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Starcraft Cards - All 3 Races (CompleteCollection)

Forum Index > Hearthstone General
Post a Reply
EmBeR_NaGa
Profile Joined September 2014
0 Posts
Last Edited: 2014-09-20 00:26:15
September 20 2014 00:17 GMT
#1
Starcraft has always been a big part of my gaming. So is Hearthstone! I combined the two and made 3 complete sets of each of the Race-specific cards! ^_^

Check out the Terran cards here: Terran Cards

Check out the Protoss cards here: Protoss Cards

Check out the Zerg cards here: Zerg Cards

Thank you for viewing!
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2014-09-20 03:46:09
September 20 2014 03:24 GMT
#2
Did you make a protoss thread here like you did for the other races? If not do that instead imo.

That warp blade is imba as fuck because it's not affected by summoning sickness. Basically makes the rogue ability look like complete shit. It should at least have a drawback (that could be used to your advantage as well) where it does 1 damage to you or a random minion whenever it does damage.


The probe and chrono seem pretty overpowered. Does stalker die if it attacks a 3/3 ? Revelation is imba as fuck. Mass recall is cheap as fuck. Mind control is pretty cheap, since there is already a similar card that cost 10 (albeit permanent) it should have a less mana cost and have some other drawback.

Sentry seems like it could be pretty hard to deal with, especially if you don't have a way to remove it or it's dropped with tons of defense in the late game and/or you give the opponent some weak creatures (like leeroy or something).

shield battery lol what? Way too good. Needs more drawbacks.

Psi storm should probably cost 3-4 and overload for 3-4.

reaver should be like 5-6 hp


Why does collosus have divine shield? Should do 2 then 2 to everything (so 4 to target).

Does robo fac pull from deck or thin air?

I don't understand voidray mechanic. why not just give it 6 attack then?

arbiter should cost 10 or something absurd, fuck it 11.

Why does tempest get immune? Just give it +3hp until end of turn or something.

Carrier shouldnt be defensive, it should just be like a larger reaver. make em 2/1 charge.

Is archon supposed to be regain at end of turn? How the fuck would you ever kill this without non damage removal?

Guardian shield should be +2-3 hp instead of DS. Maybe change sentry to randomly do +2-3 hp guardian shield or the other thing.

Is time warp a permanent debuff on enemies that are in play? Seems weird, don't like this card because it wouldn't be fun.

Overcharge should be like 4.

Is will of khala permanent?

Artanis should be less hp.


Rest are pretty cool. Keep up the good work!
RIP SPOR 11/24/11 NEVAR FORGET
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
September 20 2014 04:06 GMT
#3
^This isn't the same guy who made the other Starcraft class concepts that were featured here before.
Someone call down the Thunder?
EmBeR_NaGa
Profile Joined September 2014
0 Posts
Last Edited: 2014-09-20 05:35:21
September 20 2014 05:00 GMT
#4
I'm a little confused. Are you mistaking me with FullasGames? Me and FullasGames are both making Starcraft cards. We both have varying differences between our cards, so check out my Terran and Zerg as well. I think he's making Protoss next too.

I want to say Warp Blade is too good as well, but I'm not too sure at the same time. Simply 'cause Warp Blades are meant to be powerful (one of my brothers who talked to me about the hero power said it should've been 3/1. I was like "WHAT?"). Not to mention it's a one-time use and you have to use two mana again to deal the 2 damage and take the hit. Too much of a tempo decrease in PvZ situation. Also, there's also no way to utilize the weapon either unlike Rogue who has Deadly Poison and Blade Flurry. Warp Blade is there to control the board in the beginning because Protoss have a slow time getting their forces ready.

Some people have given me feedback saying Probe was underpowered when it was a 1/1 with make a spell cost (1) less. In which case, I decided to make it a 1/2 with a Innervate-like spell-only effect. Perhaps revert to spell cost (1) again?

Stalker will die when it is attacked by a minion that would kill it. I know the wording is a little weird, I may need to change it again. However, basically think of it as, "After this minion is attacked, if it survives, return it to your hand." which is also weird as well. This effect will not take place on your turn since it says, "whenever it is attacked."

Yes, I think Shield Battery may need to be a 0/3 and given Taunt as well.

Reaver cannot be 5 hp that's for sure. Too weak. 6 HP is a maybe.

