I would like to share with you the idea for a new Hearthstone expansion. I started working on this before Gadgetzan so the theme might look simmilar. Homever there are no gangsters here as well as no 3 - class cards.
Story:
The story takes us back in time to Old Ironforge, where all dwarven clans live together under the rule of the High King - Modimus Anvilmar. Among the clans, there are 3 main ones. The Bronzebeards, Wildhammers and Dark Irons. When the days of the old king comes to an end, the rivality between the clans turn into the armed conflict for supremacy - known as War of Three Hammers. Thats all that Blizzard official lore states. So I decided to take a chance to use this unexplored part of lore.
How much cards?:
135 cards total (9 for every class, 54 neutral ones.)
Used Hearthcards and images, found on internet, to create those cards. Hope you will enjoy the cards and give some feedback.
And now let us start with Druid:
Common Cards:
Stonegem Windcaller - Usable in every druid deck, not sure if the InnervateCombo would be too OP.
Forest Guardian - Good way to fill your board, especialy for Token Druid.
Ancient Raptor - A single Raptor is weak, but then second one appears, and then these two will spawn additional two and....
Rare Cards:
Leafbeard Bearmancer - Tool for Beast Druid to get out more minions, if you already have something on the board.
Rare Species - Good, simple. Supports the type of deck you play, maybe even Managerie Druid?
Brightbraid Guardian - Strong minion. Need to be comboed with another minion though.
Epic Cards:
Brightbraid Ravenlord - Stong card, if you have a lot of Choose One effects.
Smell Blood - Great way to turn your tokens into a dangerous weapon and get some beast synergy.
Legendary:
Dalfor Leafbeard - And there is a tool for Ramp Druid. It's weakness is, that it benefits even your opponent.
Hunter:
Common Cards:
Haunted Shot - Small damage, with the good old Webspinner, seems playable.
Precise Sight - No sure about this one, might bolster some AoE Hunter Shots and serves as a cards draw. But not sure abou 2 mana.
Dunwald Boar-Tammer - Some Priest/Shaman care for Hunter. Poor Rexxar is at preety bad spot right now.
Forgotten Corpse Eater - This card should be probably more late game as it might be too strong in the early game.
Barrage - Good for trading small minions and get some board control.
Epic Cards:
Forest Wanderer - A nearly reliable card draw for Hunter. Also a Beast synergy and good stats.
Mounted Gryphon - A semi Card Draw. Helps to thin your deck and prevents bad draw in late game. Seems really powerful.
Legendary Card:
Truszok the Wise - Really good card. But both you and your opponent will probably know what the Srcrets are.
Mage:
Common Cards:
Weststeel Alchemist - Mage cards in this expansion will be around generating random spells. So if you have unwanted spells, you simply replace them and hope for better ones.
Collector of Knowledge - A little bit too wordy, but I was not able to think of better one. Benefits from your and opponents spells. Might be dangerous with filling the hand.
Power Core - A ping with a buff. Seems good.
Rare Cards:
Rune Of Knowledge - Good spell, refills hand, can draw answers to your opponent's board.
Stonegem Spell Writter - Decent stats, basic spell generator. Great in Arena.
Shadowforge Pyromancer - 3 damage will most likely destroy cheap minion, so it is a powerful tempo play.
Epic Cards:
Brightbraid Arcanist - Card simillar to Emperor Thaurissan, was supposed to let you take advantage from random spells, but I fear it might go wrong way and become too OP.
Rune of Nature - At least 4 spells to be Blessing of Kings, 9 spells to be absolutely broken.
Legendary:
Immrin Stonegem - An alternative Flamewaker, can buff even himself. So Immrin + Coin + Power Core for 5/7 is good.
Paladin:
Common Cards
Redforge Marshal - A little Grimy Goon, before they were annouced. Just was sitting in my PC for a long time. I think it is playable.
Reflect - Will be reworded soon (Secret: When your opponent casts a spell, they target one of their characters instead.)
Equal Judge - Tool for aggro / empty board paladin?
Rare Cards:
Dark Iron Judge - He cannot target himself, should probably say other minion. Combo with Humility, or situation, where there is a single big minion on the board.
