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    posted a message on Worgen Hero Class Concept [LOE Complete]

    @Elcubano24  Perhaps deal 1 damage to the enemy Hero, and leave the +1 Attack as it is?

    @kkbubble Yu-Gi-Oh was my chosen card game in my younger days, I have never played MTG.  :P

     

    Posted in: Fan Creations
  • 0

    posted a message on Worgen Hero Class Concept [LOE Complete]

    I know nothing about WoW lore. I just went by the Hearthstone cards generator and found this. :P

    Posted in: Fan Creations
  • 7

    posted a message on Worgen Hero Class Concept [LOE Complete]

    Overview

    Hello, and welcome to my take on the Worgen Hero class. Disclaimer: I know zilch about WoW lore, but I have scoured the WoWwiki while making this class, so hopefully the attempt shouldn't be too atrocious.

    So. A worgen looks like a werewolf to me. Werewolves attack people. Amirite? So, the basic premise of this class is attacking. It has many minions, and the spells that it has focus on allowing your minions to attack, one way or another.

    Mr. Genn Greymane

    Viciousness explained: 

    Viciousness is one of the Worgen Hero passives, I believe, so that's where the name comes from. This Hero Power is modelled after the Druid's. Genn will attack like Malfurion, but, if you have board presence, you get a slight bonus as well. Imo, it *seems* to be balanced as most Hero Powers revolve around the number 2.  UPDATE: Thank you, Squiddylicious. Viciousness remains just as versatile as it was originally. 

    Feral

    Feral explained: 

    As I have said above, the Worgen Hero class cards benefit from attacking. It's a pretty straightforward new mechanic. If you haven't noticed, this mechanic will synergize well with Charge or Windfury, the latter being especially valuable, as you get two Ferals activated. Feral effects activate BEFORE the attack itself, which means they'll still work if the minion with Feral dies.

    Basic Cards

    Automatically included:

    Worgen Blessing explained:

    I re-made this card, simplifying it, seeing as it is part of the Basic set. It's stronger now, though still balanced, and may see use for higher-end Worgen Hero decks.

    Automatically included:

    Feral Worgen explained:

    A good 2-drop. I compare it to other common 2-drops of other classes, namely Cruel Taskmaster and Shielded Minibot. Stats and damage-wise, it's perfectly in the 2-mana range. In practicality, if this card is able to attack first, it can go toe-to-toe with Shielded Minibot.  

    Automatically included:

    Immolation explained:

    This is the Worgen Hero's AoE card. Since you're able to dish out a lot of minions, you could potentially sacrifice a cheap 1-drop for a good board clear. I compare this to Demonwrath and Consecration.

    Automatically included: 

    Worgen Rogue explained:

    A cheap 1-drop for the Worgen Hero class, comparable to Flame Imp. Perhaps with Charge, it could gain even more value.

    Automatically included:

    Worgen Deathknight explained:

    A beefy minion that rewards you for trying to get board control. 4/5 stats are good, even on a 5-drop. Each time you kill a minion, you are still able to hurt the enemy Hero. It's a great Basic card for a Worgen Hero who's just starting out. It helps them to grasp the idea of how the class operates.

    Upon reaching level 2:

    Worgen Druid explained:

    Waiiiiit... 3 mana, for 2/6... AND a charge?! Well. A 1/5 body is extremely weak, and for the 1/1 to be of use, you need a body on the field. Without the other minion, all you get is a 1/5 charge. Which is absolutely terrible. At least Shattered Sun Cleric has a decent body by itself.

    Upon reaching level 4: 

    Patient Worgen explained:

    This is an odd card. I tentatively compare it to Mana Tide Totem. It is a difficult minion to analyze, there hasn't been something like it as of yet. With this card, you *could* eat a Frostbolt, Darkbomb, etc. Or, you can Hero Power next turn, buff this card, and draw two cards, while also dealing 2 damage, all for 4 mana. I'm not 100% sure if this card will work in an actual game or not, but on paper, it seems fine.

