A while back ago, I made a hypothetical DK class set. I wasn't too happy with some of the cards so I had it tweaked per some guys' suggestions on here. All the same, I made even more crap for a more complete set! Now for the "Classic Set."
Hero & Hero Power(s):
The Death Knight (at least my take on it!) has two things going for it: Runeforging and Decay. The whole idea behind Runeforging is having the ability to change your Hero Power. When you first start, Thessarian's Hero Power would simply be Runeforge, then once used would turn into something random. If you're unhappy with the result, there are some cards down here below that essentially let you re-roll; you could still end up with the same rune you had before. Decay is a nasty little minion killer - any minion inflicted with Decay loses 1 Health at the end of each turn. Cannot be used against enemy heroes, and as always, can be silenced to be rid of it.
Minions:
Spells:
Weapons:
Some more stuff in the next post! (Don't want to make this one too big. You understand, right mods!? Of course you do. Ya'll are an understanding bunch! ;) )
And now the last set! Doesn't really have any particular theme, but I played around with the idea of DK's having secrets. They're not terribly powerful, but not sure if necessary either.
Legendaries:
I'm not gonna lie. :P I rather like this one! I always wondered what it would be like to Decay a Hero, but no matter how much I thought, it just seemed too broken of a concept - cause...y'know, can't exactly silence a hero to get rid of it. And then, Iron Juggernaught came! All Majestic like, with the solution!
Epics:
Reaping is the only way to get a Death Rune. The Death Rune itself is designed to trip up careless players - it basically gives you 11 crystals, so long as you use it first. There are players out there who are in such a hurry they'll forget all about it and waste it...
Rares:
Commons:
So! I wanna know what you guys think in-depth! And by all means, add to it! I want this to be the definitive fan-made DK class! :D
This is most awesome, I was in the process of creating a death knight class deck myself, and I had the same idea about Decay as you did it seems. Yours is very well put together, kudos!
A few of the cards seem confusing in text, and can probably be simplified.
Mostly Contraption and Shield of Distortion. Also I believe there to be a typo on Crippling Strike. It would lose 3 attack, as to lose -3 atk would give it +3 atk. (Double negatives, you see)
My favorite has to be Frost Presence, it has a good side and a bad side that fits very well with the game :)
Hi, there. Allow me to have the honors of offering my critique to the entirety of your Death Knight class, sir or ma'am. Please do not take any offense as I want you to create awesome and unique cards. I know you have fabulous ideas, you just need to adjust a part of balancing mindset. :)
First off, your class is severely underpowered. I'm not sure if you were too afraid that your cards were OP or not. However, it's not good to be too safe when making your cards. It just ends up being weak in the end. It's better to make something as close to OP, but balanced at the same time. Even if it's OP, you can always adjust things and the experience of making cards just becomes fun in that way.
I'm not sure if I agree if the Hero Power should be randomly permanent, it should be strictly a singular hero power. Sure it offers a different game each time, but it's unpredictable on what you get. It could ultimately decide the game from the start, which isn't great design. Also, I really adore the idea of an interchangeable Hero Power, but seemingly the idea hasn't been executed well in this set yet,
The Hero Power should be Blood Rune or Unholy Rune instead. Choose between one of them. Personally, I like Blood Rune as it affects the board right away instead of Unholy Rune. Frost Rune is bad. It should be +1 Attack this turn, but even then it's underpowered, because Druid's is better. Plus you don't always reliably gain a weapon all the time like Rogue.
The Decay status effect is VERY underpowered. It takes too long for it to matter in the long-run and damage over time isn't great without potential synergy or more to go with it. In your case, you have almost little to no synergy involving your Decay status effect.
Deathbringer Saurfang has a unique concept. However, it is quite bad with this card. It has miserable stats for a (10) mana card, is weak to all kinds of removal and control cards, it is SUPER bad if you get it at the start, too slow to play, and takes too long to give it value. Gahz'rilla ends up being 3x better than this card because it's at (7) mana, has better stats at 6/9, and is a Beast that Hunters can use to great effect. Conversely, you can make this card, a (7) Mana creature if you want to keep the effect. It's only good being in Decay, but even then it's kinda subpar.
Stormwind Death Knight, remove the Taunt and it's fine. Having Taunt is a little OP.
Darkhand, I like the card, good job with this card. It offers synergy with some stuff as well.
Necropolis Quartermaster, it is all right. I don't think it deserves to be a rare, because the effect isn't really that good and sometimes situational. It should also have 2/3 instead of 3/2. You could even make the card have 2/4 stats even.
Gargoyle, it's a bad card. I'm sorry. It needs to be at least 5/6, even then, it's still bad. Not to mention, it's not really all that interesting. I don't really like it that much.
Deathcaller, I really like the flavor of this card and I think it's awesome. Really good card. You could probably make it a 2/3 or 3/2 too.
Ghoulmaster, spectacular design for this card. It's similar to a Harvest Golem, but it's also good and not as good as Harvest Golem, because it has 3 Health and Ghoulmaster has 2. I really like this card.
