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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 + Protoss cards + Show Spoiler +
Terran cards + Show Spoiler +
Protoss too op? That would be just a realistic mod 
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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.
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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.
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That Immortal is so over powered lol. It has like 3 divine shields on.
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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 +
Oracle + Show Spoiler + 3 Mana 2/2 At the end of your turn, deal 2 damage to a random ennemy minion
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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.
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Mothership Core 2 Mana, 1/3 Battlecry: All terran opponents instantly quit and proceed to battle.net balance whine forum.
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the drone is basically wisp or am I missing something?
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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.
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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.
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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
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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.
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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 )
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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.
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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
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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
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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
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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
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Colossus is as OP as ever haha
well done
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