To Phase II of Hearthpwn's first ever Expansion Creation Competition! The top 38 entries have advanced one step closer to being crowned the Expansion Creation Champion!
(NOTE: If your name does not appear on this list, you MAY NOT submit.)
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
Phase II Submission and Early Voting (Starts NOW! Ends 20:00 UTC 10/07/2017) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase II Up-Voting (Starts 20:00 UTC 10/07/2017, Ends 20:00 UTC 12/07/201713/07/2017) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determine who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where, a = The total number of valid submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition phases:
Phase III: 7 cards for three different classes of your choosing will be the challenge this round. Of those cards, each class must have 3 Commons, 2 Rares, 1 Epic, and 1 Legendary to make 21 cards all in total,
Phase IV: The exact same as the last phase except with three classes that you have not done yet.
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards or any animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE II - Neutral Cards
This phase is all about the backbone of every expansion, the neutral cards. Your post will include:
A Quick Reminder of Your Set Mechanics - Just make sure we're up to speed with how your keywords work. 1 or 2 lines is fine for this (in addition to any tooltips), but any more explanation or balance should be behind a spoiler
Twenty-One (21) Neutral Cards - Yep, we're getting going fast. The 21 cards will be divided into Eight (8) Commons, Five (5) Rares, Four (4) Epics, and (4) Legendaries.
Four (4) Example Neutral Cards of the Set - Once again, you will show off four (4) cards. For this phase, there is not restriction on what rarities must be shown, so choose your absolute best! The other 17 cards must be included behind a spoiler
Formatting - Once again, your example cards can be no bigger than 250 x 345. Any tokens must be included in a spoiler, so as to prevent the topic from getting to cluttered. Tooltips are allowable as well, just keep them reasonably sized.
You may have, in the open for this phase, your four (4) example cards, a reasonably sized banner, and any keyword boxes. Any other graphics - dialogue boxes, additional token cards, whatever - may be included behind spoilers, along with the remaining neutral cards, presented however you want, so long as all your neutral cards are there. You may not show any of your non-neutral cards.
If you're at all confused, I've included an example using Goblins vs. Gnomes once again as my "entry":
Goblins vs. Gnomes
This is my expansion! It's about the ongoing conflict between goblins and gnomes! Introduces Spare Parts and Mechs! (you can make this much longer. In fact, please do.)
Spare Parts
I didn't want to copy all the spare parts in. You get the idea.
Example Cards:
Goblins vs. Gnomes is all about harnessing the random and creative genius of the two rivals. Spare Parts are 7 different 1 mana spells that allow you to tinker with your minions. Mechs are a new creature type, and many existing cards like Harvest Golem will become mechs with the release of this expansion.
Rest of Neutrals
Some Quick Tips:
Expansions can be both extremely streamlined in their story telling (as in Means Streets of Gadgetzan) or be very broad (as in Goblins vs. Gnomes). Don't feel as though you need to tell the story of just a single event.
Classes often have a specific identity in expansions. It's a good idea to figure out which of your mechanics best fit with certain classes.
Unlike the class competitions, your expansion should have several different mechanics at play. A narrow mechanical theme will leave you with little to work with in later phases (Journey to Un'goro had Quests, Adapt, and new class mechanics for each class).
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
The role Chair Millhouse plays in this expansion is similar to that of C'Thun in WOG. The card is given to players for free, and if you want to build a deck around it, you need several other cards that refer to Chair Millhouse by name.
Chair Millhouse hosts the whole conference with the assistance of other assembly staff. Whenever someone calls for help, Millhouse arrives at no time.
The speakers at the assembly are all elites in the field of arcane arts and sciences. Their experiments and predictions are accurate and precise, often down to the exact digit they desire.
Researchers specializing in other subjects, such as medical science and zoology, also come to the assembly, willing to conduct some interdisciplinary surveys with the attendees.
People who're not part of the academic circle are allowed in the assembly as well. These outsiders come here just to meet the most intelligent people of Azeroth and make friends.
The assembly welcomes anyone who's interested in arcane arts and sciences. Come and join us in the academic discussions at the Arcane Art Assembly of Azeroth!
Full List of Neutral Cards
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
Explanation of some cards related to my future plan:
I know that many of my neutral cards might look strange on their own - it seems that they neither fit into the theme of the expansion nor synergize with other cards I've shown. This is because these neutral cards are aimed at some specific decks which will not be shown until the next three phases.
Arcane Guardian is a card I made for 6/6 Handlock. The theme of warlock class in my expansion is [6/6 minion], such as Sensei of Chaos which was one of my example cards in phase I. Warlock already has a plenty of 6/6 minions: Abyssal Enforcer, Kabal Trafficker, Dread Infernal, and Infernal from Lord Jaraxxus; but none of them helps with early game. Thus I made Arcane Guardian and hope that this Taunt guy would make Handlock great again.
Annoy-o-boy and Doomsaver are both cards I made for the shaman class. The theme of Shaman in my expansion is [0-Attack minion]. There will be a new totem for shaman this expansion, and several shaman cards will synergize with 0-Attack minions. Note that Annoy-o-boy is also a card that counters Chair Millhouse decks, which helps balance the meta if Millhouse decks become overpowered.
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry.
Q:Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q:Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: How does Satyr Intellectual work?
A: The effect triggers when you deal a damage of exactly 7. This does not include something like deal 3 damage from a minion and 4 from another. Also, I referred to Echoing Ooze for wording it as a battlecry.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q:Doomsaver seems pretty broken if you control two of them. What don't you fix it?
A: Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, or even Devolve and Mass Dispel. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
Enter the Dark Portal and fight in the vast areas of Outland!
Design Themes: Demons, Burning Crusade and Outland characters! If you have played The Burning Crusade WoW Content, you might recognize some citizens of Shattrath or NPCs of Terokkar Forest!
New Keyword & new Spell type:
You don't actually attack, it's just the way to trigger Fee. It can't be used if the minion can't attack, that means not the turn it is played or if it is frozen.
There will be at least one Field per class. An example can be found in my Phase I submission here. They are always visible in the corner of the field.
Gyro-Plank Larry: Don't like your hand? Only high-costing minions? Looking for specific cards? Here is your chance to try again! As long as he stays alive, you can spend 1 mana every round to repeat the effect. However, you shuffle your entire hand in, so you can't keep specific cards, so you have to weigh your options.
Fel Orc: Fields generally don't impact the board directly by themselves, so you need some help to catch up if you played it on curve. Even if played as 3/3, you can activate its effect by playing a Field afterward. Can be used to bait your opponent, but be careful, your opponent can use this card as anti-Field tech as well.
Sanctuary Exorcist: Can be used to get rid of problematic Demons your opponent has or can be used on your own to get a strong 3/4 for 2 mana and a new fully restored minion.
Ashentongue Elder: Don't like to be OTKed? Don't like to see 5 new minions after you've cleared the board? Fret no more! It's the perfect counter card to prevent these turns and makes puts decision making in the foreground and gives control decks a chance to get to the later turns.
Please take a look at the rest of the set to get a general impression and remember, class cards are much more important and will truly enable unique decks.
Commons
Token:
Rares
Comments / FAQ:
Traveling Merchant: When you play this on turn 5 and draw a card on that turn, you will draw a 5 cost card from your deck (if possible). If you play this and then draw your card on the next turn, you will draw a 6 cost card. This does NOT draw a card, it only affects WHAT you draw.
Etheral Soul-Trader: If you control a Demon, you will discover a Demon. If you control a Pirate, you will discover a Pirate etc. If you don't have a tribe minion, it does nothing. If you control a Pirate AND a Demon, you will discover any 3 minions that are randomly either pirate or demon.
