• 0

    posted a message on Malchezaar's Imp

    Actually, you will probably draw your entire hand back. The card reads whenever you discard *A* card, not, "When you discard cards". It's the same wording for Tiny Knight of Evil, which gains two buffs from Doomguard. So, you should be able to draw back your entire hand.

    However, with Deathwing particularly, not sure if Malchezaar's Imp would trigger on account of Deathwing destroying everything. Not sure which goes off first.

    Posted in: Malchezaar's Imp
  • 5

    posted a message on Barnes

    Summon, not draw.

    Posted in: Barnes
  • 9

    posted a message on Demented Frostcaller

    Except that Blizz has confirmed that it won't try to freeze minions that are already frozen...

    Posted in: Demented Frostcaller
  • 0

    posted a message on Weekly Card Design Competition 3.01 [Submission Topic]

    Removed. Misread the rules. I will create some new submissions later!

    Posted in: Fan Creations
  • 47

    posted a message on Weekly Card Design Competition #37 - Submission Topic [Ended]

    Sha of Doubt
    Do you want to play THAT card? Are you sure? I don't know, you might want to consider this card... or maybe not, perhaps this one...

    Edit: Edited to make wording a bit more consistent with current cards.

    Posted in: Fan Creations
  • 0

    posted a message on New mechanic concept: Battlefield - neutral spells!

    I like the concept a lot, but I don't feel like these should be neutral spells. I think these can be tuned and balanced enough that they can be instead be fitted into each class as regular spells. That opens up some neat creativity with it though, because you can then balance the Battlefields around the classes mechanics, plus it may help you balance them to be a bit less overpowered!

    Additionally, I would like to know about the turn limits. When a battlefield lasts "Two Turns", does that mean it lasts for your turn, then the enemy's turn, and then it is gone? So by the time it is your next turn, the effect will have worn off? Given cards like Micro Machine and Gruul, turn design in Hearthstone is that every players turn is checked for effects like this. Did you plan for it instead to last two of the caster's turns instead?

    Posted in: Fan Creations
  • 1

    posted a message on Sylvanas Windrunner: Dark Ranger Custom Class (Updated for Whispers of the Old Gods)

    This is a REALLY interesting class concept.
    What I like about is just how it SCREAMS Sylvanas. Sylvanas didn't care who lived or died in her battles; as long as it won her the battle, it was a worthy sacrifice. "Arrows in her quiver" after all. You've captured her mentality perfectly in the form of the discarding and Sacrifice mechanics.
    In addition to that, you really nailed some of the concept cards. Charm and Black Arrows seem like the PERFECT interpretations of the abilities she had as a Warcraft 3 hero. And as mentioned earlier, The Headless Horsemen is sheer brilliance. That card in particular should be in the game, because any other Hearthstone interpretation of him would just fall flat to yours. Your cards are creative, and not only that, they seem balanced! I like Charms tuning in particular.
    The art is really cool along all of the cards. I'm surprised you could find that much art to fit every single card. On that note, I also really like the card border. It's pretty.

    I do have a couple qualms about your Hero Power; mostly, how it renders most of your Sacrifice minions into just being essentially Inspire minions. Yes, Sacrifice can trigger off of spells as well, of course, but most of the time you're triggering the Sacrifice effects by hitting your Hero Power button. This kind of represents a problem for when you want to implement any Inspire minions into this class, as there is really no use for putting in an Inspire minion when you can instead just give them Sacrifice. In this regard, I would personally like to see if you would consider other Hero Powers that fit your class thematically and mechanically.
    In addition to the Inspire problem, I feel like having your Hero Power discard cards really limits what you can do with cards that discard other cards. The discard cards you have are AWESOME, like the Charge minions that discards two cards, or the spell that gets rid of your hand and then draws five cards. Those cards are really cool, and the interactions they open with Sacrifice is a phenomenal concept, but I feel like the Hero Power makes it so that you can't do more with those ideas. Because you have that Hero Power, you are limited in the scope of what you can do with discard-cards. There are some really interesting mechanics you can use, but your Hero Power means you don't have to use them. And that's a shame, because from what I've seen of this class, I'd LOVE to see what else you can do!

    I hope my feedback was appreciated! Can't wait to come back to this class when more expansions hit it!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #36 - Discussion Topic.
    Quote from Zukuu >>

    I hate that "Level Up" is on my page. I can see how it will win the entire contest. It's a pretty neat idea. 

    I thought your card submission was really cool. I was trying to think of something involving professions before I went with Level Up!, but I couldn't think of anything that was cool and simple.