Army of the Dead, really situational card, but it's decent in what it provides. It's like an opposite Soul of the Forest. However, in that sense, this card is really bad though, it could be (4) or even (3) Mana.
Outbreak, this card is all right, It doesn't remove any present state of the board because it doesn't do any damage until the end of the turn. It's more of a delay card like Mage's Frost Nova combined with the Paladin's Consecration technically. It's decent, but it's not great. I prefer the Priest's Light Bomb over this card imo.
Mind Freeze, this is what it would be like Loatheb was converted into a spell. Really good card. I'm unsure if it's OP, but I think it's fine. A part of me likes it and the other is trying to figure it out.
Unholy Presence, um... it's not a remarkable card that's for sure. In fact, I'd rather you make a class-specific weapon that inflicts Decay instead of a card that applies it to a weapon. Especially since most ways your Death Knight class gets weapons are from minions. This card could be (0) or (1) Mana, because it doesn't really do anything too significant or if any.
Blood Presence, just like Unholy Presence, I'd rather have a weapon that has this ability instead. I like the idea of a class that uses enchantments to improve a weapon, but ultimately the class has to be focused entirely on weapons to be any good like Rogue does.
Dark Transformation, this card could be a basic Death Knight card in my opinion. It's very underwhelming at the moment. I know it's only (0) Mana, but the effect is too situational to matter and requires that you have at least 2 minions. +2/+2 could be done instead. Choosing a minion is also a good way to the buff the card too.
Horn of Winter, once again, very situational when Death Knight has a difficult time acquiring weapons at appropriate times, underwhelming, and bad card. Also, try not to use another class's mechanics, using the Druid's Choose One is specific to only him in the Warcraft universe (at least so far that is). You should also make this card be: "Give your weapon +2/+1."
Anti-Magic Shell, I like the idea of this card. It's very different from the other ideas that other Death Knight class set idea uses. I love it. :)
Death & Decay, I think this card could reasonably cost (4) instead, as Decay is not really that great. Heck, it could probably be even (3) Mana. The problem with Decay is that while it will eventually kill the minion, suiciding/trading their minion into yours will most likely occur first, therefore, it's not really viable.
Frost Presence, I LOVE the idea behind the card. However, it's difficult to judge the balance of this card in my opinion. It's like having a 0/10 Mega-Taunt minion on your field for (4) Mana, which is kinda bad and good. It's a powerful way of being able to make your opponent unable to trade with your minions for only 4 Mana. I think it's OK though. I'm probably leaning it to being (5) Mana though.
Raise Ally, it's not good. Simply 'cause it takes a card slot in your deck and doesn't really offer much else. It's better to just add a (2) Mana minion instead to your deck. However, if the effect was like, "Return a random friendly minion that died this turn to the battlefield." then it would be pretty cool.
Death Grip is an even worse version of the Spare Part - Rusty Horn which gives any minion Taunt for 1 Mana and worse than Druid's Mark of the Wild which gives +2/+2 as well as Taunt. This card seriously needs to have an entirely different effect. It doesn't feel like a grip neither. something like, "Giving a minion, 'Can't Attack.'" would be better, even if it's uncreative.
Death Coil is albeit seemingly OP, but at the same time, it's not? However, it is one of the best cards and maybe even balanced I think.
Blood Plague is giving a minion Decay for a Mana Cost, which is extremely bad. Even at (0) Mana, it's hard to say if even that is useful. Warlock's Corruption is better than this card and it's for (1) Mana.
Runeforge, I'd rather this card be a minion that has something like, "Battlecry: Transform your Hero Power into another random Rune." or "At the end of your turn, your Hero Power permanently becomes a random Rune." As a spell, it has no practical uses and serves as no change to the present board unless you have (4) or more Mana.
Rune Blade, It's just OK. That's about all it is. That said, the weapon being at (4) Mana severely hinders the situational synergies it has with stuff like Necropolis Quartermaster.
Runed Soulblade, good card design. I love it. More cards like this one. :)
Frost Greataxe, hm... 6/1, eh? Uh... sure. It works! I think it's a nice weapon, it's like a finisher.
Plague Tank is pretty interesting. However, it's another card that has no sustaining or present board change effect. I think the effect should be more constant like, "Your opponent's minions are Decaying." and give some threatening stats at least 1/10 or 2/10. Or if we want to get major, maybe something like 5/6. Even then it feels more of an Epic-type minion then a Legendary.
Icy Touch is pretty cool, no pun intended. But once again, it should be something that's given via weapon or minion to increase its usefulness. The problem is that it requires a minion to survive. Otherwise, change it to (1) if you're keen on it.
Plague Strike - There's finally a card with some synergy involved with using Decayed minion. Problem is that it only deals its damage to the hero. I think it should be an enemy character. That way it provides a lot more uses than being a weaker or stronger Mind Blast.
