So, now we have more than half of the class cards for Naxx revealed, let's take a moment to discuss the remaining classes. Mage, Warlock, Priest and Hunter are left. What void/hole in these four classes do you thinks needs to be filled with a new Naxx card? With that in mind, what card do you think Blizzard would reasonably create to fill the void keeping in mind the direction they've taken with the other class cards and the Naxx focus on Deathrattle?
I guess I'll start, for Mage they have some great spells already so I think they will turn to minions for this class. I think Water Elemental is an amazing card for Mage but other than that their minions are weak.
Sorcerer's Apprentice is support for spells so I don't consider it a strong minion on its own. Mana Wyrm can be powerful...thinking about all the arenas I've faced Turn 1: Mana Wyrm + The Coin + Mirror Image ... That being said, easily dealt with having only 3 health plus silence-able etc, etc. Is Ethereal Arcanist a card in this game? Never played against it. Kirin Tor Mage seems to situational to be good and I wont address Archmage Antonidas just because the Naxx card wont be legendary.
So I think Mage could use another solid minion but I have no guesses on what it would be, I don't even know WoW lore to begin to think about it.
Locks seems to be doing good with what they have, hunter not sure yet with the nerf, but perhaps something to help a more controlish hunter.
Priest people say that it needs better tools to survive early game, but with all the pyro combos, + auchenai, + holynova i'm not sure if that's true, but for some reason people don't play priest at high ranks.Anyways, I expect priest to get a bit better with it's 2 silence cards, one being 0 mana, and the other being that 4 mana, aoe silence + draw.
Mage i kinda hope that's a card which requires some combo, so it's not really good in arena, and i'd like to see something to make it possible but not OP to play that Pyroblast to the face style.(I'd love something like 2 Mana, all your spells do +1(+2?) dmg this turn)
Mage i kinda hope that's a card which requires some combo, so it's not really good in arena, and i'd like to see something to make it possible but not OP to play that Pyroblast to the face style.(I'd love something like 2 Mana, all your spells do +1(+2?) dmg this turn)
If by combo you mean the card isn't great on its own but in combination with another its value increases, then I could see something like that. But if you mean the Combo keyword that Rogues have, it wont happen because that is unique to Rogues.
Check the stats of Mana Wyrm, Kirin Tor Mage, Sorcerer's Apprentice. Mage minion cards are all fine. It's the freezing spells, Polymorph, the secrets, Pyroblast that are weak.
I'm expecting a secret for mage. Secret mage needs more power. Not sure what the card would do though.
One thing we are supposing with an earlier statement is that the gaps being filled by the new class cards are relevant to the current meta. Thus far I haven't seen that any of the revealed class cards are shoring up weaknesses; rather, I see that the aim is to open new class archetypes.
That being said, I'll take a shot :D
Hunter: Corrupted Mending - secret: when one of your minions is destroyed, bring it back to life with the poison ability. Destroy that minion at the end of your next turn.
Mage: Death Geyser - a creature that deals one damage to a target character each time a death rattle is triggered.
Priest: Consuming Shadows - Every time a minion dies to shadow damage gain health equal to the power of the minion.
Warlock: Touch of Death - destroy all minions with death rattle effects; all effects trigger as if controlled by you.
I was thinking about making a post like this, glad its already here!
Wailing Caverns Tortoise
Hero: Hunter
Cost: 4
2/5
Minion - Beast
Taunt. Deathrattle: Give a friendly minion +2/2 and Taunt.
It was hard to think what other death-related effects the hunter would get (already have Scavenging Hyena and Savanah Highmane). This would synergize nicely with the hyena (either buffing it more, or protecting it longer if your opponent doesn't have removal). I wanted to name this Kresh, but proper names seem reserved for legendaries.
Living Bomb
Hero: Mage
Cost: 3
Spell
Secret.If an opponent's minion attacks, give it: Deathrattle: deal 2 damage to adjacent minions. If a minion survives this, also pass this Deathrattle effect.
This captures fire mage's ability to spread DoT's around. A bit of a weak effect, but it can spread rapidly if your opponent isn't careful.
Noble Cleric
Hero: Priest
Cost: 2
1/4
Minion
Deathrattle: Heal all minions to full health.
Opportunity to activate your "proc on heal" cards during your opponent's turn. Or, finish up your attacking turn by completely healing your minions.
Warlock: Gift of Flame: Your minions gain deathrattle: opposing hero takes 1 damage.
Priest: Corpsehauler: Whenever a (friendly? enemy? any?) minion dies, heal all friendly characters by 1.
Hunter: Cleansing shot - destroy a minion with death rattle, don't trigger it's death rattle
Gift of flame would be good, as long as its free, (or cost 1 for 2 damage per)
Ignoring taunt would be a cool mechanic (air elemental is more shaman-y though)
Corpsehunter - lots of cool combos could come from that.
Cleansing shot is awfully specific removal, but with all the deathrattles upcoming it would be very useful.
