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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Poll #2 of 2
    Quote from The_Odinson >>
     
    The Dragon Knight - FunPolice749: This class was very popular last round, but I have a feeling it may not do as well this time. FunPolice749 rushed this set together and you can tell by reading some of the cards. There are wording mistakes, and massive balance issues. The preview hides most of these. Also, I think the major issue of what happens when BRM and then TGT happen to this class. Because its so one note. You're now a Dragon deck forever. All those BRM and TGT Dragons are just class minions that you can easily play the best ones of. As the other few powerful dragon related cards get added later the just easily fit into very deck. When standard rotates and cards like Deathwing Dragonlord, Netherspite Historian, Book Wyrm and Wrathion are no longer playable for everyone else, guess what, you still get to easily play them. There aren't really many new directions either. Even the Whelp stuff has fallen by the wayside at this point. There are lots of cool looking cards and the class isn't really lacking flavorful art or card names, but its missing cohesion. 
     
     Yeah you are 100% right on everything. I made 90% of all of them at 8am and had no time to get any feedback or balance so I expect to drop but if I don't I promise that the other phases will be way better in terms of quality and balance. (I also would prefer to substitute some TGT cards for some Whelp synergy and some different cards but I'm not sure if that's allowed or not.)
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Poll #2 of 2
    Quote from maxlot >>

     

    Dragon Knight: I like the class itself... But the cards that have been presented in BRM and TGT seem less impressive than I remember the class being. Awakening seems mediocre regardless of what situation you use it in, Drakkanoid Champion is paying in stats for an effect which doesn't have an advantage outside of jousting, as Dragon training is written, it's a gang up that's limited to dragons, only shuffles 3 copies conditionally, and it actually shuffles the card in rather than a copy of it. These cards look to have almost been rushed a little.

     That's becuase they are sadly. :( I just didn't have time over the past weeks to really sit down and design cards and in fact they were all made the morning the day they were due. I wish I had more time to work on them but I don't expect to move on due to this reason. It was fun while it lasted though.
    Posted in: Fan Creations
  • 0

    posted a message on How to Fix Jade Druid Problem
    Quote from Zence >>

    No. This caps Druid to 14/14 Jade Golems. It also kills Gadgetzan Auctioneer combo because its now way less reliable.

    The really cool thing about Jade Idol is that you have to find a balance. Shuffle too many too early into your deck and you're stuck if you don't draw cards. Shuffle too little and you have too little firepower late game when you need it.

    Doing this change would essentially kill Jade Druid. You might think not because they can summon up to 14/14's, but it would be way harder to actually reliably get to it before your opponent finishes you off and even if you get to 12/12 if your opponent negates your board by means such as Eadric its an instant game over. Druid's need that combo because its their only means of killing their opponent before they kill you.

    And as for your other comment about fatigue issues, HS isn't dominated by control decks so that shouldn't even be an issue. Aggro, Tempo, and Midrange all still exist...

    Sorry but I like Jade Idol as it is

     I look a jade druid like this:  If jade druid exists an aggro meta is the only meta that can exist.
    Why? Well in mainly centers on the fact that jade druid is such an oppressive deck vs control decks that a control meta can never emerge otherwise jade druid will just become the deck to beat. From there jade druid gets stomped by aggro decks meaning aggro will become the deck to beat. However control isn't as hard a counter as the decks above are due to the insane power of aggro. (STB, patches etc. etc.) In turn a supposed Rock, Paper, Scissors ladder falls short becuase paper doesn't always beat rock. (I also know this isn't 100% true when it comes to Hearthstone but I'm using this as a metaphor most people can understand.)
    This also brings about the issue of RPS (Rock, Paper, Scissors) ladder which makes climbing on the ladder (and every mode as a matter of fact) a luck as you try to queue up the right deck vs the right deck in order to climb instead of playing the best/most enjoyable deck and have a shot vs most decks. In my time Old Gods offered the best meta as the top decks weren't as oppressive to unique decks as they are now. Which in turn offered a more enjoyable time and more diversity in terms of casual deck building.
    So to wrap this up I believe that Jade Druid (and the jade mechanic as a whole) is so oppressive that not only does it make the meta unhealthy by either forcing the aggro decks to be the best or having a RPS ladder that is unfun to play but also limits deck building by a significant amount by pretty much making all control deck that don't plan on comboing or running amazing midgame drops (Mountain Giant and Drakonid Operative are examples that come to mind). So I do believe this nerf would help the game become better and less restictive.
    Or the next expansion offers something control and proves me wrong but who could know what the next one brings.
    Posted in: General Discussion
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    Okay here's my last minute design as I just haven't been able to put much time into this for the last few weeks. Quick feedback is appreciated.

