Arthas Menethil : Arthas was very devoted about saving his people from the Scourge, even through any means necessary. Therefore, it makes sense that this card would have a strong interaction against a Deathrattle (or "undead", mostly) minion. Typically, Deathrattle cards are "Summon another minion in this one's place", which alone gives them A LOT of value. Cards like Piloted Sky Golem, Sneed's Old Shredder, or Cairne Bloodhoof come to mind. I gave Arthas this ability, because Paladin decks are mostly about control.
Garona : Garona is a well known Warcraft icon, and a masterful assassin. For Hearthstone, she adds a little flavor for the Rogue class. You can use Backstab on ANY (non-stealthed) minion, instead of minions at full health. Also, attacking with her nets you another Backstab. The more you can attack with her, the more value you will get.
Halfus Wyrmbreaker : I don't know too many hunters in the lore of Warcraft. Yet I thought of a neat idea when I looked at his information in the World of Warcraft dungeon journal. When the fight is started, he has a random assortment of dragons to assist him, which changes on a weekly basis. While I don't yet have ideas for what all the "Imprisoned Dragons" could be, at least one of them could be similar to Onyxia's Battlecry (summon many whelps). Animal Companion works the same way (summon a random minion), so I figured this would fit in just fine.
Kalecgos : There were quite a few ideas I had to work into Kalecgos' ability, but I settled on "Fireblast freezes". This adds a neat trick up a mages sleeze, allowing them to freeze each turn on demand. It might not help much against an aggro deck, but could push the fight more into their favor against slower decks.
Tyrande : Tyrande has been around for quite some time, in both lore and video game franchise. As with Kalecgos, I had a few ideas of what her ability could be, but in the end I settled for using her Sentinel. Having your opponent's hand revealed while the sentinel lives could be of huge value to the owner of the Sentinel, as you know if they have hard removal, answers to certain situations, etc. If this seems too powerful, the Sentinel could maybe reveal "X amount of cards in your opponent's hand", instead of all cards. Another idea is to briefly show only cards that the enemy draws, and then return them to a hidden state.
Ysondre : A green dragon, corrupted by the Emerald Nightmare. You can think of her as an "emergency Ysera", where you can immediately generate and put 2 Dream cards into your hand, but they are more risky to use; they are infected with the Emerald Nightmare! They cost 6 more mana, meaning even if you draw the most expensive Dream card, you can still play it eventually. Still, even a 6 cost Dream has quite a lot of value, as you can completely bypass a taunt, a buffed up super minion, etc. On a side note, it might be for the best if Ysondre can't be returned to the hand...
Hmm, costs seem too high, making them impractical. None of them would be used on respective turns.
Also, I think Keristrasza (Nexus boss) would be more fitting for that effect than Kalecgos.
Either the health and damage need to be lowered a bit, or their cost needs to be increased, because of how strong their effects are. I went with the higher cost, but that part is just a trial and error kind of thing.
On Keristrasza, yeah I'm kind of liking that idea. Maybe Kalecgos can change to have a neat interaction if Anveena is ever introduced into the game. Something like "If Anveena has died this game, Kalecgos gets **Enrage: +X/+X" (values to be determined). At first glance, a legendary enrage minion for mage might seem odd, but I've seen quite a few people run enrage/"takes damage" minion decks, because of their ability to ping their own minions.
These are all overpriced for the stat line and effects.
Arthas: Being able to destroy AT BEST Sylvanas but for the most part having him reliably for a 2-4 drop card with a low-impact death rattle isn't that scary. For that the cost needs to be lowered and the stats raised. Killing a Harvest Golem at turn 9 has no board impact that late in the game.
Garona: As a 7-drop that only gains value from attacking, the health is a bit shallow and the attack not so threatening. Given that Dr. Boom is a 7/7 with 2-8 dmg potential automatically on the board coming in is big and makes this card look a bit shrimpy. Rather than attacking giving Backstabs, perhaps it's an inherent battlecry to give 2 in your hand? For the cost, she needs an immediate impact.
Halfus: What's the token minion? Hard to judge without that. Compare to Ysera who has 16 total stats and can get you a 7/6 for 4. At the 8-drop slot, the token better be good to make up for the lacking stats.
