Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
They don't necessarily have to work the same way, just the progression and general power level, Tier 1 is meant to be terrible, unplayable, Tier 2 could've been a basic minion when the game was first released, Tier 3 could be a common minion released nowadays, Tier 4 could be a legendary nowadays but probably wouldn't see much play and Tier 5 is meant to be a bit broken... However needing 10 Necro-Powers to achieve that power level. They're meant to be different from each other but relatable to the class they're in. Taunt can work on a Warrior KT but not so much on a Mage KT. Also Tier 3 always has OG Kel'Thuzad stats. The only one with Text mess ups is Warrior as I think that might've been the first one I made? Not entirely sure though... And as for the class colouring on the different KT's, that was simply so I could keep track of which one belonged to which class, in reality they would probably all remain with neutral colouring
Also the end power levels on the 1 mana HP versions are meant to be a little weaker than the 2 Mana ones because they'll be a lot easier to achieve and the later tiers are physically impossible to have a Start of Game effect because they will never exist at the start of the game.
But I think keeping the same stats and text on all 10 classes would make KT boring and the game is very old now, I don't think it would be too confusing for 99% of the players that can pick up new keywords, card types and game modes very easily.
What I mean is, if everybody has Kel'Thuzad, Kel'Thuzad should be fairly similar for all of them, like all of them being a 6/6 with battlecry or similar. So far we don't have a legendary minion that changes on the class, but the closest would be Galakrond, wich is always a battlecry. In terms of balance, most of these look fine. However, I'll point out some things.
DH: I love all of these. Nothing to say here, specially since most of these aren't hard face cards, wich DH already have loads of.
Druid: Patchwerk looks neat, but being the only non-spell synergy card in a deck that heavily encourages spells, and an expansion clearly aimed at druid constantly casting spells means he won't be played at all. Maybe if he had Taunt it would encourage more gameplay, but most likely you should either leave it for a minion heavy expansion, or work it differently. Love the Treant stuff, I always wanted Treant druid to work, and play it myself. Last thing, and pretty much it's me being picky about the lore, Dezco is a Sunwalker, wich is a tauren paladin. It could be argued this is an alternative version of Dezco, but that's an odd choice considering we don't even have the original. I'd advice for different art and name, but keep everything else the same.
Hunter: I like most of the set, specially since they really seem to look forward to have hunters working around the Poisonous keyword. That said, I think you should rework Heigan, since a very similar legendary exists for hunter already (Ace Hunter Kreen). Maybe inspire on his boss fight and make him do something related to minion positioning? Or maybe have him make minions poisonous or something, I let you decide what to work on.
Mage: I know they won't rely on minion swarm often, but perhaps Raid Protection could cost (1). Frost Blast is really hard to judge, since it seems you make these cards unplayable for 3 turns, wich is a lot even for low cost cards, but again, has a bit of a hard trigger and doesn't really destroy anything for 3 mana. You have to specify when does Enchanted Drake trigger, if at start of turn, end of turn, battlecry, or whatever.
Loatheb the Boglord is glorious and I love everything about him.
Paladin: Defence Experiment is terrible, both 1 and 2 versions. I know first versions should be somewhat weak, but paying 3 mana to hurt yourself and summon a 1/3 with taunt that you could play for 1 mana is just bad. I like the masochistic approach to paladin (when combined with strong heals, wich we already have).
Priest: Not much to say here, a Menagerie Priest would look fun, even if hard to pilot. Most likely scenario would be dragon priest getting even stronger thanks to that maniac 9 drop, but besides that, it seems allright. Plus, if any expansion is suppoused to work around deathrattles and rez, should be this one or similar.
Rogue: Is Plundarr suppoused to be randomized (aka, you either get the human or the worgen ghost)? I like the set in general, although it makes me realize shuffle rogue should recieve much much more love. That said, Putricide might be too strong against enemy minions.
Shaman: Looks veery strong, but also focuses on archetypes that shaman doesn't focus hard on, such as control, menagerie, and frost.
Warlock: Actually this set I don't like. Plague experiment is terrible, to the point the good version can kill you, Hulking Murloc is busted as hell, although maybe at 4 mana could work (maybe). 2 mana Naga is hardly a good card, since she's only worth it in questlock, renolock (if you add a gazillion neutras and even then it's unreliable) and mirror matches. Forsaken Wanderer (that's the right wording) is cool tho, and I'd like to see it become an actual card.
Warrior: Nothing to add, I like this set. Perhaps you could buff the attack of Razovious adds, or Razovious himself, but that's the end of it. Note: Does the dwarven blacksmith hurts himself?
