The Netherspite encounter looks fun! But the Majordomo Executus play looks cheap. Also, tokens Paladin looks cool there for Normal.
- WhiskyGeorge
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Hackergrad posted a message on THE GHOSTS OF KARAZHAN - A Hearthstone Adventure! (31 cards)Posted in: Fan Creations -
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McF4rtson posted a message on Bard Class Concept [LOE started]Overview
Hey all, and welcome to another one of my custom classes. This Bard class has been in the works for a very long time, before my Demon Hunter, in fact. However, due to the class competition, it was put on hold. Now that's out of the way, I'm very excited to present the first, to my knowledge, full-blown Bard class.
And again, seeing as how I enjoyed making my Pirate class so much, I'll try to continue that "funny" feeling into the Bard class.
Special thanks to Zanywoop, as always, and Mokthol. I am the creator of this card border, but it was Mokthol here who managed to get the border on Hearthcards.
Mr. Michael Schweitzer
Mike is not a very well-known character. He's the manager of the ETC band. He's a perfect fit for the Bard Hero, with all his administrative and managerial experience. He'll also be the first undead Hero.
Power of ROCK! explained:
Here's a Hero Power full o' flavour. The Bard class was meant to be a joke, but, Blizzard did say that they'd be able to control the power of ROCK. So, here's that. This Hero Power works as a permanent buff of +1 Health. HOWEVER. It does say a "character". Yes, the Bard is able to have over 30 Health. So, we all know how a Health buff on a minion works. But on a Hero? It'll be the same thing. Turn 2, Mike is at 30/30 HP. He uses his Hero Power, he'll be at 31/31 HP. This makes for a great mana dump and for trading. I also expect to see some great interaction with TGT coming up.
Perfect Pitch
Perfect Pitch explained:
This is the Bard's keyword. At first, I was a bit hesitant to use this, since it's so long... but then there's Divine Shield. Since the Bard excels at healing and Health manipulation, this keyword fits in extremely well. You'll see some very odd requirements for this keyword. For example, a 2/5 minion with a Perfect Pitch (7). This forces the Bard to buff up that minion and as a reward, you'll get some spectacular results. Note that For Perfect Pitch (7), for example, the Health much be precisely at 7. Other Perfect Pitches could be at (3+) or (2-4). It's self-explanatory, but here's a rundown just in case.
Basic Cards
Automatically included:
Tavern Minstrel explained:
The basic 1-drop of this class. It's a gamble, but you either get a 1/3 or a 0/4. You can also drop this card later as a support card, which is it's main function.
Automatically included:
I Have the Powah! explained:
I HAVE THE POWAH!!! Pretty self explanatory. Unlike most minion-based spells, this one uses Attack. That's only fair, as you can get some pretty crazy amounts of Health with this class.
Automatically included:
Haunting Melody "explained":
Just a fancier way of making a Darkbomb, and with more Bard-like flavour.
Automatically included:
Death Metal explained:
Balance help! Please! It's obviously based off of Truesilver Champion. This heals 6 and deal 9 damage in total, right? But I think that 9 damage spread out over 3 turns is not nearly as effective as 8 damage in two turns. Agree or disagree?
Automatically included:
Mosh Pit explained:
This card helps solidify the Bard's situation later in the game. Most of this class' buffs are based on just one minion, so you can start to lose your board eventually. Hopefully, this will help you to catch up.
Upon reaching level 2:
Allegro explained:
A big, big single-minion buff. Whatever you buff with this thing ain't gonna be leaving for a while. Stats are good, on par with Blessing of Kings. And Allegro is a musical tempo that means "fairly fast".
Upon reaching level 4:
Elven Bard "explained": (mini-fanfic)
It's a little known fact, but right before the Hearthstone beta rolled out, the Defender of Argus had an almighty row with his girlfriend. They had been living together for nearly two years, but an argument soon broke out. The girlfriend won. As a result, Defender of Argus was cast out and had to scrape together a living as a Neutral minion while Elven Bard lived a luxurious life as a Class minion.
