• 6

    posted a message on 20 Priest Card Ideas. Thoughts?

    There's a current fad of trying to make Priest standard-viable, so I figured I put my two cents into the pool of concepts. I would be honored to know what you think of my ideas. Whether it's harsh or praise, it doesn't matter. Lay it all out. Thanks for reading!

    And a random Neutral card that could be interesting, uses a Justicar Trueheart effect, but it doesn't "refresh"  the hero power, but provides the buff instead (It is a Passive, so the effect goes away when it dies/silenced).

    Posted in: Fan Creations
  • 0

    posted a message on [Starcraft + WotOG] Terran Custom Cards

    Justicar Trueheart's Battlecry Effects:

    Mechanics to be aware of:

    Cloak is like Stealth, but it doesn't get rid of the Stealth effect when the minion deals damage of any kind (except attacking) like it normally does. However, it is more easily revealed via any sort of AoE/Random damage.

    Why I remade my Starcraft cards again:


    I absolutely could not miss this amazing opportunity to remake my Starcraft cards with the advent of Whispers of the Old Gods as it was perfectly aligned to my plans. The sheer theme of WotOG brought a large inspiration into my creative juices for cards. With the release of Legacy of the Void last year, it created even more reason to do so. Here you will find the cards for the Terran Class as if it were almost a part of the game from the start. Enjoy and thank you for reading!

    Check out the Protoss cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/134958-starcraft-wotog-protoss-custom-cards

    Check out the Zerg cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/135085-starcraft-wotog-zerg-custom-cards


    Basic Set:


    Expert Set:

    Curse of Naxxramas:

    Goblins vs Gnomes:

    Blackrock Mountain:

    The Grand Tournament:

    League of Explorers:


    Whispers of the Old Gods:




    Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards created using http://www.hearthcards.net/

     

    Posted in: Fan Creations
  • 0

    posted a message on [Starcraft + WotOG] Zerg Custom Cards

    OR

    Justicar Trueheart's Battlecry Effects:

    OR

    Mechanics to be aware of:

    Cloak is like Stealth, but it doesn't get rid of the Stealth effect when the minion deals damage of any kind (except attacking) like it normally does. However, it is more easily revealed via any sort of AoE/Random damage.

    Why I remade my Starcraft cards again:


    I absolutely could not miss this amazing opportunity to remake my Starcraft cards with the advent of Whispers of the Old Gods as it was perfectly aligned to my plans. The sheer theme of WotOG brought a large inspiration into my creative juices for cards. With the release of Legacy of the Void last year, it created even more reason to do so. Here you will find the cards for the Zerg Class as if it were almost a part of the game from the start. Enjoy and thank you for reading!

    Check out the Terran cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/135108-starcraft-wotog-terran-custom-cards

    Check out the Protoss cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/134958-starcraft-wotog-protoss-custom-cards


    Basic Set:


    Expert Set:

    Curse of Naxxramas:

    Goblins vs Gnomes:

    Blackrock Mountain:


     

     

    The Grand Tournament:

    League of Explorers:


    Whispers of the Old Gods:




    Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards created using http://www.hearthcards.net/

     

    Posted in: Fan Creations
  • 0

    posted a message on [Starcraft + WotOG] Protoss Custom Cards

    Justicar Trueheart's Battlecry Effects:

    Mechanics to be aware of:

    Cloak is like Stealth, but it doesn't get rid of the Stealth effect when the minion deals damage of any kind (except attacking) like it normally does. However, it is more easily revealed via any sort of AoE/Random damage.

    Why I remade my Starcraft cards again:


    I absolutely could not miss this amazing opportunity to remake my Starcraft cards with the advent of Whispers of the Old Gods as it was perfectly aligned to my plans. The sheer theme of WotOG brought a large inspiration into my creative juices for cards. With the release of Legacy of the Void last year, it created even more reason to do so. Here you will find the cards for the Protoss Class as if it were almost a part of the game from the start. Enjoy and thank you for reading!

    Check out the Terran cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/135108-starcraft-wotog-terran-custom-cards

    Check out the Zerg cards here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/135085-starcraft-wotog-zerg-custom-cards


    Basic Set:


    Expert Set:
    Detectors reveal enemy Stealth minions while alive.

