I've been Working on this for some time now, And the Concept is finally in a place That I'm comfortable with. That means it's time to post it up so that you all can look at it, tell me how stupidly broken it is, laugh at me for my stupidity, and say mean things about my mother. you know, the usual stuff. Anyway, here's My...
Death Knight Concept
Hero and Power:
There's only one way this could've realistically gone, and that's with Arthas. Everyone else just falls short, and it also means that instead of just Death Knights, I can use most of the Scourge in its entirety in this class (except Nerubians, because Fucking rogues)
The Hero Power is Amaz's DK power. I agree with Amaz that this is the best fitting power for the class, especially as a counterpoint to the Pally power.
The Death Knight is, at its core, a control class. Thus, a great deal of the spells are control-y tech spells to protect valuable minions. Moreover, another staple of the class is cheap, disposable tokens summoned from valuable minions; as well as cycling those minions and killing enemy minions. Thus, Necromancer creates cheap dudes from enemy corpses, which then happily die to trigger Ebon Gargoyle's effect.
When designing this class, I kept the three Specs of WoW Death Knights in mind. Therefore I envisioned 3 playstyles in mind: Blood DKs, who heal a lot and deal with groups of small minions particularly well; Frost DKs, who (shockingly!) Freeze everything and deal good burst damage; and Unholy DKs, who summon a bunch of little dudes. All of the cards I designed, basic set through to TGT, are supposed to have some spot in one of those three areas.
That's my DK that would've shipped with Vanilla Heathstone. Naxx and GvG is in the next Post.
Naxx and GvG gave me a lot of problems, though for different reasons. Naxx was difficult because I just couldn't make anything that I liked, or I'd have seething I'd be pleased enough with, and then I'ke another card for TGT or Blackrock that did it better, and I'd have to scrap the who thing.
GvG was a bitch, because the scourge don't use mechs (as far as I remember anyway, and there's no art around even if they did.) Therefore, I had to make several cards that synergized with mechs, without actually being mechs. Though, I'm pretty pleased with the final product.
I had a lot fun with Blackrock and TGT. The hardest part about these ones was actually deciding which concept I wanted to use (I had a LOT of Ideas for DK TGT cards.)
Yeah, I know Teron Gorefiend's not part of the Scourge, but he's a Death Knight that's on a horse, so I don't care! he fits the expansion, so joust away!
That's it. I've got a TON of rejected and preliminary versions of final cards. I'm also already planning cards for the next adventure, though those are loose concepts, that will likely change when we see what the Theme of the next adventure actually is.
What do you guys think? What's broken as hell? What is not good? What would you put in a deck. Does it FEEL like a Death Knight? I'd love to see what others think of it.
Awesome job, but I think Frostmourne, Army of the Dead and Dark Simulacrum are too strong. Frostmourne should be maybe a 6/2 while AotD and DS should cost much more, I'd say 8 and 5 respectively. But in the end I have no clue about game designing. :D