Epics
Comments / FAQ:
Shadowmoon Observer: The "back" of the cards will have a glow depending on the type of card. e.g. Minions are the usual brown-ish color, spells are blue and weapons are black. You do not see anything else.
Ashentongue Elder: Penalizes both players. The first card will have a normal cost. The second card you play will cost +2. The third +4 etc. This makes combos and hand-vomiting harder. Can be used to as preventive play against combo decks like Freeze Mage.
Legendaries
Token:
Comments / FAQ:
Exarch Nasuun: Destroys all "tokens" IF they were summoned by another card, e.g. Jade minions, Imp Gang Boss, Free From Amber, Twin Emperor Vek'lor or Forbidden Ritual or even demons summed by the Dark Portal. Does not affect Paladin hero power tokens, since they don't come from another card.
Kil'Jaeden: Automatically puts the Field into play. Portal can summon ANY demon (including class demons, apart from non-collectible).
After the invasion of the old world of Draenor, the heroes of Azeroth left the world in ruins. Tension between the orcs and the remaining inhabitants still waged, forcing the orcs to isolate themselves. Atleast until they met Entrepreneur Longshot. The goblin marketings genius teamed up with the beaten orcs, to transform the world of Draenor to an exotic tourist magnet. This however diden't go through unnoticed, and a group of secret operatives formed the group of A.F.E(Allied Forces of Equality). To insure the freedom and wellbeing of the inhabitants of Draenor. Will you choose to stay by and watch things settle themselves? Will you help Landro develop Draenor? Or will you join the A.F.E and cover the safety of the folks? The choice is yours.
The Keywords:
Some minds have a hard time picking a side, and chooses to rely on your judgement on what to do, empowering your Hero Power, so you can make the choice for them. Furthermore amoung the species on Draenor, you will find some of the most scary, gruesome and primal beings. So intimidating, that some can't even muster the courage to fight them!
The cards
The Entrepreneur himself. Landro Longshot is a marketing genius who knows which strings to pull to get what he wants. His motto is that everything and everyone can be bought. And so far, noone have proved to be an exception.
Amoung the Warcheifs of Draenor, you will find the watcher of the Shadowmoon Burial Grounds, Ner'zhul. His great shamanistic powers allows him to speak with his ancestors, and even raise the dead from their graves...
But not everything on Draenor is about fighting, some such as this orc seek to cook the finest and most exotic dishes utilizing Draenors Beasts... And Murlocs.... And Dragons?
The Vindicators of Karabor praises the overnatural beings of the light called the Naaru. They vow to protect all beings from harm, and seeks to end any conflict as soon as possible.
Remaining Neutrals
And a quick Q/A at last
Q: Will Longshot take control of a minion, even if you dont have the mana to pay for it? A: No. You also won't pay any mana if you cant pay the full price.
Q: If you have a minion that is intimidated by something, and that thing has taunt. Can't it attack at all? A: Intimidate nullifies Taunt just like Stealth and Immune does. This however only applies to the intimidated minions. If we say that the Exotic Chef has Taunt. Then Murlocs, Beasts and Dragons can bypass it. But other minions can't.
Q: Can Empower stack. Can you have several different Empower effects on the same Hero Power? A: Yes you can indeed have several Empower effects on the same use of the Hero Power. So if you want to go full meme mode. You can make a 30 Empower card deck. And have a Hero Power at the end of it, that does litterally everything at once..
Q: Will Vindicator Trainee's effect trigger before or after an enemy minion attacks it? A: Before. So it will be atleast a 2/2 against other minions.
Q: Will cards like Burning Blade Brewmaster allow people to target, even if the Hero Power usually won't target anything? A: Yes indeed it will. You can look at it like a spell. If we say that you played a Burning Blade Brewmaster. Your Hero Power as a Hunter would work the same as a spell that words "Deal 2 damage to the enemy hero, return a friendly minion to your hand". If your Hero Power already is targetable, then you will still only be able to target one card for the full effect.
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. When the X reached (0), the Study keyword will disappear and the effect will appear as normal.
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!
The Showcase Cards:
With the corruption and the influence of the Burning Legion purified by our brave Adventurers, these creatures left remains. Lost Treant is an examples of the Plant life in the Outland whose has its life forever altered by the Burning Legion. Fortunately, with the help of a fellow Plant, it can return to normalcy. An early example of the Plant tribe synergize with each other and interact with your opponent. Its stat is weaker than Primalfin Lookout for the easier activation of your opponent's Plant.
However, not all creatures have a happy ending. The Elementals in this land are aggressive and is more difficult to be cleansed of the Burning Legion influence since the Demonic power seeps into their very core. Ice Revenant is an example of the Elemental archetype in this expansion that will develop more in other classes (especially Shaman and Mage): Focusing on disrupting your opponent's play.
Moving on from the creatures, we now focusing on our heroes! Veteran Explorer helps the set's Study and Shaping effect by passing on his immense knowledge when he died, signifying by activating the card with the highest Study and Shaping in your hand.
And finally, the Lord of the Outland himself! Illidan has helped with the effort of repelling the Burning Legion, now he might damn well make sure this place prosperous for him to lead! A hard removal that need immediate follow up, he will be used in a lot of the slower deck to fend off aggressive ones since this removal is attached to a premium body!
Does the countdown on Shaping and Study start the turn after your mulligan? Yes! Which mean it's incredibly important to mulligan out the bad cards depend on your match up and calculate the Risk / Reward ratio to play the Shaping / Study cards in their original form or their more powerful / situationally good form!
These Shaping cards look complicated! Do I have to learn every single cards in the game to know which cards they Shape into? No siree! Hearthstone is at foremost designed to be simple and new players friendly. So, any cards whose Shaping effect that named a specific card will be limited to three sources: Cards from the expansion itself, a new / established token like Ancient of Wonder or cards from the Classic and Expert set like Elven Sentinel. Just knowing these three sources and you are good to go!
Why should I use the Shaping cards over the card that it transform into? Flexibility! For example, sometime a 1 mana 1/2 Elven Sentinel is better. Sometime an Elven Archeris better.
Would every single decks use Illidan? What about pre-nerf Tinkmaster Overspark? Overspark is 3 mana so he'd fit in even Tempo and aggressive deck while Illidan is a 6 mana 4/4 and thus fits in more Mid-range or control deck. Plus, Shaman and Mage already had insane transform effect, so I doubt they will run him.
OK, but how does he tie in to the expansion thematically and lore-wise? Isn't he an Expert card? Illidan is the Lord of the Outland, so of course the player has to report to him! He shares the overall theme of transforming from the Shaping mechanic.
What would happen if Earthen Ring Recruiter hit a minion already had a Battlecry? Then the Study effect will replace its wording from Battlecry to an "And", similar to the wording on Ice Revenant.
Do Tae'thalan and Earthen Ring Recruiter's wording too long? As long as they still fit in 4-lines and is shorter than Curious Glimmerroot, I think this is still a possible Hearthstone card.
Why is Finley only increase the cost of the Murlocs by 1? Is he too strong? Finley has terrible stats for a Murloc deck in the early game, so the only time the deck ever want to actually play him is in the late game. And remember, he increase your Murloc by (1) each, which is more impactful than first glance. A 4 mana Murloc Warleader in your hand is much less powerful than a 3 mana one.
What would happen if I have two or more cards with the same number on Study and / or Shaping when Veteran Explorer died? He would pick one as random. Sorry, guys. It's your choice to leave those cards on your hand.
Why is Forest Protector not a Plant herself? Because then she will be too hard to remove if you chain summoning her.
