I have a suggestion, he can have the three different spec things, and when the match begins, you can choose either blood, frost and undead, and there can be three round icons beneath the portrait of the class in game. And the one you choose glows and stuff, and gets bigger and moves to the middle of the three. They should also have different specials, frost has the ability to freeze 1 minion, and if it already is frozen, it takes 1 hit. Blood can have life tapping, so you can steal 1 health from a minion, and your "Hero" gets the life, (or you can choose to give it to one off your minions). Undead can have the effect so it can resurrect a random card from the ones that has died in your deck!
Icy Shards card costs way too much. A simple Cone of Cold, where you actually decide which 3 minions take 1 damage and become frozen, costs the same. And here you have no idea which minions will take it, and whether or not they will: all the freeze can come to just one minion. So it's basically a poor man's version of Cone of Cold for the same price. Also there are Arcane Missiles, just like Icy Shards except for the "freeze" part, and the card costs ONE.
On the other hand, Dark Command is way too cheap. The "attack" part of Its effect in many cases will be as powerful as Shadow Madness which costs 4. And in many cases it will be even more powerful, since it has no limitation for the unit it takes control of. AND it allows you to draw a card as well! And it costs just 1? What? I think its cost must be at least 4, most likely 5. And it would still be pretty random, not sure if it would fit the game.
The secrets are seem to be pretty random and should not cost the same. Strangulate will often kill your own minions snce most game spells are offensive spells, so you don't want that at all. Remorseless winter on the other hand is probably close to OP, it works as a Freezing Trap for the attack and also allows to put minions out to kill this minion next turn. But I might be wrong in that, that's the first impression. And Parry is weak, it only gives your hero a 2/1 (basically an Arcane Shot with all the attack disadvantages) and it can destroy your weapon should you equip one. I'd make its effect close to Upgrade: say, you equip a 1/4 or upgrade your current weapon for 1/1.
Corpse Explosion is way too cheap. A Pyroblast does not even guarantee a minion kill and it costs 10, not to tell that it doesn't apply splash damage at all. Kill Command, of course, costs only 3, but its price comes from the fact that you can't choose a minion to kill, and since it's only 3, you'd probably use it early anyway, so no 8/8 Protector kill shenanigans should appear. I'd say it should be a 10 mana card with 2 splash damage to adjacent minions.
Anyway these are my thoughts. Overall it's great when someone gets creative, it was fun to go through your cards.
P.S.: Is anyone interested in a clone of Hearthstone where you would actually have access to a wider set of content: like creating decks without class limitations, inventing new cards, etc?
It don't attack your opponent board but yours. So it's a free attack for opponent. Do you seriously value it at 4 or 5 ? Really ?
>>oh, sorry I didn't understand it was to attack a caster's minion. Then it suddenly becomes not too strong at all :) On rare ocasions will it do the caster good. And there situations when there's no minions for you, so you would just give an enemy additional damage to your face.
Assassinate cost 5 and destroy a minion, for 6 you have destroy + heal 3. Yeah, corpse explosion is good, but not this good.
>> Hm, OK, Maybe I overvalued this spell. Still it's like an Expolosive Shot (5) + Assasinate (5) + 2 additional damage. I don't think it should cost less than 8.
I would, but only if there is 90 starting hp, so minions with 1 or 2 cost don't have that dull stats anymore (but for example 5/5 or 2/9).
>> Yeah, some kind of editor + basic PvP mode. I'm just seeing if people are insterested in some kind of HS clone with these options.
Dealing 5 damage to a minion is worth about 3.5 crystals, so additional effect of maybe hitting two additional targets, and maybe not hitting anyone at all is valued at 1.5 crystals, i assume.
Cleave costs 2 and hits two random targets, while here you get to choose which ones to hit. Forked lightning costs 3 overall for the same effect. Overall dealing up to 4 damage shouldn't cost 1 mana, and in your case it's up to 6 damage which you suggest to grant for just 1 mana! So it's 2 mana at least for the splash, leaving your spell at 7 minimum mana cost, but more likely at 8 since <= 6 minion damage in my opinion is closer to 3 mana value.
Yeah, we seem to have quite a discussion on balancing a card that is not planned to be released in the game yet :D
And I must say that "vanilla" mana price formulas are just starters for making the balance. Such card as Pyroblast was upped from 8 to 10 due to its enormous hit on the game on turns 8-9, while for a mage it must cost 9 (damage-1) - 1 (mage spell damage discount) mana, meaning exactly 8.
