Deathbringer Saurfang: It culminates - total damage your hero has taken. So if your hero's health is at 16, Saurfang would have 14 attack, and it constantly changes depending on your hero's health - much like Lightspawn. In short, with Saurfang out, the less health your hero has, the better...erm, for him anyway. All the same, his attack is the result of an ability, so a silence would make him into a very expensive board clutter. Horn of Winter: It's a common! Cut it some slack. :P I suppose it can be brought down to one crystal? Death Grip: Sorry, crappy wording, but nyope, your opponent retains control of it. They just can't attack with it. Well...on second though, if you did gain control of it, I would've made it deliberately more specific on that? Like, "gain control of a random minion in your opponent's hand" type thing? But I see your point. Bad things happen if the only minion they have in their hand is a Rag...
Deathbringer Saurfang: It culminates - total damage your hero has taken. So if your hero's health is at 16, Saurfang would have 14 attack, and it constantly changes depending on your hero's health - much like Lightspawn. In short, with Saurfang out, the less health your hero has, the better...erm, for him anyway. All the same, his attack is the result of an ability, so a silence would make him into a very expensive board clutter. Horn of Winter: It's a common! Cut it some slack. :P I suppose it can be brought down to one crystal? Death Grip: Sorry, crappy wording, but nyope, your opponent retains control of it. They just can't attack with it. Well...on second though, if you did gain control of it, I would've made it deliberately more specific on that? Like, "gain control of a random minion in your opponent's hand" type thing? But I see your point. Bad things happen if the only minion they have in their hand is a Rag...
Wow, I read that Deathbringer Saurfang card completely wrong as heck lol. Nonetheless, I still think it's underpowered. Also, a Silence would just make him completely useless. I think (7) Mana is fair for this card that way it's kinda similar to Gahz'rilla in a way, and also becomes just as useless as Bolvar Fordragon when silenced. It's hard to say if it should be (6) Mana, but because it has 9 Health, it must be at least (7) for this kind of effect.
Wait, what? Are you serious for Horn of Winter? Make it (1) Mana at least lol. I still think it should give +2/+1 though, simply 'cause most of your weapons are kind of like heavy hitter/glass-cannon-types.
Death Grip - No, from your ambiguous wording, it can be assumed that a minion from your opponent's hand is summoned to your side. Even without it saying so. When a card says something like "Battlecry: Summon a 2/1 Dragon." it means it's summoned on your side. In the case of Death Grip, it's worded the exact same way. Therefore, you have to specify where it's going if it's coming from your opponent, and even if we know what you mean. You must say something like, "Your opponent (effect)." to avoid any sort of confusion.
Okay these are awesome and it is really cool you took the time to make such cool cards and share your ideas.
Am I the only one that looks at decay and gets scared the %^$# out of? I don't think it is under powered. I know it might take long for big minions. You do have spells that spread it around though. Plus the decay weakens them to make trades better. I think it is reall bad #$@!
As for Saurfang. That card is AWESOME! What a clever idea. How is he underpowered. You could have him out and then Alex yourself the next turn to make him a finisher lol!
Thanks again. I really enjoyed looking through the cards.
Alright. How about...+1/+2 for Horn of Winter? I want to try to keep in somewhere in the realm of WoW, and since Horn isn't so much as a quick damage buff but rather an extended period buff, I would think durability is a wee bit more key. Now...Death Grip. The more I read your posts, the more I just want to get rid of that card. :P I guess I just can't think of a neat ability for it yet. Since it's a key DK tanking skill, I thought it had an obligation to be in here, but I suppose I'll save it for later.
@Drugan: Yay! :D You know, I actually had thoughts to revamp Decay to make it -1/-1 at the end of each turn instead of just Health, but I dunno. That seems kind of broken. And when you get around to it, tiny minions matter more in Hearthstone, and Decay is a weenie killer.
Alright, cool. I would like to generate some Death Knight cards just to add to the forum, it's just I'm a little busy trying to create a custom hearthstone adventure... perhaps once I'm finished the first part of it.
Obliterate seems to be a little weak. Is there a spell that decays all minions? Even if so, maybe make it 4 mana and deal 2 damage for each decayed minion.
Here's some Death Knight cards to add to the collection:
Gravelord: Basic card to manipulate your hero power, since there seemed to be a lacking of those cards in this set.
Undead Apprenticeship: This might be kind of far-off when in comes to a realistic name, but the ability itself seems balanced, as Decay makes it +5/+5 on your opponent's turn.
