Basically the Malygos hero you never knew you wanted. You can't consistently abuse his Hero Power unless you scrap his weapon. However, you can also thin out your deck and consistently shuffle the same cards in and out. You can get the most value out of his hero power with 3 damaging cards worth 1-2 mana. He can't really reach the same power level as Malygos, because Thaurrissan is harder to abuse, but he has a bit more variance to play with. Unlike Malygos, he can remove minions immediately with his weapon, so you lose less tempo.
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Zanywoop posted a message on Weekly Card Design Competition #4.15 - Submission Topic -
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Woomod posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsNeutral
Commons
Amani Footrunner- Not worth giving my opponent a free hero power.
Cinder Trickster, Twisted Imp- Regardless of anything else...these are 1/2s for 1 1/2s would have to be majorly pushed to be worthwhile and neither of these are pushed in that way.
Common Imp- hehe
Dreadspawn- I really like this design, simple and clean.
Noblegarden Hare- I don't think this should be neutral, and if it is 2 mana feels risky. (It's a good tool for stalling early game offense and late game can just hit a control decks one minion always.)
Conspirator- Good.
Brashtide Felsworn- Feels rare.
Ember Ascendent- Good.
Fel Rager- Power Creep! Anyways i like this card trades highly up front but forces your opponent to slam SOMETHING into it, theirs a lot of depth to it's play in arena for such a simple design.
Shivara Bloodrager- More powercreep! whatever good.
Restless Ghost- K....
Felstalker- 4/3 for 3 with an upside and neutral hmmm, maybe.
Dreadguard- And now we get the ATK on opponent's turn on a larger taunt a natural progression.
Fel Sentiniel- Oh hi balanced shredder, so nice to see you.
Fickle Mistress- Should be rare, but amazing card.
Suramar Wailor- Nice neutral arena removal.
Dark Ranger- This is a 3/3 body on a 5 mana hunter spell, while the spell is crap this at 5 is incredibly strong and should be at least 6.
Deepholm Rumbler- Ok, good.
Pit crusher- Vanilla.
Rampaging Abyssal- Needs to be rare as it's mass removal.
Scourge Champion- Ok this effect is just NOT common.
Corrupted Naga- Intresting a demon synergy silence for arena, it's too expensive to play in constructed but should see some real arena play.
Rares
Fresh Stalker- Up to 2 maybe even 3 damage.
Usurper- Oh that's a deathrattle, huh, this card just makes me say huh a lot.
Banished Elf- Make 4/5 or 5/4
Gazer- Love this design, perfect for a rare.
Infinite Oppressor- Ok some new dragon support and a taunt, # of dragons is different.
Sin'dorei Exemplar- Nice to see divine shield+hexproof, fine card.
Void Imperator- So much power creep over harpy, lol harpy.
Terrorguard- could be 8 mana, up to you if you want him a constructed playable or just arena tool.
Titanic Watcher- Poor Poor bolf, should be epic.
Epics
Cobalt Meglomaniac- Intresting.
Darkfallen Prince- Giant meh, also could be rare.
Mo'arg Forgelord- Making it cost 3 less is crazy since he costs 3.
Unending Neth'erzim- Trying to get around battlecry rules? :P
Doom Patroller- Love this guy
Void Herald- Innntresting.
Mo'arg Mechanist- Could be rare.
Crushridge Warlord- Lower to 4 mana.
Scarlet Highlord- DAYMN. -
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waterwaIker posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsThe Execution was poor? Eh? Eh? Ok sorry.
Ok, we'll keep that one on the list. Admittedly I'm still stuck in my way and don't really see the issue, but I recognize that you all and mcF4rtson have talked me through the fiery war axe issue. That given, would it...
- Be worth putting this at a much higher mana point, such as a 6 mana 5/7 or the like?
- Put in a provision for it to not work with weapons on the board?
- Scrap the concept entirely, work with the damaged minion issue to buff the now nerfed Execute?
In any case, I do appreciate the feedback, that one's going on my list.