    Curse of Naxxramas:

    Goblins vs Gnomes:

    Blackrock Mountain:

    The Grand Tournament:

    League of Explorers:


    Whispers of the Old Gods:




    Credits to all the Artists whom I've taken the pics used for the cards from. Thank you very much! Cards created using http://www.hearthcards.net/

     

    Posted in: Fan Creations
  • 0

    posted a message on 25 [Rogue] Card Concepts/Ideas

    25 Rogue card concepts that I made. Most of the cards are Nerubians and lots of very Gang Up-related and crazy utility cards. Some could be slightly OP? I'm not sure. However, I would love to receive some feedback if so!

    I hope you guys liked the cards! :D

    Check out the Druid set here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/74341-25-druid-card-concepts-proposal-and-rant

    Warlock: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/82024-25-warlock-card-concepts-ideas

    Posted in: Fan Creations
  • 0

    posted a message on 25 [Warlock] Card Concepts/Ideas!
    Quote from ForPortal >>

    Jadefire Netherseer: Inspire: Draw a card needs to have a bigger stat penalty than that.

    Curse of the Void: If nothing else, the effect when played needs to be "Give your minions -2 attack, to a minimum of 1." Between the 7 minion limit and the inability to suicide zero attack minions, anything that can permanently give your opponent a 0 attack minion is inherently hazardous to the game.

    Chaos Bolt: I like this spell - it seems balanced compared to Fireball.

    Jadefire Netherseer was originally a (4) Mana card with the same Attack and Health. I had some people say (3) was good and (4) was too underpowered. I also had vice versa said as well like you have. In the end, I'm not really too sure what to cost it at.
    However, I would certainly like some more opinions on this card if possible. It probably might end up being (4) again, since as you say card-draw advantage is quite strong.
    Curse of the Void, you may be correct, it may be changed to something like: "Give your minions -2 Attack but not less than 1. While you hold this, your minions have -2 Attack."
    I'm glad you like Chaos Bolt. If you really think about it, it's actually like a more consistent Imp-losion. I would love if the good ol' Warlock staple spell becomes a card soon.
    Posted in: Fan Creations
  • 33

    posted a message on "League of Explorers" Card Design Competition - Submission Topic [Up-Voting Only!]

    Are you feeling down because you discarded Mal'Ganis or Lord Jaraxxus when you played Doomguard or Soulfire? No problem! We can at least remedy the situation by giving you MORE card advantage! Replace your dirty Succubus and play more Fel Reavers and Piloted Shredders from the ashes of your fallen cards. ;)

    Posted in: Fan Creations
  • 0

    posted a message on 25 [Warlock] Card Concepts/Ideas!
    Quote from xervian >>

    I gotta say alot of these cards were just awesome to see, you really take the warlock flavor and class themes and rolled them out very well. 10/10

     Yeah, I like to place as much flavor from the original content as possible when I make a card. Sometimes it ends up creating a new type of concept that I didn't really think about initially. It's fun when you try to fit a proper effect for a card without making it seem out-of-place compared to the artwork. Thanks! :D
    Quote from Foreign359 >>

    Very nice concept ! I really like these cards. The artworks are good too, going with the card's name.

    10 Secrets/10 Mysterious Challengers

     Thanks a lot! I'd love to see more Demons for Hearthstone soon. Too bad none from LoE, but at least it got some Affliction Warlock love. ;)
    Posted in: Fan Creations
  • 2

    posted a message on 25 [Warlock] Card Concepts/Ideas!

    25 Warlock card concepts that I made. Most of the cards are Demonology-related. Some could be slightly OP? I'm not sure. However, I would love to receive some feedback if so!

    I have some plans to do something like this for Rogue and Shaman. Although, I figured I should do it for my favorite classes first. ^_^

    I hope you guys liked the cards! :D

    Check out the Druid set here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/74341-25-druid-card-concepts-proposal-and-rant

    Rogue: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/82566-25-rogue-card-concepts-ideas

    Posted in: Fan Creations
  • 0

    posted a message on 25 Druid Card Concepts, Proposal, and Rant.
    Quote from fankhap >>

    You can't use Abusive Sergeant on Aggamaggan because if you draw him he automatically attacks, and I think that's his only attack that turn, so he'll be zzz-ing till next turn. This way if you don't draw him, he's awful, and if you draw him, he's likely dead and/or very random. If you look at Flame Leviathan, it does something when drawn that's kinda good, and is pretty decent on it's own. Maybe if you draw Agga, he summons a Child of Agga that's like a 3/2 with Charge and has to attack. Then you can make his body less terrible, like a 6/5 with Charge maybe, so he's worth the legendary rarity and has useful effects both played and drawn.