Undead Grunt: Yeah, I have a bit of a theme going on. This one's a lot like Zombie Chow, but has a bit of different functionality. Techincally, it's a 2/2 on your opponent's turn, and then a 2/1 back at the start of your turn, and then it dies after.
Teron Gorefiend: This isn't my making, however I love this minion's ability to bits. Completely fits with the undeath theme, and feels like a card that would be implemented into the game.
(lol, I think your images are a little small compared to the amount of writing in them. My only criticism would be make the cards more simpler since Hearthstone is about cards that are easy to understand.)
Gravelord's just awesome. :3 Sure the gimmick with DK is that his hero power is random, but I do appreciate a little bit of control here and there for a price. And Deci...those cards are too tiny! D: Risizing to about 65% of what it was originally is the best I think. It's what everyone around here uses.
Anyway, it's been a while since I made anything. Again, this isn't a particular theme - just some ideas I wanted to get out of my head.
Legendaries:
Epics:
Uncollectibles:
Blood-Queen Lana'thel is pretty self-explanatory - she's basically an evil Archmage Antonidas with an effect where you're not entirely sure what you'll get, and when you get it, it could massively help you or cripple you. The Blood Prince Council was more fun to make! They're known to be a particularly annoying encounter in the game, but not at all challenging (if you have a decent hunter in the group at least to shoot down that damn bomb...). I figured the best way to translate that is to perceive them as cockroaches...squash one, and another one pops up. :3 At 5 mana, a 3/3 that deathrattles another 3/3 upon death isn't too impressive...except that one also deathrattles another 3/3. It takes a while, but the obvious pay-off is Invocation of Blood, a card with some creative usefulness!
EDIT: Whoops! Taldaram's effect is supposed to be a Deathrattle, not a Battlecry!
For Keleseth's Persuaders I would change the wording to "Whenever your opponent summons a minion, give it -1/-1 and this loses 1 durability." Instead of losing -1/-1, being double-negatives which technically means it's actually giving them +1/+1.
@Embernaga:
Deathbringer Saurfang: It culminates - total damage your hero has taken. So if your hero's health is at 16, Saurfang would have 14 attack, and it constantly changes depending on your hero's health - much like Lightspawn. In short, with Saurfang out, the less health your hero has, the better...erm, for him anyway. All the same, his attack is the result of an ability, so a silence would make him into a very expensive board clutter.
Horn of Winter: It's a common! Cut it some slack. :P I suppose it can be brought down to one crystal?
Death Grip: Sorry, crappy wording, but nyope, your opponent retains control of it. They just can't attack with it. Well...on second though, if you did gain control of it, I would've made it deliberately more specific on that? Like, "gain control of a random minion in your opponent's hand" type thing? But I see your point. Bad things happen if the only minion they have in their hand is a Rag...
Wow, I read that Deathbringer Saurfang card completely wrong as heck lol. Nonetheless, I still think it's underpowered. Also, a Silence would just make him completely useless. I think (7) Mana is fair for this card that way it's kinda similar to Gahz'rilla in a way, and also becomes just as useless as Bolvar Fordragon when silenced. It's hard to say if it should be (6) Mana, but because it has 9 Health, it must be at least (7) for this kind of effect.
Wait, what? Are you serious for Horn of Winter? Make it (1) Mana at least lol. I still think it should give +2/+1 though, simply 'cause most of your weapons are kind of like heavy hitter/glass-cannon-types.
Death Grip - No, from your ambiguous wording, it can be assumed that a minion from your opponent's hand is summoned to your side. Even without it saying so. When a card says something like "Battlecry: Summon a 2/1 Dragon." it means it's summoned on your side. In the case of Death Grip, it's worded the exact same way. Therefore, you have to specify where it's going if it's coming from your opponent, and even if we know what you mean. You must say something like, "Your opponent (effect)." to avoid any sort of confusion.
Okay these are awesome and it is really cool you took the time to make such cool cards and share your ideas.
Am I the only one that looks at decay and gets scared the %^$# out of? I don't think it is under powered. I know it might take long for big minions. You do have spells that spread it around though. Plus the decay weakens them to make trades better. I think it is reall bad #$@!
As for Saurfang. That card is AWESOME! What a clever idea. How is he underpowered. You could have him out and then Alex yourself the next turn to make him a finisher lol!
Thanks again. I really enjoyed looking through the cards.
