Well i mean yea the class is already strong but thematically when they developed the classes why was paladin given secrets instead of rouge? it just seems silly i guess?
- ElBoney
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Paly_Noob posted a message on Why does rouge not have secrets?Posted in: RogueCompletely agree, this is my vote for biggest flavor fail of HS."I will fight with honor!" [plays 5 secrets] -
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LarryMoments posted a message on Gorillabot A-3Posted in: Gorillabot A-3You know why isn´t played?
Standard
Golbin vs Gnomes
Just try to understand what I am saying
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Seijinchan posted a message on Validated DoomsayerPosted in: Validated DoomsayerI can already imagine fail videos where a priest Inner Fires this minion.
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aaro54 posted a message on New Card - C'thunPosted in: Card DiscussionFree C'Thun and 3 packs for everyone!
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsFinally, the Shaman cards are done! Here's some windfury and totem cards, plus the random Elemental Colossus.
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Ibarrai posted a message on Randomonium - Random Cards, Random Costs - Tavern Brawl #39Posted in: Tavern BrawlI love this Taver Brawl! :D
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsInterupting the planned class update to add Kael'thas Sunstrider. Having some trouble making concepts for Priest, so have this in the meantime.
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsI like them. I'm especially feeling the druid cards.
When you made Might of the Fallen and Maiden of the Virtue, did you consider the new formats or do you just go with the wild format? Either way, I'd play both of them, but especially the Maiden since Quartermaster would be missing. Though so is Muster (I'm still crying).
I made most of these cards with wild in mind. Most of the synergies I had in mind for these cards come from cards in the sets that are about to be phased out. Might of the Fallen and Maiden of Virtue were both meant to have synergy with Muster for Battle, although maybe making Maiden a 7 mana X/X would have been better for that. Generally when I work on my cards, I tend to look at an underused card, an archetype or a problem a class has and then design around that, and given that some are going to be unplayable in standard, quite a few of these cards would also fall out of favor.Glad you like them, though! -
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsPaladin cards are now finished!
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Great stuff all around. I think Kargath Bladefist is my new husbando.
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Sure. I chose enrage for the simple reason that it would only activate once.
Suppose for whatever reason you had two on the board with full health and then played Whirlwind.
If it was 'whenever this minion takes damage' that would be a little too much don't you think? I mean, I could be wrong but, that just seemed like too much to me.
Edit: okay, after some reflection on the enrage keyword, I realized I Interpreted it strangely. I see now it's used to mean 'for as long as this creature is damaged, this effect is taking place', whereas I had thought that it meant 'when this creature takes damage, this effect activates'. Considering it's description, (specifically: "The stated effect activates when the minion is injured") maybe it's not too difficult to see where I got confused. Though this certainty sheds some light on why I find enrage's pool of effects to be so... boring...
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I think this card would easily be fair at 0 mana.
I would argue that this card's nearest analogue is Totemic Might.
1) Both cards have a prerequisite to cast. (which can be a big deal in a game with only 30 card slots)
2) Both cards have synergy with their class's hero power, but there are also other class cards that they can be used on for better value.
Shield Slam might also be considered an analogue for these reasons, though I think it's cost could be justified by the fact that it deals direct damage.