    Your card is simple and creative, and it's a perfect fit for the idea of Blacksmithing being in Hearthstone. It made me think about what the other professions would look like. I definitely gave it an upvote.

    Posted in: Fan Creations
  • 109

    posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]

    Level Up!

    Everyone that has ever played Warcraft, WoW, or Hearthstone levels up. It only seems right that a spell that every class can use involves leveling up. Ding!

    Edit: Some clarification, if you played this on a 10, 12, or 20 Mana minion, I would imagine that, because there are no minions that cost 11, 13, or 21, it would simply default back one step and create minions of 10, 12, and 20 Mana respectively. Think of it like the minion has hit level-cap. You can't go above the level cap until the expansion comes out!

    Posted in: Fan Creations
  • 0

    posted a message on Dishbot's Death Knight Custom Class

    Finally got around to updating this!
    To the two people that replied to this, thank you for your comments. I actually made several revisions to this class based on what you said.
    I added a changelog at the bottom of the post, so you can follow what changes I made now, and for when I make any additions or revisions in the future.
    I changed Icy Touch to only target minions because I thought having the option to freeze heroes made it too powerful, especially in the early game against cards like Fiery War Axe and the Druid and Rogue Hero Power. Now, with it only targeting minions, it's a more expensive Emergency Coolant, but it is still highly useful.
    The Icy Touch change also opened up change possibilities to Chains of Ice as well. I was always a little off-put by my first iteration of Chains of Ice; it felt clunky and uncreative. Not only that, but freezing two characters with 2 mana, with the cards that my death knight has at their disposal, was perhaps far too powerful to consider. I felt freezing a minion and the hero was a more elegant design, and it was still viable in its niche by countering weapons and some select Hero Powers.
    The other changes I made were based off Triblec's comments, which made me realize how some of my values were off.
    I gave Frostwhisper Lich one extra attack so that its stats lined up with Frost Elemental rather than Cabal Shadow Priest. I felt this was balanced appropriately, as the Frostwhisper Lich sacrifices the immediate freezing of the Elemental for potentially multiple freezes.
    I was considering changing Drakkari Soulmage more than I did. I was originally going to reduce him to a 5 Mana 4/4 in addition to only reducing 1 Attack to Frozen minions on Inspire, but after comparing him to cards like Recruiter and my own Disgusting Ghoul, I felt a 5 Mana 5/4 with its effect was still balanced and viable with just a reduction to its Inspire.
    In the same vein, I buffed San'layn Noble's effect to 2 Attack reduction on damage because, yeah, potential to reduce just one minions attack by just 1 wasn't very compelling. While I did make this change, I am also considering in the future to re-balance the card into a 4 Mana 3/5 that reduces Attack by 1 on damage, to increase the amount of 4-Drops the Death Knight has. I've made a lot of 5-Drop minions I've noticed.

    That's all for now. Please leave more comments and constructive criticism. Triblec, TrueHorde, thanks for commenting on my class! I really appreciate your input!
    Until next time everyone.

    -Dishbot

    Posted in: Fan Creations
  • 1

    posted a message on Dishbot's Death Knight Custom Class

    Hello everyone, I am Dishbot, and welcome to my custom Death Knight Class for Hearthstone, my first ever attempt at a custom class. Since before Blackrock Mountain was released, I’ve been devising and imagining cards and mechanics based off of the various abilities, creatures, and spells that Death Knights and Undead have in Warcraft III and World of Warcraft. Now after the Grand Tournament has been released, I am posting them here on Hearthpwn to be weighed and measured. I greatly appreciate any and all constructive feedback provided. Now, without any further ado, this is the definitive concept for Death Knights in Hearthstone.

    “All that I am: anger, cruelty, vengeance – I bestow you, my chosen knight. I have granted you immortality so that you may herald in a new, dark age for the Scourge.”

     The Class

    My Death Knights are ruthless, unstoppable juggernauts of death and destruction. To face against a death knight is too face against hopeless odds as the Death Knight calls on the seemingly unending swarms of the Scourge to utterly overwhelm their opponents. When every one of the Death Knight’s minions falls, another rises in its stead, and the fallen corpse of the minion only serves to further empower its master in death. Even if one can muster the forces to combat the undead legions, the Death Knight can cripple these enemy forces with freezing winter storms and foul infections that cause their attacks and spells to wither away. Furthermore, Death Knights themselves join the battle wielding massive, destructive runeblades to personally slaughter their victims. If they attempt to fight back, a Death Knight will merely shrug off their attacks, defending against spell and sword with potent shields and armor of bones. If you wish to devastate all that dare stand before you, crushing your enemies underfoot as your endless armies march over them, you need look no further than the Death Knight.