    Upon reaching level 6: 

    Sunder Armor explained:

    The Worgen version of Hunter's Mark, and the class' hard removal. It's pretty much a slightly worse version of it. Treat it as you would the Hunter's Mark, for the most part.

    Upon reaching level 8: 

    Fangblade explained:

    A bigger version of Truesilver Champion. However, an added limitation is that a minion must be killed for the, rather large, health gain. This encourages minion trading, as you will not lost too much Health due to the 4 Health restore.

    Upon reaching level 10: 

     

    Worgen Warrior explained:

    The revised Worgen Warrior is now very comparable to Kor'kron Elite. However, the Worgen Warrior can clear out two small minions. It remains a very strong card in the Worgen hero Basic set. 

    Expert Set

     Commons 

     

    Threatening Roar explained:

    This is a "stronger" version of Holy Smite or Arcane Shot but is technically on par, in terms of mana cost. Maly-Worgen will never be a thing, but this card can shut down small minions or soften up bigger ones for better trading.

     

    Two Forms explained:

    Two Forms is another Worgen Hero racial trait. Actually, this card says give a friendly minion +1 Health and activate it's Feral. Of course, you can use this card on any minion, but I kept the Worgens in mind with this card. This card actually jumps the Mana curve a bit. Charge is worth about 1 Mana, and the +1 Health is 0.33 Mana.

     

    Running Wild "explained":

    Based off of the Windfury card. This card is pretty self-explanatory.

    Curse of the Worgen explained:

    This card is based off of Velen's Chosen and Blessing of Kings. It's one of those generic spend-all-your mana-and-buff cards. However, I find that a 3-mana buffing card is much more versatile than a 4-mana one. If you buff a 2-mana minion on turn 3, you can summon something strong on turn 4. (I'm talking about you, Piloted Shredder.)

     

    Bloodfang Stalker explained:

    Every class needs a troll card. And this is THE troll of trolls. Either you throw away 4 mana for a 1/3, or you get an epic sax guy moment and this guy just stays on until turn 15. Not much to say about this card. Either you like it, or hate it, really. WoW lore says that these guys are low level dudes that summon others of their own kind to fight you. I think I represented that well enough here.

     

    Worgen Warlock explained:

    The only reliable draw mechanic in the entire Worgen hero class. And, as you can probably tell, this minion has a built-in Life Tap. Let's say it activates it's Feral. The Worgen Warlock will now be 2/4, and drew you one card. That's Gnomish Inventor and 2 damage. It is a slight buff to the neutral Inventor, as expected of a class card.

     Rares 

     

    Distinguished Worgen explained:

    This fine fellow is the Worgen version of Scavenging Hyena. The main difference here is the reverse stat boost. This card can snowball *very* easily, though at a much slower rate. You will need to have a large board to make use of this minion.

     

    Bloodletting Dirk explained:

    A mini Truesilver Champion. However, this card also gives you the option of healing your minions. In fact, you can heal anything, any way you want. 1 Health to two friendly minions each, or 1 Health to your face and 1 Health to a minion. You can even heal the enemy.

    Shadowfang Wolfguard explained:

    This card is bread and butter. Use this in every Worgen Hero deck. Oh! And don't be fooled. It sees like a worse version of Imp Gang Boss, true, but playtesting has said the exact opposite. You can get massive value out of this card. Always try to mulligan for this.

    Rally Call explained:

    A bigger, slower version of Animal Companion. Animal Companion's power lies in it's low Mana cost, and how all the minions it summons are worth slightly more than 3 Mana. Since this is a fairly high Mana cost, I decided to knock off one Mana so it costs 5, not 6. Instantly having two more minions on the field will guarantee more attacks, fuelling other cards in the Worgen Hero class.

