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

    Okay been busy for the past week and I gotta get this posted so I can balance the cards since less than a week is left.

    Reminder of my hero and his power:

    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.

     Also quick note: I plan have on this class not having more than 5-7 Whelps in the deck without a lot of cards that get Whelps into the deck which probably won't work as it would be way to slow for to survive aggro.

    Commons:

    Tokens: 

    Monster Within: My card that fulfills challenge 1 and 2 (I hope) The song it is based on is Monster by Skillet. Anyway I hope this card is interesting enough as it pretty much is a bigger Soul of the Forest but it fits so well with the class and the idea of a dragon knight.

    Searing Breath: Basic card that interacts with Whelps in the deck and also acts as removal/burn in a class that isn't gonna have much more than this in those two areas.

    Grafted Armor: A card that has the main purpose of trading some health for armor in order to activate several cards that benefit from you having a certain amount of armor. Also acts as some life gain to survive.

    Rapid Growth: A powerful card that not only puts 4/4 worth of stats and draws 2 cards due to the Whelps and all for 4 mana! However there is the downside that it gets Whelps out of your deck which can weaken your following turns and plays since you need to replenish those lost Whelps.

    Knight of the Order: A basic drop that interacts with armor and can be paired with Grafted Armor to gain a powerful 4 drop. (However because armor is lost easily this probably won't be a 6/5 on turn 4 in anything but a control vs control match up where they have the means to deal with an above average 4 drop.)

    Violet Dragon: The Thing from Below of this class which will probably cost 2-5 mana based on many Whelps you can get into the deck.

     Rares: (NEED NAME FOR THE CARD HAMMER)

    Warrior of the Dragons: A basic aggro card that puts a lot of pressure on if the battle cry activates.

    Hammer: NEED NAME FOR THIS CARD ANY IDEAS WELCOME. Cool weapon that grows as you have armor. (Gonna make the armor requirement 6 as 7 is a little to much for my tastes.)

    Dragon Tamer: A decent body that finally interacts with dragons and also gets Whelps into the deck.

    Dragon's Fury: A cheap aoe that has a very situational affect that is useful even if the affect doesn't activate. (Also counts if the minions that die are friendly.)

    Smokewhite Drake: An insanely powerful 3 drop that not only comes with basic 3 mana stats but also has a very powerful affect on top of that in drawing a card for a simple requirement. (This might actually be OP as there isn't a reason to not run it so what does everyone think about a 3/3 instead?)

     Epics and Legendary:

    \

    Forge Drake: A insanely powerful affect of gaining 12 armor in one turn however the card requirement and affect of this battlecry is the massive downside. This card WILL destroy your Whelp count for several turns and this can have huge repercussions on those following turns.

    Alexstrasza's Apprentice: A more reasonable control card that offers some healing for a weak body. (I also just like the idea of Alex teaching other dragons how to control life it really fits with the art imo.)

    Hydra Gene: Insanely powerful if placed on any decent sized minion and insane synergy with N'zoth but this class won't have many deathrattles so hopefully it wouldn't be a problem.

    Heralth, Iron-Skinned Dragon: Heavily reworked but now he is the insane power house of the legendary that focuses on the main point of the class which makes him a win condition for decks that want to get a lot of Whelps in the deck. He is a one time thing though so once he is used you only have to deal with 5-7 usually. (Still might be to strong open to suggestions.)

    Posted in: Fan Creations
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    posted a message on A DAY AT THE BEACH! a custom mini hearthstone expansion
    Quote from HMcCool >>

    Hi! this expansion is based on an idea i had in a thread called "whats your opinion on mini expansions?". i hope you enjoy it, please be constructive :) thank you

     mini summer expansion in late June between the April expansion and august adventure.

    Theme: A day at the beach

    Detail: Summer is almost here, it almost time to grab your  murloc tinyfins and head down to the beach. Lucky for you, that the beach has come to the tavern with 9new cards filled with the essence of sand, icecream and fun!

    Each class get 1 new cards , towel and sunglasses, its a scorcher here tonight!" 

    New cards!

    Hunter: Sand crab

     Flavor text: he is a lot less hungry than his brother 

    Shaman: Wave elemental 

     Flavor text: He keeps trying to get the ocean to WAVE back 

    Rogue: Shelback stealer 

     Flavour: who won the race against him and the hare? He did, as he had a gun, a pirate ship and 20 tons of TNT

    Warlock: Power of the Depths 

     Flavor text: demons hate murlocs, murlocs hate demons, BUT they both love icecream...and Gul'dans corrupted power. 

    warrior: Bluegill combatant 

     Flavor text: This summer, a tale of love, weapons and murlocs who think they can fight. 