The Contraption - I think the card has a lot of alluring flavor. I love this card, however, even with the random Attack changes, I still think the card needs to be (5) Mana simply because of its chance of dealing 18 damage for (4) Mana and provides a Spare Part.
Gutbuster - Pretty good weapon actually. Or rather I think it's fine, but I don't know. It's kinda similar to an Eaglehorn Bow, but you have to kill something with it instead of activating a Secret.
Diseased Murloc - I like the card. It's got good vanilla stats and has a neat flavorful effect.
Dancing Rune Weapon, I think this card can be (3) Mana imo. It's a only 2/2 weapon which is already 2 Mana. The ability to summon a 2/2 from an effect can range from 1 to 2 Mana, but since it's only a 2/2 with no effect. It's OK to have be the +1 Mana Cost of the weapon instead of +2.
Acherus Defender - Really underpowered. 1/5 is OK for this minion. But I still think the card needs a reworking elsewhere like the ability.
Triton the Sacrilegious is one of those cards that's hard to judge if it's OP or not. I really like this card though because it really fits. It's got passable stats and has a cool effect. It's good in a control deck so you can finish off your opponent slowly but surely in the late-game. It's quite OP if you were to play it again via Youthful Brewmaster, but that is situational, so again it's difficult to say.
Reaping is a really slow card in itself and Death Rune Hero Power is actually really bad. You should probably reread that again, because what it is is, "Give yourself -1 Mana Crystal this turn." The cost of using the Hero Power overrides the Innervate power it's supposed to give. It needs to be, "Gain 4 Mana Crystals this turn."
Bloody Grip is situational and is even worse than Rogue's Tinker's Sharpsword Oil. It does have the interchangeable Hero Power thing which is neat to see though.
Pestilence, good board clear, I think it's appropriately costed. It's very situational to Decay minions sometimes, but with some of the changes I suggested, it would probably have to cost (5) Mana. But it's fine the way it is. Good card.
Lv. 55 Death Knight, what an interesting type of summoning minion. I think it's OP at (4) Mana though. 2 Mana gets you a 1/4 and 3 Mana gets you 3/4, so in theory this should cost (5) Mana even if it's a Class card. If you want to keep it with Taunt, the Ghoul Mook should be 1/2 or 1/3 instead.
Crippling Strike, wait now you have Secrets? xD But yeah, anyway this card is really nice. Good work. 2 Mana is good for this type of Secret. I'm not sure if it that's useful though. Although, combined with Decay, it's decent.
Coldheart, I like the fact that it changes your Hero Power with this card, I think this card is pretty cool but it's also bad. Once again the Frost Rune Hero Power is really situational. It's essentially a (7) Mana 4/4, "Give your weapon +1 Attack."
Shield of Distortion, I think this card should be reworked, I think it shouldn't even be a Secret, it should be just give a minion or minion(s), "Can't be targeted by spells or Hero Powers."
Razuvious' Former Student, lol. I think it's OK? This is a funny card. :)
Shadows of Death, wow this is actually OP, the destroy effect part is fine since you need to Decay a minion, but that 3 damage to the enemy hero is OP. This is power creep over Sinister Strike.
Corpse Explosion, I really like this card, but I think it's a tad bit underpowered compared to Explosive Trap.
Overall, I had fun reading and critiquing your class. I hope you'll like my suggestions and I would love to talk to you more with the class and adjustments, if you would. :)
Hell yeah I would! :D I really appreciate your in-depth critique! I always pictured this little experiment being something that consists of not just myself.
So, per your suggestions I'll start working down the list and improving them! However, the random runes is essentially the whole gimmick behind DK's (Shammies got their random totems, DK's got their random hero powers). We can rework the individual runes to be sure, but the concept needs to stay in-tact.
As for Decay...well, thing is, if you bump it up to 2 health at the end of every turn, it'll simply become overpowered. It needs to be debilitating in some way. Something that pisses the other player off. :)
Hell yeah I would! :D I really appreciate your in-depth critique! I always pictured this little experiment being something that consists of not just myself.
So, per your suggestions I'll start working down the list and improving them! However, the random runes is essentially the whole gimmick behind DK's (Shammies got their random totems, DK's got their random hero powers). We can rework the individual runes to be sure, but the concept needs to stay in-tact.
As for Decay...well, thing is, if you bump it up to 2 health at the end of every turn, it'll simply become overpowered. It needs to be debilitating in some way. Something that pisses the other player off. :)
No problem. If anything I love to read cards especially if they have interesting concepts that have never been done yet like some of the stuff I've read here.
I understand where you're going with the Rune things, but I don't think it should be done once you start the game because it's so random that it's possibly too complex for newbies to understand the hero power properly. However, you MUST rework those runes especially Frost Rune.
It's not so much that Decay is underpowered in damage or its damage potential. However, it's its "damage over time" bit that's a bit unnecessary in Hearthstone. It's situational in when it works, it's really good. Although, most of the time minions would've already traded into each other before the effect really mattered. Of course, if you make more cards that synergizes more with Decay then we can say it's a good effect. Because it's not too underpowered, it's just lacking combos and among other things to make it work.