I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.
I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).
Cards I would adjust and why: -{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.
-Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.
-Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.
-Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.
-Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.
-Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:
-Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.
The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.
I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.
In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.
To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.
Well done sir.
Who said that it is a buff? What about, say Novice? Or ERF?
cool idea however a lot of the cards are OP as fuck for example secrets should be atleast 1 mana the destroy minon cards should only draw 2 cards especially since your hero creates a minion, stuff like that, although neat idea i definelty like the frozen mechanic theme.
6) Why wouldn't it work? Jarraxus' ability is "Battlecry: destroy your and replace him with Lord Jaraxxus." Your hero power is replaced, you get a weapon, and your health is set to 15. Couldn't Krog be the same, just made to keep Krog?
Like the hero power.. not OP yet viable in the current meta.
That RNG tho. BroncsRoc#1880
Though i can see Army of the Dead+Obliterate+Hero Power becoming the new Force of Nature/Savage Roar combo.
That RNG tho. BroncsRoc#1880
Mwah. Mwah. My IG character.
I have a suggestion, he can have the three different spec things, and when the match begins, you can choose either blood, frost and undead, and there can be three round icons beneath the portrait of the class in game. And the one you choose glows and stuff, and gets bigger and moves to the middle of the three. They should also have different specials, frost has the ability to freeze 1 minion, and if it already is frozen, it takes 1 hit. Blood can have life tapping, so you can steal 1 health from a minion, and your "Hero" gets the life, (or you can choose to give it to one off your minions). Undead can have the effect so it can resurrect a random card from the ones that has died in your deck!
Anyway these are my thoughts. Overall it's great when someone gets creative, it was fun to go through your cards.
P.S.: Is anyone interested in a clone of Hearthstone where you would actually have access to a wider set of content: like creating decks without class limitations, inventing new cards, etc?
Cleave costs 2 and hits two random targets, while here you get to choose which ones to hit. Forked lightning costs 3 overall for the same effect. Overall dealing up to 4 damage shouldn't cost 1 mana, and in your case it's up to 6 damage which you suggest to grant for just 1 mana! So it's 2 mana at least for the splash, leaving your spell at 7 minimum mana cost, but more likely at 8 since <= 6 minion damage in my opinion is closer to 3 mana value.
Yeah, we seem to have quite a discussion on balancing a card that is not planned to be released in the game yet :D
And I must say that "vanilla" mana price formulas are just starters for making the balance. Such card as Pyroblast was upped from 8 to 10 due to its enormous hit on the game on turns 8-9, while for a mage it must cost 9 (damage-1) - 1 (mage spell damage discount) mana, meaning exactly 8.
Ice Shards should cost 2, as Arcane Missiles costs 1 for the same effect minus the freeze.
I think Dark Command is worded incorrectly.
Frost strike should cost 3, as Cleave costs two for the same effect minus the freeze.
I think shatter should cost zero.
I don't think hearthstone differentiates between tokens. (about shadowmourne)
There is no need for Frostmourne to have the battlecry. Krog can act like Jarraxus, but you still get the minion.
Frostmourne would not work. Read the Battlecry text carefully and you will see why.
1) Yes.
2)It is.
3)Absolutely.
4)NO! Jesus man! Now we have an imba!
5)This is true.
6)It wouldn't work anyways.
Heh.
Blizz would need to make a new card type... equipment?
????? You need a lvl 60 character to play as a Death Knight..
Who said that it is a buff? What about, say Novice? Or ERF?
75% of these cards are terrible, broken, both, and altogether unplayable. There is no way Blizz would make you discard things. It is "Un-fun".
cool idea however a lot of the cards are OP as fuck for example secrets should be atleast 1 mana the destroy minon cards should only draw 2 cards especially since your hero creates a minion, stuff like that, although neat idea i definelty like the frozen mechanic theme.
Arena > all
4) I see your point.
6) Why wouldn't it work? Jarraxus' ability is "Battlecry: destroy your and replace him with Lord Jaraxxus." Your hero power is replaced, you get a weapon, and your health is set to 15. Couldn't Krog be the same, just made to keep Krog?
Read battlecry carefully: When this card is PLAYED FROM YOUR HAND, something happens. Hand.
Yeah. Krog would read "Battlecry: destroy your hero and replace him with the lich king. You would still get the weapon.