After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
Sample card:
Reward:
Cabal Apprentice: An example of the decision making and Shaping mechanic that will be prevalent this expansion. Do you want a 3/2 that can combo to a 3/6 in the early game? Or do you want a Cabal Shadow Priest to swing the game to your side of the field?
Reliquary Botanist: An example of Plant synergy and the Study mechanic that allows MORE decision making. Do you risk your RNG with a random Plant and an immediate body or do you want a draw?
The Big Freeze: An example of the Side Quest mechanic. This allows for much decision making for a Mage deck: Do you want two of these Side Quests for more chance to draw and activate? How many Freeze effect should you include? Activate at which time to get the most value out of those effect while staying alive? Do you still have enough left to take advantage of the Reward? And yes, this card can be completed on your opponent's turn with the effect of Water Elemental.
Brann the Quest Giver: Brann has returned to offer his Explorer's League service rebuilding this forsaken Outland! While Elise and her junior explorers are busy with the Un'Goro journey, Brann is here is give the player missions to complete! A tutor for Quest and Side Quest decks and example of the Study mechanic! Do you want the draw and the 2/3 right away or you wait a turn to get the HUGE discount? It's all up to you!
Ever get excited for your favorite festival, but hate waiting all year for it? Well wait no more! The Caverns of Time now have a special new section allowing travelers and adventurers alike to enjoy a festival no matter what day it is. Tired of the midsummer heat? Spend some time during Winter's Veil. Winter chill getting to you? Warm up by a fire during Hallow's End (just don't let the Headless Horseman see you). Come down and ask our various gnome and goblin sponsors for which portal goes where, and the proper clothing for that season. Warning: The Bronze Dragonflight is not responsible for any injuries, deaths, or unexpectedly getting stuck during a particular time.
Expansion Explanation:
This expansion is all about the various festivals in the Warcraft universe, and each class is associated with one particular festival:
Hunter – Children’s Week
Warlock – Darkmoon Fair
Warrior – Brewfest
Mage – Midsummer
Shaman – Noblegarden
Priest – Hallow’s End
Rogue – Pirates’ Day
Druid – Lunar Festival
Paladin – Harvest Festival
Neutral cards will be based on the non-class specific festivals, and/or those who would attend the festivals
New Keyword: Timelock
Essentially this works as a better version of freeze, depending on how it's used. It will interact with taunt the same way stealth does, essentially negating it. The minion will not be able to attack, or get attacked, and the minion will be immune to board wipes.
(special thanks to Livienna for making the banner)
While I'm perfectly fine with Hearthstone's generally more lighthearted approach, I'm pretty sure I'm not alone when I say that I would like another dark, more serious expansion like WotOG. Enter, the "Invasion of the Void". This is a much darker, grim expansion than usual, and introduces a new mechanic, Void Orbs.
Void Orbs are a new item introduces in this expansion that some cards will give you and other cards will allow you to use these for added benefits. Void Orbs are stored beneath your Mana Crystals just like Overload.
Skalvar's Tokens
Cards like Deathcaller will give you Void Orbs, and other cards like Dragon Knight will allow you to use these for your advantage. They're your Void Orbs so you decide how you use them. You can decide how many orbs you spend for the effects. When you play a card like Dragon Knight, a Discover-like interface will pop up, allowing to choose any amount of orbs to spend, including 0 as an option if you don't want to spend any. Be warned though as Void Orbs do not regenerate after you use them, so think about carefully. You are capped at 10 Void Orbs, just like regular Mana Crystals.
Another theme with the expansion is choices and controlling your effects. As with the Void Orb mechanic itself allowing you to decide how many orbs you spend, other examples like the Dark Contract from Skalvar's Battlecry will allow you to revert back to your normal Hero Power whenever you wish. Then we also have the Priest's Dark Portal, which allows you to choose a minion to revive and summon right away. If you have a key minion that died this game, Dark Portal has a chance of getting it back.
Draenor's remaining barrens are full of mysteries! Unknown creatures and fierce demons await behind the portal... Are you prepared?
Mysteries of Outland, a Hearthstone expansion where 2 new mechanics are added:
Dispel: basically a Deathrattle but it also triggers if the minion/weapon is shuffled into a deck or returned to owner's hand (or any circumstance in which the card leaves the board).
Legionary: This mechanic allows you to include more than 2 copies of a card into your deck.
### Cards
### Important Notes:
-Consider the idea of the Legionary mechanic in a future where The Caverns Below is either a Wild card or reads 'Play four non-Legionary minions with the same name'. -There will be one Legionary minion per class and a few neutral, so all classes will have a chance to get an Akama/Legionary deck. -There might appear some insane combos with Legionary minions, to prevent it, most of them will be low-stat or even vanilla ones (no other ability than Legionary). -Yes, you will need to craft all extra copies you want to add to your deck. -Choosing another Lost One Stalker's Battlecry with Lost One Stalker has no effect, because Lost One Stalker doesn't gain a copy of the battlecry, it's just re-triggered.
(Special thanks to my buddy TrappedInLimbo for the awesome Troll tribe idea)
Trolls. Voodoo. Blood Sacrifices. Canibalism. Death. Ancient Rituals. Dark Magic... All related to the powerful Loa, the gods workshiped by the trolls. Wild deities beyond good and evil. Etereal beings that can bless and curse their servitors. Are you one of those Servitors of the Loa?
New mechanic Voodoo:
The UI (user interface) when you play a card with Voodoo is like the Choose One cards UI. You pick one side and that's the effect you get. Some Voodoo add new effects and some replace the base effect, you can see both examples under this lines. Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
Servitors of the Loa is a custom expansion about the trolls and their interesting gods, the Loa. Each Loa represents a wild animal and they are going to be "printed" as a 9 mana (because they are weaker than The Old Gods, 10 mana minions) legendary class minion card that returns to your hand and gives its main ability to your minions when they die, like Hakkar the Soulfrayer (see the 4 example cards above). Also in Servitors of the Loa I want to give each class some cards for those Tier X archetipes, like cards for Rogue related to +3 Attack weapons, like Luckydo Buccaneer.
Card ideas (they can change) I'm working on if I can reach Phase II:
In an alternate dimension, the most famous Mercenary Group, the Rocket Renegades, was separated in capsules, and sent by to Azeroth, all went to different sides, to a different life.... until the mad Doctor Chaos wanted to bring them all together to bring all chaos to his dimension, so he sent his entire army of recruits to find them! Through all the lands of Azeroth, and all of Warcraft, is willing to find this Mad Doctor and end this whole apocalypse, they can do it, but without your help, they are Choomed....
A Total of 84 Sci-Fi themed cards!
Between all of them, find the mighty Rocket Renegades to join them all to the party! And all Doom Recruits! Join the army of Sci-Fi! Includes new cards that may fly over the sky! Or maybe revive some "dead" things possibly, basing off old concepts that Mercenaries wanted to all come back, and possibly raid even more!
A "Volatile" New Keyword!
Minions might be so up in the sky, that their defenses won't be prepared, and stike very swiftly without even getting hurted, similar cards are Gladiator's Longbow and Bestial Wrath, but this keyword is completely featured on minions, but it can be freely aplicated to any kind of things. Flying minions are often too fragile or very tough to kill, since or we want to use them for control or for aggro, it has a lot of uses in this expansion.
Wings of Liberty: A basic example of how Flying buffs can be applied to spells, Wings of Liberty is a very good control spell for your recruits, or to your Late Game minions for removing a free minion, but losing an attack.
Wild Blood Trap: A complete control card, since it basiclly destroys a minion by the "Poisonous" keyword, serves very well on our future Hunter Archetype.
H-Mark Disco Machine: An example of how Flying can be applied to tough or favourly effective minions, this Disco Machine can trade with a few minions and also give spells, a pretty generic mage minion, but can be pretty hard to deal with it, when it may give you Meteor or Flamestrike, a good include for control Mage.
Smiles: Legendaries in here feature the main theme of the class, these type of minions are made into their made nature, Druid seems that needs to fill the board to then fill completely the strike, Smiles is a very strong Legendary if used well, especially in aggro, where he can deal up to 7 damage to the enemy Hero. Also, this guy is completely cool, look, he even got a flamethrower! Just a thing, he is one of the separated Rocket Renegades, they might not fight each other, but they are obligated to fight each other, if not, you know what treason is!
If you really want the Rocket Renegades to be together now, or even then meet each of them, vote for this expansion! It really help- We got a message from... Doctor Chaos!
Doctor Chaos: Nyehehe, my plan is complete, I will unleash my Flying menaces, and send them to traitionate those Rocket Renegades, I NEED them back! So I can then... MAKE MY EVIL PLANS! HAHAHA!!
???: No! Don't do it! Our planet will be doomed! And our umm.... Dae... how do I say it... whatever will be doomed!
Doctor Chaos: Doesn't matters don't you? With that scarf in your mouth, how are you even going to express yourself?
Uh oh... this is bad... if you can help this to go even further... we can maybe discover more Chaotical creations!
