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    posted a message on Dorkpork's Comprehensive Death Knight Class

    Disclaimers:

    Disclaimer: This is a project I have been working on since early February of 2016, so about a year and a half. Given that this new expansion seems to be themed around Death Knights and Icecrown (a custom adventure I was also working on, and may one day release), and because I've been struggling more recently with keeping this project up to date and complete due to diminishing sources of high quality artwork, less free time, and tapped out inspiration, I have decided to post just the cards and mechanics, as they are, in celebration of the new expansion coming soon.

    Disclaimer 2: A recent, major shift in the design of this take on the Death Knight class is the introduction of the Undead tribe. This means that every Undead card shown here, as well as those already in the game (most of which being in Wild), is supposed to have the Undead tag. While I currently can't recreate every single card with an Undead tag, I'll eventually get around to it. The reason why Undead mechanics aren't appearing until later in the sets is that I planned the imaginary Undead tribe to be introduced at a key point, all in one expansion/adventure, in which the Death Knight class would also be theoretically released. A more full explanation of the Undead mechanic will come later, when I can eventually release the Knights of the Frozen Throne Death Knight class cards.

    Disclaimer 3: Throughout the entire progress of this custom class, a lot of things have changed, and a lot of things continue to change. When this class first started, there were a ridiculous number of things different with it than it is now. So please, keep in mind that while some things don't align fully with the rest of the class/sets, they're things I have likely already made note of changing. This also includes the Hero Power, which has gone through so many iterations, with a lot of help and inspiration from the Hearthstone community, namely those who have made and critiqued other Death Knight custom classes in the past.

    Disclaimer 4: These are getting really tiresome, huh? Thanks a lot if you're reading them all, I'm actually pretty nervous about showing this off in it's current state, which is the reason these dumb disclaimers are a thing. I feel like it's crucial to mention that I had a much larger, in-depth thread planned and worked on, that went into each card and explained their point/significance, but it was so out of date and far from completion, and only covered the Basic and Classic sets (which have changed so much since I last worked on it), that I've decided to scrap that and focus on releasing just the cards, and explaining them through updates to the thread as time goes on. That said, I'll be sure to leave important footnotes later down the line. Thank you.

     

    Dorkpork's Death Knight
    A Comprehensive Custom Class


    Lore of the Death Knight (a mock-up by Dorkpork):

    Years ago, Gul'dan, a powerful orc shaman, known already as the honored apprentice of elder shaman and orc spiritual leader Ner'zhul, formulated a series of cunning plans. By allying directly with the sinister Eredar warlock, Kil'jaeden, Gul'dan betrayed Ner'zhul, and was granted mastery of warlock magic by the evil Eredar, given that Gul'dan would bring the orc race under Kil'jaeden's rule. It was here that the horde began to take shape, and so, the story of the Death Knight.

    Seeking to solidify his bid for power, Gul'dan began training powerful orcs, which would become the Shadow Council. Before long, the council was manipulating and controlling nearly every aspect of orc society, turning them a blind eye to the sinister plays by Gul'dan and Kil'jaeden. The two offered the Blood of Mannoroth to the orc chieftains, further corrupting the race into a bloodthirsty and barbaric extension of the demons they soon came to worship. As Gul'dan's strength grew, so did the ambitions of those chieftains. As the First War began, Gul'dan pulled many a string, gaining power over various chieftains and manipulating the horde from a distance. One such warchief, Blackhand, was placed in charge of the warchief, and was easily manipulated and guided through the powers of Gul'dan. Blackhand, and thus Gul'dan, led the horde to many Azerothian kingdoms, after an alliance between the Draenor-conquering orcs and the possessed mage, Medivh. Medivh, controlled by the evil dark titan Sargeras, opened the Dark Portal, allowing a link from Draenor into Azeroth. And with an unsuspecting world came an unsuspecting war.

    As the war reached its climax at the Siege of Stormwind, Gul'dan became desperate for the power of Sargeras under the threat of Medivh's life being taken. He took to Medivh's mind via his magic, ransacking it for information on the Tomb of Sargeras, which would bring the orc warlock great strength. However, during his search, Lord Anduin Lothar, Supreme Commander of the Alliance, and Khadgar, one of the most powerful mages to have ever lived, killed Medivh, sending Gul'dan into a deep coma. Then, without the counsel of Gul'dan, warchief Blackhand was slain by Ogrim Doomhammer, the second in command of Blackhand, who took his place as warchief.

