I just felt like taking it upon myself to test my designing skills at enabling Dragons for all classes (as well as some other cards and mechanics I feel need some help). Every card here either is a Dragon or interacts with them, or even both.
Feel free to suggest your own concepts and vote on which set of cards you would most want to see in the game.
Total amount of cards: 7 for each class, 15 neutrals and 3 counters + 6 uncollectible.
Let's begin!
Druid:
Obsidian Drake: Can work as a tool for mill Druid with the first option, and as a bigger Flame Imp with the second option. Just a simple flip on the standard Choose One mechanic. I decided to flip the stats from 4/5 to 5/4 as I felt a 4/5 body was slightly too strong when paired with Innervate.
Emerald Drake: Recycled art, FTW. Anyway, you know how there are so many Druid spells that go unused? This is my attempt to not only give Druids their own Dragon, but also a way to see some use of cards like Recycle, Moonfire, and any of the buff cards.
Emerald Drakonid: Basically an Azure Drake that only draws you Dream Cards. Considering that Dream Cards are much more powerful I decided to give the minion worse stats and compared to Azure Drake it also loses the spell damage.
Dragonsworn Healer: Like Priest, I feel that in order for the other classes to support Dragons, they need a good early minion to help them along. This is the one I came up with for Druid. It means you can now use your hero power more liberally to clear minions, since you're gonna get some health back in return.
Celestial Dragon: Basically the Dark Cultist for Druid. I figured this could make Moonfire see some use, as well as synergize with the Emerald Drake.
Earthen Guardian: We all know that Recycle doesn't see play, mainly because it's an overpriced Assassinate that doesn't even permanently remove the threat, and you gain no board presence if you were already losing. Unlike Sap which is really cheap for what it does and also allows you to play something on the back of it, Recycle allows for very little play after the spell has been cast. This is my attempt at making at least the effect of Recycle see some play. Since the effect also comes alongside a body you can now also contest the board while removing a threat. Needless to say, it's a really weak card in an aggressive meta, since removing a Wolfrider or Imp Gang Boss is hardly worth the 5 additional mana.
Xarantaur: This minion is like a really big Dreadsteed with a condition. Potentially it could beat down just about anything the opponent plays, which means it demands an answer quickly. I'm still a bit unsure about the balance, but considering how common Silence is, I don't think it's too bad.
Hunter:
Black Whelp: So, how do you make Dragons appealing for Hunters? Why by giving them the beefiest early game minion, of course. Note that it is strong, but can't be used as an aggro tool because of the restriction. One of my favorite ideas honestly.
Core Dragon: Since Dragon decks are about playing on tempo, you're not gonna be able to use your hero power all that much. So if you save it for later and just keep playing cards you could end up with a nasty nuke or when combined with something like Steamwheedle Sniper, removal piece.
Volcanic Blacklash: Reworked to not be a complete game breaker. I really should have seen this becoming really insane with the release of any high-cost spell, but now it's merely a card draw. Hunters generally have terrible draw because they are so aggressive, but since this card only pulls Dragons, it doesn't work as well for aggro.
Dragonsworn Archer: Since the Hunter hero power can't support the control playstyle (and I doubt Blizzard is going to change it anytime soon), I figured I could give them something to make up for it. This way you get the equivalent of 2 hero powers to use as you please, as well as synergize with Wild Pyromancer and Hunter's Mark, if you choose to go that far.
Preying Drake: But solid minions are not enough to make a class such as Hunter turn away from their favored archetype. If you want a class to start playing control, give them tools good enough to justify it.
Tamed Dragon: So, what's the problem with the "when you draw this" effect? The effects that currently exist in the game, in the form of Flame Leviathan and Sea Reaver, are unreliable and detrimental to yourself in most cases. Sure, you don't have to pay for the effect, but more often than not, you would rather pay the cost and have control over it. How do I suggest fixing it? First off, don't make the effect ruin your game plan. Have it be a pure upside rather than a situational effect. Here, the effect is purely beneficial, and if you're running Inspire minions you can keep the effect for a later turn. If you're playing for tempo, you rarely have time to weave in a hero power anyway.
Atrimedes: Ok, so after thinking for a while I moved this card from Warrior to Hunter. After all, Atrimedes is supposed to be hunting you down with echolocation so I felt it fit flavor-wise. I really didn't want to copy the Rag vs Nef Tavern Brawl design, but Blizz really nailed the design on this card from the start. I merely rebalanced it for constructed play.
Mage:
Newborn Wyrm: Effectively half an Ice Lance tied to an early game body. Could work for both a tempo freeze Mage as well as synergize with the other Dragon cards like Frostbrood Skytalon or Sapphiron. Previously, this card had a conditional Arcane Missiles effect on it but I felt the effect wasn't quite fitting for a common card.
Arcane Dragonspawn: Basically a pseudo-Questing Adventurer, that instead or requiring you to play the cards, you just need to draw them. On turn 5 you can get a 4/4 and draw two cards if you combine it with Arcane Intellect, making up for the tempo loss.
Cerulean Consort: This was meant to give Dragon mage a better source of card draw to play on tempo. Arcane Intellect is a big tempo loss and giving you a body to go along with it somewhat mitigates that.
Frostwyrm: One look at the Mage class will tell you that the class is destinctly missing viable 5 mana cards. This was my way of creating something worth putting in your deck that also synergizes with card draw tools like Azure Drake and Arcane Intellect (which is normally a pretty big tempo loss).
Frostbrood Skytalon: I wanted to give Mages some kind of hero power interaction, and initially I though about making it a Freeze effect that remains on your hero power for the rest of the game, but then I quickly realized how broken it would be if you could Freeze a minion every turn, not to mention if you combo it with Coldarra Drake. So, I settled for a one-time Frostbolt kind of effect.
Dragon Enchantress: The more you end up focusing on Dragons, the less room you have in your deck for other tools. If you want to run the Dragon related 2 drops or spells in the 2 mana slot, you might not have room for a Mad Scientist, and in that scenario, this card will help you out, by allowing you to play your Secrets for free. The other thing you need to consider is that you get to choose what Secret you put in play, where the Mad Scientist would put a random one which could go off at the wrong time.
Sapphiron: Based on the boss fight from the last Naxx wing, but slightly altered to fit better with the Mage arsenal. I deliberatly made the cost high enough for it not to be easily combined with most freezing spells like Frost Nova and Blizzard. It does make a damn good play when combined with Ice Lance on turn 10 though as well as any Snowchugger or Water Elemental you may have on board.
Paladin:
Dragonsworn Sentinel: Think of it as a Webspinner for Dragons. While I would normally be afraid to give Paladins a good 1 drop in this meta, there is no worrying about this being played in Secret Paladin at least.
