To Hearthpwn's first ever Expansion Creation Competition! Here, your task is to make a (slightly smaller) Hearthstone expansion complete with both class and neutral cards. Just like our Class Creation Competitions, this competition will be split into 5 Phases, with contestants getting knocked out after each Phase until one Expansion finally reigns supreme, its creator becoming our first Expansion Creation Grand Champion.
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
Phase I Submission and Early Voting (Starts 20:00 20/06/2017, Ends 20:00 UTC 27/06/2017) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase I Up-Voting (Starts 20:00 UTC 27/06/2017, Ends 20:00 UTC 29/06/2017) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determine who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where, a = The total number of valid submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase II: You'll be tasked with designing the Neutral cards of this set, of which we will require 21. Of these cards, 8 will be Commons, 5 will be Rares, 4 will be Epics, and 4 will be Legendaries. This is your chance to show off the baseline of your expansion.
Phase III: 7 cards for three different classes of your choosing will be the challenge this round. Of those cards, each class must have 3 Commons, 2 Rares, 1 Epic, and 1 Legendary to make 21 cards all in total,
Phase IV: The exact same as the last phase except with three classes that you have not done yet.
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards or any animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I - The Concept
In this phase, all we're looking for is for you to pitch your expansion. Tell us what it's about! Each submission is expected to have two (2) things:
A Summary of the Entire Expansion - Tell us what this expansion is all about! Your summary should tell us the thematic and mechanic choices your making, as well as anything we can expect should you advance to further phases. Please keep this to one, reasonably-sized paragraph.
Four (4) Example Cards of the Set - Unlike the class competitions, expansions show off a far more diverse slew of mechanics. So for this phase we're allowing 4 example cards as opposed to the usual 3. These cards must be one (1) of each rarity (Common, Rare, Epic, Legendary). Make sure to also include explanations to any new keywords that you'd like to add (a handy tool for creating tool tips can be found onhttp://www.hearthcards.net/, in the "More" section at the bottom left of the page)
Formatting - Your cards can be no bigger than 250 x 345. Any tokens must be included in a spoiler, so as to prevent the topic from getting to cluttered. Tooltips are allowable as well, just keep them reasonably sized.
If you're at all confused, I've included an example using Goblins vs. Gnomes as my "entry":
Goblins vs. Gnomes
This is my expansion! It's about the ongoing conflict between goblins and gnomes! Introduces Spare Parts and Mechs! (you can make this much longer. In fact, please do.)
Example Cards:
Goblins vs. Gnomes is all about harnessing the random and creative genius of the two rivals. Spare Parts are 7 different 1 mana spells that allow you to tinker with your minions. Mechs are a new creature type, and many existing cards like Harvest Golem will become mechs with the release of this expansion.
Spare Parts
I didn't want to copy all the spare parts in. You get the idea.
Some Quick Tips:
Expansions can be both extremely streamlined in their story telling (as in Means Streets of Gadgetzan) or be very broad (as in Goblins vs. Gnomes). Don't feel as though you need to tell the story of just a single event.
Classes often have a specific identity in expansions. It's a good idea to figure out which of your mechanics best fit with certain classes.
Unlike the class competitions, your expansion should have several different mechanics at play. A narrow mechanical theme will leave you with little to work with in later phases (Journey to Un'goro had Quests, Adapt, and new class mechanics for each class).
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
I was thinking of an expansion based loosely on Caverns of Time. This could potentially mean having some minions from the past or even future of Warcraft Lore, maybe alternate timelines and so on.
The biggest game addition are Essences of Time and minions/spells that interact with them. Like Blizzard have been doing lately, the Essences are permanent "non" minions on the board. I haven't decided yet if the color of the Time Essence will matter or not. Not all of the cards will focus on them, but these I've chosen to display do since it's the big new thing.
Story: Through Elise the Trailblazer's adventures in Un'Goro, the League of Explorers has gotten a tip about a completely undiscovered Titan city buried under the Tanaris Desert called Uldaram. Within it once lie the Timepiece of Creation, a Titan artifact with power over time itself. However, the artifact was shattered after many of the denizens of the city were transformed by the curse of flesh, and all that remains is the dust that it crumbled into. Now the Sand of Origination, the remains of the Timepiece are stored within Uldaram in the Hourglass of Origination. The Hourglass, which still holds many of the same powers as the original artifact, shares the power of the Forge of Origination to turn back time and bring Azeroth back to a state before the Old Gods or Titans interfered with it.
In order to keep the artifact from falling into the wrong hands, the League ventures to the site under which Uldaram is located, only to discover it has been excavated by the Reliquary, the nemeses of the League who only search for artifacts to gain power. The Reliquary have allied themselves with the Neferset Tol’vir, agents of Deathwing who tried to bring about the Hour of Twilight, to gain access to the city, and the League has found allies with the Ramkahen Tol'vir, who still obey the Titans. Uldaram itself is full of Titanic creations, as well as ancient spirits who were corrupted by the Old Gods and kept alive by the power of the Hourglass of Origination. With the protectors of the city threatening to re-originate the world to protect the Hourglass, and the Reliquary, the Neferset, and the horrors within the city at their heels, can our heroes prevail and escape with the Hourglass and their lives?
Essentially, the set works as a cross between League of Explorers and Mean Streets of Gadgetzan, pitting a few opposing forces (who are much less clearly divided than in Gadgetzan, since most classes will in some way have cards that go with a few of the forces at work) against each other in order to take control of the Hourglass of Origination. The League of Explorers, the Reliquary, the Titanic forces, and the corrupted creatures within Uldaram are all going after each other, and each game in this set will try and decide who the victor is among them.
New Mechanics: There's one new keyword in the set, Embalm:
This will return a minion to your hand and Silence it, and works in a variety of ways. It can be used as text on a card that lets you replay the card again after it dies, or it can target minions and be used similar to Sap as a tempo-removal, depending on the card. There is quite a fair amount of this mechanic in the set, since it has lots of uses.
New Cards:
Tol'vir Soulbinder: A basic example of how you can use Embalm effects for different purposes, also a good card to help Warlock in the mid to late-game. This works with the theme that Warlock has this set, which is lots of auras and cards that effect specifically other characters. Also, it fits with the other Tol'vir they have, which are focused on negatively affecting minions and doling out debuffs.
Flavor Text: He's been in a bad mood recently since he bound his own soul just a bit too tight.
Honorbound Sentry: A card that gains a buff after being Embalmed, works great in N'Zoth decks since it dies twice, giving you lots of mini Taunts over time. Works with the Taunt theme Warriors have already, and with the bunch of Tol'vir they'll be getting in the set. Warrior and Warlock are the main classes that embody the Ramkahen and Neferset Tol'vir, respectively. The Ramkahen have some Deathrattle themes, as well as being defensively oriented cards.
