Golden monkey just raised the RNG bar to the max... It's seems like a cool card but you're just flipping a coin to win the game or lose it. 30 Sylvanas Windrunner's or 30 Lorewalker Cho's?
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Twitchy posted a message on The League of Explorers - Hearthstone's Third Adventure - LAUNCHES THURSDAY!Posted in: News -
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsHow the Workbench... well, works.
This is where I'm going to post all of my random concepts. No, this is not an expansion. No, this does not follow a theme. It's just a bunch of cards meant to explore interactions, and enable new playstyles, mechanics and well, just generally mess about with design. Balancing comes second here. That's not to say that I won't try to keep the cards somewhat in line, it just means that it's not the main point of this thread. I won't be adding commentary to the cards here, but that doesn't mean that I won't be open to discussing the cards in the comments. Just don't expect certain justifications or clarifications for the cards to be in the original post.
Custom Keywords:
If I add new keywords, the explanation goes here.
The Collection:
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
Neutral:
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user-13037754 posted a message on Dragons for everyone!Posted in: Fan CreationsI just felt like taking it upon myself to test my designing skills at enabling Dragons for all classes (as well as some other cards and mechanics I feel need some help). Every card here either is a Dragon or interacts with them, or even both.
Feel free to suggest your own concepts and vote on which set of cards you would most want to see in the game.
Total amount of cards: 7 for each class, 15 neutrals and 3 counters + 6 uncollectible.
Let's begin!
Druid:
Obsidian Drake: Can work as a tool for mill Druid with the first option, and as a bigger Flame Imp with the second option. Just a simple flip on the standard Choose One mechanic. I decided to flip the stats from 4/5 to 5/4 as I felt a 4/5 body was slightly too strong when paired with Innervate.
Emerald Drake: Recycled art, FTW. Anyway, you know how there are so many Druid spells that go unused? This is my attempt to not only give Druids their own Dragon, but also a way to see some use of cards like Recycle, Moonfire, and any of the buff cards.
Emerald Drakonid: Basically an Azure Drake that only draws you Dream Cards. Considering that Dream Cards are much more powerful I decided to give the minion worse stats and compared to Azure Drake it also loses the spell damage.
Dragonsworn Healer: Like Priest, I feel that in order for the other classes to support Dragons, they need a good early minion to help them along. This is the one I came up with for Druid. It means you can now use your hero power more liberally to clear minions, since you're gonna get some health back in return.
Celestial Dragon: Basically the Dark Cultist for Druid. I figured this could make Moonfire see some use, as well as synergize with the Emerald Drake.
Earthen Guardian: We all know that Recycle doesn't see play, mainly because it's an overpriced Assassinate that doesn't even permanently remove the threat, and you gain no board presence if you were already losing. Unlike Sap which is really cheap for what it does and also allows you to play something on the back of it, Recycle allows for very little play after the spell has been cast. This is my attempt at making at least the effect of Recycle see some play. Since the effect also comes alongside a body you can now also contest the board while removing a threat. Needless to say, it's a really weak card in an aggressive meta, since removing a Wolfrider or Imp Gang Boss is hardly worth the 5 additional mana.
Xarantaur: This minion is like a really big Dreadsteed with a condition. Potentially it could beat down just about anything the opponent plays, which means it demands an answer quickly. I'm still a bit unsure about the balance, but considering how common Silence is, I don't think it's too bad.
Hunter:
Black Whelp: So, how do you make Dragons appealing for Hunters? Why by giving them the beefiest early game minion, of course. Note that it is strong, but can't be used as an aggro tool because of the restriction. One of my favorite ideas honestly.
Core Dragon: Since Dragon decks are about playing on tempo, you're not gonna be able to use your hero power all that much. So if you save it for later and just keep playing cards you could end up with a nasty nuke or when combined with something like Steamwheedle Sniper, removal piece.
Volcanic Blacklash: Reworked to not be a complete game breaker. I really should have seen this becoming really insane with the release of any high-cost spell, but now it's merely a card draw. Hunters generally have terrible draw because they are so aggressive, but since this card only pulls Dragons, it doesn't work as well for aggro.
Dragonsworn Archer: Since the Hunter hero power can't support the control playstyle (and I doubt Blizzard is going to change it anytime soon), I figured I could give them something to make up for it. This way you get the equivalent of 2 hero powers to use as you please, as well as synergize with Wild Pyromancer and Hunter's Mark, if you choose to go that far.
Preying Drake: But solid minions are not enough to make a class such as Hunter turn away from their favored archetype. If you want a class to start playing control, give them tools good enough to justify it.
Tamed Dragon: So, what's the problem with the "when you draw this" effect? The effects that currently exist in the game, in the form of Flame Leviathan and Sea Reaver, are unreliable and detrimental to yourself in most cases. Sure, you don't have to pay for the effect, but more often than not, you would rather pay the cost and have control over it. How do I suggest fixing it? First off, don't make the effect ruin your game plan. Have it be a pure upside rather than a situational effect. Here, the effect is purely beneficial, and if you're running Inspire minions you can keep the effect for a later turn. If you're playing for tempo, you rarely have time to weave in a hero power anyway.
