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    posted a message on Make the Card

    I just realized that my card-creating discord bot is so perfect for this, and it allows me to respond to these in a couple of seconds. I might become active in this thread again just because of that!

    Next: A 2 mana 3/1 minion.

     

    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from maxlot >>

    Just putting my Wizard class back here, with some newer cards.

    Wizard

     

    Basic

    Classic

    Naxxramas

    Goblins vs Gnomes

    Ini's Tokens

    What happens when Puppetry works on a hero

    Augmented Cards

     I'm going to mostly review the class overall, and comment on a few cards in particular as I do so. It will be in the spoiler to avoid flooding the page. Also note that I think it's generally a pretty good class, although I'm going to be focusing on what negatives there are in my review.

    Starting with the basic set, I think a few of the cards are too complicated. The "If you have no empty Mana Crystals" mechanic is sort of strange and took me a while to understand, and I don't really see why it's there as none of the other cards seem to have effects or anything to synergize with it (cards like Refill your mana crystals, or the first card you play costs less). I'd say that the best solution here is to maybe rework those two cards into something really simple, honestly I think a 1 mana 1/3 with Spell Damage +1 and no condition is a fine card - it's simple, it's powerful, it's versatile, it fits the class, without being gamebreakingly overpowered. Not sure what you'd want to do with enchantress. While having one 4-line card might be okay, I think having both Selfish Guardian and Armored Igniter is a bit too much. I don't really see the flavor connection of selfish guardian to this class, and Armored Igniter is really just a Faerie Dragon that's immune to AoE - an effect that I don't really think is worth the extra lines of card text. I think you should consider changes to both of them, but Selfish Guardian needs more work, as Armored Igniter is alright. 

    Second, I have to point out that your basic set has too many minions, although I understand why, since I'm assuming that your Spellcraft mechanic is worded like "Your next Basic spell functions differently," so you can only really have basic spells that interact with that. What I would do is to change the wording of the mechanic to "Your next Incantation functions differently" and then adding the "Incantation" tribe to all the spells that are applicable (with whatever word you want in place of Incantation). That way you can maybe trim your minions down to 2 or 3 and introduce some new spells into the basic set without worrying about Spellcraft confusion.

    As for the spellcraft base spells themselves, I really only have some minor gripes. I think Shining Light should just be called "Light" for consistency with the other one-word names, and the wording of the effect is extremely confusing for new players as well as probably too powerful with the AoE spellcrafts. I would just make it "Deal 2 damage. If this kills a minion, draw a card." I think shadow could also use a nudge to -4/-4 for the aesthetics, as well as the fact that I think an extra 1 attack doesn't make it much stronger and it could really use the buff compared to Heat. Other than that I really like the basic spells. 

    Overall the classic set is really nice, and as I said before spellcraft is a really cool mechanic. I'd say the only problem is that aside from spellcast your themes are rather weak. Spell Damage is a nice theme and you should do something with that, but splitting damage among friendly characters and having no unspent mana seem kinda meh. Maybe if you had a better way of stating the "no empty mana" effect, and you had more cards to synergize it (like mana refreshing/refilling) it could work as a mechanic, but I really don't like splitting among friendly characters. Another concern is that Hammer feels like it's strictly better than knife, and maybe too good in and of itself (none of the basic spells seem like they actually do anything nuanced when they activate twice as opposed to double damage, except in edge cases) so I would consider a rework. Maybe one that returns a copy of the spell you cast to your hand so that you can use it later? Not sure.

    One thing - Ventriloquism is basically treason to hearthstone design and it breaks a LOT of design principles by allowing you to attack your opponent's deck and hand. I think it's impossible to balance and you should just stay away from that type of thing.

    The legendary is kinda meh, but that's alright since legendaries are by far the hardest thing to design. I'd say it's good enough, gives the class a finisher, but I think it already has a finisher with heat + hammer/knife and stuff like that so I'm not sure how necessary it is.

    In the GvG set, having two cards which effectively do the same thing is rather lazy design. I'd try to push the 1-cost spell theme or "whenever you cast a spell" synergy as that is the biggest intersection between this class and GvG flavor. I don't really understand why puppetry would ever be able to target a hero, though, but I think that having these tokens with a ton of different effects is a huge burden of knowledge for a non-legendary card.

    The legendary seems kinda cool but I don't get how it fits into your class's themes. It also seems like it could use some tuning, as what's the point of attacking with puppets if they have the same attack as her?

    Overall, good job. I think this class is like a diamond in the rough. Spellcraft is a really neat mechanic, although it's one that's very hard to implement. I'd say your main goal right now is to help your class fit better in to hearthstone - more simple cards, more consistent themes, more spells in the basic set. Your class is like a less extreme version of the Pokemon Trainer that was competing with my Bard, which ultimately failed because it functioned so radically differently from any other class that it didn't feel like it fit into hearthstone.

    Also - I think you could have gotten away with using the same art for each augmented card, and you probably didn't *have* to make all of those tokens, but damn, you did a good job.

     

     

    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    At a first glance, the class looks really interesting, I'll review it tomorrow as I'm off to bed right now.

    Posted in: Fan Creations
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    posted a message on Opinions on a card for a custom set I'm creating?

    What happens if your hand fills up before you draw a 10 mana card? Do you just burn the rest of your deck since you can't actually draw a 10 mana card?

    Seems pretty OP regardless of that interaction, you just run one or two 10-drops and then it acts as a 6 mana 4/7 Battlecry: Refill your hand.

    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2
    Quote from maxlot >>

    I had no idea you had became active again, it was your Bard class that made me begin making cards. Naturally, that means my expectations for this class are pretty high. I think the overall idea behind the class, with the runes, death, spells, weapons and armor are well implemented. Obviously, all others who make Death Knight classes utilise all those themes, but I don't think any of them have seemed as interesting. The "Next time you cast a spell" mechanic is quite cool, though I think it should have been implemented into the class somewhere in the classic set at least. Undead spam, weapons, armor are all fine, I think they're pretty cool. The runes forming different archetypes is a very nice idea. Even though you didn't exactly come up with it, most other Death Knight classes I've seen have just kind of added the runes in, and then put everything into a death focus. With your class, I can see a very good amount of Frost, Undead and Spell synergy cards, representing the different types of Death Knight.

    As for individual cards, I want to start off by saying I didn't see anything here that was obviously too strong. I would also like to say I really like the ideas of some of them, particularly Frozen Fanatic. I'll talk in more detail in the cards you wanted feedback on in this spoiler.

    Unstable Abomination: This card costs 5, has a 4 cost body, and has a deathrattle effect that should likely be valued at 3, if Arcane Missiles and Avenging Wrath is anything to go off of. The deathrattle itself deducts mana from the overall cost from it, and I think that quite a bit can be taken off the cost seeing as the effect is so much weaker as a deathrattle in comparison to something like a Loot Horder, it's easy to play around. So, saying that you take 1 mana or so off the effect for being a deathrattle, this is still probably worth around 5 and a half to 6 mana. I think it could do with maybe 1 less health. It's kinda hard to judge though.

    March of the Damned: It certainly seems weak by itself. That said, the synergies with things like Eternal Service and Death triggered cards are huge. I think it should be balanced.

    Darion Mograine: Since this doesn't have an immediate impact and the effect of the weapon will often be irrelevant, I don't think it's overpowered. Aggro opponents will be able to burst you down for playing it as it does nothing, Control opponents will usually delay their game plan, as you are forced to not attack with the final charge, ruining your weapons and hero power. At the same time, the card has excellent value and can save your life.... I think it should be just about balanced.

    Teron Gorefiend: This seems way too strong. I'm not saying Reckless Rocketeer is a good card, but this is just TOO much better than it. With a few tokens, which your class has a lot of, you can turn this 6 drop into a board wipe, and is decent even without any immediate impact, as it forces your opponent to deal with all of your tokens before it. Maybe go with a slightly higher cost?

    Horn of Winter: Three 2/2's for 5 is the standard, but you attach a mark of the lotus onto your next spell for an extra mana... I think that's alright. Mark of the Lotus doesn't come with any other effects meaning it's completely reliant on other cards to do work, which is what makes it so cheap. This card does come with tokens, but the initial cost is increased and it's hard to activate the buff on the same turn, so even though you're getting 18 total stats, it should be alright. It does beg a question that you've probably already got written somewhere on the page however. That is, does the activation of the secondary effect trigger AFTER the second spell resolves or BEFORE? This is incredibly relevant because 90% of the time this is going to be followed up with Unholy Rune.

    Gathering Storm: I think this card shouldn't be overpowered, but it's definately strong. Comparing this card to Shiv, you get a draw effect for 1.5 mana worth of the card, and then you get a 0.5 mana effect, thus an effect that you would see standalone on a 0 mana card, such as Moonfire. This is consistent with that idea, because dealing 2 damage randomly should be about the same as dealing 1 damage targeted, and adding a short delay onto the card merits a slight increase in damage, namely 3. That said, dealing 3 damage, even if randomly, can still be much more impactful than 1, so this could be quite worrying. The card itself is cool, though it's a little wordy for a common.

    Vrykul Icebringer: Probably too strong. He's only going to draw a maximum of 1 card per turn, I get that, but that effect is still pretty strong for his cost. Gaining a card for a trigger that's not TOO hard to meet should merit at least a stat point. Maybe make him a 2/4?

    Thing in the Ice: Ah, is that a MTG card I spot? This is an excellent card, as it brings to the table what many people building control decks forget to include; A win condition. It does it in a way that is hard to activate, requiring cards from the Frost Death Knight archetype to work, but tears opponents apart. If your opponent can't answer this with spells, you can follow this up with a Remorseless Winter and maybe a Shatterstrike, and the downside of those cards, hitting your own stuff, will be severely reduced. It's too hard to use to be overpowered, but that minions too big and fits too well into the archetype to be underpowered.

    Runic War Axe: The effect on the weapon is worth almost 2 mana, but not quite. As a Deathrattle and having it be further delayed by the spell delay heavily pushes the cost down. It's definately got great value, but it isn't too strong. I like the card.

    Scourgelord Tyrannus: This is pretty strong right off the bat. A 3/2 that summons a 1 drop for 3 is pretty good. This can be much more powerful if combined with undead tokens, but I think it doesn't upscale hard enough for it to be too strong, and it's easily removed. It's a nice legendary. That said, you know your Raging Ghouls... Do they die before or after Rimefang triggers? That's pretty important for understanding what you should be doing with the card.