Flavor Text: Enemy sentry Tol'vir spotted!
Tomb Rager: The obligatory Rager of the set, a bad but interesting card. Pretty good if you can consistently summon it with something like Resurrect or Silence it while it's still in your hand, and not bad with N'Zoth synergy, but bad otherwise, since it's essentially a 6 Mana 5/3. Lots of the neutral cards will be more focused on supporting individual class synergies and effects, like this one. There's also some Deathrattle synergy, since there are a lot of undead cards in the set.
Flavor Text: Last he knew, he was at a party in Uldum, then he woke up in a crypt with a crazy headache.
Hamanab the Purifier: A way to double down on Silence interactions in Priest, also a way to make sure decks that may Embalm their own cards (some of which likely will exist) aren't too strong. Works with the obvious Silence theme here, along with Priest's janky way of disrupting combos and messing with their opponent's cards. Also, takes up the slot that would usually go to some crazy synergy combo based card like Lyra the Sunshard, Confessor Paletress or Prophet Velen.
Flavor Text: Costs a whopping eight Hamanab to Haplayb.
I focused mainly on showing off the Embalm keyword with these cards, if I move on to the next round you'll be able to see a bit more about some of the other more specific mechanics that are planned for the set, including some of the really interesting minion interactions that go along with a somewhat Silence-based expansion.
That's all for Phase I, please give me a like and help me get to Phase II if you like the idea behind the set!
*Common guys. This is what we have trained for, this is what we had the 450+ posts on the disscusion thread for, we Can DO IT!*
The war of the Ancients rises and Sargeras threatens the land of Kalimdor. Heroes like Malfurion, Huln Highmountain, Unng Ak and Tyrande are trying to stop him and his fel demons that burn the land wherever they go, the common mortals gather togheter in a huge caravan to escape the grave threat of The Burning Legion.
And now, introducing the new Keyword:
Venture makes all minions with this keyword available for both players often gaining its effect, to show of this effect i present you the first card:
1 Elven Hawkstrider,To clarify, minions with the Venture keyword are cosidered friendly when they are on you side on the board and enemy's when they are on the opponents. If you want, check out the example:
You can imagine a match against pirate warrior as a priest, you play this and attack a Southsea Captain, good right? The minion Ventures over to your opponents side of the battlefield, him atacking you won't change anything because you just heal up. Mosr likely if you have something like a Northshire Cleric he will just trade it into that to avoid you healing it up and trading into another of his minion effectively giving you 4 more health. If not you'll get another chance at attacking his stuff.
The strong side of Venture cards are that they cannot be attacked when they are on your opponents side and your opponent would need to "waste" a spell to get rid of it, the other plus side about Venture cards are that YOU are making a deck aroud them, not your opponent. Be creative, think outside the box.
Going onto our next card:
2 Drought,Now for something more simple. The theme for shaman in this expansion will be weather, expect elementals and minions (and spells) that do things over multiple turns.
3 Cape Cart Driver,This won't be the last card that have the "adjacent" effect, i'm planning to make positioning more important to the game. My plan is to make only a few cards that change the position of a minion (for example making a minion move to the left, similiar to the "Castle" Hero Power in Karazhan) so that you will have to think more where you place your stuff. It may make Cards like Betrayal, Meteor and Grievous Bite be more seen in the standard meta.
And now for the Legendary:
4 Gummrl Ran,The humble Grummel (that's an actual race in WoW!) Gummrl Ran is the leader of the caravan. This is the guy who is in charge, frail but smart makes the whole caravan move. i'll give you an example:
You have a Searing Totem and a Fire Fly and your opponent has an Arcane Giant. At the end of your turn all minions you had on the board before you played Gummrl will go over to your opponent's side of the board, in this case the [card]Searing Totem[/card]and the Fire Fly. And the on the end of his turn all minions that were on the board before Gummrl was played will go over to your's side.
If someone wants to go blind they can check the example i made in paint it the spoiler. You have been warned ;)
An Original Story with a Warcraft background. Something was stolen in Gadgetzan. This new story will take you to the Cavern of Time into the Time Portal of "Battle for Mount Hyjal". Introducing 2 new mechanics: the "Soul Bag" and the "Rhapsody" effect.
*NewMechanic: Soul Bag (Whenever a friendly minion die, your Soul Bag gain 1 point. These points "Shard" are used to enhance or activate new cards)
*New Keyword: Rhapsody (Rhapsody is a powerful new Keyword, we'll see only few cards with this effect like Quest was in Un'goro).
4 samples cards
TOKENS
You want to know: What was stolen? And to do what? Who is this Satyr(Not Xavius, it's a non-lore new character)? Why Hyjal? More details will be revealed if I am qualified for the Phase II.
Bonus: Creative process of 2 cards i made for this Expansion.
The titans never gone and now more than ever we need their help to fight against the ones who threaten the balance of the world. Each of them has given his knowledge to each class on Azeroth, these are the professions. So get back to the basics and take advantage of the other gift from the titans, the world itself. Using your new abilities face your enemies and teach them the punishment for their evil actions.
Summary
-Introducing the new game mechanic: Professions. -The Professions appear at the left of your hero, as your hero power. -The Professions allow you gain and use a Resource from your class Structure. -Only after play the Profession card your hero can add a Resource from your class Structure. -A Profession always appear as an additional card in your opening hand. -A Resource appear as a spell card and you can use it for bonus effects, create weapons, modifice the field and other stuff. -An Structure appear as a non-interactive minion at the start of the game if your deck have a Profession, occupy a place on the field and only dissapear when you consume their Resources. After that, another Structure will appear automatically. -The new keyword Collect allows minions collects a Resource, but in a weaker way than your hero. In the text you can see the amount of Resources per turn that can Collect. -Not every class has the same way to Collect Resources. -There will be Structures more interactive with the other minions or with your plays, similar to Summoning Stone, a new tribe. -Interaction with the field becomes more important.
The cards
The Profession and tokens
That's an example of a Resource and Upgrade for the warrior class, there are two levels of upgrade, the second will allow you create weapons, better bonus and more!
Including 84 brand new cards. 2 new Unique Keywords. A new and unique theme for all 9 classes.
And the 7 Warlords of Draenor.
Experience the vast world of Draenor. Outland, before its destruction in all it's glory.
Across this wide planet, you will find the Hotheaded Ogres, the sly Arrakoa, the brilliant Draenei, everyones favorites, the Orcs and many many more.
And the Keywords:
The powerful denizens of Draenor empowers their Hero. YOU. By empowering your next Hero Power.
Amoung these species, you will find some of the most scary, gruesome and primal beings. So intimidating, that some can't even muster the courage to fight them!
