Didn't you hear?? The next Hearthstone expansion is giving each class a non-quest legendary spell based on one of their basic spells*, and the hunter one has LEAKED!!! Introducing...
...in which sometimes you'll be praying for Vereesa's charge/card draw, sometimes for Sylvanas's stealth/value, and sometimes for Alleria's taunt/protection. Each of the Windrunners has the potential to create a game-winning scenario... but will your roll be a lucky one? Is it truly... *dramatic pause* ...always Huffer?
Ok in all seriousness, this is an idea I've had for some time, and now that legendary spells are a Thing in the game, I figured this entry might be believable enough to do well in a WCDC. I hope you think so too!!!
Extensive thoughts on balance under the spoiler, if you're curious:
So, this is clearly a take on Animal Companion. As you can see from its tokens (Misha, Leokk, Huffer), each is worth about 4 mana, while the spell actually costs 3... basically, you save 1 mana because of the RNG/unpredictability. Also, since my card is a class legendary, it gets a bit of a buff on its power level in general. Considering these two points: while the spell costs 6 mana, I aimed for the tokens to be worth about 8 mana.
Let's look at each one...
Ranger Vereesa is a 4/4 with Charge, which can be compared to Kor'kron Elite and to some extent Druid of the Claw. I would say this is worth about 4.5 mana. There's also an immediate card draw, which is worth about 2 mana (compare Wisp to Novice Engineer). That brings us to 6.5. However, if your Vereesa doesn't die when you attack with her, she pretty much has Taunt, since your opponent doesn't want you drawing more cards. Because of this, and the fact that if they CAN'T deal with it she draws you more, I think it's fair to say that this is worth about 8 mana.
Ranger-General Sylvanas is a 5/5 with Stealth (hello Stranglethorn Tiger!). Her deathrattle is interesting, because it harkens back to her old form (Sylvanas Windrunner) where your opponent is unlikely to develop big threats when she's in play. The easiest comparison to her deathrattle is Deadly Shot, but her effect is slightly easier to play around. It's a Deadly Shot your opponent can see coming, and thus plan for. Finally, it's important to note the Deathrattle synergy here. This is very strong with things like Spiritsinger Umbra and N'Zoth, the Corruptor, but since you can't possibly plan for rolling Sylvanas, the value of that is basically negligible (whereas if she was a collectible card on her own, it certainly would not be). So... a 5 mana body with an effect that's not quite as good as a 3-mana spell and the sliiight potential for deathrattle synergy... I think it's fair to say she's also worth about 8 mana.
Ranger-Captain Alleria is a 6/6 with Taunt... closest comparison is Lord of the Arena. Her protection effect is hard to compare to existing cards... you could say she's a stronger Wee Spellstopper (where the effect was valued at 1 mana). Ultimately, I think that if Alleria was in the collection, she'd cost 8 mana.
So there you have it! If you have any thoughts on this, feel free to comment in the discussion thread, I read all the posts and will definitely see it. So yeah... thanks for reading all that!! Here, have a hug!! (> ")>
ps - do I get bonus points for recreating 2 characters? ;D
*pps - keep your eyes peeled for a future thread with 8 more legendary spells based on a basic spell for each class!!! :D
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I often try to create cards that have many different things going on. Flavor, both WoW related and HS related, is extremely important to me. Right behind that I hold balanced. This often leads me to create cards I find very flavorful and highly balanced, but generally boring. Here though I found something I actually find elegant and enjoyable. This effect probably seems somewhat out of place in Warlock, but if you look at the class that isn't really the case. Cards like Bane of Doom and Voidcaller are already existing examples of Warlocks cheating on mana to summon Demons. I feel like this card pushes the class in a direction it went a long time ago and then left behind, but in a way that is new and cool. This is the sort of card I'd actually love to see from a gameplay standpoint. I hope some of you feel the same.
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@ Livienna
Ok, its been a while since I was active. I probably will continue to procrastinate and be a horrible OP, but I may as well make some comments while I'm feeling up to it. Mean Streets as a whole is looking decent. You took some interesting takes on the Hand buffs, but I think you perhaps did too much. You have 2 full hand buffs, one recurring buff and 1 weapon buff, and not a single one of those is traditional, they are all unique to your class. Its not all bad, I don't think any of the cards are busted or anything but its just a weird assortment of stuff. You also have 2 minions that like having their attack buffed, but only your Class legendary and the 2 grimy goons cards, so 4 cards total are going to be able to do that. Un'Goro is also odd. You went heavy on Adapt, and Battlecry in general, then you gave your class an weird Resurrection effect that is going to be bad with Battlecry and Adapt. There are some cools things, but I guess I need to get into individual cards to really break down the nuts and bolts.
MSoG:
Stand and Fight! - This is cool. I think this sort of thing, more health focused than Attack could be a cool way to be unique. Adding buffs is also cool, but you have to pick the right ones. Taunt seems good here for sure. The flavor is good it.