Atrimedes: Ok, so after thinking for a while I moved this card from Warrior to Hunter. After all, Atrimedes is supposed to be hunting you down with echolocation so I felt it fit flavor-wise. I really didn't want to copy the Rag vs Nef Tavern Brawl design, but Blizz really nailed the design on this card from the start. I merely rebalanced it for constructed play.
Mage:
Newborn Wyrm: Effectively half an Ice Lance tied to an early game body. Could work for both a tempo freeze Mage as well as synergize with the other Dragon cards like Frostbrood Skytalon or Sapphiron. Previously, this card had a conditional Arcane Missiles effect on it but I felt the effect wasn't quite fitting for a common card.
Arcane Dragonspawn: Basically a pseudo-Questing Adventurer, that instead or requiring you to play the cards, you just need to draw them. On turn 5 you can get a 4/4 and draw two cards if you combine it with Arcane Intellect, making up for the tempo loss.
Cerulean Consort: This was meant to give Dragon mage a better source of card draw to play on tempo. Arcane Intellect is a big tempo loss and giving you a body to go along with it somewhat mitigates that.
Frostwyrm: One look at the Mage class will tell you that the class is destinctly missing viable 5 mana cards. This was my way of creating something worth putting in your deck that also synergizes with card draw tools like Azure Drake and Arcane Intellect (which is normally a pretty big tempo loss).
Frostbrood Skytalon: I wanted to give Mages some kind of hero power interaction, and initially I though about making it a Freeze effect that remains on your hero power for the rest of the game, but then I quickly realized how broken it would be if you could Freeze a minion every turn, not to mention if you combo it with Coldarra Drake. So, I settled for a one-time Frostbolt kind of effect.
Dragon Enchantress: The more you end up focusing on Dragons, the less room you have in your deck for other tools. If you want to run the Dragon related 2 drops or spells in the 2 mana slot, you might not have room for a Mad Scientist, and in that scenario, this card will help you out, by allowing you to play your Secrets for free. The other thing you need to consider is that you get to choose what Secret you put in play, where the Mad Scientist would put a random one which could go off at the wrong time.
Sapphiron: Based on the boss fight from the last Naxx wing, but slightly altered to fit better with the Mage arsenal. I deliberatly made the cost high enough for it not to be easily combined with most freezing spells like Frost Nova and Blizzard. It does make a damn good play when combined with Ice Lance on turn 10 though as well as any Snowchugger or Water Elemental you may have on board.
Paladin:
Dragonsworn Sentinel: Think of it as a Webspinner for Dragons. While I would normally be afraid to give Paladins a good 1 drop in this meta, there is no worrying about this being played in Secret Paladin at least.
Armored Drake: In a way, this was my way of creating a Scarlet Crusader for Dragons. In a 1v1 scenario, it will contest Piloted Shredder (in most cases, anyway). Even if you don't necessarily get a good trade, at least it draws you a card to compensate for it, which is very important for Paladins. Most of Paladins card draw is very situational; Divine Favor requires you to empty your hand, and Lay on Hands is often very slow. The in-between card draw sources like Hammer of Wrath and Solemn Vigil are rarely run because they are overshadowed in their respective slot. This card allows you to draw as well as put a somewhat sticky body on the board.
Dragonsworn Justicar: On the turn it is played it is pretty much just a Sen'jin Shieldmasta without the taunt. However, should you leave it alive, it can trade with your minions without taking damage, as it gains Divine Shield.
Bronze Warden: At first I was worried I might have given it too small of a body, but I feel it's balanced where it is right now. Considering that you can get the initiative on using the Divine Shields, you can produce enough value to warrant keeping the stats as they are.
Dragonkin Brute: At first look it might seem like a worse Fire Elemental, since you are face tanking the damage instead of just dealing it. But note that the effect remains for as long as Dragonkin Brute is in play, which gives you an additional 3 damage every turn. If the opponent doesn't clear it, you can rack up some serious damage from the effect alone.
Patient Dragon: Now, at first glance this might look like a stupid card, until you consider that Paladin has Coghammer, and that you can essentially turn this card into a self-silencing Ancient Watcher.
Chromie: Also known as the Dragon Chronormu's gnome form. I couldn't find much lore to go on for this card, so I tried to work in the time manipulating aspect into the card instead. As it is right now, it replaces your hero power with a temporary Resurrect-on-demand, with a much more limited use, as it will only target minions that died on your last turn. And yes, that includes enemy minions.
Priest:
Obsidian Drakonid: Compare with Blackwing Technician, where you instead move the bonus stats to a future turn, instead of the current one. Not much to say about this card. It's just a solid minion.
Wyrmrest Inquisitor: Basically designed to be a Mind Vision on a stick. The card never saw play because it alone is not worth a card slot. Combined with a body, it should be able to see play somewhere. I reworded the effect because it looked way to cluttered before.
Malevolent Priest: Here is where I start mixing in some of the new mechanics from LoE. Discovering a Dragon is a pretty big deal and this card encourages you to always pick one with a high cost and feeding into the aesthetic that Dragons are huge late game drops. It also gives information to your opponent in that they can tell how much it costs and plan around possible plays.