To give you an example for whats in store. Watch these empowering but intimidating cards.
And a quick Q/A
Q: If you have a minion that is intimidated by something, and that thing has taunt. Can't it attack at all? A: Intimidate nullifies Taunt just like Stealth and Immune does. This however only applies to the intimidated minions. If we say that the Exotic Chef has Taunt. Then Murlocs, Beasts and Dragons can bypass it. But other minions can't.
Q: Can Empower stack. Can you have several different Empower effects on the same Hero Power? A: Yes you can indeed have several Empower effects on the same use of the Hero Power. So if you want to go full meme mode. You can make a 30 Empower card deck. And have a Hero Power at the end of it, that does litterally everything at once.
Q: Crystal Destruction sucks. Will Mana Stalker recieve support? A: Yes indeed. This is actually a large portion of Warlocks theme for this expansion.
The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic. New tribes will also be introduced.
A NEW MECHANIC!
So, how does this mechanic work? Well, X is replaced with a tribe. Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
SHOW ME WHAT YOU GOT!
Imp-irate - If you're playing against Pirates and draw this card, it is likely to be summoned for free! As tech-related cards aren't common in class cards, I've chosen to make it a ordinary card, a simple 3/2 with Stealth.
Warribbit Commander - This card is a nod to the once mighty Warsong Commander. If played on a board without Murlocs, it will gain charge, as will Murlocs played after it. Such ability can see too powerful, but the restriction of having to play it on a board without Murlocs makes up for the ability, furthermore Warrior won't receive any more Murlocs (I don't want to create a Murloc+Pirate aggro abomination).
Enchanted Sheep - I really like this card conceptually, this poor sheep serves as bait for a Dragon. Which will be summoned faster after the sheep is devoured. It also is a Beast with Dragon interaction.
Mad Ape Corp. Representative - At a first glance this card seems crazy powerful, but in order for his ability to trigger you have to play on a board without any Beasts, which is not the standard for any Hunter decks around. I reckon this restriction makes the card properly balanced.
For those of you unfamiliar, Zangarmarsh is an eerie marsh land forest, full of giant mushrooms instead of trees. The local flora and fauna are often hard to distinguish from each other, since many of the animals are living fungi. It's inhabited by Sporebats, Spore Walkers, and various other fungus themed animals, as well as various Naga, and the fiesty natives the Podlings.
CARDS & MECHANICS
I know that having too many keywords can be confusing, so I went with something a little different, along the lines of a "Spare Part" type of keyword. The Spore mechanic fits in thematically with the Zangarmarsh, having your fungal minions spread spores to propegate your side of the board with little mushroom like dudes. It opens up new archetypes, or can even bolster existing ones. It can be used for control purposes (i.e. filling your opponent's hand with crap, and using a Loatheb type effect) or aggressive strategies (zerging out the board with Sporelings). Either way, its a fun way to add some hand interaction to the game, and further cards will interact both with Spore cards and Sporelings themselves in interesting ways.
Anways, I hope you guys like the theme of Zangarmarsh, and if you would give it an upvote that'd be greatly appreciated, so smash that like button. :)
Welcome back, to Karazhan! No bread and circuses this time however, dark forces struggle with the world of Azeroth for the control of the tower, and it’s up to you to tip the balance. Return to Karazhan is all about powerful spell synergy and minion Abilities, allowing you to pull off powerful combos you wouldn’t be able to before, allowing you to win the game in all sorts of different ways that don't involve playing on curve
This expansion introduces two new keywords, being Ability and Swift
Two New Keywords
Minions with Ability will not be able to attack at all! Instead when attacking, they will choose a target like they normally do, except they won't actually attack, and their Ability text will trigger. Charge and Windfury will not allow you to use your Ability right away or use it twice, Swift replacing Charge and Windfury having no representation
Some Stuff at Karazhan
*not barnes
Incantations are cast based on the spell played, not your class. If you play a warlock spell, it doesn't matter what your class is, Medivh casts a warlock incantation. This means even neutral spells get to shine here
And last but never least...
-Haunted Actor (not barnes)
This one was tricky to balance, but I think it's in a good spot. Drawing through your deck and tutoring specific cards to pull off complex and crazy combos is the main theme of Return to Karazhan, and I think this is a neat card to show that aspect off
-Magic Whelp
Something to get your more powerful Abilities out doing work sooner, opposed to getting Hexed or something lol
-Holyfin Knighting
This doesn't really have much to do with Karazhan, but are you really telling me you don't want to make this deck?
-Shade of Medivh
The best legendary I feel accurately describes the set as a whole, which is good because it is the cover one lol. A wide range of different mechanics for all the classes to explore, which hopefully don't break the game (priest incantation) or just something to meme around with (mundane incantation)
The ancient seat of the pandaren empire has been hidden for generations, shrouded in mists and walled-off by impassible mountains. The waters of the Vale are believed to have mystical powers... which has attracted the attention of ancient enemies as well as power-hungry factions within the Alliance and Horde. What secrets lie buried below this mystical font of power?
Garrosh Hellscream searches for this power, this power that causes the entire Vale to look eternally autumn. This power also corrupts the land,the rivers and borne The Sha. The entire Azeroth is threatened by this power and the heroes of Azeroth come together to battle against Garrosh (who had in his arsenal, weapons, treasures and even creatures from Pandaria) begins!
Keyword:
Pride- a unique effect, a buff cast on minions that deals 1 damage to them at the end of every turn.
Just when you think you had them, they're getting stronger, and they don't surrender, on the contrary, they're beating you down. Why ? Just when you think you had them ! Why ? Why ? Because something make them fight for it, and that's what they're all proud of : their tribe.
The more murlocs you face, the more you're screwed. That's when he show off his big black claws that you know you shouldn't have hunted for this bear. When you see this demon, you know you're not going to have a good time. Every sight of a dragon makes you wanna cry, because it's just majestic.
Yes, you get it, this expansion is just about tribe mechanics, without any new keywords or anything. Any card of this set would have an interaction with a tribe, or something related to it. I wanted to make something original, without adding more keywords or anything, so just with tribes, because it's something that's perpetual in Hearthstone, and even if they are a lot of Tribes Minions, I find that they are not many cards playing with tribes. So here are some examples of what I'd expect for such an expansion:
Beast Whisperer - This minions gets immune while there is ANY beast on the board, so not that much overpowered since Hunter and Druid are the classes with the more beasts.
Hunted - I thought this would be a good spell, to trigger a deathrattle or to get passed a taunt of your opponent for a turn.
Dragons' Assembly - Just basically works with any dragon synergy and get dragon Priest up to date.
