Flavor text: "C'Thun has expensive tastes. Pyroblasts taste like chocolate-covered strawberries; yum!"
It's a "corruption" of Youthful Brewmaster and/or Ancient Brewmaster. The flavor is that he instills your magic into his brews, to serve C'Thun. Stat-wise, while he is akin to Skeram Cultist (which doesn't see play), his stats also align with the next logical step up in the Brewmaster "cycle": 2/3/2 -> 4/5/4 -> 6/7/6.
Can I get a little reciprocation? :(
While I'm at it, I'll also mention that he could be pretty fun with Brann Bronzebeard. Lose a Glacial Mysteries, gain +32/+32 for your C'Thun! Finally a good reason to pull one from Cabalist's Tome? lol
While it is a really cool idea and one of the best ways to use C'thun buffs, I am not a big fan of using words like twice ir double. It still is a very cool design but isn't great to read and understand.
What do you guys think? Mana cost is probably the biggest challenge here, I went with 10 because it would be really hard to get back ahead if she comes down while the mage is ahead on board.
The biggest problem with cards that counter all spells is that they can feel very un-interactive. An idea for a change could be lowering the cost a lot and making it symmetrical, like Whenever a player casts a spell, counter it and they summon a minion of equal cost.
Welp, now that I'm done submitting my Class to the big comp, I'll give this a try. Here's my idea so far:
The thing is it would work like Curious Glimmerroot, meaning your opponent won't be able to see what card it is. Seems unfair? Should I change it to a Legendary?
So here's my submission Idea. Originally I was going to make it so that they knew if you drew a spell but then I realized that it would be balanced if they didn't know cause they still would have to assume. Just wanted to run it by here first to check if 1. It doesn't violate the "Cannot just produce Counterspell" Rule or any others and 2. If it is as balanced as I think it is. Thanks and please give me feedback.
Feels like it has too much rng involved and ins't even that good if it was just unconditional battlecry itself.
The Highguard was an elite group of soilders tasked with defending Northrend during the reign of Arthus. Abandoned by their comrades within the depths of Icecrown Citadel, the seven champions were slain then returned to life by The Lich King, then devoted their bodies to destroying the army which they had once fought alongside with. During the final stand and but one of the now Deathguards where slain by the light and Mara An’Thorn fled the scene to gather here power and one day, fight but against the light.
An Overview
The Deathguard once a combination of Necromancy powers, Weapon based combat and Blood magic to overpower their foes. A Deathguard aims for the long game by analysing their opponents abilties and fighting against them. This is shown though their class exclusive keyword Strategize.
At the end of your turn, the number next to the Strategize cards will lower by one. If zero, the card will gain an extra effect when played.
I forgot to mention in the original post that I won't be commenting every time I update the expansion because it can get annoying on the form. I have done three new updates since the original post. I will only be using comments to respond to questions for here on.
In this set, I aim the create 500 card (not including Tokens) based around the idea of A New Classic. What this means is cards that do not follow a theme, or rely on existing sets of cards, alike to the Classic Set in Hearthstone.
If you are wondering why it is called Hearthstone 3.0, see Hearthstone 2.0 below.
While I aim for daily updates on this set I can't promise anything. Each update will have 7 cards including 1 legendary.
The ratio of rarity will be as follows: Class rarity will be: 12 Commons, 9 Rares, 6 Epics, 2 Legendary Minions, 1 Quest, 1 Hero and a Legendary Weapon. Neutral rarity will be: 88 Commons, 64 Rares, 36 Epics and 24 Legendary's.
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"I'll just save these for later"
Can make some interesting OTK's with Sorcerer's Apprentice and Gadgetzan Auctioneer
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Woops missed y'all
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The Deathguard - Mara An’Thorn
History
The Highguard was an elite group of soilders tasked with defending Northrend during the reign of Arthus. Abandoned by their comrades within the depths of Icecrown Citadel, the seven champions were slain then returned to life by The Lich King, then devoted their bodies to destroying the army which they had once fought alongside with. During the final stand and but one of the now Deathguards where slain by the light and Mara An’Thorn fled the scene to gather here power and one day, fight but against the light.
An Overview
The Deathguard once a combination of Necromancy powers, Weapon based combat and Blood magic to overpower their foes. A Deathguard aims for the long game by analysing their opponents abilties and fighting against them. This is shown though their class exclusive keyword Strategize.
At the end of your turn, the number next to the Strategize cards will lower by one. If zero, the card will gain an extra effect when played.
Necromancy
Weapon Combat
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No you didn't do it properly, you play Bonemare after you play the minion, see?
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I forgot to mention in the original post that I won't be commenting every time I update the expansion because it can get annoying on the form. I have done three new updates since the original post. I will only be using comments to respond to questions for here on.
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Not if you make them discard Nether Portal as well.
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I've beaten Xol three times, each time you just make them discard the Quest with Howlfiend
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Welcome the Hearthstone 3.0: A New Classic
In this set, I aim the create 500 card (not including Tokens) based around the idea of A New Classic. What this means is cards that do not follow a theme, or rely on existing sets of cards, alike to the Classic Set in Hearthstone.
If you are wondering why it is called Hearthstone 3.0, see Hearthstone 2.0 below.
Hearthstone 2.0
While I aim for daily updates on this set I can't promise anything. Each update will have 7 cards including 1 legendary.
The ratio of rarity will be as follows: Class rarity will be: 12 Commons, 9 Rares, 6 Epics, 2 Legendary Minions, 1 Quest, 1 Hero and a Legendary Weapon. Neutral rarity will be: 88 Commons, 64 Rares, 36 Epics and 24 Legendary's.
! ! Latest Update ! !
Neutral Cards
Legendary: 4/24
Epic: 5/36
Rare: 11/64
Common: 19/88
Class Cards
Druid: 7/36
Hunter: 7/36
Mage: 7/36
Paladin: 6/36
Priest: 7/36
Rogue: 7/36
Shaman: 7/36
Warlock: 7/36
Warrior: 7/36
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The Effects are below.
A tome is a large book for all those who didn't know.
The idea is each effect would be pretty powerful on it's own but since each effect is randomly chosen it becomes less powerful.
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Three ideas based on the fact that 99% of people are doing Recruit. (Tokens in Spoiler)
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"Why are you playing Jade Druid in the Tavern Brawl you asshole"
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I'd personally give it to To My Side!
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Level Up! is Epic so it's fixed
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