After the Wetlands, most dwarves/gnomes go to Arathi Highlands.
Note I kept a lot of the same new keywords through the zones I've made, so check some of my older threads if you're curious about certain keywords! However, I will say Irradiate means 1 damage at the end of your turn, so an irradiated minion with 5 health, if left untouched, will take 1 damage and die after 5 turns unless silenced.
Lord Ravencrest is now a 7 mana 4/8 with double damage instead of triple, drastically reducing effectiveness, but making it relatively useful overall in certain situations.
-Arathi was reworded to immune while stealthed.
Yes, my intentions were to have it cost 1 less for every minion that attacked this turn.
Syndicate also reworded to steal from the hand.
Thrasher is now 5/4 for 5 with Battlecry: Give ALL other beasts +1/+1.
looks fairly interesting, but even after the change lord ravencrest is still op in rogue. turn 7: ravencrest; turn 8: sap, tinker, cold blood, cold blood for 30 damage. I know some people might think that because it requires so many cards it isn't op, but rogue can draw upwards of 10 cards a game easily. My suggestion would be make lord ravencrest do double or triple damage against minions
Even so, it does involve two turns of damage, so even if that were to happen, most classes would have a way to deal with it. Plus, it's a very specific deck combo, and Ravencrest himself is relatively weak and easily killed.
After the Wetlands, most dwarves/gnomes go to Arathi Highlands.
Note I kept a lot of the same new keywords through the zones I've made, so check some of my older threads if you're curious about certain keywords! However, I will say Irradiate means 1 damage at the end of your turn, so an irradiated minion with 5 health, if left untouched, will take 1 damage and die after 5 turns unless silenced.
lahcimsad's cards:
-Note Syndicate Thief literally takes the card from the other player's hand and puts it into yours.
-Note Lord Ravencrest is normally just a 4/8, and a 12/8, so he's only overpowered half the time, averaging out to simply an 8/8.
-Feedback appreciated, and please vote on the poll!
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
Noted, and the following changes were done:
Lord Ravencrest is now a 7 mana 4/8 with double damage instead of triple, drastically reducing effectiveness, but making it relatively useful overall in certain situations.
-Arathi was reworded to immune while stealthed.
Yes, my intentions were to have it cost 1 less for every minion that attacked this turn.
Syndicate also reworded to steal from the hand.
Thrasher is now 5/4 for 5 with Battlecry: Give ALL other beasts +1/+1.
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
looks fairly interesting, but even after the change lord ravencrest is still op in rogue. turn 7: ravencrest; turn 8: sap, tinker, cold blood, cold blood for 30 damage. I know some people might think that because it requires so many cards it isn't op, but rogue can draw upwards of 10 cards a game easily. My suggestion would be make lord ravencrest do double or triple damage against minions
Even so, it does involve two turns of damage, so even if that were to happen, most classes would have a way to deal with it. Plus, it's a very specific deck combo, and Ravencrest himself is relatively weak and easily killed.
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
those are fair points, but I maintain that this card would be very powerful in rogue especially with conceal.