Upon reaching level 6:
Upon reaching level 8:
Off-beat Clapping and On-beat Strumming explained:
These cards work as pair, and are obviously based off of the Shadow Words. Like the Priest, there is a sweet spot that the Bard's can't itch, and that it an odd-Attack, even-Health. (Spider Tank, for example) However, Health is easily changed. Therefore, Bards have strong access to hard removal, but like the Priest, will sometimes be caught out in the open with no answer. They will, however, have an easier time than the Priest.
Upon reaching level 10:
Campfire Sing-Along explained:
My favourite card in this set. So, so, SO versatile. You can change an enemy Health to 1, or boost a friendly minion's Health to 10. The possibilities are limitless. Balanced against Hunter's Mark and Humility.
Expert Set
Commons
Feeeelings explained:
Great tempo play, since unlike Ancestral Healing, you can get a lot of synergy with this card, especially with perfect Pitch shenanigans. Plus, the name is sooooooo gooooood.
Impromptu explained:
Another good tempo play. Not much to see, think of it as a mini Enhance-o-Mechano. An impromptu is any performance that has never been practiced for.
Pianissimo explained:
A mini mass-silence. Downfalls: random, and requires two minions. Upside, it's ridiculously cheap. Balanced against Silence.
Bard's Apprentice explained:
Here's a great powerhouse of a 2-drop. This thing requires to be dealt with, since the Bard will easily find ways to turn this into a massive monster. Treat this as you would a Whirling Zap-o-matic. Imagine this then Allegro. Jeezus.
Kil'Jaedan's Choir explained:
A light AOE with a heal for your minions. Nothing much to see here. Based off of Holy Nova.
Bewitching Songstress explained:
The most solid 4-drop Bards have access to. Instant board effect, solid stats. A great card. Can take on Piloted Shredder, too.
Rares
Note: Rare writeups tomorrow. For now, just take a gander.
Epics
The Legendary
Naxxramas
The Common
Goblins vs. Gnomes
Commons
Rares
Epics
The Legendary
Drum Set has no images yet.
The Platinum Wreckord Labels:
Blackrock Mountain
The Common
The Rare
The Grand Tournament
Commons
Rares
Epics
Second epic was lost...
The Legendary
League of Explorers
Commons
The Rare
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LightsOutAce posted a message on SCOURGEWAR - Complete Expansion (125 cards and a TAVERN BRAWL!)Posted in: Fan CreationsFelbender and (especially) Nerubian Unraveler are unbelievably game-breakingly broken. Primal Savagery might be a bit much, too.
The equipment are really cool and I like the vast majority of them. The Druid and Priest legendaries and Spirit of Redemption are really cool, too, and I would love to play with them.
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Hawk7915 posted a message on SCOURGEWAR - Complete Expansion (125 cards and a TAVERN BRAWL!)Posted in: Fan CreationsAwesome set! My thoughts, starting with SHAMAN since it's my favorite class:
Drek'thar: Feels a little undertuned. Compare to Fire Elemental, a basic card, and I'd take a Fire Ele almost every time. If we presume that we deserve 15-18 "Stat Points" for an 8 mana minion (leaning higher on a Class Legendary), Drek'thar right now is just 14 (11 for stats + 2 for Charge + 1 for his battlecry which is basically Rockbiter Weapon but slightly worse). I think a 4/8 would be fine; I think also granting the +3 to any card as a real Rockbiter is also fine.
Fiery Reunion - Really challenging to evaluate. Obviously even at 3 mana Son of the Flame is INSANE value, grafting a Fireball onto a sweet 6/3 body. The Sons of Flame are "worth" 7-8 mana as a minion, so you only need to draw one to break even on the Reunion. The issue, of course, is that you do have to draw them and that sometimes doesn't happen. This requires a heavy control Shaman that can afford to basically pass turn 5 in the hope of adding glorious damage later on. Basically I think it's fine, but I'm not sure it would be played.