    Ogrim Doomhammer slayed the Shadow Council members and warlocks under Gul'dan, believing it would bring control to the horde. And for a time, it had, but when Ogrim Doomhammer sought new and more powerful warriors for the looming Second War. With Gul'dan eventually awaking from his coma, Ogrim spared the warlocks life, in exchange for an unholy ritual.

    Gul'dan formed the first Death Knight, Teron Gorefiend, from the body of a Stormwind knight and the soul of Teron'gor, a slain orc of the Shadow Council and acolyte of Gul'dan. It was this way all Death Knights were then created, at least until their demise in the second war, or until they were made into Liches by Kil'jaeden. For long, Death Knights were but a child's story to keep them from going out at night. But before too long, a new breed emerged, creeping into Azeroth.

    The Death Knights of the Lich King, an immensely powerful being created by Kil'Jaeden from the spirit of Ner'zhul, were malevolent, rune-wielding warriors that formed the core strength of the growing Scourge. Prince Arthas Menethil, prone to madness and deception, became the Lich King's first and proudest Death Knight, shaping from a once honorable prince, knight, and paladin, into a runeblade-wielding disciple of the Scourge. Years later, after destroying the Kingdom of Lordaeron, which he was in line to rule, Arthas merged with the Lich King, becoming one of the most evil and powerful beings the world of Azeroth would ever know.

    The story, however, luckily did not stop there. Darion Mograine was the son of Alexandros Mograine, the original wielder of Ashbringer and one of the Highlords of the Silver Hand. When Darion was born, he was dead; stillborn. Alexandros desperately rushed him to a stream, and within the freezing waters, Darion came to life. Growing up in Stratholme, the second largest city of Lordaeron, Darion wanted to fight the undead scourge during its great plague. It was in the battle that he suffered an injury and went unconscious for an entire day. Upon awakening, he learned that his father, Alexandros, had died. The young Darion had lost his faith in the Light, until a troll priest, Zabra Hexx, told him to seek out his father in a fortress floating above a burning city. Something in him rekindled, and he joined the Order of the Argent Dawn.

    Darion and a handful of other volunteers of the Argent Dawn soon infiltrated Naxxramas, an ancient Nerubian necropolis, from which a Scourge invasion was being conducted from. After defeating the lords of the Necropolis and losing his party, he recovered the Ashbringer, now corrupted, which led him to his brother, Renault, in the Scarlet Monastery. Unaware of the threat, Darion arrived unknowing of Renault's murder of their father, Alexandros, and had not expected the ambush to come. Renault, a commander of the Scarlet Crusade, attacked Darion believing he was a link to his past, returning to torture him for the betrayal and murder of his father. However, the spirit of Alexandros appeared from within Ashbringer, beheading the traitor son and forgiving his spirit. After much more confusing storyline, Darion was led to Tirion Fordring, a banished pariah, who told him nothing could be done of Alexandros's trapped spirit. Darion then offered Tirion to join the Argent Dawn, and despite him refusing, he asked the outcast to be a hero.

    At Light's Hope Chapel, Darion Mograine fell into line with the other Argent Dawn there in defense of the Scourge, protecting the dead that would be buried there. During the night, Darion dreamed of a world without light, where the Scourge ruled over everything. In the morning, battle surfaced between the Argent Dawn defenders and the invading Scourge, and as the fight waned in favor of the Scourge, Tirion Fordring appeared, slaying an abomination as it assaulted a cowering civilian. Just as the tides began to turn again, now into the favor of the defending, the Archlich Kel'Thuzad arrived, and in a heated engagement in which Darion hoped to free his father's spirit, the two broke out in almost conversation. The lich told him that not even the Ashbringer would be enough to stop him, and Darion, finding revelation in those words, plunged Ashbringer through his own heart, with the words "I love you, dad." It was this that freed the spirits of a thousand vengeful knights, that quickly purged all Scourge from the chapel. Darion, now undead by the corrupted effects of the Ashbringer, had sacrificed his mortal life and joined the Scourge in order to free the spirits of not only the fallen knights, but his father, Alexandros.