And my warlock card that I didn't post before:
Demon Armor
Class: Warlock
Cost: 0
Spell
Give a minion +3/+3 and Deathrattle: Discard 2 cards.
Interesting thing is that you can play it on an opponent's minion that you are about to destroy to get some car advantage in your favor. I'm not sure how to properly balance this so that it can be played on minions on both sides (while being fair to do it either way).
Sasquatch (rare) Hero: Mage Cost: 6 Minion 3/7 Taunt. Deathrattle: Freeze all enemy minions and do 2 damage to them.
Literally just came off the top of my head. Maybe a 4/6 or a 2/9 body. Something not crazy overpowered, but a good body and something synergetic with the Mage's frosty side.
Sasquatch (rare) Hero: Mage Cost: 6 Minion 3/7 Taunt. Deathrattle: Freeze all enemy minions and do 2 damage to them.
Literally just came off the top of my head. Maybe a 4/6 or a 2/9 body. Something not crazy overpowered, but a good body and something synergetic with the Mage's frosty side.
Sasquatch (rare) Hero: Mage Cost: 6 Minion 3/7 Taunt. Deathrattle: Freeze all enemy minions and do 2 damage to them.
Literally just came off the top of my head. Maybe a 4/6 or a 2/9 body. Something not crazy overpowered, but a good body and something synergetic with the Mage's frosty side.
Haha since you put it like that, it seems pretty ridiculous. I'm not a fan of blizzard myself, seems a little underwhelming for its cost. Anyway, like I said, it just came off the top of my head, and my creative juices aren't exacting flowing right now. I was just trying to think of something frost related, but also a minion at the same time. Maybe lower the cost and have a 2/7 body and freeze any character that does damage to it. Reverse water elemental effect. Thinking is hard.
Sasquatch (rare) Hero: Mage Cost: 6 Minion 3/7 Taunt. Deathrattle: Freeze all enemy minions and do 2 damage to them.
Literally just came off the top of my head. Maybe a 4/6 or a 2/9 body. Something not crazy overpowered, but a good body and something synergetic with the Mage's frosty side.
How did it literally come off the top of your head o.o
We need anti rush cards that slow down the game a bit to help vs popular aggro decks. Also it would be fun to have a combo breaker card that gains strenght each time your enemy plays a combo (to annoy rogues). E.g. each time your opponent plays a combo, summon a 1/1 angry chicken or gain +1/+1.
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I bring life and BOOOOAHH
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So, now we have more than half of the class cards for Naxx revealed, let's take a moment to discuss the remaining classes. Mage, Warlock, Priest and Hunter are left. What void/hole in these four classes do you thinks needs to be filled with a new Naxx card? With that in mind, what card do you think Blizzard would reasonably create to fill the void keeping in mind the direction they've taken with the other class cards and the Naxx focus on Deathrattle?
-nttArc
I guess I'll start, for Mage they have some great spells already so I think they will turn to minions for this class. I think Water Elemental is an amazing card for Mage but other than that their minions are weak.
Sorcerer's Apprentice is support for spells so I don't consider it a strong minion on its own. Mana Wyrm can be powerful...thinking about all the arenas I've faced Turn 1: Mana Wyrm + The Coin + Mirror Image ... That being said, easily dealt with having only 3 health plus silence-able etc, etc. Is Ethereal Arcanist a card in this game? Never played against it. Kirin Tor Mage seems to situational to be good and I wont address Archmage Antonidas just because the Naxx card wont be legendary.
So I think Mage could use another solid minion but I have no guesses on what it would be, I don't even know WoW lore to begin to think about it.
Thoughts?
-nttArc
Locks seems to be doing good with what they have, hunter not sure yet with the nerf, but perhaps something to help a more controlish hunter.
Priest people say that it needs better tools to survive early game, but with all the pyro combos, + auchenai, + holynova i'm not sure if that's true, but for some reason people don't play priest at high ranks.Anyways, I expect priest to get a bit better with it's 2 silence cards, one being 0 mana, and the other being that 4 mana, aoe silence + draw.
Mage i kinda hope that's a card which requires some combo, so it's not really good in arena, and i'd like to see something to make it possible but not OP to play that Pyroblast to the face style.(I'd love something like 2 Mana, all your spells do +1(+2?) dmg this turn)
If by combo you mean the card isn't great on its own but in combination with another its value increases, then I could see something like that. But if you mean the Combo keyword that Rogues have, it wont happen because that is unique to Rogues.
-nttArc
Check the stats of Mana Wyrm, Kirin Tor Mage, Sorcerer's Apprentice. Mage minion cards are all fine. It's the freezing spells, Polymorph, the secrets, Pyroblast that are weak.
I'm expecting a secret for mage. Secret mage needs more power. Not sure what the card would do though.
I suppose I don't think the minions are necessarily weak, more so underwhelming. That's why I'm thinking minion.
Any other thoughts for Warlock, Hunter and Priest?