     Upon reflection, you're correct actually. I've made a terrible error on my part. I guess the dream of "Mega-Charge" is far too complex to make in Hearthstone ha, ha. In which case, yes Agamaggan then becomes a little bit worse without being able to attack twice. I could add Windfury, but that would just be OP. I really like your suggestion a lot and it's quite in-line with its synergy of the class. May change it to your suggestion. ^^

    Quote from mk572 >>

    The cards you propose are good. I really like Druid of the Talon. Spell damage has been underused in Druid, when the class has all these big damage spells that don't see play past rank 20.

    I'm worried about Snowblind Windcaller and Arrakoa Spiritualist though. Druid has always had these options to ramp and push tempo. I already have Nightmares of 2x Innervate Fel Reaver on turn 1 (F*** the Asia Server). You really don't need to give them even more, especially ramp + body cards. Darnassus Aspirant is already an MVP in one of the current Top 3 decks. 

    The only limit here is that you can only put maybe 10 of these in your deck before you no longer reliably have something to ramp into.

    As for your combo rant... Meh. I get that it's slightly better than some other 2-card finishers. But the game needs finisher spells, otherwise every game ends in a boring top-deck slogfest. I'd rather be bursted down from 14 health in round 9 than spend 10 minutes of play taunt - remove - play taunt - remove. If someone is winning, let him win the game, so we can both move on to the next game. 14 health and no taunt on turn 9 against a guy with a full hand simply shouldn't be a safe position, no matter the class.

    The thing with Snowblind Windcaller is that it must survive and you need to use your hero power to use it. Yes, it can escalate powerfully by coining it out, then Hero Power turn two. But you'll still need to be on turn three to play something like a 4-drop/5-drop. In which case, it's not really that great. Like most Inspire cards, it's better played in the mid to late game.

    Arakkoa Spiritualist is not as powerful as it seems. It's basically a Emperor Thaurissan that has a 40/60 of activating. Even then, you have to have cards in your hand that's worth reducing. In the end, Darnassus Aspirant can still fit in most decks as the superior option because it's more consistent.

    Understandable. There are times where a game can drag out, but that's why the game needs to create more powerful high-cost/late-game/impactful drops such as Dr. Boom who can close the game out if there's nothing to contest it.

    Posted in: Fan Creations
  • 0

    posted a message on 25 Druid Card Concepts, Proposal, and Rant.
    Quote from DragonKing6 >>

    Well, the only 'drawbacks' of Force and Roar are that they're not permanent either.. But it really doesn't matter since they're either used as finishers or removal, just like your new Savage Roar is ;) This version is wayy less bad than the old Savage Roar when you only have 1 or 2 minions on the board.. Also, if I've got to make a top 5 out of your cards, it would be something like this:

    1. Ancient of Ember -very strong Control card, but not too strong because it is pretty slow. Really like the concept, it reminds me of Justicar, but then with better stats ;)

    2. Ancient of Wind -this minion is precisely what a perfect 4-drop for Druid would look like. Again very versatile where you can choose to go a but defensive or offensive, but neither broken.

    3. Druid of the Talon -awesome idea again, you can either choose for a solid 3-drop to follow up with a buffed Swipe at turn 4 or for some removal/finisher. 

    4. Grove Protector -probably one of the best concepts, a 1-drop thats good in any state of the game. Also it combos really well with the Druid of the Talon for a but more reach.

    5. Druid of the Tides -pretty solid minion, but I feel like underwhelming in constructed, outclassed by too many other cards.. Still really good in arena

    Some of the other cards look a bit too strong or hard to get good use of, but still I like most of them very much. Although I do agree that it lacks some damaging spells, Druid already got many so it'd pretty hard to make other fitting spells.. Again nice job and keep up the good work!

     

     Yeah, the idea behind Ancient of Ember was to give an augmentation synergy to Druid decks with Justicar Trueheart. It's interesting if you managed to play Justicar and the two Ancient of Embers to get either +4 Attack/+2 Armor, +2/+4, or even +3/+3. It can even go further because it's not limited to just once like Justicar. It can keep getting better via return to hand features. Obviously a good card for Rogue, but that's why they don't have it. :P

    I would love to see something like Ancient of Wind be printed for Druid. It is simply the most amazing card they could make for them. It's so flexible and able to be used in a variety of decks for Druid especially Token.

    Druid of the Talon is my most skeptical card thus far because of Storm Hawk form with Charge and Windfury. It is simply too abusive-oriented. I'm not sure if it's a good idea for that part. But I always liked the idea of 2/4 Spell Damage minion. Kinda something Dalaran Mage should've stayed as.

