Interesting cards. The game could certainly use more Dwarf cards so that's a nice addition.
Asbjorn The Berzerker : Interesting, if I understand him correctly, there's a chance that, instead of attacking your enemy, he'll hit you and other minions for half his attack? Or is that a Battlecry effect that only takes place once when he's put onto the field? May want to reduce his health to 3 considering he ignores taunt AND has charge already.
Mimir The Oracle : I think his health could be brought down to 3, there are few 3/4s for 3 out there currently.
Shieldmaiden : I have no complaints about this one. The stats are alright for the mana cost. I like it more than the Mogu'shan Warden.
Gotrek The Dwarf King : I like this effect, could possible increase his health to 6 though.
Ragnarrok : It's like Twisting Nether only better as it clears everything.
The Drunk : I think it's good, play it on turn one and you take 3 damage. Its like Flame imp. Though, I will say, it'll only be good early game and if you dont have any other minions. Currently, the way it's worded. When you play it and, if it happens to hit a friendly minion, it'll just die when it takes damage from hitting that friendly minion. Instead of attacking, perhaps it'll just deal 3 damage to a friendly minion or hero at random.
Interesting cards. The game could certainly use more Dwarf cards so that's a nice addition.
Asbjorn The Berzerker : Interesting, if I understand him correctly, there's a chance that, instead of attacking your enemy, he'll hit you and other minions for half his attack? Or is that a Battlecry effect that only takes place once when he's put onto the field? May want to reduce his health to 3 considering he ignores taunt AND has charge already.
Mimir The Oracle : I think his health could be brought down to 3, there are few 3/4s for 3 out there currently.
Shieldmaiden : I have no complaints about this one. The stats are alright for the mana cost. I like it more than the Mogu'shan Warden.
Gotrek The Dwarf King : I like this effect, could possible increase his health to 6 though.
Ragnarrok : It's like Twisting Nether only better as it clears everything.
The Drunk : I think it's good, play it on turn one and you take 3 damage. Its like Flame imp. Though, I will say, it'll only be good early game and if you dont have any other minions. Currently, the way it's worded. When you play it and, if it happens to hit a friendly minion, it'll just die when it takes damage from hitting that friendly minion. Instead of attacking, perhaps it'll just deal 3 damage to a friendly minion or hero at random.
Thank you :)
Asbjorn The Berzerker should work this way I think: He always hits the target he wants to attack but its a 50% he also hits his adjacent minions and his hero for half the attack counting up I would think. So if its buffed to lets say 7 attack he will hit hero and adjacent for 4 damage. To good this way?
Yeah I agree with the The Drunk it should be deal instead of attacking otherwise it might not be that good cause it might kill him self and a friendly minion.
I saw it now that ragnarrok should be that even your opponent has to discard his hand. Or is that to OP?
Whilst it is always fun designing new cards, finding a way to improve them is just as enjoyable. Whilst a banana is great for Rogue's and their combo's the actual effect of a +1/+1 banana is balanced enough. Next round if you play it on the Patriarch it is still a 2/5 which is worse than a Sen'jin at that stage in the game. You've also just lost 1 mana to do so.
New mechanic which allows a minion to select a friendly minion and add its attack power to its own during the attack. After attack, minion's attack power reverts back to it's default. Think of the chosen minion climbing atop the mount for a joint attack.
The updated snake: 2 less attack than Frost Elemental exchanging with 1 more health for a similar, slightly more prolonged 'freeze'. You may think it is slightly overpowered but it is fine for class specific versus neutral. Furthermore, the strategy of bringing out Frost elemental, freezing something and then killing it next turn is slightly less viable with this minion with its 3 attack. ALSO, the opponent could kill the Constrictor straight away and immediately "unfreeze" the victim. Hence i have give it 6 health.
I could pleasantly imagine an actual binding animation on the constricted card :)
A class specific Wolfrider who can ignore taunt. Ignoring Taunt is pretty great, especially if it is a Sunwalker but you are not solving anything by doing so. As such it is more of a finisher. Once it has hit the opponents face, it rests and almost certainly dies to anything. Suits the theme of Hunters and their Aggro strategy. Maybe even cost it at 5 if you wanted to be astute. Quaint and simple...
My first Legendary design going with my mount mechanic. Similar to King Krush, it will be best deployed as a finisher but with better situational synergy. The downside being that is heavily below par if you have zero board presence. As such, king krush is a more reliable option whereas Gurzuk has the better upper potential. For instance, If you have Boulderfist Ogre on the field and drop this on turn 9 you can attack with 10 which is incredible. The subtle consideration however is that if you already have a Boulderfist on the field (et al.) you are likely edging the lead anyway. This the inevitable killer blow.