    THE DRAGON KNIGHT:

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Grounds.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

     

    The Dragon Knight founding and lore:

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transforminto a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    Yvon and his tale:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him and he has used it to lead an endless assault wherever there are enemies of the Dragon Knights.

    Example Cards:

    BRM:

     TGT:

     Tokens:

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Submission

    THE DRAGON KNIGHT:

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Grounds.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

     

    The Dragon Knight founding and lore:

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transforminto a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    Yvon and his tale:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him and he has used it to lead an endless assault wherever there are enemies of the Dragon Knights.

    Example Cards:

    Note: Smaller sized cards mean they are tokens to the card to their left.

    BRM:

     TGT:

     Tokens:

    Bronze Drake:

    Mounted Knight:

    Awakening

    Sitora, the Dragon Mother:

    Justicar Upgraded Hero Power:

    Basic Set:

    Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal instead of pounding the opponents face in.

    Corrupted Flame: This mostly works like Soulfire but discards a Whelp which is important to this deck and class many cards have effects for things like gaining armor based on Whelps. However as a trade off for the Whelp you get a discounted Flame Lance which is strong in a control deck. This is also the first of many cards that removes Whelps and as you'll see in the classic set (if I get there) many cards will follow this pattern in removing Whelps to discount the card or the effect of the card.

    Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck. This is very important since many cards in the coming sets will either remove Whelps from your deck by out right destroying them or maybe just drawing them but there will be more of those then of the cards that shuffle Whelps into your deck making a card like Dragonstrike Commander a very valuable asset to this class.

    Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.

    Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health tauntand 2. Stabilizing your health with some armor to help survive vs spells or burst which many aggro decks run and this card is great at stopping or at least slowing both the board and your loss of life via spells.

    Dull Claws: A incredible flexible card that early on can be used as removal for those pesky 2 health minions and if left until later grows into a powerful 4/2 weapon makes it a solid play at every stage of the game although it is best saved for later into the game when it's battlecry can activate.

    Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe. Now I made it deal 5 to your hero based on the fact that I want this to be a powerful anti aggro tool by killing their board (which is everything to 90% of aggro decks btw) but it still weakens you as to give them a chance to still win where otherwise it might be to anti aggro and make it op vs every deck pretty much.

    Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil but offers different pings for a different but still strong effect and can be  paired up with weapons to almost guarantee you activate this cards benefits.

    Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop. Like Dragon's Flight this is just a basic minion that helps push the Dragons and Armor usage of this class.

    Scales of Gold: Strong draw that with certain cards that generate armor rapidly is very powerful but generally would only draw maybe 1 or 2 cards which if it draws 2 is still a discounted Arcane Intellect. However you still have the chance of drawing more in slower matches which might be important to get those answers you need like Corrupted Flame to kill something like Ragnaros the Firelord which can mean the difference between a win and a loss.

    Classic Set:

    Tokens: 

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion
    Quote from freddoccino >>

    Just looking for a quick art opinion:

    Thought they'd fit better with BRM than what I had before. Too obviously not from WoW?

     I like the right one more imo as the art has more focus where the left looks kinda empty. Also I need thoughts on my brm cards:
    Cost and stats are likely to change but I don't know whether them seem good and/or interesting.
    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 5.06 - Submission Topic

    Flavor:  She liked being a priestess but why just heal when you can heal and smash things with a giant hammer as a paladin?  Answer: There isn't a reason, giant hammers are awesome.

    Entrance: Where there is light there is hope!

    Attacking: I shall never yield!

    Explanation: A powerful card that doesn't heal nearly as much as Reno Jackson but instead offers a *free* Lay on Hands which helps paladin in the two areas they lack in which are healing effectively and drawing cards. However this should be balanced since Paladin finds it difficult to fit in 29 other cards that are at least semi-good as this class relies on copies for consistency. For example most Paladin decks run 2 Consecration as they lack board clears and would have to choose the very powerful effect of this card or the consistency Paladin relies on to win most games it plays.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.06 - Submission Topic

    Double posted for some reason sorry about that.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    I'll be back tomorrow...

