Hi, I'm Ethylbenzene bringing you another class based on A Song of Ice and Fire/Game of Thrones. As always Fans please enjoy, critics please comment, and any and all suggested feedback is welcome and wanted. Below is the hero, hero power, ten basic cards, six commos, five rares, three epics, and one legendary for set with all explanations, balancing, and flavor in spoilers tags. I appreciate all comments and please let me know which cards are your favorite, which you feel are bland, and which you feel should be re-balanced. Please refrain from any spoilers in the comments. If you haven't seen the previous week's heroes check them out below.
The eighth hero is Prince Doran Martell, the Prince and Great Lord of Dorne ruling from Sunspear and representing the Martells. While Doran rules with his patience and logic, his brother Oberyn acts as his right hand in passion and action. They rule together as the grass and the snake and therefore their class revolves around choosing between the two style of politics: immediate attack or slower, but stronger options. Because really the brothers Martell are playing good cop bad cop with the world.
Hero and Hero Power
Doran Martell- Doran Martell is the great lord of Dorne and the secret plotter against the throne, so he makes the best case for the representative. The other very strong candidate is his eldest child and heir Princess Arianne, who is also a POV character. Yet, since she remains ignorant of the Dornish strategy and schemes until literally where the canon is up to, she can't possibly be a better Dorne representative than her father.
Protracted Vengeance- Protracted Vengeance is the first Choose One Hero Power, and as I write it I realize that Vengeance is spelled wrong. Whoever spelled that word did not account for abbreviations...I'll change it later. The hero power represents everything the class is about, picking between offense, giving a permanent +1 attack buff to a minion, and defense, summoning a Target Dummy. The grass that the hero power summons also represents Doran's role in Oberyn's operations, as the grass that hides the snake.
Legendary Card
Prince Oberyn Martell- Oberyn is the Red Viper of Dorne, and as mentioned above, he is Doran's brother, right hand, coconspirator, and best friend. Doran's peacefullness and pushover facade allows his brother to be the literal bad cop. Oberyn is one of the strongest warriors in the realm. Despite his high birth, he's spent years in Essos in mercenary camps, studied to be a Maester in the citadel, and I'm pretty sure he's been North of the Wall. His rampant sexuality, open-mindedness, and skill-at-arms combined with his shortlived appearance make him one of the coolest characters in the series. My rendition of the Red Viper is very simple, a minion with Charge and Windfury or Poison, which means "Destroy any minion damaged by this minion." Oberyn can either be used as a very powerful Charger, synchronizing with the hero power, or a powerful hard removal. His card text might be simple, but that does not mean he is in any way.
Epic Cards
P.S.A. Unbowed, Unbent, Unbroken is the motto of the Martells and symbolizes how they were independent from the Iron Throne for over 200 years more than the rest of Westeros.
Unbowed- Unbowed is the simplest of the three and simply gives a minion Stealth. While this may seem weak, it's versatility lies in getting past Taunt units, albeit probably for a turn.
Unbent- Unbent is a Dornish secret and summons 2 1/1 Taunt minions in addition to freezing the attacker. It's quite useful if you are in need of defense because it blocks 3 forms of attack at most for 2 mana.
Unbent- Unbent is the ultimate spell of the Martell class, combining defense with offense. For every grass minion summoned by your hero power, this summons a 2/1 with Charge. So if you have 3-4 grass minions, this can summon 3 Bluegill Warrior for 3 mana completely independent of your opponent's board! It also means that the opponent needs to be careful letting your grass grow.
Rare Cards
Red Viper's Spear- Oberyn's spear appears as one of the Martell cards. Similarly to Gorehowl, the attack of this weapon changes after the weapon is used. Everytime the weapon is used, it gains +2 attack, and it starts as either a 4/2 or a 1/4. As a 4/2 it has more power and deal 4 then 6 damage over 2 turns. As a 1/4 it can be spread out more dealing 1 damage(lol), then 3 damage, then 5 damage, then 7 damage over 4(3) turns. While you get more damage out of the durability(16 vs. 10), the main utility comes out of being able to attack more targets. 16 damage for 4 mana is also amazing, but the downside is that the first turn it is a 1-attack weapon and you have to attack to increase the attack, and 1 damage is not enough of an impact on turn 4. The attack version shines when you need immediate damage or are close to lethal, as in your first 2 turns you can deal 10 damage as opposed to the 4 with the durability version.
Sandstorm- The Martell AoE. Think Consecration + 1 Spell Damage.