As a weapon-dependant class, I'm thinking the Frost Rune can be a weapon generator similar to a Rogue's. But obviously some differences and restrictions have to be placed. Something like....flip Frost Rune for 2, add a 2/2 weapon in your hand that costs 1. A slightly better weapon for a slightly higher cost that doesn't come into play immediately. That's just one possibility. Another is...an Icy Talons-esque trick, where your hero gains Windfury until the end of turn for 2 mana. The tradeoff is obviously that your hero needs a weapon equipped. And of course...combine the two! A 1/2 weapon with wind fury for a total cost of 3 mana. It's doable, considering Frost's dual-wielding specialization.
This is pretty boring if I'm the only one making stuff. =_=
You have to be patient. Also, sometimes, people just don't want to comment on stuff. I noticed that there's a lot of people who simply don't comment because of an overwhelming amount of content like your cards and mine. *shrugs*
By the way, don't bump threads if you didn't update anything to go along with your bump lol. xD
Deathbringer Saurfang - If I'm reading it correctly, it constantly changes attack, right? So say I had a 2/4 and 3/4 minion. I attacked your hero with the 2/4 and Saurfang becomes a 2/9, correct? So if I were to attack with the 3/4 minion, it becomes 3/9 instead? If so, this card is even worse than the first card.
Or did you mean if I attack with both the 2/4 and 3/4, Saurfang becomes a 5/9 and adds the damage dealt to your hero? Even if you did mean this effect, it's still really bad even with the Frost Presence + Saurfang combo. The older version was better in that sense. Otherwise, you may to have reword this one to something like: "Gain Attack equal to the damage your hero takes." and change it's stats to something like 3/8 or 4/8 or something, so it isn't like a +2 Health Doomsayer for (8) mana. It having 0 Attack is terrible and very underpowered.
Necropolis Quartermaster - Thank you! He looks much more intimidating being 2/4 for (3) mana with a crazy effect.
Raise Ally - I like the combo potential and pure awesomeness of this card. I think it's a little OP at 0 Mana though. However, I'm not exactly sure either. Probably (1) Mana though if we wanted to be really safe for this card.
Horn of Winter is very, VERY underpowered. I'm not sure if you know, but there's a certain Warrior card called Upgrade!. It's (1) Mana less and does the same thing, and even if you didn't have a weapon, you could equip a 1/3 weapon instead. It needs to be +2/+1 like I suggested in my post, not sure how you got +1/+1. I had Upgrade in mind when I suggested +2/+1.
Death Grip, based on your wording, this summons the minion to YOUR side of the battlefield, right? That's OP.
I think you probably meant to word it like this: "Your opponent summons a random minion from their hand. It Can't Attack."
If this is what you meant, that's just helping your opponent regardless. It's bad in that sense because it doesn't really do anything negative for your opponent most of the time. You spend (2) Mana to summon a minion your opponent would've used Mana to play, even if you were to summon a Battlecry like say Alexstrasza, it's still bad. This is because Silence and Taunt givers like Defender of Argus exists. Even if it "Can't Attack", it still serves as a tool for defense that your opponent could probably utilize.
Perhaps you should make the card more like Death Grip in the game and be something like "Force an enemy minion to attack another minion." for (1) Mana (or even 0 Mana even). However, you can choose whatever you want it to be, but currently as is, it's very weird and in most situations not good for the Death Knight.
I'd like to add some content, if you like. There are also some cards that I haven't made but would be really fitting to the class. Just what sort of theme should the cards follow, and can you list a couple resources that you found Death Knight card art? Here are a couple samples of Death Knight cards I've made previously:
I'll tell you what we are, sister! We're the top of the fucking food chain. The Blood god's coming and after tonight, you people are fucking history. He's a hurricane. An act of God. Anyone caught in his path will instantly be turned. Everyone you've ever known... everyone you've ever fucking loved... it won't matter who's pureblood and who's not. How you gonna cure the whole fucking world?
For that one, I was looking through a single artist's work who did art for Blizzard, and I thought that would be a great card art. Unfortunately, I forgot his name...
As for adding cards to the death knight class, I think the theme may revolve around the runes. I'm just trying to figure out what I'm limited to since a class can't have too many mechanics with its class cards, such as Mage doesn't have cards with Enrage or Overload.
Sorry I haven't been responding. :< I've been in the hospital for a few days cause of the damn flu, but I'm alright now. Time to resurrect this thread! With responses, fixes and new stuffs!
FYI, I love Mana Burn. :3
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A while back ago, I made a hypothetical DK class set. I wasn't too happy with some of the cards so I had it tweaked per some guys' suggestions on here. All the same, I made even more crap for a more complete set! Now for the "Classic Set."