Armored Drake: In a way, this was my way of creating a Scarlet Crusader for Dragons. In a 1v1 scenario, it will contest Piloted Shredder (in most cases, anyway). Even if you don't necessarily get a good trade, at least it draws you a card to compensate for it, which is very important for Paladins. Most of Paladins card draw is very situational; Divine Favor requires you to empty your hand, and Lay on Hands is often very slow. The in-between card draw sources like Hammer of Wrath and Solemn Vigil are rarely run because they are overshadowed in their respective slot. This card allows you to draw as well as put a somewhat sticky body on the board.
Dragonsworn Justicar: On the turn it is played it is pretty much just a Sen'jin Shieldmasta without the taunt. However, should you leave it alive, it can trade with your minions without taking damage, as it gains Divine Shield.
Bronze Warden: At first I was worried I might have given it too small of a body, but I feel it's balanced where it is right now. Considering that you can get the initiative on using the Divine Shields, you can produce enough value to warrant keeping the stats as they are.
Dragonkin Brute: At first look it might seem like a worse Fire Elemental, since you are face tanking the damage instead of just dealing it. But note that the effect remains for as long as Dragonkin Brute is in play, which gives you an additional 3 damage every turn. If the opponent doesn't clear it, you can rack up some serious damage from the effect alone.
Patient Dragon: Now, at first glance this might look like a stupid card, until you consider that Paladin has Coghammer, and that you can essentially turn this card into a self-silencing Ancient Watcher.
Chromie: Also known as the Dragon Chronormu's gnome form. I couldn't find much lore to go on for this card, so I tried to work in the time manipulating aspect into the card instead. As it is right now, it replaces your hero power with a temporary Resurrect-on-demand, with a much more limited use, as it will only target minions that died on your last turn. And yes, that includes enemy minions.
Priest:
Obsidian Drakonid: Compare with Blackwing Technician, where you instead move the bonus stats to a future turn, instead of the current one. Not much to say about this card. It's just a solid minion.
Wyrmrest Inquisitor: Basically designed to be a Mind Vision on a stick. The card never saw play because it alone is not worth a card slot. Combined with a body, it should be able to see play somewhere. I reworded the effect because it looked way to cluttered before.
Malevolent Priest: Here is where I start mixing in some of the new mechanics from LoE. Discovering a Dragon is a pretty big deal and this card encourages you to always pick one with a high cost and feeding into the aesthetic that Dragons are huge late game drops. It also gives information to your opponent in that they can tell how much it costs and plan around possible plays.
Dragonsworn Disciple: Previously, this card was very similar to the new Darkshire Alchemist (which doesn't even have a condition) and I honestly felt it was really boring for a rare card, so I reworked it to act as a sort of ramp card for high-end dragons. Compare with Dragon Consort, except this loses a bit more attack for the possibility of ramping out a bigger threat. Note that the effect also doesn't stack like you could with Dragon Consort + Brann Bronzebeard.
Azure Protector: A decent Taunt minion for both the Dragon tribe as well as general Priest decks. It's like a Dark Cultist with an outcome that you can control by your placement of this minion. Priests don't have many cards, if any at all, that requires use of clever positioning.
Roaring Blackscale: It's an epic for a reason. It's not designed to fit into many decks, but rather act as a tech card against token and aggro decks. The effect is permanent unlike that of Shrinkmeister which will let you stall against smaller minions.
Murozond: This could help you make combos with Flash Heal, Circle of Healing, Power Word: Shield among other things, and then threaten to keep doing it for as long as this remains on the board. I know most Priest spells are situational. But imagine having Mind Blast function as a Headcrack for the rest of the game.
Rogue:
Drakonid Drudge: Turn 2 dagger up, turn 3 Drakonid Drudge will leave you with a Spider Tank's worth of stats. However, where it truly starts to shine is when you apply effects like Deadly Poison, at which point the attack goes up to 5, and even higher the more you stack on it. Of course, this means that when you lose the weapon the minion also suffers the hit.
Dragon's Presence: Since Burgle was effectively unused when TGT came out, I felt I needed to give Rogue a better source of card draw and this is what I ended up with.
Skulking Drake: Since the nerf to Gadgetzan Auctioneer long ago, Rogues have been in a tight spot for card draw. Needless to say, here is one way to make up for that.
Blackrock Dragonkin: Rogues really need some love right now, and here is my way of giving them some. We all know that combos are essential to Rogue, but it's not always you can get the effect on SI:7 Agent to go off on the turn it is played. Now you can have the same effect on a smaller minion, so long as you build your deck around it.
Onyx Guardian: Trying to make a defensive card for Rogue, that is not only a Dragon, but also fits their aesthetic is really quite difficult, but I think I finally found one that worked. This is at first look an overpriced Fen Creeper, with a Sap on it's Deathrattle. It looks a bit too strong to me, but with the state that Rogue is currently in and the fact that it has to contest the slot with so many other strong cards, leaves me thinking it's actually going to work out.
Ruthless Drakonid: Rogues currently have trouble clearing the board. Their most common forms of clear come in the form of Fan of Knives which is quite weak in most circumstances, and Blade Flurry which requires a big set up, which you can't afford to include in a Dragon tribal deck. My solution was to put a Cleave-effect on this card which could help you recover should you fall behind.
Vaelastrasz: Basically Coldlight Oracle on steroids and yet more card draw for Rogue, as well as another tool for the mill archetype.
Shaman:
Vermillion Mender: Compare with Earthen Ring Farseer, where you get the heal immediately. With this card the minion needs to suffer damage first to be healed, meaning anything that would take lethal damage would die before gaining health. Note that it also applies to itself. If it attacks a 2-attack minion, it would then be healed up to 3 again. It also says "friendly character", meaning your hero can also be healed, if you were to use a swing of a weapon on a minion.
Ancient Emberwyrm: Why hasn't this become a thing yet? Overload has crippled Shamans for a long time and many of their class card don't see play because the Overload is too costly, as is the case with cards like Feral Spirit, Neptulon and Ancestral Knowledge. This card would let you work around costly Overload cards by playing this first and then negating the effect of the following play. You could theoretically play this on turn 4, followed by an Earth Elemental with no drawback. Note that it doesn't remove the Overload, it just prevents the effect from coming into play. That means that Overload cards can still trigger Unbound Elemental.
Dragon's Fury: A Dark Bargain for Shaman. Shaman are notoriously bad at wrenching back control of the board once they have lost it, and I really wanted to give them a little treat.
Azure Magus: A 2-drop that has greater potential later on in the game, than it does on turn 2. You get something out of punishing yourself with Overload and also have something to drop on turn 2 where you would normally just use your hero power otherwise.