Why is Corrupted Treant target small minions but other Neutrals Plant synergy are with big minions? The existence of this card alone will encourage people to pick bigger minions for Lost Treant effect and keep Token Druid from being too good, slowing down the meta a little bit. Plus, some classes will receive early game Plants that they will want to run (They will not necessary be aggressive) as well as several already existed Plants. For example, Lost Treant, Peaceful Treant. Curious Glimmerroot, Razorpetal Lasher, the Plants from the Adapt effect and many Druid token summoning etc.
Thank everyone who took the time to view and give constructive feedback to my expansion in both Forums.
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Explanation on the Void Orb mechanic:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
The dark magic may be effecting everyone, but that doesn't have to be a bad thing. You can perhaps take advantage of this and use these dark powers for yourself. Some minions in this expansion will give you some Void Orbs to hold on to and use when the time comes. Void Defender fights for as a 4/6 Taunt minion that will give you two of these orbs on the house while also serving as a defender for you. But now that you have these orbs, how exactly do you use them?
Say hello to my little friend, Twilight Embracer. She knows a thing or two about these Void Orbs using them in her effect. While she isn't very strong on the battlefield by herself, her effect is what's makes her a force to be reckoned with. She'll spend any number of Void Orbs you've got and use their energy to turn them into damage to take care of anything from something as small as a Murloc Tinyfin (she's not completely heartless, but she'll go all Swamp King Dred on them), to something as big as the almighty Ragnaros the Firelord to being able to almost one-shot Deathwing.
Have you ever put your faith into Yogg-Saron only to have it Pyroblast your own face, then kill itself in the process? With the help of Soul Manipulator, you'll never get screwed over by bad RNG ever again. She'll manipulate anyone's soul (you know, because that's kind of her thing) and anything that normally would be need a lot of luck and faith instead becomes as easy as its ever been. The possibilities she opens are endless. You can now guarantee that a minion will win a Brawl, turn Deadly Shot into an Assassinate, an Arcane Missiles into a Darkbomb, you name it. She's got the power to do it, and now you have the power to do anything you want knowing that some invisible dirtbag is messing up your game.
Of course though, in Hearthstone, very unpredictable alliances can happen. You can find Varian Wrynn, king of Stormwind and leader of the Alliance fighting alongside former Horde warchief Garrosh Hellscream working together.
The tables will turn around here as well as the most evil, grim warriors and rulers will fight alongside you in your Hearthstone deck. Meet Skalvar the Wicked who will provide you a consistent, easy means of giving you Void Orbs to infinitely reload. He will grant you the 1 mana Hero Power, "Ascend in Power" which will give you a Void Orb right away upon playing. But as with every deal with the devil, there are some rules and hidden catches, usually in contract form. Skalvar has his own contract that when signed will turn you back into your normal self whenever you wish. I trust you though that you will think about it before you sign, right?
Void Orb cards
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Other Neutral cards
Tokens
Created by Queen Crawler
Created by Skalvar the Wicked
Crated by Pheran the Shapeshifter
Miscellaneous Notes
If you're confused as to why Follower of Zivius has Divine Shield despite being a dark character, this is designed to be similar to the relationship between C'Thun's Chosen and C'Thun, where C'Thun's Chosen is dark and works for the evil Old God, but C'Thun "chose" her so she is granted a shield by C'Thun represented in game with a Divine Shield. In addition to that, there are some non-holy minions with Divine Shield such as Annoy-o-Tron and Psych-o-Tron (the latter of the two, arguably being much more dark).
Chaos Illusionist simply allows both players to highlight over the other player's Secrets to see what they are, just like how you can highlight your own Secrets in play. It also negates their trigger so even when the condition is met, the Secret won't trigger and will simply just stay there.
Soul Manipulator's effect only applies to eligible targets, so it cannot make a Ragnaros the Firelord hit a friendly minion if Soul Manipulator's Battlecry chooses a friendly minion. The effect will still work as normal in this case.
Pheran cannot give you the choice card of the class you're currently playing. For example, you can't get "New Class: Priest" if you're playing as a Priest. In addition, ALL class cards in your hand and deck will be effected by Pheran's Battlecry, even if you have a card in your hand that is from the same class you chose.
Greetings Explorer, and welcome to Uldaram! We've cleared the way into the city, are you ready to enter?
The Story:
Buried beneath the sand of the Tanaris desert lies the ancient Titan City of Uldaram, which has lay undiscovered for thousands of years - until now. The League of Explorers was alerted to a possible Titan artifact of great power within it called the Timepiece of Origination, but they soon found that it had been destroyed millennia ago, and the dust that remained from it was put into another artifact known as the Hourglass of Origination, which is now stored within Uldaram. However, the League were not the first to learn of it, and their nemeses in the Reliquary have begun excavating the site, hoping to find the artifact before them. The Reliquary have allied themselves alongside with the Neferset Tol'vir, who are looking to ransack the city, and an old enemy of the League's - Rafaam, who has taken the title of Nexus-Thief and raised an army of Mummy Zombies with the Mirror of Doom to do their bidding. However, the city was long ago afflicted with the Old Gods' Curse of Flesh, and many of the Titanic beings inside of it have become dark, twisted beings, or eventually died and because dark, twisted spirits. The last few Titanforged inside of the city are at war with these abominations, and see both the Reliquary and Explorers' League as threats as well. With the Rafaam, the Titanforged guardians, and the dark, evil creatures within the city all at their heels, can our heroes outwit them and escape from Uldaram with the Hourglass of Origination and their lives?
The Mechanics:
The set contains two new main mechanics, the first of which is a keyword, Embalm:
which is essentially a combination of Sap and Silence, and mainly on minions as a Deathrattle that Embalms the minion. However, it can also be on weapons as a Deathrattle, or on any type of card an effect that targets minions/weapons that are still on the board and Embalms them. The other main mechanic is the use of Mummy Zombie tokens that are summoned and buffed by several cards in both the Neutral and class sets.
In the current version of the set, Rogues, Mages, Warlocks and Shamans are the classes that have direct synergy with them. Rogue card focus on adding or returning copies of them to your hand to activate combos, Mage cards are based around a class spell token that summons them for spell synergy, while Warlock and Shaman focus around buffing them, albeit in different ways.
The Cards:
The League of Explorers is out in full force to try and claim the Hourglass of Origination, and they've brought along several of Azeroth's foremost explorers, not just the famous four that we grew to know while on the hunt for the Staff of Origination.
This Grizzled Sharpshooteris an incredible marksman, and he can deal exactly as much damage as you need to take out a threat. With every shot he makes, his fame grows, and his reputation causes his adoring fans to flock to him from all across Azeroth.
The Tol'vir by nature are a very territorial species, and now with constant fighting occurring in Uldaram, their prowess for defending their territory has become extremely useful for all sides of the conflict hoping to maintain a foothold within the city.
Whether sending his allies back in retreat to gain a much needed break from combat, or ensnaring his enemies to keep them out of the fighting for a time, this Tol'vir Ritualist will make sure that the time he buys you with his expertise in Embalming won't go to waste.
The last few uncorrupted Titanforged still residing in Uldaram have worked tirelessly for thousands of years to repel the dark spirits and ancient shades within the city, and have become very proficient at lending one another a hand in battle to ensure victory.
The Titanforged Giants in particular are very good at protecting weaker allies who may need a rest in battle after narrowly escaping a sticky situation, and they're very good at that job. If you need someone else to take charge while you recuperate, look no further.
The Reliquary, in their want to enter the city of Uldaram and steal the Hourglass of Origination, have allied with an old enemy of the League of Explorers, who has raised an army of Mummy Zombies to help them break their way into it by brute force.
Nexus-Thief Rafaamis a powerful ally who will use the Mirror of Doom to summon an army of Mummy Zombies to do his bidding. Be sure to draw the Dark Reflection he gives you as soon as you can, as it will make your Mirror of Doom cost nothing, and surely turn the tide of battle.
