I like this card, see some potential in priest and paladin decks atleast. IMHO it is good card. It requires some effort from enemy to take it out as it has 8 health. It makes anyway immediate threat for opponent, either silence it or deal with it some hard removal (or run several minions into it).
In terms of combo, I see the dragon is better with rogue than paladin & priest, just given that rogue has slightly more consistency to protect it (give it stealth), and of course we dont know any counter stealth mechanics in the coming set yet.
But paladin and priest is probably more consistent in winning on ladder. lmao
...doesn't feel like it should be an epic. anyway, 6 cost with 8 health, likely it will survive and on your opponents turn it will be a 4/8, assuming they didn't kill it. 6 cost 4/8 is meh stat wise but if you manage to last 1 more turn, you get an 8/8 minion...but how likely will this even last to a point where it gets to 8/8?
Rarity has nothing to do with stats or raw power. This card is exactly what an epic card is supposed to be -- not super powerful on the surface, but capable of changing the game if played in the right situation or in combination with the right cards.
Harbinger, loved it! Great fixed for the HS control archetype problem lol
Astrology is one of my favourite buff! Foreshadowing a solid ramp, probably stable for the class. Deja vu is a simple and good addition for fatigue match up.
Love the art, the theme and effort.
Amazing work! And may I know, if you dont mind, how long have you been brewing this class?
You could make them more simplistic. You don't see many Hearthstone cards as complex as these.
Which one specifically? Anub'ar Thresher? But..., It pretty hard to make Anub'ar Ambusher useful with 3 line of text... Given there are only 30 cards in a deck.
Most official card looks very simple and lot of them has almost no impact on the gameplay, Anub'ar Ambusher is one of them. Then alot of them are overpowered such as Knife Juggler.
I'd also consider when making control cards that you think about how they would be in an aggressive deck as well. A really good control card is like Zombie Chow. Pretty weak in aggressive decks, very strong in Control decks.
I completely agree, but considering rogue has never been good at healing nor gaining armor since the vanilla WOW, I would assume the design philosophy for rogue is like so. The relatively decent designs that promote a more grindy control rogue are Pandaria Venom, Smoke Bomb and Elusiveness. The rest can surely go both ways.
Even If Smoke Bomb and Elusiveness and are actual cards you still need to draw them during a match, its one of the reason why Mill Rogue rarely see play at tournament setting, right?
We all also notice that warrior has amazing control potential not only he can tank up, but also the burst potential of Death's Bite and Grommash Hellscream.
Anub'ar Thresher simply responsible for being an huge early threat to eat up removal. Majority of the classes are very capable to do 2 damage to kill it. Pretty sure it does not help aggro like how Knife Juggler does. Azjol'arak Broodguard for dealing with early threat and board trading then draw a card.Beneath the Grounds is like epic from most classes, which is unplayble... Whereas warrior currently has Acolyte of Pain,Armorsmith andWhirlwind to draw, gain armor and remove low drop .
With that two nerubian, rogue still lack some highly efficient board clear likeBrawl,Shadowflame(withAncient Watcher) and Hellfire. Nexus Stalkers may probably be on the similar power level as those board wipe.
Yup, both pirates arguably promotes aggro more, but the current higher tier aggro pirate does not play Ship's Cannon, they are oil rogue in disguise. Pretty sure oil burst archetype will remains at higher tier. Major problem with Southsea Disguises is Iron Sensei, but mech mage may still be more aggro than mech rogue, well, dont forget Goblin Blastmage.
It just because Rogue currently has alot of space to improve its game play, so here I am! Hope you all enjoy and give me some feedback if you can. Especially those 2 extra creation that I am unsure about.
2 for pirates, 2 for the nerubian/ deathrattle, 1 dragon, 2 turtle mechanics (1 stealth hero and 1 changes hero power), 1 weapon for board wipe, 1 spell for disable and 1 big common minion just about triggering combo for laughs. There are 2 extra creation at the bottom but I am unsure about them.
Southsea Disguises: It can be pretty op tho, since it can make Ship's Cannon, Cutpurse, Iron Sensei much more playable. Plus rogue lack a high tier 1-drop.
Cursed Ship Vazuvius: The ship was so cursed that it think itself is a pirate. Simple pirate ship that trigger the two ship cannon when it was played. 6 cost 5/8 with 2+2 damage.
Smoke Dragon: Dragon rogue maybe? Rogue need more dragon tag too, a 2/4 is decent for board trading as a control dragon rogue.
Anub'ar Thresher: It make Anub'ar Ambusher less of a joke, and flicker/tempo nerubian can be a thing(?)
Azjol'arak Broodguard: Solid good 2-drop will scale if there are more 0-cost card, plus it can make Beneath the Grounds more consistent and playable.
Cutthroat: I made it just for laughs, can be fun in arena, maybe. But he certainly can get really really cold blooded. lol
Pandaria Venom: Mitigate damage from huge enemy minion. It can makeBetrayal more playable and also do some direct removal combo if double Big Game Hunter is the meta. Just sort of like rogue's Inner Rage. (the card name is just out of randomness)
Nexus Stalkers: A board control weapon with decent tempo (maybe too good tho), well, Dark Iron Skulker doesnt get enough job done. ( Considering creation such as Hellfire, Brawl and Shadowflame)
Smoke Bomb: Stealth can be pretty annoying but the condition required should make it more acceptable.
Elusiveness: Rogue really need turtle mechanic like this to play the control game. And if the card was played again, it simply refreshes your hero power once. So players can stack hero power to reduce 2 damage from a source. I want to play Anub'arak without hurting my brain too. Well, maybe make it cost 0 so it can be pulled by Azjol'arak Broodguard? haha. Nerubian control rogue!
The two that I am unsure about:
or
Dual Wield: Well, just because its more inclined to tempo/combo rogue. Combat readiness: Well, Taunt and Armor are more Warrior like than Rogue... I may figure something else out. But with this allowing turn 9 taunt Anub'arak, seem decent right? (Since I dont consider Defender of Argus is designed for rogue, so this Combat Readiness will replace argus's spot)
Maybe the 2nd effect is better? It also taunt up enemy's minion and forces grindy control game flow. Works perfectly with Beneath the Grounds as well as Anub'arak (mana cost can varies but again Azjol'arak Broodguard is a 2drop hero lol)
Two addition of Nerubian:
Unraveler Killix: Well, unravel victims in the cocoon could mean ramping right? ha. It could be a 3/3 with that effect, since it can be used for miracle combo with Leeroy Jenkins but there is Loatheb in the game now. Anub'ar Webweaver: Simple design illustrate Nerubian kidnap minions properly. Again Anub'ar Ambusher andKidnapper is more playable with this webweaver guy.
Imaginative deck composition: (its pointless to refined them properly tho.)
Deathrattle grind
Nerubian Bounce
Edit 1: added alternate design for Combat Readiness Edit 2 : added 2 nerubian that promote return mechanic for grindy control. And imaginative deck composition for these creation.
Class: Monk / Battle Monk Hero: Heng (it means eternal) Inspiration: Just brewing a class from any source I found
Keywords: Surge: Do something. --Surge will destroy a random friendly Chi on the battlefield to trigger the effect. Thinking about fitting a keyword Stun which is sort of like freeze but can't be silence OR make a minion can't counter attack for a turn.
Hero Power: There are 7 different Chi sphere which can be treated as extra resource for Surge just to simply fulfil the theme of a "battle" Monk. All 7 Chi has Chi tags like totem. 1. 1/1 Mortal Surge, Chi) 2. 2/1 Primal Surge, Chi) 3. 1/2 Celestial Surge, Chi) 4. 0/2 Infinite Surge, Chi) Deathrattle: Summon a random Chi Shpere. 5. 0/3 Eternal Surge, Chi) Taunt 6. 1/1 Cosmic Surge, Chi) Spell Damage +1 7. 1/1 Ethereal Surge, Chi) Charge
Example of cards:
Chi are considered to be an extra resources to the class, so I will try my best to design in a way so it doesnt help aggro. With Chi to control some state of the board so they allow more mid range to late game strategy for the Class. Playable Chi will usually vary between 0-2 mana cost for the initial design. For example combo the Cloud Spirit and another card with Surge give a great board trading potential for the Class.
As One - Trying to create a temporary Artifact card without using the weapon genre, this is an attempt to deliver that a good monk will transcend and care to protect their friendly ally,
Tiger Palm - An attempt to give the class some tools to counteract armor.
Future minions: Since I like dragon, So there will be Serpent Dragon incorporated to the class.
Hope you all have fun and up-vote if you enjoy. Heh.
0
playable with reno and starseeker in deck as well!
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wts up with people voting this down? Does #1 mean something else that I am missing? lmfao.
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0
3
There is one specific scenario this is playable:
Fatigue Elise star seeker warrior,
Replace 1 Fiery War Axe with Tentacles for Arms
Tentacles for Arms bounce to your hand and became a legendary as you play Golden Monkey.
Yup lmao
-1
i thought so too a moment ago before i found out latest comment are on top. lol
So, I AM first. Kreygasm
and check the #number on the right top corner hehe
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omg i am first. Wts up with blizzard and the obsession of naxx spider lmfao.
4
Ummm, I remember back in the days when Team 5 boldly said "There will be no format."
I knew its impossible in the long run. lmao
0
Harbinger, loved it! Great fixed for the HS control archetype problem lol
Astrology is one of my favourite buff! Foreshadowing a solid ramp, probably stable for the class. Deja vu is a simple and good addition for fatigue match up.
Love the art, the theme and effort.
Amazing work! And may I know, if you dont mind, how long have you been brewing this class?
0
Added two nerubian and deck composition illustration.
0
Azjol'arak Broodguard for dealing with early threat and board trading then draw a card.Beneath the Grounds is like epic from most classes, which is unplayble... Whereas warrior currently has Acolyte of Pain,Armorsmith andWhirlwind to draw, gain armor and remove low drop .
Nexus Stalkers may probably be on the similar power level as those board wipe.
6
It just because Rogue currently has alot of space to improve its game play, so here I am! Hope you all enjoy and give me some feedback if you can. Especially those 2 extra creation that I am unsure about.
2 for pirates, 2 for the nerubian/ deathrattle, 1 dragon, 2 turtle mechanics (1 stealth hero and 1 changes hero power), 1 weapon for board wipe, 1 spell for disable and 1 big common minion just about triggering combo for laughs. There are 2 extra creation at the bottom but I am unsure about them.
Southsea Disguises: It can be pretty op tho, since it can make Ship's Cannon, Cutpurse, Iron Sensei much more playable. Plus rogue lack a high tier 1-drop.
Cursed Ship Vazuvius: The ship was so cursed that it think itself is a pirate. Simple pirate ship that trigger the two ship cannon when it was played. 6 cost 5/8 with 2+2 damage.
Smoke Dragon: Dragon rogue maybe? Rogue need more dragon tag too, a 2/4 is decent for board trading as a control dragon rogue.
Anub'ar Thresher: It make Anub'ar Ambusher less of a joke, and flicker/tempo nerubian can be a thing(?)
Azjol'arak Broodguard: Solid good 2-drop will scale if there are more 0-cost card, plus it can make Beneath the Grounds more consistent and playable.