    Furious Worgen explained:

    Raging Worgen's big bro.You drop this as a 5/5 Taunt, a very-undervalued card. However, once this card is damaged, it becomes much more dangerous, forcing the opponent to either takes this card out in one go, or trade 2-for-1.

     Epics 

    Worgen Pathfinder explained:

    This card is comparable to Gnomish Inventor. It has that extra stat point, which trades off for a 50% chance to draw a random minion. Clarification: It will actually take a card from your deck to your hand. it's not a copy, or a random minion. It is a searcher.

    Leader of the Pack explained:

    I may have forgotten an Epic card. :P Here it is, the inverse Swipe. It is a permanent buff but it really requires you to have a big board. Unlike in Druid, there is no combo, so the Worgen Hero has to work to maintain his board.

    An interesting mass-buff card. If played right, you can basically double whatever damage you have on the board. It's a clunky spell, though, and you need to have already a strong board before playing this, unlike 

     The Legendary 

    Darius Crowley & Co. explained:

    Ooook. There wasn't much lore on Mr. Crowley on the wiki, but I did manage to find the following:

    - Lord Darius Crowley was the first person to attain Shadowmourne He disenchanted it shortly after.
    - Darius Crowley used to wield Axe of the Gronn Lords with his teeth.
    - He sold it when he realized his fists did more damage on their own. Crowley's fists are made of Arcanite, HOOOOOO! (And yes, this is his warcry.)
    - Crowley's fists are so tough, he shattered the Barrens after armwrestling with Saurfang, which of course, he won.

    Hopefully, I've represented these "facts' well.

    Darius is, of course, unlike any other card in Hearthstone. I've done my best to balance him. I gave him extremely sub-par stats for an 8-drop. He does, however, have 7 Health so he doesn't get Fireball'ed. Though his stats are compounded by his daughter, a 2/3 that is spawned has very little effect on turn 8+. Her purpose it allow for an attack to fuel your other cards' effects.

    Shadowmourne is a Fiery War Axe with a delayed, free Frost Shock. it is the safest out of all the weapons. Axe of the Gronn Lords is a delayed Consecration. Since it is delayed, your opponent will be able to anticipate the AOE, so it's not OP. "Arcanite" Fists is the strongest weapon, a mini-Doomhammer, but also has the largest drawback. The weapons are designed as such that Darius would attack each turn, so he "discards" his old weapon, kind of like how he does in the fake lore.

    Naxxramas

     The Common 

    Mourning explained:

    An interesting card. As with many Naxx cards, something dies. You could have some big value with this card, maybe turn a 1/1 into a 1/7. In addition, you can combo this card with a Windfury/Feral card to make the Feral effects last much longer.

    Goblins vs. Gnomes

     Commons 


    Thirst for Battle explained:

    Here's another draw mechanic for the Worgen Hero, based off of Battle Rage. However, attacking with minions is a lot easier than keeping damaged minions on the board. Therefore, this card costs 1 more mana. However, unlike Battle Rage, you will not get the nearly-automatic 1 card draw form your injured Hero, which makes up for the ease of attacking with minions.

    No explanation necessary.

     Rares 

     

    Worgen Hunter explained:

    Much less of a filler card now. It can serve as a great 1-drop, challenging any 3/2.

    Worgen Mage explained:

    A solid 3-drop for the Worgen Hero. This card helps with protecting your other minions from spells and AOEs, hopefully. 

     

    Guns Blazing explained:

    A much more stable AOE than Immolation. Due to this, I may tweak Immolation, so it can still be used alongside this card.

     Epics 

    Voltage Claws explained:

    You can either have an insane 15 damage out of this card, or 3. Another RNG card for the GvG set, really. If you like to take a chance, this weapon can really explode with value. If you gain just +1 Attack each time, you'll have a Fiery War Axe's worth of damage that slightly hurts you. Upon playtesting, it was seen that even if this card get high value, you end up hurting your own Hero for quite a bit. There were times when you actually lost value since you ended up hurting yourself too much.

