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Hearthstone Mods - Starcraft

Forum Index > Hearthstone General
Post a Reply
MarcoBrei
Profile Joined May 2011
Brazil66 Posts
Last Edited: 2014-03-22 14:59:59
March 20 2014 00:06 GMT
#1
How cool would be to have an easy way to create hearthstone mods, some of them may be just for fun with few cards and not much balanced, other ones may be more "professional".
I thought about a hearthstone-starcraft mod, just for fun... Here we have a very small sample of cards that could be done:

Zerg cards
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Protoss cards
+ Show Spoiler +

[image loading]
[image loading]


Terran cards
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Protoss too op? That would be just a realistic mod
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
Last Edited: 2014-03-20 00:15:31
March 20 2014 00:13 GMT
#2
nice.
maybe the immortal should read: whenever this unit receives combat damage over 3, reduce it to 3.
this way, it's way to strong.

And maybe tune down the colossus. 5/10 is stronger than the giants. and they are the "carriers" of warcraft.

Funny enogh, a carrier would be similiar to Onyxia. Something like: spawn up to 4 1/1 interceptors. itself maybe 0/6. Deathrattle: destroy all interceptors you control.
Countdown to victory: 1 200!
ystao
Profile Joined February 2011
United States15 Posts
March 20 2014 02:00 GMT
#3
Ghost attack will silence the Colossus? I thought colossus counter ghost
Terran should have a 'Stim' spell that gives minions windfury for 2 turns and then destroy the minions.
TheRealArtemis
Profile Joined October 2011
687 Posts
March 20 2014 02:28 GMT
#4
That Immortal is so over powered lol. It has like 3 divine shields on.
religion is like a prison for the seekers of wisdom
DoDonPachi
Profile Joined February 2011
Canada69 Posts
Last Edited: 2014-03-20 04:06:25
March 20 2014 04:06 GMT
#5
Some ideas without image :

Swarm Host
+ Show Spoiler +

6 Mana 0/4
Stealth
At the start of your turn, summon two 2/1 Locust with Charge that die at the end of your turn


Reaper
+ Show Spoiler +

3 Mana 2/3
Charge. At the end of your turn, Restore 1 Health


Dark Templar
+ Show Spoiler +

5 Mana 3/3
Stealth. At the end of your turn, regain Stealth


High Templar
+ Show Spoiler +

5 Mana 0/7
At the end of your turn, Cast a Psionic Storm that deal 2 damage to all enemies


Vulture
+ Show Spoiler +

4 Mana 2/2
If this card attack, it is immune to damage.
Battlecry : Summon a 3/1 Mine with Taunt that can't attack.


Protoss Hero Power
+ Show Spoiler +

2 Mana
Get a coin card.


Oracle
+ Show Spoiler +

3 Mana 2/2
At the end of your turn, deal 2 damage to a random ennemy minion
i'll schroumpfs you until you GG
Sorathez
Profile Blog Joined April 2011
Australia209 Posts
Last Edited: 2014-03-20 07:00:56
March 20 2014 07:00 GMT
#6
Swarm Host
6 Mana 0/4
Stealth
At the start of your turn, summon two 2/1 Locust with Charge that die at the end of your turn

Just as I thought Force of Nature + Savage Roar and Unleash the Hounds were annoying enough already x)

Baneling:
3 mana
1/3
Can't attack heroes. When this minion attacks deal 2 damage to targeted minion and adjacent minions, then destroy the Baneling.

Alternatively:
Baneling
5 Mana
1/3
Charge. Can't attack heroes. When this minion attacks deal 2 damage to targeted minion and adjacent minions, then destroy the Baneling.
There's no sense crying over every mistake. You just keep trying till you run out of cake.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
Last Edited: 2014-03-20 07:53:35
March 20 2014 07:53 GMT
#7
Mothership Core
2 Mana, 1/3
Battlecry: All terran opponents instantly quit and proceed to battle.net balance whine forum.
padiseal2
Profile Joined August 2012
Austria721 Posts
March 20 2014 08:00 GMT
#8
the drone is basically wisp or am I missing something?
Samsungjackets on twitch || 강민수 화이팅
nojok
Profile Joined May 2011
France15845 Posts
March 20 2014 08:07 GMT
#9
Polt :
5 mana, 2/5
At the beginning of your turn, destroy one of the opponent's mana crystal

Medivac :
4 mana, 0/4
Your minions can ignore taunts. At the end of your turn, restore 1 health to friendly minions

MC :
3 mana, 3/3
If cash is at stakes during this game, gains +4/+4.

