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    posted a message on Rogue Quest Help?? How does it work??

    It does, if you played a third boar it would show 3 points toward the quest for boar. If you play multiple minions that you played twice it won't shot all of them.

    Posted in: Rogue
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    posted a message on Trump's Un'Goro Theorycraft - Quest Hunter

    It's a sticky minion, gives 2 free 1 drops towards the quest and synergizes with pretty much the whole deck. 3 mana 4/4 over 3 bodies is good.

    Posted in: Trump's Un'Goro Theorycraft - Quest Hunter
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    posted a message on Interview & Preview of our Class Creation Competition Winner - The Worgen

    Cool beans man, congrats. I liked your idea from phase 1. I dropped out early so I didn't follow all the way through but congrats!

    Posted in: News
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    posted a message on New Legendary Card - Spiritsinger Umbra

    Turn 4 Umbra
    Turn 5 Living Mana
    ???
    Profit

    Posted in: Card Discussion
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    posted a message on Paladin Quest Revealed: The Last Kaleidosaur

    I think his point is that he knows the quest is out but we can't fully evaluate how good the quest is until the full set is released but he's betting on Murloc Shaman being the worst. 

    Posted in: News
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    posted a message on Innkeeper Changes - v0.3.0, deck import explosions

    Is it possible to account for Elise star seeker, beneath the grounds, forgotten torch, white eyes etc?

    Posted in: Innkeeper Feedback & Support
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion
     
    Quote from Wishmaster333 >>
    Quote from kamanchee1 >>

    Okay just gonna post a bunch of card ideas here for safekeeping. Feel free to comment on ideas/balance changes. Haven't had much time to work on cards in the past week :/ with any luck I should finish the basic set before the deadline. Balancing, rarities, names and artwork are subject to change. I kinda rushed making these so the rarities are all wonky.







                                                                                      
                                                                                  Debating between these two balances of the effect for challenge 2.


    Debating artwork on this card. 

    Whichever artwork doesn't get used will be used for this card idea. Name will be changed around to fit the artwork if I use the other one.



     

     I guess I'll try this again. My cat hit the back button on my keyboard and I lost paragraphs worth of what I typed. Let me just preface this by saying I wish I talked to you sooner, you must've just gotten lost in the fold of all submissions I seen in the past two phases. Your class doesn't fit Warcraft lore, not even a little. Yes there are beings called Titans, but they are-nothing-like what you present here. I would honestly consider changing your class name and hero. I'm not a complete lore stickler myself but this has -nothing- to do with Warcraft and that is a problem. And I would know. I know more about the game and more about lore than most people ever care about to knowing where 'random mob' spawns and where to find them without ever needing to look it up. I obsess, a bit, with Warcraft. It's just something I invest myself into and I tread carefully within believable bounds while taking a few liberties in certain areas of my Roleplay and even designing my class the Spellbreaker. Spellbreaker lore is scarce and they weren't even seen in game except for a slight cameo in Mists of Pandaria. I worked it around what I think would happen if they were introduced in game and took it from that point on to said class being in game being worked into Hearthstone.
    I would ask and see if class names and heroes can change this late in the game. If they can't, then this is a moot point, but if It can I would highly suggest you change it. No matter how good your idea is I can't bring myself to vote for it on the regard it's not Warcraft, not even a little. It's cool and all, but it's not Warcraft and that goes against the spirit of a challenge. Perhaps you could take the idea of ascension and just make it something a cult-like sect of Titan worshipers believe, among other things. Call yourself Titansworn or something and then work on cards and art from there. Try to carve out a believable place in lore without stepping bounds and reduce your Greek,roman god themed titans and tales. I would instead say actually take time to research who the Titans are, what they did, how their followers operate, etc.  A few cards would need significant changes.
    As far as the idea of ascended as a keyword goes, it's really interesting. Like I said before, I do like the theme of your class. I just wish it fit, y'know. Anyway, I'll actually judge your cards which is likely far more important feedback this far in the competition.
    Lone Monk seems fine. It's an inverse Gormok, so to speak.
    Tenacious Traveler is too slow and conditional a card. Your class isn't too heavy on buffs or damage effects, meaning your opponent largely has control over how it works and a whole lot of two and three drops easily kill it in one go. I would recommend scrapping this entirely. It's an interesting idea, but I don't think it fits or would ever work in game. At least not for your class. 
    Wrathful Titan is something I would make it 5 mana and even then it's still a strong card.
    I like the second version of Master of Puppets better.
    Giant's wrath is hard to gauge. You may want to bring it up to 3 mana to make it seem more balanced
    Nothing outstanding to me otherwise. They seem relatively balanced or close to being there. Other than some card art issues and other minor things, they're fine.

