Just saw this video on youtube and their ideas for future cards/card design are awesome!!!! Looks so realistic and I want them! :)
What do you guys think??
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Just saw this video on youtube and their ideas for future cards/card design are awesome!!!! Looks so realistic and I want them! :)
What do you guys think??
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I would put pictures up, but that would mean taking the time to find them, uploading them individually onto imgur and linking them one-by-one, and I'm sorry that I don't have that much time.
So, Gladiators are a thing in WoW, although you never get to play as one. So here's your chance (sorta)!
Who to represent Gladiators? It could only be Kargath Bladefist!
So, this class gets a mechanic called Bleed (x). Where at the end of every one of your turns, any minion with Bleed deals x damage to both itself and your face, in return for having good stats for its cost.
The flavour of the class is obviously the ones fighting in the arena, but also the outcasts, failed experiments that have no where to be but in the ring of fight. And also just the generally shady or unwanted, but not full out demons or fel like Warlocks would take in. There are obviously Beast themes, as Gladiators will often be fighting against beasts, as well as the standard combatants.
Basic Set
Text:
Clash - 0 Mana, Spell, Your hero gains +3 Attack this turn.
Overeager Fighter - 1 Mana, Minion, 2/3, Bleed: (1).
Bladefist - 2 Mana, Weapon, 1/3 Battlecry: Take 2 damage. Your hero is Immune while attacking.
Lull of Battle - 2 Mana, Spell, Restore 4 Health to your hero. Draw 1 card.
Pumping Veins - 2 Mana, Spell, Whenever a minion dies this turn, restore 3 Health to your hero.
Arena Recruiter - 3 Mana, Minion, 2/3, Deathrattle: Draw 1 card. If it's a minion with 3 or less Attack, summon it.
Starved Ironfur - 3 Mana, Minion, 3/4, Charge. Bleed: (2). Beast.
Show of Strength - 4 Mana, Spell, Deal 5 damage to a minion. If it kills it, draw 1 card.
Favoured Champion - 5 Mana, Minion, 2/7, Taunt. Battlecry: Gains 1 Attack for each other friendly minion.
Tauren Barbarian - 6 Mana, Minion, 6/10, Bleed: (2).
Full Images:
Expert Set
Text:
Retired Announcer - 1 Mana, Minion, 1/1, Deathrattle: Summon a random 2-cost minion, and give it (2) Bleed. Epic.
Hasty Fix-up- 2 Mana, Spell, Minions do not Bleed this turn. Draw 1 Card. Common.
Unchained - 2 Mana, Weapon, 0/2, Windfury. Common.
Overgrown Scorpid - 2 Mana, Minion, 2/4, Destroy any minion damaged by this minion. Bleed (1). Common.
Blade Shard - 2 Mana, Weapon, 3/1, Battlecry: Take 1 damage. 50% chance of not losing Durability. Rare.
Conscript Farseer - 3 Mana, Minion, 2/2, Battlecry and Deathrattle: Restore 4 Health to your hero. Common.
One Man Army - 3 Mana, Spell, This turn, whenever your hero deals damage, also deal that much damage to all enemy minions. Rare.
Frenzied Qiraji - 4 Mana, Minion, 4/5, Ignores Taunt. Bleed: (1). Rare.
Stand Together - 4 Mana, Spell, Return 1 friendly minion to your hand. This turn, your hero gains Attack equal to that minion's Attack. Common.
Bloodthirsty Tallstrider - 4 Mana, Minion, 3/4, Whenever a minion dies from Bleeding, gain +1/+2. Beast. Rare.
Lo'Gash - 4 Mana, Minion, 3/3, Whenever a minion takes damage from Bleeding, gains +2/+1. Bleed: (1). Legendary.
Hungering Berserker - 5 Mana, Minion, 2/7, Whenever your hero would take damage from Bleeding, restore that amount of Health to your hero instead. Rare.
Riot! - 5 Mana, Spell, Give all minions +2 Bleed. Draw 2 cards. Common.
Voodoo Concoctions- 5 Mana, Spell, Restore your hero to full Health, and Freeze your hero for 2 turns. Epic.
Second Wind - 6 Mana, Spell, Summon all friendly minions that died this turn with 1 Health. Minions do not Bleed this turn. Epic.
Full Images:
Naxxramas
Text:
Stitched Berserker - 4 Mana, Minion, 5/3, Deathrattle: Equip a random Junk Weapon. Bleed: (1). Common.
Junk Weapons are:
Blade Shard (see in the Expert Set)
Metal Slab - 2 Mana, Weapon, 0/4, Whenever your hero would take damage except by Bleeding, reduce it by 2 and loses 1 Durability.
Splintered Axe Handle - 2 Mana, Weapon, 1/3, Any minion damaged by your Hero gains Bleed (3).
Full Images:
Goblins vs Gnomes:
Text:
Insanity Serum - 1 Mana, Spell, Give a friendly minion Charge, 5 Attack and +5 Bleed. It cannot attack heroes. Epic.
Cannon Fodder - 2 Mana, Minion, 1/8, Taunt. If your hero has 15 or less Health, your hero takes no damage from Bleeding. Bleed: (3). Rare.
Bloodletter - 3 Mana, Weapon, 1/4, Battlecry: Restore 3 Health. Whenever your hero deals damage, restore the same amount to all Bleeding friendly minions. Epic.
Intimidating Shout - 3 Mana, Spell, This turn, whenever your hero attacks, give all enemy minions -1 Attack. Common.
Autotamer XJ9 - 4 Mana, Minion, 5/3, Battlecry: Give ALL Beasts +3/+3, and +4 Bleed. Mech. Rare.