    Darion Mograine had become the Highlord, but not of the Silver Hand or Argent Dawn. He led the Death Knights of Acherus: the Ebon Hold. They purged across the lands once known as Lordaeron, then known as little than the Plaguelands. It was Darion who formulated both the invasions of the Eastern Kingdoms and Kalimdor and the strategy of Scourge forces in Northrend. Under him, the Scarlet Crusade, which his brother had once led as a part of, was crushed, and a final assault on Last Hope's Chapel was devised. He collected his finest and most promising Death Knights, and let the scourge of undead and abominations on the chapel. However, it was there that he learned the powers of Ashbringer refused to kill any defenders. Three of his generals then fled, and the Scourge found themselves in a difficult position on consecrated ground. When Tirion Fordring, then called a hero by many, had arrived, Darion admitted to defeat, but only before the Lich King himself appeared, who admitted he had sent the Death Knights to die simply to bring Tirion out of hiding. This brought Mograine into an almost human upset, and as the Lich King was close to ending the Death Knight's undead life, he threw Ashbringer to Tirion, who not only managed to purify it, but push the Lich King back.

    With the betrayal of his lord, the Lich King, Highlord Darion Mograine went on to lead the newly freed Death Knights, which he dubbed the Knights of the Ebon Blade, against the Lich King's forces, both gaining sole control of the Ebon Hold, Acherus, as well as leading assaults against the Lich King directly in Northrend. It is these Death Knights, of the Ebon Blade, that now adventure across Azeroth and beyond.

     

    Playable Heroes:

    Highlord Darion Mograine, leader of the freed Knights of the Ebon Blade, has had an eventful career in both fighting and leading the Scourge and Death Knights of the Lich King Arthas Menethil. We're sure his father would be proud if he learned what the Ebon Blade is really all about.

    Introduction: Obey, or be eliminated. / (Darion Mirror:) For the Ebon Blade!
    Greetings: 
    Greetings, opponent.
    Well Played: Well planned.
    Thanks: I thank you.
    Wow: That's... unparalleled.
    Oops: A... mistake.
    Threaten: You are expendable!

    Special Interactions:
    Tirion FordringI am sorry, Darion, for what you have become.
    Baron Rivendare: Fetch me the traitor!
    Kel'Thuzad: Now, now, Darion, don't be rash! 

    Alternate Hero:

    Teron Gorefiend. Warlock. Death Knight. Member of the Shadowmoon Clan, the Shadow Council, and the Horde of Draenor. Some say he even chilled with Illidan Stormrage back in the 80's when things with Gul'dan weren't really working out, but fewer pray for the reunion tour.

    Introduction: For the Shadow Council. / (Teron Mirror:) I lead death!
    Greetings:
    Ha! You are doomed.
    Well Played: Pristine execution.
    Thanks: *Laughs* thank you.
    Wow: Inconceivable...
    Oops: Disregard that.
    Threaten: My minions will rise from your flesh!

    Special Interactions:
    Illidan Stormrage: Obey the Legion, fiend!
    Cho'gall: You dare to stand against Gul'dan?! -- Or help?!

     

    Hero Power and Playstyle:

                

    [The Hero Power has gone through a lot of iterations. I'm currently theorizing the balance of a unique Hero Power system, inspired by the one made by Bakenomosama, but this is one of the earliest concepts, and one that has made the most sense for me over time.]

    The Death Knight is designed with control, manipulation, and restricting your opponent as its primary bass notes, but with additional avenues of midrange, combo, and a dash or two of aggro/zoo. Its theoretical playstyle revolves around delaying within the early game and dealing with aggressive match-ups either through destroying or delaying enemy characters in order to reach the late game, in which it is built to naturally thrive the most in. Win conditions are built in two primary ways: creating too many problems for your opponent to deal with, eventually winning in late-game and fatigue matches, and by preparing combos to both dominate the board until all major threats are removed from the game and to gather the damage needed to kill your opponent. Sounds like any card game ever, right? That said, this class is built with a lot of inspiration from its World of Warcraft counterpart, using aspects of controlling/combo (frost), tanking (blood), and flooding/tempo (undead). Many of the minions of the Death Knight class have control oriented themes, keeping slower Midrange and Control decks the most rewarding.

