Hey guys the other day I released a deathknight class idea but after some thought found it to be too mediocre. So I went through and revamped a lot of the cards and set up a brand new hero power that works with the cards. I have been noticing that many of the adventure bosses have Hero powers that change upon activation and realized that this type of power fits perfectly with the Death Knight from WOW. Previously the DK had specializations in Blood/Frost/Unholy and it came to me to give the Hearthstone DK a hero power that is similar.
Your hero power starts as Frost Rune, and when casted it changed your hero power to Blood Rune, and once again when Blood Rune is casted, Your Hero power changes to Unholy Rune, Which when casted completes the circle and sets your hero power back to Frost Rune. New Keywords: Frost/Blood/Unholy. The DK has spells that bonus effects trigger if the hero power is currently set to that Rune.
For Example: the new spell Blood Strike will always deal 3 damage to a target minion when casted. However, if your Rune is set to Blood, It will also deal 1 damage to adjacent minions.
Minions and weapons typically work the same way. I will try to explain each card in more detail below.
For the Hero I chose Arthas, seeing that he is one of the most famous DK's in the Lore. I can't decide between these two portraits however. OR I'm leaning towards the one of the left because of his bad-ass smirk. The Hero Power Portraits Hero Power: Frost>Blood>Unholy>Frost
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Now for the Class Cards.
Basics (Everyone starts with these; Or earns them by playing the Innkeeper.) Minions:
Spells:
Weapon:
Commons (These can be from card packs or Crafted)
Minions:
Spells:
Rares (Packs and Craftable)
Minions:
Spells:
Weapons:
Epics (Craftable and Packs)
Minions:
Spells: Token:
Weapon:
Legendaries (Craftable and Packs)
Minions:
Card Explanations:
Crypt Fiend: This minions will freeze any minion that it damages while your hero power is Frost Rune.
Banshee: This minion first silences a target minion like a battlecry. Then if your hero power is Unholy Rune, it will then deal 1 damage to that minion.
Necroknight: This minion has a negative deathrattle-like effect that only triggers when your hero power is Blood Rune or Unholy Rune. If he dies while your hero power is Frost Rune however, no negative effect will occur.
Skeletal Warmonger: Like the previous Necroknight, this minion has a deathrattle like effect that only occurs when your Hero Power is Unholy Rune. When it procs, it summons another 2/3 Skeletal Warmonger with the same effect.
Unholy Might: When casted on an undead minion, it gives them +3/+3. If your Rune is Blood, then you will also draw a card on cast.
Grip of the Damed: When casted, will always destroy your opponents weapon. When Unholy Rune is active, will also deal 3 damage to your enemy's hero.
Blood Presence: Restores 4 life to a target character, If your rune is Blood, It will restore a bonus 1 HP for every damaged character on the board.
Frost Presence: Freezes all enemy characters. If your rune is Frost, It will deal 2 damage to any enemy character that is already frozen.
Unholy Presence: Always gives all your minions +2 Attack, If your rune is Unholy, It will at random (Similar to Enhanco-Mechano) give an extra +1 Attack OR +2 Life OR Taunt to your minions.
Word of Blight: Always deals 2 damage. If your rune is Blood, Also draw a card.
Frozen Core: Always deals 2 damage to two random enemy Characters. If your rune is frost, It will also freeze those characters.
Gargoyle: When your rune is Unholy and you play this card, Deal 4 damage to a target character like a battlecry.
Runeblade: Typically this weapon costs 4 mana, however if your Rune is frost, It is only 3 mana.
Blood Strike: Will always deal 3 damage to a target minion when casted. However, if your Rune is set to Blood, It will also deal 1 damage to adjacent minions.
Unholy Waraxe: The effect only triggers when your Rune is set to Blood.
Icy Torment: This is a powerful board clear that destroys ALL frozen minions. (This includes your own minions).
Skeletal Dreadguard: If your rune is set to Unholy, deal 2 damage like a battlecry when you play this minion. However if your rune is Blood, Instead give this minion taunt. This minion will lose taunt if it is Rebirthed by a shaman.
Lich: This minion always has Spell Damage +1. However if played when your rune is Frost, This minion will deal 3 damage split randomly among enemy Minions.
Corpse Explosion: This spell chooses a random minion that died this game (Tokens included), and then deals damage equal to the life of the chosen minion to all enemy characters. * I'm considering increasing the mana cost to 4 or 5 because its value can be manipulated by crafting your deck with high hp monsters. *
Dark Transformation: This spell targets a minion and destroys it (Activating deathrattles), and then summons a random minion that died this game in its place. However if your rune is Unholy, It transforms a target minion into a 3/3 Ghoul without activating the deathrattle.