    Frozen Fanatic: I don't know why I love this card so much. Insane buffs for your C'thun in exchange for delaying its actual attacks is something I am very happy with, whatever the reason. I am going to probably use a detrimental C'thun card in one of my classes now, you've inspired me greatly. I think it could possibly be stronger however. You're already paying for the big buff by Freezing C'Thun, so I don't see why having lower stats is necessary. Consider that Beckoner of Evil gives half the buff without Freezing C'Thun and has no cuts to their stats. Also, having a 4 mana Battlecry C'Thun buffer is kinda bad when you already have C'Thuns Chosen. I love the effect, but I think a different mana cost and stat allocation wouldn't hurt the card.

    Ebon Queen: I think this should maybe be weaker. As it stands, the opponent has to use a minimum of 3 attacks to take down the minion, though 2 of them won't return damage. This makes it easy to trade into, so it's bad when you're behind. That said, if your opponent twisting nethers and you drop this... They might be in a pickle. In fact, they might be in too much of a pickle for this to be reasonable. The problem is, although it's a win more card, it's a very oppressive win more card. This will get to freely trade into everything your opponent plays if you take the advantage for even a turn, and then the game will be set in stone. Maybe you could make something else?

    The Omega Rune: Making a good quest is hard... That said, this quest is pretty good. It meets the quota of forcing the player into 1 archetype, the quest itself is reasonable, not too hard, not too easy, and the reward immediately comes off as too strong until you consider the situation you'll be in when you complete this, and how it might not work with what you're trying all the time. Once you complete this, you'll have exhausted 8 of the total runes that you can get out of your deck. This means its spell boost effect can be very strong reasonably, as you're not going to have quite as many cheap spells. In addition, it's easy for your opponent to play around it, such as by simply playing Paladin or Shaman, or just having tiny cards in general. Finally, using a removal spell can be pretty wasted if the effect triggers before the spell. Say you Blood Rune, targeting a Vicious Fledgeling. The effect triggers and kills the vicious fledgeling. The spell itself basically just did 3 damage to your hero and nothing else. If the effect triggers after the spell, I don't think this needs a buff... Too much. All things considered, destroying 5 things really isn't that big a deal a lot of the time when it's random. Having such a temporary effect, only 5 spells, be potentially pretty weak is probably not great. I'm not sure what to make of it.

    Crater Cultist: Aside from missing the "a" in "Next time you cast a spell", I think this is too strong. You're guarenteed the card, but it's delayed, so to have 3 stats for 2 mana is already making the card pretty decent. Adding a discount like that is probably pushing the card too far, as the discount can be pretty darn impactful. I'd suggest a nerf.

    The Kabal: ...I don't like this class being in the Kabal. The Kabal are the triclass for the 3 casters. I get that Death Knights are essentially rune/magic knights that you can see in other games, but they still use swords and armor, they just don't really fit as much. In addition, the potions of the classes are designed to kinda show off some of the core concepts of the 3 classes it belongs to, so Healing, Attack interaction and Mind Control for Priest, Freeze, Damage and Secrets for Mage and Demons, Self harm and Power at a cost. The 3 main concepts of the Death Knight would have to be Blood, Unholy and Frost, but the thing is, we already have a tribal potion, a frost potion and a healing potion, so all you really have is a potion based on death, which is exactly what you want, but then you have a potion for undead and a potion for... Disease? I get the way you've tried to go about this is to make a potion for death, one for undead and one for the rune specialisations, but I have to say that they just don't fit. Diseases are a thing that weren't previously in the class, and didn't make any return after, which conflicts with the idea of Gadgetzan, which focuses on boosting certain archetypes the classes already have and then gives each one a new archetype corresponding to their respective gang. Introducing a new non-gang archetype based on a new mechanic is really weird, it just doesn't fit. But aside from the diseases, the Scourge Potion is... It's just so bad. Like, I don't want to be insulting, but the potions were made potions with Kabal Chemist in mind. Notice how Mage, Warlock and Priest have ABSOLUTELY nothing to gain from making their minions undead, and will likely only have Sylvanus as a buff target in their deck. I already wanted to punch myself in face whenever I got a Bloodfury Potion, but at least that did SOMETHING. Even in the Death Knight class, it's so pointless, because undead decks usually want their minions to die, which makes buffing counterproductive, and making a minion undead is also pointless because you'd probably just want to run an undead minion instead of it. Sure Priests and Mages gain very little out of the Bloodfury Potion, but the Bloodfury Potion is made valuable to each of them with the Kazakus potion both able to summon demons and to add demons to your hand. Also, Kazakus potions can have recursion effects. That might be fine for the 3 other classes, but a class with so many tokens probably won't be getting much benefit out of them.

    Overall, I have more problems with your Mean Streets of Gadgetzan set than the rest of the entirety of your class, which I think has been very well made. Nice work.

     First of all I want to say, thank you SO much for this response. It is the single most helpful piece of feedback I've received on this class, and it tells me pretty much everything that I've wanted to know. It's cool to see that I've inspired other people to make cards. 
    I figured that it would be hard to live up to the impact that Bard had on people, partially because I designed the class specifically for the purpose of being attractive to people (it was a competition, after all). My main goal here was to create a functional class - as people pointed out at the end of the competition, Bard had a lot of shortcomings that made it not fit very well into Hearthstone. Part of my rationale behind picking Death Knight itself is because the purpose of this class was to be "Something that could absolutely fit perfectly into hearthstone." 
    In an attempt to make this class as good as possible though, I've been trying to take what I can from Bard and my other classes, both in terms of actual cards (See: Epidemic) and in terms of themes and design principles. If it's not too much work, do you think you could talk about what parts of Bard made it so appealing?
    Anyway, I want to respond to the feedback you've given, as I try to do with any responses, although I'll skip over the things where you agreed with me.

    Spell Effects in the classic set - The reason I didn't do this is because I didn't want to introduce every mechanic that DK has to offer all at once, I wanted to trickle in new ideas over time. It is a pretty key aspect, and based on your feedback I have reason to believe that there isn't much appeal to it, so I'm up for moving some of the spell effects to classic. Any preferences for particular ones that should be classic?

    Unstable Abomination - My limitation with this card is that I wanted the attack and random damage to be the same amount, but now I realize that's kind of silly to prioritize over balance. I want to keep this card at 5 mana, so maybe I can drop the random damage to 3 or 4? Or maybe it could be all to a single random minion to reduce the effect of variance?

    Darion Mograine - I didn't think about how you would be forced not to use your weapon while you're trying to keep Corrupted Ashbringer up, and someone else mentioned how having weapon removal suddenly gains too much value because of this card. This worries me and I think I might go for a redesign where the revive isn't based on keeping the weapon out. 

    Horn of Winter - Only responding here to say that "Next time you cast a spell" effects trigger AFTER the next spell you cast. This is because of the existence of cards like Gathering Storm, which really need to be "After" to avoid very strange possibilities. 

    Vrykul Icebringer - Originally it was a 2/4, I buffed it because I thought it was weak. I'm really bad at gauging the weakness of my own cards, which is why I asked for feedback on it since I wasn't sure if I had made it OP. I will revert it to a 2/4.

    Frozen Fanatic - I'm glad that you like the card! I honestly breathed a sigh of relief as I read this, since I was worried that DK's appeal was not just below that of Bard's but that it had lost any sort of distinctive qualities entirely. My only gripe with changing the stats is that DK already has both a 4 mana 4/5 (Darkmaw Devilsaur) and a 4 mana 3/6 (Iceborn Knight), and I don't really like to double up stat lines even though it's technically allowed.  However, since I'm considering making Darkfallen Lord a 4 mana card, a 3 mana slot is now availible, and since I'm pretty sure the 3 mana 3/4 statline is open in DK then I might do that. Although then it conflicts with Twilight Elder... I don't want it to go outside of the 3-4 mana range, any suggestions here?

    Ebon Queen - Yeah, I had some worries that this card would be OP. You said that it's a win-more card, and strangely, I enthusiastically agree. This was one of the cards that I designed for midrange DK, and sadly win-more seems to be the main design theme in midrange. You did say that it was too good of a win-more card, and so I'm down to nerf it. I'd like to maybe stay away from redesigning it, since the main idea behind the design was to try to make a Star of the Show-esque card since people seemed to like that card from my Bard. I changed it to immune because I wanted to change it up and do something different than Star of the Show. Do you think that this minion can be fair with a health reduction of the rooks, or an attack reduction of the Queen, or should I change it's effect to something different, where the rooks give it attack or some other buff?

    The Omega Rune - The only thing I'm wondering about here is that you said "Next 5 spells" was a very temporary effect. I thought that I was really pushing it there, originally the card was 3 but I impulse buffed it to 5 right before I printed it. Do you think I can justify 6? 7? 8? INFINITE?

    Crater Cultist - How would you go about nerfing this card? I think that the discount is the most important aspect of it, but it felt like it was just another Radiant Elemental/Sorcerer's apprentice if it gave a permanent discount, and strictly weaker than both of those cards with a temporary discount. Maybe it can reduce the cost of all spells in your hand by (1) as a battlecry, and remove the card draw part? I was under the impression that runic power decks wouldn't have enough synergy-based card draw without putting "Next time you cast a spell, draw a card" on something, although maybe I'm wrong about that.

    The Kabal

    I also think that Death Knight thematically fits better in Goons, I even started by going down that path. But then someone pointed out that my legendary would have to fit with Goons themes, which pissed me off because hand buffs are simultaneously bad and boring, and I had just settled on a legendary design that I liked (Originally, Selendre was a 9 mana 5/5 that resummoned one minion of your choice that died, without the reno condition). 

    Kabal had always been in the back of my mind, since at this point in the class I was trying to make the final linkage card. Linkage cards were cards that pushed two archetypes together, in the same way that Violet Teacher combines tokens and spells. There were already linkage cards for Blood + Unholy, and Blood + Frost, but not Frost + Unholy. I tried to make some wonky card like "8 mana - transform your undeads into 6/6s and then Freeze them" but it was pretty clear that Token aggro and frost control just didn't work together. At that point, I would be satisfied with just something that combined the Unholy theme with control gameplay, at which point I realized that Diseases, a HUGE part of the Undead archetype in WoW, are not in this class at all. 