Reports are trickling in of an abnormality within the Netherstorm. Energy off the charts fluctuating between the unbelievable and the impossible. Reports are confirming that a shard of pure Arcane Energy has formed in that region, and that in the remote Area 52, goblins are already firing up their rockets to go investigate. Back home, whispers are starting to float through the cavern that the energy could supply great power to those who wield it. Some are heading straight into the storm, but maybe the Goblins in Area 52 are still trying to gather a crew…? That, or that nifty looking Rocket that they can’t fly...
Now would be a good time to pack your things and get going! The competition will definitely be nasty!
The first (and only) Neutral Quest!
"What's a Waypoint?"
9 Class cards (1 for each) and 5 Neutral cards will give the ability to drop Waypoints on top of your deck!
A taste of the type of power the Nether Shard will grant you!
(Nether Shard will always be shuffled into the last 6 cards on your deck)
Rumors have it that there’s some pretty hefty power just laying around in the Netherstorm! Its up to your to recover it before your competition gets it first! The area is swarming with Goblins, Ethereals, and Blood Elves who already hold outposts there. If you’re just hearing it now, who knows how far they’ve gotten! Some are already creating alliances to split the power together once they locate the Shard, it’s only a matter of time before someone finds and claims it!
Some try to brave the Netherstorm without adequate supplies, and many have become lost. As you trek towards your ultimate goal, it may be of some use to you to “help” them out? Some people may surprise you, and the more help you have, the higher your chances of actually getting the Shard are. Once in a while, the competition may also drop spellbooks that could do all kinds of good! It’s good to hurry, but maybe we should scope out the area one more time….
There is a lot of ground to cover, so you’d best get moving! Watch where you go, or you can end up like the lost. That, or find yourself somewhere completely unfamiliar. But it’s not all bad! There are plenty of secrets hiding within the Netherstorm...
Ok, super busy right now, but I managed to scrape together an idea and a few cards. So I present to you:
Intro:
Alright, now I'll break character and tell you about the cards, which I'll show below:
Explanations if you want:
Silver Hand Deserter: A drawback that can be leveraged as an advantage, this treacherous knight can aid you in activating your Defiant effects.
Revolutionary: An example of how Defiant/Fortified can be used as a drawback. This Zombie Chow will only work for you as long as he's sure you're playing control. Plus I'm sure you'll recognize that mask.
Silver Hand Warleader: This general of the Light is a great leader to your Silver Hand Recruits, but he's also a double-edged sword if you use him on big minions.
And a Legendary:
The Brann Bronzebeard of the Great War, High Diplomat Daphnes inspires Fortified cards to be able to make a comeback, and Defiant cards to work outside of their comfort zones. Seemingly a simple card, Daphnes also has a risk of activating negative Defiant/Fortified effects, such as that of the Revolutionary.
You know Warlords of Draenor, right? The WoW expansion? The one with the alternate universe? This is that, but in Hearthstone. Really angry orcs, weird mushroom people and mushroom bats. Stone thingies that want to turn everything barren. Green thingies that want to turn everything wild. Azerothians coming to the aid of this alternate universe (who knew the technology existed...). Draenei and weird alternate timelines. A wealth of possibilities!
Flavor in terms of Mechanics:
• Turn manipulation, effects to do with the history bar, effects to do with turns spent, redoing turns, maximum mana— these effects will reflect the strange 'alternate reality' of Warlords. Unfortunately, I can only show 4 cards, but I'm telling you there's a lot of weird stuff coming in this expansion.
• New keyword: Quicktime.
Play a Quicktime minion to take advantage of your own battlecries, or your enemy's battlecries. Quicktime effects activate before the Battlecry does, which allows for a greater design space for the interaction between Battlecry and Quicktime. Some cards will aim to stop your opponent's battlecries by canceling out the effect. Others will help your own battlecry minions by enhancing the effect.
The first 4 cards:
Lore:
• Podlings are a thing in Warlords of Draenor. Weird stubby little plant things.
• Council Devotee: A Paladin who is devoted to the Council of Exarchs, a Paladin-Priest kind of deal that is all goody goody and stuff.
• Borrowed Time: Alternate timelines, man.
• Sappy, Draenor Ancient: They call the big treants 'Draenor Ancients' because they live in Draenor. Real imaginative. This one's a sapling that's also an ancient, which is a bit paradoxical.
Further Explanation:
Savage Podling:Designed as an explicit counterplay to most Battlecry minions, Podling is a somewhat sticky 2/3, despite the 3 mana cost. Say you play Savage Podling and your opponent tries to counter it by playing Blackwing Corruptor; Savage Podling will bring Blackwing down to a 5/2 before it gets blasted to smithereens. Another example: Savage Podling is in play on your side of the board. Your opponent is playing some kind of Handbuff deck, and decides to play Grimestreet Outfitter. In this case, Podling deals the 2 damage and kills Outfitter before the battlecry activates. As such, none of your opponent's minions get buffed.
Council Devotee: While it's understatted at its cost, it's pretty good for the extreme benefits it can give. Targetable Battlecries are turned into targetable spells, and other battlecries are just on-cast spells. In the case of creating a spell from Ravenous Pterrordax, you get a spell that targets one friendly to destroy, and then another friendly to adapt twice. Now there are some pretty good outcomes for this: You can get a 4-mana Amara, Warden of Hope effect for no quest effort! Or even still, Barnabus the Stomper! However, there are some whiffs. Like Lakkari Felhound, and most of the Warlock battlecries. In those cases, you get an objectively bad spell that clutters up your hand.
Borrowed Time: You know Time Warp? How about kind of the reverse of that... Play this at the start of turn 4 (you went first) and you go back to your turn 3. All actions taken by anyone in between turn 3 and 4 are totally reversed, basically reverting the gamestate to the beginning of turn 3, including hero health and cards in deck. The only thing is that the Borrowed Time card fizzles out of your hand and is destroyed after you play it, regardless of whether it was in your hand or deck at the start of turn 3. This is to prevent obvious abuse, like playing the game from turn 1 over and over... ugh. This card can be useful if you make a major misplay and want to make up for it after you've thought about it, or have observed the kind of deck your opponent is playing and the cards they have, and want to play against it differently.
Sappy, Draenor Ancient: Pretty basic stuff. You know how Excess Mana says you can only have 10 mana? Well no more. If you play this and it lives, Sappy does pretty cool stuff and gives you 5 extra mana to play with, most useful in the late game. Because Druids are about mana generation, he fits the archetype as a druid legendary. Keeping him alive is something else, but Druids have a few buff cards and sufficient aggro cards to distract their opponent in the early game. Oh by the way, if you cast Wild Growth at 10 mana and Sappy has taken effect, you gain an extra mana crystal, and don't draw a card. Excess Mana will also have its wording changed to "(You can only have 15 Mana in your tray)"
Hope you enjoyed these cards. Upvote me for more wacky mechanics and stuff that (BELIEVE ME!) no one has thought of before.
Come along with our traveller Hordvale and join him crossing extensive highlands and treacherous pinewoods, all the way up to the dragons residing around the peaks of Frostbite. Find the powerful Runes hidden high up inside the mountains. Meet the people living in this sparse region and see how they learned to survive there. But be careful not to subdue to the religious Cults, formed in the secluded areas, trying to sacrifice souls to their so called dark Lord... but he's not real anyway, is he?
Note:There is no card with the Thaw-Keyword! Thats because it's a rather small and insignificant keyword, and isnt actually widespread enough to take 1 of 4 signature cards. But it exists to 1) exist and allow actual teching/counterplay, 2) add flavor value and 3) allow nice decks for the 2 classes getting Thaw- class cards (Mage, Shaman) Note 2: Runes are considered minions, and behave like they are dormant.
A former bastion of humanity, Stratholme is now a place of despair and death after being torn apart by Arthas in a crusade against the plague and Mal'Ganis.
New Mechanics:
The new mulligan Keyword is deigned to help add much needed consistency to many inconstant decks, opening up new possibility in deck building as you can make decks based around specific cards and draw them far more often, making the deck far more viability. It also helps keep bad draws from being too punishing. Spirit minions fit many different roles and can be in anything from aggro to control. They give you new ways to strategize and build decks. Casters also fit many different roles. Whenever you would be able to attack with them you can instead activate their caster effect much like a battlecry. Due to this they benefit from charge, windfury, and get stopped by freeze much as you'd expect. Another theme that will be throughout the expansion is spending mana for effects, giving you new ways to use your mana. For cards that spend mana on your opponents turn like Maleki the Silencer, leftover mana from your last turn is used.
Big changes are afoot in the lands of Ashenvale, as the creatures of the great forest have begun to undergo a dramatic transfiguration. The greatest minds of Azeroth have arrived in tow, attempting to wrap their collective brilliance around the sudden changes of the natural world. But others, those with a more sinister purpose, have begun experiments of their own in order to achieve their nefarious goals…
While GvG gave us an insight into tinkerers and inventors, and Un’Goro gave us dinosaurs and jungles, Heart of Ashenvale adds even more beasts and more science. This time, it all involves a new mechanic called Metamorphose (the act of undergoing a metamorphosis):
I view Metamorphose as Evolve – RNG + Time. I love Evolve, and while it has the benefit of being an immediate effect, you aren’t sure what you’re going to get. Plus, true evolution happens over time, same as a metamorphosis. With that in mind, I developed some ideas where over time, you destroy one minion (i.e. a caterpillar) and summon a new one (i.e. a butterfly). Most of my ideas started with a weaker minion that changes into a stronger one(s) for your next turn. Your opponent has the opportunity to destroy the original minion on their turn and if so, nothing happens, this effect is not a Deathrattle. It was also important to have this effect happen at the END of your opponent’s turn, so any newly Metamorphosed minions could attack right away on your turn, otherwise the mechanic would be way too slow. Enjoy the cards!