Kalecgos: Love the idea of making Fireblast more dynamic for freeze mages (though I hate them). The stats should be bumped up though. Unless he's a turn-10 play, he needs to survive a turn to be useful, and a 4/8 isn't much to get rid of.
Tyrande: Blizzard severely dislikes anything that manipulates the opponent's hand, including being able to see it. Either way, the effect isn't powerful enough to justify an 8-drop being a 3/5
Ysondre: I like where you're going with this, but Dream cards were intentionally made as late-game swing cards. Gaining access to them earlier even at a higher cost seems a bit OP. Having Ysera Awakens on turn 8 instead of 9 (and potentially getting up to 4 if this card hangs around that long) is nuts. Also, Ramp druid will make this an auto-include. Turn 4 innervate (or turn 2 double innervate, or somewhere around there using Wild Growth) would be ridiculous. Just pocketing 2 cards like that so early is scary, and no other class gets her to make use of her.
TL;DR
I like what you have but I'd examine the stat distributions and costs for sure, otherwise they won't see play in favor of stronger, more impactful legendaries that aren't even class-specific.
These are all overpriced for the stat line and effects.
Arthas: Being able to destroy AT BEST Sylvanas but for the most part having him reliably for a 2-4 drop card with a low-impact death rattle isn't that scary. For that the cost needs to be lowered and the stats raised. Killing a Harvest Golem at turn 9 has no board impact that late in the game.
Garona: As a 7-drop that only gains value from attacking, the health is a bit shallow and the attack not so threatening. Given that Dr. Boom is a 7/7 with 2-8 dmg potential automatically on the board coming in is big and makes this card look a bit shrimpy. Rather than attacking giving Backstabs, perhaps it's an inherent battlecry to give 2 in your hand? For the cost, she needs an immediate impact.
Halfus: What's the token minion? Hard to judge without that. Compare to Ysera who has 16 total stats and can get you a 7/6 for 4. At the 8-drop slot, the token better be good to make up for the lacking stats.
Kalecgos: Love the idea of making Fireblast more dynamic for freeze mages (though I hate them). The stats should be bumped up though. Unless he's a turn-10 play, he needs to survive a turn to be useful, and a 4/8 isn't much to get rid of.
Tyrande: Blizzard severely dislikes anything that manipulates the opponent's hand, including being able to see it. Either way, the effect isn't powerful enough to justify an 8-drop being a 3/5
Ysondre: I like where you're going with this, but Dream cards were intentionally made as late-game swing cards. Gaining access to them earlier even at a higher cost seems a bit OP. Having Ysera Awakens on turn 8 instead of 9 (and potentially getting up to 4 if this card hangs around that long) is nuts. Also, Ramp druid will make this an auto-include. Turn 4 innervate (or turn 2 double innervate, or somewhere around there using Wild Growth) would be ridiculous. Just pocketing 2 cards like that so early is scary, and no other class gets her to make use of her.
TL;DR
I like what you have but I'd examine the stat distributions and costs for sure, otherwise they won't see play in favor of stronger, more impactful legendaries that aren't even class-specific.
I'm really liking the input. The costs and stats of the minions aside, I'm glad you at least somewhat like the card ideas =).
Alright, now down to explaining. First, Arthas. You say he can at best completely shut down a Sylvanas Windrunner,but that's not the best case scenario. One of the best scenarios to "shut down" is actually Sneed's Old Shredder, which I've actually seen used quite a bit. Although, perhaps his ability should target a wider variety of enemy minions, not just Deathrattle...
Garona : Giving her a Battlecry might be dangerous, considering Rogues like to run 2x Shadowsteps for the most part. I feel like that would give Rogues too much power at that point. What I had in mind for her was to get value out of attacking and play around that. So for instance, someone might try to Enhance-o Mechano to try for Windfury, or have her attack, generate a Backstab, then give it Stealth. Heck, maybe even make her a Pirate to help her in a Pirate themed deck.
Halfus : I would have to make a post/edit about Halfus on another date, I don't really have the "Imprisoned Dragonkin" fully fleshed out yet.