    Priest: sea storm 

     Flavor text: Goodbye whiteyes, druid of the claws and doomguard. Hello, Aya blackpaw, reno jackson and Savannah Highmane 

    Paladin: Gentle Giant

     Flavor: The new book "How to train your Turtle" is now the new best seller! 

    Mage: Brain freeze 

     Flavour: icecream headaches are pretty bad, 

    Druid: sea serpent 

     Flavour: what do you call a sea serpent on land?...Lost 

     

     

     Really quick review:
    Sand Crab: Love the design. No complaints.
    Wave Elemental: Seems fine as is and I don't love the card but have no complaints with it.
    Shellback Stealer: Very good card I love the flavor and the design.
    Power of the Depths: Should probably make it cost 2 mana instead of 3 as its will probably heal for around 8 health which is a Healing Touch. (Although Warlocks would care about health more I still think it should be 2 as the effect can be difficult to get.)
    Bluegill Commander: Like the flavor, dislike the card as it pretty much is 2 more weapons for pirate warrior which is not what they need right now (they are already tier 1) and it would probably make pirate warrior the top deck like midrange shaman was in Karazhan. (Makes pirate warrior consistent with getting weapons as now they run technically 6 weapons and thin their deck to improve their draws like patches does.)
    Sea Storm: Probably my least favorite card as I just don't really thnik priest needs another 5+ mana aoe. Not sure what to change it into but I don't prefer this design
    Gentle Giant: Good balanced card that benefits from being buffed in hand. No complaints as it pushes paladin in a direction of hand buff and control.
    Brain Freeze: Way to strong would probably ruin any control matches vs mage as they just get so much value. Maybe make it add 1 copy as 2 copies of any spell is really strong value wise.
    Sea Serpent: Cool design that encourages ramp but might be the thing that makes bwast Druid to strong as like the Bluegill Commander above it practically is 2 more Stranglethorn Tiger which means 2 more super powerful targets for Menagerie Warden.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion
    Quote from maxlot >>
    Quote from FunPolice749 >>

    Well my first post to this forum with my set. I feel like I got a balance of cards that interact with armor and the Whelps correct but I need help on balance of the cards and the names of some cards.

    NOTE: If a card says "Discard (x) Whelps" then if there is enough Whelps in the deck the card ALWAYS discards the Whelps and activate the effects. Example is Dragon's Fury which will deal 4 damage without any Whelps but if a Whelp is in the deck it discards that and deals the 6 damage instead.

    My hero and his power:

     Here's the common set:

    Note: Monster Within is based on Monster by Skillet and completes Challenge #1 and #2. ( I hope)

    And tokens: 

     Here's the rares:

     Epics and Legendary:

     

     Why is grafted armor so bad? You're only netting 5 health in total. Shield block does that for the same cost and draws a card. Also, why is Knight of the Order a 4 drop that, if you have a ton of armor, can become a 5/4. A 5/4 is what you expect for 4, having it be conditional with no bonus effect is kinda bad. Monster Within is an extremely expensive effect that turns all your minions into... 4/3's? Aren't 4/3's bad? Don't you have to swarm the board to even get an effect?
    Also, don't make the mistake of having cards with literally infinite value. Any card in the game will cost at least a little something, which will be mana and an actual draw of a card. I don't see why your class should start with 5 armor over the others, seeing as theres no reason to not run the card. I mean, the reason you don't see Stonetusk boars in beast decks is because it doesn't impact anything and costs a card, but Patches is just a direct buff to pirates, as the only "cost" is a slot in your deck, which means actually nothing if you don't draw it in your first hand, except that your other draws will be more consistent. As Heralth stands, there's no reason to not include it in your deck. Literally none.
     Grafted armor: I made it weaker than Shield Block in that it's meant to trade health for armor which this class relies on more than warrior to get some cards activated.
    Knight of the Order: You're 100% right about that but what do you think I should changed it to? 7/6? I don't wanna make it really strong but your correct in that it should be stronger than what i have it at.
    Monster Within: I'll probably make them 4/4s but does that seem strong enough maybe 4/5s?
    Herald: I'll make it so when you draw him you get the armor. How does that sound balance wise?
    I also plan on changing a few more on reflection
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Well my first post to this forum with my set. I feel like I got a balance of cards that interact with armor and the Whelps correct but I need help on balance of the cards and the names of some cards.

    NOTE: If a card says "Discard (x) Whelps" then if there is enough Whelps in the deck the card ALWAYS discards the Whelps and activate the effects. Example is Dragon's Fury which will deal 4 damage without any Whelps but if a Whelp is in the deck it discards that and deals the 6 damage instead.

    My hero and his power:

     Here's the common set:

    Note: Monster Within is based on Monster by Skillet and completes Challenge #1 and #2. ( I hope)

    And tokens: 

     Here's the rares:

     Epics and Legendary:

     

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    OKay small post time. Here's my card that I hope counts for challenges #1 and #2. The card is based off the song "Monster" by Skillet but I'm not hundred percent if this is obvious enough. I hope it is since it kinda follows the lyrics but maybe it's too specific music wise.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Omg I'm a complete moron I already have a 7+ cost common designed. :/

    I really can't believe I forgot about this guy. (also here's some cards I made during the example phase.)

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Ignore this is me being stupid over something I already did. :/

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    I can't wait to find out i didn't make the cut even though I think I'm a shoe in.  Im gonna bust a gut laughing. (And also cry on the inside over me not making it)

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
    Quote from Mewdrops >>
    Quote from Zanywoop >>
    TLDR; I disagree but only in the sense that it helps us grow as creators.
     
    @Zence It did that to a lot of people. Me and McF4rtson discussed this at length and it's one of the big weaknesses with a lot of classes, they're reliant on having spell based hero powers. I tend to vote for ones that don't put spells in your hand myself because I find they're healthier as concepts.
     I agree with that - honestly, creating the basic set is super-hard, because there are so many restrictions. I probably made mine too complex, and that's after I tried to keep complicated effects out. But it was fun.
    As for the second point, I'm beginning to think I made a mistake with my hero power - it's synergy with Gadgetzan is pretty insane. Is it too late to change it now (for the next phase, of course, if I even get that far - which is kinda dubious right now)? I mean, the seer class did do a hero power change this time round and that didn't seem to be a problem.
     I totally agree with you on how hard it is to make the basic set but I think it's due to some people making their hero power to complex or their keyword is the thing that makes another's class.Mine for example is simple and easy to understand while also bringing something no other hero power in game has.
    It also allows me to make cards and plays styles that are unique to my class that don't hinge on something like a keyword which it turn offers me more freedom in designing cards.(NOTE: I'm only using mine as an example not saying mine is the best or even good) 
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Well seems like I'm not moving on unless I get a massive amount of votes and I'm wondering why my class seems so unpopular? Was it because I made my basic set to boring or was the class idea just not interesting enough? I'm curious as to what others think did me in and/or what I did wrong with my submission.

    Mostly doing this to get some feedback so next time this competition comes around I can bring a better class to the table. I'll still be watching to see who wins though as there are so many cool idea in these submissions.

    Posted in: Fan Creations
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    posted a message on Just pick Shaman for automatic win in this week's brawl

    She isn't the best as many before me has said as Warlock, Druid, Rogue, Mage (kinda since she can't kill your board), Warrior (kinda since it depends on what you pull for the shaman), and Paladin (Haven't played alot but you can easily flood the board due to the hero power and overwhelm her). Warlock is probably the strongest of them with rogue, and druid after him and then the rest kinda together.

    P.S. imo the Coren Direbrew (Warrior) is way stronger since you can put so much pressure so quickly that not many can keep up with you. I mean turn 1 7/7 divine shield is really strong vs decks that run little removal outside of Brawl. (which is all the other classes btw)

    Posted in: Tavern Brawl
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Just posted my entry! Good luck to everyone and I really must say I'm nervous on how many incredible entries there are and I'm doubting whether I'll make it another round or not. Either way I feel proud to make it to round 2 during my first class design I've ever done. Tomorrow I'll be voting on my favorite classes and might post here why I voted for them or what I liked about them. (Then again maybe not as life can manage to pull you away for just long enough that you can't do what you want. :/)

    Oh and also if anyone votes *cough* Do it pls *cough* for my entry and/or views it and has feedback feel free to post here and maybe I'll change a card or two based on when i see them and if I think the change is good for the card's flavor or balance.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Submission

    Well here goes nothing! Time for my Dragon Knight and his basic set! :)

    If you enjoy this class be sure to upvote it to make sure it advances to the next round cause once I'm able to start making slightly more complex cards this class is gonna get so much more interesting and cool becuase of all the things I can do with the Hero Power and with armor interaction.

    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.

    The Basic Set Examples:

     

    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.

    Rest of the Basic Set:

    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.

     

    Challenge Cards:

    Sky Serpent: A basic 4 drop dragon that if left alive will turn into a powerful creature that is strong in trading or pushing damage. It makes for some unique instances where your opponent has to trade ineffectively otherwise risk you getting a incredibly powerful creature for no cost.

    Sitora, The Dragon Mother: A very important card that gives this class a Lord Jaraxxus type affect although as you'll see in the spoiler below its different in several ways. (I also go into more detail about the True Form so it's important you read that to understand Sitora and why she exists.)

    Tokens for the challenge cards:

    Sky serpent token:

    Sitora, The Dragon Mother cards:

    True Form: WHEN YOU TRANSFORM YOU HAVE 16 TOTAL HEALTH DIVIDED UP INTO 8 HEALTH AND 8 ARMOR. I just wanna make sure people understand that this has a good amount of health when you enter the form as to let everyone know this isn't as bad as when Majordomo Executus's deathrattle goes off. Anyway this transformation plans to take a slower approach to the grinding match as the hero power and weapon both push for you to control and eventually snowball due to the endless minions from your hero power.

    Flame Breath: A powerful removal weapon that allows you to gain control of the board by killing or wounding 3 minions but isn't as good when you need to hit your opponent due to the low durability which offers incentives to use it for control over face bashing.

    Dragon's Might: A hero power that is slower than Lord Jaraxxus but offers some direct affect through powerful pings but then requires you to play the minion from your hand. Now the reason I made it add Drakes only is that otherwise I found random dragons are WAY to random for my tastes as it can give from a Twilight Whelp to a Deathwing which is just not fun to play against when rng favors one person over the other and gives them all 8+ mana dragons or nothing but 1-3 mana dragons. Where as drakes offer a much more consistent in terms of power level. (The drakes include all drakes like Azure DrakeVolcanic Drake and Emerald Drake.)

    P.S. The drakes would be grouped similar to how skeletons are grouped with this boss exclusive card from Naxxramus Plague which is from Noth the Plaguebringer.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Well now that someone told me that the yellow glow is on basic cards I need some help deciding which of these cards should I put into my basic set. I can pick only 2:

    So any thoughts on what I should include as I want to show of some benefits on having Whelps in the deck I'm just not sure which one and I need another card to include.

    EDIT: Also change some values on my True Form so any thoughts in it?

     

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

     Okay so here's my last post (hopefully) before I submit my class for this phase. Any and all feedback is welcome!

    EDIT: Repost as this is probably my final design but I need feedback mainly on Corrupted Flame, Warcall, and the hero power Dragon's Might for the True Form. Also which cards due you think show off the class the best tell me which ones you would pick. :)

    My hero and his power:

    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.

    The New Hero:

    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.

    The Hero Power:

    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.

    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.

     

     

    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.

    Corrupted Flame: I'm not sure how good this is but it mostly works like Soulfire but discards a Whelp which is important to this deck for things like gaining armor based on Whelps which you'll see in the classic set and beyond. As someone pointed out that no basic cards get that yellow glow when their affect is activatable like Edwin VanCleef and Drakonid Operative.

    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.

    Now here's the rest of the basic set:

    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.

    Warcall: Very basic aggro card that gives some attack to your hero to kill early enemy minions and also allows one of your minions to push some damage. (This is seems balanced due to the fact that most dragons don't have more that 4 attack until generally around 5 mana which means you can burst 8 damage at turn 8.)

    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.

    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.

    Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop.

    Scales of Gold: Strong draw with certain cards that generate armor rapidly but generally would draw only maybe 1 or 2 cards which is still a discounted Arcane Intellect.

     

     Now here's the challenge cards:

    Sky Serpent: A basic 4 drop dragon that if left alive will turn into a powerful creature that is strong in trading or pushing damage. (Lower than average stats for possibly a massive minion. Still to strong? If you think so give me what you would change it to.)

    Sitora, The Dragon Mother: A very important card that gives this class a Lord Jaraxxus type affect although you'll see in the spoiler below you'll see its different in several ways.

    Sky serpent token:

    Sitora, The Dragon Mother cards:

    True Form: Does anyone think 20 hp and the rest of the package you get is to strong? I'm nervous about him being to hard to burn down for most decks.

    Flame Breath: A powerful removal weapon that allows you to gain control of the board by killing or wounding 3 minions but isn't as good when you need to hit your opponent due to the low durability.

    Dragon's Might: A hero power that is slower than Lord Jaraxxus but offers some direct affect through powerful pings but then requires you to play the minion from your hand. Also as a side note the drakes would be be grouped up like Dream Cards would be with Ysera. As otherwise I found adding a random dragon is WAY to rng for my tastes as it can give from a Twilight Whelp to a Deathwing which is just un-fun to play against when rng favors one person over the other. Where as drakes offer a much more consistent in terms of power level. (The drakes include all drakes like Azure DrakeVolcanic Drake and Emerald Drake.)

    Posted in: Fan Creations
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