Death and Decay: When casted, this spell instantly deals 2 damage to all enemy characters. Then at the end of your turn it deals 2 damage again to all enemy characters. (This is designed as a weaker/cheaper flamestrike. It can clear the board of 2 HP minions but won't bring down any big taunts forcing trades regardless if it was casted)
Chains of Ice: This always freezes a target character for at least 2 turns (Turn Casted, Enemies Turn, Your Turn, Enemies Turn, Your Turn: Unfrozen). If your rune is Frost, It will also deal 4 damage to that target.
Army of the Dead: Always summons three 1/3/3 ghouls (If the ghoul is returned to your hand, it will have no text). If your rune is Blood when you cast, The ghouls will gain taunt After they are summoned.
Ghoul: This is the token for Dark Transformation and Army of the Dead. This minion never has text when played from the hand or if it is Rebirthed by the shaman spell.
Breath of Sindragosa: Always deals 8 damage to a target minion. When your rune is Frost, It also deals 4 damage to adjacent minions and will freeze the target and them.
Death Reaver: This weapon will deal +3 damage to heroes while your rune is set to Unholy.
Anub'Arak, the Traitor King: The Hero Power Synergized Legendary. When your Rune is set to Frost, this minion freezes any character he damages. When your Rune is Unholy, He reflects damage when attacked(Ex: A mountain Giant attacks him, the mountain giant will take 8 damage from his own attack and then an additional 4 damage from Anub'Arak). When your Rune is Blood, Any damage Anub'Arak deals is converted to life restored on your Hero.
If any other class acquires these cards through their spells/minions (Thought Steal, Unstable Portal, Mind Control, Mind control Tech) they're rune Based abilities will not activate.
Well guys that's it for now. I plan to update this DK according to feedback so please post your opinions! Thanks for Reading!
A big part of the hero power has to do with tempo. Seeing that the hero power can't be casted twice in a turn, you wouldn't have access to the Unholy modifiers until turn 4 assuming you cast it on turn 2 and 3. If you had coin however, you could get to Unholy on turn 3 by casting your hero power on turn 1 and turn 2.
In my honest opinion, this type of hero power would lead people to design decks only really containing cards that activate from 1 or 2 different runes. Running many spells with all three would hurt your own tempo because it takes 2 turns to cycle through your runes.
If you give Anubarak taunt does he just win the game if they don't have silence or spells? Or am I just reading this incorrectly?
I'm assumming that you believe that all the modifiers can be active at once? Only one modifier can be active at a time. It's changes with your hero power. A Silence would be a great option but He's worth destroying with spells more then ramming minions into him.
He would make a great taunt target however. Also Ragnararos's fireball wouldn't be reflected.
The best counters I can think of are: Assasinate, Hex, Polymorph, Rag, Sylvanas, Fireball, Siphon Soul, Equality, Hunters Mark, then a silence.
I don't mean to be negative, but you should really reference some of the cards that blizzard has made in order to properly balance and word your cards. For instance, you could use inspiration from Rend Blackhand's hero power's wording for yours when it comes to "changing hero power after casting". Other than that, you should also look at the balance of your cards. I thought you were going for having your spells weak to make up for the hero power, but when I saw that the hero power is only synergy, then I thought that was a bit off.
I don't mean to be negative, but you should really reference some of the cards that blizzard has made in order to properly balance and word your cards. For instance, you could use inspiration from Rend Blackhand's hero power's wording for yours when it comes to "changing hero power after casting". Other than that, you should also look at the balance of your cards. I thought you were going for having your spells weak to make up for the hero power, but when I saw that the hero power is only synergy, then I thought that was a bit off.
could you explain further? about wording? And I don't find your comment negative :)
Here, I'll just point out the cards that should have their wording changed: - Frost/Blood/Unholy rune should have the last sentence changed to "Get a new Hero Power." in inspiration of Rend Blackhand's hero power. - Runeblade should have "Frost: This costs (1) less." - All the cards that say "target minion" can say just "minion" instead. - Necroknight can have "Unholy and Blood: Deathrattle: Deal 3 damage to an adjacent friendly minion." - Wight should say "Whenever an enemy minion dies, restore this minion to full Health." - Cards that say "HP" should say "Health" (H is always capitalized) instead. - Death Reaver should say "Unholy: Deals +3 damage to heroes"
I think that should cover most of it up!