    Diseases are also my first ever usage of what I'm going to call a micromechanic, which was inspired by some of the stuff I saw in Duelyst. In Hearthstone, making a new mechanic can sometimes be super daunting because it has to have a large enough design space to support upwards of 20 cards - I sadly accepted that as the rules of design and have had trouble with mechanics for that reason. However, after playing Duelyst, I saw that there were keywords that only appeared on like 4 cards - and they felt completely natural and quite nice to build decks around, even with such a small card pool. I thought that this was really neat, where you create a mechanic that could only see play in maybe 1-2 decks, and then leave it without constraining yourself to build the rest of the class around that mechanic. I didn't go so far as to keyword Diseases, but I wanted to try that out where a new mechanic is introduced.

    The fact that Potions should be representative of core class themes, and not just be new (and useless) effects that are tossed in randomly is a completely fair criticism. I will 100% rework Scourge Potion for the exact reason you suggested. I'm somewhat open to reducing the disease mechanic to only 1-2 cards instead of having it be the main theme of the entire MSoG set, and maybe expanding it beyond MSoG, but I really wanted to explore the concept of a micromechanic. I got some positive feedback specifically on that, where someone said it was interesting how DK actually got a new theme in MSoG instead of just regurgitating old stuff. As for its placement in the Kabal, I probably won't change that, unless I can find a good enough legendary effect to take Selendre's place, and even then it would be quite the undertaking. But it's not *completely* out of the picture.

    Thanks again and I'll be reviewing your class shortly :)

    Posted in: Fan Creations
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    posted a message on [Animated Golden Card] Priest - Design the card.

    The animation is really nice, although it doesn't particularly strike me with inspiration. I'll try my best though!

    The slow swaying of the kelp and the lack of any people in the art gave me a really peaceful vibe, and healing is clearly the peaceful side of Priest. To give it an interesting mechanic, I thought about the water theme, and I thought I could make use of Tidal flavor, which usually involves some sort of back-and-forth motion, which I captured with the "Give this to your opponent" stipulation.

    A potential change is to make it restore health to all friendly characters, to make it less of a stall card and more usable for gaining board control in a clever way.

     

    Posted in: Fan Creations
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    posted a message on A War Between Worlds! A Fan Made Hearthstone Expansion! (WIP)
    Quote from LarryMoments >>

    Hey! Glad to hear an opinion from a Card Designer Champion! That really makes me think more! I tried to state the flying mechanic as fair as possible, I tried to make it two stat points, but idk how it seems, since we can´t really qualify things that aren´t in game to see how OP or UP it is, also, I tried some flavour, glad to see the flavour and simplistic is working, shortening texts like Elusive or other kind of things, however, Flying is countered between other creatures with flying, they will take damage as normal combat (Just when flyer is attacking)

    - Flying vs No-Flying: Flyer minion doesn´t takes damage and No-Flying yes

    -Flying vs Flying: Both minions take damage.

    Also for the quest rewards, I wanted them to look different from them, like more defensively or more aggresive, for example, Galvadon isn´t an 8/8, but that doesn´t means all minion rewards doesn´t need to be 5 mana 8/8, just saying.

    Thanks for the feedback of both of you guys! You make this work in proggress a lot better!

     The main problem with flying is that it's weaker if flying cards become popular. For example, let's say the flying mechanic is super popular, so everyone runs as many flying minions in their deck as they can. Since there are so many flying minions, then they don't get as much value from their ability since there are less non-flying minions to attack. Then, flying becomes less popular, so fewer people start running it ...which makes it stronger, since the fewer flying minions that people use, the more likely it is for someone to get value from it again. So then people start running it again... the cycle repeats. Overall it becomes a really frustrating mechanic, because you don't want to play flying cards when everyone else is playing them, but you're forced to since you'd get annihilated facing a flying deck without any cards. 
    An analogy one of the Diablo designers gave for a situation like this is when someone in the theater stands up to get a better view. Then the person behind them has to stand up, and the people around them, etc. Now the whole theater is filled with standing people, even though only one of them actually wants to stand.
    If you want to fix flying, make it so that its effect is not dependent on whether or not the other minion is flying. I don't know exactly how you'd go about implementing this but I think it's the most reasonable path to a solution.
    The reason that Galvadon is a 5/5 is because it has a really compelling reason to be a 5/5 - Costs 5 mana, Adapts 5 times... numerical flavor is a real thing, and having all 5's is so aesthetically pleasing that Blizzard broke their tradition just for that purpose. These cards, however, don't really get anything particularly special by not being 5 mana 8/8s - other than a slightly different stat line, which doesn't exactly fall under the umbrella of "Compelling reason".
    And yeah, I'm always down to help give you feedback. I've learned over my years of design exactly how it feels to put a lot of work into a big project and to have it get very little feedback (feeling it right now with my Death Knight) so I try to reach out to those designers that just need a little bit of discussion to get the ball rolling. 
    Posted in: Fan Creations
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    posted a message on [Class Concept] Death Knight v1.2

    By the way guys, I'm planning to make some sort of Expansion [Northrend] or Adventure [Icecrown Citadel] along with this class that would contain neutral cards to compliment and counter DK's release. A focus on Undead minions and spell synergy cards, as well as some tech cards against both of those archetypes.

    So, if you want to come up with any ideas for Undead minions or spell synergy cards that would have a DK-feel but fit in neutral,  or want to create tech cards against DK, please post your ideas!

    While I'm here, let me post a list of cards which I'm currently looking for feedback on. If you want to say more than "seems good" but you're not sure where to start, you can review one of these:

    • Unstable Abomination
    • March of the Damned
    • Darion Mograine
    • Teron Gorefiend
    • Horn of Winter
    • Gathering Storm
    • Vrykul Icebringer
    • Thing in the Ice
    • Runic War Axe
    • Scourgelord Tyrannus
    • Frozen Fanatic
    • Ebon Queen
    • The Omega Rune
    • Crater Cultist



    Posted in: Fan Creations
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    posted a message on [Animated Gold Priest Spell] - Sacred Valley

    The animation is really nice, and the card seems pretty well-designed too. Good job!

    My only suggestion would be to greatly slow down the speed at which the rays of light fade in and out, to give a more calm feel. The sand is perfect though.

    Posted in: Fan Creations
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    posted a message on A War Between Worlds! A Fan Made Hearthstone Expansion! (WIP)

    Hey, I don't have much time but I'll respond to what I can.

    First of all, Flying as a mechanic is really overpowered and isn't all that interesting either. The more people that use it, the weaker it becomes, which feels like a counter intuitive gimmick to base an expansion off of. 

    Also, quest rewards that are minions are supposed to be 5 mana 8/8s, unless there is a very compelling reason to make it something different (which the ones here don't really have).

    Aside from some balance issues, some of the cards are pretty nice and simple, which is what you should be going for.

    Posted in: Fan Creations
  • 0

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Hey, guys, I wasn't a part of the competition this time around but I just finished creating a DK class. Is anyone up for a review trade? That is, I comment on yours with a review of the class as a whole and individual reviews of maybe 10-15 cards, and you do the same for my DK class (link in signature). 

    Excited to see what the third CCC has created!

    Posted in: Fan Creations
  • 12

    posted a message on [Class Concept] Death Knight v1.2

    Please note that this thread is still under construction. There's a lot of formatting and image posting and card writeups and whatnot to be done.

    Warning: This post contains a LOT of explanatory writing in addition to just the cards in the class. Seriously. If you’re not the reading type, then don’t torture yourself and just scroll down through the cards. Enjoy!


    Introduction

    Hey guys,

    I’ve been designing custom hearthstone content for a while, and some of you might remember me despite the fact that it’s been about a year since my last post. Over the course of about 4 years, I’ve designed a total of 4 hearthstone classes. While I wouldn’t consider any of my previous classes to be successful, each one has been a learning experience (you can find them here, from worst to best: Monk, Lich, Bard). This Death Knight class is an accumulation of everything I’ve learned so far, and so hopefully it’s better than what I’ve made before (it's going to be hard to compare to how flavorful Bard was, but I'll try my best).

    The inspiration for this class actually comes from here on hearthpwn. In the recent design competition (which I unfortunately did not participate in), I was surprised to see that my Lich somehow got involved. I saw that people were making their own gangs out of pre-existing contest winners which I thought was pretty neat, and I took a trip down memory lane reading through my concept for the first time in over a year. As I was looking through it, I thought, “Man, there are some really cool Freeze-oriented cards in this class, but the class as a whole is a pretty big letdown. If only there were some way I could take the good parts of Lich, clear away everything else, and make an actual diverse class, that would be awesome!” Then I realized: Death Knight exists. I told myself that if I could come up with a good base to build into a class, then I’d go for it. Well, I created a good base, and I went for it.

    This is actually my fastest-created class, coming in at just over a month (34 days). Normally, my classes take a few months just to get to version 1.0, not to mention that this class had the highest card requirement of 79 cards!


    As always, any feedback is helpful - praise or criticism of any cards, ideas for reworks or future cards, etc. Especially in this early stage of development, I need to get a good sense of which cards are well-made and which ones need to be rebalanced or reworked. 


     

    [NEW] Review Trades

    So it seems like right now more than ever there are a lot of custom classes on Hearthpwn. I know firsthand how hard it is to review classes, but they're the concepts that need feedback the most. So, I'll take this opportunity to start the practice that I've seen on other concept creation forums - Review Trades.

    The concept is pretty self-explanatory: I review your class and you review mine. That way, both of us get something out of it as a justification for the work we've done for another class. If you want to make a review trade with me, you can either message me to let me know, or simply leave your review here and ask me to review your class in exchange (and give me a link to that class). 

    If you're doing a review trade, please try to put some decent effort into it. You don't have to write twenty pages like this nice man on the customhearthstone discord, but saying nothing more than "it looks good" or "I don't like it" doesn't help let me know what I need to change. If you're posting first I'm going to respond with approximately the same detail as you give me, to be fair.

    I'll still continue to unconditionally review class ideas that I find interesting without expecting a review trade, although it would be cool if you could still give me feedback.


