only let you get a free spell, not a minion, like in the actual game.
Caster units are pretty good targets for Mind Control in StarCraft, and getting their spells for free helps make that the case here.
Replaced the Neutral Expansion card with more appropriate class-specific ones.
New Cards for a 'Wild' Format.
Based on units found in the StarCraft campaign/editor.
I recently happened upon EmBeRNaGa's old threads showcasing his StarCraft II themed Hearthstone cards, and felt inspired to try my hand at the idea as well. I wanted to distinguish my set of StarCraft-themed cards by basing them off the original game.
So this is a bit of a thought exercise on how the units and mechanics of the original StarCraft might work if translated into Hearthstone cards.
Here are the cards created so far:
Terran
Cards (in spoiler)
The Siege Tank deploys in either a Defensive or Offensive position. I chose to go this route as opposed to just leaving it as Tank Mode or Siege mode, since this is truer to how the unit is used in-game.
Zerg
Cards (in spoiler)
Protoss
Cards (in spoiler)
Neutral Cards
Keyword Explanation
'Wild' cards
More powerful/non-competitive cards based on units found in the StarCraft campaign/editor.
Terran
Zerg
Protoss
Neutral
Interested in what you guys think of this. Thanks for reading!
Love it!brilliant idea!
Added Class Portraits and their Powers!
New Cards
Terran
Zerg
Protoss
Neutral
Updated Cards
I felt it would be interesting for some spells to return to your hand like Headcrack, so that the 'Spellcasting' minion has a bigger role to play in the game.
These two used to just Freeze, but this would let the frozen minion still deal damage if it's attacked. It's more accurate to simply remove their Attack temporarily.
Before the Battlecruiser would just launch the Yamato as part of its Battlecry, which may have been a little too much. Yamato is basically a Fireball, but it's cheaper since the idea is you'd only get it by playing a Battlecruiser first.
Before this one didn't quite make sense, since the minions it affects shouldn't be able to attack like regular Cloaked minions. This way it works like more of a surprise ambush.
Before the 'random unit returns to your hand' mechanic felt a little awkward. Now that it instead gives Charge, it can be used more like a surprise drop.
Added the rest of the cards. Now there's a card for every unit and ability in the original StarCraft & Brood War.
New Cards
Terran
Zerg
Protoss
Neutral
Updated Cards
A new keyword, Caster, replaces previous text that returned spells to your hand if you controlled a specific minion. This saves space on the card. Not all spells will have this since some shouldn't be easily repeatable.
Consume should only let you get a free spell, not a minion, like in the actual game.
Caster units are pretty good targets for Mind Control in StarCraft, and getting their spells for free helps make that the case here.
Replaced the Neutral Expansion card with more appropriate class-specific ones.
New Cards for a 'Wild' Format.
Based on units found in the StarCraft campaign/editor.
Terran
Zerg
Protoss
Neutral