    The Heroic Deathrattles Mechanic:

    A feature entirely unique to Death Knights are their Heroic Deathrattles. Several cards throughout the sets can equip Death Knights with special, unique Deathrattles that occur only when your Hero dies. Wait, what? Yes, your has to die for these Deathrattles to trigger, which means you'll need a special Deathrattle to enable others to work: a reincarnation. Currently, there is only one reincarnation, the Lich King, which you'll see below, but others are planned.

    The rules of Heroic Deathrattles are few and simple: a hero is only allowed to have a maximum of three Deathrattles equipped to it at a time, and additional Deathrattles gained when the maximum of three is already met are ignored. However, these Deathrattles do not act (in theory!) as Secret slots, as Quests do. They are entirely separate, as seen in this very rough, non-tested (because I, unfortunately, am not a Blizzard developer) UI:

    When a Hero equipped with Deathrattles dies, each effect goes off, starting with any reincarnation Deathrattle. That means, if no reincarnation Deathrattle is equipped, the other effects will happen, but immediately afterwards, the Hero will truly die and the game will end. So make sure you clutch that Helm of Domination in your cold, dying hands, Death Knights!

    Basic Set:

    [Please note that some cards currently planned for the Basic Set revolve around other mechanics currently not in the Death Knight class, either from being taken out or not fully implemented. I'll leave them in now to show the most recent conceptual design, but it should be clear that a lot of things, even in the earliest sets, are still very subject to change. If you have not read the Disclaimers, now would be a great time to do so.]

    The first mechanic of the Death Knight I should explain are Auras. They were a concept I had a while back as a persistent effect that lasts until another friendly Aura is played. Auras are displayed via a constant effect on your side of the board, and would be checkable by mousing over an icon on a player's side that appears only when an Aura is active, so it would be easy to check what Aura you or your opponent has active at any time. This was a concept that was meant to be given to every class, but as the logistics of incorporating that would be quite difficult, it will likely be scrapped from future versions. Despite that, here they are in their early and current form.

    Moving onward, here's the rest of the basic set. The first is the only minion currently planned for the Basic Set, and reflects a multi-hero power mechanic, that I have fully planned out, but have not settled for yet, and will not likely put in the final product, as it goes against the typical one-power-per-hero concept.

    Classic Set:

    Tokens:

    Helm of Domination:

    Dark Conjurer, Plague Eruptor, Nathanos Blightcaller:

    Naxxramas:

    This card may be very familiar to a lot of you, because it was originally a card designed for Naxxramas, but was never released. Though it's arguably very powerful, especially as a Neutral, I felt like it was a pretty easy, reasonable, and seamless addition to Death Knight.

    Goblins Versus Gnomes:

    Goblins vs. Gnomes was a difficult expansion to do, because of how few options were available in terms of Goblin or Gnome Deathrattles, and more importantly, Mech related Death Knight cards. While I would love to go back one day and redo some of these cards (a few of which were designed with a very, very different take on Death Knight in mind), these will have to do for now.

    Blackrock Mountain:

    Sidenote: Yes, Outbreak should read "When your hero is attacked, corrupt all enemy minions." This was made before Corrupting Mist was released, and I will eventually change the wording of Outbreak down the line.

    The Grand Tournament:

    Looking back periodically as development of this custom class went on, I always had a lot of problems and micro balance changes to this set. I'm still not particularly happy with a number of cards from this set, and I may one day go back to change a couple. As with all of these cards, I would love to hear feedback about this set.

    League of Explorers:

    There were quite a few tweaks to these three cards, namely the first two. They're still not perfect in my eyes, but perhaps never will be.

    Sidenote: If it can be believed, I designed Crypt Guard prior to Stonehill Defender. I know, right? Of course, Stonehill Defender reads more elegantly, and eventually, Crypt Guard will, too.

    Whispers of the Old Gods:

    Though Whispers of the Old Gods was by far one of my favorite sets in the history of Hearthstone, designing a Death Knight set around it was almost as difficult as the one for Goblins vs. Gnomes, though I did have a near year difference between the two of making custom cards. This is why a lot of cards in this set seem out of place entirely from the expansion's themes: it's because several of these were cards I designed prior to the expansion, or not designed for the expansion, and they were used to fill space. I'd love to go back to this set and revise it eventually, however, and after catching up elsewhere, it's one of my top priorities for this custom class.