Tokens:
Cocky Technician: To explain how the mechanic works, you could use this on your 1/1 Silverhand Recruit; if it survives past your opponent's turn, it is destroyed and re-summoned as a 4/4 Silverhand Recruit, ready to attack for 4 damage. Similarly, if your opponent had an 8/8 Giant on the board, you could use this effect to turn it into a 4/4 Giant at the end of your turn (since, from the Giant's perspective, it's now the end of your opponent's turn). The minion would be re-summoned with the same card text (i.e. Ysera would still give you that Dream Card, etc, it'd just be a 4/4 version of that minion now). Any Deathrattles would trigger once it's destroyed, so this could be used for some crazy combos I'm sure.
Monkey Business & Warmbreeze Yeti: It's important to note that any minions that Metamorphose into another minion keep their initial cost (after all, it's the same minion, just a different version of it). However, when multiple minions are summoned, that needn't be the case, and costs should be assigned accordingly.
Grand Wordsmith Kafka: What good is a Metamorphosis-themed mechanic without Franz the man himself? Hopefully the wording is pretty straight-forward, with this on the board you get the new-and-improved Metamorphosed minions pretty much guaranteed (although perhaps a secret will be used to counter this mechanic, who knows?).
Yes you read that right, the idea that, at one point was in consideration at Blizzard HQ here in the most realistic way I can achieve.
In an alternate world, The Lich King has taken over Azeroth and he and his army stand unopposed, or so he thought. Many years before the Lich King attacked, the residents of Azeroth, no matter what there race, all participated in the most cruel of sports, Battle Pets.
These small innocent creatures spent years just trying to free themselves from the evil races of Azeroth and there cruel game. After years of fighting, they gave up, and went along with it, but inside they were broken.
This was before the great Lich King came from the north and plagued the land killing nearly everyone. But the Battle Pets survived thanks to their strength from fighting. But sadly the new Undead Army still found fun in tormenting Battle Pets. Now the Lich King rules but he is weaker than the old races and this is the Battle Pets time to rise up against a new enemy.
Summer has begun in Azeroth, and hungry bellies from all over the kingdom have traveled to take part in the Festival of Feasts! Chefs prepare year-round for this incredible event, and now is the time for them to show off what they've got. Enter the town square and take part in marvelous food tastings, or watch as famous cooks flambe some of the rarest ingredients. You decide who is cooking, and more importantly, who gets a taste of the finery.
In order for everyone to partake in the Festival of Feasts, we've created a new keyword: Appetite
The hungry souls all around the festival came to eat, so be prepared to give them a meal to remember! Minions like the Warrior's Battle-Hungry Butcher are ready to eat any meal you can provide:
What's that? You need a meal? The new Druid card Village Epicurean can whip something up for you:
As you can see, this Pandaren can not only create meals, but also improve a meal that you may have already made.
Meal Cards are token spells that cost 0 mana to cast, but can only be used on friendly minions who have an Appetite.
Here is an example of a Simple Meal that all classes will be able to make:
Each class will also have minions who can upgrade a Meal card that you already have in your hand. This will provide it with a class specific bonus when cast. Get a whiff of this Messy Buffet; the upgraded Warrior Meal:
Not only do Meal cards have strong spell synergy with existing cards, such as Priest of the Feast or Sherazin, Corpse Flower, but each class's upgraded meal will have synergy with other set cards. The delectable Warrior meal, Messy Buffet, synergizes perfectly with new cards like Battle-Hungry Butcher, but it even fits into old deck archetypes, such as Grim Patron Warrior. Here are a few other examples of some of the scrumptious upgraded meals that classes will have exclusive access to:
Unfortunately, not everyone who attends the festivities wants to pay for their meal. The new Rogue Spell, Thief's Gluttony, can snatch a meal right out from under your opponent's.... mouth:
Just when they thought it was dinner time! Speaking of dinner, some renowned characters have come to get a taste of what Azeroth's finest chefs can provide. This neutral legend wants a taste of everything, and so do his pesky birds:
Ravenous King Bosmog is just one example of the hungry travelers who are just begging to have their appetites sated. With all the food being passed around, who knows what kind of delicious decks will be tossed together?
Visit Azeroth this summer and make sure to take part in the Festival of Feasts, a new Hearthstone expansion!
The South Seas are roaring, the storm on the horizon is coming closer and only the heros of Azaroth can st... sit by the cosy fire and relax as Queen Azshara and her Naga rises from the sea to take over the world it's the perfect time to get that autograf that you always wanted, and steal a tresure or two for that pirate life you always wanted.
Naga and Pirates, what every game needs. Big, smelly fish locking guys and rum. Large amounts of rum.
Whit two new mechanics added to the arsenal of minion, Evasive: Working the opposite of "Can't be the taget of spells and abilitys", now its minions that can't target the minion, spells and abilitys are okey, so... you can get a Fireball raining down on you, but no Huffer charing at you. Quick: Giving you the chans to kill you target before thay get a chans to hit back! Great for those targets that you dont want to deal damage to you like Stubborn Gastropod or Alley Armorsmith
Phase II: You have seen Queen Azshara and the royal guard, now the rest of her army is making ther way on too the bord. More Naga and more minions the will make you and your pirates want to sail back to Deadmines and hide!
Phase III: Shamy, Mage and Rouge! The first wave, steal what you can whit the pirate rouge. Naga Shamy will make you want to turn your back on everything you liked about murlocs. Mage will use everything thay can find to stop you, even the kitchen sink.
Phase IV: Priest, Warrior and Warlock. Heal your way out of the water, use your heropower to get that correct pirate you need to OTK your opponent before turn 4 or yest hit the really, really hard what a hammer.
Phase V: Paladin, Druid and Hunter. Sail the seas as a Naga hunter, not sure if you are a Naga that is a hunter, or you are hunting Nagas, Use nature to rise against the evil seaweed.... SEAWITCH! and the paladin.... that.... that... Palys?
Some cards:
A new baseline card for you Pirate deck, killing your target before thay get the chans to react. And if thay do... well then you hit back harder. Swift is the same as Quick, but having a hard time to desiding on if Swift och Quick is the best name for it.
A Rouge class card that help you kill "what you want me kill?" and not be removed to easy. But dont correct his spelling... he do not like spell(s)ing...
The Naga, like the minions, the buff the other Nagas, AND THEM SELF! The more the slimier! One is hard to kill, two is harder, three is the hardest, if ther is not 4, 5, 6 or 7 on bord... Only hope that your opponent dont play them as well.
And the Queen, the leader. You cant kill her while the army is in play, even if you control the army and you opponent controls her.
That's it! Hope i see you again in phase 2!
And sorry for the bad spelling, hard to "do the english"
The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion! The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers. A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight. In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.
Battle for Booty Bay is a Multi-Class expansion!
I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards.
Let me introduce the mechanics and the factions!
Factions:
The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)
The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.) They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse
Infuse works similarly to Adapt, but here you can give additional effects to your spells, choosing between 6 total Infusions. Let's see an example of a card with Infuse, and the Infusions!
Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city! They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play. This is well represented by their keyword: Duel
Duel is basically a bad version of Charge, but i like to think that Charge will become like this one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones.
The Pack (Hunter, Druid, Beast-based theme)
The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts. They don't have a specific keyword.
Peacekeepers of the Silver Hand (Priest,Paladin, Peace-Based theme)
The Silver Hand army decided to send their Peacekeeping unit in order to restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working around the idea of bringing peace through war.
“A lost city hidden away by the sands of time, holding secrets and riches beyond imagining. Ancient curses roaming the streets. Powerful Relic of days old. Sand. Like, a lot of sand. Welcome, to Uldum.”
- Grab you backpack , map and sunblock, beacuse we’re going to Uldum, the ancient land of the Titans and Tol’vir. Since the path to Uldum opened after the cataclysm, thousands of adventurers have seeked the trasures and secrets of this ancient city. Some of them, come in the form of Relics. These act similarly to weapons. They take up the weapon slot, but do not offer an offensive ability. Rather, it works passively. Relics activate when a certain condition is met, and will lose 1 durability when said thing happens. Relics do not count as weapons either, so your precios treasures won’t be affected by those pesky Oozes.
- The treasures hidden away in the depths of the pyramids have caught the eye of many… businessmen. Rogues in particular are very skilled in raiding, but you can’t have an effective crew without resources. So, Rogues use Gold Coins to acquire their way to the top. There are several cards in this class that interact with Gold Coins.
- Here I introduce a new mechanic: Loot. A card’s Loot effect will trigger whenever you draw said card. Meaning it won’t come into effect if copied or Discovered.