Cutthroat: I made it just for laughs, can be fun in arena, maybe. But he certainly can get really really cold blooded. lol
Pandaria Venom: Mitigate damage from huge enemy minion. It can makeBetrayal more playable and also do some direct removal combo if double Big Game Hunter is the meta. Just sort of like rogue's Inner Rage. (the card name is just out of randomness)
Nexus Stalkers: A board control weapon with decent tempo (maybe too good tho), well, Dark Iron Skulker doesnt get enough job done. ( Considering creation such as Hellfire, Brawl and Shadowflame)
Smoke Bomb: Stealth can be pretty annoying but the condition required should make it more acceptable.
Elusiveness: Rogue really need turtle mechanic like this to play the control game. And if the card was played again, it simply refreshes your hero power once. So players can stack hero power to reduce 2 damage from a source. I want to play Anub'arak without hurting my brain too.
Well, maybe make it cost 0 so it can be pulled by Azjol'arak Broodguard? haha. Nerubian control rogue!
The two that I am unsure about:
or
Dual Wield: Well, just because its more inclined to tempo/combo rogue.
Combat readiness: Well, Taunt and Armor are more Warrior like than Rogue... I may figure something else out. But with this allowing turn 9 taunt Anub'arak, seem decent right? (Since I dont consider Defender of Argus is designed for rogue, so this Combat Readiness will replace argus's spot)
Maybe the 2nd effect is better? It also taunt up enemy's minion and forces grindy control game flow. Works perfectly with Beneath the Grounds as well as Anub'arak (mana cost can varies but again Azjol'arak Broodguard is a 2drop hero lol)
Two addition of Nerubian:
Unraveler Killix: Well, unravel victims in the cocoon could mean ramping right? ha. It could be a 3/3 with that effect, since it can be used for miracle combo with Leeroy Jenkins but there is Loatheb in the game now.
Anub'ar Webweaver: Simple design illustrate Nerubian kidnap minions properly. Again Anub'ar Ambusher andKidnapper is more playable with this webweaver guy.
Imaginative deck composition: (its pointless to refined them properly tho.)
Deathrattle grind
Nerubian Bounce
Edit 1: added alternate design for Combat Readiness
Edit 2 : added 2 nerubian that promote return mechanic for grindy control. And imaginative deck composition for these creation.
Probably gona do shaman next.
Hope you all enjoy, and happy creating!
2
Class: Monk / Battle Monk
Hero: Heng (it means eternal)
Inspiration: Just brewing a class from any source I found
Keywords:
Surge: Do something. --Surge will destroy a random friendly Chi on the battlefield to trigger the effect.
Thinking about fitting a keyword Stun which is sort of like freeze but can't be silence OR make a minion can't counter attack for a turn.
Hero Power:
There are 7 different Chi sphere which can be treated as extra resource for Surge just to simply fulfil the theme of a "battle" Monk. All 7 Chi has Chi tags like totem.
1. 1/1 Mortal Surge, Chi)
2. 2/1 Primal Surge, Chi)
3. 1/2 Celestial Surge, Chi)
4. 0/2 Infinite Surge, Chi) Deathrattle: Summon a random Chi Shpere.
5. 0/3 Eternal Surge, Chi) Taunt
6. 1/1 Cosmic Surge, Chi) Spell Damage +1
7. 1/1 Ethereal Surge, Chi) Charge
Example of cards:
Chi are considered to be an extra resources to the class, so I will try my best to design in a way so it doesnt help aggro. With Chi to control some state of the board so they allow more mid range to late game strategy for the Class. Playable Chi will usually vary between 0-2 mana cost for the initial design. For example combo the Cloud Spirit and another card with Surge give a great board trading potential for the Class.
As One - Trying to create a temporary Artifact card without using the weapon genre, this is an attempt to deliver that a good monk will transcend and care to protect their friendly ally,
Tiger Palm - An attempt to give the class some tools to counteract armor.
Future minions:
Since I like dragon, So there will be Serpent Dragon incorporated to the class.
Hope you all have fun and up-vote if you enjoy. Heh.
Happy creating everyone!