    Despite the difference in themes, I had one main concept I wanted to hold on to: the 'corruption' of old cards. A few of these cards take direct influence from various cards from over the years of Hearthstone, as well as cards that were rotated out (as Whispers of the Old Gods was the first "Standard" expansion), so I hope you see what I wanted to portray.

    Sidenote: Though Warlord Zon'ozz reads a bit weirdly, it is intended to do what it says. The buff is given to a random 10-Cost minion in either your hand or deck, and if you do not already have it in your hand, you draw it. Hopefully that clears up any possible confusion.

    One Night in Karazhan:

    No real themes of Karazhan really stood out to me, so I used this small set as a chance to give Death Knight some things I felt it should get at some point down the line. Also, it was way harder to try and find dancing Death Knights than it was to find mechanical or jousting ones. Like, I didn't even know it could be that scientifically impossible.

    Mean Streets of Gadgetzan:

    No gangster or thug Death Knights out there, either. Sorry about that.

    Around Karazhan and Gadgetzan, I had really high hopes to also do two other custom classes, that those who play World of Warcraft could probably guess. I planned to incorporate each of the three custom classes into each currently existing Crime Family, for the sake of consistency, as in a realistic world, if a new class was to be released, it just couldn't possibly be released alongside two others. Out of the three, the Death Knight is the Kabal class, as you'll be able to tell.

    Sidenote: Out of all the expansions, this one probably needs the most explaining.

    Kabal Runemaster: The effect of this card is certainly not clear at first, but it works similarly to the Adapt mechanic from Un'Goro. There are six effects you can randomly choose from, with three options at a time. Wow, you know, in hindsight, it is a lot like Adapt--you'll just have to take my word that I designed this card prior to Un'Goro, and its effect was actually inspired by another card I made, for the Icecrown adventure set, which I may one day release, and that card was inspired by the effect of Kazakus. Anyway, here's the possible effects:

    Wild Flurry: Deathrattle: Deal 2 damage to all characters.
    Dragon's Breath:
    After you attack, deal 4 damage to that target.
    Chiseled Mana Rod: Deathrattle: Equip a 0/1 Arcane Handle with Spell Damage +2.
    Northrend's Grace: Whenever you attack a minion, Freeze it and its adjacent minions.
    Banshee's Embrace: When you attack a minion, take control of it until the end of the turn.
    Firelord's Fury: At the end of your turn, deal 6 damage to a random enemy if you didn't attack. Lose 1 Durability.

    I'm not entirely convinced the card would work in terms of UI and clarity, but it's a type of big effect I would like to see more of in Hearthstone.

    Val'kyr of the Kabal: Yes, a Reno-styled effect for a non-Legendary minion. Crazy, I know. This just means that you can either choose to run a Highlander, one-of-each type of deck, or you could design a deck to have only duplicates of a very select few minions. The choice is yours.

    Grand Apothecary Putress: A lot of work actually went into this card, believe it or not. I spent a lot of time running through the possibilities of what effects this could get you, and often times, it could actually clear most of a board and barely survive. It should be noted that Mixture of Chaos is not a potion, so it can not be included in the Putress effect, and cards like Potion of Madness and Potion of Polymorph are fair game.

    Journey to Un'Goro:

    Unfortunately, incomplete, but coming soon.

    Moving Forward:

    This project is well over a year old, and is rapidly moving alongside the development of Hearthstone, though it's a one-man project, and I have no plans of changing that, other than continuing to take influence from the amazingly creative community of Hearthstone. The only reason I'm releasing this now is in excitement for the new expansion, which seems to have notable Death Knight themes. In no way do I think the sets revealed so far are completed projects, nor do I plan to settle for what they are. Many cards deserve better art, wording, balancing, and effects, and I have some 100-200 unused Death Knight cards ready to take their places, or take form as cards in upcoming sets. My top priority of this project is to complete what I am currently working on: the sets I feel are less than Blizzard quality, and to finish Un'Goro, which is still a ways off. I am very excited for this upcoming set, because it means I can do virtually anything with the class, assuming, of course, Blizzard actually releases a Death Knight class, in which I'll put aside this project in replacement for playing the heck out of the official Death Knight in-game. That said, I'm hoping to one day move on to a different project, as long as I continue to have just enough spare time to do so.