Rebellious Recruit - As I mentioned, I don't like the fact this is sooooo hard to buff. Hunter used this well because it was easier to buff things and some of their buffs were +2/+2. You have a single +1, just making this feel miserable. The flavor is fine but the card itself is probably unplayable.
Street Fighter - This seems fine, its cool to see the effect on a Deathrattle and not a Battlecry, but its also just kind of weird. Why does this dying make a weapon you have better?
Intimidate - This is so impossibly hard to judge. We've only seen this as a temporary effect, and in some ways, I think for good reason. Also, I'd look at the wording for Pint-Size Potion and Shrinkmeister. This is probably fine. IDK.
Sharpshooter - At least this can be buffed after it hits the table, but even then your class isn't particularly good at that. I still think this seems fine, its much more consistently good to the point of being playable if you want to focus on that.
Chosen Recruits - Great card draw idea. Great flavor.
Potential Recruit - This is great here. Very fun, very cool.
Fiery Commander - I talked about giving out buffs, and I really hate Charge here. Charge is one of those mechanics that Blizzard has already said hasn't been good for the game. They haven't printed a non-conditional Charge, besides Patches, which already proved to be horrible in a long time. And even then conditional chargers aren't that common. I'd be fine with Windfury or even Windfury and health.
Squad Leader Satsu - This is very interesting. Its definitely powerful, and that's cool. Its a bit low on direct impact and I feel like this statline at this cost is just unplayable. Not only is it slow, its hugely low impact. If you compare this to The Mistcaller its an even worse stat ratio and comes down even later, making getting catch up impact even harder. The effect is more powerful, but probably not worth playing. Throw on a couple more stat points or lower the cost, maybe some combination of both.
Journey to Un'Goro:
Jungle Juju - I really like this. Its fun, different and flavorful.
Tribal Chosen - Perfectly fine. Unexciting but that's not a bad thing.
Primitive Huntress - This seems way worse than Naga Corsair, though I guess not being a Pirate could maybe be considered a good thing. Just give it a buff and its good.
Long Way Home - I don't get how the name relates to the effect. I think the cost and that are fine, but I just don't get the flavor.
Daughter of the Wild - This is more interesting than Tribal Chosen, bit I do find it a bit odd to have two different Deathrattle minions in the same expansion that both effectively draw a card. I'd almost rather see this have potentially lower stats but just summon the Panther.
Sage Watcher - This seems fine. The art isn't my favorite though.
Deja Voodoo - This card I just don't get. Yes, its less random, but its also harder to actually play. You have to have a friendly minion die on your turn, and it has to be one you want to Res. I think that this could easily be 3 if not 2 mana, especially considering that it its many drawbacks.
Wailing Werewolf - This one is a bit scary. I'm not sure if the return effect is supposed to be good or bad, but I almost feel like its more of a positive, making this a very very powerful removal/damage effect. For example, your opponent is at a multiple of 10. You play this, attack a minion it can kill without dying, and bam, it jumps back into your hand for more value when you need it. Or, your opponent is likely to board clear or remove the card in general, but they are at 24 or 14, bam, you get in for 4 and your minion is safe to go in again later. Not to mention you're a class that uses hand buffs, and all the sudden you can do a lot more crazy things with this.
The First Slayer - Great, finally found a home.
Ancestral Power - This one is tough. I do think the effect is slow, very much like Warriors, but I do also think its powerful. I know we talked about the balance of the weapon, but it is true that this plus two Slayer's Strength is 32 damage, 1 is already 16 damage. This just smashes so amazingly hard. There is not way to tell if its actually too good or not though, so fuck it. Its probably fine because its just slow.
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I'm playing a deck very similar to this, and I have a much harder time against Quest Rogue. IDK if you just got lucky, or if I just got unlucky, but I never see them over extend into board clears before playing Caverns hahaha. I have huge issues getting/keeping their hand empty. I did watch the video you put up, and that guy played terribly if you ask me. Also, I've never actually seen anyone let me heal a Mana Geode. Even the most mindless face players know to trade for it, so I found it almost impossible to get value. You mention that deck has a 60%, eventual 70% winrate, but yet you couldn't get above rank 3? I feel like there is some amount of false information happening.
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Ummm. My comment was honest. I'm sorry if you didn't like it. It was my opinion. You have plenty of excuses/reasons now, that you could have posted about why you didn't make legend with your 70% winrate. I'm sorry you chose to keep those to yourself until someone brought it up, and are offended that I asked about why you didn't make legend. You need to grow up though, and get ready for criticism and questions when you post very boastful information with little evidence. I could have been far more ruthless and rude about what I said. I was honestly curious about how it was possible that this deck did so well for you but you never hit legend.
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Is this to drum up new players? Because I feel like HotS is at the bottom of the MOBA ladder.
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Yay for free packs. Its a bummer I opened well on day one and haven't opened a legendary since then. I was hoping the free packs would be lucky, but it was just 3 4 common 1 rare bland packs.
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As an American living in Australia, I am having trouble deciding who to cheer for. Luckily they aren't in the same bracket.