Twilight Skyterror: Again, interaction with Overload. This one not only makes Overload less painful, but it greatly synergizes with the new card Elemental Destruction, since you can summon it for free on the following turn.
Dragoncaller: The idea here is simple. Give Malyman a more reliable draw for Malygos, as well as enable the class for Dragons in general. I feel comfortable with the card because it costs 6 mana and it has some fierce competition in that slot.
Ultraxion: Again, more interaction with Overload as well as another incentive to play with the mechanic. This late in the game the ability doesn't feel broken, which was a major concern of mine when I was designing the card. The card still warrants an answer quickly if you want to get your board back, though.
Warlock:
Chromatic Drake: All in all, it's not a very exciting card. But it means that discarding could potentially be less harmful to you in the case where you lose this.
Cursed Dragon: Since Discover really seemed to work out as a mechanic, I felt that I could use it to bring use to another somewhat underused mechanic, namely the discard mechanic. While you might not always want a card with discard, the card pool to pull from is much more limited and thus also much more reliable.
Dragon Corruptor: Why is Corruption not viable? Because it occupies a card slot and because it usually just forces a trade where one would have happened anyway. This card makes use of the effect basically for free, while also putting a body on the board. It forces the enemy to trade into it, and even if the enemy minion is tough enough to survive the hit, it will die anyway. Even if you don't make use of the effect, the body is like that of a vanilla minion, which justifies you running it. I'm really satisfied with the design of this card.
Violet Proto-Drake: Serves not only as a Dragon for the tribal deck, but also enables discarding cards. It's easy enough to answer to not make it completely broken, and cheap enough to combo reliably in the mid game.
Plague Dragon: A pretty niche card. Compare it to Madder Bomber, where it can help you greatly if you're behind, but is detrimental to you if you're winning since the effect is completely random. However, where Madder Bomber is better against many small minions, this works better against a few big ones. Combined with Shadowflame or Hellfire, you can wipe all the tokens and take out whatever is still left. This only really works if you're losing though, because otherwise it can target your own minions.
Fel Dragon: Yet another possible enabler for discarding mechanics. So long as you haven't yet drawn the Fel Dragon, you can discard all you want, because you know that when you draw it, you will immediately be rewarded for doing so. Again, like with Tamed Dragon, the effect doesn't screw up your gameplan or wipe your own board.
Sinestra: I am still not entirely sure about how well balanced this card is, but when compared to Ysera you are sacrificing the power of the Dream Cards but with the upside of not having to pay the cost for the minions you summon.
Warrior:
Blackrock Guardsman: Uses the amount of Dragons you draw to reduce its own cost. You could potentially put this out for a very cheap cost, depending on how good your draws are.
Captured Dragon: Gives not only Enrage Warriors a new tool to play with, but also gives the class another Dragon enabler.
Molten Dragon: The "under 12 health" is something I'd love to make something of and someday I hope there is going to be an entire deck based around it. While it's horrible when played above 12 health, below 12 you're getting a 2 mana discount on an Ironbark Protector. Would you consider playing a 6 mana 8/8 with taunt?
Bloodthirsty Drake: If you're bleeding it can smell it. Another card for Warriors to play with. Can be used as a follow-up for a Slam or Death's Bite trigger. Either way, it synergizes well with the Warrior arsenal, and could hopefully bring about the start of another archetype for the class.
Dragonmaw Skirmisher: Compare with Wolfrider. This card becomes a better Wolfrider when you get the trigger, and an arguably worse one if you don't. Note that after your turn has ended, the card loses the attack buff too. This is consistent with Bestial Wrath.
Dragonflight Champion: My new spin on the Joust mechanic. This time you're not dependant on what the enemy plays, but rather on how many Dragons you fill your deck with. Now, now, hold your OP buttons. It is a complete board clear, but doesn't Brawl do the same thing? You are leaving it up to a dice roll on whether or not you come out ahead. While Brawl leaves more mana to use after casting, this puts the body on the board immediately, while at the same time having the chance to give you a mass-Execute. And note that it applies to your minions as well. Best combined with Whirlwind or a Death's Bite trigger.
General Drakkisath: So, with Atramedes moved to Hunter, Warrior needed a new legendary. My choice was Drakkisath. He is supposed to be a fierce fighter after all. The problem was coming up with an ability for him since he had so little lore to go on. So, I simply settled for giving him a couple of guards which were present in his fight. Giving them taunt references him knowing he shouldn't be in the midst of battle, as he was too valuable to Nefarian.
Neutral:
Common:
Dragon Servant: Your standard early minion for Dragon decks. Compare with Bloodsail Raider balance-wise.
Crazed Dragon: This card wasn't designed so much for the sake of enabling Dragons, so much as it was for making a viable Ogre Brute. The problem with Ogre Brute at the moment is that there is no way to work around the drawback without Silence. This card at least allows you to run it in decks that don't use targeted spells, or very few of them anyway.
Dragonflight Warden: OMG, powercreep on Lord of the Arena! Well, play her in any deck outside of Dragons and that's pretty much what you're gonna get. If you get the trigger on her though, she is a powerhouse at 6/8 for 6 with Taunt.
Dragonmaw Marauder: Kind of a conditional Core Hound for one less mana and with 1 more health. If you reveal something big you can end up with a 10/6 for 6 mana. Is that broken? Well, Core Hound sees no play and nobody uses the Uproot ability on Ancient of War (except in extremely fringe cases), so I dare say it's balanced. Then there are times when you will reveal a low cost Dragon like Twilight Guardian and end up with a subpar minion.
Rare:
Blackwing Spellbinder: As a 1-cost minion, you have to do a a lot to stand out these days. This basically gives you a Faerie Dragon for 1 mana cheaper, which could help you kill tokens as well as be a general nuisance. People don't play Faerie Dragon in the current meta, but damn is it annoying when one does show up, and you don't have an answer to it.
Dragonsworn Valiant: This one was a tricky one to design. I initially wanted to give it Charge, but then I realized I would be taking away from the flavor of Alexstrasza's Champion. So I settled for a simple cost reduction. I don't feel like it infringes too much on Dragon Consort's territory since the target of the effect is random.
Blue Dragonspawn: I once heard a saying that read; "Spell Damage minions won't see constructed play unless you get the effect forfree",and I feel I managed to work that philosophy into this card pretty well. A 3/4 for 3 with Spell Damage on top, is pretty solid if I do say so myself.
Emerald Acidspewer:Knife Juggler's bigger brother, that also triggers on spells and weapons. I mean, if Blizzard is fine with Piloted Shredder, I don't see a problem here. Played on turn 4 with no follow up 0-cost means it's actually pretty weak, but can get you massive value if it's not answered.
