Since its a minion its now subject to minion counters via attack debuffs, taunts, and being "killable". Rather than just press hero power deal damage.
Also reviving a pet is the same as playing a minion which cant attack the same turn, so its not really aggresive at all. If anything it promotes board control rather than Smorcing face.
Patches usable for any class. Pets are only used in hunters, so you cant really compare. (Which patches is only really even strong for warriors...)'
If youve ever played quest discard lock, its very similar to nether portal card. Its a minion that is automatically on the field at the start of the game and cannot be fully removed. Hunters will also get a new hero power called Mend Pet replacing of steady shot, which revives your pet to its orginal status if killed
The goal of these ideas to to open up more avenues for hunter decks to build off of. Currently and since the beginning of time hunters have only really been viable playing aggro decks in standard. Midrange, Control, and all other variants have remained lackluster. Steady shot is a very limiting hero power, and it only really encourages aggro. The goal of pets is to make more ways to play the hunter viable, so if you still want to be aggro, there are pets for that, or if you want to be a lategame control hunter, there are pets for that aswell.
Some notes about it
Automatically is on the field, cannot attack turn one
Can be buffed/debuff/silenced and attacked
Killing a pet will make it do dormant like Sherazin until revived via hero power, which returns it to its original status
Cannot be transformed or forced off the field
Is considered a PET family and not a beast, there are cards to specifically new hunter cards buff pets.
Each deck can only have ONE pet. Pets do not count towards the 30 deck limit
So here are some sample ideas of this card, i would love feedback or ideas on what you think of this aswell
Still not sure why you say that, never said every card should be t1, thats why fun cards exist, like deathstalker rexxar.
Lotus Agents would probally just get changed to include monk. Doesnt really need much tech changing, you change all 3 of the jade generics to also apply to monk, and the monk would have 2-3 cards that also affect jade.
Also added a few more, for some reason hearthcards is acting up so ill add more tomorrow. Didnt get a chance to print the Ungoro quest but it reads
Yeah i want to change it to be apart of the Jade Lotus gang aswell and i dont really see how itll be "unbalanced". Unless you mean OCD of the unperfect 3/3/3 set up. At any rate the only thing i think they need to make is current set playable cards. While they wouldnt have as much as wild like other classes, i think it wouldnt make sense to make say naxx cards for a new class because it doesnt feel good to make new cards that is only playable in only one part of the game.
The intent of this card be really appealing to aggro and weapon deck shamans, both of which arn't too popular right now. I couldnt imagine wanting to use this in a control or jade or evolve shaman or freeze so its defo not for every deck.
I have some ideas of an expansion themed around pandaria, where we also get the monk class. I havent made a post here in many years so ill just keep updating this very frequently and making it more presentable. For now I want to post the ideas in my head and update as I come up with more (or get some good suggestions). The hero of the monk class is Chen Stormstout, a Brewmaster.
The playstyle of the monk is very reactive but versatile, favoring value trades rather than full out control or aggression. The monk class also features 2 classic specific mechanics.
Chi
The first mechanic is Chi. Chi acts like a secondary resource, that certain cards and spells generate and consume. So in addition to mana , some spells will require chi but the end result will be far stronger than a normal card, similiar to the overload mechanic on shamans. Chi unlike mana does not automatically increase or regenerate each turn, but can be stored indefinitely, up to a maximum of 6. Chi cannot be seen by opponents so they do not know how much you have at any given time. At the start of the game chi is at 2
Sparring
The second mechanic is called Sparring. What this does is very simple, whenever a minion of with the Sparring text attacks another minion, a bonus effect will happen. Must be another minion, attacking heroes will not trigger it.
0 Cost Secrets
Lastly, while not entirely new, monks have secrets, that range from 1-3 chi in cost. Monk secrets do not cost any mana. Remember, enemies cannot see your chi
I Will make monk cards for the current sets as of this post, including Old Gods, Gadgetzan, Ungoro, Karazan, and KotFT as well as pandaria themed cards for the existing 9 classes. Please give feedback/suggestions if you have them!
0
Only 3 of those would be in current standard.
Since its a minion its now subject to minion counters via attack debuffs, taunts, and being "killable". Rather than just press hero power deal damage.
