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    posted a message on [NECROMANCER] Concept - Complete

    ! UPDATE !

    Naxxramas, GvG and BRM added

    Card changes: 

    • Shadow Mend: It can now target minions only.
    • Sleep: It now Freezes a minion and Silences it at the start of your next turn. (Previously: Give a minion 'Can't attack or be attacked'.) It interfered with Taunt in a game-breaking way.
    • Drain Mana: Cost reduced from (4) to (2). It now draws a card instead of reducing the cost of your cards by (1) this turn. (Previously: Your cards cost (1) less this turn. Enemy cards cost (1) more next turn.)
    • Devour Magic: It now Silences only enemy minions and summons a Skeletal with +1/+1 for each minion Silenced. (Previously: Silence ALL minions. Give your minions +1 Health for each minion Silenced.)
    • Rockwing Gargoyle: Attack reduced from 4 to 3.
    • Added the Carrion Beetle token.
    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete

    Fear Should only add 1 extra cost considering it's only 3 mana and you get to choose which minion

    I wasn't sure about making (3) or (4), I chose (3) and waited for some opinions ;-) I'm keeping an eye on it. 

    Death and Decay This card should either be 7 mana since it also hits face ( all characters is the correct text I believe ) or have it 6 mana and only target enemy minions

     I think it's fine. I consider 2 damage to all enemies to cost (4), 3 damage to all enemy minions (5), 3 damage to all enemies (6), 4 damage to all enemy minions (7), 4 damage to all enemies (8). 

    Claws of the Dead looks a bit too strong, not sure if it's a typo because you neither say give A minion or give all minion

    Yes, it's all enemy minions. I think that's fine, too, you both need a board to have a good outcome. you have to attack the minions anyway, and some of your minions will may die anyway. 

    Sleep doesn't seem right, but I don't know what would make it fair

    I have decided to change Sleep, at least the 'can't be attacked' part as it interferes with Taunt in a game-breakiing way. 

    Devour Magic is a bad card in my opinion, could change it to silence all enemy minions and summon two Nerubian Egg ?

    I have decided to change this too, to something similar to what you suggest. 

    Rockwing Gargoyle I would put this card to either 3 attack or 6 health to balance it

    Well, it's balanced in the numbers, but yes, very strong when it comes to real play. I may reduce its Attack to 3 and it will still be strong against aggro. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]

    I know that Blizzard is against these kind of cards, but as a neutral it could be useful, since everyone would have access to it. It has a balanced mana cost and a spell-only restriction. It's a card the game will need sooner or later, as it will seriously hinder predictability. 

    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete
    Quote from Novblast >> 
    I don't think you're quite right, as far as I can tell Sludge Belchers are simply abominations from naxxramas, specifically from the construct quarter and infected with plague slime, and therefore they'd still be undead.
     

    You're correct, Sludge Belcher will be also tagged as Undead.

    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete
    Shadow Mend: You have to be carful with 1 mana cards that draw a card, because cycling a card for 1 mana isn't bad at all. I compare this card to Power Word: Shield, which is also a mana cycle card (and autoinclude in every priest deck). But you can always cycle Shadow Mend compared to PW:Shield for which you need a minion (therefor you often need to play a minion and then use PW:S --> draw has less value in that turn) also you can't use PW:S to heal your hero. The only down side of Shadow Mend is that you can't buff a minion to trade up without loosing your minion. Shadow Mend is by no means a gamebreaking card but it will probably be better than PW:S and also an autoinclude in every deck. I think the fact that you can always cycle it is a bit too strong. But i don't have a better idea yet (but i will think about one).

    I think it's easy. 'Restore 3 Health to a minion. Draw a card.'

    Claws of the Dead: Comapre it to Shrinkmeister. Same cost, but you can play Shrinkmeister as a minion, so it is never a dead card and the difference between -2 and -3 Attack is not that big. This card is more like a situational removal like Shadow Word: Pain, because for Claws of the Dead you still need to have and waste the Attack of your minions. I think you could easily make it -4 Attack and it would probably still be a bad card.

    I think it's balanced in the numbers. Last time I changed Crypt Fiend's effect, I thought of making it destroy ALL minions with 2 or less Attack, but I didn't do it just because of this card, as it would be a complete enemy board clear.

    Pls explain Sleep. Can you choose what you give the minion or does it get both and what does can't be attacked really mean (e.g. Ogre misses)?

    It gets both. Sleep in Warcraft III caused the target unable to attack, but if you attacked it while it was sleeping, it would wake up and your own minion would fall asleep instead. This was too complicated to be made into a card so I just added the 'can't be attacked' part. I will make it target only enemy minions, because if you target a friendly minion with Taunt, you will probably become Immune to attacks. 

    Does Wailing Banshee die even if no minion got taken control off?

    According to the lore, it shouldn't. It's spirit dies when it conquers an enemy spirit. But in our case I think that it should die anyway, because even then it can serve as a stall card, like a lone Doomsayer. 

    Drain Mana: A straight-forward tempo card. It gets better as you reach 10 mana. I based my calculation on 2 cards played on average per turn. So you gain 2 mana and your opponent loses 2 mana for a total of 4.

    So you play a card and 4 mana to get 4 mana. So where is the tempo? I don't see the purpose of this card and in the current state it is way to weak.

    It's main purpsose is to hinder the enemy's next turn. In addition, you get back some of the mana you spent, according to the cards you play after. The more cards you play after this card, the more value you will get. E.g. at 10 mana you can play this and 2 more 4-cost cards. Maybe it could cost (3) but I'm afraid that any less would make it too strong.

    Devour Magic: I don't like this card, because silence is bad for the game and in this class silencing your own minions?? I thought this class is based on minions that die, so you probably play deathrattle minions or minions with effects that would get silenced. I would change this card completely.

    It's thematically correct, it devours magic (silences) and buffs your own minions. I can change it to Silence enemy minions only (just one or all of them) and benefit yourself in a way. Just like Mass Dispel. One thing that comes to mind is 'Silence all enemy minions. Summon a Skeletal or something with +1/+1 per minion Silenced'

    Rockwing Gargoyle: Seems very strong( depending on the meta), but I still like it because FUCK AGGRO.

    It is. I hate aggro :D

    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete

    ! UPDATE !

    Classic set added ! ! ! Balance changes were made to some Basic cards. 

    Changelog:

    1. Cannibal Ghoul: Renamed to Risen Ghoul and added 'another' to its card text to make it more clear.
    2. Unholy Frenzy: It can now also target enemy minions.
    3. Crypt Fiend: Stats changed from 2/5 to 3/2. Added 'enemy' and 'and gain its Health' to its card text.
    4. Death and Decay: Reworked completely. Now deals 3 damage to all enemies. (Previously: Deal 1 damage to all enemies, for each enemy)

    @SpacePower: I was inspired by your idea on Crypt Fiend. Devouring is one of the Necromancer's themes. 

    @Novblast: Sludge Belcher, Faceless Manipulator, Echoing Ooze and Acidic Swamp Ooze are all considered as Abberations in WoW. It's a whole other creature type but there are not enough of them in Hearthstone to form a new Tribe. FYI, Elementals and Giants are also distinct creature types. Maybe in the future they will obtain their own Tribe tag.

     

    Posted in: Fan Creations
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    posted a message on [DEMON HUNTER] Concept - [TGT Complete]
    Quote from Captain_Kaos >>

    Justicar Truehearts upgrade is the exact same as mages Fireblast Rank 2 maybe to make it different maybe keep the self damage and make the targetable damage 4?

    Oh, it's Ok, i don't mind! :) The upgrade incinerates the target, instead of immolating both of you ;) 4 damage would be TOO crazy!

    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete

    I'd would be lie if I said that I wasn't waiting for your comment :) I'm glad that you liked the concept and I hope that the rest of the cards will stand up to your expectations.

    Obsidian Destroyer: Well, basic cards are meant to be boring and simple by their nature. Unlike Druid of the Claw, this one is silenceable.

    Unholy Frenzy: I don't like judging cards based on their current synergies, but based on possible future ones. I'm not planning any more direct buffing cards, except from a Mech that gains attack each time another minion dies. So I'll leave it at 4 mana but I'll add some extra versatility by making it able to target enemy minions.

    Crypt Fiend: I accept that I didn't think of Cabal Shadow Priest. Yes, compared to her Crypt Fiend is weak. Of course Cabal is an Epic card, but this is of little importance. I will buff it a little, but I don't want to make it exactly like SW:D, nor buff its stats as it will be objectively better than Kodo in every situation. I'll sort it out. 

    Death and Decay: Ι will change it completely and make it a simple 3 damage to all enemies. 

    Posted in: Fan Creations
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    posted a message on [NECROMANCER] Concept - Complete

    NECROMANCER

     

    "Necromancers are practitioners of necromancy (also called the dark arts), the study and use of magic to raise and control the deadNecromantic magic (or death magic) has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed. Necromancers are the enemies of life itself, and all hands are raised against them. Some of the worst evils in Azeroth's history have been perpetuated by necromancers, and they deserve their malevolent reputation. Few things are as abhorrent and horrifying as necromancy."

    The Necromancer Class features a new minion Tribe: The Undead

    ATTENTION!!! Undead is a creature type in Word of Warcraft, just like Mechs, Demons, Beasts etc. The Undead as a playable race is a whole other thing. Many existing minions will be tagged as Undead from now on. A complete list can be found here:

    List of existing minions that will become Undead: (let me know if I missed anyone!)

    Necromancer's Hero Power is like Shaman's, as it summons 1 out of 3 possible minions. Unlike Shaman, it can summon ANY of them. The minions are Undead but are specifically worded as Skeletals in card texts. Skeletal Warrior is a minion that we meet in many similar concepts and has great synergy with the rest of our cards. Skeletal Archer serves as a continuous ping, but a random one. Skeletal Mage can also buff itself, making in a 1/1, just like the Silver Hand Recruits. All three are powerful individually, but since the summoning is random, the Hero Power can be considered balanced as a total.  

    Necromancer resembles Death Knight in many ways. I'm afraid that this was inevitable as most of the class concepts were incorporate into the Death Knight class with the release of Wrath of the Lich King. It's a class that has great synergy with Undead minions, benefits from minions being killed, can "raise" dead minions in many different ways, interacts with the Attack stat, practices devouring effects to benefit itself by harming the enemies and uses frost magic to chill the living. It can also use staffs for aid, spread diseases and cast powerful curses.

    Changelog:

    Oct 6

    • Cannibal Ghoul: Renamed to Risen Ghoul and added 'another' to its card text to make it more clear.
    • Unholy Frenzy: It can now also target enemy minions.
    • Crypt Fiend: Stats changed from 2/5 to 3/2. Added 'enemy' and 'and gain its Health' to its card text.
    • Death and Decay: Reworked completely. Now deals 3 damage to all enemies. (Previously: Deal 1 damage to all enemies, for each enemy)

    Oct 10

    • Shadow Mend: It can now target minions only.
    • Sleep: It now Freezes a minion and Silences it at the start of your next turn. (Previously: Give a minion 'Can't attack or be attacked'.) It interfered with Taunt in a game-breaking way.
    • Drain Mana: Cost reduced from (4) to (2). It now draws a card instead of reducing the cost of your cards by (1) this turn. (Previously: Your cards cost (1) less this turn. Enemy cards cost (1) more next turn.)
    • Devour Magic: It now Silences only enemy minions and summons a Skeletal with +1/+1 for each minion Silenced. (Previously: Silence ALL minions. Give your minions +1 Health for each minion Silenced.)
    • Rockwing Gargoyle: Attack reduced from 4 to 3.
    • Added the Carrion Beetle token.

    BASIC SET

    Brief explanations: 

    Dark Ritual: Our Sacrificial Pact. It can destroy a minion of any Tribe, but only friendly ones. Very useful with our Skeletals

    Risen Ghoul: A ghoul that cannibalizes the dead to heal it self. It can be good in the early game, but I don't think that it deserves a spot in top tier decks. 

    Death Coil:  A very versatile spell that can serve as an early removal or aid board control. It would see play in many Necromancer decks.

    Soul Revenant: An outstanding early minion that reminds us of the almighty pre-nerf Undertaker. It's the only 2-drop I'm planning for this class and I wanted it to be powerful. Testing would show if it needs to be nerfed or not. 

    Cripple: A simple and effective large removal. The target can still be buffed, taunted or trigger its abilities. It solves much less problems than Hex or Polymorph do. 

    Fear: A combination of Sap and Freezing Trap. Fear forces the minion to back down and be afraid of coming forth again. I want your opinion on its Cost, as I think that it could cost (4), considering that Sap costs (2).  

    Obsidian Destroyer: Not much to say here, a solid 4-drop for Undead decks.

    Unholy Frenzy: The famous spell that increases Attack speed in exchange of Health. Windfury would depict it better but Attack manipulation fits the Necromancer's concept.

    Crypt Fiend: An aggro hate minion that combos great with Cripple against stronger minions. 

    Death and Decay: Another famous spell, signature of both Death Knights in Warcraft II and Liches in Warcraft III. Initially, I wanted to make it a '10 mana: Destroy all non-Undead minions', to fully depict its catastrophic power, but sticked to this instead. 

    CLASSIC SET

    Tokens:

    Brief explanations:

    Shadow Mend: Following the arts of Shadow Priests, Necromancers are able to channel Shadow energy in order to heal their allies. Simple and effective card.

    Sleep: Hibernate would be a more appropriate name, but it only works on Beasts. Sleep isn't much of a competitive card but it can help stalling strategies.

    Animate Dead: Signature ability of all Necromancers. Mostly effective in combination with board clear for a strong comeback against aggro.

    Claws of the Dead: Very strong when both players have a board, helping you trade efficiently. Nice combo with Crypt Fiend.

    Wailing Banshee: Τhese creatures can conquer enemy spirits in exchange of their own. That's what this minion does, working similar to Doomsayer. For balancing reasons, I think it should destroy itself even if the enemy board is empty. I found it difficult to balance it, I'm wondering if it's weak. 

    Drain Mana: Like Loatheb, it can win you games when played at the right time, especially against combo decks, but you can always cast it to cycle AND hinder your enemy's next turn to a point.

    Rod of Necromancy: A distinguishing characteristic of Necromancers is staff wielding. This is our first one. It can bring back your fallen minions in an Undead form. It's slightly more cost-effective than Priest's Resurrect, because Rod has a high chance to revive a Skeletal.  

    Deatholme Necromancer: Animate Dead on a body, but works only with friendly Undead. That means that it works with Skeletals themselves. If you get lucky enough, you can get multiple Skeletal Warriors continuously!

    Scholomance Acolyte: Our Ancient of Lore. It has 6 mana value with an Undead, 4 mana without one. 

    Devour Magic: A different approach on Mass Dispel. It probably wouldn't see much play, but I like the general flavor it leaves as a total. 

    Headmaster's Charge: Very strong weapon, effective throughout the whole game and it can get you up to 2 cards 2-3 turns after you play it.

    Rockwing Gargoyle: The definition of anti-aggro. Little to say here, you can rest easy behind this stronghold.

    Heigan the Unclean: Things are getting hot!! Heigan has a devastating effect that requires you to spend the rest of your remaining mana. There are 5 possible results and as you can see the numbers are always balanced:

    • Played with 6 mana: 0 damage, 7/7 body (6.5 mana, considering it's a class legendary).
    • Played with 7 mana: 1 damage to all minions  (1 mana), 7/6 body (6 mana), Total = 7 mana.
    • Played with 8 mana: 2 damage to all minions (2.5mana), 7/5 body (5.5 mana), Total = 8 mana.
    • Played with 9 mana: 3 damage to all minions (4 mana), 7/4 body (5 mana), Total = 9 mana.
    • Played with 10 mana: 4 damage to all minions (5.5 mana), 7/3 body (4.5 mana), Total = 10 mana. 

    Carrion Swarm: Our own Force of Nature, this one essentially summons three Blugill Warriors. Great synergy with death-triggered abilities. 

    Flesh Giant: An interesting twist on death related effects. I want your opinions on this, I think that it could cost (2)-(4) less.  

    GOBLINS VS GNOMES

    Brief explanations: 

    Curse: The classic 'forgetful' or 'clumsy' effect we meet in Ogres. Idea is inspired from the Banshee WCIII unit, which causes a minion to have a 33% chance to miss on an attack. 

    Meat Wagon: What else could be our mech? Meat Wagons use to collect corpses and fire them at enemy units and its ability depicts this perfectly. It's probably weaker than Frothing Berserker, but if I make the attack buff permanent it will be a powercreeped Flesheating Ghoul

    Plague Eruptor: I really like this minion's effect but we don't have many ways to activate it. I'm wondering if it's better to trigger on any damage taken, even if that kills it. I'm waiting suggestions.

    Overwhelm: Our Echo of Medivh, but it requires minions to die. I believe it could see play it many decks. 

    Shadow Wand: Poor stats, but who doesn't want a 2/2 for (1), or even (0)? Its problem is that in the early game it's difficult to exploit the discount, and in the late game it has no much of an impact. 

    Harvest Soul: Our first weapon buffing card. It can always be used as an aggro removal, but it's mostly effective against biggest threats. It has great potential with a TGT weapon. 

    Bone Wraith: A kind of effect never seen in Hearthstone and I need some help balancing it. The moment your 4th Undead dies, this is put immediately into the battlefield. You can always play it for 7 mana if you need to, it's a nice body anyway.

    Gothik the Harvester: Another CRAZY effect, like Heigan's. It's very close to Mind Control, as it destroys the enemy minion and gives you one with the same stats increased by +1/+1 , BUT, you don't gain its abilities and can't bypass Deathrattle effects. I think that 9 mana is just right. 

    GRAND TOURNAMENT

    Tokens:

    Brief explanations: 

    Icy Touch: A Frost Shock that can only target minions. In exchange, it also reduces Attack by 1. 

    Corpse Explosion: Simple card and possibly balanced. Blizzard assumes that 2 minions have died when costing this kind of cards. That's 2 damage for 2 mana, but occasionally it can be much more.

    Ice Torment: Too costly if it only freezes the minion, but pretty effective when the Joust is won. I wish I could cost it at 1.5 mana, or make it slightly better at least. Anyway, it can combo with a card below for value.

    Shadowcrafter: A simple and powerful minion and I wonder why I didn't think of it before. 

    Shambling Horror: Talking about value! This card makes Frostmancer decks viable! And I think that it's still worse than Execute

    Noth The Plaguebringer: He couldn't be left out! Kind of a Justicar Trueheart, but his effect lasts only while he lives. The Skeletals are not THAT better, so I think that he could be a 6/5 without being broken.

    Howling Blast: I always liked the idea of a freezing Arcane Missiles and I grabbed the chance and made one. Pretty effective against aggro.

    Darkfallen Blood Prince: Our Murloc Knight! This one uses blood magic in order to summon the Undead, sacrificing its own Health. I calculated the Average cost of an Undead at 3.7 mana. So on turn 8, with 1 trigger, you get a value of 7.7 mana. 

    Anathema: And finally, a truly epic weapon! Anathema uses dark magic in order to reconstruct the bodies of its victims and put them under your command. Its ability is costed at 6 mana. In order to get a big minion, you probably need to either have a board already, in order to bring it down and then kill it, or equip it first and cast Harvest Soul next turn. Remember, the bigger the minion, the more damage your hero takes, and that's not something to oversee.

      Improved Hero Power triggered by Justicar Trueheart:

        NAXXRAMAS                                                BLACKROCK MOUNTAIN

    Tokens: 

    Brief explanations:

    Blood Plague: This spells infects an enemy minion with the Blood Plague. When it dies, it will spread it to its allies. It's a Consecration that requires a little more setup. 

    Timeless Undeath: Even more value off your Skeletals. Effective even if you have only two of them. Although, considering Quartermaster, who has a similar ability and costs (5) with a 3-mana body, I think that I could reduce the cost of this card to (3). 

    Frost Wyrm: Our second Freeze effect! With the stats of a 4.5 mana minion and 6 Health, Frost Wyrm has a respectable body and may require multiple minions to kill it. I think that it could be a 5/6 or a 5-mana 4/5 without being broken. Expect a bunch of freezing effects in TGT! 

    Posted in: Fan Creations
  • 9

    posted a message on Weekly Card Design Competition #35 - Submission Topic [Ended]

    If you're damaged at the next enemy turn, you draw 3 cards. (No immunity, you draw 3)

    If you're damaged after 2 turns, you draw 2 cards. (1 turn immunity, you draw 2)

    If you're damaged after 3 turns, you draw 1 card. (2 turns immunity, you draw 1)

    If you're damaged after 4 turns or more, you draw no cards (4 turns immunity, you draw nothing)

    Although your enemy knows what the Secret is, you're benefited the same anyway. Either they won't attack, so you're protected for some turns, or they attack and you draw cards. 

    Posted in: Fan Creations
  • 1

    posted a message on [HearthCards.net] Grand Tourney

    Is there anyone willing to make a Necromancer class border?

    I'm imagining it fel yellow color (bright and towards green), with some black skulls decorating the minion artwork.

    While there are many unusual classes on hearthcards.net, the necromancer class was one of three front runners to becoming the first heroic class released with WoW-WotLK and a core class in WoW RPG, so it's disappointing that it's missing from here. 

    Posted in: Fan Creations
  • 1

    posted a message on [HearthCards.net] Grand Tourney

    dnikko, the more freedom you grant for creation, the better hearthcards.net will get. I've read so many nice suggestions in this thread, but less than half are implemented. The custom emblems thing was great. And of course I'm excited to see the dual class cards! Even if they're not eligible for WDC, it's great that people have the possibility to make them!

    Posted in: Fan Creations
  • 100

    posted a message on Weekly Card Design Competition #34 - Submission Topic [ENDED]

    I'm sure this week will be full of Warlock cards, with Rogue and Priest coming second, so I decided to go with a Mage spell and a different approach to the discard mechanic. 

    Presence of Mind

    Offers great utility and balance, especially for Tempo decks, while keeping in line thematically with its WoW counterpart.

    Posted in: Fan Creations
  • 0

    posted a message on [PRIESTESS OF THE MOON] Concept - Complete

    !!! UPDATE !!!

    1. Owl Scout: Cost increased from (0) to (1). New artwork.
    2. Lunar Flare: Cost decreased from (8) to (7).
    3. Blood MoonReplaced with Ferocity.
    4. Ranger's Fury: Cost decreased from (6) to (4).
    5. Plagued Sister: Wording adjusted to work as intended.

    Your advice was really helpful guys. I'm still looking into the Hero Power, though. It's too versatile, but I want it to focus on Attack and healing, while being simple, balanced and usable any time. 

    Posted in: Fan Creations
  • 0

    posted a message on [WIZARD] Concept - [TGT Complete]
    Quote from DeAgio jump

    Am I the only one to notice that the hero power (and more generally the keyword "Range") is just a Druid HP that would have been buffed ?
    I mean, ok, you don't get the armor (but druids do not really stack it through HP anyway) but you are Immune when attacking, which is MUCH better than one armor point.

    I truly like your work, and the keyword Range is really thematic and "roleplay", but to me, the HP is way too strong (and just a bufffed mix of Rogue and Druid) =/

    Thank you for your comment, DeAgio. Some Hero Powers are better than others with Warlock's on the top. It all comes down to the synergy with the class cards. Wizard's HP doesn't synergize with no but 1 card, just like Druid's, opposite to Rogue or Warlock which exploit them the most. 

    Personally, the biggest difficulty I meet is when I design Hero Powers. I want them to fullfill 3 criteria: Simple (least possible words used), Flavorful (art, name and effect that fit the class) and ALWAYS useable (so that you always have a play, e.g. I don't like Hero Powers that target only minions). There's not much you can do when you set these limitations. I've followed the same logic with Demon Hunter and Moon Priestess (see signature). 

    Posted in: Fan Creations
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