Epic:
Treasonous Worshipper: Unlike Armored Warhorse, which clearly has anti-synergy with itself, this card was designed to allow for a beefy minion that also acts as removal. It definitely doesn't fit into every type of Dragon deck, but to have the option is atleast worth pursuing.
Twilight Corruptor: I'll admit, it was inspired by Noxious workshop. However, I tweaked it so that the drawback isn't going to impact you immediately. Now you at least have the option to Silence the drawback.
Blackrock Brawler: For quite a while now I've been wondering if we were ever going to get a Loatheb for minions. It might prove to be too powerful since Blizz has stated that they want to focus on board interactions. But if you only have spells, Loatheb basically seals you the game too, so I'm still gonna give it a shot and see what people think. Considering it costs 6 mana, it has fierce competition and since it does nothing else but delay the opponent's minions, if they happen to have spells instead you basically did nothing and minions already on the board remain unaffected. On the other hand, guess who's not gonna drop on turn 7?
Dragonlord: Works like Animal Companion in the sense that every card you get from it is above standard, but you can't reliably get either one of them. Below are the cards it can give you. I won't go into detail on them, and I'll leave it up to you to decide how good they are. One note I will leave though, is that Dragonsworn Unity gives you any of the previously mentioned cards on this page with the word "Dragonsworn" in their name.
Dragonflight Cards:
Legendary:
Anachronus: Compare with Nefarian, where it gives you 2 cards. The difference is of course that it only gives you minions and it's just about as random. Sometimes you might just get a couple of 1/1s and sometimes you might get your Loatheb or Ragnaros the Firelord back.
Sindragosa: Basically a Holy Wrath on a stick, this could function as a sudden nuke if the enemy can't Silence it, and since it can only reveal Dragons, there's a much smaller risk of it drawing a dud like Holy Wrath so often does, since Dragons are very high in cost.
Chromatus: The one true Chromatic Dragon. It functions as a Neptulon for Dragons, except instead of the Overload, it has the downside of discarding anything in your hand that isn't a Dragon. Prepare for Shenanigans when you draw another Chromatus from the first one.
Counters:
Because how can you make so many cards around Dragons without making counters to them?
Coldarra Dragonhunter: Deliberately designed to counter Wyrmrest Agent, it will have enough stats to take it out and live. If your opponent doesn't have a Dragon in hand, its your average 2/3 minion, which is still playable albeit really boring.
Dragonscorn: A spin on the Dragonsworn title, as well as featuring a punishing ability for Dragon decks. It doesn't come without a cost though, because the body is terrible for the cost. If you can't make use of the ability, this minion is almost useless.
Dragon Huntress: What's this? A tech card for Face Hunter? Are you mad? Well, no. Nobody plays 1 mana minions unless they have a worthwhile effect or are sticky enough to actually get something done. This has neither, unless your opponent plays Dragons, in which case it's a discounted Wolfrider. Without the ability it's barely playable, for the same reason as most 1-costs. The single health point. With that in mind, the card doesn't feel broken to me. And for those wondering, it's not going to light up in yellow when your opponent holds a Dragon, so you have to take a gamble and play it first, then see if it gains Charge. However, considering that your opponent is going to reveal this fact themselves when they play any minion with the "If you're holding a Dragon..." effect, it's not so bad.
These are all the cards I have to show right now. Feel free to post your thoughts and concepts of your own.
Really good cards, rogue dragons are my favorite but maybe it can be hard to see being played because of all of these kind of decks, like hunter is very aggro, etc. Anyway good cards, hunter's are very great too in my opinion.
I really would want too murlocs for all classes and maybe more neutral murlocs and a new murloc legendary! :D
Really good cards, rogue dragons are my favorite but maybe it can be hard to see being played because of all of these kind of decks, like hunter is very aggro, etc. Anyway good cards, hunter's are very great too in my opinion.
I really would want too murlocs for all classes and maybe more neutral murlocs and a new murloc legendary! :D
Rogue and Hunter were the ones I wanted to make work the most, because really, both of these classes need to switch things up in my opinion.
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The Patient Dragon I could see being considered P2W by newer players, and the idea that it silences itself when you summon a legendary kind of negates the Coghammer synergy since the taunt and divine shield go away when it's silenced. It would fit beautifully into a legendary minion deck as a solid 3 drop though.
The Patient Dragon I could see being considered P2W by newer players, and the idea that it silences itself when you summon a legendary kind of negates the Coghammer synergy since the taunt and divine shield go away when it's silenced. It would fit beautifully into a legendary minion deck as a solid 3 drop though.
I definitely see what you mean. The thing about Ancient Watcher itself though is that when you want to enable it to attack and Silence it, you lose the Taunt you put on it anyway, and since it's a class card I feel comfortable with it being at the power level it is now. The way that you can use it for either Taunting up or attacking is the idea I went for.
The Patient Dragon I could see being considered P2W by newer players, and the idea that it silences itself when you summon a legendary kind of negates the Coghammer synergy since the taunt and divine shield go away when it's silenced. It would fit beautifully into a legendary minion deck as a solid 3 drop though.
I definitely see what you mean. The thing about Ancient Watcher itself though is that when you want to enable it to attack and Silence it, you lose the Taunt you put on it anyway, and since it's a class card I feel comfortable with it being at the power level it is now. The way that you can use it for either Taunting up or attacking is the idea I went for.
It could also be timed so you silence it then taunt it, which would be the dream.
your card text on black whelp is ambiguous.. At first i understood "if you're holding a dragon, can't attack minions" but now I see that you mean: "Can't attack heroes unless you're holding a dragon."
If you get a thaurissan tick on sapphiron and frost nova you can wipe the enemy board at 10 mana.. holy crap.
dragonsworn valiant.. pretty sick if you play that on T2 and get the effect on a twilight guardian. This card not being a dragon is probably not a big deal.
Blue Dragonspawn would be the auto-include in EVERY dragon deck ever.. probably replace replace blackwing technician for most dragon decks. This is a dragon while blackwing technician is not.
Yeah, I could probably word the ability on Black Whelp a bit better, but I felt it got the job done. Regarding the Sapphiron + Frost Nova combo; I designed it to be difficult to enable because of how strong the ability is. This way it can act as a pseudo-Deathwing, but only if you manage to get a tick on both cards. Compared to Malygos + Emperor Thaurissan on a bunch of cheap spells, I think this should pass the balance test as well.
Dragonsworn Valiant is pretty strong, yes, but I was a bit worried that as a 2/2 it might be too weak to see play. Perhaps I have overtuned it.
The Blue Dragonspawn is maybe a bit too much, I will agree, but people are never going to use spell damage minions competitively unless the effect is free or has another good ability tacked on, like in the case of Azure Drake or Bloodmage Thalnos.