Hero & Hero Power(s):
The Death Knight (at least my take on it!) has two things going for it: Runeforging and Decay. The whole idea behind Runeforging is having the ability to change your Hero Power. When you first start, Thessarian's Hero Power would simply be Runeforge, then once used would turn into something random. If you're unhappy with the result, there are some cards down here below that essentially let you re-roll; you could still end up with the same rune you had before. Decay is a nasty little minion killer - any minion inflicted with Decay loses 1 Health at the end of each turn. Cannot be used against enemy heroes, and as always, can be silenced to be rid of it.
Minions:
Spells:
Weapons:
Some more stuff in the next post! (Don't want to make this one too big. You understand, right mods!? Of course you do. Ya'll are an understanding bunch! ;) )
This tiny set was more or less inspired by Goblins VS. Gnomes.
Legendaries:
Epics:
Rares:
Commons:
And now the last set! Doesn't really have any particular theme, but I played around with the idea of DK's having secrets. They're not terribly powerful, but not sure if necessary either.
Legendaries:
I'm not gonna lie. :P I rather like this one! I always wondered what it would be like to Decay a Hero, but no matter how much I thought, it just seemed too broken of a concept - cause...y'know, can't exactly silence a hero to get rid of it. And then, Iron Juggernaught came! All Majestic like, with the solution!
Epics:
Reaping is the only way to get a Death Rune. The Death Rune itself is designed to trip up careless players - it basically gives you 11 crystals, so long as you use it first. There are players out there who are in such a hurry they'll forget all about it and waste it...
Rares:
Commons:
So! I wanna know what you guys think in-depth! And by all means, add to it! I want this to be the definitive fan-made DK class! :D
This is most awesome, I was in the process of creating a death knight class deck myself, and I had the same idea about Decay as you did it seems. Yours is very well put together, kudos!
A few of the cards seem confusing in text, and can probably be simplified.
Mostly Contraption and Shield of Distortion. Also I believe there to be a typo on Crippling Strike. It would lose 3 attack, as to lose -3 atk would give it +3 atk. (Double negatives, you see)
My favorite has to be Frost Presence, it has a good side and a bad side that fits very well with the game :)
Gets this guy outta here, finds me a dragon!
Thanks! Oh, and as for Crippling Strike...well, the game has double positives like Deadly Poison. So I didn't really think it would be too confusing.
Hi, there. Allow me to have the honors of offering my critique to the entirety of your Death Knight class, sir or ma'am. Please do not take any offense as I want you to create awesome and unique cards. I know you have fabulous ideas, you just need to adjust a part of balancing mindset. :)
First off, your class is severely underpowered. I'm not sure if you were too afraid that your cards were OP or not. However, it's not good to be too safe when making your cards. It just ends up being weak in the end. It's better to make something as close to OP, but balanced at the same time. Even if it's OP, you can always adjust things and the experience of making cards just becomes fun in that way.
I'm not sure if I agree if the Hero Power should be randomly permanent, it should be strictly a singular hero power. Sure it offers a different game each time, but it's unpredictable on what you get. It could ultimately decide the game from the start, which isn't great design. Also, I really adore the idea of an interchangeable Hero Power, but seemingly the idea hasn't been executed well in this set yet,
The Hero Power should be Blood Rune or Unholy Rune instead. Choose between one of them. Personally, I like Blood Rune as it affects the board right away instead of Unholy Rune. Frost Rune is bad. It should be +1 Attack this turn, but even then it's underpowered, because Druid's is better. Plus you don't always reliably gain a weapon all the time like Rogue.
The Decay status effect is VERY underpowered. It takes too long for it to matter in the long-run and damage over time isn't great without potential synergy or more to go with it. In your case, you have almost little to no synergy involving your Decay status effect.
Deathbringer Saurfang has a unique concept. However, it is quite bad with this card. It has miserable stats for a (10) mana card, is weak to all kinds of removal and control cards, it is SUPER bad if you get it at the start, too slow to play, and takes too long to give it value. Gahz'rilla ends up being 3x better than this card because it's at (7) mana, has better stats at 6/9, and is a Beast that Hunters can use to great effect. Conversely, you can make this card, a (7) Mana creature if you want to keep the effect. It's only good being in Decay, but even then it's kinda subpar.
Stormwind Death Knight, remove the Taunt and it's fine. Having Taunt is a little OP.
Darkhand, I like the card, good job with this card. It offers synergy with some stuff as well.
Necropolis Quartermaster, it is all right. I don't think it deserves to be a rare, because the effect isn't really that good and sometimes situational. It should also have 2/3 instead of 3/2. You could even make the card have 2/4 stats even.
Gargoyle, it's a bad card. I'm sorry. It needs to be at least 5/6, even then, it's still bad. Not to mention, it's not really all that interesting. I don't really like it that much.
Deathcaller, I really like the flavor of this card and I think it's awesome. Really good card. You could probably make it a 2/3 or 3/2 too.
Ghoulmaster, spectacular design for this card. It's similar to a Harvest Golem, but it's also good and not as good as Harvest Golem, because it has 3 Health and Ghoulmaster has 2. I really like this card.