Night Apprentice - Not that much to explain, you just get to destroy any minion that does not have a Tribe. You just have to get that Bog Creeper out of the way :) .
I hope you liked this, enjoy your Hearthstone games, live long and prosper :D
My submission is "Venture into the Mists." It is themed around, obviously, Mists of Pandaria. However, something strange is happening. Pandaria is being corrupted left and right by the Sha. It is up to you to save Pandaria! But it seems not everyone is on your side. From self-centered Pirates to wicked Elementals to humble Pandaren and members of the Alliance or Horde, there are many who cannot be trusted to fight alongside you. There are also three factions running amok.... They are the Silver Sage, who are devoted to finding tranquility in the world and spreading knowledge, the Shado-Pan Insurrection, or Insurrectors, who seek to annihilate the largest threats they find, and the August Court, who seek to tame the wild Elementals. Who will you choose, and what side will you fight for?
Mechanics:
EXPLORE - At the end of your turn, if this minion hasn't attacked, do something. (Main mechanic of the Silver Sage, but is still neutral.)
FORESIGHT (X) - After X turns, do something. (Main mechanic of the August Court, also neutral.)
VIGOR - After this kills a minion, do something. (Main mechanic of the Shado-Pan Insurrection, yet again neutral.)
Townlong Ram: On its own, it is very weak. However, it has the possibility to help your tempo plays or even give you counters.
Raging Blaze: Synergizing very well with Elementals is the Raging Blaze. It summons two Blazelings, giving it a total stat weight of 8/12.
Sha-Afflicted Tome: This card could be detrimental or amazing. If you have the health, it allows plays you could not make before.
Inner Peace: Once your minions go without attacking seven times, slowing your progress highly, you get...
Emperor Shaohao: Almost as amazing as Tirion Fordring. If you are in a bad spot, he's sure to save you. Unless your opponent plays Hex.
I plan for there to be 12 Quests, each pertaining to a faction or class, and 1 class or faction legendary (Some classes may get 2, not sure of who may get more.) for legendaries.
This set happens in the different timelines around the Caverns of Time. So, there will be multiple examples of alternate versions of previously existing cards. Also, since time is important, there will be many delayed effects or effects that happen at specific times of a turn!
Keyword
This keyword comes from my "Phoenician" class, but has been slightly changed. Whenever you play a card with flash the turn you draw it from you deck, it has an additional effect! This will be present in many cards throughout the expansion.
My expansion is based on The Nighthold raid! The core concept or theme of the expansion is Mana, Spell Power and a keyword;
Now Ancient Mana is a ongoing effect, you can get it one time, two time even three times! But only one Ancient Mana can be applied at a time; For instance if you had Suramar's Finest already on the board (With it's effect on) then you couldn't activate Fel Stalker's Ancient Mana effect, there are ways to change,destroy or even increase the amount of Ancient Mana effects active but that will be shown in other cards!
My submission is unsual at least: The forces on Kuprulu Sector, after their long and glorious story has ended, now want to be remebered, they want a Legacy, so I present you... The STARCRAFT LEGACY INVASION! (SLI for short). A entire card set devoted to make this space folks legacy endure in our fine and fun card game Hearthstone.
The expansion set is simple, with focus on the Mechanical race synergy slighty different from GvG, no spare parts involved. Other aspect is the family cards, as Starcraft Universe has 3 distinct races that battle for the Kuprulu Sector, so they will appear as multiclass cards here too (see below). Another thing is the change of a current mechanic naming in the game: Can't be targeted by Spells and Hero Powers is now called Magic Resistance, and will make a important part on the expansion.
Family card mechanics:
Terran for Warrior, Paladin and Hunter: Shock and Awe - a Weapon based synergy (but different from pirate the one).
Zergs for Druid, Shaman and Rogue: Infection - a Transform effect applied on other minions you control.
Protoss for Priest, Mage and Warlock: Plasma Shield - Magic Resistance focus.
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth.
The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm. He hosts the whole conference with the assistance of other assembly staff. Whenever someone calls for help, Millhouse arrives at no time.
The speakers at the assembly are all elites in the field of arcane arts and sciences. Their experiments and predictions are accurate and precise, often down to the exact digit they desire.
Researchers specializing in other subjects, such as elemental sciences and zoology, also come to the assembly, willing to conduct some interdisciplinary surveys with the attendees.
The assembly welcomes anyone who's interested in arcane arts and sciences. Come and join us in the academic discussions at the Arcane Art Assembly of Azeroth!
(For a more detailed list of Chair Millhouse related cards, see Imgur Album)
Demons have been present on Azeroth for many years. After the third coming of the Burning Legion, both the Alliance and the Horde feared their true power. The Demons were banished from Azeroth and forced to take refuge in another dimension for many years to come. But there are rumors of a plot - a plot for their return - demons so powerful they could tear the world apart with their bare fists! And how do you know about this plot? Well, the demons have turned to you to help them out! They have infused their powers into a set of brand new cards for your Hearthstone Collection. Will you harness their power, or face the wrath of Azeroth's new Legion?
After the banishment of all demons on Azeroth, one tribe of Demons has been able to stay hidden and remain on Azeroth. They are remnants from the Burning Legion. While they look small and harmless, they have the ability to multiply themselves quickly and become an even bigger threat if left on the board for too long. Take a look at the first Warlock card, Imp Monstrosity!
This card was designed to expand Warlock's Zoo arsenal, with all the good Zoo cards currently in Wild after Journey to Un'Goro's release. The card is brilliant if your opponent is having a rough time, but needs to be dealt with immediately before it comes a serious threat.
Now, due to these rumors of the demons' return, beings all around Azeroth have fallen into a state of panic. Some, however, have tried to take advantage of this, and have attempted to summon special demons into Azeroth in secret, in order to aid them with various tasks. Take a look at the new Mage Spell, Demonic Assistance!
Many cards in this expansion will provide you with various types of demons in order to aid you in your quest, called Legion Imps. The Demon given depends on the class you play. All Legion Imps will be 3/3, and will have special effects which could help you greatly, or seriously hinder your opponent. Here's Mage's Legion Imp:
Mage's Legion Imp unleashes its power onto your spells and allows them to wreak more havoc onto your opponent. This is more of a tempo card than anything else, but could still be useful in a variety of Mage decks.
During the third coming of the Burning Legion the demons managed to corrupt many souls and enhance their power. This young chap has harnessed the power of the Legion, and uses his new-found powers to empower his allies, though this comes at a price. Take a look at a new neutral minion, Twisted Swordmaster!
