Hey guys, KaoticKreature here, coming back with another really cool concept for Hearthstone. It is minions that start on the board when you come into the game! I made a legendary for each class and one (pretty awesome!) neutral minion.
Few things for clarification. First of all, Stasis. This is a new keyword that I came up with to shorten the text but what it basically means is it can't attack, can't take damage, can't be returned to hand and is pretty much unaffectable. For all you League players out there, it's pretty much Zhonya's. Also, for clarification, the reason all of the cards this time round have Stasis and a really similar effect is just for consistency for the first round of this concept and future cards don't need to be like this. Note: When you click on these cards in your collection, it will tell you that they start on the board. Another clarification, you still have to put these minions in your deck and they take up a card slot, they just start on the board. Below are all the cards I created for this concept.
Varok Saurfang benefits from minions that like taking damage and small Enrage minions such as Warbot, Armorsmith and makes Amani Berserker a massive hitter.
Thunderaan the Windseeker benefits from minions that don't need to attack immediately such as Zombie Chow, Cogmaster making it Windfury with 3 Attack later on, Sludge Belcher in slow decks.
Mathias Shaw benefits from minions that just need a turn to dodge removal such as Micro Machine, SI:7 Agent and makes it so that cards like Azure Drake and Gadgetzan Auctioneer can survive long enough to be of benefit.
Credit to plantlord98 for the new Hunter card as my last one was OP. HalduronBrightwing benefits from a trap heavy, control Hunter deck as you can really get some early game tempo and value from an early, free Snake Trap or Snipe.
Keeper Remulos benefits from just about any early game minion as it can really enable better trading, especially with cards like Zombie Chow and Anodized Robo Cub, making his stats very optimisable.
Mannoroth benefits from standard Demon synergy decks and makes them just that much better. Also plays into the theme that Demons have which it damaging for buffs. Works especially well with early Demon drops such as Flame Imp, Voidwalker and Mistress of Pain.
ArchmageKhadgar benefits from minions that don't die too quickly and encourages play with decks like Tempo Mage, gaining control of the board early. Works especially well with sticky early minions to keep the Spell Damage such as Zombie Chow and becomes a powerhouse with Soot Spewer.
HighPriestessIshanah, just like KeeperRemulos, benefits from just about every early drop minions as it makes them more survivable and more efficient and durable for training. Works especially well with Northshire Cleric as she can just get healed back up and becomes a massive card draw engine.
And now, for the most awesome one of all, please welcome, THE ONE, THE ONLY, THE INNKEEPER!!!
This card is just awesome!!! In all seriousness, this is a pretty cool card as it is as if you are playing The Coin in your deck, even while going first. The only concern is that it will consume a card slot so you have to think whether you want to play it or not.
Well, that brings me to the end of my card creations for this time. Please, feel free to make and post more cards with this concept right here and please discuss them all! I am open to any feedback with any of the cards and if you just want to ask me about anything with the cards, feel free to do so. If you enjoyed, please +1 this thread, comment and post your own creations. Thanks, and until next time, may the Kaotic RNG of Hearthstone be in your favour, KaoticKreature.
whoa! Nice cards you have there buddy. I really liked the concept, they're all pretty cool and seem fairly balanced. The Hunter one bothers me a bit though, you can play no beasts until turn 6 and then drop a Highmane with charge and +1 attack, seems a bit OP. :D
@Vasz_ I see what you're saying but that doesn't really bother me that much. I mean you can do that with Tundra Rhino and if you don't plan on playing any Beasts until turn 6 anyway, you'll be missing out on some pretty value cards e.g. Webspinner, Haunted Creeper, Animal Companion. Also, Mage can already do pretty much that amount of burst with Fireball. But if a lot of people think it's OP, I am happy to change it and always open for feedback!
Thanks for the feedback though! Much appreciated! If you like the concept, feel free to post some of your own creations!