Equal Trade - now this is a wierd card. Lucky finishers? Your opponent draws 2 8-cost for 2 0-mana spells, maybe should affect both heroes? Not sure there.
I really like Dalfor Leafbeard's concept. Starting the game on 2 mana drastically changes things, and isn't really something your opponent can depend on in ranked, so they're less likely to be able to capitalize on it.
Brightbraid Ravenlord is a good alternative to Staghelm. Really powerful with the 1-cost choice cards, and just generally good in every other situation.
Smell Blood seems like it could be a little OP. With the right hand (innervate and a pair of living roots) you could very easily have four 3/3 taunts on the board at the end of your second turn, notably before the enemy has a chance to kill off your tokens in most matchups. Just about the only class with a good answer to that on the following round is Shaman, and that hinges on either having spell damage or trusting the RNG.
Ancient Raptor is awesome. I love cards that interact with hero powers.
Some cards might turn OP in right combination, but that would need to be tested in game. Even now with the right hand your opponent might just want to concede after turn 2. So Smell Blood should be OK.
Greetings to all of ya.
I would like to share with you the idea for a new Hearthstone expansion. I started working on this before Gadgetzan so the theme might look simmilar. Homever there are no gangsters here as well as no 3 - class cards.
Story:
The story takes us back in time to Old Ironforge, where all dwarven clans live together under the rule of the High King - Modimus Anvilmar. Among the clans, there are 3 main ones. The Bronzebeards, Wildhammers and Dark Irons. When the days of the old king comes to an end, the rivality between the clans turn into the armed conflict for supremacy - known as War of Three Hammers. Thats all that Blizzard official lore states. So I decided to take a chance to use this unexplored part of lore.
How much cards?:
135 cards total (9 for every class, 54 neutral ones.)
Used Hearthcards and images, found on internet, to create those cards. Hope you will enjoy the cards and give some feedback.
And now let us start with Druid:
Common Cards:
Stonegem Windcaller - Usable in every druid deck, not sure if the InnervateCombo would be too OP.
Forest Guardian - Good way to fill your board, especialy for Token Druid.
Ancient Raptor - A single Raptor is weak, but then second one appears, and then these two will spawn additional two and....
Rare Cards:
Leafbeard Bearmancer - Tool for Beast Druid to get out more minions, if you already have something on the board.
Rare Species - Good, simple. Supports the type of deck you play, maybe even Managerie Druid?
Brightbraid Guardian - Strong minion. Need to be comboed with another minion though.
Epic Cards:
Brightbraid Ravenlord - Stong card, if you have a lot of Choose One effects.
Smell Blood - Great way to turn your tokens into a dangerous weapon and get some beast synergy.
Legendary:
Dalfor Leafbeard - And there is a tool for Ramp Druid. It's weakness is, that it benefits even your opponent.
Hunter:
Common Cards:
Haunted Shot - Small damage, with the good old Webspinner, seems playable.
Precise Sight - No sure about this one, might bolster some AoE Hunter Shots and serves as a cards draw. But not sure abou 2 mana.
Doyle's Gryphon - The best thing to play after Cloaked Huntress turn. Power Creep to Stormwind Knight.
Rare Cards:
Dunwald Boar-Tammer - Some Priest/Shaman care for Hunter. Poor Rexxar is at preety bad spot right now.
Forgotten Corpse Eater - This card should be probably more late game as it might be too strong in the early game.
Barrage - Good for trading small minions and get some board control.
Epic Cards:
Forest Wanderer - A nearly reliable card draw for Hunter. Also a Beast synergy and good stats.
Mounted Gryphon - A semi Card Draw. Helps to thin your deck and prevents bad draw in late game. Seems really powerful.
Legendary Card:
Truszok the Wise - Really good card. But both you and your opponent will probably know what the Srcrets are.
Mage:
Common Cards:
Weststeel Alchemist - Mage cards in this expansion will be around generating random spells. So if you have unwanted spells, you simply replace them and hope for better ones.
Collector of Knowledge - A little bit too wordy, but I was not able to think of better one. Benefits from your and opponents spells. Might be dangerous with filling the hand.
Power Core - A ping with a buff. Seems good.
Rare Cards:
Rune Of Knowledge - Good spell, refills hand, can draw answers to your opponent's board.