Great work, great cards, great art. I'm really impressed. Blizzz should hire you as game designer!
Dragon archetype is very strong so strong indeed but I disagree with you on Priest though. Maybe just a 3-drop: Blackwing Technician / Dark Cultist could be cut from the deck and find a suitable synergetic Dragon card.
Well, I am currently studying to be a game designer, so I guess that compliment means it's payed off so far.
As for Priest, I am trying to design more cards for them but, I first need to try and find something that class needs or that would make a second archetype. Will post more once I find an idea to work with. Thanks!
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I just felt like taking it upon myself to test my designing skills at enabling Dragons for all classes (as well as some other cards and mechanics I feel need some help). Every card here either is a Dragon or interacts with them, or even both.
Feel free to suggest your own concepts and vote on which set of cards you would most want to see in the game.
Total amount of cards: 7 for each class, 15 neutrals and 3 counters + 6 uncollectible.
Let's begin!
Druid:
Obsidian Drake: Can work as a tool for mill Druid with the first option, and as a bigger Flame Imp with the second option. Just a simple flip on the standard Choose One mechanic. I decided to flip the stats from 4/5 to 5/4 as I felt a 4/5 body was slightly too strong when paired with Innervate.
Emerald Drake: Recycled art, FTW. Anyway, you know how there are so many Druid spells that go unused? This is my attempt to not only give Druids their own Dragon, but also a way to see some use of cards like Recycle, Moonfire, and any of the buff cards.
Emerald Drakonid: Basically an Azure Drake that only draws you Dream Cards. Considering that Dream Cards are much more powerful I decided to give the minion worse stats and compared to Azure Drake it also loses the spell damage.
Dragonsworn Healer: Like Priest, I feel that in order for the other classes to support Dragons, they need a good early minion to help them along. This is the one I came up with for Druid. It means you can now use your hero power more liberally to clear minions, since you're gonna get some health back in return.
Celestial Dragon: Basically the Dark Cultist for Druid. I figured this could make Moonfire see some use, as well as synergize with the Emerald Drake.
Earthen Guardian: We all know that Recycle doesn't see play, mainly because it's an overpriced Assassinate that doesn't even permanently remove the threat, and you gain no board presence if you were already losing. Unlike Sap which is really cheap for what it does and also allows you to play something on the back of it, Recycle allows for very little play after the spell has been cast. This is my attempt at making at least the effect of Recycle see some play. Since the effect also comes alongside a body you can now also contest the board while removing a threat. Needless to say, it's a really weak card in an aggressive meta, since removing a Wolfrider or Imp Gang Boss is hardly worth the 5 additional mana.
Xarantaur: This minion is like a really big Dreadsteed with a condition. Potentially it could beat down just about anything the opponent plays, which means it demands an answer quickly. I'm still a bit unsure about the balance, but considering how common Silence is, I don't think it's too bad.
Hunter:
Black Whelp: So, how do you make Dragons appealing for Hunters? Why by giving them the beefiest early game minion, of course. Note that it is strong, but can't be used as an aggro tool because of the restriction. One of my favorite ideas honestly.
Core Dragon: Since Dragon decks are about playing on tempo, you're not gonna be able to use your hero power all that much. So if you save it for later and just keep playing cards you could end up with a nasty nuke or when combined with something like Steamwheedle Sniper, removal piece.
Volcanic Blacklash: Reworked to not be a complete game breaker. I really should have seen this becoming really insane with the release of any high-cost spell, but now it's merely a card draw. Hunters generally have terrible draw because they are so aggressive, but since this card only pulls Dragons, it doesn't work as well for aggro.
Dragonsworn Archer: Since the Hunter hero power can't support the control playstyle (and I doubt Blizzard is going to change it anytime soon), I figured I could give them something to make up for it. This way you get the equivalent of 2 hero powers to use as you please, as well as synergize with Wild Pyromancer and Hunter's Mark, if you choose to go that far.
Preying Drake: But solid minions are not enough to make a class such as Hunter turn away from their favored archetype. If you want a class to start playing control, give them tools good enough to justify it.
Tamed Dragon: So, what's the problem with the "when you draw this" effect? The effects that currently exist in the game, in the form of Flame Leviathan and Sea Reaver, are unreliable and detrimental to yourself in most cases. Sure, you don't have to pay for the effect, but more often than not, you would rather pay the cost and have control over it. How do I suggest fixing it? First off, don't make the effect ruin your game plan. Have it be a pure upside rather than a situational effect. Here, the effect is purely beneficial, and if you're running Inspire minions you can keep the effect for a later turn. If you're playing for tempo, you rarely have time to weave in a hero power anyway.
Atrimedes: Ok, so after thinking for a while I moved this card from Warrior to Hunter. After all, Atrimedes is supposed to be hunting you down with echolocation so I felt it fit flavor-wise. I really didn't want to copy the Rag vs Nef Tavern Brawl design, but Blizz really nailed the design on this card from the start. I merely rebalanced it for constructed play.
Mage:
Newborn Wyrm: Effectively half an Ice Lance tied to an early game body. Could work for both a tempo freeze Mage as well as synergize with the other Dragon cards like Frostbrood Skytalon or Sapphiron. Previously, this card had a conditional Arcane Missiles effect on it but I felt the effect wasn't quite fitting for a common card.
Arcane Dragonspawn: Basically a pseudo-Questing Adventurer, that instead or requiring you to play the cards, you just need to draw them. On turn 5 you can get a 4/4 and draw two cards if you combine it with Arcane Intellect, making up for the tempo loss.
Cerulean Consort: This was meant to give Dragon mage a better source of card draw to play on tempo. Arcane Intellect is a big tempo loss and giving you a body to go along with it somewhat mitigates that.
Frostwyrm: One look at the Mage class will tell you that the class is destinctly missing viable 5 mana cards. This was my way of creating something worth putting in your deck that also synergizes with card draw tools like Azure Drake and Arcane Intellect (which is normally a pretty big tempo loss).
Frostbrood Skytalon: I wanted to give Mages some kind of hero power interaction, and initially I though about making it a Freeze effect that remains on your hero power for the rest of the game, but then I quickly realized how broken it would be if you could Freeze a minion every turn, not to mention if you combo it with Coldarra Drake. So, I settled for a one-time Frostbolt kind of effect.
Dragon Enchantress: The more you end up focusing on Dragons, the less room you have in your deck for other tools. If you want to run the Dragon related 2 drops or spells in the 2 mana slot, you might not have room for a Mad Scientist, and in that scenario, this card will help you out, by allowing you to play your Secrets for free. The other thing you need to consider is that you get to choose what Secret you put in play, where the Mad Scientist would put a random one which could go off at the wrong time.