@Stanacletus I can see where you and Vasz are coming from with Beastmaster Leoroxx, maybe we can take away the +1 Attack, open to suggestions about the cards. Also with Thunderaan the Windseeker, it encourages a minion earlier or on 2 mana so cards like Zombie Chow and Cogmaster can really make work out of this. I was thinking of just making it give Windfury but the problem is that it becomes too much of a powerhouse. Maybe give it -1 Attack and Windfury. I don't know, still open to suggestions. Anyways, thanks for the constructive feedback and feel free to suggest improvements to the cards.
These are really cool, keyword is nice too. I'd like to know how these would be implemented though, would each Hero just start with one of these or possibly the Innkeeper or what? Also since people seem to opposed to your Hunter card, and since I wanted to try my hand at this, I designed one of my own based around Hunter's other big mechanic, secrets! The Shaman one also seems a bit off to me, since Freeze was never one of Shaman's big mechanics, that's more Mage. Wouldn't it make more sense for it to be "When a friendly minion is summoned, give it Overload 1 and Windfury" or something along those lines? Just my 2 cents, really good job here!
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
i like the concept in theory, but what i don't like is that the cards are minions. if can't attack and can not be targeted or whatever, they could just as well be a new type of card. maybe equipment, like armor or trinkets. maybe then they could even have some health (or armor or durability) which gets lowered when your hero takes damage, so the enemy could get rid of them before you trigger them. also if it would be a new card type it wouldn't even need a mana crystal symbol, for those cards can't even be brought back to your hand and are never played for mana (would look nicer ;) )
but yeah, nice idea. in the end there could be 3 class cards and 3 neutral ones, so that there is an automatic limit of six cards like this in the deck, which would mean an almost full start board and a lot more control with mulligans, but a much smaller deck.
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"Knowledge, or verbal facility, is no proof that you know what you're talking about." -Terence Mckenna
@plantlord98 You would have to put these minions in your deck and they would start on the battlefield when you start the game. As for the Shaman card, I understand that Freeze was never one of their big mechanics but the reason I put it is because it can make certain minions absolute powerhouses if they can attack the next turn, that's why I made them Frozen. Also, for the Hunter card that you made, I really liked the text so I will make it and put it in the post. I will also make it clear that you have to put the cards in your deck. Thanks!
@Nobogain I do agree with you that there could be a new type of card for this, and I would definitely like this but the only issue is clarity. It would confuse a lot of people and this way it's just easier to understand. But thanks for the idea!
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
Probably a good idea, it was stupid o clock in the morning when I made that. The thought process went, Hunter, Bow, Sylvanas, Alleria! Halduron is definitely better
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"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I really like the concept, but my problem is most of them are simply free value. The Warrior, Shaman, and Warlock cards all have some sort of drawback; but the others are simply "your first minion is even better". Priest plays a 2/5 Zombie chow on turn 1? Well that's the end of any deck that isn't control. There is no downside for these cards, because unless you are playing Mill you won't be seeing the bottom of your deck.
I really like the concept, but my problem is most of them are simply free value. The Warrior, Shaman, and Warlock cards all have some sort of drawback; but the others are simply "your first minion is even better". Priest plays a 2/5 Zombie chow on turn 1? Well that's the end of any deck that isn't control. There is no downside for these cards, because unless you are playing Mill you won't be seeing the bottom of your deck.
I get what you're saying, that it's a free buff, but think about it, it's a card slot. You could be playing a Legendary instead or any other better card, it just helps your early game out. Also, the main point of this mechanic was not the free buff or the Stasis, but it was the concept of minions starting on board so you don't have to think that it would only be limited to what I was saying. Feel free to suggest any adjustments or post your own cards here. Thanks for the feedback!
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Hey guys, KaoticKreature here, coming back with another really cool concept for Hearthstone. It is minions that start on the board when you come into the game! I made a legendary for each class and one (pretty awesome!) neutral minion.
