Welcome again! I've made another class! This time featuring a Draenei female, Yrel. An important character introduced in the latest Warlords of Draenor expansion for World of Warcraft. Lore-wise a lot of this class will not fit, but hey it's just for the fun of it and I wanted to use a female hero.
If I were to describe this class, it would be like a Shaman and Warlock with its low-cost high-drawback strong Class-specific cards. The class's playstyle is unique in that it's ALL denial and control and how you can effectively use your hand and cards to your advantage effectively. It can involve all kinds of positioning and field manipulations. It's about always finding ways to cripple your opponent enough to where your biggest minion will destroy the opponent. Also, of course, it's one of the best class sets to use the popular Mill archetype with. Anyway, enjoy reading my Spiritualist class!
I also reword slightly the "Take Control" wording of cards like Mind Control, so instead of saying something like, "Change the control of a minion to your opponent." it is now using a new keyword called "Switch" and when in effect it says something like this: "Switch control of a minion."
Basic Set:
Expert Set:
Naxxramas Set:
Goblins vs Gnomes Set:
Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards were created using http://hearthcards.net/
If you enjoyed reading through this, please check out my Starcraft cards located all here:
I forgot to add Maleficent Dispersion to the set. I hadn't realize I didn't put it in at the start lol.
Frantic Bomb summoned from Maniacal Bomb Juggler is now a Mech and has slightly less words making it a little bit more simple to read through.
Neferset Flamecaller is now a (3) Mana minion up from (2) now reading, "At the end of each turn, Switch control both player's left-most minion." instead of Switching a random minion and dealing 2 damage to your hero.
Shallow Alchemist no longer reduces a random minion's Attack by -1, but instead reduces random enemies' Attack.
love the idea but it seems a bit too powerful, like the numbers are too high. or too low in the case of shadescar, which is practically a poly. also it looks like you made too many cards for gvg.
however the theme is very nice and and the mechanics look interesting, theres just a bit too much power.
one question though, would the switched minions be able to attack? since things taken with MC tech cant im curious how switch works.
love the idea but it seems a bit too powerful, like the numbers are too high. or too low in the case of shadescar, which is practically a poly. also it looks like you made too many cards for gvg.
however the theme is very nice and and the mechanics look interesting, theres just a bit too much power.
one question though, would the switched minions be able to attack? since things taken with MC tech cant im curious how switch works.
The one thing I keep coming across whenever people discuss this class is about Shadescar. I have to think about it, but I'm not really sure I'm seeing it. Simply 'cause the card Hunter's Mark exists. The cost is distributed in-between Hunter's Mark and Polymorph. The big difference is that Polymorph transforms the minion while Shadescar does not. Alternatively, I could just make it cost (3), but then that makes it slightly worse than Hex in that case, so this is why it's not as OP as some of you guys would think.
Would the "too much power" be referring to the Neferset/Tol'vir minions? Or the entire class in general?
No, minions that are Switched cannot attack in the same turn. However, they will be able to attack on the next turn and so forth. It is not like Shadow Madness where it says "Gain control of a minion" instead it's more on the side of "Take control of a minion" like Mind Control.
i looked again at the stats and the insane stats i saw had some big drawbacks, so yeah that makes sense. though im not seeing many things without drawbacks among creatures, also synergy with the silence allies minion from naxx is huge.
i looked again at the stats and the insane stats i saw had some big drawbacks, so yeah that makes sense. though im not seeing many things without drawbacks among creatures, also synergy with the silence allies minion from naxx is huge.
I really do like minions with drawbacks that have strong power to back it up. This is why there's so much minions with detrimental drawbacks. Isn't it good that we promote some of the lesser-used minions from Naxxramas like Wailing Soul? There's so much underutilized potential with that card.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Welcome again! I've made another class! This time featuring a Draenei female, Yrel. An important character introduced in the latest Warlords of Draenor expansion for World of Warcraft. Lore-wise a lot of this class will not fit, but hey it's just for the fun of it and I wanted to use a female hero.
If I were to describe this class, it would be like a Shaman and Warlock with its low-cost high-drawback strong Class-specific cards. The class's playstyle is unique in that it's ALL denial and control and how you can effectively use your hand and cards to your advantage effectively. It can involve all kinds of positioning and field manipulations. It's about always finding ways to cripple your opponent enough to where your biggest minion will destroy the opponent. Also, of course, it's one of the best class sets to use the popular Mill archetype with. Anyway, enjoy reading my Spiritualist class!