Sapphiron: Based on the boss fight from the last Naxx wing, but slightly altered to fit better with the Mage arsenal. I deliberatly made the cost high enough for it not to be easily combined with most freezing spells like Frost Nova and Blizzard. It does make a damn good play when combined with Ice Lance on turn 10 though as well as any Snowchugger or Water Elemental you may have on board.
Paladin:
Dragonsworn Sentinel: Think of it as a Webspinner for Dragons. While I would normally be afraid to give Paladins a good 1 drop in this meta, there is no worrying about this being played in Secret Paladin at least.
Armored Drake: In a way, this was my way of creating a Scarlet Crusader for Dragons. In a 1v1 scenario, it will contest Piloted Shredder (in most cases, anyway). Even if you don't necessarily get a good trade, at least it draws you a card to compensate for it, which is very important for Paladins. Most of Paladins card draw is very situational; Divine Favor requires you to empty your hand, and Lay on Hands is often very slow. The in-between card draw sources like Hammer of Wrath and Solemn Vigil are rarely run because they are overshadowed in their respective slot. This card allows you to draw as well as put a somewhat sticky body on the board.
Dragonsworn Justicar: On the turn it is played it is pretty much just a Sen'jin Shieldmasta without the taunt. However, should you leave it alive, it can trade with your minions without taking damage, as it gains Divine Shield.
Bronze Warden: At first I was worried I might have given it too small of a body, but I feel it's balanced where it is right now. Considering that you can get the initiative on using the Divine Shields, you can produce enough value to warrant keeping the stats as they are.
Dragonkin Brute: At first look it might seem like a worse Fire Elemental, since you are face tanking the damage instead of just dealing it. But note that the effect remains for as long as Dragonkin Brute is in play, which gives you an additional 3 damage every turn. If the opponent doesn't clear it, you can rack up some serious damage from the effect alone.
Patient Dragon: Now, at first glance this might look like a stupid card, until you consider that Paladin has Coghammer, and that you can essentially turn this card into a self-silencing Ancient Watcher.
Chromie: Also known as the Dragon Chronormu's gnome form. I couldn't find much lore to go on for this card, so I tried to work in the time manipulating aspect into the card instead. As it is right now, it replaces your hero power with a temporary Resurrect-on-demand, with a much more limited use, as it will only target minions that died on your last turn. And yes, that includes enemy minions.
Priest:
Obsidian Drakonid: Compare with Blackwing Technician, where you instead move the bonus stats to a future turn, instead of the current one. Not much to say about this card. It's just a solid minion.
Wyrmrest Inquisitor: Basically designed to be a Mind Vision on a stick. The card never saw play because it alone is not worth a card slot. Combined with a body, it should be able to see play somewhere. I reworded the effect because it looked way to cluttered before.
Malevolent Priest: Here is where I start mixing in some of the new mechanics from LoE. Discovering a Dragon is a pretty big deal and this card encourages you to always pick one with a high cost and feeding into the aesthetic that Dragons are huge late game drops. It also gives information to your opponent in that they can tell how much it costs and plan around possible plays.
Dragonsworn Disciple: Previously, this card was very similar to the new Darkshire Alchemist (which doesn't even have a condition) and I honestly felt it was really boring for a rare card, so I reworked it to act as a sort of ramp card for high-end dragons. Compare with Dragon Consort, except this loses a bit more attack for the possibility of ramping out a bigger threat. Note that the effect also doesn't stack like you could with Dragon Consort + Brann Bronzebeard.
Azure Protector: A decent Taunt minion for both the Dragon tribe as well as general Priest decks. It's like a Dark Cultist with an outcome that you can control by your placement of this minion. Priests don't have many cards, if any at all, that requires use of clever positioning.
Roaring Blackscale: It's an epic for a reason. It's not designed to fit into many decks, but rather act as a tech card against token and aggro decks. The effect is permanent unlike that of Shrinkmeister which will let you stall against smaller minions.
Murozond: This could help you make combos with Flash Heal, Circle of Healing, Power Word: Shield among other things, and then threaten to keep doing it for as long as this remains on the board. I know most Priest spells are situational. But imagine having Mind Blast function as a Headcrack for the rest of the game.
Rogue:
Drakonid Drudge: Turn 2 dagger up, turn 3 Drakonid Drudge will leave you with a Spider Tank's worth of stats. However, where it truly starts to shine is when you apply effects like Deadly Poison, at which point the attack goes up to 5, and even higher the more you stack on it. Of course, this means that when you lose the weapon the minion also suffers the hit.
Dragon's Presence: Since Burgle was effectively unused when TGT came out, I felt I needed to give Rogue a better source of card draw and this is what I ended up with.
Skulking Drake: Since the nerf to Gadgetzan Auctioneer long ago, Rogues have been in a tight spot for card draw. Needless to say, here is one way to make up for that.
Blackrock Dragonkin: Rogues really need some love right now, and here is my way of giving them some. We all know that combos are essential to Rogue, but it's not always you can get the effect on SI:7 Agent to go off on the turn it is played. Now you can have the same effect on a smaller minion, so long as you build your deck around it.
Onyx Guardian: Trying to make a defensive card for Rogue, that is not only a Dragon, but also fits their aesthetic is really quite difficult, but I think I finally found one that worked. This is at first look an overpriced Fen Creeper, with a Sap on it's Deathrattle. It looks a bit too strong to me, but with the state that Rogue is currently in and the fact that it has to contest the slot with so many other strong cards, leaves me thinking it's actually going to work out.
Ruthless Drakonid: Rogues currently have trouble clearing the board. Their most common forms of clear come in the form of Fan of Knives which is quite weak in most circumstances, and Blade Flurry which requires a big set up, which you can't afford to include in a Dragon tribal deck. My solution was to put a Cleave-effect on this card which could help you recover should you fall behind.
Vaelastrasz: Basically Coldlight Oracle on steroids and yet more card draw for Rogue, as well as another tool for the mill archetype.
Shaman:
Vermillion Mender: Compare with Earthen Ring Farseer, where you get the heal immediately. With this card the minion needs to suffer damage first to be healed, meaning anything that would take lethal damage would die before gaining health. Note that it also applies to itself. If it attacks a 2-attack minion, it would then be healed up to 3 again. It also says "friendly character", meaning your hero can also be healed, if you were to use a swing of a weapon on a minion.