Colossal Totem - This is similar to the Genie from the new set, and I have to say it feels underwhelming as a class card. Doubling up on Ancestral Spirit is cute, and Rockbiter Weapon giving +6 is interesting. I'm sure some casual deck will live the dream of Rockbiter + Rockbiter + Windfuryon this, swing for 24...but even then it feels sorta bad. I almost feel like it should have Taunt just so it does something.
Skullcleaver - I actually think this does stand a chance versusDoomhammer, because they fulfill different roles sometimes. Skullcleaver is terrible at clearing board (although not that bad) since you likely only get to swing once. But in a deck like OTK Malygos Shaman, that often has no board for opponents to swing into and clear, this is a big 15 face damage. Sure Doomhammer is 16, but you do have to wait an extra turn and Doomhammer can't punch through a Taz'dingo or Sludge Belcher in one shot. I think it's a fine, Interesting card and would be OP at any lower cost I fear.
Splintering Totem - 7 mana for 5 random totems feels bad man. Consider that you drop this at 3, then basically have to pass Turn 4...and there's a better than 50-50 shot that you're getting 0/4 of minions for your two turns of mana. Sure sometimes you feel genius and get two Totem Golems, but even then that's seven mana for 6/8 which is "just okay" compared to slamming Spider Tank or Tuskarr Totemic into Piloted Shredder. Even if this does stick around, you need amazing RNG luck to overcome that massive tempo loss. I think this would be sketchy even at Overload 0 because it is "at the start of your turn" meaning it has no immediate impact and is delicious Harrison Ford bait.
EDIT: Okay, now that I read your rules, this isn't Harrison bait. It does feel mighty slow though.
Windwatcher - Fine, not great. Divine Totem isn't that powerful on totems but would be obnoxious if you managed to use Truehart to ensure you're getting a Stoneclaw every turn. A 5/5 for 5 is okay on its own so it doesn't need to be incredible with its inspire, but I'm not sure it would be played a lot.
Elemental Shield - feels overcosted, but it's hard to say because this is a totally unique effect. However, the stat line on Faerie Dragon suggests that this effect isn't terribly expensive. I think it would be fine without the Overload, or at 0/Overload 1. Really cool card idea!
Spiritual Awakening - as mentioned, this feels awful even in a heavy inspire deck. At least "Reset your hero power. The next time you activate it it costs 2 less" (like Fencing Coach) would be interesting as a combo card.
Rune of Cruelty - did someone says bombs? This card is a super Mad Bomber with much higher stakes, as taking 9 to your own face is a real thing. I think a hypothetical Control or OTK Shaman might run it, but at 3 it again feels awful slow. It would probably be better at 2.
Earthen Charger - Again, compared to current big guns like North Sea Kraken this feels a little undertuned. For 10 mana we expect, stat-point wise, at least 19 if not 20 or 21 for a class card especially considering the overload 5 which is not ignorable. This is only 13. Put another way, for 2 more than Al'akir (but really 7 more) we're only getting +1 attack and +2 health and we're losing Divine Shield and Taunt. I don't think you need to go crazy: I think a 4/8 Charge, Wind Fury for 10 with no Overload would be fine. Obviously boosting its attack too much is really risky.
Hope that helps! I will comment more later. Also, the Tavern Brawl looks amazing :)
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Hackergrad posted a message on SCOURGEWAR - Complete Expansion (125 cards and a TAVERN BRAWL!)Posted in: Fan CreationsEitrigg is just a copy of Siege Engine. No offense.
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Thelkuzad posted a message on THE FINAL COUNTDOWN - A Hearthstone Adventure!Posted in: Fan CreationsQuite like the Iron Juggernaut, creative way of doing it.
Wait is... is Garrosh's hero power really - motherFUCKER!