Princess Elia's Vengeance- Princess Elia was Oberyn and Doran's sister and was killed mercilessly by Gregor Clegane after other horrific actions. While she doesn't appear in the books, she lives on through her brothers single-minded vengeance for her death. Once again you can choose to gain your increments in defense (Doran) or temporary attack (Oberyn). And like always, the defense increase is a lot more efficient if you consider +2 defense(Warrior) equal to +1 defense and +1 attack this turn only(Druid).
Stony Dornishman- If you're wondering if this card is good. Yes. Yes it is.
Starfall Knight- Ironically this card is very similar in function to the Druid card Starfire, the names deriving form different sources. Starfall is an area of Dorne the Daynes rule over. Starfall Knight gives you the option to draw a card(Oberyn), or become a super-charged Sunwalker (Doran)
Common Cards
Dragonsteel Dagger- Self-explanatory.
Sand Blade- Can either be a 4/2 or a 2/4 for 3-mana. So it's basically the Druid of the Flame of weapons.
Sphinx's Storm- The Sphinx is one of Oberyn's eight bastard daughters currently studying in Oldtown like her father did. This card is a Secret that acts as a Counterspell for minions. Because it costs less than Counterspell, this card refunds the mana your opponent may have spent on the card. For example if your opponent has 3 mana left and summons Acolyte of Pain, the minion is destroyed before it enters the battlefield and your opponent still has 3 mana. Often acts as an annoyance to your opponent rather than a punishment.
Dornish Spices- Self-explanatory, but it combos very well with Sunspear.
Princess Elia's Legacy- The art of this card is of Elia's youngest son Aegon, who is supposedly alive and plans to regain the throne from the Lannisters and the Baratheons. This card either gives a minion +5 attack, or deals small AoE damage to the enemies. A very powerful card in your arsenal.
Yronwood Hunter- Yronwood Hunter adds either a weapon or a secret from your deck to your hand akin to Sense Demons.
Basic Cards
Sunspear- Hopefully Sunspear can rival Gorehowl and Doomhammer as the most powerful weapons in the game. Sunspear either acts a 3/4 Windfury weapon(a bit worse than Doomhammer for more upfront damage) or a 3/4 weapon that makes you immune when you're attacking so that you can easily clear out trash. If the weapon is upgraded in any way it becomes even better.
Beating Sun- Yes the art on this card is perfect. Similar to Competitive Spirit, this card basically acts at the start of your turn and doesn't activate on an empty board. The secret damages all minions on the board for 2-mana unless they are "vanilla"-minions like Chillwind Yeti. In constructed, it acts as a deal 2 damage to all minions, but in arena it could have some interesting connotations.
Hidden Snake- It turns into the viper before it is damaged.
Sunstrike- The Martell's direct damage option.
Venemous Secrets- Again Poison indicates the text "Destroy any minion damaged by this minion."
Prince Quentyn Martell- While pretty useless on an empty board, he is a 2/2 if the board isn't empty.
Desert Assassin- Desert Assassin is the hero power interaction for the4 Martells. It causes you to lower an enemy minions attack by 2 instead of raising it by 1 when an enemy is targeted. This can create amazing situations for your minions and leave your enemies board a lot less threatening.
Princess Arianne Martell- Arianne is the heir to Dorne so she has to learn from both her father and her uncle. So she can rally her minions and give them +1 attack, or try to seduce an enemy knight and gain the knight's favor. Most likely it'll be the first one.
Areo Hotah- Areo Hotah is the Prince's bodyguard and the captain of the Dornish guard. As a card, Areo has many similarities to the Druid card Ancient of War. While I think the 5/10 Taunt for 7 that the Ancient of War often becomes is worth in some Druid decks, I don't think a 10/5 for 7 is worth it. Therefore Hotah's attack option is equipping an axe instead, therefore giving immediate attack. And really for 9 mana, a 6/6 + 5/2 weapon or a 6/14 Taunt is the only way such a simple minion is worth it. Otherwise for that mana you would much rather play Ysera...or Kel'Thuzad/Ragnaros the Firelord
Sand Snake- The Sand Snakes are Oberyn's eight bastard daughters that he raised as his legitimate children. He taught them all how to wield weapons and gave them the gifts of freedom and open-mindedness that kings lack. They don't get to choose defense, but instead remain a powerful Stealth unit.
That's the Martell class. Enjoy and please leave a comment. Next week is the final hero and a big fan of Fire and Blood.
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Hi, I'm Ethylbenzene bringing you another class based on A Song of Ice and Fire/Game of Thrones. As always Fans please enjoy, critics please comment, and any and all suggested feedback is welcome and wanted. Below is the hero, hero power, ten basic cards, six commos, five rares, three epics, and one legendary for set with all explanations, balancing, and flavor in spoilers tags. I appreciate all comments and please let me know which cards are your favorite, which you feel are bland, and which you feel should be re-balanced. Please refrain from any spoilers in the comments. If you haven't seen the previous week's heroes check them out below.
Stark-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/49743-fan-made-class-stark
Greyjoy-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/50378-fan-made-class-2-greyjoy
Lannister-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/51151-fan-made-class-3-lannister
Arryn?-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/52735-fan-made-class-4-baelish
Baratheon-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/55071-fan-made-class-5-baratheon
Tully-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/58209-fan-made-class-6-tully
Tyrell-http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/59817-fan-made-class-7-tyrell
The eighth hero is Prince Doran Martell, the Prince and Great Lord of Dorne ruling from Sunspear and representing the Martells. While Doran rules with his patience and logic, his brother Oberyn acts as his right hand in passion and action. They rule together as the grass and the snake and therefore their class revolves around choosing between the two style of politics: immediate attack or slower, but stronger options. Because really the brothers Martell are playing good cop bad cop with the world.
Hero and Hero Power
Doran Martell- Doran Martell is the great lord of Dorne and the secret plotter against the throne, so he makes the best case for the representative. The other very strong candidate is his eldest child and heir Princess Arianne, who is also a POV character. Yet, since she remains ignorant of the Dornish strategy and schemes until literally where the canon is up to, she can't possibly be a better Dorne representative than her father.
Protracted Vengeance- Protracted Vengeance is the first Choose One Hero Power, and as I write it I realize that Vengeance is spelled wrong. Whoever spelled that word did not account for abbreviations...I'll change it later. The hero power represents everything the class is about, picking between offense, giving a permanent +1 attack buff to a minion, and defense, summoning a Target Dummy. The grass that the hero power summons also represents Doran's role in Oberyn's operations, as the grass that hides the snake.
Legendary Card
Prince Oberyn Martell- Oberyn is the Red Viper of Dorne, and as mentioned above, he is Doran's brother, right hand, coconspirator, and best friend. Doran's peacefullness and pushover facade allows his brother to be the literal bad cop. Oberyn is one of the strongest warriors in the realm. Despite his high birth, he's spent years in Essos in mercenary camps, studied to be a Maester in the citadel, and I'm pretty sure he's been North of the Wall. His rampant sexuality, open-mindedness, and skill-at-arms combined with his shortlived appearance make him one of the coolest characters in the series. My rendition of the Red Viper is very simple, a minion with Charge and Windfury or Poison, which means "Destroy any minion damaged by this minion." Oberyn can either be used as a very powerful Charger, synchronizing with the hero power, or a powerful hard removal. His card text might be simple, but that does not mean he is in any way.
Epic Cards
P.S.A. Unbowed, Unbent, Unbroken is the motto of the Martells and symbolizes how they were independent from the Iron Throne for over 200 years more than the rest of Westeros.
Unbowed- Unbowed is the simplest of the three and simply gives a minion Stealth. While this may seem weak, it's versatility lies in getting past Taunt units, albeit probably for a turn.
Unbent- Unbent is a Dornish secret and summons 2 1/1 Taunt minions in addition to freezing the attacker. It's quite useful if you are in need of defense because it blocks 3 forms of attack at most for 2 mana.
Unbent- Unbent is the ultimate spell of the Martell class, combining defense with offense. For every grass minion summoned by your hero power, this summons a 2/1 with Charge. So if you have 3-4 grass minions, this can summon 3 Bluegill Warrior for 3 mana completely independent of your opponent's board! It also means that the opponent needs to be careful letting your grass grow.
Rare Cards
Red Viper's Spear- Oberyn's spear appears as one of the Martell cards. Similarly to Gorehowl, the attack of this weapon changes after the weapon is used. Everytime the weapon is used, it gains +2 attack, and it starts as either a 4/2 or a 1/4. As a 4/2 it has more power and deal 4 then 6 damage over 2 turns. As a 1/4 it can be spread out more dealing 1 damage(lol), then 3 damage, then 5 damage, then 7 damage over 4(3) turns. While you get more damage out of the durability(16 vs. 10), the main utility comes out of being able to attack more targets. 16 damage for 4 mana is also amazing, but the downside is that the first turn it is a 1-attack weapon and you have to attack to increase the attack, and 1 damage is not enough of an impact on turn 4. The attack version shines when you need immediate damage or are close to lethal, as in your first 2 turns you can deal 10 damage as opposed to the 4 with the durability version.