- In order to obtain these ancient relics, however, raiders will meet dangerous obstacles. The most powerful out of all are the Constructs, namely Isiset, Rajh, Setesh and Ammunae. All Construct are Legendary neutral minions that will bring a different playstyle to the table. In the case of Ammunae, he and his followers revolve around Seedling pods. The Seedling Pods, when drawn, will spawn a minion and bring further strength to the deck. This means that several cards are able to either shuffle Pods into your deck and draw them from your deck; or both.
Anduin Wrynn:After years of battle, it seems like the end of the war finally draws near. The Alliance, with the draenei, are losing the war and they need our assistance! Gul`dan: But if the Alliance and the draenei are losing, why would we side with them? I vote that we fight against the Alliance and claim Outland for our own, we will fulfill our destinies! Uther Lightbringer: I agree with Anduin! We should help the Alliance! Jaina Proudmoore: It would be smartest to try to end this war peacefully since the casualties would be huge for us. Valeera Sanguinar: I agree with Jaina. Ending this war peacefully would prevent casualties. Garrosh Hellscream: While both sides are weak, we should attack them both and take Outland for ourselves! Thrall: I believe that the idea that Garrosh proposed is most likely the best idea. My vote goes with Garrosh. Malfurion Stormrage: We should put down our weapons and defend the wild from the war! We must make sure to preserve nature above everything else! Rexxar: I agree with Malfurion. We must protect the wild things since they are the only pure things left in this world!
As you can see, the heroes that represent each class are debating on how they should proceed on Outland. You get to choose which side you go on! Will you fight with the draenei, or will you fight against them? Will you choose to battle on the side of nature and the wild things or hope to create peace? You choose! This expansion will introduce a new tribe tag, the draenei! Unlike tribes like the murlocs, they are powerful both together and alone! Each class will have its own unique identity that it different from all the others.
The majority of the draenei are fount in the paladin and the priest class. Priests heal their allies to prevent casualties while the paladins are on the front lines and are being healed.
The enemies of the draenei can be fount in the warlock class. Many of them are the corrupted draenei known as the eredar race.
The druids have a defensive position in this expansion, while the hunters attack anything that attempts to harm nature and it's wild things.
The enemy of the draenei are the Burning Legion, he leads them. Sargeras used to lead them but he disappeared so Kil'jaeden took over. He was the one who would recruit new members to the Burning Legion and you can see that in battle.
You and your fellow adventurers are becoming more and more lost as you struggle to find your way through the deep forest of Draynor as the end of the day draws near. Suddenly, you spot a dim light in the distance through the shadowy trees; "A town!" you exclaim to your fellow travelers. The lot of you increase your pace as you find the life in your legs is restored from the thought of a safe place to rest. . . But will you find rest easier in the Town known only by it's reputation of none ever escaping? If only you knew the danger that lies ahead in the treacherous town of the Outlands. . .
As you and your crew reach the outskirts of the town, you realize that this is different from any other town seen elsewhere. It's not so strange a sight, but you and the travelers around you share a feeling of despair as you draw nearer to the closest structure. Suddenly a shadowy figure jumps out at you! a smaller man hastily whispers "Come here! you don't want to get stuck out here when full nightfall hits!" Startled and cautious, your group follows the man inside the building you assume is his house. As you enter, you see an array of odd bottles with glowing and fizzling liquids and several mechanical devices that could easily be used as weapons, but not for any normal foe! He tells you all to get some rest, and that he'll have a lot of explaining to do before anyone leaves the next day. . .
The following Morning you are guided to what looks like a coliseum! There's all sorts of chatter and energy radiating from the place! as you draw nearer, you swear you hear a Dragon, but don't those reside a week's journey from here? The man tells you that this is the main social gathering each week where outsiders and lost are pitted against each other to fight, if they are caught. Even dragons and other magical creatures are summoned to fight as entertainment, but you should be lucky that he found you as he wouldn't turn you in. He parts and goes his on way with these words: "you're on your own now, but don't go out at night in the town, Assassins and the like are everywhere, and I heard that a couple creatures summoned in the arena here escaped and hunt at night. If you leave, do it in the morning, and do it quickly.
This expansion will add a new keyword: Improvise and applies existing mechanics in new ways. There are new Secrets for Rogue and one for Hunter in this set! If I progress through the stages, I'll begin to add Assassins for the rogue, Secrets for More classes (Including Warlock!).
Note: you must be able to meet the requirements of the additional cost in order to choose it, eg. if you don't have a minion in play, you won't be offered the choice of giving a friendly minion -1/-1 as a payment method. When you play an improvise card, you first choose if you would like to use Improvise then either pay full cost or 2 less mana and pick one of three options above.
This is a basic example as a Neutral minion:
This is effectively a 3 mana 4/4 with the battlecry, but you would have to pay an additional non-mana cost listed above.
As Deadly assassins, Rogues need to keep on their toes at all times. Often, one maneuver can change the course of an intense battle, and Evade will prove to b much needed survival through the course of time.
Evade is one of the few Secrets for Rogue I plan to introduce with this expansion, and they will all be based on a survival mechanism and strategically planning ahead.
In the midst of battle, you may not have all of the resources you need to continue your fight. As numerous historical and legendary battles have shown, those who improvise the best, end up on top.
Mirror Cast is the second card example with the Improvise keyword, and it is also a 5 cost card similar to Goblin Miner above. The card(s) would be absolutely broken if you could just straight up pay 3 mana for them, but the Improvise mechanic aims to keep them in check. Mirror Cast aims to make a variety of Mage decks possible that otherwise wouldn't be.
Searing Champion remains Nameless among the crowds of Draynor and masses part to make way for this fearsome champion of the Outlands Arena. If you can survive whatever terrible creatures and stranded adventurers like yourself have to throw at you, you will be ordered to stand your ground against the Mighty Searing Champion!
This card aims to be a major tempo play, especially against Aggro-style decks.
A strictly forbidden spell in the lands of Draynor and the Outlands Arena. It has only been successfully cast once, and it nearly took out the entirety of the once Draynor Kingdom! If you are caught attempting to even learn this spell, you will be locked away for years to come.
Dragon's Call hopes to revive the powerful presence of Dragon based decks in a meta that has been quite aggressive lately.
Something strange has started happening in Azeroth.
It began with little things such as Sneed forgetting where he put the keys to his shredder and progressed to spells seemingly not casting, only to trigger hours later.
Then long dead historical figures began showing up, all fresh faced and young, ready to embark upon their quests once again and defeated villains emerged to repeat the deeds that led to their demise.
Discover the new keyword, Phase and 84 new collectible cards that will create new ways to play your favourite Heroes.
The future is now, or it was?... ... And it will be again.
Phase is probably most akin to Overload in that the minions that have it will be undercosted for their stats and or effects. The catch is, rather than reducing your effectiveness next turn, they often reduce your effectiveness the turn you play them. You are making an investment for greater board presence later in the game.
A Phase minion will have a number assigned which dictates how long they remain dormant on the board in a similar way to Sherazin.
At the start of your turn the number will decrease and when it is zero the minion will be summoned.
FAQ:
.If a Phase minion has a Battlecry it will trigger when you play it and then go dormant for its Phase counter.
. If a minion is Phased it is invulnerable to board clear until it is summoned.
. If a minion gains Phase any buffs or debuffs will be removed. When it is resummoned it will be at full health.
The theme of this expansion is all about fate and it's inevitability. You can see Phase minions before they are summoned and you can plan to deal with them but you cannot stop them from appearing.
There will be time based mechanics that occur on the next turn or are based on something that happened on the previous turn.
There will also be an extension of Dragon synergy.
The cards I have chosen to showcase are:
Tokens:
.
Crystal Whelp: A subtle difference compared to minions that cost decreases such as Second-rate Bruiser. If you can afford to play it it will refresh a Mana crystal that could help with a combo. It will have a bigger brother, Crystal Drake, that expands upon this. It also serves as a basic example of Phase. It will trigger its Battlecry if you hold a dragon and then go dormant until the start of your next turn.
Smouldering Ember: A new way to make use of the Flame Elementals brought in with Un'Goro. An example to show the expansion is more than just a one note thing. It is Smouldering because it has been found at the end of time long after the fire went out.
Alter Time: My intention is to remove the dominance of aggro and allow other ways to play. This card will allow a Mage to bring themselves back from the brink of death given the right circumstances.
Murozond: I have designed this card to function as something of a reverse quest. You play Murozond for 1 Mana but he will not be summoned for 20 turns. This is still the case if he is summoned without being played or finds some other way to be summoned as Phase works regardless of how a minion makes it to the board.
Assuming your opponent played 1 card a turn it would take 10 turns for him to appear. It is designed to instil a similar feeling of dread as C'thun in that you know he is coming but can't do much about it. It shows that no matter what you do Murozond is coming. Each action only leads to the inevitable. That said the fact that your opponent knows when he will arrive allows them to prepare for that moment.
each time it's Phase counter decreases there will be a little Murozond face appear like C'thun to say something such as "You cannot escape the inevitable", or "each action leads you down the path to ruin" etc. Taunting them throughout the game.
Thanks for taking the time to read my expansion. I will look for any feedback in the discussion topic and would love the chance to continue with it.
