• 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
  • 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
  • 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
  • 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
  • 1

    posted a message on Massive BUG // Die from 30 to 0 with Mistress of pain attack Auchenai

    Auchenai Soulpriest.

    Basically, Mistress of Pain heals you then Auchenai converts the heal into damage. But since Mistress of Pain "healed" aka damaged you, it will go into an "infinite loop" of heal, damage, heal, etc. Until the game decides you're dead.

    Posted in: General Discussion
  • 2

    posted a message on Pirates vs Ninjas (PvN)

    Above Art by Genzoman.

    Arrrghh! Ahoy, mateys! Soshite, hajimemashite minnasan (And nice to meet you, everyone)!

    Welcome to Pirates vs Ninjas! An expansion full of deception, Stealth, weapons, loot, evil intentions, Trolls, Elves, Worgen, Pandaren, Murlocs, Naga, chaos and most importantly FUN! :D

    Before you can be a Ninja Slayer or a Pirate Assassin, you must first know the tools of war that you will be using to combat your foul opponent in a merciless battle of attrition and deceit.

     For Pirates, their greed knows no bounds. When they raid the enemy, they take any and all Loot they can find. As a Pirate, the more Loot the better. Raid the enemy, make them walk the plank, and laugh heartily. Cast away at your enemy and steadily blast them down with sheer power! Jeer in jolly fun with the power of Loot:

    For Ninjas, they're truly the master of trickery. They can fool even the most worthiest of foes and destroy them masterfully. Aim to detriment your enemies with Seals! Skillfully impair them and force them into woeful confusion and distortion. Careful, your foes can cast them away with Mana! Take advantage of Seals while you can!

    Now, maties, lasses, shinobis and kunoichis alike feast your eyes on the Class cards!

    Changelog:

    - Heard there wasn't enough love for Seals and Ninjas, so I made some more! :D

    Druid Cards:

     Hunter Cards:

     Shaman Cards:

     Priest Cards:

     Warlock Cards:

     Rogue Cards:

     Mage Cards:

     Paladin Cards:

     Warrior Cards:

     Neutral (PvN) Cards:

     Thanks for viewing!

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

    If you enjoyed reading through this, please check out my Starcraft cards located all here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept

    http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept-balance

    http://www.hearthpwn.com/forums/off-topic/general-chat/19310-starcraft-hearthstone-protoss-card-concepts

    Check out my Warcraft Blademaster class concept here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/27230-the-new-blademaster-class-cards-update

    The Spiritualist class concept focused on the Draenei, Tol'vir, and Ethereal minions:

    http://www.hearthpwn.com/forums/off-topic/general-chat/28319-the-spiritualist-class-concept-60-cards-update-2

    The Enchanter class concept focused solely on Naga minions with some Demon minions:

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/30894-the-enchanter-class-concept-naga-class-update-1

    The Deceiver class concept focused solely on Undead and Demonic minions.

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/34760-the-deceiver-class-concept-dreadlord

     

    Posted in: Fan Creations
  • 2

    posted a message on The [Enchanter] Class Concept (Naga Class) <Update 1>

    Welcome once more! I've made yet again another class! This time featuring the infamous Naga Sea Witch, Lady Vashj.

    If I were to describe this class, it would be a mixture of Rogue, Mage, Warlock, and a little Hunter/Druid. This class is VERY focused on Lady Vashj and her bow/weapons. The Durability of her weapon is always an important thing to consider because it factors into almost everything she does to win and defeat her enemies.

    In fact, she's so selfish that her minions give her the ability to take things in her hands with interchangeable Hero Powers built into her minions. You will find Naga as well as even Illidan's Demons roaming these waters. These minions can give her a whole arsenal of abilities to peruse from specializing her weapon to healing to damage. Some minions even synergize with destroying your weapon! Check out more below!

    Note: Minions that have a "Your Hero Power becomes..." without Battlecry, means it stays as your Hero Power for as long as the minion stays on the battlefield. It automatically reverts your Hero Power back to the original Hero Power - Archery Expertise when it dies.

    Anyway, enjoy reading my Enchanter class!

     

    Basic Set:

    Expert Set:

    Naxxramas Set:

    Goblins vs Gnomes Set:

    Legendaries:

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

    If you enjoyed reading through this, please check out my Starcraft cards located all here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept

    http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept-balance

    http://www.hearthpwn.com/forums/off-topic/general-chat/19310-starcraft-hearthstone-protoss-card-concepts

    Check out my Warcraft Blademaster class concept here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/27230-the-new-blademaster-class-cards-update

    And my recent class concept, the Spiritualist:

    http://www.hearthpwn.com/forums/off-topic/general-chat/28319-the-spiritualist-class-concept-60-cards-update-2

    Imgur Album if need be:

    http://imgur.com/a/oUWfP

     

    Posted in: Fan Creations
  • 6

    posted a message on The [Deceiver] Class Concept (Dreadlord)

    Another class! A whole class dedicated to Secrets and more! I'm ALL about exploring new concepts. So I hope you'll like this one. This time featuring the former aide of the Dark Lady and infamous Dreadlord, Varimathras.

