As people have been talking about on the forums post-GvG, Hearthstone lacks decent 7-drops (apart from druid) making Dr.Boom appear in far too many decks (or Trogzor, which is a powerful card also.) , and I decided to take a shot at creating class specific 7 drops for all classes.
This is a work in progress and opinions, advice and recommendations (and your own creations) are appreciated.
And here is my first card:
7/7 is justified in my opinion as priests have the versatility to use several BGH targets, and the effect of this card boosts their control archetype well, as it gives them an answer for Ysera, Malygos and other 4 mana targets, and also enables killing high attack minions with sw:p and low attack minions with sw:d, making it irrelevant which one you are holding.
And for the 2nd one I present you Grand Magister Rommath.
I have a feeling Rommath might be a little underwhelming, but we already have a card for creating Fireballs, and spawning Frostbolts / Ice Lances felt a bit too stronk. So I went with the slightly underwhelming effect and rather made the body a threat itself, especially as he is not a BGH target. Hero power synergy is also strong with this one, as you can make your 2- mana hero power a 3 damage spell.
Next up: Alleria Windrunner. I promise I wasn't supposed to make another elf but I was reluctant to make a beast and there weren't that many good options.
I like the idea of control hunter, and I flat out gave it a legendary version of deadly shot, combined with a minion. Added as a legendary bonus the negation of randomness and +1 health. As a downside this card has no beast synergy.
Next card is the warrior one, and I chose a card which in most cases is dead to so many things and might not be played at all if a similar card would be implemented, but it is a bait for removal at least, and a hard target to trade.
This card if not dealt within a turn, will force a lethal really quickly, its a simple late game threat, but there is instant effect which weakens this card's effectiveness. I mostly like the flavor of the card more than anything.
The next card might be broken as hell, I admit it. So, I gave it a extremely poor body, though for the latter effect it is not relevant. And without further introductions I present you our druid card with the familiar Choose one: mechanic, Hamuul Runetotem.
This card is a pseudo-spell, as it has two different, extremely strong battle cries. (Btw, I noticed the legendary gem is missing from all earlier ones, sorry about that.) This card might be absolutely ridiculous and give tremendous value, but it's body is worthless and dies to anything, and he even has a suicide effect on the latter one.
And the next one is a simple paladin one, an extremely durable minion, but a huge tempo loss.
Next up is Garona Halforcen. I am not sure if this card is absurdly underwhelming, but I like the idea of the type of the card, as it still poses a huge threat. And the flavor of the card is awesome.
The 2nd last one up is the warlock card.
The stats are maybe a tad underwhelming, but it provides a wall to protect your buffed demons, and this + implosion can easily eat two removals/board clears. Works as a finisher in a some kind of demon zoo, if such would be possible.
Last but not the least (at least in size) is the Shaman card.
As 7 mana, this minion can still be comboed with some quite nasty cards, but as a downside it is vulnerable to BGH and especially sheeps and hexes.
This concludes my midnight (well, several hours past and I guess you can notice that) madness and I hope to get some feedback from these cards.
After some thinking, I have come to the conclusion that Kil'Jaeden should be a 3/12, as such it is not taken by a cabal alone, and thus a playable (yet weak to sw:p) against priests. And Muradin could have a deathrattle as it has no immediate effect on the board. Something along the lines of gain 3 armor, or deal 1 damage to all characters, to further enhance the synergy of warrior cards.
As people have been talking about on the forums post-GvG, Hearthstone lacks decent 7-drops (apart from druid) making Dr.Boom appear in far too many decks (or Trogzor, which is a powerful card also.) , and I decided to take a shot at creating class specific 7 drops for all classes.
This is a work in progress and opinions, advice and recommendations (and your own creations) are appreciated.
And here is my first card:
7/7 is justified in my opinion as priests have the versatility to use several BGH targets, and the effect of this card boosts their control archetype well, as it gives them an answer for Ysera, Malygos and other 4 mana targets, and also enables killing high attack minions with sw:p and low attack minions with sw:d, making it irrelevant which one you are holding.
And for the 2nd one I present you Grand Magister Rommath.
I have a feeling Rommath might be a little underwhelming, but we already have a card for creating Fireballs, and spawning Frostbolts / Ice Lances felt a bit too stronk. So I went with the slightly underwhelming effect and rather made the body a threat itself, especially as he is not a BGH target. Hero power synergy is also strong with this one, as you can make your 2- mana hero power a 3 damage spell.
Next up: Alleria Windrunner. I promise I wasn't supposed to make another elf but I was reluctant to make a beast and there weren't that many good options.
I like the idea of control hunter, and I flat out gave it a legendary version of deadly shot, combined with a minion. Added as a legendary bonus the negation of randomness and +1 health. As a downside this card has no beast synergy.
Next card is the warrior one, and I chose a card which in most cases is dead to so many things and might not be played at all if a similar card would be implemented, but it is a bait for removal at least, and a hard target to trade.
This card if not dealt within a turn, will force a lethal really quickly, its a simple late game threat, but there is instant effect which weakens this card's effectiveness. I mostly like the flavor of the card more than anything.
The next card might be broken as hell, I admit it. So, I gave it a extremely poor body, though for the latter effect it is not relevant. And without further introductions I present you our druid card with the familiar Choose one: mechanic, Hamuul Runetotem.
This card is a pseudo-spell, as it has two different, extremely strong battle cries. (Btw, I noticed the legendary gem is missing from all earlier ones, sorry about that.) This card might be absolutely ridiculous and give tremendous value, but it's body is worthless and dies to anything, and he even has a suicide effect on the latter one.
And the next one is a simple paladin one, an extremely durable minion, but a huge tempo loss.
Next up is Garona Halforcen. I am not sure if this card is absurdly underwhelming, but I like the idea of the type of the card, as it still poses a huge threat. And the flavor of the card is awesome.
The 2nd last one up is the warlock card.
The stats are maybe a tad underwhelming, but it provides a wall to protect your buffed demons, and this + implosion can easily eat two removals/board clears. Works as a finisher in a some kind of demon zoo, if such would be possible.
Last but not the least (at least in size) is the Shaman card.
As 7 mana, this minion can still be comboed with some quite nasty cards, but as a downside it is vulnerable to BGH and especially sheeps and hexes.
This concludes my midnight (well, several hours past and I guess you can notice that) madness and I hope to get some feedback from these cards.
My Custom Card Workshop
Custom Expansion; Conquering Outland
After some thinking, I have come to the conclusion that Kil'Jaeden should be a 3/12, as such it is not taken by a cabal alone, and thus a playable (yet weak to sw:p) against priests. And Muradin could have a deathrattle as it has no immediate effect on the board. Something along the lines of gain 3 armor, or deal 1 damage to all characters, to further enhance the synergy of warrior cards.
My Custom Card Workshop
Custom Expansion; Conquering Outland