    Death Knight Themes

    Runes

    In WoW, Death Knights fuel their abilities with a Rune system. There are 3 types of runes: Blood, Unholy, and Frost, and then a fourth Death Rune that serves as a “wild card”. I’ve seen a few implementations of Runes in past Death Knight concepts - usually, this ends up with overly complex hero powers that are either random or do nothing on their own, three separate keywords and cards filled with text, et cetera. I felt that things like this would hold the class back, and so I avoided them.

    I made a compromise between the Rune system as it exists in WoW and the simple gameplay of hearthstone. In this class, the three main runes are each 1-Cost spells in the Basic set that perform simple but powerful functions.

    Each Rune or combination of runes is also a representation of one of the possible Death Knight archetypes (even if you don’t run those Runes in the deck itself):

    • Unholy: Undead Token Aggro
    • Blood: Tempo and Spell effects
    • Frost: Freeze DK
    • Unholy + Blood: Midrange / Rune DK
    • Unholy + Frost: Disease Control DK
    • Unholy + Blood: Control DK

    While the Runes are now ordinary spells, they haven’t given up serving as the main resource of Death Knight. Many of the cards in each Rune’s respective archetype require triggers, and those runes provide cheap and reliable activators. For example, the card Dominate Mind takes control of a Frozen minion, and Frost Rune is the perfect activator for that effect. Moreover, one of DK’s sub-mechanics is the concept of “Next time you cast a spell, do x.” These effects require a spell to activate them, and Runes are once again a very convenient trigger, making them the fuel of that type of card. Also, there are several minions which, if conditions are fulfilled, will add copies of Runes to your hand, which represents the generation aspect that all resources have.

    Undead Minions

    If you’ve read anything this far, and even if you haven’t, you’re likely expecting the Undead tribe to be introduced with this class, which I have indeed done in my incarnation of DK. One might say that this is an overused concept, and that everyone who makes DK implements the Undead tribe - and, you’d be right. The reason that it’s used so universally is because it’s both an excellent opportunity to create a unique class identity, and an integral part of the feel of the DK class.

    As per usual, a handful of neutral cards that already exist classify as undead, and would be given the Undead tag. There are also a few neutral cards which will be introduced along with DK, to increase the pool of Undead cards further.

     

    What a lot of people do when they create a new Tribe is they they slap the tag on any generic minion. But, especially with something as iconic as Undead, you need to make sure to have a really strong Tribe identity. For example, Murlocs are low-cost creatures that swarm the board and buff each other. Beasts are more moderate, mid-size creatures where you might expect to have one or two on the board. Dragons are mostly large minions that spend most of the game in your hand.

    In this class, Undead minions aren’t classified by their mana cost, but rather, their effects. Minions that meet any of these conditions can feasibly be Undead:

    1. It likes to die (Minions with deathrattle, or possibly “whenever this takes damage”)
    2. It likes when other things die (Minions like Flesheating Ghoul or Cult Master)
    3. It is good at dying (Has low health or summons tokens)
    4. It is good at making things die (Destroys friendly minions)
    5. It is unavoidable from a flavor perspective (Fossilized Devilsaur has to be Undead, even though it doesn’t fit any of these categories very well.)

    Runic Power

    Death Knight’s second major theme lies in its interactions with spells. As far as dudes with swords that wear armor and are literally called “Knights” go, Death Knights are pretty magical, as evidenced by their Runes. Aside from the pure “Whenever you cast a spell” magic-spam of Mage and Priest, Death Knight has its own way of interacting with spells: “The next time you cast a spell, do something.” These are cards which, when played, cause your next spell to have an additional effect. Since these effects last indefinitely until you play your next spell, it’s less a matter of if you can trigger it and more a matter of when. This mechanic serves both as a spell synergy mechanic and also as a way to spread your power out over time, to hedge your bets when you’re winning and avoid becoming a win-more class.

    This seemed like a cool effect to have to me because of the idea of planning ahead, as well as the novelty of enhancing your spells - “This spell doesn’t just deal 5 damage to a minion, it’s also going to deal 3 damage to a random enemy minion after it casts, so if I kill this threat then I get rid of the small one to” et cetera.

    Runes also have a few unique synergies - for example, the Death Knight quest requires you to play eight runes, and there’s a weapon that gains durability whenever you play a rune.

    Here's a quick mockup of what the GUI might look like for Runic Power effects. I don't have photoshop anymore, so it's a bit rough. In this example, Unholy Rune glows blue because a Runic Power effect is active, specifically the effects from Gathering Storm and Crater Cultist: 

    Frost

    As mentioned previously, the core of the Frost archetype is largely drawn from one of my older class concepts, the Lich. I distinctly remember having a fun time playtesting Lich (Even though there was only really one archetype, and it had a terrible win rate), and so hopefully with some of the super stally cards coming out the Frost archetype is both fun and fair.

    It revolves around the card Shatterstrike, as shown below:

    I’ll talk more about it in the individual card development blurbs.

    Unlike Freeze Mage, Freeze DK shouldn’t feel like you’re stalling out the game until you finally OTK your opponent, but rather like you’re using Frost to play an anti-aggro control-based game where you use synergy to outvalue your opponent.

    Strengths and Weaknesses

    Like any good class, I’ve made sure that Death Knight does a few things really well and some things not so well. Here are some of DK’s notable strong and weak points.

    Strengths

    • The Hero Power is extremely strong and helpful for controlling the board. It’s just under mage-tier on its own, and surpasses it in value when weapons are added into the mix.
    • Spell Generation is very easy for DK to do, although unlike Mage, Priest, and Rogue, a flood of spells isn’t as easy to create insane synergy. It’s still strong, though!
    • In the post-Naxx-and-GvG era, deathrattles are far weaker. Death Knight has some of the stronger deathrattles (Not very surprising, given the theme of the class), making them much better than what you'd find on neutrals.
    • DK is pretty versatile, many archetypes are possible with it from aggro to control, just like warrior.

    Weaknesses

    • Aside from one card which is in Wild, DK doesn’t have any hard removal. It has to rely on the potency of its weapons and hero power to deal with large threats.
    • DK doesn’t have a reliable card draw engine. This isn’t to say that DK lacks card draw, but if your board is empty and you’re backed into a corner, don’t expect to be able to draw your way into an answer like other classes can.
    • DK lacks a burst finisher. This means that they have to win games by achieving board control, or by using weapons as damage over time.

    No Keyword?

    Some of you may notice that, unlike my past concepts, this class has no keyword. I want to talk a little bit about the reasons behind this choice. Originally, Death Knight did have a keyword - Requiem. It functioned similarly to Combo, but it triggered if a friendly minion had died that turn. It seemed like a great keyword: It played into Death Knight themes, triggering it was easy enough to be reasonable and hard enough to be significant, and most of all, it had a large and flexible design space.

    However, as I hit about 40/79 completed cards, these hopes didn’t hold up. Even though having friendly minions die is a big part of DK, it only really fits in an aggro or midrange deck type, and under almost all circumstances Requiem is better when you have tokens. I wanted to avoid the fate that Lich had of pigeonholing the class into one particular archetype, instead of allowing for diversity. Furthermore, the mechanic was best when you had a minion that lived from the previous turn, which made the feeling of Curvestone even stronger. Triggering it turned out to be a lot harder and expected, and I ended up running out of effects that seemed interesting on a Requiem trigger.

    I’ve been in this spot 3 times, where I realize that my keyword is bad when it’s already rooted deep within the class. But all three times, I ended up going through with it anyway, since I was worried that the class wouldn’t feel new and interesting without a unique keyword.

    This time, I decided to take a new path to see how it would turn out. I removed about half of the cards I had completed and continued rebuilding the class as if they were never there. And, to my knowledge, it turned out fine. I think that this is because, between the Undead tribe, Rune generation and next spell triggers, and Freeze synergy, the class feels different even without a special keyword. In fact, the way that the class can now expand into so many different types of gameplay makes me feel better that I'm not restrained by a keyword.


    The Hero - Arthas Menethil

    Hero Powers

    Normal                                                     Justicar


     Hero Powers Explained

    Death Knight's Hero Power is one of the strongest parts of its kit. On its own, it's slightly weaker than mage (Deal 1 damage, can't go through taunts, if you have a weapon equipped you must use it on the same target). With weapons, however, it becomes very strong, as you can remove powerful minions without sacrificing too much health. This allows DK to play control effectively, but keeps the Hero Power useful even in aggro decks.

    Thematically, the spell Marrowrend dealt damage and gave you charges of Bone Shield, protecting you from damage. This spell behaves similarly to that. 

     Finally, what you've all been waiting for! The cards! They will be organized by set, and then by mana cost within the sets. Card which generate tokens will be immediately followed by their tokens - you should be able to tell that they're tokens by their names and the fact that their mana costs are usually out of order.


    Basic Set

    Basic Set Explained:

     

    Blood Rune

    A very potent removal card, which even has synergy with the Hero Power. This card is a fitting representation of blood, since it fits the theme of taking and healing damage as well as removing minions to control the board in a midrange or tempo deck.

    Frost Rune

    This rune is probably the most inefficient of the three runes, but the point of the runes isn’t to be worth running on their own. It serves as a quick trigger for all of the cards that require a minion to be Frozen, and provides a helpful buffer against aggro.

    Unholy Rune

    Unholy rune is between Blood and Frost in terms of Strength. It’s extremely useful in token decks, to trigger effects that proc when a friendly minion is summoned and to provide something that require friendly minions to be destroyed.

    Death Pact

    A concern with this card might be that it infringes on Warlock’s flavor of destroying friendly minions. This is true, but I’m okay with it. You would expect Death Knight to be similar to Warlock, in the same way that you’d expect Paladin to be somewhat similar to Priest (which they are).

    One of Death Knight’s main weaknesses is that it doesn’t have a reliable card draw engine - but not that it lacks card draw. The handful of Death Knight cards that serve as draw engines have to have some condition met in order for them to work - this is the one that synergizes most with an Unholy/Undead token aggro deck.

    Remorseless Winter

    The most iconic card in a Frost DK deck is Shatterstrike - a 3 mana spell that destroys all Frozen minions. As such, it’s important to make sure that DK doesn’t have a reliable way to freeze all enemy minions for a low mana cost, and this card as well as the other AoE Freezes will reflect that. This one introduces unreliability by freezing all minions, so it can’t be used to clear the board in quite the same way that equality consecrate can in paladin. In a control-style deck, it works fine, and is actually quite powerful.