    Yeah, I had the idea of Grove Protector as a powerful 1-drop control/aggro card for Druids. I also think it's awesome too. I would love to see something like it get put into the game.

    Druid of the Tides is my favorite card. It can go into Stealth mode to prepare for Druid of the Fang on turn 5. A 4/4 and a 7/7? Thank you very much! :D

    And like you said, it's also a very good Arena card being able to become a tank or an almost guaranteed minion removal.

    Thank you very much for the feedback! :)

    Quote from fankhap >>

    Nice reworks on the annoying combo cards, I agree with you and Noxious in that it restricts design space. 

    Loving the choose ones, but Ancient of Tranquility is a bit scary with the turn skip.  Not sure if that would be any good if you're almost dead, since you have 4, 6 or 8 left, considering Innervates. After that, you lose a whole turn, that's pretty tough in this game. And if you look at Tree of Life, it's drawback is that it's very expensive AND heals everything, including your opponent and maybe his 7/1 Dr. Balanced. Making the full heal option less punishing would be an acceptable buff to the card.

    My favs are Ancient of Wonders (tho the wording on the second option is a bit weird), Ancient of Ember, insanely cool and Aggamaggan. Agga could have more health tho. He's a legendary, so getting summoned on draw isn't that bad even if he's huge. Maybe make him 2/6 so he doesn't die early game. Or add something like "summon this as a 2/4 when drawn", that would make it viable when played and when it jumps out of your hand. :>

    Keep up the good work! 

    It's something like an earlier Tree of Life versus aggro. Tree of Life is meant to basically be a tool to "reset" the game. However, with Ancient of Tranquility, you have the option to heal from <10 to 30 instantly if you need to in fast-paced games. Otherwise, you can avoid that altogether and just heal for 8. It's both flexible and good enough depending on certain situations. I, however, just like the idea of a Skip turn mechanic. The drawback must be big for something powerful like 30 Health recovery and a 2/5 minion in one turn.

    Yeah, I wasn't quite sure how to word Ancient of Wonders properly. If I tried to word it like I did the first time, it would've been two times wordier than a Joust minion. In the end, I went with how they did Nefarian. I hope it was at least understandable. xD

    Agamaggan is a bit of an interesting case. For example if you were to say draw this card on turn 1. And a Grove Protector/Abusive Sergeant in hand, you already did 6 damage (10 if you're lucky) and have a 4/4 and a 2/1 on turn 1. GG already lol. Although, very fringe and rare case, it could happen ha, ha.

    Other times, it's mostly like a Flamecannon that can sometimes hit face. Is it good enough as is? I'm not sure. It could just have the same stats as Huffer being a 4/2 and then I could reduce the mana cost to say (4) or (5). However, I figured it was something interesting I could experiment with as I wanted to make something akin to a Mega-Charge mechanic.

    Posted in: Fan Creations
  • 0

    posted a message on 25 Druid Card Concepts, Proposal, and Rant.
    Quote from pomonkeypo >>

    Damn, these are all really cool. These made me remember why I love druid so much, it's so versatile. Not only the choose one mechanic, but also the beast synergies. Awesome stuff.

     Thanks! :D

    Quote from Rimeskald >>

    I love the time and effort that you put into these cards. Nothing is too overpowered, it keeps the current theme of the Druid. A lot of versatility/utility while playing off of the lore. Very excellent. Very creature heavy though, using the minions to bridge across different effects. I wouldn't have minded seeing a couple more spells. Keep up the great work!

     Yeah, I just wanted to get the Choose One stuff out of my mind. I would've made more spells if I felt like it.

    Quote from Sobertoaster >>

    I like these alot. I also wish druid was more about playing solid creatures then setting up FON combo. I don't like making FON decks.

     It was in the past. Nowadays, with more durable/sticky minions being printed, the whole Ramp idea is a little underwhelming. So a "control" druid is way too far in the future as is. Mill/Fatigue Druid being the closest sort of.

    Quote from Konf >>

    Great work on the cards, really love some of the concepts. Apart from most being really solid creatures, these ones stood out the most to me:

    Grove Protector - Now that's a great quality 1-drop, just lovely.

    Snowblind Windcaller - I love the concept of Druid ramp incorporated with an Inspire mechanic, really cool idea. Might be a little strong though as this creature basically makes your Hero Power "free" in a sense where you can keep playing creatures on curve while also sacrificing nothing to squeeze in a Hero Power.