Embalm Cards:
Other Cards:
Tokens:
(Possible choices for the Hourglass of Origination's transformations.)
(Tokens from Nexus-Thief Rafaam)
Clarifications:
Anubisath Darkcaller gains a Battlecry when it gets Embalmed by its Deathrattle, the text is functionally the same as "Deathrattle:Embalm this minion and give it 'Battlecry: Summon two Mummy Zombies.'" I went the way I did because I prefer the style of text of Spikeridged Steed to that of Ancestral Spirit, as it feels neater and more aesthetically pleasing.
Brann, Raider of Uldaram has been reworked a bit, and now he'll put your Hourglass of Origination from your hand or deck into the battlefield for a limited amount of time. It lasts until after any start of turn effects go off because they all trigger at the same time, so you'll get back some Deathrattle minions or get an extra Mummy Zombie if you have the 7 or 3 Mana Hourglass. If your Hourglass is already in the battlefield, the effect doesn't do anything, and your Hourglass doesn't go away or anything once your next turn begins.
Ethereal Armorer Discovers weapons from ANY class, meaning that no matter which class you play, you have a chance to get any collectable weapon from any class, including ones besides the one you're playing. You're equally likely to Discover, for example, a Vinecleaver while playing Mage as you are while playing Paladin.
Mummy Zombies are named intentionally the same as the Mummy Zombies generated by the Mirror of Doom, and that's because they both can receive some of the same effects that are applied by class minions, and they both count towards the effects of Reanimated Giant and Risen Fiend. This was intentional, as they are supposed to be the same minions as summoned by Rafaam, albeit a bit weaker in this case for obvious balance reasons.
Oltaron the Eternal and Titanforged Giant may seem like bad cards, and in the context here they might even be. However, there are lots of other class cards in the set that synergize with these, in the same way there are class cards that synergize with Mummy Zombies. For example, consider how Barnes, Mirage Caller, Ancestral Spirit, Terrorscale Stalker and the 7-Cost Hourglass of Origination promote Oltaron's effect, and how Amara, Warden of Hope and the 5-Cost Hourglass of Origination work very well with Titanforged Giant. There are some similar effects among the class cards that can be used to promote these cards, and they'll be released if I make it to Phase III.
Flavor Text:
Anubisath Darkcaller: Still really mad Rafaam replaced him with a robo-darkcaller. Anubisath Guardian: Not what anyone was expecting when Oltaron said he had a guard dog. Brann, Raider of Uldaram: Unlike Reno, he actually bothers to put things back when he's done using them. Ethereal Armorer: He has wares if you have coin. More accurately, he has 1-durability weapons if you have 4 mana. Fleshcursed Skulker: His mother always told him to stop skulking, and he really regrets not listening to her. Grizzled Sharpshooter: He's so good, he doesn't even bother having a scope on his rifle. Hourglass of Origination: How many hourglasses do we need in this game, anyway? Mummy Zombie: Won second place in the "Most Terrifying 1/1" category after Patches the Pirate last HearthCon. Nexus-Thief Rafaam: He's so good at stealing, he stole an entire other game! Oltaron the Eternal: He's only really "Eternal" if you run a bunch of cards the resummon him. Ramkahen Lightbearer: Lightbearing is a lot better than Darkbearing, not to mention Heavybearing. Ramkahen Warbringer: He brings the war, and sometimes, the guacamole. That's usually the Guacbearer, though. Reanimated Giant: This is what happens when you give your giants corpses after midnight. Reliquary Raider: A lot more respectable than the Reliquary Rager. Risen Fiend: He was only risen 5 minutes ago, his alarm went off late. Tanaris Survivalist: Always comes prepared with a first aid kit and a few dozen Goblin Gliders. Titanforged Giant: Has a love-hate relationship with Reno Jackson. Tol'vir Ritualist: Feeling much better after the whole "Seething Statue" incident. Tomb Rager: Last he knew, he was at a party in Uldum, then he woke up in a crypt with a crazy headache. Uldaram Excavator: Is trying really hard not to excavate any evil this time around. Unburied Drake: What's it take for a drake to get a burial around here, eh?
If you like what I've done with this part of the set, please leave me a like! If you have any questions, ask me them on the discussion page, and I can add a FAQ section to this post explaining anything. Thanks!
Hi everyone! I would like to thank a whole bunch of people - Broeck1, CecilHoshino, Cogito_Ergo_Sum, Demonxz95, Mewdrops, Shatterstar1998, SnorlaxBR, ShadowsofSense, Teknician, ThisOtherToxGuy, and Zence - for their feedback during this phase. I leaned on a TON of awesome people to make this set, and it's SUPER appreciated!!!! :D
So without further ado, I give you...
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place. I should note that most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter, and will lose value as they Warm.
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!!
Showcase Cards
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll just Freeze them where they stand.
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly). Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board.
The Rest of the Neutral Set!
Commons
As the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
Rares
As you can see, this expansion has flavorful tribal synergy cards (and will continue to with the class cards!!)
Epics
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less"!
Legendaries
I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Tokens
In terms of flavor, the idea here is that the Murlocs make such a racket that they wake up the Leviathan, and the damage spells release the Dryad from her roots by cutting away at the vines. Hope you like!!
The Critters Carnival is an awesome event in which the greatest heroes of Azeroth can see the most exquisite creatures from all around the world! Spoopett, Carnival Master loves all types of creatures and wants everyone to see how incredible they are, that's why lots of Exhibits are organized during the Carnival. The most wonderful Beasts, Dragons and Murlocs are exhibited druing the Carnival, but they're aren't the only ones being presented. Amazing Totem carving can be seen, and Goblins & Gnomes like to compete to see who can build the best Mechs. Of course, thing don't usually calm down for the heroes of azeroth. Some unexpected ruffians have found a way to get into the Carnival...
THE KEYWORD:
So, how does this mechanic work? Well, X is replaced with something, such as "Murloc" or "Secret". Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike Battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
THE CARDS:
Southsea Spearman shows how the Exhibit effect is not limited to minion types. If you don't control a Weapon, it will be able to deal 2 damage.
What kind of Pirate does not carry a weapon?!
Blazetail Mouse is a good example of synergy between different minion types. This lovely beast is so fond of the elements that it may come back to life if it has had a great time with one of its Elemental friends.
It doesn't like to admit, but it is really scared of Fiery Bat.
In every Carnival, there is always someone who really makes an ordinary show look amazing! Expert Showman is that guy, it can really make any Exhibit look amazing!
“Fortune always favors the brave, and never helps a man who does not help himself.”
Such a grand Carnival must have a great mind behind it. Little is known about Spoopett, Carnival Master, but its incredible ability to organize such an incredible Carnival is almost as undeniable as it love for all kinds of critters.
"The love for all living creatures is the most noble attribute of man... and elf, and orc, and dwarf, and gnome, and troll, and goblin, and pandaren..."
REMAINING NEUTRAL CARDS:
TOKENS:
Tokens for Tiger Charmer, Wavegill Weaponsmith and Murky,respectively:
Q & A:
Q: Isn't the Exhibit mechanic a bit anti-synergetic? A: Yes! I want to see more decks mixing different types of minions than decks that choose one type to build around. Yet, some cards with Exhibit would still see play in decks with cards of the same type just because of how powerful they are. A card such as Southsea Spearman works better in decks without weapons, but it is also a Pirate, and many other Pirates benefit of weapons, so you might consider running it in a Pirate deck that runs weapons, as the other Pirates benefit of it.
Q: What types of Exhibit are there? A: Beast, Demon, Dragon, Elemental, Mech, Murloc, Pirate, Secret, Totem, Tol'vir (Yet to be introtuced), Quest and Weapon.