    Shatterstrike

    Here it is, the focal card in Frost DK. It is the core of the Freeze archetype around which everything else revolves - even if cards don’t play into Shatterstrike, it’s this card that brings the deck together.

    While Freeze is a frustrating and non-interactive mechanic, I think that card like this that damage Frozen characters help make it more bearable. Instead of Frost being all about stalling, it’s more about synergy; using Freeze as a condition for an effect rather than a way to stay alive until you can deal 30 damage all at once.

    Iceborn Knight

    This is one of the earliest cards designed for Death Knight, if not the first. I want to say right off the bat that it’s ability is not intended to be a high-synergy effect (although it does still have some synergy). Instead, the purpose of the card was to be a flavorful but extremely simple card in the basic set.

    Even though one of my main design principles has been simplicity, my past basic sets have actually been relatively complicated, so I’ve tried really hard to make a simpler basic set this time around, and this card was one step towards that.

    Soulblade

    As mentioned earlier, the strength of Death Knight’s hero power has it relying on weapons for hard removal, and Soulblade is an excellent example of an efficient weapon. While it’s numerically a bit weaker than Truesilver Champion, it has a bigger impact on the board, which may make it better. I’d be okay with this card becoming one of the very strong basic cards.

    Bloodborn Lich

    It’s kind of awkward to have this card after that talk about simplicity. But I think it’s not too complicated for the basic set, seeing as how Northshire Cleric is also basic. This is a powerhouse card for token decks, it can pump out a lot of damage and turn the game around, but it’s numerically balanced with Cult Master.

     

    Death and Decay

    Death Knight feels like the class that should have an epic, impactful 10 mana spell, like Pyroblast or Mind Control. This AoE spell came to mind as a simple yet new concept. Although the spell is numerically balanced at 5 damage, it felt like 6 was necessary to give it any potency in the late game, and since 10 mana cards need to be a bit more than numerically balanced to see play (not that this card is necessarily viable).


     

     Classic Set

     

    Classic Set Explained:

    Death Coil

    I am actually really happy with how this card turned out, since it made a cool effect while solving a very difficult problem. Allow me to elaborate.

    Death Coil is a pretty iconic spell that deals damage to enemies, but can also be used to restore health to your Undeads. This naturally suggests a design like Demonfire, but the problem is that Demonfire is super weak. It’s hard to make a card that’s aesthetically pleasing while not blowing Demonfire out of the park with powercreep. What usually ends up happening is either the Undead effect is too weak (One incarnation costs 1 mana and deals 2 damage to enemies or restores an Undead to full health - you’re supposed to be rewarded for controlling an Undead, and all you get out of it is a .5 mana effect for the cost of 1 mana?), the effect is not aesthetically pleasing (for example, it deals 2 damage to enemies or gives a friendly Undead +3 attack - 2 and 3 don’t match like the numbers do in Demonfire and Demonheart), or the effect is a strict powercreep on Demonfire (Like, 2 mana: deal 3 damage to a minion or give a friendly Undead +3/+3).

    This card managed to avoid all of those problems, and create a cool effect. It embodies the flavor of damaging enemies or benefitting friendly undead, the numbers match, and it’s not powercreep on Demonfire since it only works on an Undead with 2 or less health. Plus, it triggers deathrattles and all that jazz, making it pretty viable in an Unholy DK deck - something I’m very happy about.

    Plague Dog

    Our first Rune generator, as well as a cheap Undead minion with a Deathrattle. This card is a must-have in Unholy aggro decks, but would probably see play in Rune decks as well as the class’s go-to 1-drop.

    Death Rune

    As previously mentioned, Death Runes in WoW were wild card runes that could function as any rune - so naturally, Death Rune can function as any rune. The fact that you have to pay 1 extra mana to use the Rune you want means that it might not initially be viable, but just you wait until Rune and spell synergy that comes down the road later.

    Plague Eruptor

    This is the first of two (maybe more in the future) Raging Ghoul summoner, the 1/1 Undead with charge that dies at the end of the turn. Works as a double-proc for Undead summoning as well as a single proc for minions dying - not to mention it’s a 2/2 that can deal 1 damage. Overall quite a powerful and flexible card.

    Gathering Storm

    Here we have the introduction of the “Next time you cast a spell” mechanic. The point of cards like these isn’t to challenge you with an activation requirement, but more to enhance your next spell. There is still some value increase as the cards effectively read “Have a spell in your hand that you can immediately play, or get delayed value”, and that’s worth something since combo requirements and time displacement both have a cost.

    This was one of the very first “Next time you cast a spell” cards. It’s supposed to showcase what makes the mechanic fun - enhancing your next spell to interact with the board in some special way. When you have the deal 3 random damage attached to your next spell, you can make your trading decisions differently and it causes the spell itself to really feel like a brand new card, which is what I’m going for. I thought this card was weak, other people said it was fair, still others said it was OP, so I’m keeping it as it is.

    Mark of Blood

    The problem with healing is that it doesn’t impact the board at all. To make a viable healing card, it seems like it either needs to be numerically overpowered, or attached to another effect. Here’s an example of how I think viable heals can exist, by making them conditional. This card works excellently in a Blood or Blood + Frost control deck.

    Soulguard Bonecaster

    This was the first minon to get a “Next time you cast a spell” effect, and it’s intended to merge the Unholy token and Tempo/spells archetypes together. Works great with Unholy rune + Eternal service (although eternal service is probably getting nerfed). 

    This card was recently changed to a Deathrattle to force more delay into the effect and to nerf the card, so that you couldn't just play it and Unholy Rune for a ridiculous turn 4.

    Shadowmourne

    This card’s design was actually contributed by a friend - originally he wanted it to be a Pseudo “Your hero is immune while attacking” weapon, and did it in a roundabout way for some reason. When I reminded him that DK’s hero power already did that, the card suddenly came to life. Without Hero Power, it’s like you were using your hero power, and with it, it’s an extremely powerful healing option. Actually, this card might be too powerful, it will probably be seeing a nerf soon. At least it’s not an aggro card :)

    Darkfallen Lord

    It’s here, it’s in standard, and it’s here to stay. This is probably the single most terrifying card for Unholy aggro, and there are some really incredible synergy plays that can be done with it. Unholy Rune, Death Coil, Plague Eruptor… You should be able to face an Unholy deck knowing full well that this is the most powerful card in it, and that using hard removal on it isn’t a waste at all. This card does need prior setup or some extra mana in order to have a shot at living, which can hopefully slow it down somewhat.

    Howling Blast

    There’s not much to say about this card, other than the fact that it avoids the problem that all 4 mana damage spells have - comparing to Fireball. If the card seems too strong, remember that dealing damage to a minion as opposed to to anything makes a much bigger difference than you think, especially at 4 mana (Since 5 mana, deal 99 damage to a minion would be balanced).

    Epidemic

    Especially with this class, I’ve been trying to take the coolest designs from my previous classes and incorporate them into this one. Epidemic is one such card, coming from the Drop the Bass spell in my Bard class.

    Source aside, it’s a really fun effect, great for control decks that have a nonzero presence on board. Remember, if you don’t control any minions, you have to spare one of your opponent’s.

    Unstable Abomination

    This card was designed fairly late in the process. DK needed a 5-drop minion. It would preferably be Undead. It had to be a good stand-alone card that can be dropped on turn 5. This is what came out. It is intentionally strong in arena, but hopefully doesn’t see play in constructed outside of midrange (if midrange DK is even a deck).

    Frostmourne

    After I decided against having The Lich King as a legendary that replaces your hero, I had to implement Frostmourne in some other way. This is the most flavorful design I came up with, where you can steal the effects of your opponent’s minions by killing them, much like it is used to steal souls in the lore.

    Horn of Winter

    This card went through a lot of design iterations. The original design for the card was a spell that summoned some number of tokens, and next time you casted the spell it would essentially perform that effect a second time.

    Unsurprisingly it was really hard to get this card to feel decent on the first cast while not feeling completely broken on the second proc. The first version of this card was 6 mana: Summon four 1/1 Ghouls. Next time you cast a spell, summon four more. But again, it felt too weak on the first cast, and it was too hard to buff without making it OP.

    At this point I realized that maybe the card would be easier to balance if the minions were 2/2. To some degree, it was, but it still faced the same problem. At this point, I had two choices - give up on summoning the same number of minions on the second cast, or give up on summoning the same type of tokens on the second cast. I tried both of these, and ended up submitting “6 mana: Summon three 2/2 Skeletons. Next time you cast a spell, summon three 1/1 Ghouls” for feedback. As someone was giving their take on it, they likened it to “essentially summoning three 2/2s, and then giving them +1/+1.” I had already adjusted to the idea of not having the second match the first, and giving +1/+1 seemed more flavorful with the whole horn idea. I did some quick balancing and printed it.

    Darion Mograine

    We’ve reached the first legendary minion. I’ve always struggled to make good legendaries, although I started to improve while I was making Bard and I think the legendaries here are at least decent.

    I went into DK knowing that I wanted control DK to be a viable playstyle. But I never seem to find the right mix of cards that a class needs in order to be control-worthy. I knew that survivability, removal, and late-game threats were important, so I combined those three themes into one card.

    Now, upon seeing this card, a lot of people wanted me to push the “anti-tirion” theme further. I want to talk about why I didn’t do that. Sure, this card could have been “8 mana 6/6, Charge, Poisonous, Battlecry: Equip a 3/5 Corrupted Ashbringer” or something like that, where every number, keyword, and effect gets inverted. That might be a funny joke, but this isn’t a joke - it’s the classic set legendary which has to bear the weight of the class almost as much as the Hero Power. I did want there to be enough in the card to call out a clear connection to Tirion - the weapon is Corrupted Ashbringer, after all, so there has to be something. For me, 8 mana 6/6 with a deathrattle that equips an Ashbringer was enough to do that, and it left me with enough space to design an actual card.

    The card itself is very slow, as it’s an 8 mana 6/6 that doesn’t have the immediate impact on the board that Tirion does with Taunt and Divine shield. I think that the loss of those two keywords is worth a lot more on a card like this than in your general case, which is why the weapon itself is much stronger.