Army of the Dead, really situational card, but it's decent in what it provides. It's like an opposite Soul of the Forest.
However, in that sense, this card is really bad though, it could be (4) or even (3) Mana.
Outbreak, this card is all right, It doesn't remove any present state of the board because it doesn't do any damage until the end of the turn. It's more of a delay card like Mage's Frost Nova combined with the Paladin's Consecration technically. It's decent, but it's not great. I prefer the Priest's Light Bomb over this card imo.
Mind Freeze, this is what it would be like Loatheb was converted into a spell. Really good card. I'm unsure if it's OP, but I think it's fine. A part of me likes it and the other is trying to figure it out.
Unholy Presence, um... it's not a remarkable card that's for sure. In fact, I'd rather you make a class-specific weapon that inflicts Decay instead of a card that applies it to a weapon. Especially since most ways your Death Knight class gets weapons are from minions. This card could be (0) or (1) Mana, because it doesn't really do anything too significant or if any.
Blood Presence, just like Unholy Presence, I'd rather have a weapon that has this ability instead. I like the idea of a class that uses enchantments to improve a weapon, but ultimately the class has to be focused entirely on weapons to be any good like Rogue does.
Dark Transformation, this card could be a basic Death Knight card in my opinion. It's very underwhelming at the moment. I know it's only (0) Mana, but the effect is too situational to matter and requires that you have at least 2 minions. +2/+2 could be done instead. Choosing a minion is also a good way to the buff the card too.
Horn of Winter, once again, very situational when Death Knight has a difficult time acquiring weapons at appropriate times, underwhelming, and bad card. Also, try not to use another class's mechanics, using the Druid's Choose One is specific to only him in the Warcraft universe (at least so far that is). You should also make this card be: "Give your weapon +2/+1."
Anti-Magic Shell, I like the idea of this card. It's very different from the other ideas that other Death Knight class set idea uses. I love it. :)
Death & Decay, I think this card could reasonably cost (4) instead, as Decay is not really that great. Heck, it could probably be even (3) Mana. The problem with Decay is that while it will eventually kill the minion, suiciding/trading their minion into yours will most likely occur first, therefore, it's not really viable.
Frost Presence, I LOVE the idea behind the card. However, it's difficult to judge the balance of this card in my opinion. It's like having a 0/10 Mega-Taunt minion on your field for (4) Mana, which is kinda bad and good. It's a powerful way of being able to make your opponent unable to trade with your minions for only 4 Mana. I think it's OK though. I'm probably leaning it to being (5) Mana though.
Raise Ally, it's not good. Simply 'cause it takes a card slot in your deck and doesn't really offer much else. It's better to just add a (2) Mana minion instead to your deck. However, if the effect was like, "Return a random friendly minion that died this turn to the battlefield." then it would be pretty cool.
Death Grip is an even worse version of the Spare Part - Rusty Horn which gives any minion Taunt for 1 Mana and worse than Druid's Mark of the Wild which gives +2/+2 as well as Taunt. This card seriously needs to have an entirely different effect. It doesn't feel like a grip neither. something like, "Giving a minion, 'Can't Attack.'" would be better, even if it's uncreative.
Death Coil is albeit seemingly OP, but at the same time, it's not? However, it is one of the best cards and maybe even balanced I think.
Blood Plague is giving a minion Decay for a Mana Cost, which is extremely bad. Even at (0) Mana, it's hard to say if even that is useful. Warlock's Corruption is better than this card and it's for (1) Mana.
Runeforge, I'd rather this card be a minion that has something like, "Battlecry: Transform your Hero Power into another random Rune." or "At the end of your turn, your Hero Power permanently becomes a random Rune." As a spell, it has no practical uses and serves as no change to the present board unless you have (4) or more Mana.
Rune Blade, It's just OK. That's about all it is. That said, the weapon being at (4) Mana severely hinders the situational synergies it has with stuff like Necropolis Quartermaster.
Runed Soulblade, good card design. I love it. More cards like this one. :)
Frost Greataxe, hm... 6/1, eh? Uh... sure. It works! I think it's a nice weapon, it's like a finisher.
Plague Tank is pretty interesting. However, it's another card that has no sustaining or present board change effect. I think the effect should be more constant like, "Your opponent's minions are Decaying." and give some threatening stats at least 1/10 or 2/10. Or if we want to get major, maybe something like 5/6. Even then it feels more of an Epic-type minion then a Legendary.
Icy Touch is pretty cool, no pun intended. But once again, it should be something that's given via weapon or minion to increase its usefulness. The problem is that it requires a minion to survive. Otherwise, change it to (1) if you're keen on it.
Plague Strike - There's finally a card with some synergy involved with using Decayed minion. Problem is that it only deals its damage to the hero. I think it should be an enemy character. That way it provides a lot more uses than being a weaker or stronger Mind Blast.
The Contraption - I think the card has a lot of alluring flavor. I love this card, however, even with the random Attack changes, I still think the card needs to be (5) Mana simply because of its chance of dealing 18 damage for (4) Mana and provides a Spare Part.