    Arakkoa Spiritualist - Another fantastic idea, simply love it. I'd only reduce its health by 1 so that as a joust card it at least has a downside to it, since joust implies risk vs reward. Here you get away with a solid vanilla stats even if you lose so the drawback isn't present.

    Once again, well done, those are some really nice cards!

     Well, Snowblind Windcaller is still technically a (4) mana card in theory. But yes, it is also technically a (2) mana card too as well. XD

    You're probably right on Arakkoa Spiritualist. A 3/3 would be more balanced when I think about cards like Tuskarr Jouster. I had the idea of King's Elekk when looking at it. I'll go make the change now.

    Quote from firekindle >>

    Nice collection of 100% unplayable creatures.

    Also your pseudo game design babble is wrong. FON+Savage Roar does not " restrict design space ", it's the only thing that makes druid competitive at the moment. Your nerf + your 25 terrible new cards would be the death strike to the class. Good job.

    Well, it doesn't help me if you don't tell me at least why one certain card can't do justice to the Druid class. All I see is a bunch of sarcastic-sounding ramblings.

    Druid has always been a class that can be competitive. It just no longer feels like this flexible, control-heavy/big minion/protective class that it used to be. With the Combo, Druid is forced to become aggressive to be competitive. How is that not limit-defining? They can't be anything else besides Midrange to be competitive? Do you also feel that Patron Warrior doesn't restrict Warrior's design space too? What about Demon Handlock? Warlocks have so much deck archetypes they could experiment with. However, Handlock ends up being the only thing staying at the top of Warlock decks since the start of the game. Don't get me started with Rogue either.

    In any case, all classes have their flaws and things Blizzard could do to improve the state of the game. It's not no death strike to the Druid class if Force of Nature were suddenly turned into a token generator. It just means new decks and experiments could be done without feeling like 2 cards need to be in your deck. You may tell me otherwise and in that case, I would love to see your thoughts.

    Quote from DragonKing6 >>

    Damn these are some very interesting and original cards, I love them! Also I hate the Force-Savage combo being this OP atm. Really like your changes to both cards, while also creating a new (healthier) finisher in the form of Druid of the Talon -Storm Hawk- in combination with Savage Roar, for a 6 Mana 11 damage (or 8 Mana 12 dmg with HP) combo. Really great ideas, would love to see your Shaman and Rogue creations too! :D

    That said, my Savage Roar suggestion is still not a good solution. As for (9) Mana, you can do 20 damage. Though requiring 3 cards to do so. Changing a card as powerful or weak as Savage Roar while keeping its theme is a great challenge. To be fair I would like to offer other suggestions, possibly nerfing it to (4) as I originally thought about. So it's similar in line with Tinker's Sharpsword Oil. Its only drawback being it's not permanent is all.

    Posted in: Fan Creations
  • 6

    posted a message on 25 Druid Card Concepts, Proposal, and Rant.

    Ah, good ol' Malfurion. Herald, Protector, Teacher, and Leader of the Wilds and of all that is Druidism. Oh, but how far he has fallen in Hearthstone these days.

    Tl;dr:

    Druid is boring nowadays, Combo makes it boring. Change FoN to be a control-like card. Ensure fun and diversity in Druid as a whole. Scroll to the bottom for Druid cards I made and blah, blah.

    It's not a matter that the Druid class isn't viable. Nowadays, the viable Druid archetypes tend to be Midrange Druid and most recently the new Fast/Aggro Druid. As an avid Druid player, I've always believed Druid is a very strong class. However lately, I've been so bored of this class as a whole? But why? I love to play as a Druid/

    There's all kinds of diverse Druid decks like: Mill, Token, Ramp, Wailing, Astral (wait, what), some weird form of Malygod, Mech (almost will never be a thing). However, none of that truly matters in the face of Force of Nature and Savage Roar combo.

    To sound like a broken record, as the fact of the matter has been repeated endlessly: FoN + SR is unhealthy for Druid and restricts too much design space as is. Some people make excuses saying 14 damage is not that bad. Oh, it's not that 'powerful' because you can stop the Druid by putting up Taunt like Sludge Belcher or heal out of range. Although, these people need to realize there's a serious problem with it. There's something fundamental about it that needs to change. To keep up as a Druid, your very deck is pigeonholed into adding Force of Nature and Savage Roar. Otherwise, you lose. (Kinda like how Rogue requires cards to be any good, but that's a different matter)

    The other player are always forced into playing a certain playstyle that they have to defend, heal, and overall play a protective style to prevent you from reaching that scary 14 Health lethal. The feeling of playing against Midrange Druid just feels unfun like Patron Warrior but that's another issue entirely. Subjectively, it doesn't feel satisfying for me to win with FoN + SR combo as a Druid. It felt more fun to win as a Token Druid without Force of Nature. Or to win an attrition battle versus a Control deck with Ramp. Where's the satisfaction like that now?