Thoughts and all :)
I don't think I can add much to this other than praise.
I like what you've done to Silverback Patriarch, makes it a little more viable (or at least better than the other 3 mana taunt cards.
I especially like the Mount mechanic you've got here. One thing I've loved about hunters is their beast synergy (I've got a deck running The Beast just because he's a beast and works with the rest of the deck, not the best deck, but its fun). The Mount mechanic you've got here is just perfect. It's simple and easy to understand. The cards you've got here are also well balanced, not too strong, but can be effective if used properly.
The Gryphon Windwarrrior is good, good stats for its abilities.
Gurzuk I can see doing very well in some decks. Heck, if you don't have any minions on the boar and need 8 damage, Gurzuk + Abusive Sergeant would give you that 8 damage.
Sholazar Constrictor. I like the card, I think it's great how you've made a hunter specific Frost Elemental. I'm slightly worried that it'll be too strong because of Houndmaster buffing it to a 5/8. Not only that, but there aren't a lot of 5 damage cards, at least nothing that would also kill a 6 health card. I could be wrong here. This would probably need to be tested to be sure. Either way I think the card is great.
Alright, I'm tempted to say to reduce Asbjorn The Berzerker's health by 1, making him a 4/3. Hard to say really. You could probably leave it at 4 though.
I'm not sure if Ragnarok should discard both players hands or not. It could, its also possible that it might be too strong because of how much damage the card can inflict (forcing them to discard all their cards can be huge). I'm not a huge fan of discarding cards personally, so I'm probably not the best judge for this.
I like the Miner card, temporary head start to sacrifice getting left behind slightly. Can be used very effectively. Nicely done.
Dragon Trainer I think is good, if used effectively, can spawn a lot of dragons, or almost none. Maybe reduce his health to 6. If he takes 7 instances of 1 damage, that's 7 1/1s for 4 mana, that's a lot.
Temple Priest. I don't have any complains about this one. Can be effective, or it'll do next to nothing depending on the board state. I like :)
Sacrifice to Odin. It's like Blood Lust but cheaper and for everyone. I like it.
I really like these cards. Dragon Tamer could even have 1 more attack in my opinion.
Temple Priest is an interesting alternative to Wild Pyromancer.
Sacrifice to Odin is an interesting card too. It could even go for 2 mana in my opinion since it's smaller version of Savage Roar and Bloodlust with an adsitional downside too. (Small sidenotes: unlike MTG, Hearthstone doesn't use the word Sacrifice but the word Destroy. Also I assume the card should say Dwarves. You got a typo there ^^)
Miner got a bit weird choice of words. I think it is meant to work like Innervate and say that you lose one of your permanent crystals in addition to 3 mana crystals you gain for one turn only? For clearer choice of words, maybe the description could be: "Gain 3 mana crystals this turn only. At the end of the turn, destroy a permanent mana crystal."? I am also worried this might be a too powerful card considering if you get 2 of these cards, you could play a minion with mana cost 8, like Ragnaros, on turn 2. Even mana cost 5 minions on turn 2 for one card like this feel too powerful, even if you fall behind one mana crystal after that.
Today on my way home in the train decided to show my love towards the troll tribes in WoW. Created a new condition called "Tranquilized" which is supposed to work as a non-permanent, non-lethal silence.
Tranquilized: A minion can't attack and loses its special abilities.
Ive got a long list of cards for you all. They're all Death Knight cards. There are about 25 cards (the same amount that each class has). I tried to stick with a Death Knight theme of self healing and damage reduction. I also tried to vary up the cards a bit so that there are different kinds of things one could do. Most of the control in these cards involve more of the player taking the damage in order to protect his minions while they grow in number and size.
I figure, if anything, this could at least be a good starting point for some interesting Death Knight decks.
Note: One thing I would like to add. I absolutely hate Legendary cards that are too good simply because they are Legendary (looking at [card]Ragnaros the Firelord[/card]). So, if these Legendaries seem really strong, or any card for that matter, let me know where you think it's too strong and I'll make changes based on that.
Definitely. The mage already has two destroy effects, and each impacts only a single category of card - so this card is already on the strong side. Add in the fact that it's an exact compliment to Counterspell, and you can create a situation where your opponents cannot play a safe card.
Here is an update on the dwarf cards plus some new once. Change the Drunken Fool completely and made a new ability. "Aggro: Have to attack every time its your turn". Really only want 1 legendary but both Asbjorn and Gotrek might be to good to be something else. Also added KAKYBACs Cave Entrance. Also added a hero power card. Let me know what you think and if you have any other card ideas.