------------------------------------------------------------------------
With the Spiritualist class, I introduce a new minion type called "Spirit." Spirit minions involve the likes of:
Al'Akir the Windlord, Ancient of Lore, Ancient of War, Arcane Golem, Baron Geddon, Ragnaros the Firelord, Neptulon, Dancing Swords, Dust Devil, Earth Elemental, Fire Elemental, Frost Elemental, Water Elemental, Lightspawn, Unbound Elemental, Wailing Soul, Mana Wraith, Mana Wyrm, Magma Rager, Spectral Spider, Ironbark Protector, and of course the Wisp
I also reword slightly the "Take Control" wording of cards like Mind Control, so instead of saying something like, "Change the control of a minion to your opponent." it is now using a new keyword called "Switch" and when in effect it says something like this: "Switch control of a minion."
Basic Set:
Expert Set:
Naxxramas Set:
Goblins vs Gnomes Set:
Legendaries:
Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards were created using http://hearthcards.net/
If you enjoyed reading through this, please check out my Starcraft cards located all here:
http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept
http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept-balance
http://www.hearthpwn.com/forums/off-topic/general-chat/19310-starcraft-hearthstone-protoss-card-concepts
And the Warcraft Blademaster class here:
http://www.hearthpwn.com/forums/off-topic/general-chat/27230-the-new-blademaster-class-cards-update
Imgur Album if need be:
http://imgur.com/a/4H7h1
(Bump) Update:
Ethereal Spellbinder now has the effect, "Can only attack this turn after you play a spell."
Exodar Disruptor now has the effect, "Battlecry: The next minion both players play cost (1) more."
Forsaken Destroyer is now (7) Mana from (6) Mana.
Hollowed Flare now has the effect, "Give a minion -2 Attack and swap its Attack and Health."
Neferset Guard is now called "Neferset Guardian" and has 2/5 stats from 2/6.
Neferset Voidlancer is now a 7/7 from 7/8.
Nether Barrage deals 5 damage instead of 6 and occurs after the attack instead of during the attack.
Netherbolt deals 3 damage instead of 4.
Shattrah Wanderer now has the effect, "At the start of each turn, give a random friendly minion +2 Attack this turn."
Somber Exchange is (2) Mana from (1) and instead of permanent mind control, it is temporary lasting until the start of your turn instead.
Twisted Stalker is now called Twilight Stalker and nerfed to 3/6 from 4/6.
Any feedback would be much appreciated. :)
Update 2:
I forgot to add Maleficent Dispersion to the set. I hadn't realize I didn't put it in at the start lol.
Frantic Bomb summoned from Maniacal Bomb Juggler is now a Mech and has slightly less words making it a little bit more simple to read through.
Neferset Flamecaller is now a (3) Mana minion up from (2) now reading, "At the end of each turn, Switch control both player's left-most minion." instead of Switching a random minion and dealing 2 damage to your hero.
Shallow Alchemist no longer reduces a random minion's Attack by -1, but instead reduces random enemies' Attack.
Ethereal Assassin has a new picture.
love the idea but it seems a bit too powerful, like the numbers are too high. or too low in the case of shadescar, which is practically a poly. also it looks like you made too many cards for gvg.
however the theme is very nice and and the mechanics look interesting, theres just a bit too much power.
one question though, would the switched minions be able to attack? since things taken with MC tech cant im curious how switch works.
The one thing I keep coming across whenever people discuss this class is about Shadescar. I have to think about it, but I'm not really sure I'm seeing it. Simply 'cause the card Hunter's Mark exists. The cost is distributed in-between Hunter's Mark and Polymorph. The big difference is that Polymorph transforms the minion while Shadescar does not. Alternatively, I could just make it cost (3), but then that makes it slightly worse than Hex in that case, so this is why it's not as OP as some of you guys would think.
Would the "too much power" be referring to the Neferset/Tol'vir minions? Or the entire class in general?
No, minions that are Switched cannot attack in the same turn. However, they will be able to attack on the next turn and so forth. It is not like Shadow Madness where it says "Gain control of a minion" instead it's more on the side of "Take control of a minion" like Mind Control.
i looked again at the stats and the insane stats i saw had some big drawbacks, so yeah that makes sense. though im not seeing many things without drawbacks among creatures, also synergy with the silence allies minion from naxx is huge.
I really do like minions with drawbacks that have strong power to back it up. This is why there's so much minions with detrimental drawbacks. Isn't it good that we promote some of the lesser-used minions from Naxxramas like Wailing Soul? There's so much underutilized potential with that card.