But these are just suggestions and my opinion! Maybe the changes you have are a lot better
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Jaden607 posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan Creations -
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Jaden607 posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan CreationsThe changes look good! Though some cards are overnerfed, I think you can keep the 6/8 stats on veteran professor, keep the one thing of the fire acolyte the same while keeping the other 2 (though I think the spawn is a nice one since lightlord rotated out) and Quel'dalar can do with either the heal or the durability reduction without needing it to be both. Since one of them essentially cuts it's power by either 1/5th or 1/3th, which is enough imo.
But I think the changes overal are great, I'm not a HS expert though, just played on mid level since alpha but never legend tier.
I actually forgot that molten gaint is wild when the other person wrote it down, seems okay yeah and wild has a lot crazier combo's than that.
The quest problem by Loomineyes might be an issue yeah, but it could still be solved by saying "It's a new kind of quest mechanic, which every class would have" or to divide it into 2 cards, a quest you draw at the start and a legendary basically like Tekal that has barrier instead of armor that you draw later into the game (can be a 2 cost so you draw it with young adventurer maybe? so you'd have it earlier but not garuanteed). Or just a 3-4 cost around what Tekal was. That way you can still complete a part of the quest like priest's quest.
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Jaden607 posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan CreationsQuote from user-31021151 >>- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
Let's also pretend Molten Giant doesn't exist.
Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea.I mean, High Priest Thekal did the same thing for 3 mana 3/4 in stats. And that wasn't really a problem with molten gaints either. Though a quest is always drawn at the start and costs 1 mana, which makes it more consistent and earlier if you do get it. But in Thekal's time, armor breaker didn't exist. But yeah, turn 1 high more likely Molten gaints sounds a lot more toxic than turn 3 really maybe molten gaints.
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hpwnusername posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan CreationsYoung Adventurer - only card acceptable as is here.
Fiery Avenger - That's easy 12 dmg swing from a 3/2 weapon, with truesilver it's 8 dmg + 12 health, a bit off, but I don't dismiss it as is - minion stats are a bit off, 4/4 is more than enough, especially with the quest card comboing here really well
Vanguard Captain - Eh, no, it's overcosted, and 6/5 doesn't fit here regardless, and there's a 2/3 for 2 that combos better and gives another body.
Fire Acolyte - Summoning any Ragnaros should be legendary, and firelord is Way out of flavor here and that's why Mage has it. Also, mage is downright to its hero power, which is Way more limiting than spells, while you have easy life gain and healing. This should be an equivalent 7, 4/4, if you restored health to your minions 5 times this game, summon pally rag.
Chromatic Drake - If you used 3 librams? So automatically it's reduced by 3, with cards cheated out too easily. The reduction flavor is misplaced and doesn't belong to pally, at all. 4, 4/4 dragon, discover 5+ spell, mwah.
Veteran Professor - again, out of flavor, fits maybe as for pure paladin in the sense the 7/7 is. But, why not join paladin into the RNG HOF where mage, rogue, and priest constantly rival over first place. +1/+1 would fit, +2/+2 is wild (pun intended :p )
Medical Studies - I wish they never printed that cycle, but that's me. Also, there are 3(?) lifesteal minions right now? Maybe could fit a format including wild cards.
Quel'Delar - 0/3 like good ol' legendary weapons, and it's still a priest weapon. At 3/5 it's a wtf...
Studying the Light - actually? Unlike the other two quests, I'd play this one. Reborn's time is over, and you got 2 mana - heal 6. The Quest therefore should go to face, other than that - and DS and taunt is enough flavorful to make this legit, you don't even need the +1/+1.
Your heart is in the right place, I'll give you that, and I never liked constructed paladin.
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user-31021151 posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan Creations- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
Let's also pretend Molten Giant doesn't exist.
Two 0 mana 8/8s on turn 1? Yeah, sounds like a great idea. -
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Jaden607 posted a message on Healadin - 9 Cards that could help bring back the archetypePosted in: Fan CreationsMost cards are a fun concept, but there are some extremely broken cards in here that would get a 0 star on balance if trump would review them.