Corrupt is a brand new keyword introduced in this expansion. Corrupted minions are destroyed at the start of the corrupting player's turn and their Deathrattle effects do not trigger. However, in most cases these minions are given a significant buff to assist them in battle. This keyword introduces new strategy for Hearthstone, as you have to identify cards that you may want to sacrifice to push for more damage, or take a look at some more valuable minions that your enemy may have that you want to destroy quickly, hindering your opponent's progress. I have many more cards in this set that utilise this keyword to unleash the wrath of your demons upon your opponent, like the next card I'm about to reveal.
Now, many... well, influential figures of Azeroth have taken notice of this proposed plot, and have spent the last few weeks preparing for the demons' return to Azeroth. One of which is a warrior, famous for going out into battle, armed only with a hammer and worn-out golden armor. His family are unknown. His name is unknown. He is only known as "He Who Acts,"
This Paladin Legendary truly takes advantage of the Corrupt keyword and can use it to completely mess up your opponent. It can also work as an (almost) full board clear if your opponent is running cards like Corrupting Mist or some other cards still in development for this set. Paladin shall not have much synergy with the Corrupt mechanic, as Paladin is usually a class based around purity and justice. However, some Paladin cards that utilise this mechanic will be very useful for He Who Acts, and will allow him to be very powerful and threatening.
So, that's it for the reveals for now. Let's hope I get through to Phase II, I have a lot of brand new cards in development to showcase to you all.
Finally, I would like to say good luck to all who are participating in this contest. It's a big one, So I'm really looking forward to checking out what you guys have in store. I've seen some great entries so far.
Invasion of Quel'Thalas - Hearthstone's Sixth Expansion !
This is my expansion! It's about The Scourge invasion of Quel'Thalas that occurred during the Third War, instigated by the twisted ArthasMenethil and his Scourge army. The conflict took place all throughout the Kingdom of Quel'Thalas, including its southern & northern woodlands, capital city, and the Isle of Quel'Danas.
140 New Cards will be added to the game.
A new keyword called Harmony will be added.
A new keyword called Shackle will been added.
There are new Champion cards which are Legendary Minions but with a Twist ! (more details soon)
The name of Icecrown became infamous when Kil'jaeden hurled the Lich King back into the mortal world. Ner'zhul's prison slammed into the glacier and created the Frozen Throne. The impact was seen as far away as the Grizzly Hills. Here the Lich King remained until freed by Arthas, and the two beings merged into Arthas' body. From the Icecrown Citadel, he commands the Scourge.
Gods equipment: New types of spells: Object. (The object can not be silenced, only one object per minion).
The goblins created divined objects to survive the ice age.
Welcome, Fellow Card Creators!
To Hearthpwn's first ever Expansion Creation Competition! Here, your task is to make a (slightly smaller) Hearthstone expansion complete with both class and neutral cards. Just like our Class Creation Competitions, this competition will be split into 5 Phases, with contestants getting knocked out after each Phase until one Expansion finally reigns supreme, its creator becoming our first Expansion Creation Grand Champion.
This is the Submission Topic. The Discussion Topic is here.
Competition Overview
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determine who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where,
a = The total number of valid submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
(Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase II: You'll be tasked with designing the Neutral cards of this set, of which we will require 21. Of these cards, 8 will be Commons, 5 will be Rares, 4 will be Epics, and 4 will be Legendaries. This is your chance to show off the baseline of your expansion.
Phase III: 7 cards for three different classes of your choosing will be the challenge this round. Of those cards, each class must have 3 Commons, 2 Rares, 1 Epic, and 1 Legendary to make 21 cards all in total,
Phase IV: The exact same as the last phase except with three classes that you have not done yet.
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
These are the rules about your Entry:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I - The Concept
In this phase, all we're looking for is for you to pitch your expansion. Tell us what it's about! Each submission is expected to have two (2) things:
If you're at all confused, I've included an example using Goblins vs. Gnomes as my "entry":
Goblins vs. Gnomes
This is my expansion! It's about the ongoing conflict between goblins and gnomes! Introduces Spare Parts and Mechs! (you can make this much longer. In fact, please do.)
Example Cards:
Goblins vs. Gnomes is all about harnessing the random and creative genius of the two rivals. Spare Parts are 7 different 1 mana spells that allow you to tinker with your minions. Mechs are a new creature type, and many existing cards like Harvest Golem will become mechs with the release of this expansion.
Spare Parts
I didn't want to copy all the spare parts in. You get the idea.
Some Quick Tips:
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition?
A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum?
A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
Oh, and one more thing:
Have fun! ^_^
I was thinking of an expansion based loosely on Caverns of Time. This could potentially mean having some minions from the past or even future of Warcraft Lore, maybe alternate timelines and so on.
The biggest game addition are Essences of Time and minions/spells that interact with them. Like Blizzard have been doing lately, the Essences are permanent "non" minions on the board. I haven't decided yet if the color of the Time Essence will matter or not. Not all of the cards will focus on them, but these I've chosen to display do since it's the big new thing.
Story: Through Elise the Trailblazer's adventures in Un'Goro, the League of Explorers has gotten a tip about a completely undiscovered Titan city buried under the Tanaris Desert called Uldaram. Within it once lie the Timepiece of Creation, a Titan artifact with power over time itself. However, the artifact was shattered after many of the denizens of the city were transformed by the curse of flesh, and all that remains is the dust that it crumbled into. Now the Sand of Origination, the remains of the Timepiece are stored within Uldaram in the Hourglass of Origination. The Hourglass, which still holds many of the same powers as the original artifact, shares the power of the Forge of Origination to turn back time and bring Azeroth back to a state before the Old Gods or Titans interfered with it.
In order to keep the artifact from falling into the wrong hands, the League ventures to the site under which Uldaram is located, only to discover it has been excavated by the Reliquary, the nemeses of the League who only search for artifacts to gain power. The Reliquary have allied themselves with the Neferset Tol’vir, agents of Deathwing who tried to bring about the Hour of Twilight, to gain access to the city, and the League has found allies with the Ramkahen Tol'vir, who still obey the Titans. Uldaram itself is full of Titanic creations, as well as ancient spirits who were corrupted by the Old Gods and kept alive by the power of the Hourglass of Origination. With the protectors of the city threatening to re-originate the world to protect the Hourglass, and the Reliquary, the Neferset, and the horrors within the city at their heels, can our heroes prevail and escape with the Hourglass and their lives?
Essentially, the set works as a cross between League of Explorers and Mean Streets of Gadgetzan, pitting a few opposing forces (who are much less clearly divided than in Gadgetzan, since most classes will in some way have cards that go with a few of the forces at work) against each other in order to take control of the Hourglass of Origination. The League of Explorers, the Reliquary, the Titanic forces, and the corrupted creatures within Uldaram are all going after each other, and each game in this set will try and decide who the victor is among them.