Q: How does Blazetail Mouse's Deathrattle work? A: Basically the enemy is in control of wheter this ability triggers or not. If I play an Elemental and then the enemy destroys Blazetail Mouse in the following turn, then the Blazetail Mouse can be revived.
Q: Why Tiger Charmer has its own token instead of summoning Stranglethorn Tiger? A: I don't like card from one set summoning cards from other sets. Blizzard has alreadly done this, Cat Trick is an example.
Q: How many cards can have their cost reduced by Spoopett, Carnival Master? A: Up to three cards, a 2-Mana reduction to each minion type.
Q: What happens if I play Salty Drake on an empty board? A: You would have to deal 2 damage to it.
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.
Neutral Showcase:
Chromie:The theme of this card is that Chromie is manipulating time to make events reoccur. It could be a useful card for quest paladin or buff decks in general. It would also be another tool for Mage. There are few decks that would not get value from this.
Paradoxical Pandaren: Inkeeping with the time manipulation theme this card fades in and out of existence. I love a paradox and these are synonymous with time travel.
Forgotten Hero: A basic Phase minion that demonstrates how the mechanic works in a simple way. It takes so long for him to appear due to having to travel so far in time to be summoned. Once he arrives his might is unleashed in a world that has long since forgotten him.
Nozdormu's Pocket Watch: The first neutral none token weapon is... A pocket watch. It is made of metal so can damage someone if you choose to whack them with it but it is better used for its effect which manipulates time to recycle your spells. Again this could be a useful tool for quest Paladin which I wish was more viable.
Basic Cards:
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Rare:
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Epic:
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Legendary:
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Thanks for taking the time to read through my expansion. If I get to the next phase you will see my plans for a Dragon Mage archetype amongst other things.
Something is brewing within the Netherstorm... Energy wave flying off the charts! Curious eyes have seen something. A Shard, of unimaginable power, just flying around in there. Who knows what kind of power it can grant to the possessor... Let's find out, shall we?
But how? People are already quietly sneaking out of the Tavern to hunt for the treasure! Some even speak of the Burning Legion bringing in their numbers after it! While some are going alone, others are already forming alliances to ensure their capture of the Shard. You must hurry!
But of course, not everyone can be trusted. Some wound, others pillage. Either way, you aren't alone out there... Who knows what kind of help you can find!
So what are you waiting for! What if the Shard falls into the wrong hands! Or what if it falls into... anyone's hands? Don't you want that power to yourself? Don't you want to be, powerful? Well you'd best get moving! Its gonna be hard, but a good place to start, is to try to hitch a ride on that cool looking Nether Rocket in Area 52! I'll send you the coordinates...
SHOW-TIME!
"If it doesn't fly at super fast, and doesn't explode, its not from us..."
The first (and only) neutral Legendary Spell! How this works is that a handful of neutral AND class cards grant the ability to add a Waypoint to the top of your deck. Once you've collected and played 3 Waypoint spells, you with obtain the coveted Nether Shard, which goes into your deck, and while it stays there, gives your Hero added abilities! Using cards from this expansion, you can couple them with your enhanced abilities to turn the tide of battle, and be victorious above the rest!
"Change your mind yet? How *bash* about *smack* NOW?!"
Careful out there! This fiery warrior will make you help her find the shard by force! One of the many ways the new Recover mechanic is used. Don't get caught with your minions at death's door! If she manages to kill it, that minion is now your opponents! Excellent damage dealer on her own, but her added effect of turning your minions against you can literally change the direction of a game.
Don't mess with this guy, or he'll give you a generous serving of Coghammer to the face!
An epic minion of EPIC proportions. This goblin has had ENOUGH of the dumb X-52 Nether Rocket. Why does he have to work on something if he isn't getting the reward for doing it?? Tying together board control, and the very scarce positioning skill (which will be a prominent feature of this expansion), he can wipe out objectives if your opponent is careless with it. Now they have the job of either removing him, without removing their own minions, or try to get their more valuable minions out of the way before he dies, and takes them down with him!
She hears you could use a little help. She doesn't care.
One of the new Waypoint generating cards. She knows exactly where to go, but does she actually want to help you? Executing the new Ally mechanic, all she needs is a little help from your opponent, and the next step towards the Nether Shard will be neatly dropped on top of your deck. You may even want to speed up the process by adding cards that draw cards! But watch out!! You'll still need space for cards that interact with your Hero Enhancement, so it is definitely a game of balance.
The Remaining Competition!
(Neutral Set)
Commons
Tokens
Prisoner of the Ridge
Rares
Epics
Legendaries
Tokens
Sargeras, Oppressor Kael'thas Sunstrider
Quest Tokens
ENHANCEMENTS!
FAQ's
"WHY AREN'T THERE A LOT OF CARDS WITH THE RECOVER MECHANIC????" - Don't worry! I planned Recover to be a major mechanic, but it will be featured much more prominently in the class cards, whereas Ally with appear sporadically.
"On Celestial Ridge Sentry, will you draw a Waypoint on your text turn? Or will it draw a card from your deck?" - This triggers after you turn starts, meaning you will draw a card as normal, and a Waypoint will be dropped on your deck for your NEXT draw.
"What happens if you target your own Interconceder?" - Well i'm not really sure why you'd willingly waste 3 mana... but in that case you will receive another Interconceder.
"Where is Nexus Prince's stats????" - Surprise!! The first non-Legend, well, Legend! Sticking close to his lore, this guy will protect his hide at all costs, so of course his minion would instead be his famous Hologram!
"What happens if another non-minion like Sherazin, Seed is on your side of the board with Nexus Prince?" - Well, seeing as something like the Seed isn't technically a minion, Haramad technically doesnt have a reason to show his hologram there, meaning it will destroy itself.
"Can Nether Shard be drawn before you run out of cards?" - YES. Out of balance reasons, Nether Shard will be randomly shuffled in with the last 7 cards in your deck, meaning once you draw it, you lose a card draw that turn and your enhanced effect! Beware!
"Does the Rogue Enhancement include spells and/or minions that deal 1 damage?" - Yes! Anything that can deal 1 damage will be considered poisonous! Blade Flurry now is a board wipe with your hero power! Woo!
"Can the Shaman/Druid Enhancements be silenced?" - The Shaman one CAN. The Druid one CANNOT. Reasoning is that while both are from a passive effect, the Druid Health buff IS the passive effect, meaning even silencing a minion will do nothing (similar to Crystal Core). The Shaman effect only triggers once the condition is met, and it instead GIVES your minions the Health, therefore also making it removable.
"How does the Priest Enhancement translate? Can you heal above 10 Health? Is the deathrattle gone once you've died once?" - As long as the Nether Shard is in your deck, your deathrattle is INFINITE. On the other hand, your Health is PERMANENTLY set to 10. Meaning unless you also have Amara, Warden of Hope in hand, you cannot heal above 10 Health. Fighting a Priest, your job will be to control the board until they discard their Nether Shard. Then go for the 10 damage kill. Goodbye Aggro >:)
"Will Sunfury Guard summon Sunfury Sentinel i an enemy minion attacks it and they both die?" - YES. This minion can easily be a problem for your opponent, as they will either have to answer it with a spell, or with a big minion that won't die if it trades into it.
His homeworld was bigger than he had imagined. Boom Jr. had set out looking for business opportunities, but ended up searching for inspiration, a new enterprise in his mind. To search for the most wondrous of places, the strangest of things and the most powerful of characters, and bring them back to Area 52, in miniature. Maybe some explosives could be added, too! He read through the history of the Aldor and the Scryers, the fall of Illidan and his Illidari. He searched for the orc that fought for two Hordes and lead an ogre clan, Lantresor of the Blade. He even travelled to the place where Doom Lord Kazzak, commander of the Burning Legion's Outland forces, had fallen. His travels made him friends, like the Netherwing or the Sha'tar, but enemies too. He also lost half an ear to a Warp Stalker once! But in the end, it was worth it. The danger, the discovery, it all flowed through his mind when he finally decided to return home... but not for long.
Reminder: my entry for the first phase can be found in the spoiler below.
Preview
Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?
New mechanic: Unleash (X)
Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:
Demons
Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.
Dragons
The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...
Arcane powers
The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other
And much more to discover!
Example cards
New mechanic: Unleash (X)
Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:
Example cards:
No place in Outland is totally secure from the demons of the Burning Legion. As their numbers dwindled, they had to develop new tactics. Boom Jr. soon learned that no demon was truely alone, and that escaping a Doomguard is now easy task.
Conditional unleash makes its first new appearance. Some cards will only be able to unleash themselves if a condition is met, and more cards like this will appear in some class' sets.
Nagrand was still full of life. Roaming the plains, the stoic Elekk ignored the world crumbling around, forming tight packs that grazed together. There is nothing that a matriarch wouldn't do to protect the young or sick.
Positioning has never been this important! With a new trigger for abilities, some minions will gain benefits when standing between two allies. Be careful, though, if one of the adjacent minions dies the aura will fade!
The Netherwing Flight was as rare as powerful their magics. Their attunement to the arcane energies that swept the earth was unparalleled, and this dragons could harness it to protect their own. However, Boom Jr. discovered that simply by being nice - and not mentioning Zuluhed -, allies are easy to obtain.
There are Dragon synergies this expansion, but not as minion focused as in the pst. This time around, the nether dragons will benefit from spell damage or provides us with new spells. Unbridled Energy is a new neutral spell akin to Spare Parts, obtained from creatures touched by Outland's energies.
Unbridled Energy
Even though the reign of Illidan, the Betrayer had ended a long time ago, the schemes of Maiev and Akama hadn't erased the impact it had on the land and its denizens. Boom Jr. didn't enter the Black Temple despite its new owner being a lot more welcoming. It didn't feel right.
As the summit of every demon deck that tries to go for the long game, Illidan, Lord of Outland lends you his warglaives. As a demon hunter sworn to end the Burning Legion, his weapon gains strength for each demon that has died this game. This provides a demon deck with a finisher, while providing the opponent with time to react if they didn't die outright.
Warglaives of Azzinoth
As he travelled across the shattered remains of Draenor, Boom Jr. started to really appreciate the land where he was born. With new friends, allies and enemies, he returned to Area 52, in Netherstorm, and founded Boom's Workshop. He now trades regularly with goblins, ethereals and draenei, and even the small garrisons of Horde and Alliance soldiers that still remain here. However, his lust for discovery will return, and his miniatures and puppets will need more characters to be based on!
Commons
Unbridled Energy
Rares
Unbridled Energy
Epics
Unbridled Energy
Legendaries
Warglaives of Azzinoth
I hope you liked this first taste of what To Netherstorm and Beyond could become. See you, hopefully in the next phase, were we will take a look at those shiny new Dragons for mage, hunter's spell synergies and the new Demons for warlock!
The Aqir, although they no longer walked along the face of Azeroth, their descendants still thrive to this day. The Nerubians, the Qiraji, and the Mantids. Although they are separated, their mission remains the same. To cleanse Azeroth of all non-insectoid and arachnid life. Although their individual attempts have failed, they now strike with one accord. All of Azeroth is under threat of this invading Swarm, and everyone needs to set aside their differences or be swallowed up by the Swarm. Be it Goblins and Gnomes or Alliance and Horde, their feuds matter little to the threat from the Descendants of Aqir.
Infestation Mechanic:
The Descendants of Aqir fight with overwhelming numbers and seemingly endless supply of minions. They make use of mechanic called Infestation. Infestations are shuffled into the opponent's deck, and when they are drawn, they summon 2/2 Spiderling. The inspiration behind the mechanic came from the card Beneath the Grounds.
In Phase I, I only showed off the Descendants of Aqir. In Phase II, I want to show off more of the resistance, those who fight against this neverending Swarm.
Fighting against a never ending swarm of insects might seem impossible, but with the help of the Goblins taste for explosions, you can kill multiple insects in one clean swoop. Rocket Mice are collectable minions, but there are multiple cards that can add these little critters to your deck.
The Goblin Engineer will turn your lowest cost card into a Rocket Mouse. It is great for cleaning your deck of all those pesky Infestations.
The Goblins aren't the only ones helping out. The Gnomes are providing support with the mechs. Mechasaur was designed after the ferocious Volcanosaur that resides in Un'Goro's Crater. With the help of another Mech, it can Adapt itself to the situation to combat the onslaught of the Swarm.
Linsee Rocketflare is an original character. With her mechanical prowess and ingenuity, she leads the Goblins in the fight against the Swarm. She is also the inventor of the Rocket Mouse. The more cards you, or your opponent, have shuffled into your deck, the more Rocket Mice she will summon.
The Caverns of Time have started acting up, letting off bursts of mysterious energy, transforming the world around them and causing never-before-seen creatures and entities to slip through into the world, along with some forgotten members of other timelines.
While Nozdormu seems content to leave it be, saying it'll be fixed in 1 or 2 working days (he has experience, apparently), the rest of the world is eager to explore this destabilised zone. Join them to find what lurks in the Sands of Time, what creeps around the Forgotten Caves and what stumbles through the Lost Woods (no relation, pls don't sue).
For a reminder of Phase I, go back in time by clicking here.
This expansion focuses on two new keywords - a more universal one in Echo and a less widely used but still interesting one in Revert. Here are the main descriptions, and check the spoiler below for a more in-depth explanation.
Echo is pretty self-explanatory - the counterpart to Reno decks, this mechanic encourages including duplicates to gain bonus effects, or even entirely different ones.
Revert is a little more complicated. When a transformation is removed, the minion returns to what it began as - Shifter Zerus becomes a 1/1 again, Druid of the Claw becomes an un-Taunted 4/4. We will presume this would be tracked correctly. Enchantments are those little pieces of text that show under a card when its been buffed or debuffed - the +1/+1 from Shattered Sun Cleric, the reduction to 1 Attack by Humility, they all have names and they would all be removed. I'm also going to include Silence as an Enchantment, because I want to, and I think this is a perfect way of introducing 'un-Silencing' without breaking things. This wouldn't restore Health, but if your minion's damaged Health was above its starting Health, then it'll Revert to full Health, because that's how it works when an Aura is removed or an effect Silenced. Get all that? It's much simpler in practice, I promise.
The Time Keepers roam the Sands of Time, looking for anomalies that they can fix. Unfortunately, for them anything that isn't exactly how it started is considered an 'anomaly', and needs to be Reverted. Don't tell them they become an anomaly themselves afterwards, they'll freak.
The Chronomancers came crawling out of the woodwork with the Collapse of the Caverns - when asked where they'd been all these years, one simply commented, "Oh crap, it's been years? Damn stasis spells...".
These guys know fantastic secrets relating to magic, and are experts at copying. The first time they need to use the same mana cost (they're a little rusty) but after that they just throw spells out for free! Their aim could be better though.
You didn't think Nozdormu and the Bronze Drakes were the only Dragons hanging around the Caverns, did you? No, there's all sorts of Dragons dancing around down there. Some of them have even picked up some time-bending tricks, being able to revive fallen friends. Dragons for everyone!
When we said the Caverns were collapsing, we meant it. There's some terrifying things floating through cracks in time, such as this giant Elemental, ready to tear apart timelines and really mess with your game sense. There are some crazy combos you can pull off with this effect, so try 'em out!
The other cards you can expect to encounter can be found below! Check 'em out if you want, there's some interesting fellas present.
Commons
The Blinded Cavern Drake has lived so long underground that he no longer uses sight to find anything, it relies on its hearing entirely. That's why when it echoes, it can't tell where the sound is coming from and it goes on a rampage!
The Bloodletters are a group of bat-like creatures, stealing life for their owner and doing better the more of them you swarm.
This race of Clockwork beings has lived in the void between timelines, meeting their past and future selves and learning how to upgrade over time. Nobody tell them they missed the Mech expansion, they'll be very upset.
Finally, this tiny little Destabilised Dragon has spent so long skirting the timestream that it sometimes runs into itself. It'd be a cute visual, if it wasn't so horrifying to look at.
Rares
The Cavern Explorer has spent a long time exploring all corners of the world, and now that he's stumbled into this collapsing cavern, he knows a few tricks. He knows just where to look for things, so pick an option and he'll hand it right to you.
With the massive variety of Dragons roaming the caves, somebody needs to hang around to help keep things somewhat orderly, right? That's where the Dragon Wranglers come in. Although whether they're there protecting you from the Dragons, or the Dragons from you, isn't quite clear.
Finally, the Lil' Fortuneteller was drawn in by the broken timestream enhancing her powers. She shows you the card on top of your deck in a similar manner to the Discover screen. If you've played her before, you'll get an additional Shuffle button, which you can use if it turn out you don't actually want that 10-cost card on turn 4 for some reason.
Epics
The Bloodletter Tamer isn't particularly good at his job - he's spent so long in the caverns he's become somewhat blind, so if you're a Beast he'll take try and tame you, Bloodletter or not. If it seems like you aren't stealing life like you should be, he'll help you do that too. Somehow everything he tames ends up running away or dead though, so the D.E.H.T.A. are looking into him.
This Dragon in a Bottle must be starving after being in there so long. No wonder he summons his own food.
The Shifter's Apprentice hasn't quite managed to figure out changing into anything yet, so she has to look at a reference sheet for help. Zerus is pretty happy with her progress though!
The Timelost Wanderer has been gone for a long time. Or has it only been a few hours? She isn't sure anymore. Or are they a he? An it? They don't remember. All they do know is they absolutely hate seeing the same thing twice. They've relived enough in their short-long life, thank you very much.
Legendaries
Arithmancer Erikk knows what's coming in the future, his charts have told him. He also knows what happened in the past, and can use these long-forgotten techniques to pull things from the future into the present. A true master of the timeline.
Is that an adorable Dragon? Shh! Chromie's undercover in her human form, trying to find the source of these annoying time anomalies. For someone who can be everywhen at once, it's taking her a surprisingly long time. Maybe she likes things a little crazy now and then.
Murozond the Infinite doesn't like people attempting to live as long as him, so he smites down the minion that's been on the battlefield the longest besides himself. Hover over him to have the oldest minion or minions gain a sparkly, sandy glow to remind you. And remember that he's surprisingly slow - if there are several minions that appeared at the same time on the board, he'll choose one at random to kill.
Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! Each of you shall pay the final sum! Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
Themes
Sometimes Fear is the appropriate response...
It wouldn't be a proper Hallow's End without a heaping dose of terror! Fear is the set's new keyword that temporarily reduces a minion's Attack. Like Freeze, it expires at the end of the turn after which that minion could make an attack. So apply Fear to an enemy on your turn, it goes away at the end of your opponent's next turn. This effect can help slow down an aggressive opponent, or take the teeth out of a larger threat!
Other Fear cards include Spooky Scary Skeleton and Death Revenant.
Gather 'round the fire...
Hallow's End is a holiday about death, birth, and renewal. The people of Gilneas, many of whom have been cursed to become Worgen, come together during this time to cast aside their fears and doubts and steel themselves for what lies ahead. The Forsaken celebrate the holiday as a reminder of their freedom from the Scourge. Both light The Wickermen as a symbol of burning away their past and embracing their new lives. And sometimes those offerings may come back to bless them in some way.
Other such cards include Wicker Giant and The Wickerman.
Trick or Treat?
As the harvest is completed, farmers may notice their remaining crops begin to stir. The cursed Headless Horseman rides again, terrorizing villages and raising an army of perturbed pumpkins! Squash them, and maybe you'll find a treat!
While the guards keep watch for the Horseman and other creatures of the woods, the people celebrate! Candy is given out to costumed children to enjoy! In this expansion, Candy is represented as one of 9 collectible common cards, 1 for each class. Cards like Candy Seeker and Doting Elder can help you gather them quickly! Various class cards can also summon more Squashlings or Candies as well!
Azeroth. Draenor. At one point, the Outlands. Connecting them all, the Dark Portal, a gateway across time and space, a connecting point between worlds. But other worlds have their own "Dark Portals," their own Outrealms connecting many timelines and realities. And when a certain time and space hopping tavern run by a kindly dwarf suddenly started connecting disparate realities, it was only a matter of time before the Dark Portal connected a pathway through an otherworldly gate, to a nexus of heroes...
Emblem of Fire is a crossover expansion with another card game based on a video game franchise: Fire Emblem Cipher. In Azeroth, strength is king. Magical mastery. Combat prowess. Raw, earth-shattering might. All demonstrations of strength. But we are no longer in Azeroth. Here, speed is king. Here, it is the fastest, and the most ready, who wins.
New Keywords: Swift, and Rush
Keyword FAQ
Say, haven't we seen effects like Rush, before?
Yes! Blizzard has actually brushed up against this mechanic several times with previous cards like Charged Devilsaur, Icehowl, and their latest take on the Charge spell card. Much like how Blizzard officiated the Lifesteal mechanic in Knights of the Frozen Throne, Emblem of Fire officiates Charge's minion and board focused brother, bringing minions who can act on the fly without snowballing into out of nowhere face damage.
Swift sounds simple enough, but, just to be clear, does that mean the Swift minion is immune while attacking?
Just as far as their Attack matches their target's Health. If a 2/1 Swift minion attacks a target with 2 or less health, then, yes, the Swift minion comes out unscathed. But if they had more than 2 health, then the Swift minion would deal its damage, before likely dying from that target's counter attack.
So if two minions with Swift attacked each other, they'd...
Deal damage as though neither of them had that keyword in the first place, yes.
Example Cards
This new world hosts humans very similar to the visitors from Azeroth, but, living alongside them are strange shapeshifters, beasts who can take on human form. They are akin to Druids, in that regard, though their power is inherent, not created by magical means. There are even rumors of small tribes who could take on the form of dragons...
The Jungle Harpy demonstrates the new Swift mechanic, both its strengths and weaknesses. Swift minions tend to be weak against direct damage and ping effects, as well as AOE spells, but incredibly strong against small, low health, aggressive minions that threaten to snowball the early game.
Heroes of Azeroth are infamous throughout the universe for being a rowdy bunch, and the people of this new world are ready to fight in case these visitors intend to bring trouble. Mercenaries and organized armies understand the value of comradery, becoming brothers and sisters in arms that bolster and rally each other in the tightest of battles, tapping into an inner strength unmatched.
The Whitewings are an exciting new card archetype that, while not a designated minion Type like Elementals or Dragons, still find value in working together. In addition to the base card itself, a variety of support cards are included in this expansion to further bolster their strength and viability.
Warriors mounted on pegasi who have sworn fealty to Queen Minerva. You'll have to provide your own flying mount, something most heroes of Azeroth would not have a problem with.
Others, however, find the opening the this Dark Portal, and the visit of these otherwordly heroes, as a fascinating thing to study and research. The disparate yet similar schools of magic come together to create new avenue of arcane power, and the sources of these magics, from communion with nature to contracts with fel spirits, is something no curious mind can resist observing.