His Gorehowl's a bit needlessly wordy. You can easily just say Deathrattle: Equip this weapon. Done, Players can't remove it, it can't ever be expended.
Clever way of just trying to hold on while Garrosh pounds away at you, his own recklessness slowly killing him from the inside out. Probably not what you were going for, but poetic nevertheless. It takes 20 ticks of fatigue to kill him on normal, and 28 on heroic with full Command#3 going up.
Superior Marksman looks pretty gimmicky, but I can see it having a use. And Orgrimmar is quite nice, though I personally feel it should be forbidden for paladins because ffs they don't need any more divine shields! Though maybe it would make Blood Knight see play.
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Thelkuzad posted a message on THE FINAL COUNTDOWN - A Hearthstone Adventure!Posted in: Fan CreationsHa, have a biscuit! Though I can't help but notice that Jaina's decklist doesn't actually include any of her new cards... derp I'm stupid, those new cards are for Heroic.
Mmm, biscuits. Guardian Archmage looks like it could be a fun thing. 'This hands sucks! I know, I'll just get a completely new hand!'
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protar95 posted a message on WARLORDS OF IRON - Complete Expansion! (125+ cards!)Posted in: Fan CreationsHunter Feedback:
- Fenris seems balanced. Despite the buff to the hero power he doesn't fit in a face deck. I like the idea of cards which buff the Hunter hero power in a way which face decks can't use, because it pushes a new archetype.
- Arrow Salvo is cool.
- Greater Axebeak is a very nice effect. Perhaps it could be a 1/2 just so it can't be pinged. But it's probably balanced as is.
- Swamp Python seems very milquetoast. Could easily be a 4/4.
- Pet Menagerie gets you great value - 12 mana for 8. I don't think it's OP though, there tends to be a bit of power inflation at the later mana costs.
- Scouting Mission seems way too highly costed. I don't think seeing your opponent's deck is that valuable as a skilled player can usually figure out the kind of deck their opponent is playing very quickly. Could well cost 1 or 2 mana.
- Step into the Shadows seems balanced. Could even cost zero.
- Blood Seeker should be a 3/2 weapon. Ignoring taunt is quite valuable in face decks, but is there space for Bloodseeker with Eaglehorn bow in the deck? And ignoring Divine Shield is such a niche ability that it shouldn't have much of an effect on the cost.
- Emergency Flare is just a worse flare but if you say secrets are gonna be powerful I'll take your word for it, I haven't looked at everything yet. Still, maybe it could have a more powerful effect.
- Frostwall Sniper could probably be a 1/3 to put it in line with stuff like Mana Wyrm and Northshire.
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xervian posted a message on WARLORDS OF IRON - Complete Expansion! (125+ cards!)Posted in: Fan CreationsSounds awesome, can't wait to see them then! And those mage cards are awesome! I love the mana ruby and the secrets.
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ReDEyeDz posted a message on WARLORDS OF IRON - Complete Expansion! (125+ cards!)Posted in: Fan CreationsB-but I already have my Warlords card back.
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Can we please see The Lich King card now lol?
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So glad Hearthpwn continues to be the biggest dipshit community out there. :D
It really IS impossible for you to NOT hate fucking everything.
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This is a tough one. The implications are huge, to be sure, but it's just impossible to tell what sort of impact this'll have until after people had a chance to play with it.
The one thing I CAN say is...this card will be absolutely insane in Adventures! If you've ever wanted to play some of those broken ass boss cards, well, this is it!
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Lol, welcome to Hearthpwn.
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It could just be me, but it really seems like Hearthpwn became progressively shittier over the years when it came to the userbase. No matter the expansion, over half the people shout "WORST EXPANSION EVER!" ...every expansion, only to whine and moan about how broken the previous expansion was.
No one has any fucking imagination here. For a community based around a card game, that's just bad.
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The community is what's really demoralizing. Since Naxxramas, every expansion reveal has consisted of 87% bitching and moaning.
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