    While I would have rather had the heal interact with the amount of durability that the weapon had remaining so that there was choice as to how many times you wanted to attack as opposed to just attacking twice and leaving it at one durability being almost always the optimal play, the original card text which had this ability made the card extremely convoluted. [However, a suggestion for a simple card text with this interaction has accomplished this, so we may be seeing that in the future.]

    Gameplay Note: When you take fatal damage, since your health gets set to 15 it cancels out the damage from that attack itself, effectively like Ice Block does.

    Visual Note: When the effect triggers, the sword flies in an arc from the weapon slot and impales your hero. It vanishes into green outlines after a few moments, and as it does your hero restores health and gets a green tint to the hero portrait for the rest of the game.


    Naxxramas

    Naxxramas Card Explained:

    Crypt Lord

    This card is meant to embody the flavor of a breeding spider. In gameplay, it’s supposed to be too slow to be reliable, but fun to make gimmicky decks with, like resurrect shaman. DK is already immersed deeply enough in deathrattles, so it doesn’t really need any particularly powerful Naxxramas card.

     


     

    Goblins vs. Gnomes

    GvG Set Explained:

    Salvager’s Scythe

    Admittedly, this is more of a filler card. It exists to give DK better synergy with Mana Reprocessor as well as a GvG-flavor weapon to increase the size of the Discover pool from Forgotten Tomb. People have been saying that this is actually a pretty decent card, especially with the Hero Power, which is a pleasant surprise.

    Mana Reprocessor

    If you’ve read my past concepts I use this mechanic a little too much. Basically, DK felt like it needed one more Unholy Rune generator, but I didn’t want it to be too good. I phrased it as “I need half of an Unholy generator.” This card is in wild and forces you into spare part archetype, so I think it’s functional without being super reliable.

    Consume Soul

    This opens the door for some pretty insane stuff, which I think is mitigated by the fact that you have to have 3 mana so you can’t cheese out something ridiculous on turn 1. Not sure if it’d be run in aggro decks because of the lack of card draw (unless Death Pact becomes a thing), but it could see play in midrange since I assume they’d run some tokens like Unholy Rune and whatnot.

    March of the Damned

    Don’t worry, there aren’t any cards in Death Knight that give all friendly characters +2 attack. This card is actually fairly inefficient, and the only big thing it can do is buff Darkfallen Lord to all hell.

    Death Note

    Originally a meme card, but it was so flavorful and mechanically smooth that I just had to add it. I put it in wild for this reason, since no-removal is supposed to be a weakness of DK.

    Seal of Darkness

    In case you couldn’t tell, this card is supposed to play off of Seal of Light. Without the Hero Power, it’s just a underaverage midsize removal option. With Hero Power, it can be a great swing tool to help you recover.

    Teron Gorefiend

    Ever since I started working on Death Knight I knew that I was going to have a legendary minion which destroyed a friendly minion to resummon itself when it died. Originally, it was: “6 mana 7/5 with Deathrattle: Destroy a random friendly minion. If you do, resummon this minion.” This version suffered from a lot of problems, the first being that it didn’t really seem to fit in any decks. Sure, a 6 mana 7/5 that didn’t die was pretty scary, but you had to be running it in a token deck or else the random destroy would make it too risky to play any moderately-sized minions, not to mention that the minion was super slow.

    The first improvement was to change random to “Rightmost,” which is where tokens spawn, so with decent positioning you can get this card to kill the friendly minions that you want it to. I really liked this, it felt like it gave the card strategic depth, it wasn’t just “Play Teron and who cares about the rest of your board” but rather “Play Teron into a well set-up board and get rewarded.”

    Secondly, I made the decision of giving this minion charge. I was more loose with something like this because I knew I could put the card in wild if it ever got out of hand (which I did, regardless of whether or not it’s strong).

    I really like the card as it is right now, although I might consider dropping Teron’s health to 2. My motive for making it 3 was to make him a nonzero board threat, something that you’re actually worried about being able to live forever.

    Army of the Dead

    Visual Note: There is a 25% chance that one of the ghouls summoned will be a gnome pretending to be a ghoul, as the token indicates.

    DK is a token class, and token classes can do cool things with a board full of tribe minions. I don’t think it’s good enough to see play, nor would it cause some crazy combos, but there are still some cool possibilities.

     


    Blackrock Mountain

    BRM Set Explained:

    Frost Wyrm

    Another card to demonstrate how DK handles Frost synergy - not like Lich did and Freeze Mage does, by dragging out and stalling the whole game, but using Freeze as a trigger to push more power onto the board. This card is pretty powerful and works excellently with Frost Rune, and the fact that it can hit the enemy hero too allows it to be a nice finisher in a control setup.

    Note that this card is a dragon. Not that I think Dragon DK is or should be a viable deck, it’s more of a “If you’re going to try to play Dragon DK, it should be a Frost deck” since Frost is the control archetype and that’s where dragons fit best in my opinion.

    Raise Dead

    This card is really powerful for its mana cost. But note that DK has a lot of tokens - so if you want to use this card, even in a control deck, you’ll have to make some changes to build your deck around it. I could see this being a potentially very powerful card in a control deck, but it might be too slow to work.

    There is some really nice art that I recently found that I might change this card’s picture to. Just thought I might say that.


    The Grand Tournament

    TGT Set Explained

    Glacial Advance

    Gameplay Note: This card requires 5 minions to be on the board in order to be playable.

    Remember what I said about not having a cheap way to freeze all enemy minions? The unreliability factor in this card is that 5 minions must actually be present on the board to play it, and if you use your own minions to reach 5, they’ll die too.

    Eternal Service

    This is an Undead synergy card that I’m pretty happy with, at least in terms of the effect and not really the balance. I wanted to make sure that Undead synergy felt different than your generic token “Give friendly minions +1/+1” or “Give friendly minions +x attack.” This is a powerful effect that doesn’t do either of those types of things, and it is exactly the type of token Undead combo card I wanted.

    Anyway, this card could see a cost increase to (3). In a deck where all your minions are undead, the condition doesn’t matter too much.

    Dark Simulacrum

    Another one of the early “Next time you cast a spell” effects. I’ve always been a fan of cards like “Add the copy of the last spell you casted to your hand,” but most classes that an effect like that would fit thematically in would be broken with such an effect. DK happens to have an ability that copies spells called Dark Simulacrum, have a mechanic that gives it really easy wording, and have spells that are powerful enough to be fun to copy but not powerful enough to break the game. Neat!

    Dancing Rune Weapon

    I knew from the beginning that I should have a Dancing Rune Weapon effect, but I wasn't sure how to implement it. I was experimenting with cards that summoned minions and did something else and this effect came to mind, which I think is a good representation. That being said, this card is absurdly strong for its mana cost. I put it in wild for this reason. I think it’s still a really fun card to use though and I’m happy I designed it.

    Breath of Sindragosa

    This card is designed to be the Frost-dependent draw engine for DK, but it can also serve as an AoE freeze in a pinch. Probably one of the better Freeze cards, and has some really fun interactions. Not much to say other than the fact that I’m all-around pretty happy with this card.

    Encase in Ice

    Self-freeze effects are pretty cool, but they run into the problem of not being worth it since numerically freezing a friendly minion isn't worth that much of a stat boost, but in practice it is. This card gets around that by upping the ante to a permanent freeze, which can justify a 4.5 mana effect on a now 3-mana card. This can also be used in control to immobilize an enemy minion, but only if you're not planning on having any minions attack.

    Eldritch Lance

    So far I have been enjoying peoples' reactions to this card:

    “What the hell were you thinking, this card is hot garbage!”

    “---hero power---”

    “Ohhhhhh…..”

    This is probably the wonkiest card in the DK set but I think it accomplishes its purpose quite well. It has an interesting story too, so I’ll go into the design process.

    I was thinking about how DK was supposed to make up for its lack of removal by using its hero power combined with weapons to reach big stuff. But, other than Frostmourne, there were no big weapons with which to kill big things. So I wanted to make another high-attack weapon, but I didn’t want it to contest frostmourne’s high-cost weapon slot.

    How could I create a low-cost, high attack card? “Can’t attack heroes” came to mind. So then the card was “5 mana 7/2 weapon - Can’t attack heros.” But, then I saw that people would probably just use this to kill medium size minions, a 5 mana double assassinate where you only had to take a little bit of damage. I didn’t like this - I wanted people to really be using the hero power. So, what if I raised the attack of the target?

    The rest was just details. It felt weird to only raise attack, so I thought maybe it could change health as well, to the attack of the weapon. I settled on 7 as the attack and such for the 4 mana 7/7 meme dream, and it turned out quite well.

    Northrend Valiant

    Similar design story to the rest. DK needs another rune generator - this time for Blood. But Blood is the best rune, so I didn’t want to give it too much generation potential. So, I should probably stick it in wild. Where in wild? TGT has a lot of space. TGT has inspire. I need an inspire card.

    Done and done. I think this is a pretty good design lesson for your classes - try to fill multiple needs with a single card, so that it feels like it’s tied into the game on multiple levels.

    Sindragosa

    Isn’t Sindragosa’s effect just, like, a big Frost Wyrm? Yes, because Sindragosa is, like, a big Frost Wyrm.

    So DK has no finishers across the board, and while I don’t want DK to be a combo class, a control deck like Frost DK could really use some sort of win condition aside from maybe Thing in the Ice which you’ll see later. The first idea that comes to mind is to convert Freeze effects into damage to face, so that you can use Frost Runes as finishers. How about dealing damage to a character whenever it gets Frozen? Seems good. Slap on some stats, and there we go.

    This was the most straightforward legendary to be designed out of all of them in the DK set, although there was one aspect which caused some thought, and that’s because the original text of the card said “Whenever a character is frozen, deal 5 damage to it.” This included friendly minions, your hero, and Sindragosa. I definitely didn’t want Sindragosa to be killing herself, but should I spare any other friendly stuff? This card already favors single-target so much more than AoE, I wouldn’t want to make AoE any worse. I did stick with only Sindragosa being immune to the effect though, just because  the card is already so strong as it is.