Few things for clarification. First of all, Stasis. This is a new keyword that I came up with to shorten the text but what it basically means is it can't attack, can't take damage, can't be returned to hand and is pretty much unaffectable. For all you League players out there, it's pretty much Zhonya's. Also, for clarification, the reason all of the cards this time round have Stasis and a really similar effect is just for consistency for the first round of this concept and future cards don't need to be like this. Note: When you click on these cards in your collection, it will tell you that they start on the board. Another clarification, you still have to put these minions in your deck and they take up a card slot, they just start on the board. Below are all the cards I created for this concept.
Varok Saurfang benefits from minions that like taking damage and small Enrage minions such as Warbot, Armorsmith and makes Amani Berserker a massive hitter.
Thunderaan the Windseeker benefits from minions that don't need to attack immediately such as Zombie Chow, Cogmaster making it Windfury with 3 Attack later on, Sludge Belcher in slow decks.
Mathias Shaw benefits from minions that just need a turn to dodge removal such as Micro Machine, SI:7 Agent and makes it so that cards like Azure Drake and Gadgetzan Auctioneer can survive long enough to be of benefit.
Alonsus Faol benefits from the controlling play-style of Paladins and their controlling early game with Shielded Minibot, Muster for Battle and makes Quartermaster even better.
Credit to plantlord98 for the new Hunter card as my last one was OP. Halduron Brightwing benefits from a trap heavy, control Hunter deck as you can really get some early game tempo and value from an early, free Snake Trap or Snipe.
Keeper Remulos benefits from just about any early game minion as it can really enable better trading, especially with cards like Zombie Chow and Anodized Robo Cub, making his stats very optimisable.
Mannoroth benefits from standard Demon synergy decks and makes them just that much better. Also plays into the theme that Demons have which it damaging for buffs. Works especially well with early Demon drops such as Flame Imp, Voidwalker and Mistress of Pain.
Archmage Khadgar benefits from minions that don't die too quickly and encourages play with decks like Tempo Mage, gaining control of the board early. Works especially well with sticky early minions to keep the Spell Damage such as Zombie Chow and becomes a powerhouse with Soot Spewer.
High Priestess Ishanah, just like Keeper Remulos, benefits from just about every early drop minions as it makes them more survivable and more efficient and durable for training. Works especially well with Northshire Cleric as she can just get healed back up and becomes a massive card draw engine.
And now, for the most awesome one of all, please welcome, THE ONE, THE ONLY, THE INNKEEPER!!!
This card is just awesome!!! In all seriousness, this is a pretty cool card as it is as if you are playing The Coin in your deck, even while going first. The only concern is that it will consume a card slot so you have to think whether you want to play it or not.
Well, that brings me to the end of my card creations for this time. Please, feel free to make and post more cards with this concept right here and please discuss them all! I am open to any feedback with any of the cards and if you just want to ask me about anything with the cards, feel free to do so. If you enjoyed, please +1 this thread, comment and post your own creations. Thanks, and until next time, may the Kaotic RNG of Hearthstone be in your favour, KaoticKreature.
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whoa! Nice cards you have there buddy. I really liked the concept, they're all pretty cool and seem fairly balanced. The Hunter one bothers me a bit though, you can play no beasts until turn 6 and then drop a Highmane with charge and +1 attack, seems a bit OP. :D
@Vasz_ I see what you're saying but that doesn't really bother me that much. I mean you can do that with Tundra Rhino and if you don't plan on playing any Beasts until turn 6 anyway, you'll be missing out on some pretty value cards e.g. Webspinner, Haunted Creeper, Animal Companion. Also, Mage can already do pretty much that amount of burst with Fireball. But if a lot of people think it's OP, I am happy to change it and always open for feedback!
Thanks for the feedback though! Much appreciated! If you like the concept, feel free to post some of your own creations!
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As someone who was sitting on the computer trying to think up a new keyword, this is a great one, it'd be really interesting to see in play!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
@xervian Great to see that someone likes the keyword!