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    I came up with a few more cards for my class. Thoughts would be appreciated. I tried hard to balance them according to other cards from TGT and BRM since you know there supposed to be in the power level of back then. Also muscles.

    I'm sorry I'll stop since I'm gonna go WAY overboard if I do anymore. :'[

     

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    Here's my card for the muscles challenge feedback would be welcome :)

    I got moar if it isn't enough

     

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Discussion

    WHY AM I STILL IN THIS. AND I'M THE TOP 4?
    I really don't know why people like my class so much. I assume because it's basic and easy to understand? But really I'm shocked I made it with such a high amount of votes considering this is my first class design ever.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Uh I might have an issue with my post as I accidentally deleted an example card of mine from the source. S I'm worried ppl won't be able to see it. Any chance I can repost it or an admin can so people can see the actual card? (It was the Forge Drake btw) Here is the reloaded version:

    Posted in: Fan Creations
  • 3

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Submission

    THE DRAGON KNIGHT:

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Grounds.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

     

    The Dragon Knight founding and lore:

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    Yvon and his tale:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him and he has used it to lead an endless assault wherever there are enemies of the Dragon Knights.

    Basic Set:

    Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal instead of pounding the opponents face in.

    Corrupted Flame: This mostly works like Soulfire but discards a Whelp which is important to this deck and class many cards have effects for things like gaining armor based on Whelps. However as a trade off for the Whelp you get a discounted Flame Lance which is strong in a control deck. This is also the first of many cards that removes Whelps and as you'll see in the classic set (if I get there) many cards will follow this pattern in removing Whelps to discount the card or the effect of the card.

    Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck. This is very important since many cards in the coming sets will either remove Whelps from your deck by out right destroying them or maybe just drawing them but there will be more of those then of the cards that shuffle Whelps into your deck making a card like Dragonstrike Commander a very valuable asset to this class.

    Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.

    Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health taunt and 2. Stabilizing your health with some armor to help survive vs spells or burst which many aggro decks run and this card is great at stopping or at least slowing both the board and your loss of life via spells.

    Dull Claws: A incredible flexible card that early on can be used as removal for those pesky 2 health minions and if left until later grows into a powerful 4/2 weapon makes it a solid play at every stage of the game although it is best saved for later into the game when it's battlecry can activate.

    Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe. Now I made it deal 5 to your hero based on the fact that I want this to be a powerful anti aggro tool by killing their board (which is everything to 90% of aggro decks btw) but it still weakens you as to give them a chance to still win where otherwise it might be to anti aggro and make it op vs every deck pretty much.

    Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil but offers different pings for a different but still strong effect and can be  paired up with weapons to almost guarantee you activate this cards benefits.

    Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop. Like Dragon's Flight this is just a basic minion that helps push the Dragons and Armor usage of this class.

    Scales of Gold: Strong draw that with certain cards that generate armor rapidly is very powerful but generally would only draw maybe 1 or 2 cards which if it draws 2 is still a discounted Arcane Intellect. However you still have the chance of drawing more in slower matches which might be important to get those answers you need like Corrupted Flame to kill something like Ragnaros the Firelord which can mean the difference between a win and a loss.

    Example Cards:

     

    Magical Drake, Puffy: Everyone likes a magical dragon but Puffy has the issue of HUMMING THE SAME TUNE ALL DAY.

    Warrior of the Dragons: He commands the dragons almost as good as Yvon himself but the only issue is that he just can't seem to get the Whelps to listen to him.

      

    Knight of the Order: He mostly joined to get the free coupons the Order offers.

    Forge Drake: You know it's hard to work a forge that's 1/10th your size but somehow these guys manage.

    Example explanations:

    Magical Drake, Puffy: My card for challenges #1 and #2 and is based of Puff the Magic Dragon (which is a song about Puff and he has a few movies.) Anyway this card offers a very cost effective spell while also offering a decent 7 drop.

    Warrior of the Dragons: A basic card that is focused on a more aggressive style of play which relies on getting value out of your hero power quickly.

