Battle of the Primal Powers Card Set

Submitted 5 years, 6 months ago by

I love the unique lore and art style of Draenor from WoD and think it should be in Hearthstone more. With this in mind, I've come up with a few ideas that still need to be fully fleshed out, but revolve around, not the orcs or ogres, but the first inhabitants of this savage world, the Primal Powers: Breakers, Primals, and Arakkoa. A large part of this idea revolves around "building" very powerful minions that each represent a being so powerful that giving it a Legendary almost wouldn't do it justice. I should also note that it is very hard for me to find good art of most of this stuff, so please forgive the low-quality right now. This is all prototype at the moment.

 

The new keyword "Absorb", which is currently defined as this:

 

The set works in a tri-class system similar to Mean Streets, but with different class combos. 

Breakers are Warrior, Shaman, and Mage. Their system revolves around combining smaller breakers into their largest versions to eventually re-create Grond in a reverse of their evolution. Only the first two levels are playable as cards. The others must be built.

Warrior Cards:

Mage Cards:

No Shaman cards yet

 

The Primals are cards I have yet to create, or even fully decide on how they work. They consist of Druid, Warlock, and Hunter, and will focus on "infecting" and absorbing other minions to grow larger and can eventually be combined into the Sporemounds.

The Arakkoa are Paladins, Priests, and Rogues and work with Apexis Crystals. These crystals would have various ways to be generated and then upgraded as either light, shadow, or death to represent each of the gods of Arak. Once enough upgrade crystals are played, the a random god can be summoned with the right card. This system is also still in very early stages of conceptualization. Also, Ritual Master isn't finished and is, in fact, meant as a playable card.

Pally cards:

No Priest or Rogue cards yet exist.

Neutral:

That's all I have right now. If you have any ideas or feedback on anything from card concepts to where I can find better art, please let me know. I'd love some help on this casual little project. 

  • GoliathTheDwarf's Avatar
    980 667 Posts Joined 05/28/2019
    Posted 5 years, 6 months ago

    I love the unique lore and art style of Draenor from WoD and think it should be in Hearthstone more. With this in mind, I've come up with a few ideas that still need to be fully fleshed out, but revolve around, not the orcs or ogres, but the first inhabitants of this savage world, the Primal Powers: Breakers, Primals, and Arakkoa. A large part of this idea revolves around "building" very powerful minions that each represent a being so powerful that giving it a Legendary almost wouldn't do it justice. I should also note that it is very hard for me to find good art of most of this stuff, so please forgive the low-quality right now. This is all prototype at the moment.

     

    The new keyword "Absorb", which is currently defined as this:

     

    The set works in a tri-class system similar to Mean Streets, but with different class combos. 

    Breakers are Warrior, Shaman, and Mage. Their system revolves around combining smaller breakers into their largest versions to eventually re-create Grond in a reverse of their evolution. Only the first two levels are playable as cards. The others must be built.

    Warrior Cards:

    Mage Cards:

    No Shaman cards yet

     

    The Primals are cards I have yet to create, or even fully decide on how they work. They consist of Druid, Warlock, and Hunter, and will focus on "infecting" and absorbing other minions to grow larger and can eventually be combined into the Sporemounds.

    The Arakkoa are Paladins, Priests, and Rogues and work with Apexis Crystals. These crystals would have various ways to be generated and then upgraded as either light, shadow, or death to represent each of the gods of Arak. Once enough upgrade crystals are played, the a random god can be summoned with the right card. This system is also still in very early stages of conceptualization. Also, Ritual Master isn't finished and is, in fact, meant as a playable card.

    Pally cards:

    No Priest or Rogue cards yet exist.

    Neutral:

    That's all I have right now. If you have any ideas or feedback on anything from card concepts to where I can find better art, please let me know. I'd love some help on this casual little project. 

    Official Lorekeeper and Spinner of Tavern Tales

     

     

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  • Synesthesy's Avatar
    240 142 Posts Joined 05/28/2019
    Posted 5 years, 6 months ago

    My feedback is: isn't too much work needed to get a 15/15 doNothingTheTurnIsSummoned waiting for the right removal? At least the Ancient One was a 30/30, able to kill your opponent in one attack.
    And I think it's not worded clearly enough - I'm not sure how he's supposed to work.
    Otherwise, I like the concept of evolving minion. Even if I don't think it would become meta, the deck surely would be fun. Can I suggest to print some card to protect the grons?