    Shadow Weaving explained:

    This is a great card. Though not exactly "hard removal", it can have some pretty devastating effects. The Worgen Hero will be able to summon quite a few 1- or 2- Attack minions, so feel free to swap them out for your opponent's 7-Attack Dr. Boom.

     The Legendary 

    Sana explained:

    A straight-up powerhouse. Nothing fancy about this card. Just go ahead and destroy two of your opponent's 4- or 5-mana drops. Maexxna sucks, but I really do like the Poison mechanic, so hopefully here it works out. Going against Sana is a tiny bit like going against Sylvanas Windrunner, really. You want to really play around the two, though you do not need to worry about getting your minion stolen with Sana.

    Blackrock Mountain

     The Common 

    WIP

     

     The Rare 

    Worgen Bite explained:

    A very powerful Polymorph and the second of the hard removals. However, due to the Worgen Hero's playstyle, such a mana-heavy spell may be a bit too clunky. In addition, the Feral of the 2/2 won't activate as long as it never attacks or if it is the only minion. If your opponent is smart enough, you just paid for a really expensive Polymorph.

    The Grand Tournament

     Commons 

    Gilneas Cavalier explained:

    A great 1-drop, way more versatile than the old Worgen Rogue. Turns into a 3/1, taking down even some 3-mana minions and the ever-present Piloted Shredder.

    Burning Gutripper explained:

    TGT is all about a slower paced metagame, and fixing up classes. Worgen Hero actually lacked early game removal, and now they have a great one.

    Welcome to Gilneas explained:

    Perhaps with this card, a more late-game oriented deck is possible. Prevoiusly in playtests, Worgen Hero played very tempo-like, similar to tempo Warrior and Rogue. 

     Rares 

    Way of the Wolf explained:

    Lock and Load, boyz. Another card that patches up one of Worgen Hero's weaknesses: a lack of spells. Warrior spells fit very nicely into this deck. Stuff like Charge, or Slam, or Brawl? Great additions to the Worgen Hero's arsenal. Even Upgrade is welcome.

    Worgen Paladin explained:

    Before I get any flak, I KNOW WORGENS CANNOT BE PALADINS. BUT. If a human was previously a paladin, and then got transformed into a worgen... isn't that a worgen paladin? The card itself operates to the same degree like other great 2-drops that affect Hero Power, namely Steamwheedle Sniper and the new Fallen Hero.

    Liquid Werewolf "explained":

    A alternate single-target buff, perhaps replacing Curse of the Worgen. The card itself is pretty self explanatory. It's balanced well. 2/5 Taunt = 3.5 mana. Blessing of Kings, +4/+4 is also 3.5 mana.

     Epics 

    Scythe of Elune explained:

    A very, very interesting card. This weapon basically increases your Hero's damage to 3 each turn (Hero Power), but you gotta pay 2 mana each turn. It's a mix of... Dreadsteed and... Coldarra Drake... I guess? In any case, the Scythe certainly fits the TGT theme of Hero Power enhancement.

    Crunch explained:

    Does anyone get this reference? Crunch is a heavy 6-mana AOE, another thing Worgen greatly lacked. With this card, your opponents will now be more careful with their minion placement.

     The Legendary 

    The Big Bad Wolf and Little Red Riding Hood explained:

    Gone with you, Archmage! This legendary was prevoiusly Archmage Arugal, who had a Battlecry that did a temporary Polymorph. That's boring. And un-TGT like. So, here's a Legendary that incorporates a fabled joust! This card turns joust on its head by giving you good outcomes BOTH ways. However, the catch is that they serve different purposes, these two outcomes, and it is 100% RNG based. Therefore, this is why both the Wolf (which is an actual WoW boss), and Red are quite powerful for their mana cost. For example. You wanted the Big Bad Wolf to save your butt from an aggro player? Well, you'd best hope you keep him. It's moments like these that balance out these two character's above-average stats. 

    Clarification: The "Poison" mechanic, as I like to call it, states that "any minion DAMAGED by this card...". Therefore, when 'Lil Red deals 1 damage to them from her other effect, it would kill the target.

     

    League of Explorers

     Commons 

    Ashenvale Manathief explained:

    Worgen Hero has the highest minion count out of all the classes in Hearthstone, and from the ones I've made. However, most of the spells are actually quite weak on their own, and it is hard to find room for them in a deck. This card, thanks to the new Discover mechanic, helps to ease that problem so you can still put that 3/2 body on the field while getting a cheap buffing spell.

     

     The Rare 

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Design Competition #18 - [Ended]


    I don't even know about this card, lol. I'm pretty much submitting this for fun, but hopefully it's balanced.

    Flavour text: Farmers don't just take up their steel against evil. Pitchforks, torches, chickens, you name it, they'll wield it. They're a resourceful bunch.

    Edit: Images were not showing up properly.

     

    Posted in: Fan Creations
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    posted a message on Lava Shock

    From a purely analytic view, this is an excellent card. We can compare this to Holy Smite/Arcane Shot. Each of those deal 2 damage for 1 mana. Surely, unlocking all of your overloaded crystals is worth more than 1 mana? Plus, Shaman has fairly decent access to Spell Power, potentially boosting this into a Darkbomb.

    Props to the guy who said Earth Elemental. New age Crusher Shaman. XD

    Posted in: Lava Shock
  • 0

    posted a message on GvG Control Hunter

    I actually play two of each. It's always nice to see Druid pausing for a bit after I end my turn when I Deadly Shot an AoW or Spectral Knight.

    Now, for this deck, I wouldn't really use Illuminator. Never in my life, using any sort of Hunter (Midrange or Naxx or Aggro), have I ever needed extra health. That's just my two cents.

    Posted in: GvG Control Hunter
  • 7

    posted a message on Druid of the Fang

    "Transform". It literally becomes a new card with 7/7 stats. It's like a polymorph or hex, there's no silencing it.

    Posted in: Druid of the Fang
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    posted a message on Sabotage

    Well, as people may have pointed out, it is a more expensive deadly shot. Counting mana: 3 for Deadly Shot, 0.5 for Ooze's effect, bundled into a 4 mana spell. So, you lose a bit of mana.

    The biggest catch here is the combo. Unless you use something like Bakestaybe or Prep, you'll need to expend a bit more than the 4 mana. I think it's a pretty situational card, as it'll be useless against Priests and Zoolock. Rogues have enough removal, even if most of it isn't "hard removal". And I've been using Deadly Shot to some success lately, so the random bit isn't a concern for me. 

    So, this card is ok-mediocre. Maybe people might see it fit to run one, depending on the meta. 

    Posted in: Sabotage
  • 2

    posted a message on Ancestor's Call

    I gotta say, it looks like a much weaker version of Voidcaller. Same mana, no 3/4 body, and also gives your enemy a minion.

    I *guess* it could be effective against something like Zoo or an aggro deck, who usually burn their hands fast. if you're running something like that old Crusher Shaman, you get the massive 7/8 with no overload, while they might get something like an abusive sarge. 

    The problem is, though, shaman decks nowadays rarely run anything big, so there's not much to put out from this card.

    Posted in: Ancestor's Call
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    posted a message on Crusher Shaman [Legendary]

    Love this deck, went straight from 20 to 11. However, I ran into many aggro decks and not just zoos. I decided to take out Unbound Elemental, as it was usually just sitting there. I added in double Stormforged, and an extra Earth Shock since I don't have Rag or TBK. All in all, I usually last to turn 7 with about 16-18 HP left, and the Earth Elemental combo usually forces a board clear or ragequit. :P

    Posted in: Crusher Shaman [Legendary]
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