I know how it feels when you really like a design and don't want to change it, it's understandable. As a 6-mana 5/7 it seems almost on par with Fire Elemental, maybe a bit worse.At later stages of the game, people are probably not going to play around it (unless it's turn 6), but if you keep removing all the minions they play (which is, a lot of the times, the case when playing CW against a deck that is not really fast, or Shaman, but Totems can't attack), this decreases in value a lot.Btw, that "weapon clause" you mentioned seems too clunky and unusual, I don't think it's a good solution. -
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waterwaIker posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsSo Zany and I are still discussing over the Wolfcult. I gave him a few options in which I think would be more fairly balanced:
- 2 mana 1/3, same effect.
- 2 mana 2/3, deal 3 damage to a *damaged* enemy minion.
Zany's reasoning is that this card can only be played for full value starting at turn 3, when a 1 mana 1/3, say, Mana Wyrm, attacks. Other than that, it can be played at any other situation.
Medivh's Valet forces you to spend 3 mana first. And Mage doesn't have Fiery War Axe.
I think while the original effect is interesting and promotes counterplay and thinking ahead of your opponent, the execution was poor, so I'd stick to the second option, which is still really powerful by the way, but requires some effort to set up. I also hate 2-mana 1/3s, they're just so weak, it's like always a free trade.Honestly though, I don't think Warrior needs any more options to control the early game effectively, and definitely not one that gives them tempo. -
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WEre3k posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsDruid:
Val'Sharah Trainee: A pretty good card may see play.
Imperious Warden: I like this card i think its a little under powered though, id like to see it as a 4/6
Unending alms: Its perfected cost but not that good for the current druid deck as Moonglade portal is a lot better.
Commons are good, nice job.
Bountiful Bloom: I love this card, but its way to good it needs to be 4 mana. Its way better then raven idol.
Dark Spear Sabamasta': i like this card for beast druid, but its not good enough to see play do to some amazing druid cards. Fun card though with time it'll become good once card rotate out.
Bearskin Mauler: This is the most broken druid card overall its a feral rage and a yeti plus beast tag.
Empowered Moonkin: A power creep over Snowbold. Really fun card.
Primal Force: A "Board clear" kinda bad.
Broll Bearmantle: Great Card for beast druid, its a great designed card. Nicely done
I love every card here good job guys
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StCecil posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsCool stuff, nice work
wouldnt life be great if card design was your actual job, reality sucks
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Zanywoop posted a message on Weekly Card Design Competition #4.14 - Submission TopicBasic idea is to give stronger value later in the game. However, play turn 3 and if you don't have ANYTHING to play on turn 4 you can use the Hero power to summon a 2/4 and then use your normal hero power, so there is some value there.
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Woomod posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsRogue
Common- Fine, Hit&run could be 3 but development.
Rare- Unending Arsenonal has a massive problem in that it's weapons effects aren't listed on the card that gives them. Master infiltrator has below par stats and a "Blank" effect(remember you only payed one toughness for loatheb, this is much weaker.)
Epic- Tactical retreat feels disconnected, killing spree is interesting but a 7 mana combo card is meh.
Legendary- This is definitely an interesting Legendary.Shaman
Lemme just start with the biggest problem here.
Shaman's don't do murlocs anymore, their tribe is totems and a class can't meaningfully support two tribes. -
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waterwaIker posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsRogue's finally out, time to see what you guys got for my dear Valeera.
I think the commons are all pretty solid. I don't really like those 1/3 1-drops that grow and I think this is a design trend we should stay away from, but given the slowness in this one, I think it's much less likely to snowball like Mana Wyrm or Tunnel Trog. Could definitely see play in Constructed, maybe even in less aggressive lists, and it's obviously a beast in Arena. Darkshore Outlaw is cool, I quite like promoting this kind of weapon-centric strategy; I think Blizzard is neglecting this aspect of Rogue in favor of that dumb "thief" theme. Hit and Run is alright I guess; honestly, it's probably just a worse Arcane Intellect, since the probabilities of you shuffling crap into your deck are so high, but I think that's fine, after all, we shouldn't be giving cheap draw for this class.