Sandstorm- The Martell AoE. Think Consecration + 1 Spell Damage.
Princess Elia's Vengeance- Princess Elia was Oberyn and Doran's sister and was killed mercilessly by Gregor Clegane after other horrific actions. While she doesn't appear in the books, she lives on through her brothers single-minded vengeance for her death. Once again you can choose to gain your increments in defense (Doran) or temporary attack (Oberyn). And like always, the defense increase is a lot more efficient if you consider +2 defense(Warrior) equal to +1 defense and +1 attack this turn only(Druid).
Stony Dornishman- If you're wondering if this card is good. Yes. Yes it is.
Starfall Knight- Ironically this card is very similar in function to the Druid card Starfire, the names deriving form different sources. Starfall is an area of Dorne the Daynes rule over. Starfall Knight gives you the option to draw a card(Oberyn), or become a super-charged Sunwalker (Doran)
Common Cards
Dragonsteel Dagger- Self-explanatory.
Sand Blade- Can either be a 4/2 or a 2/4 for 3-mana. So it's basically the Druid of the Flame of weapons.
Sphinx's Storm- The Sphinx is one of Oberyn's eight bastard daughters currently studying in Oldtown like her father did. This card is a Secret that acts as a Counterspell for minions. Because it costs less than Counterspell, this card refunds the mana your opponent may have spent on the card. For example if your opponent has 3 mana left and summons Acolyte of Pain, the minion is destroyed before it enters the battlefield and your opponent still has 3 mana. Often acts as an annoyance to your opponent rather than a punishment.
Dornish Spices- Self-explanatory, but it combos very well with Sunspear.
Princess Elia's Legacy- The art of this card is of Elia's youngest son Aegon, who is supposedly alive and plans to regain the throne from the Lannisters and the Baratheons. This card either gives a minion +5 attack, or deals small AoE damage to the enemies. A very powerful card in your arsenal.
Yronwood Hunter- Yronwood Hunter adds either a weapon or a secret from your deck to your hand akin to Sense Demons.
Basic Cards
Sunspear- Hopefully Sunspear can rival Gorehowl and Doomhammer as the most powerful weapons in the game. Sunspear either acts a 3/4 Windfury weapon(a bit worse than Doomhammer for more upfront damage) or a 3/4 weapon that makes you immune when you're attacking so that you can easily clear out trash. If the weapon is upgraded in any way it becomes even better.
Beating Sun- Yes the art on this card is perfect. Similar to Competitive Spirit, this card basically acts at the start of your turn and doesn't activate on an empty board. The secret damages all minions on the board for 2-mana unless they are "vanilla"-minions like Chillwind Yeti. In constructed, it acts as a deal 2 damage to all minions, but in arena it could have some interesting connotations.
Hidden Snake- It turns into the viper before it is damaged.
Sunstrike- The Martell's direct damage option.
Venemous Secrets- Again Poison indicates the text "Destroy any minion damaged by this minion."
Prince Quentyn Martell- While pretty useless on an empty board, he is a 2/2 if the board isn't empty.
Desert Assassin- Desert Assassin is the hero power interaction for the4 Martells. It causes you to lower an enemy minions attack by 2 instead of raising it by 1 when an enemy is targeted. This can create amazing situations for your minions and leave your enemies board a lot less threatening.
Princess Arianne Martell- Arianne is the heir to Dorne so she has to learn from both her father and her uncle. So she can rally her minions and give them +1 attack, or try to seduce an enemy knight and gain the knight's favor. Most likely it'll be the first one.
Areo Hotah- Areo Hotah is the Prince's bodyguard and the captain of the Dornish guard. As a card, Areo has many similarities to the Druid card Ancient of War. While I think the 5/10 Taunt for 7 that the Ancient of War often becomes is worth in some Druid decks, I don't think a 10/5 for 7 is worth it. Therefore Hotah's attack option is equipping an axe instead, therefore giving immediate attack. And really for 9 mana, a 6/6 + 5/2 weapon or a 6/14 Taunt is the only way such a simple minion is worth it. Otherwise for that mana you would much rather play Ysera...or Kel'Thuzad/Ragnaros the Firelord
Sand Snake- The Sand Snakes are Oberyn's eight bastard daughters that he raised as his legitimate children. He taught them all how to wield weapons and gave them the gifts of freedom and open-mindedness that kings lack. They don't get to choose defense, but instead remain a powerful Stealth unit.
That's the Martell class. Enjoy and please leave a comment. Next week is the final hero and a big fan of Fire and Blood.