Also reviving a pet is the same as playing a minion which cant attack the same turn, so its not really aggresive at all. If anything it promotes board control rather than Smorcing face.
Patches usable for any class. Pets are only used in hunters, so you cant really compare. (Which patches is only really even strong for warriors...)'
0
If youve ever played quest discard lock, its very similar to nether portal card. Its a minion that is automatically on the field at the start of the game and cannot be fully removed. Hunters will also get a new hero power called Mend Pet replacing of steady shot, which revives your pet to its orginal status if killed
The goal of these ideas to to open up more avenues for hunter decks to build off of. Currently and since the beginning of time hunters have only really been viable playing aggro decks in standard. Midrange, Control, and all other variants have remained lackluster. Steady shot is a very limiting hero power, and it only really encourages aggro. The goal of pets is to make more ways to play the hunter viable, so if you still want to be aggro, there are pets for that, or if you want to be a lategame control hunter, there are pets for that aswell.
Some notes about it
So here are some sample ideas of this card, i would love feedback or ideas on what you think of this aswell
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bump for more
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Probally be closer to balanced if it was a 2/6 and only did 1 damage on inspire
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Added the 4 legendary neutrals, death knight chen, monk quest, and some secrets
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Still not sure why you say that, never said every card should be t1, thats why fun cards exist, like deathstalker rexxar.
Lotus Agents would probally just get changed to include monk. Doesnt really need much tech changing, you change all 3 of the jade generics to also apply to monk, and the monk would have 2-3 cards that also affect jade.
Also added a few more, for some reason hearthcards is acting up so ill add more tomorrow. Didnt get a chance to print the Ungoro quest but it reads
Ancient Ruins
Quest: Consume 10 Chi
Reward: Celestial Fortune
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Yeah i want to change it to be apart of the Jade Lotus gang aswell and i dont really see how itll be "unbalanced". Unless you mean OCD of the unperfect 3/3/3 set up. At any rate the only thing i think they need to make is current set playable cards. While they wouldnt have as much as wild like other classes, i think it wouldnt make sense to make say naxx cards for a new class because it doesnt feel good to make new cards that is only playable in only one part of the game.
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a 3 mana Dragon or Dragon synergy card. Preferably a minion.
Next card: A shaman weapon that involves healing
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added a few more
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Hello all, been a few years since I posted
The intent of this card be really appealing to aggro and weapon deck shamans, both of which arn't too popular right now. I couldnt imagine wanting to use this in a control or jade or evolve shaman or freeze so its defo not for every deck.
1
I have some ideas of an expansion themed around pandaria, where we also get the monk class. I havent made a post here in many years so ill just keep updating this very frequently and making it more presentable. For now I want to post the ideas in my head and update as I come up with more (or get some good suggestions). The hero of the monk class is Chen Stormstout, a Brewmaster.
The playstyle of the monk is very reactive but versatile, favoring value trades rather than full out control or aggression. The monk class also features 2 classic specific mechanics.
Chi
The first mechanic is Chi. Chi acts like a secondary resource, that certain cards and spells generate and consume. So in addition to mana , some spells will require chi but the end result will be far stronger than a normal card, similiar to the overload mechanic on shamans. Chi unlike mana does not automatically increase or regenerate each turn, but can be stored indefinitely, up to a maximum of 6. Chi cannot be seen by opponents so they do not know how much you have at any given time. At the start of the game chi is at 2
Sparring
The second mechanic is called Sparring. What this does is very simple, whenever a minion of with the Sparring text attacks another minion, a bonus effect will happen. Must be another minion, attacking heroes will not trigger it.
0 Cost Secrets
Lastly, while not entirely new, monks have secrets, that range from 1-3 chi in cost. Monk secrets do not cost any mana. Remember, enemies cannot see your chi
I Will make monk cards for the current sets as of this post, including Old Gods, Gadgetzan, Ungoro, Karazan, and KotFT as well as pandaria themed cards for the existing 9 classes. Please give feedback/suggestions if you have them!
Classic Monk Set
Monk Rares
Monk Epics
KotFT
Ungoro
Gadgetzan
Old Gods
MoP Expansion set Neutral
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Simple card, similar to pryoblast.
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redid