Unending Arsenal is pretty cool, I like these delayed effects, and it comboes really well with Backstab and SI:7 if you can prep it. Probably would be better if you got the 3/2 weapon first, but I don't think that's a good idea. Utmost Subtlety is nice, pretty darn powerful but Rogues desperately need a board clear and it both fills the spot and fits the flavor of the class. Master Infiltrator is one of the two most interesting cards you made for the class; I like being able to disrupt your opponent's gameplan (more like delay it, in this case), and I think it doesn't go against Blizz design's philosophy, since it can't completely break their strategy.
I won't lie, the epics this time kinda let me down. I don't like this kind of stall cards (I'm looking at you, Ice Block); they're usually very uninteractive and frustrating to play against. Don't get me wrong, I love
uninteractiveCombo decks, but a way to improve them would be to give them different means to drag out the game, maybe some which don't make your opponent feel powerless as you buy that one extra turn you needed to kill them, even though they would have killed you otherwise. Killing Spree seems garbage; I understand how powerful giving Windfury to a weapon can be, but this is probably at least 3 Mana overcosted. By the time you can actually play it, you've probably spent most, if not all, of your weapon's Durability anyway.The Rogue analysis wraps up with the best Legendary you guys have made so far. Garona seems really powerful, versatile and has a pretty cool effect. Despite that, I can't help but think it's a overstated; 3/4 or even 3/3 would be perfectly fine for such a potentially crazy ability.
On the neutral ones: Forgelord is nice, maybe a bit overpowered, but I definitely like it. It's kinda sad how this completely overshadows Deadly Fork, but that's Blizzard's fault. Doom Lord Kazzak seems too slow for almost every deck but Token Druid, it kinda reminds me of The Boogeymonster. Ner'Zhul is a quite cool card, I'd really like to see more of those self-mill effects.
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Whoospnip posted a message on [Sargeras Cometh] Legion based Expansion! (Collab Expansion concept)Posted in: Fan CreationsGarona should discover a spell from YOUR deck because if you don't have any of the 3 spells in your deck its combo is useless
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I was fooling around with tempo paladin a few days ago, not quite aggro, and think that this would go well with it. And with this card, you can relive one of the greatest ever recorded jousts, too. Even if this was in control/midrange, Paladin has quite a few relevant low-Attack minions, such as Zombie Chow, Shielded Minibot, Aldor Peacekeeper, and Quartermaster, for example. And even aggro huntards have higher-ish attacks minions, like Wolfrider and Arcane Golem.
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White Hymn also costed more since you can increase the health of ANY character, including your Hero. In a pinch, you can use it to boost your Health by 2.
Slicks is like a 4th "deal 2 damage", but in a minion form. It forces the opponent to react to him, which makes up for the limited effect of this AOE.
EDIT: Starting today, I will be going back and adding Legendary entrance sounds, as if they were actually played in Hearthstone. I have already added Sylvari Cadenza's.
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Hah! The legacy continues! (You'll need to have at least seen my Pirate Hero class to understand the true, untapped, world-rending power of this card.)
EDIT: spelling.
EDIT 2: This guy needs a description.
Avast, ye mateys! It's the ruler of the seven seas! From we'rever the north winds blows, to the south breezes, there is none other fiercer than the forebear of the Gaspasser dynasty.
Where he would sail, he would plunder. Not one penny was safe from this fellow! He would take everything you had, even the shirt off yer back!
For two score and seven years, the winds blew ever in his favour. But, alas, this sorry tale takes a turn for the worse. The good Captain had a taste of his own medicine, the foul nectar of the demons, Pepto-Abysmal. And, as such, a terrible incident came to pass. It became known that the Captain was actually highly allergic to this substance.