    If I were to describe this class, it would be a mixture of Warlock with power in drawback and his plethora of Demons. Paladin in minion-related Secrets. Mage with trickery and crippling, powerful Spells. It is very heavy in Demon-related cards and he even has Undead minions and their powerful Deathrattles from the forces of the Forsaken to serve under him.

    This concept has many different types of Hearthstone mechanics that are either underutilized or I believe have never been done before. This class uses a Keyword that hasn't been used in the entire game except for one card: Counterspell, Counter. It also has a different playstyle of drawing from the bottom of your deck and creating a newfound strategy that you can take advantage of.

    The class also uses two different ways of activating Secrets. One type of Secret happens at the end of your opponent's turn no matter what. This type of Secret will punish your opponent if he didn't do a perform a specific action on his turn. The other is... MINION SECRETS! Wait, what? Yes, that's right!

    IMPORTANT!: The Minion Secret CANNOT be interacted with in terms of Attacking or being Attacked. It cannot be targeted by Buffs like Taunt, Spells, Hero Powers, Battlecries, etc. However, because it's a minion it can still be damaged. It will die from AoE if it dies from it. Once the prerequisite conditions are met, it becomes a regular minion afterwards. And yes it can be taken by Kezan Mystic lol. It is essentially a minion and a Secret in one.

    Note: Minions that have a "Your Hero Power becomes..." without Battlecry, means it stays as your Hero Power for as long as the minion stays on the battlefield. It automatically reverts your Hero Power back to the original Hero Power - Cunning Scheme when it dies.

    Anyway, enjoy reading my Deceiver class!

     

    Basic Set:

    Expert Set:

    Naxxramas Set:

    Goblins vs Gnomes Set:

    Legendaries:

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

    If you enjoyed reading through this, please check out my Starcraft cards located all here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/18704-starcraft-hearthstone-terran-cards-concept

    http://www.hearthpwn.com/forums/off-topic/general-chat/19376-starcraft-hearthstone-zerg-cards-concept-balance

    http://www.hearthpwn.com/forums/off-topic/general-chat/19310-starcraft-hearthstone-protoss-card-concepts

    Check out my Warcraft Blademaster class concept here:

    http://www.hearthpwn.com/forums/off-topic/general-chat/27230-the-new-blademaster-class-cards-update

    The Spiritualist class concept focused on the Draenei, Tol'vir, and Ethereal minions:

    http://www.hearthpwn.com/forums/off-topic/general-chat/28319-the-spiritualist-class-concept-60-cards-update-2

    The Enchanter class concept focused solely on Naga minions with some Demon minions:

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/30894-the-enchanter-class-concept-naga-class-update-1

    Imgur Album if need be:

    http://imgur.com/a/CGfCK

     

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Design Competition #6 - Discussion Thread

    Hunter Secret. In truth, I wanted to make a Warlock Secret. However, I want to stay consistent with the game. I wanted to make Secrets with heroes that already have established themselves with Secrets. I feel that Hunter is lacking some new Secrets so here's my idea. :)

    Posted in: Fan Creations
  • 2

    posted a message on Dastardly Demons - A Demonlock card creation and discussion thread.

    For Shivarra Matron, you could say "Deal its Attack randomly split among enemies when attacking." for a more simpler-looking card.

    I love the Ritual of Doom, it's very reminiscent of WoW. Also, you should put "Destroy 3 random friendly minions. Summon a Doomguard." Your wording implies you can choose what minions you want to destroy. Triple-targeting does not exist in Hearthstone.

    I like the concept of Void Lord. It also has synergy with Deathrattle decks too. Although, once again you can shrink the wording as well. You could say "Deathrattle: If you don't control a Voidlord, put two copies of it into your hand."

    Flesh From Bone is underpowered I feel at its current cost. I think it should be at most (3) Mana. It could even be lower, probably for (2) Mana even. I think of it as a spread out Savage Roar among only Demons.

    First off, you have to have other Demons on the field. You also need to destroy a friendly Demon too! Which could be quite huge. But I can see the synergy with Power Overwhelming, which makes it quite good. So perhaps (3) Mana is where it should stand.

    Tothrezim Collector is a weird card. I'll admit. It's very good for the player with the Coin though. I'm not too sure if it is any good though. I think you could make him a 3/2 though. Also again you can shrink the wording A LOT. Like this, "Stealth. Battlecry: Counter the next spell casted and summon an Infernal Contraption for that player."

    Posted in: Fan Creations
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