Fire acolyte: There is a legendary mage minion that summons rag after 8 hero power damage, it's a legendary so you can only have one, healing 10 is SOOO much easier than pinging with your heropower 8 times (except with heropower damage amps), it's diverse since you can get both rags and the cost is lower that this legendary minion. This would even be overstatted at 8 mana for a non-legendary. plus....lightlord has rotated out, so this would be an exclusive wild card
Fiery avenger: Though paladin doesn't really have any high attack or broken weapons, nor weapons that do aoe and would benefit like crazy from it, there is 1 problem: Tyrion. Just casually equiping a weapon on the power level of a deathknight is kinda broken honestly, and since it's not 'this turn' you can just play this and when you get tyrion you basically gain 15 hp for free. And with for free I mean that the stats on this minion are actually normal/good for how broken the battlecry is. My suggestion would be to reduce the stats so that you have to sacrifice tempo or just change the battlecry to 'whenever you play a weapon' so that it would skip the tyrion interaction. But then this card when discovered by other classes could still be a bit of an issue.
Veteran professor: Discover is already really good for paladin, just +1/+1 is already enough. Saying it's to compensate for the low rolls doesn't justify it at all. The body is already pretty decent as well, making it be able to maybe survive a second turn. There aren't a lot of paladin minions that cost 5+ in standard, the only low rolls are Scalelord and maybe dragon speaker. The other 11 minions that are 5+ are good/legendaries. See the problem? 13 minions isn't really a big pool and makes it hard to low roll at all.
Studying the light: Fun concept, 1 problem: Armor breaker. You want the class to be stronger, not to be teched against so that it's so weak it gets 1-shotted. This would either need to happen after armor breaker rotates or be a different (new) keyword than armor.
Quel'dalar: Could be a really big issue with this card, but there would have to be playtesting to so if it's OP or underpowered. It's not really heal 6 if you have minions on board, then it could be a total of heal 100+ if you have a board and let it proc every time (because the weapon dmg isn't really worth it). Which is a case that makes it OP and that can happen as well (especially with all the big buffs pali has)
The rest honestly seems balanced/in line with the current cards, though if they'd be printed a couple of expansion ago they'd be OP as well (not all though). Overal good idea's, just need some tweaking. But the idea's are there, balancing is a hell of a job but design is always the most important step.
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Hi guys!
First of all I hope you are all well and healthy, given our current situation.
I'm a regular viewer and reader of Hearthpwn and I like fan made cards a lot, so I decided to give it a go.
Today I want to share 9 cards I made that could help bring Healadin archetype back. I believe this archetype was never very good, but I always thought it had the potential to be better.
So, without further ado, let's kick it off.
Healadin - What if it was actually a thing?
Paladin has had some cool cards that would fit the archetype, such as Ragnaros, Lightlord, Blackguard, Ivory Knight, Zandalari Templar and Benevolent Djinn. However, it was never a Tier 1 deck.
I think the following cards would be a nice addiction to the game and would make this particular archetype more viable.
(Sadly I cannot give credit to the artists who designed the art, because I took the images from Pinterest and didn't take note of the authors.)
A little explanation on the cards:
- Young Adventurer - Paladin lacks good 1 mana minion. This one helps you cycle through the deck, since you don't want small minions to be there late game.
- Fiery Avenger - Good card to generate health early game. If you equip Truesilver Champion or play Lightforged Zealot next turn the weapon will heal for 6.
- Vanguard Captain - This card was created to make other cards playable or better, like Amber Watcher or Judicious Junior. If theses cards had Taunt, they would be much better.
- Fire Acolyte - Value card that would help you complete the quest earlier and have a win condition at the end thanks to both Ragnaros, Lightlord and Ragnaros the Firelord.
- Chromatic Drake - A slow card, for 6 mana do nothing at the time you play it, if played on curve. Its purpose is to make cards like Lay on Hands, Avenging Wrath and Pharaoh's Blessing playable.
- Veteran Professor - A good card to generate value late game. The +2/+2 is there to balance the low rolls. Could be amazing if it draws Lightforged Crusader or Lady Liadrin.
- Medical Studies - Low cost spell to help you gain health early game. Allows you to discover Bronze Explorer
- Quel'Delar - I looked at Paladin weapons and they are not very good, aside from Truesilver Champion. This one, for 5 mana deals a maximum of 9 damage if you attack every turn (less than Arcanite Reaper), and if only your hero is damaged, it heals for 6. So, 5 mana, deal 9 damage, restore 6 health seems balanced. Can help you complete the quest faster if you have damaged minions on board.
- Studying the Light - High Priest Thekal almost was the card that would make this archetype viable. Too bad it didn't start in your hand. For that reason, I picked the text of that card and made it a quest. Let's just pretend Platebreaker doesn't exist.
- Sunwell Light - The new hero power was my biggest struggle. I didn't want to copy other quests rewards. I believe it's a good hero power, don't know if it's excellent though.
So, what do you guys think? Please leave a comment if you feel like it. I appreciate any constructive criticism.
Have a good day!