Following that day, he was bed-ridden in a hospital, where he spent the rest of his life in peace; enjoying books, sipping a fine wine. But he was continually plagued with bowel disorders. Such was the price to pay, it seems, for his past misdeeds.
The story does not end there however.
So frightfully terrible was the Captain's condition, it passed on to his children, and his children's children. Alas, the Gaspasser dynasty's curse: Severe indigestion. It was due to this that the name "Gaspasser" was given to this glorious family of pirates.
Their original family name was Smith.
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And I have started on my third, and last for the foreseeable future, class. The Murloc.
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Overview
Here's yet another one of my custom classes, this time a rarely done one. I changed up my approach to the Pirates and went for a very easygoing, almost "fun"/"punny" outlook. Hope it turns out good.
Comments, as always, are welcome.
Shoutout to Zanywoop, again, for the idea of using Captain DeMeza as the Hero. She'll be the first human female Hero. Props to Mokthol for his excellent custom card borders.
I'm sorry to all League players for the Hero art... This was best pic I could find!
Dread Captain DeMeza
Treasure! explained:
Woah! What kinda Hero Power is this?! Hear me out. If we gave Ms. DeMeza here a weapon each turn, that would give some *serious* value to weapon-related pirates. And we don't want that. Weapons in the Pirate Hero class are perhaps even more valuable than in Rogue decks.
So, I tried a different approach. Everyone likes gold, right? So she can now summon a small Taunt. This protects your board, which is another facet of Pirate gameplay. The Chest is a 0/1, not a 0/2 of the Stoneclaw Totem as it is a guaranteed Taunt. Therefore, many classes can ping it without a problem.
Basic
Skeletal Pirate explained:
*cough*Reborn Tengu*cough*. This card introduces us to the "deck thinning" concept of the deck. A strong card, on the level of Shielded Minibot. Once this guy dies, it will summon your other copy of the Skeletal Pirate from your deck. Perhaps 3 mana is better?
Does anyone get what I mean by Reborn Tengu, by the way...?
Fire at Will explained:
A Flamecannon. And this is what I meant by a "fun" approach. This, by far, will be my favourite card in the entire Basic set, and I didn't even make it all yet! This is also an example of unsteady removal.
Flintlock explained:
Here's the basic weapon for the Pirate Hero. 2 attack, you still get some decent value with the neutral Pirates. Based off of Fiery War Axe, Gladiator's Longbow, as well as my Deathsworn Claymore from my Death Knight class.
Big 'Un explained:
Love this card's name. :P Here's a heavier drop, based off of Azure Drake. it has less card velocity and doesn't have the Spell Damage, but you get a guaranteed card, and a good one too.
Ship's Cook explained:
Here's both some fun weapon synergy and (very) unpredictable removal for you. All the weapons are worth about 1 mana. Except for the Cake. Sucks to be you if you get the cake. Should add a 1/1 Drumstick that restores 2 HP to your Hero?
Swab the Decks! explained:
Here's another fun card. Against non-weapon decks, you can have a bit of cheap removal. Against weapon decks, however, this card can have some serious value. You give them a near-useless weapon as well as potentially destroying their previous weapon. For those who are wondering, both the italics text on the mop and the re-coloured Slime were done in GIMP.
Bottoms Up explained:
Based off of Velen's Chosen and my Curse of the Worgen (3 mana, +3/+3). Should be balanced enough. This could be used to buff up a minion into BGH range, though it's expensive. This is *extremely* important as Pirates do NOT have hard removal. Better to turn your Bloodsail Raider into a monster.
No explanation necessary.
C'mon, I need a few steady, non-wacky cards.
Dolphin explained:
This is your *only* card draw. Yes, that's right. Everything else comes from deck thinning. Use this card wisely. It is the old Novice Engineer, with 37% more cuteness.
Anchor explained:
I had a very tough time balancing this weapon. It's based off of Arcanite Reaper. Essentially, you swing for 6 damage. Then, since the anchor is darned heavy, your Hero can`t attack next turn. Not only that, since this weapon's Attack turns to 0, you LOSE ALL PIRATE WEAPON PERKS, like from Dread Corsair.