Kalecgos : Typically, there would either be a lot of minions on the board (aggro), or 1-2 larger minions on the board (control, tempo). I made Kalecgos with Control Mage in mind, as you could pop him down turn 8, then use your Hero Power on the same turn. If the enemy has only 1 strong monster, it's locked there, potentially permanently until it's health runs out. Some ideas to change him were A) change to Keristrasza, as Freeze seems more appropriate for her (thanks to Thiron_ for the suggestion), and B) give Kalecgos enrage if Anveena died earlier in the game (think kinda like Stalagg + Feugen).
Tyrande : Alright, back to the drawing board for this one. She's a powerful priestess of Elune, and quite good with her bow. Maybe have a Battlecry that does something like Multi-Shot, and then heal all friendly characters by a small amount.
Finally, Ysondre : Perhaps just giving one Dream card is better? Maybe even make it a condition, like "Battlecry: draw X dream cards. That card can't be used for (Y) turns", where X and Y have yet to be determined.
*****The images on the cards are place holders, using in game models from Hearthstone*****
http://imgur.com/a/oKWOe
CARD CONTEXT
Arthas Menethil : Arthas was very devoted about saving his people from the Scourge, even through any means necessary. Therefore, it makes sense that this card would have a strong interaction against a Deathrattle (or "undead", mostly) minion. Typically, Deathrattle cards are "Summon another minion in this one's place", which alone gives them A LOT of value. Cards like Piloted Sky Golem, Sneed's Old Shredder, or Cairne Bloodhoof come to mind. I gave Arthas this ability, because Paladin decks are mostly about control.
Garona : Garona is a well known Warcraft icon, and a masterful assassin. For Hearthstone, she adds a little flavor for the Rogue class. You can use Backstab on ANY (non-stealthed) minion, instead of minions at full health. Also, attacking with her nets you another Backstab. The more you can attack with her, the more value you will get.
Halfus Wyrmbreaker : I don't know too many hunters in the lore of Warcraft. Yet I thought of a neat idea when I looked at his information in the World of Warcraft dungeon journal. When the fight is started, he has a random assortment of dragons to assist him, which changes on a weekly basis. While I don't yet have ideas for what all the "Imprisoned Dragons" could be, at least one of them could be similar to Onyxia's Battlecry (summon many whelps). Animal Companion works the same way (summon a random minion), so I figured this would fit in just fine.
Kalecgos : There were quite a few ideas I had to work into Kalecgos' ability, but I settled on "Fireblast freezes". This adds a neat trick up a mages sleeze, allowing them to freeze each turn on demand. It might not help much against an aggro deck, but could push the fight more into their favor against slower decks.
Tyrande : Tyrande has been around for quite some time, in both lore and video game franchise. As with Kalecgos, I had a few ideas of what her ability could be, but in the end I settled for using her Sentinel. Having your opponent's hand revealed while the sentinel lives could be of huge value to the owner of the Sentinel, as you know if they have hard removal, answers to certain situations, etc. If this seems too powerful, the Sentinel could maybe reveal "X amount of cards in your opponent's hand", instead of all cards. Another idea is to briefly show only cards that the enemy draws, and then return them to a hidden state.
Ysondre : A green dragon, corrupted by the Emerald Nightmare. You can think of her as an "emergency Ysera", where you can immediately generate and put 2 Dream cards into your hand, but they are more risky to use; they are infected with the Emerald Nightmare! They cost 6 more mana, meaning even if you draw the most expensive Dream card, you can still play it eventually. Still, even a 6 cost Dream has quite a lot of value, as you can completely bypass a taunt, a buffed up super minion, etc. On a side note, it might be for the best if Ysondre can't be returned to the hand...
Thoughts? Comments? Questions?
Hmm, costs seem too high, making them impractical. None of them would be used on respective turns.
Also, I think Keristrasza (Nexus boss) would be more fitting for that effect than Kalecgos.
Either the health and damage need to be lowered a bit, or their cost needs to be increased, because of how strong their effects are. I went with the higher cost, but that part is just a trial and error kind of thing.
On Keristrasza, yeah I'm kind of liking that idea. Maybe Kalecgos can change to have a neat interaction if Anveena is ever introduced into the game. Something like "If Anveena has died this game, Kalecgos gets **Enrage: +X/+X" (values to be determined). At first glance, a legendary enrage minion for mage might seem odd, but I've seen quite a few people run enrage/"takes damage" minion decks, because of their ability to ping their own minions.