Dragonsworn Disciple: Previously, this card was very similar to the new Darkshire Alchemist (which doesn't even have a condition) and I honestly felt it was really boring for a rare card, so I reworked it to act as a sort of ramp card for high-end dragons. Compare with Dragon Consort, except this loses a bit more attack for the possibility of ramping out a bigger threat. Note that the effect also doesn't stack like you could with Dragon Consort + Brann Bronzebeard.
Azure Protector: A decent Taunt minion for both the Dragon tribe as well as general Priest decks. It's like a Dark Cultist with an outcome that you can control by your placement of this minion. Priests don't have many cards, if any at all, that requires use of clever positioning.
Roaring Blackscale: It's an epic for a reason. It's not designed to fit into many decks, but rather act as a tech card against token and aggro decks. The effect is permanent unlike that of Shrinkmeister which will let you stall against smaller minions.
Murozond: This could help you make combos with Flash Heal, Circle of Healing, Power Word: Shield among other things, and then threaten to keep doing it for as long as this remains on the board. I know most Priest spells are situational. But imagine having Mind Blast function as a Headcrack for the rest of the game.
Rogue:
Drakonid Drudge: Turn 2 dagger up, turn 3 Drakonid Drudge will leave you with a Spider Tank's worth of stats. However, where it truly starts to shine is when you apply effects like Deadly Poison, at which point the attack goes up to 5, and even higher the more you stack on it. Of course, this means that when you lose the weapon the minion also suffers the hit.
Dragon's Presence: Since Burgle was effectively unused when TGT came out, I felt I needed to give Rogue a better source of card draw and this is what I ended up with.
Skulking Drake: Since the nerf to Gadgetzan Auctioneer long ago, Rogues have been in a tight spot for card draw. Needless to say, here is one way to make up for that.
Blackrock Dragonkin: Rogues really need some love right now, and here is my way of giving them some. We all know that combos are essential to Rogue, but it's not always you can get the effect on SI:7 Agent to go off on the turn it is played. Now you can have the same effect on a smaller minion, so long as you build your deck around it.
Onyx Guardian: Trying to make a defensive card for Rogue, that is not only a Dragon, but also fits their aesthetic is really quite difficult, but I think I finally found one that worked. This is at first look an overpriced Fen Creeper, with a Sap on it's Deathrattle. It looks a bit too strong to me, but with the state that Rogue is currently in and the fact that it has to contest the slot with so many other strong cards, leaves me thinking it's actually going to work out.
Ruthless Drakonid: Rogues currently have trouble clearing the board. Their most common forms of clear come in the form of Fan of Knives which is quite weak in most circumstances, and Blade Flurry which requires a big set up, which you can't afford to include in a Dragon tribal deck. My solution was to put a Cleave-effect on this card which could help you recover should you fall behind.
Vaelastrasz: Basically Coldlight Oracle on steroids and yet more card draw for Rogue, as well as another tool for the mill archetype.
Shaman:
Vermillion Mender: Compare with Earthen Ring Farseer, where you get the heal immediately. With this card the minion needs to suffer damage first to be healed, meaning anything that would take lethal damage would die before gaining health. Note that it also applies to itself. If it attacks a 2-attack minion, it would then be healed up to 3 again. It also says "friendly character", meaning your hero can also be healed, if you were to use a swing of a weapon on a minion.
Ancient Emberwyrm: Why hasn't this become a thing yet? Overload has crippled Shamans for a long time and many of their class card don't see play because the Overload is too costly, as is the case with cards like Feral Spirit, Neptulon and Ancestral Knowledge. This card would let you work around costly Overload cards by playing this first and then negating the effect of the following play. You could theoretically play this on turn 4, followed by an Earth Elemental with no drawback. Note that it doesn't remove the Overload, it just prevents the effect from coming into play. That means that Overload cards can still trigger Unbound Elemental.
Dragon's Fury: A Dark Bargain for Shaman. Shaman are notoriously bad at wrenching back control of the board once they have lost it, and I really wanted to give them a little treat.
Azure Magus: A 2-drop that has greater potential later on in the game, than it does on turn 2. You get something out of punishing yourself with Overload and also have something to drop on turn 2 where you would normally just use your hero power otherwise.
Twilight Skyterror: Again, interaction with Overload. This one not only makes Overload less painful, but it greatly synergizes with the new card Elemental Destruction, since you can summon it for free on the following turn.
Dragoncaller: The idea here is simple. Give Malyman a more reliable draw for Malygos, as well as enable the class for Dragons in general. I feel comfortable with the card because it costs 6 mana and it has some fierce competition in that slot.
Ultraxion: Again, more interaction with Overload as well as another incentive to play with the mechanic. This late in the game the ability doesn't feel broken, which was a major concern of mine when I was designing the card. The card still warrants an answer quickly if you want to get your board back, though.
Warlock:
Chromatic Drake: All in all, it's not a very exciting card. But it means that discarding could potentially be less harmful to you in the case where you lose this.
Cursed Dragon: Since Discover really seemed to work out as a mechanic, I felt that I could use it to bring use to another somewhat underused mechanic, namely the discard mechanic. While you might not always want a card with discard, the card pool to pull from is much more limited and thus also much more reliable.
Dragon Corruptor: Why is Corruption not viable? Because it occupies a card slot and because it usually just forces a trade where one would have happened anyway. This card makes use of the effect basically for free, while also putting a body on the board. It forces the enemy to trade into it, and even if the enemy minion is tough enough to survive the hit, it will die anyway. Even if you don't make use of the effect, the body is like that of a vanilla minion, which justifies you running it. I'm really satisfied with the design of this card.
Violet Proto-Drake: Serves not only as a Dragon for the tribal deck, but also enables discarding cards. It's easy enough to answer to not make it completely broken, and cheap enough to combo reliably in the mid game.
Plague Dragon: A pretty niche card. Compare it to Madder Bomber, where it can help you greatly if you're behind, but is detrimental to you if you're winning since the effect is completely random. However, where Madder Bomber is better against many small minions, this works better against a few big ones. Combined with Shadowflame or Hellfire, you can wipe all the tokens and take out whatever is still left. This only really works if you're losing though, because otherwise it can target your own minions.
Fel Dragon: Yet another possible enabler for discarding mechanics. So long as you haven't yet drawn the Fel Dragon, you can discard all you want, because you know that when you draw it, you will immediately be rewarded for doing so. Again, like with Tamed Dragon, the effect doesn't screw up your gameplan or wipe your own board.
Sinestra: I am still not entirely sure about how well balanced this card is, but when compared to Ysera you are sacrificing the power of the Dream Cards but with the upside of not having to pay the cost for the minions you summon.
Warrior:
Blackrock Guardsman: Uses the amount of Dragons you draw to reduce its own cost. You could potentially put this out for a very cheap cost, depending on how good your draws are.
Captured Dragon: Gives not only Enrage Warriors a new tool to play with, but also gives the class another Dragon enabler.
Molten Dragon: The "under 12 health" is something I'd love to make something of and someday I hope there is going to be an entire deck based around it. While it's horrible when played above 12 health, below 12 you're getting a 2 mana discount on an Ironbark Protector. Would you consider playing a 6 mana 8/8 with taunt?
Bloodthirsty Drake: If you're bleeding it can smell it. Another card for Warriors to play with. Can be used as a follow-up for a Slam or Death's Bite trigger. Either way, it synergizes well with the Warrior arsenal, and could hopefully bring about the start of another archetype for the class.
Dragonmaw Skirmisher: Compare with Wolfrider. This card becomes a better Wolfrider when you get the trigger, and an arguably worse one if you don't. Note that after your turn has ended, the card loses the attack buff too. This is consistent with Bestial Wrath.
Dragonflight Champion: My new spin on the Joust mechanic. This time you're not dependant on what the enemy plays, but rather on how many Dragons you fill your deck with. Now, now, hold your OP buttons. It is a complete board clear, but doesn't Brawl do the same thing? You are leaving it up to a dice roll on whether or not you come out ahead. While Brawl leaves more mana to use after casting, this puts the body on the board immediately, while at the same time having the chance to give you a mass-Execute. And note that it applies to your minions as well. Best combined with Whirlwind or a Death's Bite trigger.
General Drakkisath: So, with Atramedes moved to Hunter, Warrior needed a new legendary. My choice was Drakkisath. He is supposed to be a fierce fighter after all. The problem was coming up with an ability for him since he had so little lore to go on. So, I simply settled for giving him a couple of guards which were present in his fight. Giving them taunt references him knowing he shouldn't be in the midst of battle, as he was too valuable to Nefarian.
Neutral:
Common:
Dragon Servant: Your standard early minion for Dragon decks. Compare with Bloodsail Raider balance-wise.
Crazed Dragon: This card wasn't designed so much for the sake of enabling Dragons, so much as it was for making a viable Ogre Brute. The problem with Ogre Brute at the moment is that there is no way to work around the drawback without Silence. This card at least allows you to run it in decks that don't use targeted spells, or very few of them anyway.
Dragonflight Warden: OMG, powercreep on Lord of the Arena! Well, play her in any deck outside of Dragons and that's pretty much what you're gonna get. If you get the trigger on her though, she is a powerhouse at 6/8 for 6 with Taunt.
Dragonmaw Marauder: Kind of a conditional Core Hound for one less mana and with 1 more health. If you reveal something big you can end up with a 10/6 for 6 mana. Is that broken? Well, Core Hound sees no play and nobody uses the Uproot ability on Ancient of War (except in extremely fringe cases), so I dare say it's balanced. Then there are times when you will reveal a low cost Dragon like Twilight Guardian and end up with a subpar minion.
Rare:
Blackwing Spellbinder: As a 1-cost minion, you have to do a a lot to stand out these days. This basically gives you a Faerie Dragon for 1 mana cheaper, which could help you kill tokens as well as be a general nuisance. People don't play Faerie Dragon in the current meta, but damn is it annoying when one does show up, and you don't have an answer to it.
Dragonsworn Valiant: This one was a tricky one to design. I initially wanted to give it Charge, but then I realized I would be taking away from the flavor of Alexstrasza's Champion. So I settled for a simple cost reduction. I don't feel like it infringes too much on Dragon Consort's territory since the target of the effect is random.
Blue Dragonspawn: I once heard a saying that read; "Spell Damage minions won't see constructed play unless you get the effect for free", and I feel I managed to work that philosophy into this card pretty well. A 3/4 for 3 with Spell Damage on top, is pretty solid if I do say so myself.
Emerald Acidspewer: Knife Juggler's bigger brother, that also triggers on spells and weapons. I mean, if Blizzard is fine with Piloted Shredder, I don't see a problem here. Played on turn 4 with no follow up 0-cost means it's actually pretty weak, but can get you massive value if it's not answered.
Epic:
Treasonous Worshipper: Unlike Armored Warhorse, which clearly has anti-synergy with itself, this card was designed to allow for a beefy minion that also acts as removal. It definitely doesn't fit into every type of Dragon deck, but to have the option is atleast worth pursuing.
Twilight Corruptor: I'll admit, it was inspired by Noxious workshop. However, I tweaked it so that the drawback isn't going to impact you immediately. Now you at least have the option to Silence the drawback.
Blackrock Brawler: For quite a while now I've been wondering if we were ever going to get a Loatheb for minions. It might prove to be too powerful since Blizz has stated that they want to focus on board interactions. But if you only have spells, Loatheb basically seals you the game too, so I'm still gonna give it a shot and see what people think. Considering it costs 6 mana, it has fierce competition and since it does nothing else but delay the opponent's minions, if they happen to have spells instead you basically did nothing and minions already on the board remain unaffected. On the other hand, guess who's not gonna drop on turn 7?
Dragonlord: Works like Animal Companion in the sense that every card you get from it is above standard, but you can't reliably get either one of them. Below are the cards it can give you. I won't go into detail on them, and I'll leave it up to you to decide how good they are. One note I will leave though, is that Dragonsworn Unity gives you any of the previously mentioned cards on this page with the word "Dragonsworn" in their name.
Dragonflight Cards:
Legendary:
Anachronus: Compare with Nefarian, where it gives you 2 cards. The difference is of course that it only gives you minions and it's just about as random. Sometimes you might just get a couple of 1/1s and sometimes you might get your Loatheb or Ragnaros the Firelord back.
Sindragosa: Basically a Holy Wrath on a stick, this could function as a sudden nuke if the enemy can't Silence it, and since it can only reveal Dragons, there's a much smaller risk of it drawing a dud like Holy Wrath so often does, since Dragons are very high in cost.
Chromatus: The one true Chromatic Dragon. It functions as a Neptulon for Dragons, except instead of the Overload, it has the downside of discarding anything in your hand that isn't a Dragon. Prepare for Shenanigans when you draw another Chromatus from the first one.
Counters:
Because how can you make so many cards around Dragons without making counters to them?
Coldarra Dragonhunter: Deliberately designed to counter Wyrmrest Agent, it will have enough stats to take it out and live. If your opponent doesn't have a Dragon in hand, its your average 2/3 minion, which is still playable albeit really boring.
Dragonscorn: A spin on the Dragonsworn title, as well as featuring a punishing ability for Dragon decks. It doesn't come without a cost though, because the body is terrible for the cost. If you can't make use of the ability, this minion is almost useless.
Dragon Huntress: What's this? A tech card for Face Hunter? Are you mad? Well, no. Nobody plays 1 mana minions unless they have a worthwhile effect or are sticky enough to actually get something done. This has neither, unless your opponent plays Dragons, in which case it's a discounted Wolfrider. Without the ability it's barely playable, for the same reason as most 1-costs. The single health point. With that in mind, the card doesn't feel broken to me. And for those wondering, it's not going to light up in yellow when your opponent holds a Dragon, so you have to take a gamble and play it first, then see if it gains Charge. However, considering that your opponent is going to reveal this fact themselves when they play any minion with the "If you're holding a Dragon..." effect, it's not so bad.
These are all the cards I have to show right now. Feel free to post your thoughts and concepts of your own.
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user-13037754 posted a message on Sylvanas Windrunner: Dark Ranger Custom Class (Updated for Whispers of the Old Gods)Posted in: Fan CreationsDark Ranger Custom Class
So, this is my concept of a Dark Ranger class, and it ended up being somewhat of a mix between Hunter and Warlock. After looking at some Death Knight concepts I noticed how much they usually ended up being the complete opposite of Paladin. In the same way, this ended up being almost the opposite of Hunter.
Introducing the obvious hero: Sylvanas Windrunner. Her hero power might seem sort of strange at first glance; "But it does nothing! You just trade a card for a card!" Hopefully the reason for this hero power will make more sense as we go along. The major upside of this hero power is that if you have no cards in hand, it has no drawback. It was mainly designed to allow you to cycle through your deck as well as make use of the new mechanic, which I will get into shortly. The second version is the upgraded one granted by Justicar Trueheart, if that wasn't immediately obvious.
Moving on to the class-centric mechanic, Sacrifice.
It is an ability that rewards you for discarding cards, giving your minions and even a spell or two some bonuses. Since the hero power also draws you a card, that means you will never lose your hand size, just your specific options. The class is very much designed to synergize with this hero power, more so than most other classes.
Now there aren't any cards with Sacrifice in the Basic set, but the Expert set has a couple of them, similar to how Shamans don't get any Overload cards in their starter set. Aside from the Sacrifice mechanic, the class also has a lot of Undead, which has been added as a tag and cards to synergize specifically with that tribe.
Basic Set
Tirisfal Bowmaster: Elven Archer with a more impactful Battlecry, and the Undead tag. Very straight-forward.
Return to Life: The Arcane Intellect of the class. The thing about this card though, is that you need to have discarded a card to get something from it. If you only discarded a single card, you will get two copies of it. This isn't all that clear in the wording, but it's that is the intended effect.
Undercity Weaponsmith: Compare with Lance Carrier. This card is slightly beefier, has the same effect but also the Undead tag, which puts it slightly higher in value.
Windrunner's Bow: Since the class is so focused on Discarding, it needs a bit more card draw than other classes to keep up. The stats of the weapon are pretty standard, and as with most other cards in the Basic set, they are not very noteworthy.
Accursed Mage: Probably the most interesting card in the Basic set. It has one more stat than Gnomish Inventor, because the pseudo-card draw is on a Deathrattle and not a Battlecry, see Novice Engineer and Loot Hoarder.
Skeletal Warhorse: Basically a Stormwind Knight with +1/+1 for 1 more mana, This alone I feel makes it atleast playable because it can take out the first form of a Piloted Shredder and live. And again, the Undead tag for good measure.
Barrage of Arrows: The Flamestrike of the class. However, it sacrifices one point of damage to each target for a single card draw.
Charm: Sylvanas Windrunner's own ability, as present on her Legendary card. I decided to keep it random to not make it too similar to Priest's Mind Control, and reduced the cost to 8 to balance it out somewhat.
Expert Set
Commons:
Psychotic Wizard: Your standard Sacrifice minion. This one was meant mainly to demonstrate the ability, but it could work in more aggressive decks.
Enchanted Arrow: The basic removal for the class. 2 mana for 3 damage is standard, but if you discarded any cards this turn, you get a bonus from it. You sort of have to weigh the risk of getting the bonus versus discarding the card itself, adding an element of risk/reward to this card.
Lost Soul: Allows you to gain card advantage out of your hero power, sort of a Nat Pagle with the card draw on an Inspire effect. The difference here being that Sacrifice can be triggered by things other than your hero power making it somewhat better. I'll get to those cards later.
Queen's Resolve: The card for those times that you feel like you don't want to take the risk on losing your later options. This will return any card you discarded to your hand at the end of the turn. If you think this card is overpriced I wouldn't blame you, but once we get to some of the later cards, you'll understand why I don't really want to make the cost too low.
Undead Monk: When you use your hero power, you'll end up thining your deck out pretty quickly. This returns any discarded cards to your deck while it's in play. I gave it the standard 4/5 body because it really doesn't do anything on its own.
Forsaken Horde: Basically, Onyxia's ability in a card of it's own. However, where the summoned Whelps do very little to synergize with the Dragon tribe, it excels in the Undead tribe, where you can apply buffs to them or just generally have them act as a trigger for Undead synergies.
Rares:
Paralyzing Arrow: It's like a worse Hex in the sense that the minion still remains on the board, and a Silence will make it able to attack again. If you use this on a heavily buffed minion the opponent will have to sacrifice the buffs to make use of it again. If they don't run any Silences, return-to-hand effects or Taunt-givers, it might as well be dead.
Risen Warrior: EVERYONE, GET IN HERE! Ok, not as extreme as Grim Patron, it can quickly get out of control if it's not dealt with. Keep in mind that every additional Risen Warrior will summon another one. You go from 1 to 2, to 4, to a full board.
Deathly Silence: This is where we start to get to the other discarding cards. Cards like this can also help you trigger Sacrifice. The perfect answer to a Savannah Highmane, with ofcourse the drawback that you lose another card. The cost isn't too high to run in an aggressive deck, and cheap enough to play something on the back of it when playing for tempo. Compare with Polymorph, except you discard a card to remove the resulting 1/1 Sheep.
Shambling Ghoul: I'm pretty sure everyone who's seen the discard effect has thought of this type of card. I wanted the body to be big enough to be somewhat useful, but not so big that bringing it out on turn or turn 1 with coin would be a game winner. When discarded you get a free 3/3, and if you decide to play it instead you're getting a smaller Silver Hand Knight, with a bonus Taunt on top.
Undying Menace: You might recognize this card from the CDC #34 Finals, because this was my submission. I felt it fit this class pretty well, so why not include it? Compare with Voidcaller, where you get a random Demon, except in this card you only need to have discarded a minion at any point. If you discard a Sludge Beltcher on turn 2, and nothing else until turn 5, you know exactly what you will get from this card. Summon anything with a cost higher than 3 and you're gaining a lot of value.
Epics:
Banshee: A smaller class-specific Faceless Manipulator. However, unlike Faceless Manipulator, it has a much more limited range of what it can copy. With this you can score up to a 2 mana discount on a 4 cost card, but this requires either you or your opponent to play it first. If your opponent played it first, you are left with 2 mana open to respond to their play, but if you can't then they still have the initiative. Still under evaluation on balance.
Bow of the Queen: Basically, this is Gladiator's Longbow, except the ability is separate from the cost of the weapon. You can still get the same effect for 7 mana, but you can also play it on turn 5 just for the damage.
Grasp of Undeath: This is the card that made me uncomfortable with reducing the cost on Queen's Resolve. As it is right now, if you combo these two cards you would get +5 cards in in hand for 7 mana. I fear that at any lower cost, this combo is broken. Losing your turn 7 is massive playing for tempo, and this means you get 5 cards but do nothing to the board. Unless of course you have minions with Sacrifice, in which case discarding your hand gives you a massive swing.
Legendary:
Varimathras: If you're going for a deck that uses a lot of Sacrifice minions and triggers, you're quickly going to find yourself without much of your deck left. This was my way of giving the class a way to keep going a bit longer, eventually grinding down the opponent.
Curse of Naxxramas:
Black Arrows: When I said that this would be the opposite of Hunter, I wasn't joking. This functions like a reverse Unleash the Hounds, only summoning minions for all enemy minions that died rather than the ones who are alive. Would definitely swing the game against token decks.
Goblins vs Gnomes:
Blightspreader: Kind of a Demolisher except it deals the damage when it enters play. Having an Undead as the trigger means it functions like Goblin Blastmage, except it's not limited to Mech decks. Shame I couldn't find any actual artwork for it. Was tempted to make some myself, but I don't have the time.
Undying Might: Compare with Loot Hoarder. This gives a minion one stat more in total, but with the conditions that you need an Undead minion in play.
Carrion Crow: Inspired by one of the finalist concepts from CDC #34, the Doubling Pod. I felt like I wanted something similar so I went for this design. You lose one card now, and gain two cards later.
Forsaken Cursemaster: Compare with Flamewaker. You get 1 more damage out of the effect each time, at the cost of 1 attack.
Obsessive Mechanic: The card to enable Mechs for the class. Maybe now you can even see Mekgineer Thermaplugg in action. *cough* I feel icky...
Soulfire Arrow: Basically a Holy Wrath, except you can guarantee a minimum damage by choosing what cards to keep in your hand. If you choose to use it as removal, you get a card to replace the one you discarded. If you want it for a finisher, you don't need the draw. Just keep a Deathwing or something as the last card in your hand.
Soulflayer: Basically designed to steal Deathrattles from other minions, but not limited to only that. It doesn't steal the stats though, so if you take the effect from a Sludge Belcher you end up with a 3/3 Taunt, while the opponent keeps the 3/5. You could even use it to remove detrimental effects from friendly minions in a clutch scenario.
Doomwalker: Sort of a King Krush for the class. Yeah, I know, but the Hunter comparisons are inevitable. It also borrows the Fel Reaver aesthetic of discarding, because it is actually supposed to be a boss Fel Reaver. People want better 7 costs to challenge Dr. Boom? Maybe this would do the job.
Blackrock Mountain:
Wretched Summoner: Compare with Gnomish Inventor, where you lose the immediate draw for the potential of drawing more cards overall.
Ghastly Stalker: A Stranglethorn Tiger with a 1 mana discount traded for a card. Not too happy with this card right now, so I might change it later.
The Grand Tournament:
Mystic Sorcerer: If you wanted to go for a more control-oriented deck, this could help you. If it survives the first turn, you can use your hero power without discarding. Note that anything else that would discard cards still does.
Ghastly Aura: Just your standard buff. If you had a zoo-style deck in mind, this could give it an extra kick. Since it can trigger on discard, you could sometimes get it for free on a great board, or sometimes lose it before you're finished playing your minions.
Undead Rider: Like an Armored Warhorse except you don't need to gamble on gaining the Charge, just on the buff. Can also be compared with Stormwind Knight, where you trade 1 Health for a potential +2 Attack.
Heightened Focus: Card draw mixed with a bit of Joust, and another option for higher curve decks.
Feral Ghoul: When played you get an unexciting 4/3 for 3 mana, and if you discard it you get a Cleave-effect that can also target face.
Heartstrike: One of my favorite card designs in this set. When used as removal you have a 50% chance to get a discounted Assassinate, and when you don't you get a somewhat subpar 4 damage for 4 mana. I think it's perfectly solid.
Piercing Shot: Sort of like a Flame Lance that can send any overkill damage to the enemy hero. If you want to remove a big minion, this does the job. If you want to go face, you can just target the smallest enemy minion. Giving you a bit of both control and aggression at the same time.
Undercity Soulcaller: While I was looking at underused cards, I came across Convert. This essentially does the exact same thing, only it can also target friendly minions. Fits the flavor of the undead turning dead enemies into new allies.
The Headless Horseman: The legendary from TGT. The wording on it means you can't really figure out what it does based on only the card itself, but any more text would make it too wordy. But then again, what's a Dream Card? And Wild Growth does what when I play it at max mana? Anyway, the point of this card is that if your opponent is playing for tempo, they have to sacrifice some mana to get rid of The Headless Horseman. Sometimes it might screw their turn, sometimes it might not, but at the very least you got to deal 5 damage to something.
League of Explorers:
Ancient Plunderer: He's used to the whole plundering thing and always seems to find something more worth taking. It gives you more value in the long run, but it's also pretty easy to get rid off.
Vengeful Warrior: Basically the first idea that came to mind when I was done watching the card reveal. You discover a card for your opponent in exchange for the bonus stats, but since you also get to choose you may have the opportunity to give them cards they can't or don't want to use like Ancient Watcher or something along those lines.
Tome of Legends: Surely when raiding the crypts of ancient history, there are bound to be stories of old champions? There honestly isn't much I can say that the card itself doesn't already.
Whispers of the Old Gods:
Unholy Sacrifice: Deadly Shot at a discount if you have no minions. Could work well for Deathrattle or Token decks.
Manic Flamecaster: Ascended from the concepts section, this card was reworked from a 4/3 that dealt 4 damage, to a 3/4 that deals 3. I figured that for an aggro deck, it was a bit too good at 4 damage, and with the Spider Tank statline, it works a bit better for midrange as well.
Forbidden Power: Effectively an aggro card that scales into the late game. Could help you close out games if they drag on for too long or let you trade into bigger minions. It made me a bit scared to make more charge minions, but ultimately, I felt that paying 10 mana for around 10 damage most of the time was fair. Atleast it will never reach the insane points of damage that the old Arcane Golem + Power Overwhelming + Faceless Manipulator would.
Damned Prophet: Explosive Sheeps bigger brother. Since it's so much more expensive and harder to activate, I figured that the 3/5 statline was fair enough. Much like Abomination, your opponent will most likely simply trade away anything that dies to it first.
Spectral Steed: While it's very weak for a charge minion, it is hard to remove when your opponent has no board presence. It loses out on high attack but makes up for it in the ability. if you can buff it through battlecry buffs, it can become much stronger.
Faceless Disruptor: While the statline is extremely weak, the ability allow you to transform smaller minions that are otherwise dead late game into bigger threats. Would you rather play two Abusive Sergeants on turn 8 or two 4 mana 6/3s?
Lord Vincent Godfrey: Inspired by the legendary made by Fullas, it goes with the ghoul theme while also contributing to the class mechanic of sacrifice. In total you get 9/10 worth of stats for 6 mana, split over 3 bodies.
Random Concepts:
This is where I throw random concepts against the wall to see what sticks. I won't go into detail about these, they are just ideas, and may be completely broken. Once they make it into the actual set, they will be rebalanced.
When another expansion comes out I will probably try to make these card fit into their themes, but for now I'll just leave them here.
Thanks for checking out my concept!
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Donkadocus posted a message on New Paladin Card - Forbidden HealingPosted in: Card DiscussionThis card is absolutely fucking terrible. There is no turn on which it gives any value.
The tempo loss when you play it is game losing.
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ISBPathfinder posted a message on New Mage & Priest Card Reveals - Forbidden Flame, Forbidden Shaping; New Feature: Search TagsPosted in: NewsRandom minions are so bad. Take away the random minion's battlecry, even worse. This is a bad design for a priest card blizzard. Nobody really wants random but its ok so long as you over power the cards they are on. This one is not powerful enough so please stop making under powered random cards.
The mage burn spell looks decent. Flamecannon also could not target players face but was still good. I like the versatility and scalability of it and it does not run the whole random issue as you know its outcome ahead of time.
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsRogue cards! This is probably my favorite overall set so far. I'm a bit unsure about the balance of Fangs. I would like to give it one more attack, but I feel that would push it too far, given how well Rogues can use their weapon synergy.
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsThe Priest cards are finally done! I could never really get the cards just right. They were either too clunky, too wordy or just downright wierd. I think I managed to make them pretty solid in the end though. Again, it's a mixed bag of stuff for just about every archetype.
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DarkArchon21 posted a message on Cultists, and Tentacles, and Wispers! Oh my!Posted in: NewsAfter going much research i revealed the expansion which many have already figured out that it's related to the Old gods the person in the Cult Master art is Andarius which quotes "Only those of sound mind will be able to keep their thoughts free from the Old God of Death.". Also all the other cards link directly to the ''Shadows'' ''Dark"' ''Faceless'' and Old Gods.
There is only thing this can mean.......The expansion will be the Emerald Dream.
They actually hinted at this awhile back saying they would like to do it. -
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user-13037754 posted a message on Machinae's Workbench (Custom Card Concepts)Posted in: Fan CreationsInterupting the planned class update to add Kael'thas Sunstrider. Having some trouble making concepts for Priest, so have this in the meantime.
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These are all fine actually.
Except for Blade Flurry.
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Oh yeah 4 health such value. Nothing compared to 3x 4/2 for 5 mana. And you loose so much value when it gets Oozed oh no!
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Actually kind of OP.
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Blizzard keeping the tradition not knowing what the fuck to do with Paladins.
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Anduin was right, the light is burning.
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Tell me you see the difference...
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Don't see why this effect and statline deserves a legendary status. But maybe they put out some interesting Rogue for it or it already works with the current stuff, dunno. That it has deathrattle is probably the most relevant right now. I think it's an auto include in almost all Rogues (but there aren't any), but it's just an okay card. This could have easily been a rare or epic.
Also I did a similar card once, and I saw others doing it also... I guess it's a decent idea afterall.
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Because Rogue really wants random shit in their hand? It's okay but other than it not dying to a ping like Loot Hoarder, I'd still rather use that instead of this new card. It's like they are slowly starting to regret that they made Priest the kleptomaniac and now try to push the same theme onto Rogue.
Decent arena card though.
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I like this card a lot. Actually wants me to play Shaman now.
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