New Mechanics: There's one new keyword in the set, Embalm:
This will return a minion to your hand and Silence it, and works in a variety of ways. It can be used as text on a card that lets you replay the card again after it dies, or it can target minions and be used similar to Sap as a tempo-removal, depending on the card. There is quite a fair amount of this mechanic in the set, since it has lots of uses.
New Cards:
Flavor Text: He's been in a bad mood recently since he bound his own soul just a bit too tight.
Flavor Text: Enemy sentry Tol'vir spotted!
Flavor Text: Last he knew, he was at a party in Uldum, then he woke up in a crypt with a crazy headache.
Flavor Text: Costs a whopping eight Hamanab to Haplayb.
I focused mainly on showing off the Embalm keyword with these cards, if I move on to the next round you'll be able to see a bit more about some of the other more specific mechanics that are planned for the set, including some of the really interesting minion interactions that go along with a somewhat Silence-based expansion.
That's all for Phase I, please give me a like and help me get to Phase II if you like the idea behind the set!
*Common guys. This is what we have trained for, this is what we had the 450+ posts on the disscusion thread for, we Can DO IT!*
The war of the Ancients rises and Sargeras threatens the land of Kalimdor. Heroes like Malfurion, Huln Highmountain, Unng Ak and Tyrande are trying to stop him and his fel demons that burn the land wherever they go, the common mortals gather togheter in a huge caravan to escape the grave threat of The Burning Legion.
And now, introducing the new Keyword:
Venture makes all minions with this keyword available for both players often gaining its effect, to show of this effect i present you the first card:
1 Elven Hawkstrider,To clarify, minions with the Venture keyword are cosidered friendly when they are on you side on the board and enemy's when they are on the opponents. If you want, check out the example:
You can imagine a match against pirate warrior as a priest, you play this and attack a Southsea Captain, good right? The minion Ventures over to your opponents side of the battlefield, him atacking you won't change anything because you just heal up. Mosr likely if you have something like a Northshire Cleric he will just trade it into that to avoid you healing it up and trading into another of his minion effectively giving you 4 more health. If not you'll get another chance at attacking his stuff.
The strong side of Venture cards are that they cannot be attacked when they are on your opponents side and your opponent would need to "waste" a spell to get rid of it, the other plus side about Venture cards are that YOU are making a deck aroud them, not your opponent. Be creative, think outside the box.
Going onto our next card:
2 Drought,Now for something more simple. The theme for shaman in this expansion will be weather, expect elementals and minions (and spells) that do things over multiple turns.
3 Cape Cart Driver,This won't be the last card that have the "adjacent" effect, i'm planning to make positioning more important to the game. My plan is to make only a few cards that change the position of a minion (for example making a minion move to the left, similiar to the "Castle" Hero Power in Karazhan) so that you will have to think more where you place your stuff. It may make Cards like Betrayal, Meteor and Grievous Bite be more seen in the standard meta.
And now for the Legendary:
4 Gummrl Ran,The humble Grummel (that's an actual race in WoW!) Gummrl Ran is the leader of the caravan. This is the guy who is in charge, frail but smart makes the whole caravan move. i'll give you an example:
You have a Searing Totem and a Fire Fly and your opponent has an Arcane Giant. At the end of your turn all minions you had on the board before you played Gummrl will go over to your opponent's side of the board, in this case the [card]Searing Totem[/card]and the Fire Fly. And the on the end of his turn all minions that were on the board before Gummrl was played will go over to your's side.
If someone wants to go blind they can check the example i made in paint it the spoiler. You have been warned ;)
Mod Working Reaaaaally Hardly
Mini narrative presentation:
An Original Story with a Warcraft background.
Something was stolen in Gadgetzan. This new story will take you to the Cavern of Time into the Time Portal of "Battle for Mount Hyjal".
Introducing 2 new mechanics: the "Soul Bag" and the "Rhapsody" effect.
*NewMechanic: Soul Bag (Whenever a friendly minion die, your Soul Bag gain 1 point. These points "Shard" are used to enhance or activate new cards)
*New Keyword: Rhapsody (Rhapsody is a powerful new Keyword, we'll see only few cards with this effect like Quest was in Un'goro).
4 samples cards
TOKENS
You want to know: What was stolen? And to do what? Who is this Satyr(Not Xavius, it's a non-lore new character)? Why Hyjal?
More details will be revealed if I am qualified for the Phase II.
Bonus: Creative process of 2 cards i made for this Expansion.
Good luck for every competitors!
REMEMBER THE TITANS
The titans never gone and now more than ever we need their help to fight against the ones who threaten the balance of the world. Each of them has given his knowledge to each class on Azeroth, these are the professions. So get back to the basics and take advantage of the other gift from the titans, the world itself. Using your new abilities face your enemies and teach them the punishment for their evil actions.
Summary
-Introducing the new game mechanic: Professions.
-The Professions appear at the left of your hero, as your hero power.
-The Professions allow you gain and use a Resource from your class Structure.
-Only after play the Profession card your hero can add a Resource from your class Structure.
-A Profession always appear as an additional card in your opening hand.
-A Resource appear as a spell card and you can use it for bonus effects, create weapons, modifice the field and other stuff.
-An Structure appear as a non-interactive minion at the start of the game if your deck have a Profession, occupy a place on the field and only dissapear when you consume their Resources. After that, another Structure will appear automatically.
-The new keyword Collect allows minions collects a Resource, but in a weaker way than your hero. In the text you can see the amount of Resources per turn that can Collect.
-Not every class has the same way to Collect Resources.
-There will be Structures more interactive with the other minions or with your plays, similar to Summoning Stone, a new tribe.
-Interaction with the field becomes more important.
The cards
The Profession and tokens
That's an example of a Resource and Upgrade for the warrior class, there are two levels of upgrade, the second will allow you create weapons, better bonus and more!
THE DESTINATION IS DRAENOR
Including 84 brand new cards. 2 new Unique Keywords. A new and unique theme for all 9 classes.
And the 7 Warlords of Draenor.
Experience the vast world of Draenor. Outland, before its destruction in all it's glory.
Across this wide planet, you will find the Hotheaded Ogres, the sly Arrakoa, the brilliant Draenei, everyones favorites, the Orcs and many many more.
And the Keywords:
The powerful denizens of Draenor empowers their Hero. YOU. By empowering your next Hero Power.
Amoung these species, you will find some of the most scary, gruesome and primal beings. So intimidating, that some can't even muster the courage to fight them!
To give you an example for whats in store. Watch these empowering but intimidating cards.
And a quick Q/A
Q: If you have a minion that is intimidated by something, and that thing has taunt. Can't it attack at all? A: Intimidate nullifies Taunt just like Stealth and Immune does. This however only applies to the intimidated minions. If we say that the Exotic Chef has Taunt. Then Murlocs, Beasts and Dragons can bypass it. But other minions can't.