Sentry :
2 mana, 1/3
At the end of your turn, summons a 0/1 minion with taunt and divine shield which dies at the start of your turn.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Micro_Jackson
Profile Joined August 2011
Germany2002 Posts
March 20 2014 08:55 GMT
#10
The changeling mechanic sounds interesting. Maybe not now because there isn´t so much variation which cards are played but if more cards are introduced a "look into the opponents hand" mechanic could be interesting in my opinion.
tomnov
Profile Blog Joined January 2011
Israel148 Posts
March 20 2014 09:26 GMT
#11
Zergling:
1 mana 1/1
battlecry: summon another zergling

Baneling:
3 mana 2/1
deathrattle: deal 2 damage to all enemies

Mutalisk:
4 mana 2/5
when this minion attacks deal 1 damage to 2 random enemies

Torrasque (Legendary):
8 mana 6/6
deathrattle: summon a Torrasque egg
Torrasque egg: 0/4
at the start of your turn destroy this and summon Torrasque

I reject your reality and substitute my own
MarcoBrei
Profile Joined May 2011
Brazil66 Posts
Last Edited: 2014-03-20 16:28:34
March 20 2014 15:06 GMT
#12
Very nice ideas in general.

Another ones:

Terran card: Nuclear Warfare
4 mana
Spell
Transform your hero power into 'Nuke': deal 5 damage to ALL characters.

Zerg Card: Burrowed banelings
3 mana
Secret
When your enemy has at least 3 minions on the field, unburrow banelings and deal 2 damage to them.

Protoss Card: Purify
10 mana
Spell
Destroy a random enemy minion per turn, lasts for 3 turns. If there are no enemy minions, deal 10 damage to enemy hero.
DoDonPachi
Profile Joined February 2011
Canada69 Posts
March 20 2014 15:24 GMT
#13
Swarm Host
6 Mana 0/4
Stealth
At the start of your turn, summon two 2/1 Locust with Charge that die at the end of your turn
Just as I thought Force of Nature + Savage Roar and Unleash the Hounds were annoying enough already x)


True, so i update it :
Swarm Host
5 Mana 0/4
At the end of your turn, summon two 2/1 Locust with Taunt that die at the start of your turn


Tempest :
6 Mana 3/6
If this card Attack, deal 5 damage to target instead
( This simulate the long range of the tempest, since it doesn't get damage from attacking, and he is more weak when a minion "close" the distance by attacking it )



i'll schroumpfs you until you GG
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
March 20 2014 15:48 GMT
#14
The High Templar I would change to read "you may pay 2~3 mana to cast a Psionic Storm," otherwise you're just playing a card and blowing everything up and gaining incredible amounts of value.
kiss kiss fall in love
DoDonPachi
Profile Joined February 2011
Canada69 Posts
Last Edited: 2014-03-20 16:48:48
March 20 2014 16:40 GMT
#15
On March 21 2014 00:48 IntoTheheart wrote:
The High Templar I would change to read "you may pay 2~3 mana to cast a Psionic Storm," otherwise you're just playing a card and blowing everything up and gaining incredible amounts of value.


Also true that, in the end, my first proposition is a minion with a charge...What do you think of this ?

High Templar
5 Mana 0/6
If this card attack, instead deal 2 damage to target and minion next to it.
This simulate the AoE of psionic storm

New unit :
Infestor
4 Mana 0/4
Battlecry : Get a 0/2 weapon that freeze attacked unit and 1 adjacent unit at random.
(This suppose that a 0 ATK weapon can attack...

New mechanic :
Terran only mechanic : Research
If the card "Research Finished" is activated, the effect of Research are activated.
Similar to Combo, but more specific to specific spell, and can be activated when the minion is on the field or in the hand.
This simulate the TechRush of the terran early game : Look for the banshee as an exemple
This is the opposite of overload : You pay some mana now to have a really big impact next turn.