These are all overpriced for the stat line and effects.
Arthas: Being able to destroy AT BEST Sylvanas but for the most part having him reliably for a 2-4 drop card with a low-impact death rattle isn't that scary. For that the cost needs to be lowered and the stats raised. Killing a Harvest Golem at turn 9 has no board impact that late in the game.
Garona: As a 7-drop that only gains value from attacking, the health is a bit shallow and the attack not so threatening. Given that Dr. Boom is a 7/7 with 2-8 dmg potential automatically on the board coming in is big and makes this card look a bit shrimpy. Rather than attacking giving Backstabs, perhaps it's an inherent battlecry to give 2 in your hand? For the cost, she needs an immediate impact.
Halfus: What's the token minion? Hard to judge without that. Compare to Ysera who has 16 total stats and can get you a 7/6 for 4. At the 8-drop slot, the token better be good to make up for the lacking stats.
Kalecgos: Love the idea of making Fireblast more dynamic for freeze mages (though I hate them). The stats should be bumped up though. Unless he's a turn-10 play, he needs to survive a turn to be useful, and a 4/8 isn't much to get rid of.
Tyrande: Blizzard severely dislikes anything that manipulates the opponent's hand, including being able to see it. Either way, the effect isn't powerful enough to justify an 8-drop being a 3/5
Ysondre: I like where you're going with this, but Dream cards were intentionally made as late-game swing cards. Gaining access to them earlier even at a higher cost seems a bit OP. Having Ysera Awakens on turn 8 instead of 9 (and potentially getting up to 4 if this card hangs around that long) is nuts. Also, Ramp druid will make this an auto-include. Turn 4 innervate (or turn 2 double innervate, or somewhere around there using Wild Growth) would be ridiculous. Just pocketing 2 cards like that so early is scary, and no other class gets her to make use of her.
TL;DR
I like what you have but I'd examine the stat distributions and costs for sure, otherwise they won't see play in favor of stronger, more impactful legendaries that aren't even class-specific.
I'm really liking the input. The costs and stats of the minions aside, I'm glad you at least somewhat like the card ideas =).
Alright, now down to explaining. First, Arthas. You say he can at best completely shut down a Sylvanas Windrunner,but that's not the best case scenario. One of the best scenarios to "shut down" is actually Sneed's Old Shredder, which I've actually seen used quite a bit. Although, perhaps his ability should target a wider variety of enemy minions, not just Deathrattle...
Garona : Giving her a Battlecry might be dangerous, considering Rogues like to run 2x Shadowsteps for the most part. I feel like that would give Rogues too much power at that point. What I had in mind for her was to get value out of attacking and play around that. So for instance, someone might try to Enhance-o Mechano to try for Windfury, or have her attack, generate a Backstab, then give it Stealth. Heck, maybe even make her a Pirate to help her in a Pirate themed deck.
Halfus : I would have to make a post/edit about Halfus on another date, I don't really have the "Imprisoned Dragonkin" fully fleshed out yet.
Kalecgos : Typically, there would either be a lot of minions on the board (aggro), or 1-2 larger minions on the board (control, tempo). I made Kalecgos with Control Mage in mind, as you could pop him down turn 8, then use your Hero Power on the same turn. If the enemy has only 1 strong monster, it's locked there, potentially permanently until it's health runs out. Some ideas to change him were A) change to Keristrasza, as Freeze seems more appropriate for her (thanks to Thiron_ for the suggestion), and B) give Kalecgos enrage if Anveena died earlier in the game (think kinda like Stalagg + Feugen).
Tyrande : Alright, back to the drawing board for this one. She's a powerful priestess of Elune, and quite good with her bow. Maybe have a Battlecry that does something like Multi-Shot, and then heal all friendly characters by a small amount.
Finally, Ysondre : Perhaps just giving one Dream card is better? Maybe even make it a condition, like "Battlecry: draw X dream cards. That card can't be used for (Y) turns", where X and Y have yet to be determined.
Love the response.
I think everything you said in response to my post is great and really needs no more explanation than what you've put here.
Good stuff!