     

     
     Thanks a bunch for the input. I noticed that both you and @SgtFailure brought up two of the same points. 1: That there's not too much of a coherent/solid theme in this set and that the lore/flavor doesn't really fit in with WoW lore.

    In response to the first point, I agree with you guys. This was more of an idea dump than anything I probably won't use a bunch of cards and many will have to get edited. Working on balance changes based on suggestions right now.

    In response to the second point I didn't really think that was an issue here. Seeing how a previous winner was a Pokemon Trainer class I didn't think the lore of the hero had to necessarily be able to fit in seamlessly to the WoW lore. To be frankly honest I never played WoW aside from getting to lv20 for the Lady Liandrin skin and I have no idea what titans are like in that game or any of the lore really. My idea with titans was that there are kind of old titans that are huge and powerful kind of like gods but anyone can "ascend" to become one by doing great deeds and fighting powerful enemies etc. Then there's some mysterious magical realm of titans that they enter (that I didn't fully flesh out in my head yet) and they emerge as a powerful being. That was my kind of core idea for this class I didn't think it was too far off from what I know of WoW and didn't really think that would be a problem.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    Okay just gonna post a bunch of card ideas here for safekeeping. Feel free to comment on ideas/balance changes. Haven't had much time to work on cards in the past week :/ with any luck I should finish the basic set before the deadline. Balancing, rarities, names and artwork are subject to change. I kinda rushed making these so the rarities are all wonky.







                                                                                      
                                                                                  Debating between these two balances of the effect for challenge 2.


    Debating artwork on this card. 

    Whichever artwork doesn't get used will be used for this card idea. Name will be changed around to fit the artwork if I use the other one.



     

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion
    Quote from freddoccino>>
    Quote from MrPasserby>>
    Quote from Diamon_Boots>>
    Quote from kamanchee1>>

    First draft on Challenge 2 card. Debating on cost. In certain situations it's just a cheaper Mind Control. In others it's an overcosted Mind Control Tech. Not sure if it should cost 5 or 6. 

     I would say probably 7 or 8, as it would, more often than not, be just a cheaper Mind Control, expecially after a board clear.

    I would disagree, because it is very easy to play around this card (play a few smaller minions that dodge weak AoE), making 7 or 8 Mana way too much of a tempo loss to use this.  The situations where the opponent only has one big minion are usually situations where they would lose to any form of cheap removal anyway. The point about a board clear is a fair one, but looking at the Titan's class cards so far, I've only seen one board clear, so if board clears are limited in this class it's fine.
    Even if it's not, as long as it's hard to combo those board clears on the same turn as Master of Puppets I think that be okay. So, I think 6 Mana would be a fair cost for this (the board clear I saw this class had was Harnessed Power, which costs 5 Mana).
    I think you could consider making this a minion; the name already sounds like it could work both ways. You could keep the cost relatively the same or maybe higher, and attach a body to it, since Mind Control Tech, Sylvanas Windrunner, and Cabal Shadow Priest work more as minions with a MC type effect, when having their effect alone as a spell would be strange and different to balance. Just a thought.
     