    So what if this happened?

    A strong Control option for Druids that is great for available Token and Ramp Druid decks. Perhaps, even future Treant deck types if Blizzard decides it to be a thing. And at (8) Mana, FoN + SR aligns with Druid's supposed removal philosophy of taking more than one card to regain Tempo. 12 damage removal instead. So how much does a little thing like changing Force of Nature do?

    Honestly, probably not too much. What it really means is that Druid is a weaker class overall. They no longer have a sudden finisher from no cards on the battlefield. However, I think that's good for Druid as a whole. They will no longer be a linear class forcing to build a deck with FoN and SR as its win condition. Hearthstone being a tempo-oriented game, should always and forever be like that. A game you earn your victory through trades, attrition, aggression, decision-making, adaptability from RNG and fun. There is nothing fun about losing a game from 30 Health in one turn from no cards on the field.

    So what about Savage Roar? Is it ok? Yes, to a degree. It is either too strong or too weak. Hence it being terribly designed in my opinion. Does it need a change? Perhaps. But changing something like its Mana Cost to (4) or (5) will make it unplayable. I don't personally think Savage Roar is a problem at the moment. It's usually a dead or desperation card and requires cards to be useful. However, I never really know what to think about it. It is a very tilted card. It always feels like it belongs at (4) Mana. There's always that feeling, that something about it that restricts some design space ideas as well.

    I've been thinking and it could be something like this too:

    or

    But honestly, Savage Roar could just stay the way it is. It is thematic and the alternation between weak and strong is also somewhat in-line with Druid.

    Thank you for reading my thoughts, feel free to lay down the critique. Thus, rants aside, here are some fun, serious, or solid Druid card concepts I thought about if the Force of Nature + Savage Roar change were to be made. (being strictly only Druids of (something) and Ancients of (something) because I love the Druids and Ancients cards). Choose One is also my favorite mechanic in the game.

    It could've been anything else besides the Druids and Ancients, but I like the exquisite flavor of them above all else:

     

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    -------->

    -------->

    Here are some other card sets, Warlock: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/82024-25-warlock-card-concepts-ideas

    Rogue cards: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/82566-25-rogue-card-concepts-ideas

    Posted in: Fan Creations
  • 0

    posted a message on [Starcraft] - Hearthstone Terran Cards Concept *Balance Update*
    Quote from Konf >>

    Great work, enjoyed scrolling through the cards! Love it how you translated some of the in-game mechanics from SC2 to the card's abilities - that's probably my favourite aspect when it comes to interaction between HS and WoW.

    Are you planning on making other SC2 race-inspired classes in the future?

    I was actually planning to remake all three Starcraft II card sets while including the new LotV stuff. There's A LOT of things I could've done to adhere to the original Starcraft units upon a lot of reflection. With the new mechanics and wordings of today, it is a lot more easier to simplify some of these cards. ;)

    In the meantime, I do have something else in mind currently that I plan to share for the Fan Creations. :D

    Posted in: Fan Creations
  • 0

    posted a message on Crazy card I made

    It's actually not overpowered at all. Yes, it will have its niche use when you use it to trade with something else. However, it's incredibly bad and a dead card if it's the only minion you have.

    Also, mechanically, you've got it all wrong. When you cast Immune onto a Taunt minion, your opponent is allowed to bypass the Taunt. I understand if you don't know this interaction because it's impossible to perform the action these days. It was only possible through the use of Bestial Wrath when it could target any Beast long time ago though: http://www.gosugamers.net/uploads/images/cards/31-1003140-gold-1391613219.png

    I suspect Blizzard would've realized this interaction would one day be possible, so they accounted for this. I believe Blizzard doesn't want it so you have an "unkillable" minion via by attacking into it.

    Here's a video of how to perform the interaction: http://www.youtube.com/watch?v=q7NGyGZiH5E

    Anyway, I think making it a 2/6 or a 3/5 would be pretty good changes I feel.

    Posted in: Fan Creations
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