▪give them the tribe naga (this is a tribe that I feel may get the elemental treatment at some point but I'm unsure of the specific bonus that would gain from play nagas)
▪personally I think Athissa should have 4 attack to allow for a bit more effort to be put in for removal when against shadow priest (the only attack value that shadow words can't touch)
I love the style of these and I feel this could be the basis for a small arena expansion so these cards are only available in arena and the only way you obtain them is in arena card packs (these would contain these cards + any other arena only cards, this type of pack can be given as a reward upon ending a run and is guaranteed if you get a 12 win run) I feel like the expansion name could called Champions Of The Arena
First off I feel that freeze shaman can have a place in the future as a popular deck type but it needs more cards to assist with it (I'm not good at costing so feel free to suggest costs and make the cards if you wish)
Spells:
"Permafrost"
Freeze all minions, add a Ice Shard to your hand.
"Ice Shard" token card
Deal 1 damage, deal double damage to a frozen target.
"Icicles"
Add 3 Ice Shards to your hand.
"Ice Age"
Cast Evolve and Devolve then freeze all minions.
"Frostbite"
Deal 3 damage to a minion and freeze it, if already frozen give it +2/+2 instead.
Weapons
"Ice Dagger"
Whenever you attack add a Ice Shard to your hand. 1/3
"Frozen Fist"
This weapon is immune while one of your minions is frozen. (Doesn't lose durability) 5/1
"Hammer of Ice"
Battlecry: Freeze your hero, you can attack while frozen. 3/4
Minions
"Frozen Totem"
At the end of your turn freeze both heroes. Totem 0/4
"Blizzard Bringer"
Battlecry: Freeze all enemy characters add a Ice Shard to your hand for each one frozen.
"Shattering Ice Totem"
Whenever this takes damage add a Ice Shard to your hand. Totem 0/6
"Golem of Ice"
Has +1 attack for each frozen character. Elemental 1/8
"Misbehaving Ice Wisp"
Battlecry: Freeze your hero. 6/6 (low mana cost)
"Ice Wisp"
Battlecry: +1 Health for every friendly frozen character.
Hero Cards
(Unsure on name)
Battlecry: Friendly minions can now attack while Frozen. 6
First off I feel that freeze shaman can have a place in the future as a popular deck type but it needs more cards to assist with it (I'm not good at costing so feel free to suggest costs and make the cards if you wish)
Spells:
"Permafrost"
Freeze all minions, add a Ice Shard to your hand.
"Ice Shard" token card
Deal 1 damage, deal double damage to a frozen target.
"Icicles"
Add 3 Ice Shards to your hand.
"Ice Age"
Cast Evolve and Devolve then freeze all minions.
"Frostbite"
Deal 3 damage to a minion and freeze it, if already frozen give it +2/+2 instead.
Weapons
"Ice Dagger"
Whenever you attack add a Ice Shard to your hand. 1/3
"Frozen Fist"
This weapon is immune while one of your minions is frozen. (Doesn't lose durability) 5/1
"Hammer of Ice"
Battlecry: Freeze your hero, you can attack while frozen. 3/4
Minions
"Frozen Totem"
At the end of your turn freeze both heroes. Totem 0/4
"Blizzard Bringer"
Battlecry: Freeze all enemy characters add a Ice Shard to your hand for each one frozen.
"Shattering Ice Totem"
Whenever this takes damage add a Ice Shard to your hand. Totem 0/6
"Golem of Ice"
Has +1 attack for each frozen character. Elemental 1/8
"Misbehaving Ice Wisp"
Battlecry: Freeze your hero. 6/6 (low mana cost)
"Ice Wisp"
Battlecry: +1 Health for every friendly frozen character.
Hero Cards
(Unsure on name)
Battlecry: Friendly minions can now attack while Frozen. 6
Thank you odinson for replying to my post and in response to some of your queries, Enrage on a weapon I always looked at it as Enrage on a weapon is after you lose a durability on it it activates.
Overrun activates similar to Combo for the rogue so it only activates when played, it was a mechanic I thought was interesting but I can see what you mean and I will be tweaking it to be less of a op keyword and fit the class better.
As for the class name and other issues, The class is Warlord, with the naming issue you said I wasnt following the lore of WoW when making this class I was just going by something that might be interesting and somewhat fitting to be in hearthstone. With the hero power it used to be summon a 1/1 with the same effect but I thought that that was just a better Paladin so I tweaked it so it is useless without a friend. As for the custom set I didn't realise I did that.
0
These are very nice cards,
I would like to make 2 small adjustments
▪give them the tribe naga (this is a tribe that I feel may get the elemental treatment at some point but I'm unsure of the specific bonus that would gain from play nagas)
▪personally I think Athissa should have 4 attack to allow for a bit more effort to be put in for removal when against shadow priest (the only attack value that shadow words can't touch)
0
I love the style of these and I feel this could be the basis for a small arena expansion so these cards are only available in arena and the only way you obtain them is in arena card packs (these would contain these cards + any other arena only cards, this type of pack can be given as a reward upon ending a run and is guaranteed if you get a 12 win run) I feel like the expansion name could called Champions Of The Arena
1
First off I feel that freeze shaman can have a place in the future as a popular deck type but it needs more cards to assist with it (I'm not good at costing so feel free to suggest costs and make the cards if you wish)
Spells:
"Permafrost"
Freeze all minions, add a Ice Shard to your hand.