I don't want to seem too harsh because I see what your are trying to achieve it is just that I don't find it to be clean design. When you give powers like "reduce damage taken by __" your are altering the visible math of the game which belies what the player can see on the cards. It isn't crisp. Also for example with your Blood Prince: what if we buff his attack to 5 with a Raid Leader, how does our hero receive 2.5 health. Again it isn't clean design. The text doesn't sing off the cards where it is immediately understandable. Kel'thuzad is way too wordy and hazy. Too much is happening.
Also your hero power is OP, it is better than the Mage's by having a double benefit of heal. My only change would be to say that the 1 damage is randomly targeted and you can choose where to heal. But again, this isn't crisp and isn't different enough from MAGE or PRIEST powers. It is a halfway house of both which is better than both.
However there are some decent ideas in there so don't be overly put off. Your weapons are really good, great idea especially on the 0 cost one with the "active upon the enemies turn" mechanic. That needs to be in the game now.
I also like the maggots and festering ghoul cards and Cripple is a good mechanic to play with. I have a loose idea of a Stormwind Champion esque card which gives -1/-1 to all enemy minions. Maybe the Death Knight himself...
edit: why not a cripple ability as the hero power? "reduce a minions attack by 2". Mega synergy with Stampeding Kodo but you could also make a class specific variant too. It could be their theme and build a deck around it taking the best from what you have. Just spitballing :)
Thank you for taking the time to go over it.
There's no such thing as too harsh... unless you are simply ripping everything to shreds and not explaining why.
As for Blood Prince, Kel'Thuzad and Frost Wyrm, they were 3 of the first cards i ended up making so they did become very wordy. I'll be sure to fix that asap thank you :). To help clear things up, Blood Prince was the original idea, but then it was brought up to me, exactly what you said. What happens when you have an odd number. One way to fix this is to either have the number rounded up or down, or, have the heal amount be static so that it doesn't increase when the card's attack is modified.
Kel'Thuzad... yeah, very confusing. I'll try to cut out a lot of the text, same with the Frost Wyrm, while still keeping the same effect.
For the hero power, you are right that's too good. I can change it so that it can only target minions and not heroes.
I'm glad you like the weapons. I thought that, since this is a Death Knight, they should be using weapons often. Figured having a secret that turns into a weapon could be good.
A reverse Stormwind Champion sounds awesome actually, would like to see more of what you had in mind.
Having the hero power be Cripple could also work, it doesn't seem very Death Knight like though. I'll try to put together some other hero power ideas :).
Alright, went over several cards and made some changes, tightened up some of the wording. Hopefully it's better. Also added a new card, forgot to notice that there was no direct removal in the list of cards I provided. http://imgur.com/a/OQede#0
Life Steal: Whenever this minion deals damage, its owners gains X life.
Cleave: When this kills another, any extra damage is distributed among adjacent minions. If there are non, the damage goes to the enemy hero.
Cripple : Reduces the targets attack by 1. Removes battle effects (Windfury, Enrage, Cleave, Life Steal)
BattleCry: Sacrifice a minion, Kel'Thuzad is immune to one targeted effect. At the end of your turn, he will hit a random enemy with a 3 damage Frostbolt and freeze it.
Immune: Creature with Immune will block the first spell, attack or minion effect to target it. This will also block polymorph effects. Aoe will not affect the shield.
Here is an update on the dwarf cards plus some new once. Change the Drunken Fool completely and made a new ability. "Aggro: Have to attack every time its your turn". Really only want 1 legendary but both Asbjorn and Gotrek might be to good to be something else. Also added KAKYBACs Cave Entrance. Also added a hero power card. Let me know what you think and if you have any other card ideas.
I really like this set, it does feel very aggressive. It looks like the goal is try win by mid game, shortly before you reach turns 8-10. I imagine, by the looks of it, that these cards are all neutral. Which will work well I think, allows for different styles of the deck. I think I could see a good Paladin deck with these cards.
Not sure I can add much else. Other than perhaps look into adding a Mortar Team card and/or a Mountain King, as they're both very Warcraft related.
Heh, i like this one. Hard to judge whether it's OP but it seems fine and true to the spirit of hearthstone being a bit tongue-in-cheek fun. I would take out the word 'enemy' and make it capable of mimicking your own too. Nice job. I could imagine it in the collection book.
Interesting cards. The game could certainly use more Dwarf cards so that's a nice addition.
Asbjorn The Berzerker : Interesting, if I understand him correctly, there's a chance that, instead of attacking your enemy, he'll hit you and other minions for half his attack? Or is that a Battlecry effect that only takes place once when he's put onto the field? May want to reduce his health to 3 considering he ignores taunt AND has charge already.
