I had to spend all my gold on GvG packs before release (I lost a bet against a friend :( , at least 1200 gold wasn't that big of a deal) so I only opened 15 packs so far. I got a lot of epics, a golden Cyclopian Horror and golden Validated Doomsayer, and Y'Shaarj, Rage Unbound. I think those ratios are really good, because I think (not sure) a golden epic is a bit more rare than a legendary, and I got two of them, while also getting a legendary. The number of regular epics I got are around 4-5 btw.
Cards like Klaxxi Amber-Weaver get their buffs only if your C'Thun has an attack of 10 or higher. So if you don't have C'Thun in your deck that means it doesn't get it's attack buffed, therefore cards that benefit from C'Thun having 10+ Attack won't work.
So I've been creating some cards lately, and I decided to fit them in some common theme. Well, most cards I designed have some crazy effects, themes or names, so they are all related to pretty chaotic stuff!
I'll post a random wave of cards whenever I binge-design them
Finished sets: Hunter, Priest, Shaman, Warlock
DRUID:
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRALS
Feel free to leave a comment below for constructive criticism & your favorite cards from the set! Have a good day!
Lorewise, N'Zoth The Corruptor is my favorite, because he was (actually still IS in WoW) the big, bad dude that lurked behind the shadows. In HS, I think Yogg has the most crazy effect, which also fits his theme, which is madness, while also fitting the REAL Old God theme.
What is that "Real" Old God Theme you ask? Well, I mean, Old Gods are really powerful beings that can't be controlled by a mere mortal, they shouldn't do what you want them to do if you ask me. You should also be terrified from their presence as much as your opponent. And that's exactly what Yogg-Saron, Hope's End does.
Midrange Paladin's point was almost same as Midrange Hunter's. Curve with the minion that has the most value for it's cost each turn. In t6, Mysterious Challenjour is immediate tempo and has a lot of value. Although I'm not a fan of poisoning your deck with garbage secrets, Midrange Pala became Secret Pala in a sense. I still try to play with classic version sometimes, though.
The effect's almost legendary-worthy. At least I'll feel like playing a legendary while playing this card. Too bad this expansion has the very dull effects for non-Old God legendaries and cool/powerful effects like this card's effect for rare/epics. Not sure if that's good or bad.
Soggoth Bloody Soggoth... I think a 5/7 for 7 would've been better. The stat's aren't actually that bad for the cost+effect but it's just too expensive. In an aggro match-up, which is exactly the reason for this card to be created, t9 is too late, because the opponent will probably burn your face if they have enough damage spells anyway. Still, a nice legendary for arena.
I think Blizzard should make a Druid class card that synergises with Wisps only. I mean they could be fucking with us, because the cards that contain wisps are mostly puns and jokes, or they could be pushing a wisp archtype for Druid. Like, okay, we got it, wisp dudes helped Malfurion while he was fighting Archimonde, why the hell would you repeat the same thing again and again?
This will replace Doomhammer in control (and possibly midrange) lists because this has all the attributes a weapon has. DH is a really bad weapon for trading, and it's only purpose is to quickly burst the opponent by combining it with Rockbiter Weapon. It basically has no meaning without rockbiter, which is unhealthy for Shaman class itself in the long run.
If you play the Hammer of Twilight in turn 5, you'll most likely kill a minion, and next turn you'll get an extra body by repeating the same thing. On the other hand, DH won't do shit if you equip it in t5, other than killing a mid-game minion in 2 hits or killing two smaller dudes, which doesn't improve shaman's matchup vs aggro at all since shaman already has plenty of ways to deal with aggro that also punishes your next turn thanks to overload.
0
I'd prefer a Priest card that gives your Hero +X health. Like Temple Enforcer's effect that works only on heroes. Can't be silenced of course.