Alright. How about...+1/+2 for Horn of Winter? I want to try to keep in somewhere in the realm of WoW, and since Horn isn't so much as a quick damage buff but rather an extended period buff, I would think durability is a wee bit more key. Now...Death Grip. The more I read your posts, the more I just want to get rid of that card. :P I guess I just can't think of a neat ability for it yet. Since it's a key DK tanking skill, I thought it had an obligation to be in here, but I suppose I'll save it for later.
@Drugan: Yay! :D You know, I actually had thoughts to revamp Decay to make it -1/-1 at the end of each turn instead of just Health, but I dunno. That seems kind of broken. And when you get around to it, tiny minions matter more in Hearthstone, and Decay is a weenie killer.
Now....here are some potential replacement cards!
Legendary:
Epic:
Rare:
Common:
Uncollectible:
WhiskyGeorge, did you ever say a certain source where you find your art, or do you just know how to find individual art?
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I just try to find whatever I can on the WoW official art uploads, or any WoW TCG stuff I can dig up.
Alright, cool. I would like to generate some Death Knight cards just to add to the forum, it's just I'm a little busy trying to create a custom hearthstone adventure... perhaps once I'm finished the first part of it.
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If you need art, try http://www.wowcards.info
Obliterate seems to be a little weak. Is there a spell that decays all minions? Even if so, maybe make it 4 mana and deal 2 damage for each decayed minion.
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
There's two spells that Decay all minions, in addition to the legendary minion Plague Tank.
Here's some Death Knight cards to add to the collection:
Gravelord: Basic card to manipulate your hero power, since there seemed to be a lacking of those cards in this set.
Undead Apprenticeship: This might be kind of far-off when in comes to a realistic name, but the ability itself seems balanced, as Decay makes it +5/+5 on your opponent's turn.
Undead Grunt: Yeah, I have a bit of a theme going on. This one's a lot like Zombie Chow, but has a bit of different functionality. Techincally, it's a 2/2 on your opponent's turn, and then a 2/1 back at the start of your turn, and then it dies after.
Teron Gorefiend: This isn't my making, however I love this minion's ability to bits. Completely fits with the undeath theme, and feels like a card that would be implemented into the game.
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I see it has become my turn to add some cards. Behold my awesomeness!
-Jk, love all the cards
-Max quote
Thank you to:
http://tvtropes.org/pmwiki/pmwiki.php/Characters/WarcraftOthers
http://www.wowwiki.com/Death_Knight
http://www.trollandtoad.com/products/search.php?search_category=482&search_words=Moonlit Strider&Image1_x=0&Image1_y=0&searchmode=basic&page=2
http://www.scrollsoflore.com/forums//archive/index.php?t-215569-p-24.html
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
(lol, I think your images are a little small compared to the amount of writing in them. My only criticism would be make the cards more simpler since Hearthstone is about cards that are easy to understand.)
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Thanks for this thread I have really enjoyed the cards and themes of the class thus far as I love everything DK in wow. Keep up the great work.
Your soul will be mine for $9.99....
Gravelord's just awesome. :3 Sure the gimmick with DK is that his hero power is random, but I do appreciate a little bit of control here and there for a price. And Deci...those cards are too tiny! D: Risizing to about 65% of what it was originally is the best I think. It's what everyone around here uses.
Anyway, it's been a while since I made anything. Again, this isn't a particular theme - just some ideas I wanted to get out of my head.
Legendaries:
Epics:
Uncollectibles:
Blood-Queen Lana'thel is pretty self-explanatory - she's basically an evil Archmage Antonidas with an effect where you're not entirely sure what you'll get, and when you get it, it could massively help you or cripple you. The Blood Prince Council was more fun to make! They're known to be a particularly annoying encounter in the game, but not at all challenging (if you have a decent hunter in the group at least to shoot down that damn bomb...). I figured the best way to translate that is to perceive them as cockroaches...squash one, and another one pops up. :3 At 5 mana, a 3/3 that deathrattles another 3/3 upon death isn't too impressive...except that one also deathrattles another 3/3. It takes a while, but the obvious pay-off is Invocation of Blood, a card with some creative usefulness!
EDIT: Whoops! Taldaram's effect is supposed to be a Deathrattle, not a Battlecry!
For Keleseth's Persuaders I would change the wording to "Whenever your opponent summons a minion, give it -1/-1 and this loses 1 durability." Instead of losing -1/-1, being double-negatives which technically means it's actually giving them +1/+1.
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Bwah, of course! Too many mistake this round. :< Thanks for pointing it out.