Mimir The Oracle : I think his health could be brought down to 3, there are few 3/4s for 3 out there currently.
Shieldmaiden : I have no complaints about this one. The stats are alright for the mana cost. I like it more than the Mogu'shan Warden.
Gotrek The Dwarf King : I like this effect, could possible increase his health to 6 though.
Ragnarrok : It's like Twisting Nether only better as it clears everything.
The Drunk : I think it's good, play it on turn one and you take 3 damage. Its like Flame imp. Though, I will say, it'll only be good early game and if you dont have any other minions. Currently, the way it's worded. When you play it and, if it happens to hit a friendly minion, it'll just die when it takes damage from hitting that friendly minion. Instead of attacking, perhaps it'll just deal 3 damage to a friendly minion or hero at random.
Thank you :)
Asbjorn The Berzerker should work this way I think: He always hits the target he wants to attack but its a 50% he also hits his adjacent minions and his hero for half the attack counting up I would think. So if its buffed to lets say 7 attack he will hit hero and adjacent for 4 damage. To good this way?
Yeah I agree with the The Drunk it should be deal instead of attacking otherwise it might not be that good cause it might kill him self and a friendly minion.
I saw it now that ragnarrok should be that even your opponent has to discard his hand. Or is that to OP?
Here is some new Dwarf cards:
I don't think I can add much to this other than praise.
I like what you've done to Silverback Patriarch, makes it a little more viable (or at least better than the other 3 mana taunt cards.
I especially like the Mount mechanic you've got here. One thing I've loved about hunters is their beast synergy (I've got a deck running The Beast just because he's a beast and works with the rest of the deck, not the best deck, but its fun). The Mount mechanic you've got here is just perfect. It's simple and easy to understand. The cards you've got here are also well balanced, not too strong, but can be effective if used properly.
The Gryphon Windwarrrior is good, good stats for its abilities.
Gurzuk I can see doing very well in some decks. Heck, if you don't have any minions on the boar and need 8 damage, Gurzuk + Abusive Sergeant would give you that 8 damage.
Sholazar Constrictor. I like the card, I think it's great how you've made a hunter specific Frost Elemental. I'm slightly worried that it'll be too strong because of Houndmaster buffing it to a 5/8. Not only that, but there aren't a lot of 5 damage cards, at least nothing that would also kill a 6 health card. I could be wrong here. This would probably need to be tested to be sure. Either way I think the card is great.
I want to see more cards from you.
Hopefully would give Mage a stronger mid game and something to do that's not on turn 4 lol.
Alright, I'm tempted to say to reduce Asbjorn The Berzerker's health by 1, making him a 4/3. Hard to say really. You could probably leave it at 4 though.
I'm not sure if Ragnarok should discard both players hands or not. It could, its also possible that it might be too strong because of how much damage the card can inflict (forcing them to discard all their cards can be huge). I'm not a huge fan of discarding cards personally, so I'm probably not the best judge for this.
I like the Miner card, temporary head start to sacrifice getting left behind slightly. Can be used very effectively. Nicely done.
Dragon Trainer I think is good, if used effectively, can spawn a lot of dragons, or almost none. Maybe reduce his health to 6. If he takes 7 instances of 1 damage, that's 7 1/1s for 4 mana, that's a lot.
Temple Priest. I don't have any complains about this one. Can be effective, or it'll do next to nothing depending on the board state. I like :)
Sacrifice to Odin. It's like Blood Lust but cheaper and for everyone. I like it.
I really like these cards. Dragon Tamer could even have 1 more attack in my opinion.
Temple Priest is an interesting alternative to Wild Pyromancer.
Sacrifice to Odin is an interesting card too. It could even go for 2 mana in my opinion since it's smaller version of Savage Roar and Bloodlust with an adsitional downside too. (Small sidenotes: unlike MTG, Hearthstone doesn't use the word Sacrifice but the word Destroy. Also I assume the card should say Dwarves. You got a typo there ^^)
Miner got a bit weird choice of words. I think it is meant to work like Innervate and say that you lose one of your permanent crystals in addition to 3 mana crystals you gain for one turn only? For clearer choice of words, maybe the description could be: "Gain 3 mana crystals this turn only. At the end of the turn, destroy a permanent mana crystal."? I am also worried this might be a too powerful card considering if you get 2 of these cards, you could play a minion with mana cost 8, like Ragnaros, on turn 2. Even mana cost 5 minions on turn 2 for one card like this feel too powerful, even if you fall behind one mana crystal after that.