    League of Explorers

    LoE Set Explained:

    Ancient Runeblade

    With this card we have one of the first (and only?) cards that synergize specifically with runes and not just with spells. It’s also one of the few DK cards to be in the style of “whenever you cast a spell” instead of “next time you cast a spell.” The goal behind this was to give some sort of powerful driving force to the rune Death Knight archetype, so that it felt like you were generating runes for a purpose beyond using them for effects and maybe triggering a few “Next time you cast a spell” effects. Originally, this card was ridiculously strong - it had 3 attack instead of two, but this was so clearly broken that it got nerfed immediately.

    Forgotten Tomb

    First, let me clarify some confusion that people seem to be having - this card does not say “Discover a basic Rune, a weapon, OR an Undead,” it says “Discover a basic Rune, a weapon, AND an Undead.” This means that you discover 3 times, which gives you a lot of control over exactly what you get out of this card.

    I’ll say it flat out - this card was inspired by the card from the subreddit a while ago, Hemet’s Hunting Guide, a hunter spell that allowed you to discover one copy of three different types of cards. DK needed a discover card and I thought it was a neat idea, given how DK has several specific card archetypes within it beyond the basic “Minions” and “Weapons.” I doubt that this card would see play, as it isn’t quite “card draw,” and I think it’s too slow for the Rune deck. But there’s potential.

    Also this is a good time to point it out in case it isn’t clear - this card says “Discover a basic Rune” which means your three choices will be Blood, Frost and Unholy with 100% probability, Death Rune is not an option. If the card just says “Random Rune” (The Un’goro legendary says this, but I”m not sure if any of the other ones do) then it has a chance of generating Death Runes.

    Thing in the Ice

    This card might not have been the hardest card to balance, but if so, I can’t remember one that was harder. The lack of feedback combined with the incredibly counterintuitive nature of the card made it really hard to judge.

    Flavor concerns aside, I like the mechanics of this card. It makes you think about Freeze differently, and it serves as a win condition for Frost DK. I’ll tell you the story of this card’s design to give you some perspective.

    I knew I wanted to make another card that synergized with being Frozen, and when I was thinking about fun things you could do with Freeze, somehow the picture of a Frozen minion getting Frozen again and having some special effect came to mind and sounded really cool.

    Given that Shatterstrike and shatter already existed, it felt rather pointless to make a double-freeze effect that affected enemies that’s better than destroying them (Turns out, there was one - taking control of them - which became Dominate Mind). So I thought that Double Freeze would get put on a friendly minion.

    When I thought about Freezing a friendly minion twice to activate it, the reward naturally lent itself to summoning a big minion. The first incarnation of this concept was a 5 mana 0/8 that transformed into an 8/8 with charge.

    People said this was too strong, so I tried changing it into an anti-aggro card - dropping the cost to 3, and making it an 8/8 with taunt. It still felt too strong, and I was sad that it wasn’t a win condition. I brought the cost back up to the 6-7 range, and added windfury. But then it felt too polarizing, it was almost certain to die to hard removal, but on the off chance that it didn’t you instantly won the game. It’s really scary to give big 10/10 minions charge and so I was really hesitant to do so. After talking to my friend about it, though, we decided that if we wanted this card to be a win condition, it had to have charge or else it would be useless - for such a slow effect that required a minimum of three cards, charge was hard to abuse.

    At this point, it was just a numbers thing. It was a 6 mana minion, and I knew the health of the Thing would be equal to the stats of the Horror. It started at 8 but it still seemed weak, so I impulse buffed it to 9 and then further to 10 and here it is.


    Whispers of the Old Gods

    WoToG Set Explained:

    Corroded Egg

    I’ve always really liked the concept of Nerubian egg, and it’s probably one of my all-time favorite cards. Needless to say I was pretty sad to see it go. I felt like Death Knight, whose Unholy aggro archetype is built around interactions like Nerubian egg, they were the class most worthy of getting their own, more efficient nerubian egg. This card could potentially be OP, and the concept is admittedly unoriginal (was trying to make a “corrupted” nerubian egg), and it could be reworked into something that summons 1/1s on its death instead.

    This is a good time to say that Crypt Fiends are the resident 3/3 Undead tokens for this class, like Ghouls are the 1/1 Undead token and Skeletons are the 2/2 Undead token.

    Malefic Specter

    Of all the Undead synergy cards it’s probably the one I like the least, although it is interesting in the way that it forces you to build your deck out of almost exclusively Undead minions to get guaranteed value, and that value is quite high.

    Runic War Axe

    The first (and only) card to have “Next time you cast a spell” on a Deathrattle. [Come to think of it, a good nerf for Soulguard Bonecaster]. A pretty strong weapon for control, mostly exists to give an early game removal option that doesn’t rely on synergy with other cards. The fact that the heal is attached to next time you cast a spell is nice too, so that you can save the health for when you actually need it, since with the Hero Power you might not be taking very much damage.

    Scourgelord Tyrannus

    This is probably the legendary that I’m least happy with, mostly because it’s another card where the brunt of the text is on the token it summons. From a flavor perspective, this was unavoidable, since it’s Rimefang, Tyrannus’s Frost Wyrm, that rains down ice on the party during the raid.

    Furthermore, this Frost Wyrm is an Undead instead of a Dragon like Sindragosa and Frost Wyrm, so let me explain my rationale behind that. Frost Wyrms are inherently ambiguous as to which tag they should receive, because they are literally both Undead and Dragons. Since Dragons and Undead both have distinctive features, then I would give them the tag that’s most appropriate to the situation. Frost Wyrm and Sindragosa are slow, big cards that synergize with Frost, which is intended to be the Dragon archetype for DK (If there is a dragon DK deck). They also don’t follow any of the themes for Undead minions (see the introduction), so I made them Dragons. Rimefang follows many if not all of the rules for Undead minions, and it’s on a card that synergizes so much better overall if it’s also Undead. So I made it Undead.

    In terms of gameplay, I like how this card functions - again, my goal being to create synergy with having a board full of Undeads other than “Give your Undeads +2 Attack this turn.”

    Vrykul Icebringer

    This minion was the original solution to Frost decks needing a card draw engine, before I came up with Breath of Sindragosa. I’ve left it in because I think that out of all the archetypes, Frost is probably the one that’s most justified to have two draw engines, being a control deck and all. It’s getting nerfed to a 2/4, by the way.

    Frozen Fanatic

    From a numerical perspective, this card might be slightly Underpowered. Normally, C’thun cards are supposed to have vanilla stats, ignoring their C’thun buffing effect. This card could probably be balanced as a 4/5 or a 3/6, but the problem is that Iceborn Knight is already a 4 mana 3/6 and the upcoming Darkmaw Devilsaur is already a 4 mana 4/5, and while you technically can repeat  statlines I really don’t like to do it.

    As for the effect itself, you obviously get some extra value at the cost of Freezing your C’thun. Furthermore, once you’ve already Frozen it, playing a second Frozen Fanatic has no downside. Getting +4/+4 from only one card makes triggering your 10-attack C’thun cards a lot easier, allowing you to potentially run fewer C’thun cards and having more versatility with your deck. The fact that your C’thun is going to be Frozen when it comes out means that you’re probably going to be trying to OTK your opponent with a really big C’thun, or you could run a C’thun-light deck and run Twilight Geomancer to get some immediate value and mitigate the impact of the Freeze.

    Seer of Endless Ice

    In the same way that Frost Wyrm claims the Dragon archetype for Frost DK, this card claims the C’Thun archetype for Frost DK. Getting three Frost Runes is really useful, for triggering Thing in the Ice or getting a lot of burst off of Sindragosa - that’s why none of those combos are standard-legal.

    Speaking of standard, as Frost gets nerfed by standard rotations, I think that C’thun DK is how frost will live on until next year when WoToG rotates out.

    Ooze Belcher

    Sludge Belcher was a cool card, but it got oppressive when it saw play in every single non-aggro deck in the game.  As a class card, I think a similar design is okay, especially in DK.

    It’s hard to tell if this card is going to be more annoying or less annoying than Sludge Belcher. On the one hand, it loses two health on the initial body, which means it’s more likely that your opponent will be able to kill it with weak removal or with what they already have on the board. But on the other, the first body it spawns has 2 attack instead of 1, which makes it somewhat harder to trade with, not to mention that it’ll spawn a 1/1 at the end which gives you more protection. Overall, I think that this card is going to be better for having a sticky taunt to slow your opponent down than it is for actually putting power of the board.

    What it will be great with, though, is N’zoth DK, because you get two taunts out of it for one card.

    Dominate Mind

    The aforementioned card that does something better than Shatter when you have a Frozen enemy. People have been saying that this card is both too strong and too weak, and I’ve definitely been on both sides of this argument, so let me try to explain both of them.

    If you’re worried that this card is too strong: Compare it to Shatter and Assassinate. Shatter gets a 3 mana discount on assassinate for requiring a frozen minion, so this card gets a 3 mana discount on Mind Control for requiring a Frozen minion. Not to mention that once you take control of the minion, unless you did some really crazy shenanigans in the way that you Froze it, you won’t be able to attack with it next turn.

    If you’re worried that this card is too weak: Maybe this is true, but Mind Control is a really strong effect regardless of the mana cost. You get to remove an enemy minion without triggering its Deathrattles or anything like that, which is worth something in and of itself. It’s probably really easy to set this card up with Frost Rune so the 3 mana discount is rather generous for such an easy condition.


     

    One Night in Karazhan

     

    ONiK Set Explained:

    Archerus Runeguard

    Not much to say about this card. Unholy needed a generator besides Plague Dog and the nonexistent Mana Reprocessor. The only question was, what trigger is most appropriate for Unholy Runes? In case you haven’t noticed, each and every rune generator has its own unique condition, and those conditions are placed within each archetype. Unholy fits with Deathrattles and low-cost minions, Blood fits with mid-size minions and tempo gameplay, and Frost fits with removal and C’thun minions. “Whenever this attacks” is a nice aggro-oriented trigger that hasn’t been used yet.

    This card is probably a bit strong, I would consider changing the stats to 3/2 to make it easier to remove, or limit it to “Whenever this attacks the enemy hero.”

    Icecrown Portal

    There’s a 2 mana portal, a 4 mana portal, a 5 mana portal, a 6 mana portal, and a 7 mana portal.

    Where’s the 3 mana portal????

    The main reason that DK has a portal card is to fix this problem. The only thing I’d wish that it did is if the effect involved the number 3 instead of the number 2, since the numbers 1, 2, 4, 5, and 6 are used. Unfortunately this seemed to be impossible.  