0
I had to spend all my gold on GvG packs before release (I lost a bet against a friend :( , at least 1200 gold wasn't that big of a deal) so I only opened 15 packs so far. I got a lot of epics, a golden Cyclopian Horror and golden Validated Doomsayer, and Y'Shaarj, Rage Unbound. I think those ratios are really good, because I think (not sure) a golden epic is a bit more rare than a legendary, and I got two of them, while also getting a legendary. The number of regular epics I got are around 4-5 btw.
0
Cards like Klaxxi Amber-Weaver get their buffs only if your C'Thun has an attack of 10 or higher. So if you don't have C'Thun in your deck that means it doesn't get it's attack buffed, therefore cards that benefit from C'Thun having 10+ Attack won't work.
2
Damnit I was going to post that!
Horns up! \m/
0
Bump again!
Meet the new three legends of the set; Kael'thas, Ner'zhul, and Xavius!
0
Bump! Ruler of Highmaul, leader of all the Ogre's; Imperator Mar'gok is ready to bestow you with his magic!
0
Shadow Word: Horror
1
So I've been creating some cards lately, and I decided to fit them in some common theme. Well, most cards I designed have some crazy effects, themes or names, so they are all related to pretty chaotic stuff!
I'll post a random wave of cards whenever I binge-design them
Finished sets: Hunter, Priest, Shaman, Warlock
DRUID:
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRALS
Feel free to leave a comment below for constructive criticism & your favorite cards from the set! Have a good day!
1
Ancient Brewmaster (same amount of letters)
2
Lorewise, N'Zoth The Corruptor is my favorite, because he was (actually still IS in WoW) the big, bad dude that lurked behind the shadows. In HS, I think Yogg has the most crazy effect, which also fits his theme, which is madness, while also fitting the REAL Old God theme.
What is that "Real" Old God Theme you ask? Well, I mean, Old Gods are really powerful beings that can't be controlled by a mere mortal, they shouldn't do what you want them to do if you ask me. You should also be terrified from their presence as much as your opponent. And that's exactly what Yogg-Saron, Hope's End does.
0
Midrange Paladin's point was almost same as Midrange Hunter's. Curve with the minion that has the most value for it's cost each turn. In t6, Mysterious Challenjour is immediate tempo and has a lot of value. Although I'm not a fan of poisoning your deck with garbage secrets, Midrange Pala became Secret Pala in a sense. I still try to play with classic version sometimes, though.
2
The effect's almost legendary-worthy. At least I'll feel like playing a legendary while playing this card. Too bad this expansion has the very dull effects for non-Old God legendaries and cool/powerful effects like this card's effect for rare/epics. Not sure if that's good or bad.
0
Soggoth Bloody Soggoth... I think a 5/7 for 7 would've been better. The stat's aren't actually that bad for the cost+effect but it's just too expensive. In an aggro match-up, which is exactly the reason for this card to be created, t9 is too late, because the opponent will probably burn your face if they have enough damage spells anyway. Still, a nice legendary for arena.
0
I think Blizzard should make a Druid class card that synergises with Wisps only. I mean they could be fucking with us, because the cards that contain wisps are mostly puns and jokes, or they could be pushing a wisp archtype for Druid. Like, okay, we got it, wisp dudes helped Malfurion while he was fighting Archimonde, why the hell would you repeat the same thing again and again?
3
This will replace Doomhammer in control (and possibly midrange) lists because this has all the attributes a weapon has. DH is a really bad weapon for trading, and it's only purpose is to quickly burst the opponent by combining it with Rockbiter Weapon. It basically has no meaning without rockbiter, which is unhealthy for Shaman class itself in the long run.
If you play the Hammer of Twilight in turn 5, you'll most likely kill a minion, and next turn you'll get an extra body by repeating the same thing. On the other hand, DH won't do shit if you equip it in t5, other than killing a mid-game minion in 2 hits or killing two smaller dudes, which doesn't improve shaman's matchup vs aggro at all since shaman already has plenty of ways to deal with aggro that also punishes your next turn thanks to overload.
TL;DR: Exactly the mid-game weapon Shaman needed.