Q: Can Empower stack. Can you have several different Empower effects on the same Hero Power? A: Yes you can indeed have several Empower effects on the same use of the Hero Power. So if you want to go full meme mode. You can make a 30 Empower card deck. And have a Hero Power at the end of it, that does litterally everything at once.
Q: Crystal Destruction sucks. Will Mana Stalker recieve support? A: Yes indeed. This is actually a large portion of Warlocks theme for this expansion.
Q: Are you crazy? A: Most likely.
I want a new title, but Flux won't let me have one,
THE CRITTERS CARNIVAL
The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic. New tribes will also be introduced.
A NEW MECHANIC!
So, how does this mechanic work? Well, X is replaced with a tribe. Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
SHOW ME WHAT YOU GOT!
TOKEN (Mad Ape)
ZANGARMARSH
For those of you unfamiliar, Zangarmarsh is an eerie marsh land forest, full of giant mushrooms instead of trees. The local flora and fauna are often hard to distinguish from each other, since many of the animals are living fungi. It's inhabited by Sporebats, Spore Walkers, and various other fungus themed animals, as well as various Naga, and the fiesty natives the Podlings.
CARDS & MECHANICS
I know that having too many keywords can be confusing, so I went with something a little different, along the lines of a "Spare Part" type of keyword. The Spore mechanic fits in thematically with the Zangarmarsh, having your fungal minions spread spores to propegate your side of the board with little mushroom like dudes. It opens up new archetypes, or can even bolster existing ones. It can be used for control purposes (i.e. filling your opponent's hand with crap, and using a Loatheb type effect) or aggressive strategies (zerging out the board with Sporelings). Either way, its a fun way to add some hand interaction to the game, and further cards will interact both with Spore cards and Sporelings themselves in interesting ways.
Anways, I hope you guys like the theme of Zangarmarsh, and if you would give it an upvote that'd be greatly appreciated, so smash that like button. :)
bepisReturn to Karazhan
Welcome back, to Karazhan! No bread and circuses this time however, dark forces struggle with the world of Azeroth for the control of the tower, and it’s up to you to tip the balance. Return to Karazhan is all about powerful spell synergy and minion Abilities, allowing you to pull off powerful combos you wouldn’t be able to before, allowing you to win the game in all sorts of different ways that don't involve playing on curve
This expansion introduces two new keywords, being Ability and Swift
Two New Keywords
Minions with Ability will not be able to attack at all! Instead when attacking, they will choose a target like they normally do, except they won't actually attack, and their Ability text will trigger. Charge and Windfury will not allow you to use your Ability right away or use it twice, Swift replacing Charge and Windfury having no representation
Some Stuff at Karazhan
*not barnes
Incantations are cast based on the spell played, not your class. If you play a warlock spell, it doesn't matter what your class is, Medivh casts a warlock incantation. This means even neutral spells get to shine here
And last but never least...
-Haunted Actor (not barnes)
This one was tricky to balance, but I think it's in a good spot. Drawing through your deck and tutoring specific cards to pull off complex and crazy combos is the main theme of Return to Karazhan, and I think this is a neat card to show that aspect off
-Magic Whelp
Something to get your more powerful Abilities out doing work sooner, opposed to getting Hexed or something lol
-Holyfin Knighting
This doesn't really have much to do with Karazhan, but are you really telling me you don't want to make this deck?
-Shade of Medivh
The best legendary I feel accurately describes the set as a whole, which is good because it is the cover one lol. A wide range of different mechanics for all the classes to explore, which hopefully don't break the game (priest incantation) or just something to meme around with (mundane incantation)
vote or i will starve in the street
The ancient seat of the pandaren empire has been hidden for generations, shrouded in mists and walled-off by impassible mountains. The waters of the Vale are believed to have mystical powers... which has attracted the attention of ancient enemies as well as power-hungry factions within the Alliance and Horde. What secrets lie buried below this mystical font of power?
Garrosh Hellscream searches for this power, this power that causes the entire Vale to look eternally autumn. This power also corrupts the land,the rivers and borne The Sha. The entire Azeroth is threatened by this power and the heroes of Azeroth come together to battle against Garrosh (who had in his arsenal, weapons, treasures and even creatures from Pandaria) begins!
Keyword:
Pride- a unique effect, a buff cast on minions that deals 1 damage to them at the end of every turn.
Example cards:
Conduits:
TRIBE WARS
Just when you think you had them, they're getting stronger, and they don't surrender, on the contrary, they're beating you down. Why ? Just when you think you had them ! Why ? Why ? Because something make them fight for it, and that's what they're all proud of : their tribe.
The more murlocs you face, the more you're screwed. That's when he show off his big black claws that you know you shouldn't have hunted for this bear. When you see this demon, you know you're not going to have a good time. Every sight of a dragon makes you wanna cry, because it's just majestic.
Yes, you get it, this expansion is just about tribe mechanics, without any new keywords or anything. Any card of this set would have an interaction with a tribe, or something related to it. I wanted to make something original, without adding more keywords or anything, so just with tribes, because it's something that's perpetual in Hearthstone, and even if they are a lot of Tribes Minions, I find that they are not many cards playing with tribes. So here are some examples of what I'd expect for such an expansion:
I hope you liked this, enjoy your Hearthstone games, live long and prosper :D
<-> VENTURE INTO THE MISTS <->
My submission is "Venture into the Mists." It is themed around, obviously, Mists of Pandaria. However, something strange is happening. Pandaria is being corrupted left and right by the Sha. It is up to you to save Pandaria! But it seems not everyone is on your side. From self-centered Pirates to wicked Elementals to humble Pandaren and members of the Alliance or Horde, there are many who cannot be trusted to fight alongside you. There are also three factions running amok.... They are the Silver Sage, who are devoted to finding tranquility in the world and spreading knowledge, the Shado-Pan Insurrection, or Insurrectors, who seek to annihilate the largest threats they find, and the August Court, who seek to tame the wild Elementals. Who will you choose, and what side will you fight for?
Mechanics:
EXPLORE - At the end of your turn, if this minion hasn't attacked, do something. (Main mechanic of the Silver Sage, but is still neutral.)
FORESIGHT (X) - After X turns, do something. (Main mechanic of the August Court, also neutral.)
VIGOR - After this kills a minion, do something. (Main mechanic of the Shado-Pan Insurrection, yet again neutral.)
QUESTS - 1 per Class, 1 per Faction.
FACTIONS (Silver Sage [Druid, Priest, & Paladin], Shado-Pan Insurrection [Warrior, Rogue, & Hunter], & August Court [Mage, Warlock, & Shaman])
I plan for there to be 12 Quests, each pertaining to a faction or class, and 1 class or faction legendary (Some classes may get 2, not sure of who may get more.) for legendaries.