     Hmm I think that might be an good idea. The only problem is not making it too powerful. Steal the minion with the lowest cost is better than Mind Control Tech's or Cabal Shadow Priest's limitations but worse thanSylvannas Windrunner. Although this card would be a battlecry rather than deathrattle so this card would arguably be better than Sylvanas. I'm thinking something like a 6 mana 3/3 or a 7 mana 3/4. 3/3 is about 2.5 mana so that means the effect is worth about 3.5 mana which is a good deal on a minion but maybe a little too strong although it has the downside of costing 6 mana. The 7 mana 3/4 seems a little more balanced 3/4 is worth about 3 mana so the effect would be valued at 4 mana which isn't too cheap considering you can't play it until turn 7. I'm not sure if that's too weak though. I think the 7 mana might be best though. Because thinking about it at 6 you could just boardclear turn 5 and then wait for your opponent to play a 6 drop (ex sylvannas) and then just play this into it for disgusting value.
    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    First draft on Challenge 2 card. Debating on cost. In certain situations it's just a cheaper Mind Control. In others it's an overcosted Mind Control Tech. Not sure if it should cost 5 or 6. 

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion

    @futheadQQYB7N94V7
    :p too much text on one card lol. Symmetry among stats, cost and effects are a theme in my class though so I'd love to i just think 4 effects on 4 lines of text is a little too cluttered. 

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Discussion
    Quote from The_Odinson>>

    Last round, we counted Spells that solely summon minions as minions, does that count for this challenge as well or must it be an actual minion? I can work with the minion part if I have to, but I want to know before I change a card.

    That sounds perfectly reasonable. Sure, I could count Call of the Wild for this, yeah. I'll clarify in the challenge rules. =)
     
     
    You said the primary effect had to be summoning minions. Does it have to summon multiple minions or would a card like this that only summons one fit the rules?
     
    Posted in: Fan Creations
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    posted a message on Live Open Draft - You choose for me

    Tanaris

    Posted in: The Arena
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
    Quote from The_Odinson >>
    Quote from kamanchee1 >>

    The Titan

    Lore

    Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in  the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.

        

    What the Titan is all about

    Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.


    Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!

    Although no cards in the basic set have Ascended, as is with all class keywords, the set shows the multifaceted aspects and themes of the Titan class.

    Healing
    Titan's tend to have high health to deal with powerful enemies. After battles they tend to heal up.

    Buffing Minions
    Titans just love getting bigger and bigger, both in cost and stats!

    Weapons
    Titan's are fighters so they tend to wield powerful weapons.

    Cost Mechanics
    The key factor that separates this class from other buffing classes like Paladin or Priest. These guys love to cost more and tend to have insanely high valued cards that cost a lot of mana.

    The Basics

     

    An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
    Although this card can potentially be a 5 mana Pyroblast, increasing cards costs by more than 1 or 2 will be very difficult for this class.

     

      

    This powerful leader inspires his troops to keep on fighting! Every time an allied minion attacks, they gain an additional point of Health to live on in this battle and all battles to come! 


    This spell judges any minion and sets its stats to the cost that was paid for them. This card serves as psuedo-removal of pesky cards like Flamewreathed Faceless, Doomsayer, and any overstatted or buffed up cards. 


    But wait, there's more! 7 More Basic cards below :)

     

    Radiant Warrior is a powerful 1 cost minion that gives his allies a boost! He is a powerful early game card with an impactful effect but unlike cards like Tunnel Trogg, Northshire Cleric, and Mana Wyrm you don't get to use his effect if you want to play him turn 1. Since he only costs 1 mana you can fit him in on curve to buff up your valuable minions. At worst you can still play him on turn 1 as a respectably statted 1/3. 

      

    An ancient weapon with mysterious runes engraved upon it. This weapon serves as a powerful early game removal dealing 2 damage total and having the potential of drawing 2 cards! Two Mortal Coils in 1 card with the downside of paying health to use. Unlike Coil if you want to kill that enemy 5/1 you're gonna have to take some hefty damage.

     


    This Titan aims for the heart and as the saying goes, the bigger they are the harder they fall. Most minions have less health than their cost so in most situations this is a 4 mana Execute! The only downside is cards like Ysera, Drakonid Operative, Deathwing, and cards with Divine Shield or Buffs don't die to it.