Ancient Emberwyrm: Why hasn't this become a thing yet? Overload has crippled Shamans for a long time and many of their class card don't see play because the Overload is too costly, as is the case with cards like Feral Spirit, Neptulon and Ancestral Knowledge. This card would let you work around costly Overload cards by playing this first and then negating the effect of the following play. You could theoretically play this on turn 4, followed by an Earth Elemental with no drawback. Note that it doesn't remove the Overload, it just prevents the effect from coming into play. That means that Overload cards can still trigger Unbound Elemental.
Dragon's Fury: A Dark Bargain for Shaman. Shaman are notoriously bad at wrenching back control of the board once they have lost it, and I really wanted to give them a little treat.
Azure Magus: A 2-drop that has greater potential later on in the game, than it does on turn 2. You get something out of punishing yourself with Overload and also have something to drop on turn 2 where you would normally just use your hero power otherwise.
Twilight Skyterror: Again, interaction with Overload. This one not only makes Overload less painful, but it greatly synergizes with the new card Elemental Destruction, since you can summon it for free on the following turn.
Dragoncaller: The idea here is simple. Give Malyman a more reliable draw for Malygos, as well as enable the class for Dragons in general. I feel comfortable with the card because it costs 6 mana and it has some fierce competition in that slot.
Ultraxion: Again, more interaction with Overload as well as another incentive to play with the mechanic. This late in the game the ability doesn't feel broken, which was a major concern of mine when I was designing the card. The card still warrants an answer quickly if you want to get your board back, though.
Warlock:
Chromatic Drake: All in all, it's not a very exciting card. But it means that discarding could potentially be less harmful to you in the case where you lose this.
Cursed Dragon: Since Discover really seemed to work out as a mechanic, I felt that I could use it to bring use to another somewhat underused mechanic, namely the discard mechanic. While you might not always want a card with discard, the card pool to pull from is much more limited and thus also much more reliable.
Dragon Corruptor: Why is Corruption not viable? Because it occupies a card slot and because it usually just forces a trade where one would have happened anyway. This card makes use of the effect basically for free, while also putting a body on the board. It forces the enemy to trade into it, and even if the enemy minion is tough enough to survive the hit, it will die anyway. Even if you don't make use of the effect, the body is like that of a vanilla minion, which justifies you running it. I'm really satisfied with the design of this card.
Violet Proto-Drake: Serves not only as a Dragon for the tribal deck, but also enables discarding cards. It's easy enough to answer to not make it completely broken, and cheap enough to combo reliably in the mid game.
Plague Dragon: A pretty niche card. Compare it to Madder Bomber, where it can help you greatly if you're behind, but is detrimental to you if you're winning since the effect is completely random. However, where Madder Bomber is better against many small minions, this works better against a few big ones. Combined with Shadowflame or Hellfire, you can wipe all the tokens and take out whatever is still left. This only really works if you're losing though, because otherwise it can target your own minions.
Fel Dragon: Yet another possible enabler for discarding mechanics. So long as you haven't yet drawn the Fel Dragon, you can discard all you want, because you know that when you draw it, you will immediately be rewarded for doing so. Again, like with Tamed Dragon, the effect doesn't screw up your gameplan or wipe your own board.
Sinestra: I am still not entirely sure about how well balanced this card is, but when compared to Ysera you are sacrificing the power of the Dream Cards but with the upside of not having to pay the cost for the minions you summon.
Warrior:
Blackrock Guardsman: Uses the amount of Dragons you draw to reduce its own cost. You could potentially put this out for a very cheap cost, depending on how good your draws are.
Captured Dragon: Gives not only Enrage Warriors a new tool to play with, but also gives the class another Dragon enabler.
Molten Dragon: The "under 12 health" is something I'd love to make something of and someday I hope there is going to be an entire deck based around it. While it's horrible when played above 12 health, below 12 you're getting a 2 mana discount on an Ironbark Protector. Would you consider playing a 6 mana 8/8 with taunt?
Bloodthirsty Drake: If you're bleeding it can smell it. Another card for Warriors to play with. Can be used as a follow-up for a Slam or Death's Bite trigger. Either way, it synergizes well with the Warrior arsenal, and could hopefully bring about the start of another archetype for the class.
Dragonmaw Skirmisher: Compare with Wolfrider. This card becomes a better Wolfrider when you get the trigger, and an arguably worse one if you don't. Note that after your turn has ended, the card loses the attack buff too. This is consistent with Bestial Wrath.
Dragonflight Champion: My new spin on the Joust mechanic. This time you're not dependant on what the enemy plays, but rather on how many Dragons you fill your deck with. Now, now, hold your OP buttons. It is a complete board clear, but doesn't Brawl do the same thing? You are leaving it up to a dice roll on whether or not you come out ahead. While Brawl leaves more mana to use after casting, this puts the body on the board immediately, while at the same time having the chance to give you a mass-Execute. And note that it applies to your minions as well. Best combined with Whirlwind or a Death's Bite trigger.
General Drakkisath: So, with Atramedes moved to Hunter, Warrior needed a new legendary. My choice was Drakkisath. He is supposed to be a fierce fighter after all. The problem was coming up with an ability for him since he had so little lore to go on. So, I simply settled for giving him a couple of guards which were present in his fight. Giving them taunt references him knowing he shouldn't be in the midst of battle, as he was too valuable to Nefarian.
Neutral:
Common:
Dragon Servant: Your standard early minion for Dragon decks. Compare with Bloodsail Raider balance-wise.
Crazed Dragon: This card wasn't designed so much for the sake of enabling Dragons, so much as it was for making a viable Ogre Brute. The problem with Ogre Brute at the moment is that there is no way to work around the drawback without Silence. This card at least allows you to run it in decks that don't use targeted spells, or very few of them anyway.
Dragonflight Warden: OMG, powercreep on Lord of the Arena! Well, play her in any deck outside of Dragons and that's pretty much what you're gonna get. If you get the trigger on her though, she is a powerhouse at 6/8 for 6 with Taunt.
Dragonmaw Marauder: Kind of a conditional Core Hound for one less mana and with 1 more health. If you reveal something big you can end up with a 10/6 for 6 mana. Is that broken? Well, Core Hound sees no play and nobody uses the Uproot ability on Ancient of War (except in extremely fringe cases), so I dare say it's balanced. Then there are times when you will reveal a low cost Dragon like Twilight Guardian and end up with a subpar minion.
Rare:
Blackwing Spellbinder: As a 1-cost minion, you have to do a a lot to stand out these days. This basically gives you a Faerie Dragon for 1 mana cheaper, which could help you kill tokens as well as be a general nuisance. People don't play Faerie Dragon in the current meta, but damn is it annoying when one does show up, and you don't have an answer to it.
Dragonsworn Valiant: This one was a tricky one to design. I initially wanted to give it Charge, but then I realized I would be taking away from the flavor of Alexstrasza's Champion. So I settled for a simple cost reduction. I don't feel like it infringes too much on Dragon Consort's territory since the target of the effect is random.