Gutbuster - Pretty good weapon actually. Or rather I think it's fine, but I don't know. It's kinda similar to an Eaglehorn Bow, but you have to kill something with it instead of activating a Secret.
Diseased Murloc - I like the card. It's got good vanilla stats and has a neat flavorful effect.
Dancing Rune Weapon, I think this card can be (3) Mana imo. It's a only 2/2 weapon which is already 2 Mana. The ability to summon a 2/2 from an effect can range from 1 to 2 Mana, but since it's only a 2/2 with no effect. It's OK to have be the +1 Mana Cost of the weapon instead of +2.
Acherus Defender - Really underpowered. 1/5 is OK for this minion. But I still think the card needs a reworking elsewhere like the ability.
Triton the Sacrilegious is one of those cards that's hard to judge if it's OP or not. I really like this card though because it really fits. It's got passable stats and has a cool effect. It's good in a control deck so you can finish off your opponent slowly but surely in the late-game. It's quite OP if you were to play it again via Youthful Brewmaster, but that is situational, so again it's difficult to say.
Reaping is a really slow card in itself and Death Rune Hero Power is actually really bad. You should probably reread that again, because what it is is, "Give yourself -1 Mana Crystal this turn." The cost of using the Hero Power overrides the Innervate power it's supposed to give. It needs to be, "Gain 4 Mana Crystals this turn."
Bloody Grip is situational and is even worse than Rogue's Tinker's Sharpsword Oil. It does have the interchangeable Hero Power thing which is neat to see though.
Pestilence, good board clear, I think it's appropriately costed. It's very situational to Decay minions sometimes, but with some of the changes I suggested, it would probably have to cost (5) Mana. But it's fine the way it is. Good card.
Lv. 55 Death Knight, what an interesting type of summoning minion. I think it's OP at (4) Mana though. 2 Mana gets you a 1/4 and 3 Mana gets you 3/4, so in theory this should cost (5) Mana even if it's a Class card. If you want to keep it with Taunt, the Ghoul Mook should be 1/2 or 1/3 instead.
Crippling Strike, wait now you have Secrets? xD But yeah, anyway this card is really nice. Good work. 2 Mana is good for this type of Secret. I'm not sure if it that's useful though. Although, combined with Decay, it's decent.
Coldheart, I like the fact that it changes your Hero Power with this card, I think this card is pretty cool but it's also bad. Once again the Frost Rune Hero Power is really situational. It's essentially a (7) Mana 4/4, "Give your weapon +1 Attack."
Shield of Distortion, I think this card should be reworked, I think it shouldn't even be a Secret, it should be just give a minion or minion(s), "Can't be targeted by spells or Hero Powers."
Razuvious' Former Student, lol. I think it's OK? This is a funny card. :)
Shadows of Death, wow this is actually OP, the destroy effect part is fine since you need to Decay a minion, but that 3 damage to the enemy hero is OP. This is power creep over Sinister Strike.
Corpse Explosion, I really like this card, but I think it's a tad bit underpowered compared to Explosive Trap.
Overall, I had fun reading and critiquing your class. I hope you'll like my suggestions and I would love to talk to you more with the class and adjustments, if you would. :)
Hell yeah I would! :D I really appreciate your in-depth critique! I always pictured this little experiment being something that consists of not just myself.
So, per your suggestions I'll start working down the list and improving them! However, the random runes is essentially the whole gimmick behind DK's (Shammies got their random totems, DK's got their random hero powers). We can rework the individual runes to be sure, but the concept needs to stay in-tact.
As for Decay...well, thing is, if you bump it up to 2 health at the end of every turn, it'll simply become overpowered. It needs to be debilitating in some way. Something that pisses the other player off. :)
FYI, the Runeblade and Skull Cleaver are uncollectibles, and since they're automatically equipped as an effect I see no reason to change them.
I guess I should mark a card somewhere if its UC?
No problem. If anything I love to read cards especially if they have interesting concepts that have never been done yet like some of the stuff I've read here.
I understand where you're going with the Rune things, but I don't think it should be done once you start the game because it's so random that it's possibly too complex for newbies to understand the hero power properly. However, you MUST rework those runes especially Frost Rune.
It's not so much that Decay is underpowered in damage or its damage potential. However, it's its "damage over time" bit that's a bit unnecessary in Hearthstone. It's situational in when it works, it's really good. Although, most of the time minions would've already traded into each other before the effect really mattered. Of course, if you make more cards that synergizes more with Decay then we can say it's a good effect. Because it's not too underpowered, it's just lacking combos and among other things to make it work.
As a weapon-dependant class, I'm thinking the Frost Rune can be a weapon generator similar to a Rogue's. But obviously some differences and restrictions have to be placed. Something like....flip Frost Rune for 2, add a 2/2 weapon in your hand that costs 1. A slightly better weapon for a slightly higher cost that doesn't come into play immediately. That's just one possibility. Another is...an Icy Talons-esque trick, where your hero gains Windfury until the end of turn for 2 mana. The tradeoff is obviously that your hero needs a weapon equipped. And of course...combine the two! A 1/2 weapon with wind fury for a total cost of 3 mana. It's doable, considering Frost's dual-wielding specialization.