Mechperimental Healer - 5 Mana, Minion, 5/5, At the end of your turn, remove 2 Bleed from a friendly minion and give an enemy minion +2 Bleed. Mech. Rare.
Arakkoa Alchemist - 6 Mana, Minion, 6/6, Battlecry: Destroy another random minion. Bleed: (1). Common.
Thok the Bloodthirsty - 10 Mana, Minion, 8/12, Charge. Costs (1) less for each Bleeding minion. Bleed: (6). Beast. Legendary.
Full Images:
Blackrock Mountain:
Text:
Dark Iron Escapee - 3 Mana, Minion, 3/6, This minion has a 50% chance of reducing damage taken to 0. Bleed: (3). Common.
Smuggled Drake - 8 Mana, Minion, 6/7, Battlecry: Deal 4 damage. Whenever a minion Bleeds to death, costs (1) less. Bleed (1). Dragon. Rare.
Full Images:
The Grand Tournament
Text:
Runaway Rider - 2 Mana, Minion, 3/2, Inspire: Give a random minion +1 Bleed. Common.
Cheap Hit - 2 Mana, Spell, Return a random friendly minion to hand, and deal 4 damage. Rare.
Ragnaros' Champion - 3 Mana, Minion, 3/3, Inspire: Deal 3 damage to another random character. Epic.
Raptor Rider - 3 Mana, Minion, 5/2, Battlecry: Reveal 1 minion in each deck, and destroy the minion that costs more. Common.
Abandoned Mount - 4 Mana, Minion, 4/4, Deathrattle: Give your hero +3 Attack this turn. Beast. Rare.
Interlude - 4 Mana, Spell, Restore all minions to full health. Rare.
Adrenaline Junkie - 5 Mana, Minion, 5/5, You can use your Hero Power thrice a turn. Inspire: Gains +1 Bleed. Common.
Thirstful Blade - 5 Mana, Weapon, 4/1, Whenever your hero attacks, restore 2 Health to it. Whenever a character dies, 50% chance to gain +1 Durability. Epic.
Imperator Mar'gok - 8 Mana, Minion, 8/6, Inspire: Destroy the next minion damaged by your hero. Deathrattle: Your hero gains +3 Attack permanently. Legendary.
Note for Mar'gok: When I say permanently, I mean even on your opponent's turn, your Hero has 3 Attack, so a minion whacking your face takes 3 back.
Full Images:
League of Explorers:
Text:
Hasty Treasure Seeker - 2 Mana, Minion. 2/3, Discover a Spell or Weapon. Bleed: (1). Common.
Blood Python- 4 Mana, Minion. 3/3 Battlecry: Destroy all Bleeding minions, gain +1/+1 for each. Beast. Common.
Cursed Bone Bow - 5 Mana, Weapon. 3/3, Whenever your Hero would take damage while attacking, give a random friendly minion +2 Bleed instead. Rare.
Full Images:
Coming Soon!
I appreciate any feedback; I understand that my card ideas are not perfect (or anything close to perfect), but every bit of commenting (sorta) helps!
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Bestial Wrath, for the record.
Costed against SI:7 Agent, with the idea that while it's a bit slower, it deals more eventual damage or keeps a previously played beast alive through a trade for a turn. Works decently as just a 4/3 beast, which as of yet does not exist.
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Touch his trees and he'll get mad! He's very protective of his personal space, okay?
I'm surprised a card like this doesn't already exist in the game, and it seems to fit so well with a docile tree guardian who becomes enraged when you attack his forest. A simple card, but a powerful one if they can't immediately remove it, due to the many buffs available to Druids - or you could even play it in a Spell Damage Druid and get pings from Moonfire! One can dream...
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Another Giant card, which will probably fit well with either Secret-Paladin, Hunter or Mage deck...
It shall be noted that the image itself is from the closed game of Battleforge by EA.
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Brann Bronzebeard's brother. Similar but different.
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Flavor Text: "Running is strictly prohibited."
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For one turn of course. And this Overload not is your overload, so you can't give your overload to enemy with this card.
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In battle, only the bravest warriors can face the enemy without fleeing. They rise among their comrades to withstand the onslaught and end on top.
Edit: Thinking about it, I don't really think giving Warriors a Vanish would be healthy for the game, but I reaally like the flavor the card has.
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Your opponent cannot see this weapon, they will think this card is a secret.
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Mark of Y'Shaarj
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Best played on turn 1, otherwise might not be worthwhile (similar concept as Zombie Chow). Example: Play on turn 1, overload for 2; Play on turn 2, overload for 3; Play on turn 3, overload for 4 etc.
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Though it costs 6 mana, you probably want to play this on turn 9 (in case your opponent doesn't kill it); so playing a 10-cost minion on turn 10 leaves no downside to this minion. Or this could be summoned by cards like Y'Shaarj, Rage Unbound or N'Zoth, the Corruptor to negate the downside of this card.
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OTK 22 damage in Paladin deck - Emperor Thaurissan + Molten Giant + Big Hat Wolf + Holy Wrath.
In other decks, it allows you to play an Old God on turn 7. Drawback is that it sort of skips you a new draw next turn.
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Once upon a time, there was a curious girl named Alice, who loved to travel around the world and experience strange adventures. One day, she received news that her best friend, The Hatter, was abducted by a weird-looking Dragon sent by the evil Red Queen. Anxious and eager to rescue her friend, Alice has decided to make a dangerous trip into the Queen's Castle. Would you escort Alice throughout her adventure?
The Hatter has been corrupted by the Red Queen. In order to save Hatter, you have to defeat her. Red Queen encounter has 3 phases. In the first phase, she'll summon her soldiers to protect her. In the second phase, she starts to get angrier and the fight becomes more difficult as she summons bigger minions. In the final phase, her head is about to explode. What will happen?
Final Boss:
New Cards: