• 11

    posted a message on Priest Death Knight Revealed: Shadowreaper Anduin

    as much as this is good and all but for me i'm actually disappointed in the hero power... like it's good but it's not what i would've wanted for fun

    Posted in: News
  • 0

    posted a message on Caverns of Time Card ideas

    Just a few ideas for some Caverns of Time based Legendaries, these are not meant to be balanced they are just ideas of what they could be.

     

    Side note: For Chromie if she's dead you will no longer take an extra turn

    Posted in: Fan Creations
  • 3

    posted a message on Expansion Leak From China - Knights of the Frozen Throne

    I'm just really hoping there will be an Arthas Menethil (Paladin/non-death knight version) Card in this as well as the Lich King card, i've been wanting this since day 1 of beta, i play in wild and always rock a Scourge like themed deck main stay cards like Kel'thuzad, Feugen, Stalagg(Thaddius), The Black Knight, Dark Cultist, all the Deathknight like cards and Ghouls and abominations etc.. even if it's not quite a top tier style tho it still works nicely .. can't wait  to hopefully put Arthas/Lich king where he belongs inside my scourge decks =P

    Posted in: News
  • 1

    posted a message on Warrior Card Ideas
    Quote from YouthThunder >>

    The murloc patron does not have any ability.haha

     

    new one:

     Really cool idea as well tho on the following turn meaning on their turn? as well being it doesn't have a battlecry it would have an infinite loop making your minions immortal o-O
    Posted in: Fan Creations
  • 1

    posted a message on Warrior Card Ideas
    Quote from YouthThunder >>

    Explanation: These two minions is for Bolster warrior and the second one has good synergy with The Black Knight too and same stats as Injured Blademaster makes him consistent within the game.

    Explanation: Give Bouncing Blade some action.

    Explanation: Time to give Warrior some tokens

    Explanation: Not too sure about this one, basically she lets you play more weapons other than the usual four(King's Defender is usable even witout Taunt synergy and 2 Gorehowlmeans more chance to draw it).More weapons means more chance to draw them and use them on time.Use her convert some excess weapons for potentially useful minions.

     Explanation: Time to deal with all those irritating tokens!

     

     interesting, my two favourites are Field Commander & Cautious Blademaster though in the text there are some mistakes like the "On your hand" change on to in, also with everyfin get in here card, it says summon a 3/4 Murloc Patron does this mean the Murloc token has the ability of grim Patron if so i feel it might be to good because of the fact it is 4 health. =)
    Posted in: Fan Creations
  • 0

    posted a message on Just a bunch of Ideas and fixes to some underused cards
    Quote from Braven10 >>

    Mimiron's Head: eh, fine change I guess

    Armaggedon: I don't think Blizzard (or players) are into the whole idea of a card that is played an then constantly does something for the rest of the game. That's why a lot of cards say this turn only.

    Tribe Hunter: How would this work? Is there just a list of all of them? It couldn't be a discover effect because there's way more than three tribes.

    Cursed Hero: I don't see how Last Strike is relevant on this card, and the effect doesn't make much sense to begin with. This card also isn't balanced. It would lead to a Crazed Alchemist + Charge OTK on turn 8.

    Hateful Mage: I think I like it.

    Collector's Blade: Too much information, too OP. There are cards that cancel out a specific type of card (Loatheb) but making it so your opponent must stop playing Rare, Epic, and Legendary cards is too much. This should either cost more or target a specific rarity, like the adventure-only Rare Spear.

    Clumsy Warrior: Seems overpowered. Assuming it survives to your next turn it's still a 3/1 for 1, which is better than almost anything. a Priest could also use it and just heal it to get a 3/3 on turn 2. It's not a bad idea, but maybe a 2/3 or something instead.

    Twisting Nether: We have no cards in the game right now that do something like this, the closest being Vanish. "Destroy" is already a pretty premium ability, considering even hard removal cards like Hex and Polymorph leave something behind. The only card that I can think of that silences and deals damage is Earth Shock. Even though Twisting Nether doesn't see play, I don't think this is the right answer.

    Sea Reaver: Why even have the effect then? I still don't understand why this card was made. I don't think it could be changed though, as I think Blizzard should continue to work on Enrage effects (which they haven't in a long time). This is an example of one of those cards that will be bad for awhile until an expansion that allows it to thrive, much like Secretkeeper.

     Sea Reaver in a particular Enrage deck is actually really strong, the problem with it is, it can draw at awkward times. other than that i've been able to set up one turn kills after drawing Sea reaver.
    Posted in: Fan Creations
  • 0

    posted a message on Card that would help Inspire Based Decks ( new legendary Card - King Terenas Menethil II)
    Quote from Slydie >>

    Yes, i agree the card would make murloc knight really good, but the thing is it doesn't just limit it to paladins it would help even inspire priests which are alright as well even better if you got lucky and pulled it off with Confessor Paletress + say Fencing Coach. also people will then maybe just start playing  Saboteur ( 3 mana 4/3 Battlecry: Your opponent's Hero power costs (5) more next turn.

    Eh... it is a combo of 3 cards, 2 of which are legendary=that combo is not even close to viable. It does not auto-win either.

    As mentioned, turn 6 murloc knight+hero power is strong enough already, so I am not sure if your card is worth running in paladin just for that combo.

     well this card is meant for Inspire orientated decks not just Murloc Knight, there are many decent inspire cards, it's just they don't see much play, for the lack of something like this to really help push making Inspire better,
     Savage Combatant would give you +4 attack if it's alive still,
    Dalaran aspirant will be much better gaining 2+ Spell damage instead of 1,
    Murloc knight well you know,
    Spawn of Shadows for Face priest Dealing 8 damage to each hero, ( that's 1 for each of the cards on the field btw if it was 2 lol.. rip, )
    confessor two Legendaries,
    Thunder Bluff 4+ attack instead of 2+, on all totems
    Void crusher kills 4 minions ( that's on both side) so 2 for them 2 on your side) tho i wouldn't play it... lol,
    Orgrimmar Aspirant gain +2 weapon damage if you got a weapon instead of 1,
    lowly squire will gain 2+ attack instead of 1,
    Boneguard Lieutenant is a really good card for Inspire priest with Divine and inner fire in the deck gain 2+ health instead of 1,
    Silver Hand Regent summon two Silver Hand recruits instead of 1,
    Tournament medic healing for 4 instead of 2,
    Kvaldir Raider buffing up for 4/4+ instead of 2/2+,
    Mukla's champion buffs all minions by 2/2+ instead of 1, Nexus champion saraad gives two spells,
    Recruiter gives you two Squires instead of 1
    Kodorider summons 2 3/5 war kodo's 
    and Synergy cards are like Fencing Coach, Maiden of the lake, ( really good for Inspire Priest, )  Garrison Commander <-- OP if you get any kind of combo off with Terenas + a good Inspire card, ( as well as there's Coldara Drake even better.) Sir Finley Mrgglton
    but what i'm trying to say is Murloc knight and Paladin aren't the only deck types only viable to play it =D
    Posted in: Fan Creations
  • 0

    posted a message on Card that would help Inspire Based Decks ( new legendary Card - King Terenas Menethil II)
    Quote from Slydie >>

    Not what inspire needs. The mechanic is slow, and this only makes it more hit-or-miss. Something like reducing inspire minions like mechwarper or more OP-class cards would do the trick. Every deck is centered around super-OP class combos now. Savage Combatant, Coldarra Drake and CP are not even close... Muloc Knight is very good though, and your card would break paladin even more:-(

     Yes, i agree the card would make murloc knight really good, but the thing is it doesn't just limit it to paladins it would help even inspire priests which are alright as well even better if you got lucky and pulled it off with Confessor Paletress + say Fencing Coach. also people will then maybe just start playing  Saboteur ( 3 mana 4/3 Battlecry: Your opponent's Hero power costs (5) more next turn.
    Posted in: Fan Creations
  • 0

    posted a message on Card that would help Inspire Based Decks ( new legendary Card - King Terenas Menethil II)
    Quote from Elosian >>

    This card in all but paladin would just be a bad investment and even then it wouldnt see that much play in paladin.

    Brann Bronzebeard Works mostly because Battlecry is a mechanic pretty much all decks use and finding a single spot for him is easy. Inspire isnt seen in 99% of decks because its too heavy an investment and most of the hero powers dont advance the game state in a meaningful way.

     Not all cards work with every class, tho i will disagree with you, the fact it works pretty well for priest and mage more so priest. & it did originally work with warrior till Warsong commander's ability was changed lol..
    Posted in: Fan Creations
  • 0

    posted a message on Card that would help Inspire Based Decks ( new legendary Card - King Terenas Menethil II)

    Hi everyone, i have thought about how it would be good "For" inspire decks for this type of ability on this card, tho i feel yeah it will make inspire mechanics really good, but that's the point, i feel Inspire cards are good but also in a bad state as well, so here it is

    All opinions are welcome. if you're interested in seeing more of my card designs go here --> http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/86654-kraxius-card-creations-ive-created&nbsp;

    Posted in: Fan Creations
  • 0

    posted a message on New Minion type "Building"
    Quote from JudgementNL >>

    Would be cool if buildings were an new card type. Instead of lifepoints buildings should have armor and no attack, can't be buffed or silenced by minions or spells. Unless the cards have special text for targeting building archtype. Buildings should have powerfull passive effects. So your using boardspace for something that can't attack but does benefit you in the long run. Imagine a building with taunt and it can't be silenced. :)

     Well yeah, tho being unspellable/ Unsilenceable could be to op or the card could be to weak =), but yeah me too i kinda hope they bring the "Building" card type in the game one day
    Posted in: Fan Creations
  • 0

    posted a message on New Minion type "Building"
    Quote from Asuryan >>
    Quote from Kraxius >>
    Quote from Asuryan >>
    Quote from Kraxius >>
    Quote from Asuryan >>
     Stormwind Farm + Knife Juggler + 2x Youthful Brewmaster = win.
    I think I read somewhere that Blizzard originally had a card with this effect but they had to change it because it was broken with that combo.
     well there is a work around that instead of "Constant it can be a Battlecry"
     That doesn't help.  The combo still works, you just have to keep it in your hand until you draw each piece.  Which you'd want to do anyway, to protect the combo pieces while you're waiting to draw the others.  Then once you've got the 4 cards in hand, you win.  Possibly as early as turn 3!  (You only need 3 mana to play the Farm, everything else in the combo is free.)
     not entirely the fact that after you play that minion and bring it back to your hand it will have it's original mana cost, so Play Farm turn 3 if lucky to have Knife jug + two brewmaster Youths, ( you will do 1 random damage, and have 1 Farm 1 Brewmaster, Strong start but i wouldn't say it will guarantee a win
     only problem is that it's a back and forth combo that can be op through out the entire game or simply removed on their turn
    Had to re-edit this a few times x-x got confused but yeah that would be the end result
     In that case I don't understand what you mean by making it a battlecry.  I assumed you meant the Farm would say "Battlecry: This turn your minions cost 2 less."  Which is still broken.  But you mean that the Farm will give other minions a battlecry that would reduce their cost?  But only the first time they're played each turn?  I don't understand how you'd do that.  Can you tell me how you'd word that ability on the Farm?
     Well wording is hard being even there are cards in hearthstone that do things yet they don't work the way they sound like the Cards that draw like Varian wrynn + Chrommagus for an example. it only gives you a second Card if it's going into your hand, even tho Chrommagus says that it gives another one if you draw a card, 
    so Battlecry: Minions in your hand cost (2) less.
    Even tho it doesn't say that it means Constantly when you bring them back but in someways that is the best way to text it, because of it's ability it's complicated to read for an example of such similar like cards  that have effects that work on "Buffing your hand" tho if recalled back into your hand they lose their Reduction or Buffs The Mistcaller ability If you brewmaster a minion that's been effected by it, they lose the buffs almost like silence i guess is the best way to explain it?
    Posted in: Fan Creations
  • 0

    posted a message on New Minion type "Building"
    Quote from Asuryan >>
    Quote from Kraxius >>
    Quote from Asuryan >>
     Stormwind Farm + Knife Juggler + 2x Youthful Brewmaster = win.
    I think I read somewhere that Blizzard originally had a card with this effect but they had to change it because it was broken with that combo.
     well there is a work around that instead of "Constant it can be a Battlecry"
     That doesn't help.  The combo still works, you just have to keep it in your hand until you draw each piece.  Which you'd want to do anyway, to protect the combo pieces while you're waiting to draw the others.  Then once you've got the 4 cards in hand, you win.  Possibly as early as turn 3!  (You only need 3 mana to play the Farm, everything else in the combo is free.)
     not entirely the fact that after you play that minion and bring it back to your hand it will have it's original mana cost, so Play Farm turn 3 if lucky to have Knife jug + two brewmaster Youths, ( you will do 1 random damage, and have 1 Farm 1 Brewmaster, Strong start but i wouldn't say it will guarantee a win
     only problem is that it's a back and forth combo that can be op through out the entire game or simply removed on their turn
    Or the end result could also be Farm, Knife jug, then Brew master the farm then again onto the brewmaster
    which you will end up with a Knife jug and a Brewmaster, and a safe Farm, but that doesn't mean those cards can't be removed ( didn't think of two Knife jugs, ) till now haha, but still that's like rngeus o-o galore top deck hand but yeah my point still stands OP combo but can also be back & forth as a Battlecry, i agree with you and understand your point of view maybe it be better off  cost (1) less rather than 2. or simply a different mechanic like add more Mana or something tho it would seem maybe to much like Druid  cards???
    Had to re-edit this a few times x-x got confused but yeah that would be the end result
    Posted in: Fan Creations
  • 0

    posted a message on New Minion type "Building"
    Quote from Asuryan >>
    Quote from Kraxius >>

     

     

     Stormwind Farm + Knife Juggler + 2x Youthful Brewmaster = win.
    I think I read somewhere that Blizzard originally had a card with this effect but they had to change it because it was broken with that combo.
     well there is a work around that instead of "Constant it can be a Battlecry"
    Posted in: Fan Creations
  • 0

    posted a message on New Minion type "Building"
    Quote from Asuryan >>

    I know sometimes gameplay has to trump lore, but the idea of buildings attacking strains credulity a little too much, IMO.  Even if you give them the Ancient Watcher ability, it still wouldn't make sense to be able to silence a building to let it attack.  Giving them 0 Attack doesn't help either, because they can be buffed to attack.  (Especially Stormwind's Barracks, because it auto-buffs itself.)

    Perhaps you meant for the Building sub-type to have inherent rules preventing them from attacking?  (Like Walls in old school Magic.  Which is worth noting for the fact that Magic eventually decided it was bad design to have rules baggage associated with a sub-type.)

    Basically I think it doesn't make sense to make them minions.  IMO they should just be a new card type.  (Like structures in The Spoils.)

     well originally all were gonna be 0 attack but the fact is "realistically" there would be Defenders in those buildings, Farmers for the farm, Archers in practically mostly the rest =) & ofcourse Mages in the Mage tower
    Posted in: Fan Creations
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