Ch-ch-ch-changes! Or at least the first round.
Deathbringer Saurfang - Complete overhaul.
Stormwind Death Knight - Removed Taunt.
Necropolis Quartermaster - Tweaked stats.
Army of the Dead - Lowered cost.
Dark Transformation - Effect buff.
Raise Ally - Complete overhaul.
Death & Decay - Lowered cost.
Unholy Presence - Lowered cost.
Horn of Winter - Complete overhaul.
Blood Presence - Lowered cost.
Runeforge - Lowered cost.
Death Grip - Complete overhaul.
This is pretty boring if I'm the only one making stuff. =_=
You have to be patient. Also, sometimes, people just don't want to comment on stuff. I noticed that there's a lot of people who simply don't comment because of an overwhelming amount of content like your cards and mine. *shrugs*
By the way, don't bump threads if you didn't update anything to go along with your bump lol. xD
Deathbringer Saurfang - If I'm reading it correctly, it constantly changes attack, right? So say I had a 2/4 and 3/4 minion. I attacked your hero with the 2/4 and Saurfang becomes a 2/9, correct? So if I were to attack with the 3/4 minion, it becomes 3/9 instead? If so, this card is even worse than the first card.
Or did you mean if I attack with both the 2/4 and 3/4, Saurfang becomes a 5/9 and adds the damage dealt to your hero? Even if you did mean this effect, it's still really bad even with the Frost Presence + Saurfang combo. The older version was better in that sense. Otherwise, you may to have reword this one to something like: "Gain Attack equal to the damage your hero takes." and change it's stats to something like 3/8 or 4/8 or something, so it isn't like a +2 Health Doomsayer for (8) mana. It having 0 Attack is terrible and very underpowered.
Necropolis Quartermaster - Thank you! He looks much more intimidating being 2/4 for (3) mana with a crazy effect.
Raise Ally - I like the combo potential and pure awesomeness of this card. I think it's a little OP at 0 Mana though. However, I'm not exactly sure either. Probably (1) Mana though if we wanted to be really safe for this card.
Horn of Winter is very, VERY underpowered. I'm not sure if you know, but there's a certain Warrior card called Upgrade!. It's (1) Mana less and does the same thing, and even if you didn't have a weapon, you could equip a 1/3 weapon instead. It needs to be +2/+1 like I suggested in my post, not sure how you got +1/+1. I had Upgrade in mind when I suggested +2/+1.
Death Grip, based on your wording, this summons the minion to YOUR side of the battlefield, right? That's OP.
I think you probably meant to word it like this: "Your opponent summons a random minion from their hand. It Can't Attack."
If this is what you meant, that's just helping your opponent regardless. It's bad in that sense because it doesn't really do anything negative for your opponent most of the time. You spend (2) Mana to summon a minion your opponent would've used Mana to play, even if you were to summon a Battlecry like say Alexstrasza, it's still bad. This is because Silence and Taunt givers like Defender of Argus exists. Even if it "Can't Attack", it still serves as a tool for defense that your opponent could probably utilize.
Perhaps you should make the card more like Death Grip in the game and be something like "Force an enemy minion to attack another minion." for (1) Mana (or even 0 Mana even). However, you can choose whatever you want it to be, but currently as is, it's very weird and in most situations not good for the Death Knight.
I'd like to add some content, if you like. There are also some cards that I haven't made but would be really fitting to the class. Just what sort of theme should the cards follow, and can you list a couple resources that you found Death Knight card art? Here are a couple samples of Death Knight cards I've made previously:
-
I love the art for the Spitebone Guardian
I'll tell you what we are, sister! We're the top of the fucking food chain. The Blood god's coming and after tonight, you people are fucking history. He's a hurricane. An act of God. Anyone caught in his path will instantly be turned. Everyone you've ever known... everyone you've ever fucking loved... it won't matter who's pureblood and who's not. How you gonna cure the whole fucking world?
For that one, I was looking through a single artist's work who did art for Blizzard, and I thought that would be a great card art. Unfortunately, I forgot his name...
As for adding cards to the death knight class, I think the theme may revolve around the runes. I'm just trying to figure out what I'm limited to since a class can't have too many mechanics with its class cards, such as Mage doesn't have cards with Enrage or Overload.
-
Saurfang OP, other than that though it's pretty awesome.
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
Also wish obliterate was there, one of the key death knight moves.
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
Here's the guy who created the art for the Spitebone Guardian, and he has some other cool art to choose from as well: https://daarken.com/
-
Sorry I haven't been responding. :< I've been in the hospital for a few days cause of the damn flu, but I'm alright now. Time to resurrect this thread! With responses, fixes and new stuffs!
FYI, I love Mana Burn. :3