Terran Hero power : Research Lab
2 Mana : Get a 0 Spell card " Research Finish" that reveal the name of the Next card you draw

Banshee :
3 Mana 2/3
Research : Stealth and Charge

Siege Tank :
4 Mana 3/4
Research : get +2 Atk and every time this card atk, all ennemies minions get 1 damage

Marine :
2 Mana 3/2
Research : +1 atk, -1 health and Charge

Update to first post Raven
4 Mana 1/3
Enemies unit lose stealth
DeathRattle, summon a 3/3 Autoturret
Research : Select a ennemy unit, at the end of opponent turn, deal it 4 damage
i'll schroumpfs you until you GG
Came Norrection
Profile Joined March 2011
Canada168 Posts
March 20 2014 19:12 GMT
#16
Mothership:
8 mana 3/10
battlecry, all other friendly minions gain stealth,
at the end of your turn, if a friendly minion does not have stealth, friendly minion gains stealth

Protoss hero ability: chronoboost: 2 mana
target card in your hand cost 2 mana less to summon

Terran hero ability: 3 mana: Choose 1
Mule: draw a card
Scan: reveal all stealthed units
Supply drop: gain 4 mana crystal this turn

Zerg hero ability: 2 mana
at the start of your next turn, spawn 2 1/1 zerglings

Medivac drops: 4 mana spell
choose 1:
deal 5 damage to target
deal 2 damage to target, return medivac drops to your hand at the end of your turn.

Marine: 1 mana 1/2
once per turn, you can deal 1 damage to marine and gain + 1 attack

Marauder : 2 mana 3/2
Slow any minion damaged by marauder for 1 turn, slowed minions can not attack back when attacked

Widow mine: 4 mana 0/2
stealthed
At the start of your turn, deal 2 damage to a random enemy minion

Thor: 5 mana 5/6
"The lie is just a great story ruined by the truth."
tomnov
Profile Blog Joined January 2011
Israel148 Posts
March 20 2014 20:25 GMT
#17
brood lord:
5 mana 4/6
whenever this minion attacks summon a 1/1 broodling with charge

consume:
0 mana
destroy a friendly minion, gain 2 mana this turn and draw a card

Tempest :
6 Mana 3/6
If this card Attack, deal 5 damage to target instead
( This simulate the long range of the tempest, since it doesn't get damage from attacking, and he is more weak when a minion "close" the distance by attacking it )

I would change the text to:
immune when attacking, doesn't deal damage when attacked
I reject your reality and substitute my own
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2014-03-20 21:48:22
March 20 2014 21:31 GMT
#18
I don't think sc2 cards can correctly translate into hearthstone without a mechanic accounting for the interaction of ranged units. Something like first strike from magic

Immortal 6 mana 6/5
Reduce combat damage above 2 to 2.

Zealot 3 mana 2/4
Windfury

Marine 2 mana 2/2
First strike (this minion deals its combat damage before receiving damage when it attacks (but not when it defends))

Zerg Hero Power 2 mana
Enchant a minion with: Deathrattle: summon <token> of same stats -- Power can't be used on tokens

Zergling: 1 mana 1/1
battlecry: Summon a Zergling

Zergling egg: 2 mana 0/4
deathrattle: summon two Zerglings

Queen 3 mana 1/5
you may pay 2 mana to destroy a unit on your side of the field and draw a card

Creep Tumor 2 mana 0/3
Taunt; at the beginning of your turn, you may pay 1 mana to summon a Creep Tumor

Larvae 1 mana 0/1
Battlecry: draw a random creature from your deck

Metamorphosis (spell)
Your minions gain deathrattle: summon egg: <minion>

Baneling 3 mana 4/1
When this unit deals damage, destroy and deal 1 damage to all enemy characters.

Burrow (spell) 3 mana
Conceal all friendly minions

Adrenal Glands (spell) 4 mana
Zerglings gain +1 attack and charge
Psychobabas
Profile Blog Joined March 2006
2531 Posts
March 20 2014 23:24 GMT
#19
Colossus is as OP as ever haha

well done
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