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    posted a message on Custom Set - Winds of Pandaria plus Monk class complete 110/110 cards.

    I love these cards dude! The Chi mechanic is probably one of my favorites so far it'd really bring in a new style of play and a whole new thing to play around of which makes the player think, which in turn is awesome :)

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    It is, it's meant to supplement an ogre control lock, and many of the ogre spells are aoe in origin with rare choose a character cards but the ogre murloc hurler is special!

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    Google and wow.tcgbrowser.com is where I find most of my hearthstone art, ogres are a bit more difficult though i'll be running out of traditional wow art soon haha.

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    Glad to see so many people givin' the ogres some love! Hopefully the Common Expert set has some more of that special sauce your lookin' for.

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    Good to hear, I'm hoping to start breaking out the expert set once i'm home tonight. Many of the smash minions come with that 50% miss chance that the ogres are infamous for and as I said earlier my primary plan is to usually keep their attack stats on the lower side with a large health pool in favor so usually your bigger minions shouldn't be smashed to often, I've been thinking of adding in a sort of "Smash only works against minions of equal or lower mana cost" or something around those lines as if somehow a priest or someone along those lines gets a hold of those smash minions then just skyrocket the attack there could be some imbalances that I foresee cropping up. Some stuff for consideration at the very least.

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    AYe the hero power stacks, you'll notice many of the minions in the ogre deck are high mana, maybe even over priced but that is due to this mechanic. Speaking of which the four mana minions may need to be bumped up to five..

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    Hey guys thanks for the words of encourgament/excitement! Just working on getting the cards recolored again to be better compatible with the Hearthcards site, The ribbons had to be recolored and i've updated the minion one, you'll notice the Border now has a unique set of runes to better differentiate from the mage's card.

    I've got the Basic Set drafted up so now it's just a matter of getting these borders done!

    Also the Mar'Gok story is on the worldofwarcraft.com website :P

    Posted in: Fan Creations
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    posted a message on Yrel. The TRUE Aggro stopper

    I actually really like this card concept, only things that feel wierd about it are her low attack, for a legendary i'd say bump her up to at least 3 attack, if not four. Also, the otk is real if you have a lightwarden or Holy Champion.

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    That concern was actually addressed in the short story, his heads are pretty unified when it comes to thought processing and speaking :p

    Changed the minion border to better show the arcane side of Mar'gok, I.e. replaced the ribbons with the mage runes and recolored them.

    Edit: Also a clarification, Smash only activates when you attack the enemy minion, not when they attack your minions.

    Posted in: Fan Creations
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    posted a message on Imperator Mar'Gok, Sorcerer King class TgT added.

    So this is my first time messing around with photoshop and since i started college recently I was able to acquire it. So I decided to mess around with it to better enhance my card making experience! I'd like to thank Mcf4rtson for his advice and help! (Also, i'd like feedback if possible from you guys on what you think of the Minion card in particular, as well if the weapon ribbon should be recolored) I'll be adding in actual cards soon.tm

    Smash: Deal overkill damage tot he enemy hero.

              

    On the right we see Mar'gok's normal hero power, on the left is the justicar trueheart verson. Mar'gok likes to keep his hands clean if he can help it and uses his hero power to pump out larger minions quicker, this stacks each turn but goes away after you use it.

     

    Here we see Imperator margok showing himself as the leader of the gorain empire. His runic abilities blessed to him from the acnient ones, grant the ability to use these runes to mark them onto prey. You can be sure you'll see lots of ogres real soon. First however you see his hero power, Runic haste is the starting runepower while Runic Empowerment is the new TGT legendaries enhanced Hero Powers!

     Posting the cards before i head out to college but I'll add in commentary tonight.

    Basic Set

    Enslaved Gronn: Very large taunt minion that gets bigger as you or your opponent toss out large monsters. Should be noted if you have reduced a minion down below 4 mana you don't get the effect activation. 

    Arcane Displacement: I really wanted to make use of a few of Mar'gok's abilities before jumping into some more custom-hearthstone abilities and Arcane Displacement just felt right, offers a way to really put pressure on these aggro decks and keeps that board clear for you.

    Ogre Smasher: What's an ogre without a little misdirection? The Ogre Smasher is a pretty generic 4 drop stat body, with smash included. He could be dropped down to 3/5 maybe wanted to keep his attack damage low since obviously you can buff these minions for massive face damage after clearing out those small minions, loses value if you're facing off against a bigger control deck.

    Gorian Guard captain: Big body, gives that ogre ability to other opponents to maybe stop them from 100% killing that valuable target, might make it so you can give any minion the effect.