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Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Sample card:
Reward:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Cavern of Festivities
Ever get excited for your favorite festival, but hate waiting all year for it? Well wait no more! The Caverns of Time now have a special new section allowing travelers and adventurers alike to enjoy a festival no matter what day it is. Tired of the midsummer heat? Spend some time during Winter's Veil. Winter chill getting to you? Warm up by a fire during Hallow's End (just don't let the Headless Horseman see you). Come down and ask our various gnome and goblin sponsors for which portal goes where, and the proper clothing for that season. Warning: The Bronze Dragonflight is not responsible for any injuries, deaths, or unexpectedly getting stuck during a particular time.
Expansion Explanation:
This expansion is all about the various festivals in the Warcraft universe, and each class is associated with one particular festival:
Hunter – Children’s Week
Warlock – Darkmoon Fair
Warrior – Brewfest
Mage – Midsummer
Shaman – Noblegarden
Priest – Hallow’s End
Rogue – Pirates’ Day
Druid – Lunar Festival
Paladin – Harvest Festival
Neutral cards will be based on the non-class specific festivals, and/or those who would attend the festivals
New Keyword: Timelock
Essentially this works as a better version of freeze, depending on how it's used. It will interact with taunt the same way stealth does, essentially negating it. The minion will not be able to attack, or get attacked, and the minion will be immune to board wipes.
Example Cards:
RedneckBudha
Invasion of the Void
(special thanks to Livienna for making the banner)
While I'm perfectly fine with Hearthstone's generally more lighthearted approach, I'm pretty sure I'm not alone when I say that I would like another dark, more serious expansion like WotOG. Enter, the "Invasion of the Void". This is a much darker, grim expansion than usual, and introduces a new mechanic, Void Orbs.
Void Orbs are a new item introduces in this expansion that some cards will give you and other cards will allow you to use these for added benefits. Void Orbs are stored beneath your Mana Crystals just like Overload.
Skalvar's Tokens
Cards like Deathcaller will give you Void Orbs, and other cards like Dragon Knight will allow you to use these for your advantage. They're your Void Orbs so you decide how you use them. You can decide how many orbs you spend for the effects. When you play a card like Dragon Knight, a Discover-like interface will pop up, allowing to choose any amount of orbs to spend, including 0 as an option if you don't want to spend any. Be warned though as Void Orbs do not regenerate after you use them, so think about carefully. You are capped at 10 Void Orbs, just like regular Mana Crystals.
Another theme with the expansion is choices and controlling your effects. As with the Void Orb mechanic itself allowing you to decide how many orbs you spend, other examples like the Dark Contract from Skalvar's Battlecry will allow you to revert back to your normal Hero Power whenever you wish. Then we also have the Priest's Dark Portal, which allows you to choose a minion to revive and summon right away. If you have a key minion that died this game, Dark Portal has a chance of getting it back.
Click the image to go to my custom Time Traveler class.
Draenor's remaining barrens are full of mysteries! Unknown creatures and fierce demons await behind the portal... Are you prepared?
Mysteries of Outland, a Hearthstone expansion where 2 new mechanics are added:
Dispel: basically a Deathrattle but it also triggers if the minion/weapon is shuffled into a deck or returned to owner's hand (or any circumstance in which the card leaves the board).
Legionary: This mechanic allows you to include more than 2 copies of a card into your deck.
### Cards
### Important Notes:
-Consider the idea of the Legionary mechanic in a future where The Caverns Below is either a Wild card or reads 'Play four non-Legionary minions with the same name'.
-There will be one Legionary minion per class and a few neutral, so all classes will have a chance to get an Akama/Legionary deck.
-There might appear some insane combos with Legionary minions, to prevent it, most of them will be low-stat or even vanilla ones (no other ability than Legionary).
-Yes, you will need to craft all extra copies you want to add to your deck.
-Choosing another Lost One Stalker's Battlecry with Lost One Stalker has no effect, because Lost One Stalker doesn't gain a copy of the battlecry, it's just re-triggered.
Servitors of the Loa
(Special thanks to my buddy TrappedInLimbo for the awesome Troll tribe idea)
Trolls. Voodoo. Blood Sacrifices. Canibalism. Death. Ancient Rituals. Dark Magic... All related to the powerful Loa, the gods workshiped by the trolls. Wild deities beyond good and evil. Etereal beings that can bless and curse their servitors. Are you one of those Servitors of the Loa?
New mechanic Voodoo:
The UI (user interface) when you play a card with Voodoo is like the Choose One cards UI. You pick one side and that's the effect you get. Some Voodoo add new effects and some replace the base effect, you can see both examples under this lines. Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
Servitors of the Loa is a custom expansion about the trolls and their interesting gods, the Loa. Each Loa represents a wild animal and they are going to be "printed" as a 9 mana (because they are weaker than The Old Gods, 10 mana minions) legendary class minion card that returns to your hand and gives its main ability to your minions when they die, like Hakkar the Soulfrayer (see the 4 example cards above). Also in Servitors of the Loa I want to give each class some cards for those Tier X archetipes, like cards for Rogue related to +3 Attack weapons, like Luckydo Buccaneer.
Card ideas (they can change) I'm working on if I can reach Phase II:
Phase II - Neutral Cards ideas (04 of 21):
Phase III - V Class cards ideas (04 of 63):
Mercenaries of Outlands!
In an alternate dimension, the most famous Mercenary Group, the Rocket Renegades, was separated in capsules, and sent by to Azeroth, all went to different sides, to a different life.... until the mad Doctor Chaos wanted to bring them all together to bring all chaos to his dimension, so he sent his entire army of recruits to find them! Through all the lands of Azeroth, and all of Warcraft, is willing to find this Mad Doctor and end this whole apocalypse, they can do it, but without your help, they are Choomed....
A Total of 84 Sci-Fi themed cards!
Between all of them, find the mighty Rocket Renegades to join them all to the party! And all Doom Recruits! Join the army of Sci-Fi! Includes new cards that may fly over the sky! Or maybe revive some "dead" things possibly, basing off old concepts that Mercenaries wanted to all come back, and possibly raid even more!
A "Volatile" New Keyword!
Minions might be so up in the sky, that their defenses won't be prepared, and stike very swiftly without even getting hurted, similar cards are Gladiator's Longbow and Bestial Wrath, but this keyword is completely featured on minions, but it can be freely aplicated to any kind of things. Flying minions are often too fragile or very tough to kill, since or we want to use them for control or for aggro, it has a lot of uses in this expansion.
Wings of Liberty: A basic example of how Flying buffs can be applied to spells, Wings of Liberty is a very good control spell for your recruits, or to your Late Game minions for removing a free minion, but losing an attack.
Wild Blood Trap: A complete control card, since it basiclly destroys a minion by the "Poisonous" keyword, serves very well on our future Hunter Archetype.
H-Mark Disco Machine: An example of how Flying can be applied to tough or favourly effective minions, this Disco Machine can trade with a few minions and also give spells, a pretty generic mage minion, but can be pretty hard to deal with it, when it may give you Meteor or Flamestrike, a good include for control Mage.
Smiles: Legendaries in here feature the main theme of the class, these type of minions are made into their made nature, Druid seems that needs to fill the board to then fill completely the strike, Smiles is a very strong Legendary if used well, especially in aggro, where he can deal up to 7 damage to the enemy Hero. Also, this guy is completely cool, look, he even got a flamethrower! Just a thing, he is one of the separated Rocket Renegades, they might not fight each other, but they are obligated to fight each other, if not, you know what treason is!
If you really want the Rocket Renegades to be together now, or even then meet each of them, vote for this expansion! It really help- We got a message from... Doctor Chaos!
Doctor Chaos: Nyehehe, my plan is complete, I will unleash my Flying menaces, and send them to traitionate those Rocket Renegades, I NEED them back! So I can then... MAKE MY EVIL PLANS! HAHAHA!!
???: No! Don't do it! Our planet will be doomed! And our umm.... Dae... how do I say it... whatever will be doomed!
Doctor Chaos: Doesn't matters don't you? With that scarf in your mouth, how are you even going to express yourself?
Uh oh... this is bad... if you can help this to go even further... we can maybe discover more Chaotical creations!
The joke is you.
Reports are trickling in of an abnormality within the Netherstorm. Energy off the charts fluctuating between the unbelievable and the impossible. Reports are confirming that a shard of pure Arcane Energy has formed in that region, and that in the remote Area 52, goblins are already firing up their rockets to go investigate. Back home, whispers are starting to float through the cavern that the energy could supply great power to those who wield it. Some are heading straight into the storm, but maybe the Goblins in Area 52 are still trying to gather a crew…? That, or that nifty looking Rocket that they can’t fly...
Now would be a good time to pack your things and get going! The competition will definitely be nasty!
The first (and only) Neutral Quest!
"What's a Waypoint?"
9 Class cards (1 for each) and 5 Neutral cards will give the ability to drop Waypoints on top of your deck!
A taste of the type of power the Nether Shard will grant you!
(Nether Shard will always be shuffled into the last 6 cards on your deck)
Rumors have it that there’s some pretty hefty power just laying around in the Netherstorm! Its up to your to recover it before your competition gets it first! The area is swarming with Goblins, Ethereals, and Blood Elves who already hold outposts there. If you’re just hearing it now, who knows how far they’ve gotten! Some are already creating alliances to split the power together once they locate the Shard, it’s only a matter of time before someone finds and claims it!