Stonegem Spell Writter - Decent stats, basic spell generator. Great in Arena.
Shadowforge Pyromancer - 3 damage will most likely destroy cheap minion, so it is a powerful tempo play.
Epic Cards:
Brightbraid Arcanist - Card simillar to Emperor Thaurissan, was supposed to let you take advantage from random spells, but I fear it might go wrong way and become too OP.
Rune of Nature - At least 4 spells to be Blessing of Kings, 9 spells to be absolutely broken.
Legendary:
Immrin Stonegem - An alternative Flamewaker, can buff even himself. So Immrin + Coin + Power Core for 5/7 is good.
Paladin:
Common Cards
Redforge Marshal - A little Grimy Goon, before they were annouced. Just was sitting in my PC for a long time. I think it is playable.
Reflect - Will be reworded soon (Secret: When your opponent casts a spell, they target one of their characters instead.)
Equal Judge - Tool for aggro / empty board paladin?
Rare Cards:
Dark Iron Judge - He cannot target himself, should probably say other minion. Combo with Humility, or situation, where there is a single big minion on the board.
Equal Trade - now this is a wierd card. Lucky finishers? Your opponent draws 2 8-cost for 2 0-mana spells, maybe should affect both heroes? Not sure there.
Redforge Gloryseeker - Casts only targetable spells. Friend of Blessing of Kings, Seal of Champion, Or even Lay on Hands.
Epic Cards:
Goldhammer Commander - Good 4 drop, you wil get rewarded for trading, at least a little.
Silverfist Vanquisher - He was there before Wickeflame Burnbristle. Altough there is a little similarity, I think they can co-exist.
Legendary:
Gordmir Redforge - Flame Leviathan, that can see play. Good in Wild, with Quatermaster...
Special Guest Appearance by Lone Druid from Dota 2
Overconfidence is a slow and insidious killer
Nice expansion! I also like the "if you played *** this turn, do this" mechanic.
Dalfor Leafbeard - Very nice idea, but giving your opponent another mana crystal might be dangerous. I like it!
Keep going!
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn
I really like Dalfor Leafbeard's concept. Starting the game on 2 mana drastically changes things, and isn't really something your opponent can depend on in ranked, so they're less likely to be able to capitalize on it.
Brightbraid Ravenlord is a good alternative to Staghelm. Really powerful with the 1-cost choice cards, and just generally good in every other situation.
Smell Blood seems like it could be a little OP. With the right hand (innervate and a pair of living roots) you could very easily have four 3/3 taunts on the board at the end of your second turn, notably before the enemy has a chance to kill off your tokens in most matchups. Just about the only class with a good answer to that on the following round is Shaman, and that hinges on either having spell damage or trusting the RNG.
Ancient Raptor is awesome. I love cards that interact with hero powers.
love the idea of the legendary. No idea how OP/crap could be though.
Nice Job!
Wow, these are some nice cards! Did you look into the job at Hs-design team? ;D
Thanks for kind words.
Some cards might turn OP in right combination, but that would need to be tested in game. Even now with the right hand your opponent might just want to concede after turn 2. So Smell Blood should be OK.
Also Mage cards have arrived.
Haunted Shot - Trash. I guessQuick Shot is way better.
Precise Sight - Maybe 1 mana is better.
Doyle's Gryphon - Too good in Secret Hunter.
Forgotten Corpse - Hunter need good cards. This is good card.
Forest Wanderer - Nice. Maybe a card like this might make slower hunter decks.
Truskok - Too slow for hunter.
Collector of Knowledge - Maybe it plays the spells rather than adding to your hand is better.
Power Core - Doesn't worth a card slot in a deck.
Shadowforge Pyro - Too OP in arena. It's like Battlecry: Destroy an enemy minion if played on turn 3.
Brightbraid - A very worse Emperor. It only effects spells and just has +1 health. Emperor also effects minions (and weapons).
Immrin - I think effect and stats are not worth to be a LEGENDARY.
The other cards are nice. :)
Playing since 1 June 2014.
Review on Every Card: http://goo.gl/RTz806
Cards That Will Be Missed in Standart Next Year: http://goo.gl/adNMnn