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  • GoliathTheDwarf's Avatar
    980 667 Posts Joined 05/28/2019
    Posted 5 years, 6 months ago

    Sure, I've got lots of room for new cards and all ideas are still malleable. I was afraid of making Grond to OP frankly, as I tend to do that with powerful lore characters, but I see what you mean. Should I give him Rush or something to buff him up a bit?

    Official Lorekeeper and Spinner of Tavern Tales

     

     

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  • GoliathTheDwarf's Avatar
    980 667 Posts Joined 05/28/2019
    Posted 5 years, 4 months ago

    I'm thinking of getting back into the idea of this set, so I could use some ideas if anyone cares to give input.

    Official Lorekeeper and Spinner of Tavern Tales

     

     

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  • Hordaki's Avatar
    Dragon Scholar 655 264 Posts Joined 05/28/2019
    Posted 5 years, 4 months ago

    I think there are some really cool ideas in this set, but it needs work.

    • I really like the idea of building giant minions over time, it seems like a really fun mechanic (although like Jade Golems, you would need a lot of cards that could generate more Grons/Ogrons or Savage Vines). Definitely build on that.
    • I'm not sure what the point of including Absorb as a keyword is. Right now most of the cards that have absorb could swap it out with 'destroy' and still function the same. You need to specify what makes absorb different from destroy. Does it gain the absorbed minion's stats? Its enchantments? Is it optional or mandatory? I think you should either make absorb more specific or take it out.
    • You could always work the Gods of Arak into quest cards, that way you can keep track of how many Crystals you've played and don't have to wait until you draw a Ritual Master. Unless the Ritual Master has more nuances than I realize, in which case carry on with your idea.

    These are just some of my opinions, but I hope they help.

          -Hordaki (rhymes with Mordecai)

           Check out the Tactician custom class!

    2
  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 5 years, 4 months ago

    All of the Gron cards need stats upgrades, and I think that there should be fewer steps to get to Grond. Right now, two Ogrons means you are paying 6 Mana to get a 4/6, which your opponent can just kill before it could do anything. The Ogrons could honestly be 3/4s (and the Grons 6 Mana 6/8s) and they would still be underpowered. Then you could get rid of Magnaron and make Colossal an uncollectible 8 Mana 12/16. If you want the Grond concept to be even somewhat playable, the condition needs to be easier to fulfill than Blood of the Ancient One, especially since Grond is so much worse than a 30/30. Even if you removed Magnaron, this combo still requires you to play 4 copies of a 5 Mana Card, which is much more difficult than playing two copies of a 9 Mana Card, for a worse reward. I think it would be much cooler if getting up a "Gron-Level" was a payoff in itself, like if the higher "Gron Levels" had extra useful abilities, like if they all had taunt or something.

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  • CursedParrot's Avatar
    640 720 Posts Joined 05/29/2019
    Posted 5 years, 4 months ago

    I just had a cool idea! What if you changed Absorb to also get the Keywords of the Minion it destroys, and then you could have the Ogrons have some keyword, the Grons another, and the colossus a third! This would require messing with the stats, but you could have Poisonous, Rush, and Taunt given to Ogrons, Grons, and Colossus respectively! You would also need to change colossus to use the Absorb keyword

    1
  • GoliathTheDwarf's Avatar
    980 667 Posts Joined 05/28/2019
    Posted 5 years, 4 months ago

    Great tips. I honestly don't really know what I'm doing right now, so I welcome any suggestions. 

    Official Lorekeeper and Spinner of Tavern Tales

     

     

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  • GoliathTheDwarf's Avatar
    980 667 Posts Joined 05/28/2019
    Posted 5 years, 4 months ago
    Quote From CursedParrot

    I just had a cool idea! What if you changed Absorb to also get the Keywords of the Minion it destroys, and then you could have the Ogrons have some keyword, the Grons another, and the colossus a third! This would require messing with the stats, but you could have Poisonous, Rush, and Taunt given to Ogrons, Grons, and Colossus respectively! You would also need to change colossus to use the Absorb keyword

    That's a Great Idea! I'll try and implement it

    Official Lorekeeper and Spinner of Tavern Tales

     

     

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