Kill the boss and get epic loot.
It may not seem much now but probably with BGH out of the way it can be very intimidating. I guess you'd want to play this alongside silences or Harrison/ooze, although the weapons aren't that amazing (the opponent has to play them aswell):
Gladiator's Longbow
Coghammer
Sword of Justice
Cogmaster's Wrench
Poisoned Blade
Charged Hammer
Doomhammer
Gorehowl
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Naxxramas
Goblins Vs. Gnomes
Blackrock Mountain
The Grand Tournament
<Coming Eventually>
Thanks
Thank you to everyone who voted for Twilight's Hammer, it has been lots of fun making the class and been a great learning experience for myself
Thanks to Asylum_Raphsody and DialM4Murloc for running the competition, you guys have done a great job with it and i hope we see you two running more competitions similar to this one in the future!
Thanks to all the other competitors, there were some really amazing class ideas that popped up from the competition, and i know many of you're guys ideas have got me thinking more about potential card mechanics, also thanks to those of you who helped me with cards balancing / concepts on the discussion threads, your help was invaluable.
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(See ALL of the Class Design Competition finalists
and vote for your favorite by clicking HERE!)
The Twilight's Hammer
Lore
The Twilight's Hammer clan see all of creation as a scar left on the pure emptiness of the void. This has lead the clan to seeking out the destruction of Azeroth by any means neccessary, and as such, the clan have allied themselves with the forces of the Old Gods and the Elemental Lords.
Hero
General Vezax leads the Twilights hammer forces in Northrend on behalf of his master Yogg-Saron. He exudes saronite vapors that inhibit the abilities of spell casters and his very presence fills even the bravest Heroes with despair.
Hero Power
BaseUpgraded
Despair acts as a way to make the game harder for your opponent and particulalry punishes opponents who use combos that require very precise mana costs or just decks that use high cost cards. This allows Vezax to "Ramp up" in a sort of way, either to catch back up to his opponent or gaining a quickly snowballing advantage.
Display Cards
Basic Set
Curse of Flesh Token:
Expert Set
Firesworn Ascendant:
Ascendant Council Tokens:
2
Hey, decided to jump in with my ideas for the mechanics.
Overall style: Combo/control. Much like the 'tide', the theme looks at the players building up their resources before unleashing everything in a big finale. An additional focus should be on the importance of drawing cards and having card advantage.
Keyword Mechanic: Swell: When you play a card, do this.
Mostly present on minions, swell encourages combo-plays.
Worded mechanic: Ebb and Flow: minions and spells gain or lose bonuses based on how many cards you have in hand.
This can either be used to encourage using more of your cards very quickly or to stockpile them and take a slower approach.
Let me know what you think. Disclaimer: examples may not be balanced.
7
Hey great idea, I'll get it started then:
Timewalk: If you did not play any cards last turn, do this.
Next keyword: Honor
1
Hey, can i get some thoughts on the balance of this;
Is it too strong at 1 mana even with the 'Enemy Hero' condition?
10
11
1
Here's what I've been working on. (Rotface and Festergut from Icecrown Citadel in WoW)
I figured that requiring the other minion to take damage (particularly with both being 7 drops) could reasonably net ~2 mana worth of effect. Hopefully that isn't too much.
5
Araj the Summoner from Andorhal in the Western Plaguelands
1
Hey guys, the Expansion cards are up!
Thanks everyone for the support and criticisms, I've been busy making the cards + Life stuff so i unfortunately haven't had a chance to reply to any of your posts. Its 3am here in Australia at the moment, so I'll get some sleep now and I'll address peoples concerns etc. after =D
Thanks again!