     


     

    Titans use their weapons often and without caution, using their weapons until they break. When their hammers break they reforge them with their own two hands. This reforged hammer can take down 3 minions for 4 mana! This card trades off the 1 attack and 4 healing offered by Truesilver Champion for 1 durability.

     


     Powerful and straight to the point. This titan comes charging at enemies while simultaneously defending his allies. The best defense is a great offense!

     


    Titan's gain power from ascending but even without ascending it is possible to harness a small portion of that power to unleash upon your enemies! 


    Potentially the most powerful buff in all of hearthstone history! At a whopping 6 mana however this card requires a strong investment in a single minion. You can turn 5 play your Fearless Defender and then turn 6 play The Chosen One effectively making a 6/10 taunt if he wasn't damaged in the previous turn.

     Challenge Cards

    Zygarde: The Classic Legendary

    Zygarde is the classic set Titan Legendary. He is an insane powerhouse of value but takes time and, like all Titans, a ton of mana. The Wanderer is a 1/1 charge that adds the Earthbound to the top of your deck when he dies. A great turn 1 card to draw which lets you have a powerful turn 5 later. Earthbound is a 5/5 taunt which is good tempo on turn 5. When he dies you get the Ruler added to the top of your deck. The Ruler is a 10 mana powerhouse! For 10 mana you get to destroy an an enemy minion completely and the bigger they are the more you heal for! For a total of 16 mana over 3 turns you get 16/16 worth of taunts, deal 1 damage, partial taunt, destroy a minion, and a powerful heal. This minion does a lot but takes a lot of time and a lot of mana. I feel like this powerhouse helps solidify the identity of the Titan class.

     

    Zygarde began his life as a wandering beast, charging into battles and often losing. Despite the countless defeats, his quest for greatness continued unabated.

      

    As he matured he learned from his countless defeats. He grew to be more powerful! Tales of his greatness grew! He no longer had to look for enemies to defeat, foes sought after him and he accepted all challenges.



    After countless victories, Zygarde's strength became unparalleled. Zygarde ascended to new heights! Zygarde crushes all who stand in his path and absorbs their power. Many still challenge him to this day but none live to tell the tale... 

     

    Jupiter: The Whisper of the Old Gods Legendary

    Jupiter, a powerful new God that aspires to be as great as the Titans. Upon Discovering the secrets to Ascension Jupiter began to quest to unlock his own hidden power. 

    Jupiter
    is a strong thematic legendary minion that lets you discover an Ascended card. Most times the 1 mana increase activates the Ascended effect! Even if it doesn't it brings the card 1 mana closer to activating their powerful effects.

     

     

    Uploaded my class's basic set (above) and had a bunch of holdovers and ideas so I decided I'd get a headstart on the Classic set (below) tell me what you think if you've got the time to read it :)
    I'll add explanations for each card when i get the chance.

     



    Tokens:


     As far as the basic set goes I only have a few more things to say. I wish I'd said this before, but I prefer Chosen One at 7 mana. I know it got kicked around that neither of those cards, Divine Spirit and Blessed Champion, are particularly good or regularly played, but they do see niche play, and I think the fact that both effects are put together should easily facilitate the full combined cost. Most notably because of how bad this at 6 mana as a Basic, makes Blessed Champion, a Paladin Rare from Classic look. Yes, that means the card isn't as good at buffing cheaper minions, but lets me honest, Blessed Champion at least wasn't doing that anyway. At the end of the day I feel like most people won't agree with my stance there, but whatever. Lastly, I still wish Zygarde used Deathrattle instead of Battlecry. I find its easier to abuse Battlecry and it makes less sense that you can have all 3 of the "forms" of the same guy on the battlefield at one time. I know that makes him vulnerable to Silence and Transform, but I believe that one of the most common "solutions" Blizzard uses to help balance high value generating Legendaries. Now, onto Classic. 
    I like Test of Strength a lot. Great synergy, I think the balance is dead on. There is a lot of MTG art going on here.
    Inner Strength is a bit tougher. I think the card is fine, its not really that easy to activate and even then the payoff isn't insane. The issue is that, one of the reasons there typically aren't tons of buffs in a class is you just can't ever play them all, so you're only ever going to play the best ones. That leads to cards that aren't just Niche, they are more or less unplayable because of how much they resemble something else but worse. Buffs in particular fall to this idea because they aren't good without a friendly target. You have to play enough minions to make each buff reasonably playable, which again means you're only going to see the best ones see play. Right now I think you've getting very close to the top of that. 
    War Preparations and Reinforcements are and odd pair of cards. War Preparations is a Mage hero power, a Paladin hero power and a Rogue hero power. I don't mind that being slapped together, but I think the name doesn't suite things. You're preparing for war, so you fired like 1 arrow, found a crappy sword that's no better than a Dagger, or should I say, Wicked Knife. Reinforcements oddly summon 3 Guards, that are stronger than the Soldier you recruited in your War Preparations. These two cards kind of seem at odds. They both seems somewhat weak. I think one of the two could use an Ascend tag.
    I really like Weight of the World. The changes of hitting 2 Ascend cards isn't that high, so this is mostly just a way to spread out and balance the mana cost on your Draw 2, great stuff, though the name of the card and Drawing cards don't exactly sync up to me.
    Warcaller almost assuredly needs a stat buff. Even if you take my advice and add 1 more Ascended card, that means at most you can only have 12 of them in your deck. Yes that number will change, but its also not likely you're going to play every card, that means part of the stats on this are tossed into the cost increase. I think 1 extra health would be pretty good.
    Mana Monster isn't a very good name, but that card seems ok. I feel like only having the one ramp type effect seems a bit out of place, but not horribly so.
    I think Future Visions can easily cost 1 mana. Its not really value, and you can use it for finding specific large cards, but its effectively is adding 1 to the cost of that card without giving it Ascended bonuses.
    I don't like Giant's Wrath in its current state. I kind of feel like the base cost should be 3. I know Arcane Explosion isn't a great card, but its sometimes playable, and the second side of this isn't that hard to activate and is crazy good. If the base is slightly weaker but the other side is still under cost I think that's the sweet spot. 
    I wish the art on Celestial Blacksmith wasn't so zoomed in, you can't hardly tell he's smithing. Otherwise I like the card.
    Its nice to see Duality back. I think its a great card, I just didn't like it at Basic. Its funny that while talking about it neither of us mentioned Bite before. 
    I think I like Knight In Training the least of your 1 drops. You already have 2 that aren't good on turn 1, having a third seems to really be pushing that mechanic and I think this either this one or Mana Monster need to go. I like the ability on Mana Monster more. I'm sure you considered Ascended X for this card and I think that could have worked. I think it would work better and be more impressive on a more dynamic minion. This feels very meh, even with sweet Link art.
    Sword in Stone is an ok name, though I'm not sure it necessary fits on theme. Otherwise I like the art, even if the name changed, and I think its a great card.
    Wrathful Titan is pretty sweet as well. This is the first major payoff for Ascending, and its kind of a bummer its hugely random, that said, its a 5 mana effect that you're getting for 2 mana.
     Okay so a lot of your critiques were about artwork and flavor. To be honest I don't actually play mtg but I've been using a ton of artwork as inspiration for cards. The flavors may seem a bit off because these are mostly just spur of the moment ideas and the name/artwork could use a bit of work. Gonna go down the list and justify my rationale for each card.

    Zygarde: I actually meant to make it a deathrattle but forgot to change it. Gonna edit that in a few.

    Inner Strength: My idea with this card that not every card has to be good. There are tons of Legitimately bad cards in the classic set but I see what you mean that this may be a little boring. bad cards should at least be interesting lol.

    War Preparations: Didn't want to make this card too strong. i considered draw a card instead of deal 1 damage and have it cost 3. I also considered 5 mana deal 2, equip a 2/2 and summon a 2/2. But this is only my first draft so far still figuring out how the card fits in with the class. I like the idea of 3 simple effects but balancing them so it's interesting and not too strong is the hard part. The original flavor had draw a card, summon a minion, and equip a weapon which I think fits well with the name of the card but maybe the power and cost should be amped up a bit.