Crossroads in Time
This set happens in the different timelines around the Caverns of Time. So, there will be multiple examples of alternate versions of previously existing cards. Also, since time is important, there will be many delayed effects or effects that happen at specific times of a turn!
Keyword
This keyword comes from my "Phoenician" class, but has been slightly changed. Whenever you play a card with flash the turn you draw it from you deck, it has an additional effect! This will be present in many cards throughout the expansion.
CARDS
Wished to be pink.
Then did.
Then fired myself.
Then did again.
My expansion is based on The Nighthold raid! The core concept or theme of the expansion is Mana, Spell Power and a keyword;
Now Ancient Mana is a ongoing effect, you can get it one time, two time even three times! But only one Ancient Mana can be applied at a time; For instance if you had Suramar's Finest already on the board (With it's effect on) then you couldn't activate Fel Stalker's Ancient Mana effect, there are ways to change,destroy or even increase the amount of Ancient Mana effects active but that will be shown in other cards!
My submission is unsual at least: The forces on Kuprulu Sector, after their long and glorious story has ended, now want to be remebered, they want a Legacy, so I present you... The STARCRAFT LEGACY INVASION! (SLI for short). A entire card set devoted to make this space folks legacy endure in our fine and fun card game Hearthstone.
The expansion set is simple, with focus on the Mechanical race synergy slighty different from GvG, no spare parts involved. Other aspect is the family cards, as Starcraft Universe has 3 distinct races that battle for the Kuprulu Sector, so they will appear as multiclass cards here too (see below). Another thing is the change of a current mechanic naming in the game: Can't be targeted by Spells and Hero Powers is now called Magic Resistance, and will make a important part on the expansion.
Family card mechanics:
Here is some examples:
Thx, GL HF! for everyone.
Arcane Art Assembly of Azeroth
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth.
THERE IS NO GAME.
Demons of Azeroth - A Hearthstone Expansion
Demons have been present on Azeroth for many years. After the third coming of the Burning Legion, both the Alliance and the Horde feared their true power. The Demons were banished from Azeroth and forced to take refuge in another dimension for many years to come. But there are rumors of a plot - a plot for their return - demons so powerful they could tear the world apart with their bare fists! And how do you know about this plot? Well, the demons have turned to you to help them out! They have infused their powers into a set of brand new cards for your Hearthstone Collection. Will you harness their power, or face the wrath of Azeroth's new Legion?
After the banishment of all demons on Azeroth, one tribe of Demons has been able to stay hidden and remain on Azeroth. They are remnants from the Burning Legion. While they look small and harmless, they have the ability to multiply themselves quickly and become an even bigger threat if left on the board for too long. Take a look at the first Warlock card, Imp Monstrosity!
This card was designed to expand Warlock's Zoo arsenal, with all the good Zoo cards currently in Wild after Journey to Un'Goro's release. The card is brilliant if your opponent is having a rough time, but needs to be dealt with immediately before it comes a serious threat.
Now, due to these rumors of the demons' return, beings all around Azeroth have fallen into a state of panic. Some, however, have tried to take advantage of this, and have attempted to summon special demons into Azeroth in secret, in order to aid them with various tasks. Take a look at the new Mage Spell, Demonic Assistance!
Many cards in this expansion will provide you with various types of demons in order to aid you in your quest, called Legion Imps. The Demon given depends on the class you play. All Legion Imps will be 3/3, and will have special effects which could help you greatly, or seriously hinder your opponent. Here's Mage's Legion Imp:
Mage's Legion Imp unleashes its power onto your spells and allows them to wreak more havoc onto your opponent. This is more of a tempo card than anything else, but could still be useful in a variety of Mage decks.
During the third coming of the Burning Legion the demons managed to corrupt many souls and enhance their power. This young chap has harnessed the power of the Legion, and uses his new-found powers to empower his allies, though this comes at a price. Take a look at a new neutral minion, Twisted Swordmaster!
Corrupt is a brand new keyword introduced in this expansion. Corrupted minions are destroyed at the start of the corrupting player's turn and their Deathrattle effects do not trigger. However, in most cases these minions are given a significant buff to assist them in battle. This keyword introduces new strategy for Hearthstone, as you have to identify cards that you may want to sacrifice to push for more damage, or take a look at some more valuable minions that your enemy may have that you want to destroy quickly, hindering your opponent's progress. I have many more cards in this set that utilise this keyword to unleash the wrath of your demons upon your opponent, like the next card I'm about to reveal.
Now, many... well, influential figures of Azeroth have taken notice of this proposed plot, and have spent the last few weeks preparing for the demons' return to Azeroth. One of which is a warrior, famous for going out into battle, armed only with a hammer and worn-out golden armor. His family are unknown. His name is unknown. He is only known as "He Who Acts,"
This Paladin Legendary truly takes advantage of the Corrupt keyword and can use it to completely mess up your opponent. It can also work as an (almost) full board clear if your opponent is running cards like Corrupting Mist or some other cards still in development for this set. Paladin shall not have much synergy with the Corrupt mechanic, as Paladin is usually a class based around purity and justice. However, some Paladin cards that utilise this mechanic will be very useful for He Who Acts, and will allow him to be very powerful and threatening.
So, that's it for the reveals for now. Let's hope I get through to Phase II, I have a lot of brand new cards in development to showcase to you all.
Finally, I would like to say good luck to all who are participating in this contest. It's a big one, So I'm really looking forward to checking out what you guys have in store. I've seen some great entries so far.
Cheers Lads.
Invasion of Quel'Thalas - Hearthstone's Sixth Expansion !
This is my expansion! It's about The Scourge invasion of Quel'Thalas that occurred during the Third War, instigated by the twisted Arthas Menethil and his Scourge army. The conflict took place all throughout the Kingdom of Quel'Thalas, including its southern & northern woodlands, capital city, and the Isle of Quel'Danas.
140 New Cards will be added to the game.
A new keyword called Harmony will be added.
A new keyword called Shackle will been added.
There are new Champion cards which are Legendary Minions but with a Twist ! (more details soon)
New Cards
Icecrow
The name of Icecrown became infamous when Kil'jaeden hurled the Lich King back into the mortal world. Ner'zhul's prison slammed into the glacier and created the Frozen Throne. The impact was seen as far away as the Grizzly Hills. Here the Lich King remained until freed by Arthas, and the two beings merged into Arthas' body. From the Icecrown Citadel, he commands the Scourge.
Gods equipment:
New types of spells: Object. (The object can not be silenced, only one object per minion).
The goblins created divined objects to survive the ice age.
Two news Keyword
News Cards
TOKENS: