The Killmonger class theme is all about living in the wild, surviving and killing. With help of his powerful weapons and tough assistants, he kills enemies (so almost every single creature) and drinks their blood with passion and pride. With every prey, he becomes stronger and more hungry for the next hunt. Kor'Galls great power lies mainly in his own strength and devotion of his assistants who carry countless weapons and track preys.
Keyword: Bloodthirst
When the Killmonger and his assistants can't find any prey for a long time, he feels a very strong
Bloodthirst
.Of course, it doen't make him weaker. He becomes even stronger and more alert.
Bloodthirst cards usually benefit you for playing them not on curve (and not after they are top-decked), otherways they would be too strong. Basic cards have very simple Bloodthirst effects, but some later cards can have very complicated or unusual ones. We will see exactly 2 basic cards with this mechanic. Note: mulligan doesn't count as a turn, so Bloodthirst's turn count is not decreased while a card is in your opening hand
Example cards
Power Fist
: Just a "forked"
Fireball
, but more versatile. Its weakness is mainly not being able to avoid Taunt minions with the remaining 3 damage.
Gouging Knife
: A simply-looking cheap weapon that is able to stack to 5 or even more attack with all of the weapon buffs. Fits great to the class theme- cards that do not look OP, but can be really powerful when combined with other cards
A New Hope
: It can even be a great play for turn 2 when you have a bad opening hand, otherwise it just gives you card draw, necessary when your hand is empty
Scary Scales
: A basic weapon buff
Violent Blow
: Great lategame removal that can help you survive few turns more or even remove a single Taunt minion. Its obvious weakness is, that as a class with agressive playstyle, you don't want to hold cards in your hand for eternity
Overall, this year hasn't made such a big impact mostly because of last year's power level. There wasn't enough space in old decks for new cards or in the whole meta for new decks. Anyways, The Witchwood was the most interesting expansion just because of the amount of new archetypes and cards that will be meta-defining in the future. Boomsday brought us a decent number of tech/support cards like warrior hero card or few legendary spells. Rastakhan's Rumble was probably the most overhyped expansion ever (it doesn't mean it was bad), but if you look at all of staple, tech and playable legendaries from that expansion, there's a hope it will make a great impact after the rotation which I really can't wait for
I would make it more control-like, like i did with my Jade-Elemental Shaman in Wild. Shudder would be nice here and I would also put Volcano into this deck
Cutting and pasting the same image again is allowed, right? i just want to change its dimensions without constraining proports to make it not looking strange with the card on its left
Edit: looks like i can't do anything about it and it still looks so bad
Kor'Gall can easily take down minions, with his hero power and powerful, unique weapons. He doesn't have any special goals in his life except trying to kill as many enemies (or random creatures that found themselves in a wrong place in the wrong moment) as possible, but it's never enough for him. Training on those pitiful beings, as he calls them, he gathers experience and his skills are growing. So here comes the first class mechanic - minions and weapons that gain bonuses after killing enemy minions. One of the weapons that Kor'Gall is very proud of and he literally doesn't go anywhere without, is the Jagged Cleaver
Looks strange? Well, our hero's next advantages over his enemies are his faithful assistants and skills gained in wild that help him bringing slaughter and gore:
(Note: All minions killed with Taste Their Blood while you have Jagged Cleaver equippped count for the Cleaver's deathrattle)
When the Killmonger and his assistants can't find any prey for a long time, he feels a very strong Bloodthirst .
Of course, it doen't make him weaker. He becomes even stronger and more alert. They feel Bloodthirst too, although Killmongers are those who don't care much about his helpers, so if one of them is starving, he has to find food on his own. Of course, there are some assistants who Kor'Gall has respect for. They are the ones who are strong enough to live in the wild on their own, but they've decided to stay with him and kill for him. Karg Gorefang is his favourite one.
After Kor'Gall finally finds his prey, there's no way it can escape.
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?
Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?
I know he is an orc.
Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.
Thank you very much for the review and suggestions. The hero power art was just a random image. I'm still thinking about the Lust minion because i know that he's basically a powercreep to a few cards and the version with more health than attack seems good. Bloodlust was my first idea for the mechanic name although it could be misleading because of the existing shaman spell with the same name
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
any changes do you think i should make to improve my mirror matches?
I think that Hagatha the Witch is a great card in this deck that can win you many games in which you lost tempo or your board was cleared 2-3 times by opponent's AoE and you are left with no cards in your hand (Renolock, Control Warrior) or you are not able to stop waves of your opponent's small minions that are potentially dangerous (Odd Paladin). In these matchups you have to "rely on" cards like Sea Giant (drawn fast enough to deal 16 or even 24 dmg with it, before your opponent can use his single-target removal) or Maelstrom Portal to kill another aggro deck's small minions
I thought I was a standard player once and dusted all wild cards. It was a mistake and I am almost fully Wild only now. It took awhile to get back my collection
I've had the same. Maybe I dusted only 4 legendaries, but these legendaries were Reno Jackson, Brann Bronzebeard, Aviana and Ragnaros the Firelord. 1600 dust went for Kalimos which i dropped a month later as a guaranteed 40th pack legendary
I have thought about this card in Even Warlock. This deck loses its potential to leave your opponent without an opportunity to remove its big minions on turn 6-7, they have always the right answer for all cards you play except Gul'dan and they start to take control over the board. Since Even Warlock isn't playing Twisting Nether or Siphon Soul (because it has been filled with anti-aggro tools after Boomsday came out), returning to turn 5 could help it much, especially if Gul'dan is already played and you can easily remove minions played by your opponent giving you time to draw something you need. At now i'm missing words to explain it in a different way (and probably make it much easier to understand)
I have the same (Rank 5 wild) on wild casual, I have played about 10 games in this mode so far and i've met only one deck that made any kind of sense. Usually I don't look at player names, but it may be true that no one wants to play wild casual. It also probably means that you have different MMR for ranked and casual
0
I would definitely put Master Oakheart instead of Oondasta. It gives you much bigger value, even if it pulls Void Ripper
0
THE KILLMONGER
The Killmonger class theme is all about living in the wild, surviving and killing. With help of his powerful weapons and tough assistants, he kills enemies (so almost every single creature) and drinks their blood with passion and pride. With every prey, he becomes stronger and more hungry for the next hunt. Kor'Galls great power lies mainly in his own strength and devotion of his assistants who carry countless weapons and track preys.
Keyword: Bloodthirst
When the Killmonger and his assistants can't find any prey for a long time, he feels a very strong Bloodthirst .Of course, it doen't make him weaker. He becomes even stronger and more alert.
Bloodthirst cards usually benefit you for playing them not on curve (and not after they are top-decked), otherways they would be too strong. Basic cards have very simple Bloodthirst effects, but some later cards can have very complicated or unusual ones. We will see exactly 2 basic cards with this mechanic. Note: mulligan doesn't count as a turn, so Bloodthirst's turn count is not decreased while a card is in your opening hand
Example cards
Power Fist : Just a "forked" Fireball , but more versatile. Its weakness is mainly not being able to avoid Taunt minions with the remaining 3 damage.
Gouging Knife : A simply-looking cheap weapon that is able to stack to 5 or even more attack with all of the weapon buffs. Fits great to the class theme- cards that do not look OP, but can be really powerful when combined with other cards
A New Hope : It can even be a great play for turn 2 when you have a bad opening hand, otherwise it just gives you card draw, necessary when your hand is empty
Scary Scales : A basic weapon buff
Violent Blow : Great lategame removal that can help you survive few turns more or even remove a single Taunt minion. Its obvious weakness is, that as a class with agressive playstyle, you don't want to hold cards in your hand for eternity
Remaining cards
Previous Phase
The Killmonger class introduction
0
Genn is not problematic himself, it's a fair card, not like Baku the Mooneater
0
Overall, this year hasn't made such a big impact mostly because of last year's power level. There wasn't enough space in old decks for new cards or in the whole meta for new decks. Anyways, The Witchwood was the most interesting expansion just because of the amount of new archetypes and cards that will be meta-defining in the future. Boomsday brought us a decent number of tech/support cards like warrior hero card or few legendary spells. Rastakhan's Rumble was probably the most overhyped expansion ever (it doesn't mean it was bad), but if you look at all of staple, tech and playable legendaries from that expansion, there's a hope it will make a great impact after the rotation which I really can't wait for
0
I would make it more control-like, like i did with my Jade-Elemental Shaman in Wild. Shudder would be nice here and I would also put Volcano into this deck
0
Cutting and pasting the same image again is allowed, right? i just want to change its dimensions without constraining proports to make it not looking strange with the card on its left
Edit: looks like i can't do anything about it and it still looks so bad
1
THE KILLMONGER
Kor'Gall can easily take down minions, with his hero power and powerful, unique weapons. He doesn't have any special goals in his life except trying to kill as many enemies (or random creatures that found themselves in a wrong place in the wrong moment) as possible, but it's never enough for him. Training on those pitiful beings, as he calls them, he gathers experience and his skills are growing. So here comes the first class mechanic - minions and weapons that gain bonuses after killing enemy minions. One of the weapons that Kor'Gall is very proud of and he literally doesn't go anywhere without, is the Jagged Cleaver
Looks strange? Well, our hero's next advantages over his enemies are his faithful assistants and skills gained in wild that help him bringing slaughter and gore:
(Note: All minions killed with Taste Their Blood while you have Jagged Cleaver equippped count for the Cleaver's deathrattle)
When the Killmonger and his assistants can't find any prey for a long time, he feels a very strong Bloodthirst .
Of course, it doen't make him weaker. He becomes even stronger and more alert. They feel Bloodthirst too, although Killmongers are those who don't care much about his helpers, so if one of them is starving, he has to find food on his own. Of course, there are some assistants who Kor'Gall has respect for. They are the ones who are strong enough to live in the wild on their own, but they've decided to stay with him and kill for him. Karg Gorefang is his favourite one.
After Kor'Gall finally finds his prey, there's no way it can escape.
Some sounds and quotes:
0
Thank you very much for the review and suggestions. The hero power art was just a random image. I'm still thinking about the Lust minion because i know that he's basically a powercreep to a few cards and the version with more health than attack seems good. Bloodlust was my first idea for the mechanic name although it could be misleading because of the existing shaman spell with the same name
0
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange
0
The Killmonger
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
0
I think that Hagatha the Witch is a great card in this deck that can win you many games in which you lost tempo or your board was cleared 2-3 times by opponent's AoE and you are left with no cards in your hand (Renolock, Control Warrior) or you are not able to stop waves of your opponent's small minions that are potentially dangerous (Odd Paladin). In these matchups you have to "rely on" cards like Sea Giant (drawn fast enough to deal 16 or even 24 dmg with it, before your opponent can use his single-target removal) or Maelstrom Portal to kill another aggro deck's small minions
1
I've had the same. Maybe I dusted only 4 legendaries, but these legendaries were Reno Jackson, Brann Bronzebeard, Aviana and Ragnaros the Firelord. 1600 dust went for Kalimos which i dropped a month later as a guaranteed 40th pack legendary
0
I have thought about this card in Even Warlock. This deck loses its potential to leave your opponent without an opportunity to remove its big minions on turn 6-7, they have always the right answer for all cards you play except Gul'dan and they start to take control over the board. Since Even Warlock isn't playing Twisting Nether or Siphon Soul (because it has been filled with anti-aggro tools after Boomsday came out), returning to turn 5 could help it much, especially if Gul'dan is already played and you can easily remove minions played by your opponent giving you time to draw something you need. At now i'm missing words to explain it in a different way (and probably make it much easier to understand)
0
I have the same (Rank 5 wild) on wild casual, I have played about 10 games in this mode so far and i've met only one deck that made any kind of sense. Usually I don't look at player names, but it may be true that no one wants to play wild casual. It also probably means that you have different MMR for ranked and casual
0
I think that Righteous Protector would be much better than Saronite Taskmaster