    This is one of the few freeze cards that would probably work really well in a tempo deck.

    Ebon Queen

    Like Epidemic, this is a card inspired by one of the well-liked cards in Bard: Star of the Show, a minion that summoned tokens that made it stronger. I changed the token bonuses from bonus attack to Immunity to reflect the nature of chess (how pieces protect each other and make it unwise to capture). It also gives the set a stronger tie in to Karazhan flavor. The card is a bit strong as it is right now, so it’s getting toned down next patch.


     

    Mean Streets of Gadgetzan

     

    MSoG Set Explained:

    Graverobbing Geist

    I’m sad to have to sink to this level and do the 1 mana 1/1 that adds a card to your hand, but Undeads really needed another 1-drop and this fit the bill with recent developments. It may be buffed

    I'm going to avoid writing up the MSoG set beyond this point since a lot of it is contentious and could see changes.


     

    Journey to Un'Goro

    JTUG Set Explained:

    The Omega Rune

    It was going to be a disaster. Quests in Un’goro are based off of actual locations in Un’goro crater - but where the hell am I going to find something related to Death Knight? I checked out all the zones, hoping for any that were particularly Death-y. Slithering Scar? Already used in the Warlock quest, apparently. Terror Run? Just a bunch of dinosaurs, nothing to do with death. So I started desperately looking through even the zones that didn’t seem like they’d fit Death Knight. It was looking pretty grim, until suddenly I read -

    “The Shaper's Terrace is a Titan-related area that was added to Un'Goro Crater in Wrath of the Lich King on the bluffs above Marshal's Refuge to the east. It seems to be related to Titan buildings found on Northrend and elsewhere in southern Kalimdor…

    Recently, the terrace has been taken by members of the Cult of the Damned. For the quest The Activation Rune, players need to kill the Cult's local leader, High Cultist Herenn. He is located in the Hall of Repose and possesses the Omega Rune necessary to activate the Etymidian.”

    SAVED. The quest is pretty much finished within a few minutes. Before I had started seriously looking to make the quest, “End 6 turns with a Frozen minion” and “Play 6 Runes” had been bouncing around in my mind. After seeing a quest called the Activation Rune which creates the Omega Rune, it had to be the Runes quest (which I made 8, as by the time we reached Un’goro there was quite a bit of Rune generation).

    Onto the reward, which the quest so conveniently tells us will be a titanic Stone Colossus called “The Etymidian,” described as “One of the most destructive forces ever created by the Titans.” So we know it’s going to be a minion, and a 5 mana 8/8 at that. Also, the “Destructive” nature makes me feel like this card is going to Destroy things. Rune decks likely fell under the Unholy/Blood combination, which meant that it would probably be played in a tempo or midrange deck. I asked around what would help a deck like this win, and the response was generally “A card that can help swing the game.” “Next time you cast a spell” effects are great for swings, but given the power level of the Etymidian, it would feel weird to pack so tightly into one minor condition. So, I figured that I could spread the power out over a long period of time. I attached Destroy to it in the most natural way, ending up with the effect “The next 3 times you cast a spell, destroy a random enemy minion.” I impulse buffed it to 5 times while creating the spell and that seemed to be a good choice.


     

    Changelog

    v1.2

    • Ghoul wording -> "Charge. At the end of your turn, destroy this minion."
    • Frozen Fanatic capitalize T
    • Seer of Endless Ice reworded
    • Vrykul Icebringer Health 5 -> 4
    • Vrykul icebringer -> Wotog
    • Encase in Ice -> TGT
    • Glacial Advance -> TGT
    • Soulguard Bonecaster -> Classic
    • Shatterstrike -> Basic
    • Gathering Storm -> classic
    • Army of the Dead -> GvG
    • Horn of Winter -> Classic
    • March of the Damned -> GvG
    • Dancing Rune Weapon -> TGT
    • Unstable Abomination damage 5 -> 4
    • Ebon Queen attack 6 -> 4
    • Crater Cultist -> 2 mana 2/1 "Reduce the cost of spells in your hand by (1)."
    • Encase in Ice -> 3 mana, give a minion +4/+4 and Taunt, then permanently Freeze it.
    • Frost Fever -> "Freeze a minion. Reduce its attack by 3, but not to less than 1."
    • Patient Zero -> Loses taunt.
    • Ravenous Skelesaur -> Ice Elemental
    • Scourge Potion -> Bloodboil Potion
    • Blighted Blade Art Updated

    v1.1

    • Ancient Runeblade Attack 3 -> 2
    • Mana Reprocesser Health 1 -> 2
    • Survival of the fittest Cost 2 -> 4
    • Reckoning name -> Death and Decay
    • Glacial Advance name -> Breath of Sindragosa
    • Frigid Desolation name -> Glacial Advance
    • Deathchill Blast name -> Howling Blast
    • Glacial Bastion name -> Remorseless Winter
    • Pandemic name -> Outbreak
    • Dominate mind -> Grasp of the Lich King
    • March of the Damned -> Army of the Dead
    • Army of the Dead -> March of the Damned
    • Awaken name -> Gathering Storm

    v1.0

    • The first iteration of all 79 cards was finished on 4/30/17.

     


     

    Well, that's all for now. Expect frequent updates with more card writeups. Feel free to come join us on the /r/customhearthstone discord, it's where I spend most of my time designing custom cards and it's a great way to get quick feedback on a concept.

    Until next time,

    ~DKP

    Posted in: Fan Creations
  • 0

    posted a message on Code new cards! - My "Custom" gametype idea (+a lot of coding examples)

    This doesn't work as the effect would stay active if the card were transformed or returned to a hand. You can't really make aura effects by having them do something on play and then undoing it when it dies. 

    I ran into this problem when I was coding a hearthstone simulator that was intended to work along these lines (being able to easily code in new card effects), and for the most part it worked except for when it came to auras. I wasn't able to code dire wolf alpha, even though I did have a system built in for auras of some kind.

    Posted in: Fan Creations
  • 0

    posted a message on Name 3 cards that YOU would like to be legal in Standart Mode.

    I would honestly only take antique healbot. There just isn't enough reliable healing. If a card were made that at least filled the niche for reliable neutral healing, that would be fine too.

    Posted in: Card Discussion
  • 3

    posted a message on Spell damage and cards like Bash, On the Hunt etc
    Quote from tictactucroc>>
    Why bash and on the hunt in particular ? Because they're boring, and not good enough, and would be much more fun and would add diversity to these classes if the non-damage effect scaled with spell damage. 
     

    Bash and On the Hunt are both balanced cards... they see play in a variety of warrior and hunter decks respectively. As for them being "boring", well, I'm not really sure what you're expecting. Not every card should have some super flashy effect, it's important for classes to have simple essential spells. They're both common cards, and that's what commons do. Plus, they both have pretty good synergy with a lot of warrior/hunter cards.

    Quote from tictactucroc>>
    Right now there is 0 reason to have spell damage in a Warrior deck for instance, and very little reason in a Hunter deck. And don't tell me "lololo not every class should have access to everything" blah blah blah. There has never been any viable spell damage-based deck. He also mentionned Drain life, a good example of a terrible card.
     

    ... You just dismiss the fact that not all classes should have access to everything without even giving a reason for going against one of the core design principles of hearthstone? The fact that there is "0 reason to have spell damage in a Warrior deck" is honestly probably a healthy thing, from both a flavor/design perspective and a gameplay perspective. Remember that cinematic that you see when you launch hearthstone for the first time? 

    Mage says "...Victory requires strategy, and a mastery of power..."

    Warrior says "...Only strength and raw power can assure total dominance..."

    The entire appeal of hearthstone as a derivative from an MMORPG is that the nine classes actually have a variety of different playstyles and decktypes. It doesn't make sense for a warrior, master of brute force and physical strength, to be favoring cards that are based on spellcasting and magic. And from a gameplay perspective, it would be pretty lame if all classes worked well with spell damage, because then you'd start seeing cards like Azure Drake and Bloodmage Thalnos in more and more decks. This cuts down on card and strategy diversity and makes the game more boring.

    The fact that there isn't a viable spell damage deck... I can't tell if your expectations are too high, or if you're just wrong... Malygos freeze mage and Malylock have been top-tier decks... People have made it to legend with Master of Ceremonies... hell, I'm running a Tempo Mage deck right now that has 6 spell damage minions to the point where Arcane Explosion is viable. 

    And the reason that drain life sucks isn't because it doesn't scale with spell damage. It's because it's a 1.5 mana effect priced with 3 mana. If the card were to be fixed, the healing and damage should be bumped to three, instead of adding this spell damage mechanic.

    Quote from tictactucroc>>
    "more complicated" I can't believe you seriously said that. This is Hearthstone man. Hearthstone is a game where 6 years old kids make it to legend rank. You CAN'T make this game complicated no matter how hard you try.
     

    Complexity in hearthstone is something that Blizzard and the players have disagreed on for quite a while - Blizzard wanting simple things and the players pushing for more complex mechanics. And while I do agree with Blizzard's strategy of simplicity (the game's slogan is "Deceptively simple, insanely fun" after all), sometimes I do agree with players and say that there should be a bigger push for more complicated mechanics.

    ...however, this is one of the few cases where a mechanic is probably too overcomplicated. First of all, as other people have said, Spell Damage implies more damage, not more power. If, for whatever reason, you wanted to expand damage to encompass everything, then it would be pretty ambiguous about how it actually works. Does on the hunt summon more dogs? Bigger dogs? What cards are eligible for this type of effect, cause if it's anything with a "double effect", then soulfire could start discarding two cards. People would be wondering, "how come this card now scales with spell damage, but not that one?" Interactions with spell damage can sometimes be at least mildly confusing with shadowflame or blade flurry, expanding that to a far wider and more ambiguous category would only make it worse.

    This ambiguity is not only harmful on a player's level, but it's also damn annoying to code. Say the method you use to deal damage is dealDamage(). In order to make spell cards factor in spell damage, you probably have a method like dealSpellDamage() which factors in spell damage before using dealDamage(). If suddenly spell damage were to apply to every effect, all the code would have to be refactored, and new methods for every conceivable numerical effect have to be added, then and whenever a new mechanic is introduced.  

    Posted in: General Discussion
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