    Knight of the Order: A strong card that combos well with cards that gains a lot of armor in a single turn. It's also strong in control match ups due to the fact that they don't apply much  pressure which allows you gain the armor and activate his battlecry early.

    Forge Drake: The biggest armor gain your gonna see in all of Hearthstone! Gaining 12 armor on top of a 5/5 Dragon for 6 mana is incredible strong but his downside is severe. Losing 3 Whelps from your deck means many cards won't activate until you spend a few turns rebuilding your amount of Whelps.

     Tokens:

     

    The rest of the classic set:

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Well running low on time for feedback so I'm gonna post my nearly complete set.

    THE DRAGON KNIGHT:

    This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Grounds.

    However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.

     

    The Dragon Knight founding and lore:

    The Dragon Knight

    Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods  and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.

    Yvon and his tale:

    Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.

    As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of  Whelps to fight for him and he has used it to lead an endless assault wherever there are enemies of the Dragon Knights.

    Basic Set:

    Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal instead of pounding the opponents face in.

    Corrupted Flame: This mostly works like Soulfire but discards a Whelp which is important to this deck and class many cards have effects for things like gaining armor based on Whelps. However as a trade off for the Whelp you get a discounted Flame Lance which is strong in a control deck. This is also the first of many cards that removes Whelps and as you'll see in the classic set (if I get there) many cards will follow this pattern in removing Whelps to discount the card or the effect of the card.

    Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck. This is very important since many cards in the coming sets will either remove Whelps from your deck by out right destroying them or maybe just drawing them but there will be more of those then of the cards that shuffle Whelps into your deck making a card like Dragonstrike Commander a very valuable asset to this class.

    Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.

    Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health taunt and 2. Stabilizing your health with some armor to help survive vs spells or burst which many aggro decks run and this card is great at stopping or at least slowing both the board and your loss of life via spells.

    Dull Claws: A incredible flexible card that early on can be used as removal for those pesky 2 health minions and if left until later grows into a powerful 4/2 weapon makes it a solid play at every stage of the game although it is best saved for later into the game when it's battlecry can activate.

    Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe. Now I made it deal 5 to your hero based on the fact that I want this to be a powerful anti aggro tool by killing their board (which is everything to 90% of aggro decks btw) but it still weakens you as to give them a chance to still win where otherwise it might be to anti aggro and make it op vs every deck pretty much.

    Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil but offers different pings for a different but still strong effect and can be  paired up with weapons to almost guarantee you activate this cards benefits.

    Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop. Like Dragon's Flight this is just a basic minion that helps push the Dragons and Armor usage of this class.

    Scales of Gold: Strong draw that with certain cards that generate armor rapidly is very powerful but generally would only draw maybe 1 or 2 cards which if it draws 2 is still a discounted Arcane Intellect. However you still have the chance of drawing more in slower matches which might be important to get those answers you need like Corrupted Flame to kill something like Ragnaros the Firelord which can mean the difference between a win and a loss.

    Example Cards:

     

    Magical Drake, Puffy: Everyone likes a magical dragon but Puffy has the issue of HUMMING THE SAME TUNE ALL DAY.

    Warrior of the Dragons: He commands the dragons almost as good as Yvon himself but the only issue is that he just can't seem to get the Whelps to listen to him.

      

    Knight of the Order: He mostly joined to get the free coupons the Order offers.

    Forge Drake: You know it's hard to work a forge that's 1/10th your size but somehow these guys manage.

    Example explanations:

    Magical Drake, Puffy: My card for challenges #1 and #2 and is based of Puff the Magic Dragon (which is a song about Puff and he has a few movies.) Anyway this card offers a very cost effective spell while also offering a decent 7 drop.

    Warrior of the Dragons: A basic card that is focused on a more aggressive style of play which relies on getting value out of your hero power quickly.

    Knight of the Order: A strong card that combos well with cards that gains a lot of armor in a single turn. It's also strong in control match ups due to the fact that they don't apply much  pressure which allows you gain the armor and activate his battlecry early.

    Forge Drake: The biggest armor gain your gonna see in all of Hearthstone! Gaining 12 armor on top of a 5/5 Dragon for 6 mana is incredible strong but his downside is severe. Losing 3 Whelps from your deck means many cards won't activate until you spend a few turns rebuilding your amount of Whelps.

     Tokens:

     

    The rest of the classic set:

    Posted in: Fan Creations
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