    Thanks for reading, and be sure to check back in the future.

    Updates:

    October 27th, 2017:

    As of now, development of the class isn't really in progress, as it doesn't seem right after the Death Knight "class" cards were introduced in Knights of the Frozen throne, and catching up on this past year's expansions with the very limited amount of remaining, quality art for Death Knight themes is growing more and more impossible. Though I haven't given up entirely on this, the project is effectively in a long-term hiatus, which will be less likely to end the more time goes by and expansions come out, so it's safe to say this fan class is only from Basic to Gadgetzan. I'm not happy with the current class as is, since I only released it to get it out before Knights of the Frozen Throne, so some changes to the current cards will happen... eventually. Here's an example; a rebalance of a secret that just seemed way too weak:

    Also, I changed a huge typo, which said that your opponent needed to die for your hero's deathrattles to trigger.

    Whoops!

    Posted in: Fan Creations
  • 8

    posted a message on More Hearthstone Changes - 18 Card Buffs (YES, BUFFS), Mech-vitational, New Legendary

    This is really great news, and totally unexpected of them. I'm glad they're realizing the potential of so many cards too weak to see any play, but I don't want them to buff any card just because it's so criminally underplayed.

    The disappointing thing though is no Hall of Fame + Unnerf announcement. #JusticeForWarsong Commander

    Posted in: News
  • 3

    posted a message on Hakkar Paladin

    Prelates are the only obvious option for extending your game into fatigue. I can agree with changing the buffs package, but in no way did I ever imply this is a busted deck and the most optimal version of it. This is the version I uploaded. If you want, you can alter it. You can rethink it. Go crazy.

    Posted in: Hakkar Paladin
  • 1

    posted a message on New Hunter Hero Card Reveal - Zul'jin

    Weird that Zul'jin is a Hunter, I thought he was a Warrior canonically. This is kind of the epitome of this sets "uninspired" design, it seems. I'm excited for like four cards, and this is not one of them.

    I mean, woohoo, pre-nerf Yogg Hunter? Did anyone want that?

    It's actually less fun than Yogg. The most powerful thing I can imagine with this is developing 4-5 secrets and getting a board full of random Animal Companions and 3/3 wolves, but I can imagine this card just being bad in Spell Hunter because the hero power is so much worse in the late game than DK Rexxar's, and it requires some pretty good spells to dedicate a whole turn to.

    Idk, Blizzard.

    Posted in: News
  • 1

    posted a message on New Legendary Rogue Card Reveal - Myra Rotspring

    Geez. Feels disappointing, man. This card would be so different if the Deathrattle was secret. For one, your opponent would have to just do wild guesswork to figure it out, and it makes her super intimidating as she could end up doing anything, even if she just discovers into Loot Hoarder or something. Could you imagine the preemptive Silences out of fear/caution? The other half is that, since she gains the Deathrattle publicly, your opponent knows exactly what card is in your hand (whether it shows it or not, you can still just know it'll be either Thalnos or Hoarder, for examples).

    What the heck. And it has nothing to do with that super sweet legendary spell. Come on, Blizzard, it would have been so easy for this to be incredible.

    Posted in: News
  • 1

    posted a message on Explain this, Blizzard

    Moonkin are definitely considered beasts, Darkmire probably isn't a beast because it's a neutral minion and Blizzard is very particular to what classes should have access to what. That said, Darkmire being a beast and a spell damage card don't seemingly equate into a broken card or anything. Maybe they're fearful that The Curator pulling Malygos and additional spell damage would be too good, but the only class that would really play a card like Darkmire is Druid due to the Aviana Kun combo, and in that case, they would just run their own Moonkin, which is functionally the same and has more flexibility in the deck.