Neutrals: I like all these, specially the imagination put into the mixed races. Worth noting, tho. Perfect Servant is almost impossible to play on curve (at least if you aren't a DH), and it easily reaches very bad category, and unless you intend Ressurrected Dragon to summon twice after dead, you can just say "goes dormant for three turns instead".
In general this set is amazing, and I'd love to see something like this in the future.
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
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What I mean is, if everybody has Kel'Thuzad, Kel'Thuzad should be fairly similar for all of them, like all of them being a 6/6 with battlecry or similar. So far we don't have a legendary minion that changes on the class, but the closest would be Galakrond, wich is always a battlecry. In terms of balance, most of these look fine. However, I'll point out some things.
DH: I love all of these. Nothing to say here, specially since most of these aren't hard face cards, wich DH already have loads of.
Druid: Patchwerk looks neat, but being the only non-spell synergy card in a deck that heavily encourages spells, and an expansion clearly aimed at druid constantly casting spells means he won't be played at all. Maybe if he had Taunt it would encourage more gameplay, but most likely you should either leave it for a minion heavy expansion, or work it differently. Love the Treant stuff, I always wanted Treant druid to work, and play it myself. Last thing, and pretty much it's me being picky about the lore, Dezco is a Sunwalker, wich is a tauren paladin. It could be argued this is an alternative version of Dezco, but that's an odd choice considering we don't even have the original. I'd advice for different art and name, but keep everything else the same.
Hunter: I like most of the set, specially since they really seem to look forward to have hunters working around the Poisonous keyword. That said, I think you should rework Heigan, since a very similar legendary exists for hunter already (Ace Hunter Kreen). Maybe inspire on his boss fight and make him do something related to minion positioning? Or maybe have him make minions poisonous or something, I let you decide what to work on.
Mage: I know they won't rely on minion swarm often, but perhaps Raid Protection could cost (1). Frost Blast is really hard to judge, since it seems you make these cards unplayable for 3 turns, wich is a lot even for low cost cards, but again, has a bit of a hard trigger and doesn't really destroy anything for 3 mana. You have to specify when does Enchanted Drake trigger, if at start of turn, end of turn, battlecry, or whatever.
Loatheb the Boglord is glorious and I love everything about him.
Paladin: Defence Experiment is terrible, both 1 and 2 versions. I know first versions should be somewhat weak, but paying 3 mana to hurt yourself and summon a 1/3 with taunt that you could play for 1 mana is just bad. I like the masochistic approach to paladin (when combined with strong heals, wich we already have).
Priest: Not much to say here, a Menagerie Priest would look fun, even if hard to pilot. Most likely scenario would be dragon priest getting even stronger thanks to that maniac 9 drop, but besides that, it seems allright. Plus, if any expansion is suppoused to work around deathrattles and rez, should be this one or similar.
Rogue: Is Plundarr suppoused to be randomized (aka, you either get the human or the worgen ghost)? I like the set in general, although it makes me realize shuffle rogue should recieve much much more love. That said, Putricide might be too strong against enemy minions.
Shaman: Looks veery strong, but also focuses on archetypes that shaman doesn't focus hard on, such as control, menagerie, and frost.
Warlock: Actually this set I don't like. Plague experiment is terrible, to the point the good version can kill you, Hulking Murloc is busted as hell, although maybe at 4 mana could work (maybe). 2 mana Naga is hardly a good card, since she's only worth it in questlock, renolock (if you add a gazillion neutras and even then it's unreliable) and mirror matches. Forsaken Wanderer (that's the right wording) is cool tho, and I'd like to see it become an actual card.
Warrior: Nothing to add, I like this set. Perhaps you could buff the attack of Razovious adds, or Razovious himself, but that's the end of it. Note: Does the dwarven blacksmith hurts himself?
Neutrals: I like all these, specially the imagination put into the mixed races. Worth noting, tho. Perfect Servant is almost impossible to play on curve (at least if you aren't a DH), and it easily reaches very bad category, and unless you intend Ressurrected Dragon to summon twice after dead, you can just say "goes dormant for three turns instead".
In general this set is amazing, and I'd love to see something like this in the future.
Click to see my Hearthstone projects:
Your KTs are never the same in any way. Not only do they don't match the text between each class (example: DH one has only deathrattle, druid has both battlecry and dreathrattle, and one starts as 6/6 and other as 5/5), but they also don't match the neutral card as well, since that one has start of game effect instead of any sort of battlecry or deathrattle and is a 5/5. So far it's my biggest concern, since it gets way too confusing, and badly needs to be simplified.
Click to see my Hearthstone projects: