You don't have to. It's not forced on anyone, it's an option.
- Lord_HS
- Card Design Champion
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Member for 9 years, 2 months, and 29 days
Last active Thu, Jul, 27 2023 06:41:56 -
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arius111 posted a message on HS China: Top Arena Players to be Rewarded, Blizzard to Integrate Facebook Sign-On & Streaming Functionality into HearthstonePosted in: News -
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Jabbadin posted a message on Hearthpwn and Innkeeper Updates: New Deck Tracking Overlay, Deck Exports, Collection Stats, Standard & Wild, and more!Posted in: News"What are you waiting for?" -> MAC-version release! Ty ;-)
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Droguett posted a message on Hearthpwn and Innkeeper Updates: New Deck Tracking Overlay, Deck Exports, Collection Stats, Standard & Wild, and more!Posted in: NewsI´m still watiting for the Mac version :c
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FelyHS posted a message on Hearthpwn and Innkeeper Updates: New Deck Tracking Overlay, Deck Exports, Collection Stats, Standard & Wild, and more!Posted in: NewsAnd still no Innkeeper for Mac.
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FunKaliTy posted a message on Mini nerf-predictions competition! ( for fun :) )Posted in: General DiscussionMy predictions:
Master of Disguise now reads: Battlecry: Give target minion stealth until the start of your next turn.Big Game Hunter now cost 5 mana instead of 3.
Savage Roar now reads: Give target minion +6 attack this turn.
Abusive Sergeant now reads: Battlecry: Give target minion +1 attack this turn.
Leper Gnome is now a 3/2 for 2 mana with the same deathrattle.
Knife Juggler now reads: Whenever you play a minion, deal 1 damage to a random enemy character.
Blade Flurry now reads: Destroy your weapon and deal it's damage to all enemy minions.
Frothing Berserker now reads: Whenever a friendly character takes damage, gain +1 attack.
Fireball now deal 5 damage instead of 6.
Molten Giant now cost 22 mana, or all the giants will get a minimum cost of 1 or 2 mana.
Divine Favor now cost 5 mana instead of 3.
Ironbeak Owl now reads: Battlecry: Silence target friendly minion.
Alexstrasza now reads: Battlecry: Set all heroes' remaining health to 15.
Archmage Antonidas now reads: Battlecry: Add a Fireball to your hand.
Of course they may not be worded exactly how I've written it, but I hope that doesn't matter as long as the effect change is correct.
Otherwise I could just edit this again to avoid the possibility of that happening by just mentioning the changes without writing exactly what the text will say :P -
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Xylign posted a message on Just another DK by XylitogumPosted in: Fan CreationsPurpose, Principles & Focus of Design:
- To Create a new class of Death Knight based on the current version(01/20/2016) of Hearthstone, as if it’s going to be added in an Expansion.
- Rather a complete and balanced set of cards than great ideas on single cards.
- Rather the one fits the class set as whole, than the one that stands out from others.
- Rather fun than powerful.
- Rather simple than extra complexity. No more than 4 lines of text.
- Everything will be as close to the current design principles of Hearthstone as possible.
I do not own any artworks used in these sets. They are either from either Blizzard Entertainment, or other fans' creantions.
Hero & Power
Hero:
Darion Mograine
I would prefer Arthas Menethil to be a Purchasable Hero skin in further expansions just like what Bli$$ard would do.
Hero Power:
Raise Dead and its upgraded version
Extra Token:
Comments:
I totally know that there are like 50% of the DK class creations using this hero power, which for some cases led to a disaster.
I also completely understand that people want to see new ideas. I DO HAVE TONS OF NEW IDEAS. It's just impossible to have a simple & non-duplicate & balanced as other hero powers & versatile & never seen before idea at the same time. Mage's hero power just "Deal 1 damage." Is it bad?
I still want to build the set of cards around this power, rather than introducing more complex mechanics which in real life Hearthstone would never do.
New Key Word
Leech
Minions with Leech could heal themselves after attacking other minions. The health it restores will be the attack damage that the target has taken.
- Leech is not effective while being attacked by other minions.
- Leech is effective while attacking hero.
- Leech heals 0 when attacking a Divine Shield.
- Leech happens after attack. If the minion with leech died at the attack, it could not leech.
Weapon
Flavor Texts
Soul Reaper. The soul capacity is doubled every 18 months.
Black Ice. Since we received certain complaint, it’s going to be renamed as “Ice” from next expansion.
Hailstorm. Weapons for transmog aren’t that easy to get, huh?
The Ebon Sword. Trolls always say “Me blade be thirsty” as if they are blades.
Spell
Dark Ritual gains mana crystal this turn ONLY.
Bone Shield : take damage first, then gain armor.
Return of the Scourge would probably be redesigned for the next draft.
Dancing Rune Weapon does not replace the initial deathrattle of Dancing Blade if you don't have a weapon. It clears card text if your weapon does not have a card text. For weapon ability that gains Durability, it gains Health for this minion instead.
Obliterate could be "Deal 7 damage to a character. If it survives, deal same damage to your hero as well." to sound better.
Blood Tap could be 5-mana "Take 6 damage. Draw 4 cards" but it might be too much.
Army of the Dead could summon 4 minions instead, depending on feedback. I would prefer 5 since there's a great chance player will get lots of Reckless Ghouls.
Extra Tokens
(from Dark Simulacrum) Generated when it gets nothing.
Flavor Texts
- Death Coil. It takes a while to implement IFF System on spells.
- Dark Transformation. Minions that has been transformed usually couldn’t remember what they were before.
- Death Pact. The pact requires some sort of trust from the minion.
- Dark Ritual. Gul’dan isn’t the meanest hero for minions any more.
- Runic Empowerment. Before placing your empowerment, please inform your server if the target has a blood allergy.
- Dark Simulacrum. No coin this time.
- Vampiric Blood. Vampires do not have blood, otherwise they may have already leeched themselves up.
- Corpse Explosion. You know, stomach bloating could be REALLY dangerous.
- Bone Shield. Breaks a bone each time you get hit.
- Heart Strike. In developed areas, 50% of minions died because of Heart Strike.
- Death and Decay. Not inspired by Mograine's Hero Power.
- Dancing Rune Blade. No one wants to dance the Cursed Blade.
- Chains of Ice. A chain effect that happens when Ice Lance is mixed with Ice Block.
- Return of the Scourge. They don’t return for a reason, do they?
- Blood Boil. Basically sets the temperature to 212 degrees.
- Gorefiend’s Grasp. Taron Gorefiend didn’t really know what is Gorefiend’s Grasp. Interesting?
- Anti-Magic Zone. Seems like a safer place from mage.
- Horn of Winter. Hunters now hunt winters for their horns, which has caused them to be one of the protected species.
- Howling Blast. Nobody said howling blast must be cool.
- Death Strike. Use Death Strike, or death strikes you.
- Obliterate. Dual-wield? Remove it from your action bar.
- Blood Tap. Turn off the blood tap before you leave.
- Strangulate. You have the right to remain silent. If you do so, YOU ARE GONNA DIE.
- Unholy Blight. Holy Blight does the same thing.
- Army of the Dead. Minions, servants, soldiers of the cold dark, obey the... Five Reckless Ghouls?!?!
Minion
Ruthless Zombie could be 4/3 or 3/4.
Flesh Golem should be "Whenever another minion dies" for disambiguation.
Sindragosa should be "Freeze ALL other minions" for disambiguation.
Ashborne Wyrm should be "Cost (2) less if you are holding another Dragon" for disambiguation.
Extra Token:
(from The Lich King)
Flavor text under construction.
Possible Deck Ideas
- Fast Deathrattle
- Use Ruthless Zombie/Death Pact to trigger Nerubian Egg.
- Cover the board quickly with deathrattle minions.
- Use Soul Reaper and Meat Wagon as damage producer.
- Slow Deathrattle
- Use Shrieking Banshee to trigger powerful Deathrattles.
- Consider Piloted Shredder, Sludge Belcher, Sylvannas and Taron Gorefiend!
- Wailing Soul!
- Use Wailing Soul & Black Ice to disable drawbacks on some powerful minions.
- Gain board advantage from those minions.
- Defend & Control
- Acolyte of Agony, Acolyte of Pain, Unstable Ghoul, Death and Decay.
- A good combination of healing, board control, card drawing.
- Fatigue
- Nerub’ar Broodkeeper, Dancing Blade & Dancing Rune Weapon, The Lich King.
- Gain Fatigue advantage from these cards.
Relatively overpowered cards:
Death Pact, Dark Ritual, Death and Decay, Obliterate, Strangulate, Bloodworm, Murghoul Corrupter, Shrieking Banshee, Dr. Necromancer, Teron Gorefiend.
Relatively poor cards:
Death coil, Chains of Ice, Gorefiend's Grasp, Return of the Scourge, Blood Tap, Frostwing Whelp, Acolyte of Agony, Nerub'ar Broodkeeper.
Other Comments:
I know you might have seen tons of DK sets and most of them are duplicated or just insipid.
I consider this as a practice for my game-design major, to be fully immersive as a real-designer. You know, as a game designer, sometimes you have to deal with situation like that, especially when a certain type of concept as occurred many times and people are getting tired of. On the other hand, real-life designers are assigned certain jobs with requirements and expectations, which most of time is based on existing concept or content. Sometimes there isn't much space for designer to fully liberate ideas and thoughts, and that's why I decided to make a the design principle like above. It's a chance to take an approach from different perspectives and think about the game more in depth.
I'm not making cards for being mindlessly creative. I'm making cards for realistic uses. For me as a non-native English speaker, this set is the best I could do so far.
For Next Iteration
- Reconsider Return of the Scourge. Possibly summon 1/1 skeletons instead.
- Better wording to reduce ambiguation.
- May remove Taunt from Dancing Rune Weapon.
- Gorefiend's Grasp may draw 1 card as well.
- Blood Tap may no longer be a card drawing mechanic.
- Ruthless Zombie as 3/4.
- Northrend Adjutant may have some more interesting mechanics.
- Possibly Nerf a little on Teron Gorefiend. but 5/5 may be too weak for a 8 mana legendary.
- New cards may be added.
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crimzig posted a message on (LoE) Top25 Legend Reno HunterPosted in: (LoE) Top25 Legend Reno HunterYes I like tracking in this deck, It gives you a chance to get Reno against aggro decks which is kinda huge. Snake is about just the same as bear trap but i like the bear trap because of shamans.
About Desert Camel only time will tell but i think it will be decent even if it pulls finley.
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Fluxflashor posted a message on (Deckbuilder) Spawn of Shadows not considered as an Inspire effect in Deck StatsPosted in: Site Feedback & SupportAlrighty, we've got this fixed up. It looks like Joust was also broken due to the import on Friday's patch so that has also been fixed.
http://www.hearthpwn.com/cards?filter-premium=1&filter-joust=1&display=3
http://www.hearthpwn.com/cards?filter-inspire=1&display=3We're going to get this fixed within our card import process so the flags get respected in the future to hopefully not have this happen again. Thanks for letting us know!
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Fluxflashor posted a message on (Deckbuilder) Spawn of Shadows not considered as an Inspire effect in Deck StatsPosted in: Site Feedback & SupportHm, I believe our recent card import removed the Inspire flag on the cards. I'm going to forward this on so it doesn't happen again in the future, and get everything flagged again. I'll report back once that's done!
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crimzig posted a message on (LoE) Top25 Legend Reno HunterPosted in: (LoE) Top25 Legend Reno HunterI updated the decklist again since people are still giving the deck love. Flare was just a meta call because of all the freeze mage's and secret paladins but it's no longer needed. The changes you listed I don't think they are needed because you still gotta play this deck aggressively in most matchups. I would just run ooze if you really hate Doomhammer shaman.
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Magical Knight
Magical Knights love playing with 3 concepts: Mana, Silencing and Counterspelling. It's a weapon class with a lot of removal and cards that benefit a control play style. In the Basic and Classic set, there are cards that gain their power from unspent Mana, either yours or your opponent's, cards that Silence minions in unusual ways and many spell hate cards, like spell immunity, negative spell damage and reactive countering (not proactive, like Counterspell or Loatheb). On later sets, Magical Knights will gain new counter toys, like discarding from enemy hand, locking enemy hero power and transporting minions into the Netherworld (an alternate "graveyard", minions going there are not considered dead).
Example cards
Mana Harvester takes advantage of your unspent Mana and makes sure that it won't go in vain. Evocation gives you 3 extra mana, but does not let you ramp up, it only fills spent Mana Crystals. As long as Mortron is on the battlefield, enemy minions have their card text deleted. They are restored once Mortron leaves the battlefield. This does not restore previous buffs, but only the card text.
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Yes, it has to be one of those pokemons, not entirely sure though...
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Reference: http://classic.battle.net/war3/nightelf/units/demonhunter.shtml
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FINAL RANKING
Thank you all for your participation! :)
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As a Druid player, AoL is probably THE reason Druid is a thing, it's completely stupid. Think of what Kripp said: Ancient of Lore is like a Nourish that says: Draw 3 cards, one of them is a 2 mana 5/5.
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This has to be one of the most realistic Death Knight custom classes so far. Good job!!
Check my Necromancer class if you like, there are many similarities and you could get some ideas if you decide to change/balance something, though a bit out-dated.
Oh, and don't be disappointed if you get little attention! We've seen numberless Death Knight concepts in this forum, most of them are mediocre, so no one gives a f**k anymore. But this one seems really good!
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Rules:
Post your prediction list about the upcoming nerfs.
Your list must contain at least 6 cards.
Predict not only the cards, but also HOW the cards will change. Include the predicted new Cost, Stats & Effect.
Gain 2 points for every correct prediction.
Lose 1 for each incorrect (either a predicted card is not nerfed, or a nerfed card is not in your prediction list).
Gain 3 extra points for each accurate prediction on Cost/Stats/Effect. (If you predict that Knife Juggler will become a 3 mana 2/2 that hits minions only when they're played -not summoned) and it gets nerfed to a 3 mana 2/2, but with a different effect, you gain 2 points for the correct minion + 3x2=6 extra points for two correct accurate predictions.
You are free to edit your predictions any time.
Deadline: When the first nerf is announced!
HAVE FUN ! ! !
I will make the start :)
P.S. All this is just to say "hey, I told ya!" when the nerfs are announced.
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Many thanks to Teknician for his Spiritwalker border!
PRIESTESS OF THE MOON
"The elite, night elf clergy are made up of these worthy women. The priestesses of the moon epitomize the power and grace of their race's ancient moon goddess, Elune. The priestesses of the moon, equipped with silvery, glowing armor, ride the fearless Winterspring Frostsabers into battle. Charged with the safekeeping of the night elf lands and armed with magical energy bows — the priestesses of the moon will stop at nothing to rid their ancient land of evil."
"Valuable as healers during wartime, priestesses of the moon can also use their divine magic spells to hinder or harm the enemy. They are also inspirational leaders and excellent archers. Priestesses of the moon often keep to the rear, protecting the wounded with ranged weapons. Guided by Elune, priestesses of the moon serve as a morale boost for troops, assuring them that they will be healed, protected for or, at worst, blessed during their final journey."
An imitation of her beloved, Malfurion, Tyrande's hero power imbues the target with Elune's Blessing, healing its wounds and inspiring it in battle.
Changelog:
Aug 15
Aug 19
Aug 21
TGT added.
Sep 19
Basic Cards
Brief explanations:
Darnassus Sentinel: An exceptional 1-drop, Darnassus Sentinel can deal with most 2-drops easily, except minions like Haunted Creeper.
Owl Scout: Νothing too great, just a new type of effect in the game and one that suits the Priestess. I doubt it would see any play.
Searing Arrow: One of Priestess's signature abilities, the Searing Arrow can boost her Attack and deal with an enemy minion for cheap.
Light of Elune: Elune never abandons your troops and grants you the ability to fully heal them, reinvigorating their power.
Shadowmeld: Another signature ability, Shadowmeld lets your minions stay hidden in the night, while detecting enemy hiding minions.
Winterspring Bow: 3 damage on the first attack, 4 on the second, a total of 7. Just what a vanilla 3-mana weapon should be.
Trueshot Aura: Share your great fighting skills with your minions. It gives them +2 attack for this AND your opponent's next turn. Note that Tyrande keeps the bonus, too, so every minion that attacks her next turn will take 2 damage.
Moon Rider: With her glaive throwing attack, the Moon Rider can also damage nearby enemies without engaging with them in battle.
Starshards: Useful against Divine Shields, underwhelming against minions which benefit from taking damage.
Lunar Flare: Simple and effective. I was going to make it 7 mana, to be exactly between Fireball and Pyroblast, but seemed slightly OP.
Classic Cards
I present to you the new keyword, Devotion!
Cards with Devotion, include Devotion: (X) in their card text. The moment they are drawn, they have a light blue glow, while their cost is reduced, which indicates that they can be played for that cost. ONLY and ONLY the very moment they are drawn. That will prove your true devotion to the Goddess Elune. If you do ANYTHING else, even attack or hero power, Elune will judge your devotion as insufficient and you'll miss the chance!
Devotion costs are lower than the normal costs. Since you're forced to play the card before you do anything else, sometimes it won't be the ideal play for you.
Tokens:
Brief explanations:
Elune's Reward: Possibly very powerful in certain moments, this card is our own Preparation. It is much more based on luck, as you can't control the next card drawn, but if it hits a card with normal cost (4) or more, it's far better than Preparation.
Overflowing Light: Simple healing spell, along with card draw. Useful and efficient.
Brotherhood Initiate: Haven't you heard? The Sisters of Elune have begun accepting males in their lower ranks! This initiate is one of them. It's in the power level of Earthen Ring Farseer, with the possibility of Devotion added! And the healing cards continue with...
Moonwell: The cousin of Lightwell, this one has a slightly weaker effect so I gave it +1 Health to compensate.
Euphoria: So, what's with all this healing thing? Where's the synergy? Euphoria is such a card, which benefits fully healed minions. Healthful minions are happy, and this card makes them even happier. It brings "euphoria".
Νοrdrassil Scout: This one is our own Kirin Tor Mage for weapons.
Silencing Shot: Not much to say here, simple and effective card, usually no setup needed for its Devotion.
Αshenvale Huntress: Just exactly what you want from a Stealth minion. A Shade of Naxxramas which can re-enter Stealth at will! Only Tyrande could have taught such tricks to her!
Goddess's Troops: Board control and buffing combined in one card. The target minion will be gaining or losing stats depending on the number of other friendly minions.
Quickening Blessing: Another card which benefits from fully healed minions and also our main card draw.
Echo of Tyrande: Just like Echo of Medivh doubles your minions, Echo of Tyrande doubles your spells' damage and healing. I could not put another normal or Devotion cost on this card, as if it costed more than 4 it would be nearly useless, and if its Devotion costed less than 3, it would pose a big threat along with Lunar Flare.
Celestial Wrath: Four asteroids fall on random minions on the board, each dealing 4 damage. The same minion may be damaged multiple times.
Bow of Piercing Light: This bow has been enhanced with the power of the light, and its attacks are penetrating the enemy minions, also damaging the enemy hero sitting behind them.
Dusk Predator: Usually only matters when it damages heroes. No healing for them next turn, that's it, nothing fancy. Other than that, it has the stats of a vanilla 6 mana weapon. Hey, it's cool after all!
Shandris Feathermoon: Our best and most devoted student. She laughs at the poor Ravenholdt Assassin. Great follow up play after a Dusk Predator and GREAT combo with Shadowmeld or WInterspring Bow.
Goblins vs Gnomes
Brief Explanations:
Elune's Gift: The truth is that I'm not sure about the playability of this card. It's there to set up your next draw, be it a Devotion or not. Synergy with Elune's Reward or any card draw. Clearly weaker than Tracking which also draws you the card for just 1 more mana.
Moon Powered Bot: This one just reveals the cards without changing their order. Additionally, it gives you information for your opponent, though they are also given.
Leap of Faith: Is your faith strong enough? Do you have trust in Goddess Elune? This card DRAWS you a card, so you will play it for its Devotion cost. The problem is that... you MUST play it (if you have the mana of course). Theoretically, you can gain a nice tempo boost. The thing is that almost all cards with Devotion aren't always the ideal play for you (that's why you get the discount). Imagine being forced to equip a weapon while you have another already. Or if you must cast Celestial Wrath while you control the board.
Crystal Bow of Life: Just an ordinary 4 mana weapon, with some extra flexibility. Most of the time it will be used just to attack.
Templar Ranger: I don't see this triggering often more than once. You must first play it, then (probably next turn) draw a card with Devotion and play that, too. Even in this case, it's a nice card to be around.
Battle Momentum: Probably the best of this set. In line with Assassinate with just 1 undamaged character. With 2 and above: Just great.
Belysra Starbreeze: Elune's Reward with a nice body. Fits best in a dedicated deck with lots of set up cards and Devotion synergy, which this set promotes.
Lunar Mysticism: Ok, it probably seems frightening at first glance and only testing would show if it's properly balanced. This is how I costed it: Took the most profitable case, where you play an aggro deck vs a control deck. On average you'll have 2 cards in hand vs your opponent's 6. You cast this and you draw 6 cards (10 mana), your opponent draws 2 (-4 mana). Total of 6 mana. In order to involve Devotion, I made the normal cost 9 and the Devotion cost 5. Hope you find it balanced.
The Grand Tournament
Βrief Explanations:
Ferocity: It essentially renders Stealth meaning less, but it needed some limitation to justify its cheap cost. Works great with our new legendary.
Novice Rider: Again, nothing too fancy, this was my choice for the class's joust minion. To speak the truth, I made it because I loved its art.
Lunar Bow: I think it could be easily a 3/2, because it isn't a stable turn 3 play. Still, it's fairly balanced by the numbers.
Selfish Priest: A priest that heals only himself. With 4 Health, it's nothing fascinating, but can gain you some advantage if it survives.
Warrior of the Night: Assemble! Old Warcraft III players will recall that. Of course the effect fits perfectly. I had a hard time balancing this. Ended up with the version you see.
Ranger's Fury: Kind of board clear, at the cost of taking damage. Maybe it's overcosted, I just wanted to be sure and careful with this one specifically. Oh, it bypasses Taunt.
Flame Launcher: A mini Justicar. In my opinion, it's even better than Justicar. 3 attack is more effective than the choice of 2 health or 2 attack (which you can see below).
Ash'alah: Tyrande's mount could not be missing! Of course it shares its mistress's power and awaits for her call to strike!
Celestial Knowledge: Fun card, potentially powerful, balanced in the numbers. Best when played though Devotion synergy cards.
Improved Hero Power triggered by Justicar Trueheart:
Naxxramas Blackrock Mountain
Βrief Explanations:
Plagued Sister: A taunt with a very nice body, but with a... probable cost. You must essentially skip your next draw when it dies. But, the way it's worded, you're given the chance to play a card in your hand for its Devotion cost.
Dragonsworn Sister: A card made straight for a Dragon deck. No synergy with other cards.
Rejuvenation: Typical BRM card, costed based on Dragon's Breath and Solemn Vigil.
If you liked my Class, make sure you have a look at my entire Card Factory.
Also, you're welcome to have a look at my Wizard class, represented by Magna Aegwynn
or at my Demon Hunter class, represented by none other than Illidan Stormrage!
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Here are my two custom keywords, which I have implemented into my custom classes:
It will work like Choose One
The card will glow light blue when drawn.
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I haven't defeated him yet, after 4 tries, but I defeated an aggro shaman on ladder by accident xD