Blue Dragonspawn: I once heard a saying that read; "Spell Damage minions won't see constructed play unless you get the effect for free", and I feel I managed to work that philosophy into this card pretty well. A 3/4 for 3 with Spell Damage on top, is pretty solid if I do say so myself.
Emerald Acidspewer: Knife Juggler's bigger brother, that also triggers on spells and weapons. I mean, if Blizzard is fine with Piloted Shredder, I don't see a problem here. Played on turn 4 with no follow up 0-cost means it's actually pretty weak, but can get you massive value if it's not answered.
Epic:
Treasonous Worshipper: Unlike Armored Warhorse, which clearly has anti-synergy with itself, this card was designed to allow for a beefy minion that also acts as removal. It definitely doesn't fit into every type of Dragon deck, but to have the option is atleast worth pursuing.
Twilight Corruptor: I'll admit, it was inspired by Noxious workshop. However, I tweaked it so that the drawback isn't going to impact you immediately. Now you at least have the option to Silence the drawback.
Blackrock Brawler: For quite a while now I've been wondering if we were ever going to get a Loatheb for minions. It might prove to be too powerful since Blizz has stated that they want to focus on board interactions. But if you only have spells, Loatheb basically seals you the game too, so I'm still gonna give it a shot and see what people think. Considering it costs 6 mana, it has fierce competition and since it does nothing else but delay the opponent's minions, if they happen to have spells instead you basically did nothing and minions already on the board remain unaffected. On the other hand, guess who's not gonna drop on turn 7?
Dragonlord: Works like Animal Companion in the sense that every card you get from it is above standard, but you can't reliably get either one of them. Below are the cards it can give you. I won't go into detail on them, and I'll leave it up to you to decide how good they are. One note I will leave though, is that Dragonsworn Unity gives you any of the previously mentioned cards on this page with the word "Dragonsworn" in their name.
Dragonflight Cards:
Legendary:
Anachronus: Compare with Nefarian, where it gives you 2 cards. The difference is of course that it only gives you minions and it's just about as random. Sometimes you might just get a couple of 1/1s and sometimes you might get your Loatheb or Ragnaros the Firelord back.
Sindragosa: Basically a Holy Wrath on a stick, this could function as a sudden nuke if the enemy can't Silence it, and since it can only reveal Dragons, there's a much smaller risk of it drawing a dud like Holy Wrath so often does, since Dragons are very high in cost.
Chromatus: The one true Chromatic Dragon. It functions as a Neptulon for Dragons, except instead of the Overload, it has the downside of discarding anything in your hand that isn't a Dragon. Prepare for Shenanigans when you draw another Chromatus from the first one.
Counters:
Because how can you make so many cards around Dragons without making counters to them?
Coldarra Dragonhunter: Deliberately designed to counter Wyrmrest Agent, it will have enough stats to take it out and live. If your opponent doesn't have a Dragon in hand, its your average 2/3 minion, which is still playable albeit really boring.
Dragonscorn: A spin on the Dragonsworn title, as well as featuring a punishing ability for Dragon decks. It doesn't come without a cost though, because the body is terrible for the cost. If you can't make use of the ability, this minion is almost useless.
Dragon Huntress: What's this? A tech card for Face Hunter? Are you mad? Well, no. Nobody plays 1 mana minions unless they have a worthwhile effect or are sticky enough to actually get something done. This has neither, unless your opponent plays Dragons, in which case it's a discounted Wolfrider. Without the ability it's barely playable, for the same reason as most 1-costs. The single health point. With that in mind, the card doesn't feel broken to me. And for those wondering, it's not going to light up in yellow when your opponent holds a Dragon, so you have to take a gamble and play it first, then see if it gains Charge. However, considering that your opponent is going to reveal this fact themselves when they play any minion with the "If you're holding a Dragon..." effect, it's not so bad.
These are all the cards I have to show right now. Feel free to post your thoughts and concepts of your own.
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Interesting. Good art.
Really good cards, rogue dragons are my favorite but maybe it can be hard to see being played because of all of these kind of decks, like hunter is very aggro, etc. Anyway good cards, hunter's are very great too in my opinion.
I really would want too murlocs for all classes and maybe more neutral murlocs and a new murloc legendary! :D
Maybe... nah nah nah nah
No! Murlocs are hate. Murlocs are death. (Instead of love and life)
Rogue and Hunter were the ones I wanted to make work the most, because really, both of these classes need to switch things up in my opinion.
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The Patient Dragon I could see being considered P2W by newer players, and the idea that it silences itself when you summon a legendary kind of negates the Coghammer synergy since the taunt and divine shield go away when it's silenced. It would fit beautifully into a legendary minion deck as a solid 3 drop though.
I definitely see what you mean. The thing about Ancient Watcher itself though is that when you want to enable it to attack and Silence it, you lose the Taunt you put on it anyway, and since it's a class card I feel comfortable with it being at the power level it is now. The way that you can use it for either Taunting up or attacking is the idea I went for.
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It could also be timed so you silence it then taunt it, which would be the dream.
Added some neutral cards to the mix.
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I considered doing that, but I felt that controlling the board was more important for Rogue, so I gave that effect to the cheaper minion.
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Added some legendaries for a couple of classes. More will added later at some point.
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Yeah, I could probably word the ability on Black Whelp a bit better, but I felt it got the job done. Regarding the Sapphiron + Frost Nova combo; I designed it to be difficult to enable because of how strong the ability is. This way it can act as a pseudo-Deathwing, but only if you manage to get a tick on both cards. Compared to Malygos + Emperor Thaurissan on a bunch of cheap spells, I think this should pass the balance test as well.
Dragonsworn Valiant is pretty strong, yes, but I was a bit worried that as a 2/2 it might be too weak to see play. Perhaps I have overtuned it.
The Blue Dragonspawn is maybe a bit too much, I will agree, but people are never going to use spell damage minions competitively unless the effect is free or has another good ability tacked on, like in the case of Azure Drake or Bloodmage Thalnos.
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Added more cards to the collection.
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Well, I am currently studying to be a game designer, so I guess that compliment means it's payed off so far.
As for Priest, I am trying to design more cards for them but, I first need to try and find something that class needs or that would make a second archetype. Will post more once I find an idea to work with. Thanks!
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Additional cards added. Warlock cards are now finished.
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More cards added. Hunter cards are now finished.
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Awesome work!
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Excellent cards. I am impressed with how well you have managed to balance things.
Why am I sticky?
Thank you very much! Looks like my game design studies have payed off.
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More cards have been added. The Shaman, Rogue and Druid cards are now finished.
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