Some try to brave the Netherstorm without adequate supplies, and many have become lost. As you trek towards your ultimate goal, it may be of some use to you to “help” them out? Some people may surprise you, and the more help you have, the higher your chances of actually getting the Shard are. Once in a while, the competition may also drop spellbooks that could do all kinds of good! It’s good to hurry, but maybe we should scope out the area one more time….
There is a lot of ground to cover, so you’d best get moving! Watch where you go, or you can end up like the lost. That, or find yourself somewhere completely unfamiliar. But it’s not all bad! There are plenty of secrets hiding within the Netherstorm...
Off to the first Waypoint!
Ok, super busy right now, but I managed to scrape together an idea and a few cards. So I present to you:
Intro:
Alright, now I'll break character and tell you about the cards, which I'll show below:
Explanations if you want:
Silver Hand Deserter: A drawback that can be leveraged as an advantage, this treacherous knight can aid you in activating your Defiant effects.
Revolutionary: An example of how Defiant/Fortified can be used as a drawback. This Zombie Chow will only work for you as long as he's sure you're playing control. Plus I'm sure you'll recognize that mask.
Silver Hand Warleader: This general of the Light is a great leader to your Silver Hand Recruits, but he's also a double-edged sword if you use him on big minions.
And a Legendary:
The Brann Bronzebeard of the Great War, High Diplomat Daphnes inspires Fortified cards to be able to make a comeback, and Defiant cards to work outside of their comfort zones. Seemingly a simple card, Daphnes also has a risk of activating negative Defiant/Fortified effects, such as that of the Revolutionary.
Hope you guys enjoyed, vote up if you liked it!
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Warlords of Draenor
A Hearthstone Expansion
Flavor:
You know Warlords of Draenor, right? The WoW expansion? The one with the alternate universe? This is that, but in Hearthstone. Really angry orcs, weird mushroom people and mushroom bats. Stone thingies that want to turn everything barren. Green thingies that want to turn everything wild. Azerothians coming to the aid of this alternate universe (who knew the technology existed...). Draenei and weird alternate timelines. A wealth of possibilities!
Flavor in terms of Mechanics:
• Turn manipulation, effects to do with the history bar, effects to do with turns spent, redoing turns, maximum mana— these effects will reflect the strange 'alternate reality' of Warlords. Unfortunately, I can only show 4 cards, but I'm telling you there's a lot of weird stuff coming in this expansion.
• New keyword: Quicktime.
Play a Quicktime minion to take advantage of your own battlecries, or your enemy's battlecries. Quicktime effects activate before the Battlecry does, which allows for a greater design space for the interaction between Battlecry and Quicktime. Some cards will aim to stop your opponent's battlecries by canceling out the effect. Others will help your own battlecry minions by enhancing the effect.
The first 4 cards:
Lore:
• Podlings are a thing in Warlords of Draenor. Weird stubby little plant things.
• Council Devotee: A Paladin who is devoted to the Council of Exarchs, a Paladin-Priest kind of deal that is all goody goody and stuff.
• Borrowed Time: Alternate timelines, man.
• Sappy, Draenor Ancient: They call the big treants 'Draenor Ancients' because they live in Draenor. Real imaginative. This one's a sapling that's also an ancient, which is a bit paradoxical.
Further Explanation:
Savage Podling: Designed as an explicit counterplay to most Battlecry minions, Podling is a somewhat sticky 2/3, despite the 3 mana cost. Say you play Savage Podling and your opponent tries to counter it by playing Blackwing Corruptor; Savage Podling will bring Blackwing down to a 5/2 before it gets blasted to smithereens. Another example: Savage Podling is in play on your side of the board. Your opponent is playing some kind of Handbuff deck, and decides to play Grimestreet Outfitter. In this case, Podling deals the 2 damage and kills Outfitter before the battlecry activates. As such, none of your opponent's minions get buffed.
Council Devotee: While it's understatted at its cost, it's pretty good for the extreme benefits it can give. Targetable Battlecries are turned into targetable spells, and other battlecries are just on-cast spells. In the case of creating a spell from Ravenous Pterrordax, you get a spell that targets one friendly to destroy, and then another friendly to adapt twice. Now there are some pretty good outcomes for this: You can get a 4-mana Amara, Warden of Hope effect for no quest effort! Or even still, Barnabus the Stomper! However, there are some whiffs. Like Lakkari Felhound, and most of the Warlock battlecries. In those cases, you get an objectively bad spell that clutters up your hand.
Borrowed Time: You know Time Warp? How about kind of the reverse of that... Play this at the start of turn 4 (you went first) and you go back to your turn 3. All actions taken by anyone in between turn 3 and 4 are totally reversed, basically reverting the gamestate to the beginning of turn 3, including hero health and cards in deck. The only thing is that the Borrowed Time card fizzles out of your hand and is destroyed after you play it, regardless of whether it was in your hand or deck at the start of turn 3. This is to prevent obvious abuse, like playing the game from turn 1 over and over... ugh. This card can be useful if you make a major misplay and want to make up for it after you've thought about it, or have observed the kind of deck your opponent is playing and the cards they have, and want to play against it differently.
Sappy, Draenor Ancient: Pretty basic stuff. You know how Excess Mana says you can only have 10 mana? Well no more. If you play this and it lives, Sappy does pretty cool stuff and gives you 5 extra mana to play with, most useful in the late game. Because Druids are about mana generation, he fits the archetype as a druid legendary. Keeping him alive is something else, but Druids have a few buff cards and sufficient aggro cards to distract their opponent in the early game. Oh by the way, if you cast Wild Growth at 10 mana and Sappy has taken effect, you gain an extra mana crystal, and don't draw a card. Excess Mana will also have its wording changed to "(You can only have 15 Mana in your tray)"
Hope you enjoyed these cards. Upvote me for more wacky mechanics and stuff that (BELIEVE ME!) no one has thought of before.
thanks
teknician_
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Hordvale's Frostbite Traverse
Are you in delight of a challenging journey?
Come along with our traveller Hordvale and join him crossing extensive highlands and treacherous pinewoods, all the way up to the dragons residing around the peaks of Frostbite. Find the powerful Runes hidden high up inside the mountains. Meet the people living in this sparse region and see how they learned to survive there. But be careful not to subdue to the religious Cults, formed in the secluded areas, trying to sacrifice souls to their so called dark Lord... but he's not real anyway, is he?
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Note: There is no card with the Thaw-Keyword! Thats because it's a rather small and insignificant keyword, and isnt actually widespread enough to take 1 of 4 signature cards. But it exists to 1) exist and allow actual teching/counterplay, 2) add flavor value and 3) allow nice decks for the 2 classes getting Thaw- class cards (Mage, Shaman)
Note 2: Runes are considered minions, and behave like they are dormant.
Return to Stratholme
A former bastion of humanity, Stratholme is now a place of despair and death after being torn apart by Arthas in a crusade against the plague and Mal'Ganis.
New Mechanics:
The new mulligan Keyword is deigned to help add much needed consistency to many inconstant decks, opening up new possibility in deck building as you can make decks based around specific cards and draw them far more often, making the deck far more viability. It also helps keep bad draws from being too punishing. Spirit minions fit many different roles and can be in anything from aggro to control. They give you new ways to strategize and build decks. Casters also fit many different roles. Whenever you would be able to attack with them you can instead activate their caster effect much like a battlecry. Due to this they benefit from charge, windfury, and get stopped by freeze much as you'd expect. Another theme that will be throughout the expansion is spending mana for effects, giving you new ways to use your mana. For cards that spend mana on your opponents turn like Maleki the Silencer, leftover mana from your last turn is used.
I hope you enjoyed my showcase :D
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Heart of Ashenvale
Big changes are afoot in the lands of Ashenvale, as the creatures of the great forest have begun to undergo a dramatic transfiguration. The greatest minds of Azeroth have arrived in tow, attempting to wrap their collective brilliance around the sudden changes of the natural world. But others, those with a more sinister purpose, have begun experiments of their own in order to achieve their nefarious goals…
While GvG gave us an insight into tinkerers and inventors, and Un’Goro gave us dinosaurs and jungles, Heart of Ashenvale adds even more beasts and more science. This time, it all involves a new mechanic called Metamorphose (the act of undergoing a metamorphosis):
I view Metamorphose as Evolve – RNG + Time. I love Evolve, and while it has the benefit of being an immediate effect, you aren’t sure what you’re going to get. Plus, true evolution happens over time, same as a metamorphosis. With that in mind, I developed some ideas where over time, you destroy one minion (i.e. a caterpillar) and summon a new one (i.e. a butterfly). Most of my ideas started with a weaker minion that changes into a stronger one(s) for your next turn. Your opponent has the opportunity to destroy the original minion on their turn and if so, nothing happens, this effect is not a Deathrattle. It was also important to have this effect happen at the END of your opponent’s turn, so any newly Metamorphosed minions could attack right away on your turn, otherwise the mechanic would be way too slow. Enjoy the cards!
Tokens:
Cocky Technician: To explain how the mechanic works, you could use this on your 1/1 Silverhand Recruit; if it survives past your opponent's turn, it is destroyed and re-summoned as a 4/4 Silverhand Recruit, ready to attack for 4 damage. Similarly, if your opponent had an 8/8 Giant on the board, you could use this effect to turn it into a 4/4 Giant at the end of your turn (since, from the Giant's perspective, it's now the end of your opponent's turn). The minion would be re-summoned with the same card text (i.e. Ysera would still give you that Dream Card, etc, it'd just be a 4/4 version of that minion now). Any Deathrattles would trigger once it's destroyed, so this could be used for some crazy combos I'm sure.
Monkey Business & Warmbreeze Yeti: It's important to note that any minions that Metamorphose into another minion keep their initial cost (after all, it's the same minion, just a different version of it). However, when multiple minions are summoned, that needn't be the case, and costs should be assigned accordingly.
Grand Wordsmith Kafka: What good is a Metamorphosis-themed mechanic without Franz the man himself? Hopefully the wording is pretty straight-forward, with this on the board you get the new-and-improved Metamorphosed minions pretty much guaranteed (although perhaps a secret will be used to counter this mechanic, who knows?).
The Lich King vs Battle Pets
Yes you read that right, the idea that, at one point was in consideration at Blizzard HQ here in the most realistic way I can achieve.
In an alternate world, The Lich King has taken over Azeroth and he and his army stand unopposed, or so he thought. Many years before the Lich King attacked, the residents of Azeroth, no matter what there race, all participated in the most cruel of sports, Battle Pets.
These small innocent creatures spent years just trying to free themselves from the evil races of Azeroth and there cruel game. After years of fighting, they gave up, and went along with it, but inside they were broken.
This was before the great Lich King came from the north and plagued the land killing nearly everyone. But the Battle Pets survived thanks to their strength from fighting. But sadly the new Undead Army still found fun in tormenting Battle Pets. Now the Lich King rules but he is weaker than the old races and this is the Battle Pets time to rise up against a new enemy.
Mechanic
Cards
The Festival of Feasts
Summer has begun in Azeroth, and hungry bellies from all over the kingdom have traveled to take part in the Festival of Feasts! Chefs prepare year-round for this incredible event, and now is the time for them to show off what they've got. Enter the town square and take part in marvelous food tastings, or watch as famous cooks flambe some of the rarest ingredients. You decide who is cooking, and more importantly, who gets a taste of the finery.
In order for everyone to partake in the Festival of Feasts, we've created a new keyword: Appetite
The hungry souls all around the festival came to eat, so be prepared to give them a meal to remember! Minions like the Warrior's Battle-Hungry Butcher are ready to eat any meal you can provide:
What's that? You need a meal? The new Druid card Village Epicurean can whip something up for you:
As you can see, this Pandaren can not only create meals, but also improve a meal that you may have already made.
Meal Cards are token spells that cost 0 mana to cast, but can only be used on friendly minions who have an Appetite.
Here is an example of a Simple Meal that all classes will be able to make:
Each class will also have minions who can upgrade a Meal card that you already have in your hand. This will provide it with a class specific bonus when cast. Get a whiff of this Messy Buffet; the upgraded Warrior Meal:
Not only do Meal cards have strong spell synergy with existing cards, such as Priest of the Feast or Sherazin, Corpse Flower, but each class's upgraded meal will have synergy with other set cards. The delectable Warrior meal, Messy Buffet, synergizes perfectly with new cards like Battle-Hungry Butcher, but it even fits into old deck archetypes, such as Grim Patron Warrior. Here are a few other examples of some of the scrumptious upgraded meals that classes will have exclusive access to:
Paladin Upgraded Meal: Hearty Stew
Example of some existing synergies: Meanstreet Marshal, Primalfin Champion, and Wickerflame Burnbristle.
Priest Upgraded Meal: Ceremonial Brew
Example of some existing synergies: Mirage Caller, Herald Volazj, and Humongous Razorleaf.
Unfortunately, not everyone who attends the festivities wants to pay for their meal. The new Rogue Spell, Thief's Gluttony, can snatch a meal right out from under your opponent's.... mouth:
Just when they thought it was dinner time! Speaking of dinner, some renowned characters have come to get a taste of what Azeroth's finest chefs can provide. This neutral legend wants a taste of everything, and so do his pesky birds:
Ravenous King Bosmog is just one example of the hungry travelers who are just begging to have their appetites sated. With all the food being passed around, who knows what kind of delicious decks will be tossed together?
Visit Azeroth this summer and make sure to take part in the Festival of Feasts, a new Hearthstone expansion!
Please upvote if you would like to see more!
Hearthstone: Dark Tides on the South seas
The South Seas are roaring, the storm on the horizon is coming closer and only the heros of Azaroth can st... sit by the cosy fire and relax as Queen Azshara and her Naga rises from the sea to take over the world it's the perfect time to get that autograf that you always wanted, and steal a tresure or two for that pirate life you always wanted.
Naga and Pirates, what every game needs. Big, smelly fish locking guys and rum. Large amounts of rum.
Whit two new mechanics added to the arsenal of minion, Evasive: Working the opposite of "Can't be the taget of spells and abilitys", now its minions that can't target the minion, spells and abilitys are okey, so... you can get a Fireball raining down on you, but no Huffer charing at you. Quick: Giving you the chans to kill you target before thay get a chans to hit back! Great for those targets that you dont want to deal damage to you like Stubborn Gastropod or Alley Armorsmith
Phase II: You have seen Queen Azshara and the royal guard, now the rest of her army is making ther way on too the bord. More Naga and more minions the will make you and your pirates want to sail back to Deadmines and hide!
Phase III: Shamy, Mage and Rouge! The first wave, steal what you can whit the pirate rouge. Naga Shamy will make you want to turn your back on everything you liked about murlocs. Mage will use everything thay can find to stop you, even the kitchen sink.
Phase IV: Priest, Warrior and Warlock. Heal your way out of the water, use your heropower to get that correct pirate you need to OTK your opponent before turn 4 or yest hit the really, really hard what a hammer.
Phase V: Paladin, Druid and Hunter. Sail the seas as a Naga hunter, not sure if you are a Naga that is a hunter, or you are hunting Nagas, Use nature to rise against the evil seaweed.... SEAWITCH! and the paladin.... that.... that... Palys?
Some cards:
A new baseline card for you Pirate deck, killing your target before thay get the chans to react. And if thay do... well then you hit back harder. Swift is the same as Quick, but having a hard time to desiding on if Swift och Quick is the best name for it.
A Rouge class card that help you kill "what you want me kill?" and not be removed to easy. But dont correct his spelling... he do not like spell(s)ing...
The Naga, like the minions, the buff the other Nagas, AND THEM SELF! The more the slimier! One is hard to kill, two is harder, three is the hardest, if ther is not 4, 5, 6 or 7 on bord... Only hope that your opponent dont play them as well.
And the Queen, the leader. You cant kill her while the army is in play, even if you control the army and you opponent controls her.
That's it! Hope i see you again in phase 2!
And sorry for the bad spelling, hard to "do the english"
The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.
Battle for Booty Bay is a Multi-Class expansion!
I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards.
Let me introduce the mechanics and the factions!
Factions:
The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)
The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse
Infuse works similarly to Adapt, but here you can give
additional effects to your spells, choosing between 6 total Infusions.
Let's see an example of a card with Infuse, and the Infusions!
Blackwater Raiders (Warrior, Rogue, Pirate-based theme)
Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play. This is well represented by their keyword: Duel
Duel is basically a bad version of Charge, but i like to think that Charge will become like this
one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones.
The Pack (Hunter, Druid, Beast-based theme)
The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts. They don't have a specific keyword.
Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme)
The Silver Hand army decided to send their Peacekeeping unit in order to restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working around the idea of bringing peace through war.
“A lost city hidden away by the sands of time, holding secrets and riches beyond imagining. Ancient curses roaming the streets. Powerful Relic of days old. Sand. Like, a lot of sand. Welcome, to Uldum.”
- Grab you backpack , map and sunblock, beacuse we’re going to Uldum, the ancient land of the Titans and Tol’vir. Since the path to Uldum opened after the cataclysm, thousands of adventurers have seeked the trasures and secrets of this ancient city. Some of them, come in the form of Relics. These act similarly to weapons. They take up the weapon slot, but do not offer an offensive ability. Rather, it works passively. Relics activate when a certain condition is met, and will lose 1 durability when said thing happens. Relics do not count as weapons either, so your precios treasures won’t be affected by those pesky Oozes.
- The treasures hidden away in the depths of the pyramids have caught the eye of many… businessmen. Rogues in particular are very skilled in raiding, but you can’t have an effective crew without resources. So, Rogues use Gold Coins to acquire their way to the top. There are several cards in this class that interact with Gold Coins.
- Here I introduce a new mechanic: Loot. A card’s Loot effect will trigger whenever you draw said card. Meaning it won’t come into effect if copied or Discovered.
- In order to obtain these ancient relics, however, raiders will meet dangerous obstacles. The most powerful out of all are the Constructs, namely Isiset, Rajh, Setesh and Ammunae. All Construct are Legendary neutral minions that will bring a different playstyle to the table. In the case of Ammunae, he and his followers revolve around Seedling pods. The Seedling Pods, when drawn, will spawn a minion and bring further strength to the deck. This means that several cards are able to either shuffle Pods into your deck and draw them from your deck; or both.