    Arcane Might: Some more hard damage counters to clear out those mass spam decks with their accursed little rush minions. Rip Recruitadin.

    Gorian Empire Axe: I really don't know how i feel about this, I honestly may remove it in favor of a minion but it does fit the theme somewhat, you essentially get a 3/3 for three, just two of that damage is going for the minion. 

    Destructive Resonance: A mix between Swipe and consecration but you can't damage the hero so it's pure minion removal. Might be a wee bit strong?

    Gorian arcanist: not much needs to be said here, generic 4/3 body with a twist on the ogre effect it's been done before.

    Furious Ogre Lord: The more I look at this guy the more I feel like he's just a little to strong? Maybe it's just because of all the words on his card but i'll wait for everyones feedback.

    Fierce Ogre Gladiator: Honestly the only thing that bugged me when i made this minion is that it has inspire on a basic card so he'll honestly probobly recive a rework or be turned into a TGT common.

     

     

     Expert Set Commons

    Smash n' Bash: Here we see the mana play really pick up, particularly on mana cost with yours and your opponent's minions. Smash 'n bash functions as a larger single target minion removal, it has some pretty terrible value unless you control a big ol' six mana minion, in which case it's a mana cheaper than your usual fireball.

    Arcane Power!: Essentially this classes 3 mana get 2 cards spell, as Mar'gok is technically a mage and most of their spells have some high control use it felt pretty lore friendly to pop this one in there.

    Ogre Magi Warleader: Some card advantage play on one of the smaller ogres, as you guys can see most of the spells for this class are relatively cheap removal as you'll be relying on those so you can make the most use of your hero power and get an advantage in the early game by focusing on getting out a high value minion as early as possible so you're kind of trading up for the standard Sorcerer King play in favor of speeding up your hand control, useful incase you have a bad starting hand.

    Unstable Arcane Rune: Some more control, essentially a less magey way of freezing them all while retaining the classes feel.

    Frostfire Slaver: Ayyy mana play, and freezes all the tiny minions! Stop that face damage in it's tracks!

    Twilight's hammer Magi: Based on the fact Cho'Gall rose to position of the Twilight's Hammer Clan before it became all old god influenced, this Disciple of the crazed ogre magi is pretty good at pumping up your removal spells!

    Expert Rare Cards

                                                             

    Ogre Slaver: Continuing the Sorcerer kings love for mana the ogre slaver follows the Gnomish Mind control Technician with it's 4 or more minion condition, and the ogre slaver love smashing those disobedient slave uprisings!

    Runic Soul Blade: Kind of feels out of place but it is a caster sword so what they hey! (Not a whole lot of caster ogre weapons to be fair!) the Runic soul blade lets you smash your foes into oblivion, as long as you've got a smasher already on your side of the field anyways!

    Ogre Slag Slinger: Some more enemy minion control to keep those aggro decks at bay the Ogre slag slinger will assuredly help you with those pesky 1/1's and 3/2's, as long as you've got another big guy to keep him company anyways.

    Ogre Butter Knife: Butter knife to an ogre, giant two handed sword to a human, this blade gets bigger and more useful if your opponent is pulling some early game shinangins, one of the few non-spell early cards for the Ogres.

    Ogre Murloc Hurler: What would a new class be without dat murloc synergy. The Ogre Murloc hurler will throw all your little guys straight into the battle, killing them in the process but hopefully not before taking out the enemy minions!

     

    Expert Epic Cards

    Primal Ogre Lord: Terrible body stats for a 7 mana minion, especially since has no real ability he depends on your ogres survivability to beef him up, make sure your field is full of big guys!

    Frostfire Slag Shaman: Ogres hate it when puny slaves try to rise up and thats why the gorian empire has these guys, the Slag shaman is a big damage board clear but he'll hit your guys too if you're not careful. Valuable board clear though.

    Ogre Shadowmage: A mistype that'll be corrected when I go back to fix these he makes it so whenever smash damage is dealt instead of dealing it to the enemy hero it is dealt in a manner similar to Avenging Wrath, trading up face damage for some extra Board control.

     

    Expert Legendary Card

    Krogar the Colossal, a giant body for a bunch of mana with Smash to boot. The strongest of the Smash Ogres yet! Krogar is really good at smashin' too, so good infact that he takes it to a whole nother level, best not to leave your little guys undefended as long as he's stomping around.

    Naxxramas Class Challenge

    The Ogre Deathwalker is the reward for clearing out the Naxx challenge, he's a big body with a useful deathrattle! Assuming you have something useful to give it to anyways.

    Goblins Versus Gnomes Commons

    Frostfire Ogre Magi: Smasher that gets bigger to get more smash value but starts off as a pretty weak body. 

    Gorian Frost Mage: This was a fun card when i'd finally settled on the effect, we haven't really seen this yet and it was to good for some more control fun.

    Ogre Thinker: I didn't even know ogres had these! He's pretty good at smashing mechs, not so much with building them though!

    Goblins Versus Gnomes Rares

    Arcane Explosives: Some more rng spell stuff, and Mar'Gok has some interesting spells around that mana range.

    Gorian War Construct: While ogre mechs here may be more golem than machine this war construct can smash up with the ogres, even if it's a one time deal. Essentially the Gorian War Construct deals 4 damage to an enemy minion and the extra damage is smashed to the hero.

    Goblins Versus Gnomes Epics

    Runic Beserker: Pretty basic card in terms of ideaology but has some big effect on the game. Low hp to make sure that smash value isn't too good.

    Mystical Bashing: Shadowflame that's a bit more conditional, one of the stronger Sorcerer King spells i've made thus far but it makes it's epic rarity deserved.

    Goblins Versus Gnomes Legendary

    All hail the mighty Bu'Dah, for he gave his life for the glory of the empire.

    Bu'dah is a massive minion, he gains +x/+x equal to the highest enemy minion, meaning if they have a 5 mana minion he becomes an 11/11, truely a fitting ogre minion.

     Blackrock Class Challenges

    Primal Gronn: I really wanted to get in touch with the BC gronn (Gruul's kids) who took great joy in hunting black dragons, so why not destroy your dragons for smash! Normal body for that sort of mana cost, however this really forces you to decide on if you want to smash or get that dragon out. Low cost dragons would go against your hero power so just having them there to give this guy smash costs two cards so really forces you to think about the situation you're in and the value of losing that dragon.

    Ogre Slag Ascendent: Starting to run out of viable Ogre wow art! Stronger minion that is forces to be played on or after turn four rather than pumping him out. Some more mana and minion play that just really goes with the class' game play style I rather like him.

     The Grand Crusade Commons

    Incineration Beam: The first real hard minion removal for Mar'gok.

    Truesteel War Cleaver: Interesting way to clear out minions and depending on your play style you could very well be spamming your hero power to whip out a bigger minion.

    Furious Upheaval: Some more of that hardcore bashing, lose a minion but an extra bump for that board clear.

     The Grand Crusade Rares

    Gorian Mender: Keep your minions up, whats not to like? Lets you keep control of the board and synergizes with an epic below!

    Runic Implosion: More likely to target a big minion if you can but still just as useful if you can kill a 3 mana minion.

    Ogre Strength: This was something i'd been waiting to add in, finally a way to smash even harder. Based on the normal 2 mana deal 3 damage standard for spells.

     The Grand Crusade Epics

    Imperator's Guard: A very sticky taunt minion to hopefully survive even in the late game. Phenomenal against those rush decks if you get him out.

    Gorian Magic Breaker: Some spell safety here and gives you some advantage as Sorcerer King focuses more on minions that are large and most of their spells are low cost.

     The Grand Crusade Legendary

    Korush is here and ready to smash, a fitting legendary for the Gorian Empire he really maximizes smash value.

    Posted in: Fan Creations
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    posted a message on Sea Witch Class Concept [GvG started]

    Everything looks great, liking the commons but i'm excited to see where your higher rarities go, really see what the class offers!

    Posted in: Fan Creations
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    posted a message on My take on a Death Knight Class (Includes Every Expansion)

    I really like the feel of this death knight, by far one of the best takes on the class yet! I really look forwards to the Blackrock set! (Better have a Magmawyrm!) Death Coil and Bone Shield are my two favorites so far.

    Posted in: Fan Creations
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    posted a message on Sea Witch Class Concept [GvG started]

    Could make a second keyword! yolo

    also this my new favorite Counter/Combo card thread class to use!

    Posted in: Fan Creations
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    posted a message on Sea Witch Class Concept [GvG started]

    Like a Flame Leviathan effect? I'd totally say those effects would synergize well with your concept here, and give your class another "key effect" :)

    Posted in: Fan Creations
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    posted a message on Sea Witch Class Concept [GvG started]

     I think that could work, even setting his stats to 3/2 as previously mentioned could be a decent move, the health total is the biggest problem with low cost +1/+1 creatures, since it makes them a little to difficult to get rid of unless you've got the right tools for the job. 1hp could be used in combination with whatever attack you think works if you want to leave the +1/+1. 

    Posted in: Fan Creations
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