"Ice Shard" token card
Deal 1 damage, deal double damage to a frozen target.
"Icicles"
Add 3 Ice Shards to your hand.
"Ice Age"
Cast Evolve and Devolve then freeze all minions.
"Frostbite"
Deal 3 damage to a minion and freeze it, if already frozen give it +2/+2 instead.
Weapons
"Ice Dagger"
Whenever you attack add a Ice Shard to your hand. 1/3
"Frozen Fist"
This weapon is immune while one of your minions is frozen. (Doesn't lose durability) 5/1
"Hammer of Ice"
Battlecry: Freeze your hero, you can attack while frozen. 3/4
Minions
"Frozen Totem"
At the end of your turn freeze both heroes. Totem 0/4
"Blizzard Bringer"
Battlecry: Freeze all enemy characters add a Ice Shard to your hand for each one frozen.
"Shattering Ice Totem"
Whenever this takes damage add a Ice Shard to your hand. Totem 0/6
"Golem of Ice"
Has +1 attack for each frozen character. Elemental 1/8
"Misbehaving Ice Wisp"
Battlecry: Freeze your hero. 6/6 (low mana cost)
"Ice Wisp"
Battlecry: +1 Health for every friendly frozen character.
Hero Cards
(Unsure on name)
Battlecry: Friendly minions can now attack while Frozen. 6
Hero Power
"Frozen Touch"
Freeze a minion, add a Ice Shard to your hand.
0
First off I feel that freeze shaman can have a place in the future as a popular deck type but it needs more cards to assist with it (I'm not good at costing so feel free to suggest costs and make the cards if you wish)
Spells:
"Permafrost"
Freeze all minions, add a Ice Shard to your hand.
"Ice Shard" token card
Deal 1 damage, deal double damage to a frozen target.
"Icicles"
Add 3 Ice Shards to your hand.
"Ice Age"
Cast Evolve and Devolve then freeze all minions.
"Frostbite"
Deal 3 damage to a minion and freeze it, if already frozen give it +2/+2 instead.
Weapons
"Ice Dagger"
Whenever you attack add a Ice Shard to your hand. 1/3
"Frozen Fist"
This weapon is immune while one of your minions is frozen. (Doesn't lose durability) 5/1
"Hammer of Ice"
Battlecry: Freeze your hero, you can attack while frozen. 3/4
Minions
"Frozen Totem"
At the end of your turn freeze both heroes. Totem 0/4
"Blizzard Bringer"
Battlecry: Freeze all enemy characters add a Ice Shard to your hand for each one frozen.
"Shattering Ice Totem"
Whenever this takes damage add a Ice Shard to your hand. Totem 0/6
"Golem of Ice"
Has +1 attack for each frozen character. Elemental 1/8
"Misbehaving Ice Wisp"
Battlecry: Freeze your hero. 6/6 (low mana cost)
"Ice Wisp"
Battlecry: +1 Health for every friendly frozen character.
Hero Cards
(Unsure on name)
Battlecry: Friendly minions can now attack while Frozen. 6
Hero Power
"Frozen Touch"
Freeze a minion, add a Ice Shard to your hand.
0
Battlecry manipulation
Next: Druid legendary with 4 keywords like Al'Akir but with none of the same keywords
0
A card with two "Whenever" statements
Next: A druid Hero card based on moonkin form
0
Next: Dread Lord Hero Card
Next: A Druid Epic Weapon
0
King of beasts + giant wasp
8/4/8 Poisonous Stealth Taunt Battlecry gain +1 attack for each friendly beast
A surprise poison taunt with beast synergy
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Bad puns
Next: A Quest that generates a unique hero card
0
Next: Specific KotFT cards (runeblades, death gates, ghouls, geists, abominations, death knights etc.)
Next: A Hero Card Based on previous expansion, NO RAGNAROS
0
Quest for secrets
Next: A Non Illidain Stormrage Demon Hunter Hero Card for Neutral
0
A 3 6/1
Next: A legendary similar to Al'Akir the Windlord but with different keywords so not Taunt, Windfury, Charge and Divine Shield
0
Thank you odinson for replying to my post and in response to some of your queries, Enrage on a weapon I always looked at it as Enrage on a weapon is after you lose a durability on it it activates.
Overrun activates similar to Combo for the rogue so it only activates when played, it was a mechanic I thought was interesting but I can see what you mean and I will be tweaking it to be less of a op keyword and fit the class better.
As for the class name and other issues, The class is Warlord, with the naming issue you said I wasnt following the lore of WoW when making this class I was just going by something that might be interesting and somewhat fitting to be in hearthstone. With the hero power it used to be summon a 1/1 with the same effect but I thought that that was just a better Paladin so I tweaked it so it is useless without a friend. As for the custom set I didn't realise I did that.
0
I was Working on this concept and i will probably continue to work on this in this thread
This is the Warlord class
This hero is based around minion placement, zoo/control, Enrage and a few other things
Overrun activates similar to combo
Enrage on a weapon activates after the weapon loses a durability.
I didn't get very far but i will post more as i work on it
1
Surprise: The 5th element