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@Stanacletus I can see where you and Vasz are coming from with Beastmaster Leoroxx, maybe we can take away the +1 Attack, open to suggestions about the cards. Also with Thunderaan the Windseeker, it encourages a minion earlier or on 2 mana so cards like Zombie Chow and Cogmaster can really make work out of this. I was thinking of just making it give Windfury but the problem is that it becomes too much of a powerhouse. Maybe give it -1 Attack and Windfury. I don't know, still open to suggestions. Anyways, thanks for the constructive feedback and feel free to suggest improvements to the cards.
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These are really cool, keyword is nice too. I'd like to know how these would be implemented though, would each Hero just start with one of these or possibly the Innkeeper or what? Also since people seem to opposed to your Hunter card, and since I wanted to try my hand at this, I designed one of my own based around Hunter's other big mechanic, secrets! The Shaman one also seems a bit off to me, since Freeze was never one of Shaman's big mechanics, that's more Mage. Wouldn't it make more sense for it to be "When a friendly minion is summoned, give it Overload 1 and Windfury" or something along those lines? Just my 2 cents, really good job here!
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
It doesn't take a card slot?
Hearthpwn Community's Balancing of Cards.
i like the concept in theory, but what i don't like is that the cards are minions. if can't attack and can not be targeted or whatever, they could just as well be a new type of card. maybe equipment, like armor or trinkets. maybe then they could even have some health (or armor or durability) which gets lowered when your hero takes damage, so the enemy could get rid of them before you trigger them. also if it would be a new card type it wouldn't even need a mana crystal symbol, for those cards can't even be brought back to your hand and are never played for mana (would look nicer ;) )
but yeah, nice idea. in the end there could be 3 class cards and 3 neutral ones, so that there is an automatic limit of six cards like this in the deck, which would mean an almost full start board and a lot more control with mulligans, but a much smaller deck.
"Knowledge, or verbal facility, is no proof that you know what you're talking about." -Terence Mckenna
@dodekaedius Animal Companion summons a minion, that's why it works. As for the Priest one, the reason it's similar it because it's a nice effect.
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@plantlord98 You would have to put these minions in your deck and they would start on the battlefield when you start the game. As for the Shaman card, I understand that Freeze was never one of their big mechanics but the reason I put it is because it can make certain minions absolute powerhouses if they can attack the next turn, that's why I made them Frozen. Also, for the Hunter card that you made, I really liked the text so I will make it and put it in the post. I will also make it clear that you have to put the cards in your deck. Thanks!
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@EAAAMAN I know it's free value but it does take up a card slot so it's as if you are playing a buff in your deck.
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@aiDen It does, that's why it's not OP.
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@Nobogain I do agree with you that there could be a new type of card for this, and I would definitely like this but the only issue is clarity. It would confuse a lot of people and this way it's just easier to understand. But thanks for the idea!
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Glad you like it, thanks for clarification
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
@plantlord98 Just updated the Hunter card replacing it with your card, just used different person for it. Thanks a bunch!
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Probably a good idea, it was stupid o clock in the morning when I made that. The thought process went, Hunter, Bow, Sylvanas, Alleria! Halduron is definitely better
"I think that paladin has the highest chances of dealingwith this meta with auchanai circle, lightbomb, shadow madness and the ability to heal strong taunts" -rabbitme234
I really like the concept, but my problem is most of them are simply free value. The Warrior, Shaman, and Warlock cards all have some sort of drawback; but the others are simply "your first minion is even better". Priest plays a 2/5 Zombie chow on turn 1? Well that's the end of any deck that isn't control. There is no downside for these cards, because unless you are playing Mill you won't be seeing the bottom of your deck.
I get what you're saying, that it's a free buff, but think about it, it's a card slot. You could be playing a Legendary instead or any other better card, it just helps your early game out. Also, the main point of this mechanic was not the free buff or the Stasis, but it was the concept of minions starting on board so you don't have to think that it would only be limited to what I was saying. Feel free to suggest any adjustments or post your own cards here. Thanks for the feedback!
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