Also, I may need to mention that Psionic Storm can only be obtained from High Templar. It is not a spell that you can put in your deck. Hence the 0 cost, Overload effect. I think the way it is, is fine. 4 Overload is no joke.

Colossus has Divine Shield to have some form of longevity being a 2/8 minion for 7. Since his effect cannot be used until your next turn anyway. Although, I may remove the Divine Shield as per suggestion simply 'cause it sounds more balanced that way. But I may not. Also, the Colossus doesn't do primary damage, it's meant to be a crowd control minion like the game (or crowd decimation depending on how you think about it).

Robotics Facility takes from thin-air. May put Overload like I did with Warp Gate.

Void Ray gains more Attack the more it attacks or is attacked. Like how it used to be in the game where the longer it attacked, the stronger it becomes. So essentially it's a powerful assault minion and a 6/5 as you say, but gets more attack the more it's in combat. It's better to kill it outright or overwhelm with smaller minions.

Lol. Might make Arbiter 1/5. Honestly Arbiter isn't that great, I feel. It only gives temporary Stealth, so if Arbiter dies, the Stealth will go away. Besides I like have to the game feel to it. xD

Tempest is Immune when it's attacking because it's a VERY long-range Assault unit in the actual game, so targets cannot actually kill it because of how far it is. It deals its damage from away so to speak, hence the Immune and how the target cannot do anything.

Carrier spawns two interceptors and normally A.I. goes after the Interceptors hence the Taunt. And you can kill the Carrier to stop the onslaught. I may have to add to the Interceptors, "Destroy this minion if a friendly Carrier died." for more of the game flavor.

Archon basically cannot lose its shield and must be killed in two separate hits at the same time. It can be killed with Destroy effects, Silence, or Split Damage effects such as Arcane Missiles, Avenging Wrath, Abomination, and Unstable Ghoul-like effects. Archon may be nerfed to have, "Can't have Taunt." so that players cannot abuse the effect in that way. By the way, Archon is an "uncollectible" card, so the Archons can only be summoned via Archon Merge.

Try to think of Divine Shield as Plasma Shield for these cards. Guardian Shield basically gives them Plasma Shield. I think if I went with my original plan of making its effect, "Until the end of your next turn, all damage given to your friendly minion is reduced by 2." would be extremely OP.

Time Warp affects all minions in play btw. It is a debuff and can be Silenced yes. But basically it turns the game into an RNG fest for the minions on the field lolz.

I think Photon Overcharge can stay where it is since it's singular damage that happens once a turn for 3 turns only. Although, someone else can probably help convince me otherwise.

Yes, Will of the Khala is permanent. It doesn't say "Until end of turn." so yes.

Artanis could probably be 6/6 or 5/5. I would like more people's opinions on this one too.


MarcoBrei
Profile Joined May 2011
Brazil66 Posts
September 20 2014 12:49 GMT
#5
Regardless from being perfect balanced a mod like this would help to bring a lot of starcraft players to hearthstone.
thezanursic
Profile Blog Joined July 2011
5478 Posts
September 20 2014 15:26 GMT
#6
Warp blade is in all ways better than the hunter ability. If I were you I would at least make it so that it can only target minions and even so it would be OP.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5478 Posts
September 20 2014 15:33 GMT
#7
Really like revelation though a card like that should be put into the game. I think the idea of arranging cards on the top of your deck is potentially really interesting.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
EmBeR_NaGa
Profile Joined September 2014
0 Posts
Last Edited: 2014-09-22 00:10:24
September 22 2014 00:08 GMT
#8
On September 20 2014 21:49 MarcoBrei wrote:
Regardless from being perfect balanced a mod like this would help to bring a lot of starcraft players to hearthstone.


Perhaps.

On September 21 2014 00:26 thezanursic wrote:
Warp blade is in all ways better than the hunter ability. If I were you I would at least make it so that it can only target minions and even so it would be OP.


Hm... Hard to say. I know it's pretty good as 2/1. But I still think it's fair to a degree. It is a Warp Blade after all. Zeratul's one at that too (100 damage lol). Although, I guess I can think up of some drawbacks if need be.

On September 21 2014 00:33 thezanursic wrote:
Really like revelation though a card like that should be put into the game. I think the idea of arranging cards on the top of your deck is potentially really interesting.


Yeah, I thought it was a pretty interesting concept. I wish there were more ways to interact with the cards you hold in Hearthstone.
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