Overall I really like your ideas! :)
May your nets always be full! 🎣
Thanks!
Thats a good idea! Let me try to get all cards in one post with all your inputs on the cards.
I did another freaky card meanwhile. Maybe its way to OP. Let me know what you guys think.
Today on my way home in the train decided to show my love towards the troll tribes in WoW. Created a new condition called "Tranquilized" which is supposed to work as a non-permanent, non-lethal silence.
Tranquilized: A minion can't attack and loses its special abilities.
May your nets always be full! 🎣
Ive got a long list of cards for you all. They're all Death Knight cards. There are about 25 cards (the same amount that each class has). I tried to stick with a Death Knight theme of self healing and damage reduction. I also tried to vary up the cards a bit so that there are different kinds of things one could do. Most of the control in these cards involve more of the player taking the damage in order to protect his minions while they grow in number and size.
I figure, if anything, this could at least be a good starting point for some interesting Death Knight decks.
Ive also got an Imgur album here if the cards are too hard to read. https://imgur.com/a/OQede#0
Note: One thing I would like to add. I absolutely hate Legendary cards that are too good simply because they are Legendary (looking at [card]Ragnaros the Firelord[/card]). So, if these Legendaries seem really strong, or any card for that matter, let me know where you think it's too strong and I'll make changes based on that.
This. Needs. To Become. Real. (Both for thematic and coolness reasons.)
Definitely. The mage already has two destroy effects, and each impacts only a single category of card - so this card is already on the strong side. Add in the fact that it's an exact compliment to Counterspell, and you can create a situation where your opponents cannot play a safe card.
Even worse if it procs after Mirror Entity.
Here is an update on the dwarf cards plus some new once. Change the Drunken Fool completely and made a new ability. "Aggro: Have to attack every time its your turn". Really only want 1 legendary but both Asbjorn and Gotrek might be to good to be something else. Also added KAKYBACs Cave Entrance. Also added a hero power card. Let me know what you think and if you have any other card ideas.
Thank you for taking the time to go over it.
There's no such thing as too harsh... unless you are simply ripping everything to shreds and not explaining why.
As for Blood Prince, Kel'Thuzad and Frost Wyrm, they were 3 of the first cards i ended up making so they did become very wordy. I'll be sure to fix that asap thank you :). To help clear things up, Blood Prince was the original idea, but then it was brought up to me, exactly what you said. What happens when you have an odd number. One way to fix this is to either have the number rounded up or down, or, have the heal amount be static so that it doesn't increase when the card's attack is modified.
Kel'Thuzad... yeah, very confusing. I'll try to cut out a lot of the text, same with the Frost Wyrm, while still keeping the same effect.
For the hero power, you are right that's too good. I can change it so that it can only target minions and not heroes.
I'm glad you like the weapons. I thought that, since this is a Death Knight, they should be using weapons often. Figured having a secret that turns into a weapon could be good.
A reverse Stormwind Champion sounds awesome actually, would like to see more of what you had in mind.
Having the hero power be Cripple could also work, it doesn't seem very Death Knight like though. I'll try to put together some other hero power ideas :).
Alright, went over several cards and made some changes, tightened up some of the wording. Hopefully it's better. Also added a new card, forgot to notice that there was no direct removal in the list of cards I provided. http://imgur.com/a/OQede#0
Life Steal: Whenever this minion deals damage, its owners gains X life.
Cleave: When this kills another, any extra damage is distributed among adjacent minions. If there are non, the damage goes to the enemy hero.
Cripple : Reduces the targets attack by 1. Removes battle effects (Windfury, Enrage, Cleave, Life Steal)
BattleCry: Sacrifice a minion, Kel'Thuzad is immune to one targeted effect. At the end of your turn, he will hit a random enemy with a 3 damage Frostbolt and freeze it.
Immune: Creature with Immune will block the first spell, attack or minion effect to target it. This will also block polymorph effects. Aoe will not affect the shield.
I really like this set, it does feel very aggressive. It looks like the goal is try win by mid game, shortly before you reach turns 8-10. I imagine, by the looks of it, that these cards are all neutral. Which will work well I think, allows for different styles of the deck. I think I could see a good Paladin deck with these cards.
Not sure I can add much else. Other than perhaps look into adding a Mortar Team card and/or a Mountain King, as they're both very Warcraft related.
Update on Cristos The Shapeshifter.
Anyone? anyone at all? should it be epic? should it cost 7? should it both? is it awesome the way it is?
And the Nightmare Cards:
In my opinion, Ysera is already a OP enough card. This card is even more OP. :/
May your nets always be full! 🎣
STop using gold and using legendary on non-legendary needed cards.