    Astral Tiger isn't a beast because Blizzard is afraid of making theoretical synergies that either don't work or aren't good, and funnily enough would be overshadowed anyway by other cards (Jade Idol being a good example). It's weird to get into because there's contradictions, because that's just what Blizzard does best. /thread

    Crystalweaver is a Draenei, Prince Malchezaar is a Man'ari. Both are Eredar who come from Argus, it's just that some were corrupted into the Man'ari and others were not, like Prophet Velen. Witchwood Piper is probably a Satyr, which means they do have a lot of connections to demons (their "ancestor" being Xavius, a Highborne Night Elf turn Satyr turn weird demon Ancient), but Illidan Stormrage is a Night Elf who has a long, long, long story and became a demon who also hunts and kills demons. So, they're just different things.

    Edit: Whoops, questions have been answered, time wasted. :(

    Quote from RuzovyAnanas >>

    Wait what? How can guldan be alive without his skull?

    Spoiler: Warcraft has multiple dimensions, some weird time stuff, and straight up mistakes in the timeline. Gul'dan was a super old figure in the main timeline who died a while back, but the Gul'dan who's around now is one from another dimension.
    Posted in: General Discussion
  • 2

    posted a message on Keleseth, Paragon of Light and Countess Ashmore?

     

    Quote from Owlz >>

    probably not just how n'zoth will not summon umbra

     Very different. But I do think this interaction wouldn't exist. Interesting line of thought, though!
    Posted in: General Discussion
  • 1

    posted a message on The Bazaar - Reynads own card game

    If the game is exactly how he's trying to market it, I'm sure it'll be okay, the little bit of explanation sounds interesting. What he said about P2W vs. F2P is a bit weird though, I'm glad he's taking a personable stance on it but the video overall felt like it lacked a lot of definitive information. I'd be more interested in how the cards work, how you actually get stuff done, and how you can have some reliable control over how a "class" should operate.

    The main concerns I currently have are that the presentation seems like he's describing an idea he had, that the art styles seem kinda random and inconsistent, and that he didn't explain the classes or cards at all. He exposed too much about the behind the scenes and not enough about the game itself, and that's a bad start before asking for $150k+.

    Posted in: Other Games
  • 15

    posted a message on New Paladin Card Reveal - Bellringer Sentry

    Great, now all Paladin needs are actually good Secrets. Avenge level stuff. This is a way calmer Challenger, and that's really sweet, but Secret Paladin's success was from being able to Zombie Chow into Shielded Minibot or Haunted Creeper or Nerubian Egg or a 3/2 Knife Juggler into Muster for Battle into Piloted Shredder or Truesilver Champion into Loatheb or Sludge Belcher into Mysterious Challenger into Dr. Boom into Tirion Fordring--and you weren't playing that much back then if you hadn't seen exactly that happen multiple times. Notice anything about those cards? Only 3 are playable in Standard, and one of those three were nerfed, plus the best secrets to pull, Avenge and Competitive Spirit, are gone, too. This fills the spot of Shredder but awkwardly, Call to Arms already did that, and Carms is a much better card than this guy. Paladin's curve in Standard is just so screwed.

    ...am I reminiscing about the good old days of ridiculous curves in Secret Paladin? Geez. Anyway, I'm interested in how this will effect Wild, and if future Secrets will give the "burst" it needs.

    EDIT: Whoops, I forgot that the big swing of Challenger was that it was about as well statted as 6-drops go and the synergies between having a ton of Secrets in play all at once is what made it so good when it hit. Bellringer isn't an well statted 4-drop (1-2 stats too low), and he kinda just drools out secrets, rather than hosing. This could see a little play in Wild Secret Paladin decks I suppose but Challenger would still be king--I don't think anything could do it quite as good as Challenger anyway, I'm just saying the difference in power level far outweighs how similar they seem to behave. This guy hitting Noble Sacrifice or Avenge or Competitive Spirit or Stampeding Kodo are all pretty great off of the battlecry, and okay off the deathrattle. So I guess it's appropriately powered, but inherently less strong--tl;dr, it's fine.

    Posted in: News
  • 2

    posted a message on New Druid Legendary Card Reveal - Duskfallen Aviana

    I think Druid MUST be getting a Time Walk ability in the future. I don't understand the point of these "give value to your opponents for free" cards otherwise. This card would be fine if the meta was heavy on aggro but there's a ton of super greedy decks floating around, and even decks like Dude Paladin benefits pretty massively from this. I just don't know how you'd balance a Druid turntaker.

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