-nttArc
I could see some Dragon love in this expansion. I'm trying to remember, I know there was one dragon boss, but wasn't there two?
So a few cards to support the dragons. This would open up a whole new deck strategy for people to try.
There are 3 kinds of people in the world. Those that can count and those that can't.
I'll bite!
Mage:
Air elemental: ignores taunt
Warlock:
Gift of Flame: Your minions gain deathrattle: opposing hero takes 1 damage.
Priest:
Corpsehauler: Whenever a (friendly? enemy? any?) minion dies, heal all friendly characters by 1.
Hunter:
Cleansing shot - destroy a minion with death rattle, don't trigger it's death rattle
One thing we are supposing with an earlier statement is that the gaps being filled by the new class cards are relevant to the current meta. Thus far I haven't seen that any of the revealed class cards are shoring up weaknesses; rather, I see that the aim is to open new class archetypes.
That being said, I'll take a shot :D
Hunter: Corrupted Mending - secret: when one of your minions is destroyed, bring it back to life with the poison ability. Destroy that minion at the end of your next turn.
Mage: Death Geyser - a creature that deals one damage to a target character each time a death rattle is triggered.
Priest: Consuming Shadows - Every time a minion dies to shadow damage gain health equal to the power of the minion.
Warlock: Touch of Death - destroy all minions with death rattle effects; all effects trigger as if controlled by you.
Pour the salt, rub the salt, lick the salt.
I was thinking about making a post like this, glad its already here!
Wailing Caverns Tortoise
Hero: Hunter
Cost: 4
2/5
Minion - Beast
Taunt. Deathrattle: Give a friendly minion +2/2 and Taunt.
It was hard to think what other death-related effects the hunter would get (already have Scavenging Hyena and Savanah Highmane). This would synergize nicely with the hyena (either buffing it more, or protecting it longer if your opponent doesn't have removal). I wanted to name this Kresh, but proper names seem reserved for legendaries.
Living Bomb
Hero: Mage
Cost: 3
Spell
Secret. If an opponent's minion attacks, give it: Deathrattle: deal 2 damage to adjacent minions. If a minion survives this, also pass this Deathrattle effect.
This captures fire mage's ability to spread DoT's around. A bit of a weak effect, but it can spread rapidly if your opponent isn't careful.
Noble Cleric
Hero: Priest
Cost: 2
1/4
Minion
Deathrattle: Heal all minions to full health.
Opportunity to activate your "proc on heal" cards during your opponent's turn. Or, finish up your attacking turn by completely healing your minions.
Here's what I've posted on other threads:
Clearly I was wrong with Warrior
Gift of flame would be good, as long as its free, (or cost 1 for 2 damage per)
Ignoring taunt would be a cool mechanic (air elemental is more shaman-y though)
Corpsehunter - lots of cool combos could come from that.
Cleansing shot is awfully specific removal, but with all the deathrattles upcoming it would be very useful.
And my warlock card that I didn't post before:
Demon Armor
Class: Warlock
Cost: 0
Spell
Give a minion +3/+3 and Deathrattle: Discard 2 cards.
Interesting thing is that you can play it on an opponent's minion that you are about to destroy to get some car advantage in your favor. I'm not sure how to properly balance this so that it can be played on minions on both sides (while being fair to do it either way).
Sasquatch (rare)
Hero: Mage
Cost: 6
Minion
3/7
Taunt. Deathrattle: Freeze all enemy minions and do 2 damage to them.
Literally just came off the top of my head. Maybe a 4/6 or a 2/9 body. Something not crazy overpowered, but a good body and something synergetic with the Mage's frosty side.
Swarm of Mosquitoes (rare)
Hero: Hunter
Cost: 2
Minion
1/1
Charge. Deathrattle: Target enemy minion loses 1 health at the start of each turn.
Corpse Explosion (rare)
Hero: Warlock
Cost: 6
Spell
Deal 5 damage to a minion. If it kills it, deal 3 damage to all characters.
So Blizzard with a 3/7 body thrown in for free?
Forgot the Priest.
Vigilant Guard (rare)
Hero: Priest
Cost: 4
Minion
0/5
Taunt. Deathrattle: Heal a friendly character 4 health.
Haha since you put it like that, it seems pretty ridiculous. I'm not a fan of blizzard myself, seems a little underwhelming for its cost. Anyway, like I said, it just came off the top of my head, and my creative juices aren't exacting flowing right now. I was just trying to think of something frost related, but also a minion at the same time. Maybe lower the cost and have a 2/7 body and freeze any character that does damage to it. Reverse water elemental effect. Thinking is hard.
How did it literally come off the top of your head o.o
We need anti rush cards that slow down the game a bit to help vs popular aggro decks. Also it would be fun to have a combo breaker card that gains strenght each time your enemy plays a combo (to annoy rogues). E.g. each time your opponent plays a combo, summon a 1/1 angry chicken or gain +1/+1.
I bring life and BOOOOAHH