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Hey guys the other day I released a deathknight class idea but after some thought found it to be too mediocre. So I went through and revamped a lot of the cards and set up a brand new hero power that works with the cards. I have been noticing that many of the adventure bosses have Hero powers that change upon activation and realized that this type of power fits perfectly with the Death Knight from WOW. Previously the DK had specializations in Blood/Frost/Unholy and it came to me to give the Hearthstone DK a hero power that is similar.
Your hero power starts as Frost Rune, and when casted it changed your hero power to Blood Rune, and once again when Blood Rune is casted, Your Hero power changes to Unholy Rune, Which when casted completes the circle and sets your hero power back to Frost Rune.
New Keywords: Frost/Blood/Unholy. The DK has spells that bonus effects trigger if the hero power is currently set to that Rune.
For Example: the new spell Blood Strike will always deal 3 damage to a target minion when casted. However, if your Rune is set to Blood, It will also deal 1 damage to adjacent minions.
Minions and weapons typically work the same way. I will try to explain each card in more detail below.
For the Hero I chose Arthas, seeing that he is one of the most famous DK's in the Lore. I can't decide between these two portraits however.
OR
I'm leaning towards the one of the left because of his bad-ass smirk.
The Hero Power Portraits
Hero Power: Frost>Blood>Unholy>Frost
>> >>>
Now for the Class Cards.
Basics (Everyone starts with these; Or earns them by playing the Innkeeper.)
Minions:
Spells:
Weapon:
Commons (These can be from card packs or Crafted)
Minions:
Spells:
Rares (Packs and Craftable)
Minions:
Spells:
Weapons:
Epics (Craftable and Packs)
Minions:
Spells: Token:
Weapon:
Legendaries (Craftable and Packs)
Minions:
Card Explanations:
If any other class acquires these cards through their spells/minions (Thought Steal, Unstable Portal, Mind Control, Mind control Tech) they're rune Based abilities will not activate.
Well guys that's it for now. I plan to update this DK according to feedback so please post your opinions!
Thanks for Reading!
Imgur Gallery > http://imgur.com/a/9rqxW/all
A big part of the hero power has to do with tempo. Seeing that the hero power can't be casted twice in a turn, you wouldn't have access to the Unholy modifiers until turn 4 assuming you cast it on turn 2 and 3. If you had coin however, you could get to Unholy on turn 3 by casting your hero power on turn 1 and turn 2.
In my honest opinion, this type of hero power would lead people to design decks only really containing cards that activate from 1 or 2 different runes. Running many spells with all three would hurt your own tempo because it takes 2 turns to cycle through your runes.
I'm happy with the Hero Power however.
If you give Anubarak taunt does he just win the game if they don't have silence or spells? Or am I just reading this incorrectly?
I'm assumming that you believe that all the modifiers can be active at once? Only one modifier can be active at a time. It's changes with your hero power. A Silence would be a great option but He's worth destroying with spells more then ramming minions into him.
He would make a great taunt target however. Also Ragnararos's fireball wouldn't be reflected.
The best counters I can think of are: Assasinate, Hex, Polymorph, Rag, Sylvanas, Fireball, Siphon Soul, Equality, Hunters Mark, then a silence.
I don't mean to be negative, but you should really reference some of the cards that blizzard has made in order to properly balance and word your cards. For instance, you could use inspiration from Rend Blackhand's hero power's wording for yours when it comes to "changing hero power after casting". Other than that, you should also look at the balance of your cards. I thought you were going for having your spells weak to make up for the hero power, but when I saw that the hero power is only synergy, then I thought that was a bit off.
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could you explain further? about wording? And I don't find your comment negative :)
Here, I'll just point out the cards that should have their wording changed: - Frost/Blood/Unholy rune should have the last sentence changed to "Get a new Hero Power." in inspiration of Rend Blackhand's hero power. - Runeblade should have "Frost: This costs (1) less." - All the cards that say "target minion" can say just "minion" instead. - Necroknight can have "Unholy and Blood: Deathrattle: Deal 3 damage to an adjacent friendly minion." - Wight should say "Whenever an enemy minion dies, restore this minion to full Health." - Cards that say "HP" should say "Health" (H is always capitalized) instead. - Death Reaver should say "Unholy: Deals +3 damage to heroes"
I think that should cover most of it up!
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