Are you ready for Uldum? Good luck to everyone!
Tokens (Gold Coin, Swarm Scarab, Seedling Pod, Seedling)
The War for Outland
Anduin Wrynn: After years of battle, it seems like the end of the war finally draws near. The Alliance, with the draenei, are losing the war and they need our assistance! Gul`dan: But if the Alliance and the draenei are losing, why would we side with them? I vote that we fight against the Alliance and claim Outland for our own, we will fulfill our destinies! Uther Lightbringer: I agree with Anduin! We should help the Alliance! Jaina Proudmoore: It would be smartest to try to end this war peacefully since the casualties would be huge for us. Valeera Sanguinar: I agree with Jaina. Ending this war peacefully would prevent casualties. Garrosh Hellscream: While both sides are weak, we should attack them both and take Outland for ourselves! Thrall: I believe that the idea that Garrosh proposed is most likely the best idea. My vote goes with Garrosh. Malfurion Stormrage: We should put down our weapons and defend the wild from the war! We must make sure to preserve nature above everything else! Rexxar: I agree with Malfurion. We must protect the wild things since they are the only pure things left in this world!
As you can see, the heroes that represent each class are debating on how they should proceed on Outland. You get to choose which side you go on! Will you fight with the draenei, or will you fight against them? Will you choose to battle on the side of nature and the wild things or hope to create peace? You choose! This expansion will introduce a new tribe tag, the draenei! Unlike tribes like the murlocs, they are powerful both together and alone! Each class will have its own unique identity that it different from all the others.
The majority of the draenei are fount in the paladin and the priest class. Priests heal their allies to prevent casualties while the paladins are on the front lines and are being healed.
The enemies of the draenei can be fount in the warlock class. Many of them are the corrupted draenei known as the eredar race.
The druids have a defensive position in this expansion, while the hunters attack anything that attempts to harm nature and it's wild things.
The enemy of the draenei are the Burning Legion, he leads them. Sargeras used to lead them but he disappeared so Kil'jaeden took over. He was the one who would recruit new members to the Burning Legion and you can see that in battle.
You and your fellow adventurers are becoming more and more lost as you struggle to find your way through the deep forest of Draynor as the end of the day draws near. Suddenly, you spot a dim light in the distance through the shadowy trees; "A town!" you exclaim to your fellow travelers. The lot of you increase your pace as you find the life in your legs is restored from the thought of a safe place to rest. . . But will you find rest easier in the Town known only by it's reputation of none ever escaping? If only you knew the danger that lies ahead in the treacherous town of the Outlands. . .
As you and your crew reach the outskirts of the town, you realize that this is different from any other town seen elsewhere. It's not so strange a sight, but you and the travelers around you share a feeling of despair as you draw nearer to the closest structure. Suddenly a shadowy figure jumps out at you! a smaller man hastily whispers "Come here! you don't want to get stuck out here when full nightfall hits!" Startled and cautious, your group follows the man inside the building you assume is his house. As you enter, you see an array of odd bottles with glowing and fizzling liquids and several mechanical devices that could easily be used as weapons, but not for any normal foe! He tells you all to get some rest, and that he'll have a lot of explaining to do before anyone leaves the next day. . .
The following Morning you are guided to what looks like a coliseum! There's all sorts of chatter and energy radiating from the place! as you draw nearer, you swear you hear a Dragon, but don't those reside a week's journey from here? The man tells you that this is the main social gathering each week where outsiders and lost are pitted against each other to fight, if they are caught. Even dragons and other magical creatures are summoned to fight as entertainment, but you should be lucky that he found you as he wouldn't turn you in. He parts and goes his on way with these words: "you're on your own now, but don't go out at night in the town, Assassins and the like are everywhere, and I heard that a couple creatures summoned in the arena here escaped and hunt at night. If you leave, do it in the morning, and do it quickly.
This expansion will add a new keyword: Improvise and applies existing mechanics in new ways. There are new Secrets for Rogue and one for Hunter in this set! If I progress through the stages, I'll begin to add Assassins for the rogue, Secrets for More classes (Including Warlock!).
Note: you must be able to meet the requirements of the additional cost in order to choose it, eg. if you don't have a minion in play, you won't be offered the choice of giving a friendly minion -1/-1 as a payment method. When you play an improvise card, you first choose if you would like to use Improvise then either pay full cost or 2 less mana and pick one of three options above.
This is a basic example as a Neutral minion:
This is effectively a 3 mana 4/4 with the battlecry, but you would have to pay an additional non-mana cost listed above.
As Deadly assassins, Rogues need to keep on their toes at all times. Often, one maneuver can change the course of an intense battle, and Evade will prove to b much needed survival through the course of time.
Evade is one of the few Secrets for Rogue I plan to introduce with this expansion, and they will all be based on a survival mechanism and strategically planning ahead.
In the midst of battle, you may not have all of the resources you need to continue your fight. As numerous historical and legendary battles have shown, those who improvise the best, end up on top.
Mirror Cast is the second card example with the Improvise keyword, and it is also a 5 cost card similar to Goblin Miner above. The card(s) would be absolutely broken if you could just straight up pay 3 mana for them, but the Improvise mechanic aims to keep them in check. Mirror Cast aims to make a variety of Mage decks possible that otherwise wouldn't be.
Searing Champion remains Nameless among the crowds of Draynor and masses part to make way for this fearsome champion of the Outlands Arena. If you can survive whatever terrible creatures and stranded adventurers like yourself have to throw at you, you will be ordered to stand your ground against the Mighty Searing Champion!
This card aims to be a major tempo play, especially against Aggro-style decks.
A strictly forbidden spell in the lands of Draynor and the Outlands Arena. It has only been successfully cast once, and it nearly took out the entirety of the once Draynor Kingdom! If you are caught attempting to even learn this spell, you will be locked away for years to come.
Dragon's Call hopes to revive the powerful presence of Dragon based decks in a meta that has been quite aggressive lately.
Dragon Tokens
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Battle For The Ages
Something strange has started happening in Azeroth.
It began with little things such as Sneed forgetting where he put the keys to his shredder and progressed to spells seemingly not casting, only to trigger hours later.
Then long dead historical figures began showing up, all fresh faced and young, ready to embark upon their quests once again and defeated villains emerged to repeat the deeds that led to their demise.
Discover the new keyword, Phase and 84 new collectible cards that will create new ways to play your favourite Heroes.
The future is now, or it was?...
... And it will be again.
Phase is probably most akin to Overload in that the minions that have it will be undercosted for their stats and or effects. The catch is, rather than reducing your effectiveness next turn, they often reduce your effectiveness the turn you play them. You are making an investment for greater board presence later in the game.
A Phase minion will have a number assigned which dictates how long they remain dormant on the board in a similar way to Sherazin.
At the start of your turn the number will decrease and when it is zero the minion will be summoned.
FAQ:
.If a Phase minion has a Battlecry it will trigger when you play it and then go dormant for its Phase counter.
. If a minion is Phased it is invulnerable to board clear until it is summoned.
. If a minion gains Phase any buffs or debuffs will be removed. When it is resummoned it will be at full health.
The theme of this expansion is all about fate and it's inevitability. You can see Phase minions before they are summoned and you can plan to deal with them but you cannot stop them from appearing.
There will be time based mechanics that occur on the next turn or are based on something that happened on the previous turn.
There will also be an extension of Dragon synergy.
The cards I have chosen to showcase are:
Tokens:
.
Crystal Whelp: A subtle difference compared to minions that cost decreases such as Second-rate Bruiser. If you can afford to play it it will refresh a Mana crystal that could help with a combo. It will have a bigger brother, Crystal Drake, that expands upon this. It also serves as a basic example of Phase. It will trigger its Battlecry if you hold a dragon and then go dormant until the start of your next turn.
Smouldering Ember: A new way to make use of the Flame Elementals brought in with Un'Goro. An example to show the expansion is more than just a one note thing. It is Smouldering because it has been found at the end of time long after the fire went out.
Alter Time: My intention is to remove the dominance of aggro and allow other ways to play. This card will allow a Mage to bring themselves back from the brink of death given the right circumstances.
Murozond: I have designed this card to function as something of a reverse quest. You play Murozond for 1 Mana but he will not be summoned for 20 turns. This is still the case if he is summoned without being played or finds some other way to be summoned as Phase works regardless of how a minion makes it to the board.
Assuming your opponent played 1 card a turn it would take 10 turns for him to appear. It is designed to instil a similar feeling of dread as C'thun in that you know he is coming but can't do much about it. It shows that no matter what you do Murozond is coming. Each action only leads to the inevitable. That said the fact that your opponent knows when he will arrive allows them to prepare for that moment.
each time it's Phase counter decreases there will be a little Murozond face appear like C'thun to say something such as "You cannot escape the inevitable", or "each action leads you down the path to ruin" etc. Taunting them throughout the game.
Thanks for taking the time to read my expansion. I will look for any feedback in the discussion topic and would love the chance to continue with it.