I personally love the hell out of Frost Wyrm. A random free Frostbolt every turn might seem cheap, but the tradeoff really makes one have to play this card carefully.
Plague Eruptor is the ultimate timebomb card. In the hands of a mage, at just 6 mana, you're getting another Flamestrike. But all the same, the very fact that it's a preventable time bomb means your opponent will try everything to prevent it from going off, or lay down acceptable losses. This guy gets it.
Darkfallen Blood Knight's effect is weaker since there are way more minions with Deathrattle than with Divine Shield. So...in that regard, it could be seen as stronger... Fail? :<
Ymirjar Warlod's effect is exactly what it says on the tin. When you play something with Deathrattle, he gains a completely random ability (doesn't repeat). Could be Taunt. Charge. Anything. So in a Deathrattle deck and played early, he can be a real nightmare.
The Lich King may seem hilariously overpowered, but keep in mind that his effect isn't instant gratification like Jaraxxus, and hence can't really be used as a "last resort rescue." And played too early at 20 Health, he's fairly susceptible to delay mage. All the same, a silence renders him useless.
Fel Trade is almost hilariously overpowered, but I still like it. :3 We need more Deathrattle-oriented Warlocks.
Paint Bomb is a Death Knight's answer to Ancestral Spirit, but designed to essentially be more annoying (and gratifying!) in that your opponent has a Taunt to deal with to boot.
I love Valithria, but you see, I like this guy. I'm not the world's biggest Kingdom Hearts fan, but I do love how this guy gives you the pleasure of having two different ways to lose. So I wondered what that would be like in Hearthstone! Plus the actual encounter in the raid is all about healing her, so this is the one minion your opponent does not want to kill. If they are obsessive healers, then it's just an awesome distraction. All the same, a mage can expedite the process. And Valithria's cost also places her in the late-game territory where a game usually won't last more than 10 turns total.
@Sakrazam: Too true! Shambling Horror needs to be reduced to 1 Attack and 8 Health I think, but I'm not sure if Frost Wyrm's wording is confusing, but I do agree that yours is better. And yes, Fester's Spore is the same one. Powerful, but that gives Putricide some nice RNG that can screw you just as much as help you. And bloody hell on the Inner Rage! Will change the name to Feral Rage! Feral, yeah!
So with that, Valithiria needs to be changed, but I don't want to change her effect on the game. So instead of relying on Health, I'm thinking her ability should be counter-focused. Comes into play with so and so counters that disappear once per turn. Healing her restores a counter. No counters, your opponent loses. But that kind of effect would be a textful... :< How would I streamline the wording?
And fixed! Druid's class card is now properly named, while Valrithia is far less abuseworthy. And while you could say she's useless against a Priest, that just means the Priest's healing becomes limited. :)
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Another hypothetical set! And so, here it is. And...it's a lot. A lot. Which is why I won't write too much.
1-Light's Hammer
2-Lower Spire
3-Plagueworks
4-Crimson Hall
5-Frostwing Halls
6-The Frozen Throne
Class Rewards
Adventure Clear Reward
Heroic Rewards
Uncollectibles
Lich King Hero
Some of my own worthless thoughts on these:
My other silly sets!
equality on own dream walker OP
@WeeStopper: Well...I sure derped on that one. :<
@Sakrazam: Too true! Shambling Horror needs to be reduced to 1 Attack and 8 Health I think, but I'm not sure if Frost Wyrm's wording is confusing, but I do agree that yours is better. And yes, Fester's Spore is the same one. Powerful, but that gives Putricide some nice RNG that can screw you just as much as help you. And bloody hell on the Inner Rage! Will change the name to Feral Rage! Feral, yeah!
So with that, Valithiria needs to be changed, but I don't want to change her effect on the game. So instead of relying on Health, I'm thinking her ability should be counter-focused. Comes into play with so and so counters that disappear once per turn. Healing her restores a counter. No counters, your opponent loses. But that kind of effect would be a textful... :< How would I streamline the wording?
Anyway, thanks for the feedback! :D
And fixed! Druid's class card is now properly named, while Valrithia is far less abuseworthy. And while you could say she's useless against a Priest, that just means the Priest's healing becomes limited. :)