    Reinforcements: This card was one of the iterations of War Preparations that I was thinking about. i considered making it "Ascended (1) summon 2/3 guards instead." I feel like I don't have enough Ascended cards in this set but I'm finding it a little difficult thinking up ones that aren't too complex that feel original.

    Weight of the World: The class theme is Titans and I planned on having at least 1 card with the flavor of each Greek Titan. The hero being Chronos and this card being Atlas. I can't articulate exactly how the flavor works in my head but it's something like you're drawing two cards but you have to carry the weight of them, hence the extra mana cost. May change up the flavor but I kind of like it even if I can't explain it well lol.

    Warcaller: Originally planned to be in the basic set but cut it because it didn't have a basic feel to me. I originally had it as a 3/4 but lowered it to 2/4 because I didn't want the class to have too much efficient drawpower and I balanced it against Gnomish Inventor when I originally planned it for basic but now that it's in classic it might be able to get away with the extra power boost.

    Mana Monster: Super generic name I know lmao. Couldn't think of anything better on the spot, decided to go with this for now. I want to add more ramp cards but not more than 2. Still deciding on how to implement another ramp card without making it too powerful. I think this card is balanced as is but may be a little on the weak side which I don't think is a bad thing.

    Future Visions: You may be right about it being a little weak at 2 mana but cards that let you add specific cards to your hand run the risk of making decks insanely consistent. I think it might be okay at 1 mana though but I'm gonna think on it a bit more.

    Giant's Wrath: Yes it's exactly arcane explosion with the added benefit of being an insane boardclear at 1 more mana but I think making it 3 mana is just a little too slow. At 2 mana it may be a little strong but you have to remember that there are no easy ways to activate this early guaranteed. Let's say this is the middle card in your hand. Unless you play out all the cards to the right of it and then hero power you won't be able to get it Ascended. Ascended cards have a huge downside of not being easy to play early game because you don't have the mana to play out your hand to position your hero power properly. I think it's pretty fine as is. In the early game it's pretty much always going to be an Arcane Explosion unless you get lucky and draw it as your last card. It's more of a mid game board clear. It's very hard to use Ascended cards on curve but when you do they're meant to be huge tempo swings.

    Celestial Blacksmith: I originally wanted to use the artwork for a spell so you can see the whole thing because damn that is some sexy artwork. The spell was a 1 mana called Celestial Forge "draw a weapon from your deck". I felt that having too many easily acessible draw spells was a little too strong for the classic set so I made it a minion. Hearthcards won't let me zoom it out anymore than it already is :/ I could mess around with the size of it in Paint or something but that's a lot of work and it might not even work out (I'm not great at these kinds of things). Might switch up the artwork and use the current artwork for a later spell. I like the card idea a lot though.

    Knight in Training: The simplest wording of a card I had thought up for Phase 1 that gained +1/+1 for each stat past its original cost. It's a 1 mana 1/3, a 2 mana 2/4 a 3 mana 3/5 etc. It's pretty strong on any curve but might be a little to similar to Forbidden Ancient now that I think about it :/ I may use some iteration of this card in a later set because I do see what you mean about a lot of 1 drops that suck on turn 1. I don't think that's necessarily a bad thing, this class isn't intended to have insane early game tempo but it may be a bit too much for so many in classic.

    Sword in Stone: Originally I had this as a 2/2 for 2 with ascended (1) gain +1/+1 but that seemed too similar to reforged hammer. Instead I came up with the idea of a weapon that gets more powerful each time you swing it. I actually need to reword it to say "after your hero attacks" the idea is it's a 2/3 then a 3/2 then a 4/1. 

    Wrathful Titan: A minion that can bring down his own holy wrath. I thought it was a pretty powerful payoff for getting him to cost 2 more but not insanely so. Yes it's a bit rng but this is Hearthstone we're talking about here.

    Posted in: Fan Creations
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