Expert
The Commons
Powder Monkey explained:
Bloodmage Thalnos' low cost and ability to cycle is what makes him a legendary. Here we have an ever lower cost Spell Damage minion. However, there is a catch. It will only last on the turn you play it. That and the fact this guy has no draw. I think this balances out the extremely cheap spell buff.
A Powder Monkey is the crew member responsible for transporting gunpowder. I think this represents it well enough.
Boatswain explained:
A really fun card concept. The body isn't too bad. In fact, it's the exact same as a Dark Iron Dwarf. However, the Boatswain has the benefit of thinning your deck out and giving you another decent 4-drop. You'll have to spend 4 mana to play it, but still.
The Boatswain is in charge of general deck activities, which basically translates in Hearthstone-talk to attacking.
Coxswain explained:
A stronger Earthen Ring Farseer. Another solid 4/4 body, and you get to once again cycle through your deck by putting yet another one of those Boatswains back into your hand.
The Coxswain is responsible for piloting and maintaining the ship's longboats. Well, the closest thing to maintaining stuff in Hearthstone is healing, so, yeah.
Cannonade explained:
Here is the Pirate Hero's extremely unreliable AOE. To make up for the unreliability, you can potentially summon as many pirates as you want, wiping out the board at the expense of also wiping your hand. The special Ship's Cannons also only target minions.
Don't worry. There won't be a Pirate Hero version of UTH. That would be sooooooo cancer...
Mimic explained:
Stats based off of Anodized Robo Cub. A mini-Sludge Belcher. However, it is not quite as good as the Taunt it leaves behind is just a meat shield. Still. 2 mana, 2/4 stats is not bad at all. Is this better than Annoy-o-Tron? Well. The Annoy-o-tron is a mech. Also, the Divine Shield means you can buff it to trade favourably. The Mimic, however, resists Hero Power pings. It depends on the situation, really.
Treasure Map explained:
There is no explanation. Only potential salt and biblethumps.
Rares
Lead n' Steel explained:
Pretty straightforward, this spell. I balanced it against Upgrade!. The 0 mana cost is what makes it so effective, on the level of Rogue's Bakestaybe.
Ship's Musician "explained":
Pint-Sized Summoner's fifth cousin, thrice removed. Unfortunately for her, her cousin fell afoul of a marauding band of pirates and was kidnapped at an early age. Nobody knows what become of him ever since. Legend has it, though, that he has developed impressive musical talent and has a penchant for conserving mana.
Ravenous Hammerhead explained:
An interesting minion that intrudes a tiny bit into the Paladin playstyle. However, with the hug amount of summoning and flooding the board Pirates can do, this card would also fit well into this class. And, it has a Beast tag... I wonder what that means...
Gunner explained:
The Pirates' version of Tinkertown Technician. Faster, cheaper, this would be nuts with a coin play.
All Hands on Deck "explained":
Perfectly balanced, nothing to see here.
Epics
Wee Lassy explained:
Here's some weapon synergy that the Pirates are so well-known for. Abusive Sergeant, but better. However, she needs a weapon for her buff.
Cap'n Gaspasser's Odor "explained":
Not all Pirates are made with Equality. Some are far, far stinkier than others.
First Mate explained:
Finally, a solid card that actually doesn't do anything too stupid! The Piratical version of Piloted Shredder. The main downside for this minion is that there aren't to many outstanding 2-mana Pirates. Bloodsail Raider, One-eyed Cheat, and this class' few 2 mana Pirates. As a trade-off for crazy drops, you get a tiny bit of consistency. Note that Skeletal Pirate is NOT Pirate-raced.
The Legendary
Dread Ship Vazuvius explained:
Here we are, a beefy 5-mana with an impressive effect. With this card, you can trade one or two Pirates each turn for a very sticky 2/2 minion. Or, you can deter your opponent from AOE'ing your board. The legendary itself has a decent body.
Naxxramas
The Common
Davy Jones' Locker explained:
I love Soul of the Forest. I really do. But, in reality, it's not meant to be in Druid. It's meant to be in something, and it galls me to say it, something like Warlock. A card that gives out an AOE sticky effect needs to be in a class that can upkeep a large board. So here it is, in the Pirate class.
Goblins vs. Gnomes
Commons
Autopilot-1337 "explained":
Hey, if Mechwarper is a 2/3...
Galleon explained:
At last, a large drop for the Pirate class, and it gives you a decent weapon to boot! 3/6 is worth 4 mana, the 2/3 weapon is worth 2.5 mana. And let's be real here. Compare it to Fiery War Axe, not that overpriced Stormforged Axe. So, in total, you do get a bit more bang for your buck that usual. However, if we compare it to two extremely powerful 6-drops, Fire Elemental and Savannah Highmane, we can see that this card is a bit weaker. Now that I think about it... I should buff this card. And no, a ship is not a mech.
The Rares
Kul Tiras Elite explained:
This card is bursting with flavour. (What is this, a Kool-Aid commercial?) I designed this card like this. So, if a Marine were to be in a Pirate deck, naturally, she'd want to imprison a Pirate, right? So, if you that, you lose a minion on the board, but she becomes a solid 4/5. By going back into your deck, it's like she's "imprisoning" that Pirate. However, when you draw that Pirate later on, you pay the 1 mana you gained by getting a 4/5 for 3 mana. However... you get INSANE, INSANE value if you imprison an enemy pirate.
TLAPD "explained":
One of my favourite cards in this entire set.
I'm missing the third rare! The pictures went missing over time. Sorry about that, I'll try to rememebr what it was and will post it ASAP.
Epics
Gatling Gun. Help!
This... is an odd weapon. It is very hard to compare to anything, and I'm not even sure if it is balanced or not. Help in the comments would be greatly appreciated.
Cap'n Gaspasser's Revenge "explained":
The legacy of Cap'n Gaspasser continues! Unleash the full fury of the dreaded nautical legend known as Cap'n Gaspasser and all shall fear you! Well, mostly him, but a you as well, mainly for the fact that you had the guts to summon him in the first place.
The Legendary
Annie Bonn explained:
This here is a what every Pirate needs if your opponent got off a pesky board clear. As a Legendary, she won't win you games. But she can definitely help you to stabilize your situation. Save this card for a good occasion. Don't just slap her down as a Tazdingo or when you have nothing to back her up, even if you do get her down for (3).
Blackrock Mountain
The Common
Navigator "explained":
Nothing too special about this card. Perhaps this card would be a better option that the Bonny Lass? The Land Ho! cards have a few inside jokes WoW players will understand.
The Rare
Gulper Eel explained:
The ultimate deck-thinning minion the Pirates have at their disposal. But! It's for Beasts only! Will Beast Pirate be a thing?!
The Grand Tournament
The Legendary
Like what you see on this card? Vote for it here!
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Oh boy, this took longer than I expected. Here's the first two borders of the Vindicator class:
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It galls me to say it... but I actually like the thought Blizz put into this card. Clearly, it is an inferior Arcane Intellect, but previously, all we Shammys had to go on was the Mana Tide Totem. And that is part of the Shaman playstyle. A noted lack of draw power.
Therefore, adding a form of steady, though slightly overpriced, draw power is Blizz's way of giving Shamans a swift kick in the behind while not blurring the playstyles between classes, which I find much more important.
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Infernity Hunter.
lolyaright.
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Wizzbop is super cheap, to offset that RNG. Yeah, you either like it or hate it for the randomness.
The Enchantress gives the opponent's minion that +1 Health, to offset her 3/5 stats.
Glad you like the flute.
Sylvari is supposed to be that one last ditch effort. I *could* make her a 7-mana, but I'll have to see about that.
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Ofc. I'm an old hand at this, just check out all the other classes in my signature.