    The Heroes

    ArthasTeron Gorefiend

    The Standard Hero for the Death Knight class is Arthas Menethil, the first ever of the Lich King’s Death Knights and the one who would come to rule all of the Scourge’s forces. Arthas is without a doubt the only character that can serve as the Death Knight’s Standard Hero. As the master of the Scourge, he commanded the minions and used the spells that appear in the Death Knight class. His voice is a harsh, evil roar, one that should strike fear into any who hears his proclamation as he attacks: “Frostmourne hungers!!”

    Emote Examples
    Greetings: Bow to your master.
    Well Played: Well Done.
    Thanks: Many thanks.
    Oops: Impossible!
    Sorry: I feel no remorse. No pity.
    Threaten: I will show you the meaning of fear!

    The Alternate Hero for the Death Knight class is Teron Gorefiend. While Arthas was the first of the Lich King’s death knights, Gorefiend was the first death knight to ever appear in Warcraft at all! Many of the abilities we see Arthas use such as Death and Decay and Death Coil, Gorefiend used as well during his first appearance in Warcraft II. While Arthas would voice his emotes in his cruel, angry growl, Teron Gorefiend would speak in a calm, reserved voice, eerie and unsettling, as he declares “Vengeance is mine!”

    Emote Examples
    Greetings: Teron Gorefiend, I Am.
    Well Played: I applaud you.
    Thanks: My eternal gratitude.
    Oops: What? No!
    Sorry: It really isn't so bad...
    Threaten: You will show the proper respect!

    The Hero Power
    Icy TouchChains of Ice 

    The Hero Power for Death Knights is Icy Touch. This Hero Power freezes a single character for a turn. A fitting Hero Power for the Death Knight, as Icy Touch is one of the very first spells Death Knights begin with in World of Warcraft. This Hero Power is unique among all other classes, as it doesn’t deal damage, it doesn’t restore health or give armor, and it doesn’t summon a token. The advantage it grants is undeniable: you can easily keep a chosen minion permanently shut down for the entire game. You can use it to stall your enemies’ largest minions, and you can combo it perfectly with many of the different cards Death Knights have at their disposal. It is balanced by its limited effect for 2 mana; for one more mana than Emergency Coolant you are still not damaging anything, healing yourself, or building your board up, and you are only freezing one minion. It stalls, and if you want it to do anything other than that, you must spend cards on it.

    When upgraded by Justicar Trueheart, your Hero Power becomes Chains of Ice. Chains of Ice freezes a single choice minion as well as your enemy's hero. This Hero Power is much stronger; after playing Justicar, you're debuffing potential extends to their hero as well. It effectively negates Druids' and Rogues' Hero Powers completely and locks down anyone that has a weapon out. However, against classes such as Priest or Warlock, they will be largely unaffected unless they Thoughtsteal one of your weapons or play Lord Jaraxxus.

    Cards

    This custom class, like all current classes in Hearthstone (except Hunter) is comprised 45 cards: 10 Basic Cards, 13 Common Cards, 12 Rare Cards, 7 Epic Cards, and 3 Legendary Cards. Of these cards, there are 21 spells, 19 are minions, and 5 are weapons. In addition, there are two token cards generated by several of the different cards.

    Basic Cards

    Anti-Magic ShellCorpse ExplodeDeath GripDeath StrikeHarvestThe Hungering ColdRaise DeadRemorseless WinterScourge NecromancerSkeletal Sorcerer

    This the Basic Set for Death Knights. These cards represent the rudimentary mechanics for the class.


    Anti-Magic Shell:

    A strong Anti-Spell card, perfect against Freeze Mages and for denying Hunters those Quick Shots and Kill Commands they need to finish you with.

    Corpse Explosion:

    A solid, standard AoE option, this is the Death Knight's version of Consecration. Perfect to use on Skeletons or to trigger Deathrattle effects.

     Death Grip:

    Death Grip is a unique flavor card for Death Knights. It's main use lies in denying Battlecry and forcing opponents to use minions on your terms rather than theirs.

     Death Strike:

    Solid, 4-Mana, 4-Damage Removal. Thematic of Blood Death Knight's Mastery in World of Warcraft, it makes for a strong, defensive upside.

     Harvest:

    A heavy card-draw option that allows you to trade off your minions to refill your hand.

     The Hungering Cold:

    An introductory weapon for Death Knights that synergizes perfectly with Obliterate and Remorseless Winter.

     Raise Dead:

    A basic demonstration of the Skeleton mechanic, this allows you to refill your board after trading off your minions.

     Remorseless Winter:

    A board-clear option based around Freezing, this card can easily take out four or more enemy minions at once when you combo it with Howling Blast, Hungering Cold, and your Hero Power.

     Scourge Necromancer:

    A 2/2 minion with a built-in Raise Dead, this card increases your options for Skeletons while also providing you with a mild tempo bonus.

     Skeletal Sorcerer:

    A solid 2/3 minion that debuffs your opponent's Spells, and a simple demonstration of the "Spell Damage -1" mechanic.

    Common Cards

    Anti-Magic ZoneBone ShieldBone SummonerDark RangerDark RitualDeath CoilGravekeeperHowling BlastPestilencePlague StrikeScourge StrikeShrieking BansheeUnholy Frenzy

     

    These are the Common Cards for the Death Knight. These cards are simple effects with varying uses and values.

    Anti-Magic Zone:

    Another Anti-Spell card used to solidify board advantage. Note that while this does strengthen your minions, they are still open to spells like Consecration and Flamestrike.

     Bone Shield:

    An armor spell that is strongest after trading off multiple minions.

     Bone Summoner:

    A cameo from the revamped Scholomance dungeon in World of Warcraft, this minion's death only empowers your minions further. Perfect to combo with Corpse Explosion, Dark Ritual, Death Pact, etc.

     Dark Ranger:

    A solid minion for 3 mana, the Dark Ranger has potential to silence more than one minion, and makes enemy minions hesitate to strike her.

     Dark Ritual:

    A powerful spell that gives you more mana to use, plus lets you trigger Deathrattles like Sylvanas, Cairne, Sneed's, etc. Keep in mind that it does not give you extra mana like Innervate, it only REFILLS mana you have already spent.

     Death Coil:

    A burst option for Death Knights, this particular spell synergizes very well with Spell Damage minions, as Spell Damage increases the damage from 2 per dead minion to 3 per dead minion.

     Gravekeeper:

    A decent 2-drop minion that allows you to retain some board advantage when trading with minions and replaces your Skeletons for free.

     Howling Blast:

    As a parallel to Howling Blast in World of Warcraft, which is a strictly stronger Icy Touch with cleave, Howling Blast allows you to spend as much mana as your Hero Power, but freeze three times as many minions. Essential in decks with Remorseless Winter.

     Pestilence:

    A strong spell card that can neuter enemy board advantage and possibly allow Death Knights to claw their way out of a certain loss.

     Plague Strike:

    Strong 2-mana, 3-damage removal with a free Skeleton if you kill your target.

     Scourge Strike:

    Another removal spell with an upside if you kill your target with it. If you kill your target with this spell, you get a better Cobra Shot. If you don't, you get an expensive Darkbomb.

     Shrieking Banshee:

    A solid 4 mana 4/4 minion that cannot be targeted by spells or Hero Powers.

     Unholy Frenzy:

    An aggro-option for Death Knights, this spell is between Inner Rage and Windfury in mana cost and effect.

     Rare Cards

    Cannibalizing GhoulDancing RunebladeDark ConversionDeath PactDisgusting ZombieDrakkari SoulmageEdge of RuinMagmawyrmMeat WagonObliterateSan'layn NobleVampiric Runeblade

    These are the Rare Cards for Death Knights. Their effects are more escalated and concentrated, and a player can get a lot of value out of them.

    Cannibalizing Ghoul:

    The cousin to Flesh-eating Ghoul, this card is a take on the classic Cannibalize ability from Warcraft III and World of Warcraft, where ghouls can consume the corpses of the fallen to extend their longevity.

     Dancing Runeblade:

    Based off an iconic spell for Blood Death Knights in WoW, this minion grows based on the strength of your current weapon.

     Dark Conversion:

    Based off of one of Mal'ganis' abilities in Warcraft III, you can use this spell to get value out of a minion that is on the verge of death.

     Death Pact:

    A more reliable card-draw option compared to Harvest. It costs less than Arcane Intellect, and you can very easily use it on a Skeleton.

     Disgusting Zombie:

    A very potent effect on a minion that enemy players must deal with.

     Drakkari Soulmage:

    The inspire card for Death Knights that increasing the debuffing potential of your Hero Power even further. Very potent when used in conjunction with Howling Blast and The Hungering Cold.

     Edge of Ruin:

    A Grand Tournament weapon based off a weapon you would get from the Trial of the Crusader in WoW, this card turns into an Arcanite Reaper for 3 mana against any frozen targets.

     Magmawyrm:

    A dragon option based off of the Dragonblight quest in World of Warcraft, this dragon allows you to easily clear your own Skeletons to take advantage of cards like Harvest and Death Coil.

     Meat Wagon:

    A Death Knight's option for Mech decks, this minion makes trading on your side even stronger, and makes your enemy hesitate to kill any of your other minions due to the risk of losing his own.

     Obliterate:

    A single-target removal spell. It can very reliably be used with your Hero Power, or with the Hungering Cold.

     San'layn Noble:

    A minion with solid stats that weakens any minion it does not outright kill.

    Vampiric Runeblade:

    A decent weapon on turn 2 that can almost assuredly clear anything the next turn if you get that first kill with it.

     Epic Cards

     Army of the DeadDeath and DecayDeteriorating VargulFrostwhisper LichGreataxe of the Ebon BladeHulking AbominationVal'kyr Battle-maiden

     These are the epic cards for Death Knights. They are expensive to craft, but their effects undoubtedly leave an impact on the game.

    Army of the Dead:

    A TGT Joust card, if you win the Joust, you get a 6/6 for 4 mana. If not, you still get Skeletons to use as cannon fodder.

     Death and Decay:

    A delayed Twisting Nether that only effects your opponent's minions. While expensive, it forces your enemy to not play any other minions. Can be comboed with Death Grip.

     Deteriorating Vargul:

    Essentially a 6 mana 7/7, this minion can still deal serious damage before it degrades away.

     Frostwhisper Lich:

    A strong minion comparable to Frost Elemental, this card doesn't immediately freeze like the Elemental, but can potentially freeze multiple enemies and ruin enemy trades if not dealt with first.

     Greataxe of the Ebon Blade:

    A strong weapon that gives you more minions with every kill to deal 12 damage overall.

     Hulking Abomination:

    A good option for clearing your own Skeletons for the death effects, two Skeletons consumed gets you a 6 mana 7/7.

     Val'kyr Battle-maiden:

    A very powerful minion that allows you to trade with a large minion, then immediately get it back.

     The Legendary Cards of the Death Knight

    Darion Mograine:
    Darion Mograine

    The son of Alexandros Mograine and the leader of the Knights of the Ebon Blade, Darion Mograine knows much about sacrifice. A brutal minion, as long as Darion Mograine stands alive, all frozen minions will remain locked in their icy tombs. He is savage when comboed with Howling Blast, and when all of the enemies minions are frozen for eternity, a Big Game Hunter or some form of removal is required, otherwise the Death Knight's forces will freely ravage the enemy hero.

     Sindragosa:
    Sindragosa

    The former consort to Malygos himself, Sindragosa is the Matriarch to Arthas' Frostbrood dragons. A destructive force on the battlefield, Sindragosa can vanquish almost any measly mortal that faces her. She is just as adept at magical manipulation as she was in life, as any enemy that dares use spells against her will attest. Should any caster foolishly use a spell while in her presence, she will devastate them in return, causing their pathetic magic to betray them.

     Frostmourne:
    Frostmourne

    The dreaded runeblade that brought down kingdoms and civilizations. Within this blade scream the thousands and thousands of souls crying for release. Frostmourne is a devastating weapon, destroying almost any minion its wielder sets its sights upon. This blade is empowered to steal the souls of its victims, revitalizing the ones cursed to wield it. There is hope however; should one manage to break the blade, the wielder would find themselves beset by the horde of spirits trapped within the blade. Though with such devastating power, one must wonder if you could even survive long enough after that...

     The End

    And that is my Death Knight. Thank you so much if you looked at the entire thing. Let me know what you think about the cards, mechanics, and ideas I've presented on this thread. Let me know what you think may be too powerful, too weak, or just isn't interesting enough. I am happily accepting of all constructive criticism. This has been my first entry into the Hearthpwn Fan Creation forums, and I think I will be posting many more ideas in the future. Until then, thank you again.

    -Dishbot


    Changelog:

    October 5th, 2015

    Icy Touch now only freezes minions rather than characters.
    Chains of Ice now freezes a minion and the enemy hero, instead of a minion and a random enemy.
    Buffed Frostwhisper Lich from 6 Mana 4/5 to 6 Mana 5/5.
    Buffed San'layn Noble from reducing 1 Attack on damage to 2 Attack on damage.
    Nerfed Drakkari Soulmage from reducing 2 Attack on Inspire to 1 Attack on Inspire. Also reworded text slightly.

    Posted in: Fan Creations
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