In Emblem of Fire, a major theme to the expansion is minion-based board control. As such, cards like the Ancient Scholar are around to limit the interference of opposing Heroes and their spell cards. If your opponent intends to answer the board state, they had better be ready to commit.
"You wouldn't believe how much in these old tomes translate to graffiti in the margins."
Azeroth isn't alone in fostering larger than life heroes, one person armies who swat aside rank and file soldiers like flies. The nexus brings together heroes from all walks of life, from all times and places, to champion the innocent, and bring peace to where once was war.
Most Legendary minions will also focus on either gaining or maintaining distinct board presence. In the case of Roy of the Binding Blade, after your opponent plays one minion on their next turn, the rest will be bound, unable to break those chains of love, until another turn comes around.
If you've come to broker peace, he would be happy to sit down with you and pen a treaty, and become Roy of the binding contract.
Commons:
Hapless Hero: Sometimes, being a hero means being the right guy at the wrong place at the right time.
Hearty Fisherman: "You ever spook a mama bass with her cubs? Didn't think so. Fish are vicious. Plus, I hate touching worms."
Hometown Hero: She won't leave her mark on history, but she'll always have a statue of herself in her village square, and they can't take that away from her.
Old Fire Dragon: When you think about it, a dragon's protectiveness of its hoard is really just them saying "Dern kids, get offa mah lawn."
Ravishing Berserker: The fur skirt says "I've slain beasts more imposing than you." But the hair bow says "And I looked cute, doing it."
Sister of the Light: She always suspected the Light was the favourite child, but their parents insist they love them both equally.
Wandering Minstrel: "A wandering minstrel I, a thing of threads and Patches."
Rares:
Lady in White: Loyal right hand to the queen, she will give her life for her majesty, her sister, her g a l p a l.
Rallying Prince: He can't be that inspiring. He didn't even get a name recognition cameo.
Whitewing Sniper: Before you ask, no, she's not literally launching her fellow Whitewings, pegasus and all, out of her bow. It's just a gameplay thing.
Whitewing Trainee: It's hard to get back on the horse when the horse is 50 feet in the air.
Created by Whitewing Trainee, and Whitewing Lieutenant:
Created by Mysterious Duelist:
Card Errata and FAQ:
Why is the Old Fire Dragon's text different from other Dragon Synergy cards?
Because his effect isn't a Battlecry, but is still hand dependent. If he was worded like other Dragon Synergy cards, he could activate himself, even if he was the only card in your hand, let alone the only dragon. (Special thanks to ShadowOfSense for pointing that out to me)
What happens when you play a Charge minion, and then target it with Wandering Minstrel?
The same thing that happens if you play a Charge minion and then play Charge on it: it can no longer go for the face.
What happens if you have Wandering Minstrel give a minion that was already in play for a turn Rush? Does that prevent them from going for the face?
No. If you play Wandering Minstrel and give a minion from your previous turn Rush, it has no effect on that minion's effect to attack your opponent's face, since it's technically already been a turn since it was "played."
Why is the Whitewing both a Rare card and a "token?"
From the Trainee's Inspire effect, the Lieutenant's Battlecry, and from finding them in packs, you're given a Whitewing with one of three alternate artworks randomly. While the art might be different, their name means they can buff and get buffs from each other.
Do the Whitewings buff their support cards? Would a Whitewing give a Whitewing Trainee +1/+1?
No. The 3 Mana 3/3 Whitewings only buff other 3 Mana 3/3 Whitewings. The Trainee is there to give the archetype an opening play, the Sniper makes use of extra Whitewings to deal immediate damage, the Lieutenant replenishes your hand after you dump your initial assault, and Queen Minerva acts as a sort of "on" switch with her cost reduction.
Can enemy Whitewings buff your own, and vice versa?
No. Only friendly Whitewings can buff each other. Likewise, a Whitewing on her own cannot buff herself.
What happens if your opponent CAN'T attack the Mysterious Duelist with the Dueling Sword?
If the enemy hero is Frozen, or if the Mysterious Duelist is behind a Taunt minion, given Stealth, or Immune, the opponent takes their turn as normal after drawing a card, even able to use their new weapon to attack a target other than the Mysterious Duelist. If they're still holding the Dueling Sword when their next turn comes around and the Mysterious Duelist is still in play, after they draw their card, the opponent automatically attacks.
Can your opponent equip a different weapon and take their regular attack if they automatically attacked with the Dueling Sword that turn?
No. It'd be like if they equipped Fiery War Axe, attacked, then equipped a second Fiery War Axe.
What does it mean that Lyndis has "unlimited attacks this turn?"
As long as there is a minion in play to target, Lyndis can attack it until there are no more enemy minions left, or until she's dead. You do not HAVE to make the attack, even if you can, however. Once your next turn comes around, Lyndis only gets 1 attack per turn, as per usual, but now she can target the enemy hero.
Does Minerva alter the cost of other Whitewing cards, like the Sniper or the Lieutenant?
No. She only reduces the cost of the 3 Mana 3/3 Whitewings. As an aside, if you somehow manage to get a Whitewing's cost down to 1 or 0, such as through Pint-Sized Summoner or Shadowstep, Minerva's presence on the field will raise their cost to 2. In the case of cards like Venture Co. Mercenary or Mana Wraith, it depends on the order they were played: if they were played first, Minerva's effect technically overrides them, as she reduces their increased cost down to 2; if she was played first, their cost is reduced to 2, and then increased by the effect of the Mercenary or the Wraith (up to 5 or 3, respectively).
Special Thanks:
I'd like to give special thanks to the following thread goers who helped give me valuable feedback that went a long way to making this entry the best it could be:
Thrall once had a dream. In his dream, he saw the scene of Taretha being killed over and over. He tried to save her, but all his attempts turned out to be in vain. Jaina once had a dream. In her dream, she followed Arthas in the ravage at Stratholme. Later on, they went to Northend together, where she took hold of the Frostmourne and became the Lich Queen. Magni once had a dream. In his dream, his daughter's son was born. To his astonishment, the baby's father was Ragnaros.
Everyone sleeps, and most of us dream. What is the most unforgettable dream of legends in Azeroth?
New Mechanics
Since the mechanics are a bit complicated, we now show two examples on how these mechanics work.
Shifting is a new kind of random effect. When you're holding a Shifting card, the random result will be shown in its card text; and the result changes after you play a card. In this way, the random effect becomes partially controllable to players.
Token is a mechanic that already exists in game, but it is not yet widely explored. The only existing card that utilizes the mechanic is Open the Waygate. Note that this mechanic is NOT limited to cards in your hand, but also applies to minions on board, such as Imp and Treant.
New Cards
The more charming your dream is, the more frustrated you'll be when awakening from it. Keep your hero at full health to maintain their dream; and once they take damage, their dream ends.
The Shifting mechanic depicts what a dream is like. There is nothing certain in a dream; the text of cards in your hand keeps changing.
There's one thing special in this expansion: every legendary card describe a character's most unforgettable dream. Take Solia for instance: in her dream, she became the housemaster at Karazhan, taking care of all those candles, brooms and teapots summoned by Kara Kazham!.
Mulligan is another theme of the expansion that symbolizes the ever-changing feature of dreamland. In particular, Nat's dream is about winning a fishing competition. He set free any fish he does not want until he caught the biggest fish he had ever seen in his life.
Full List of Neutral Cards
Shifting Cards
Everything is changing during the dream. You will see more Shifting cards in Class Cards.
Token Synergy Cards
---These cards can create tokens. The tokens of Elven Whisperer, Mirage Maker and Dream Sower are here---
Azsuna was once a gem of the Night Elf empire. Now, in the aftermath of the Great Sundering, much of it lies in ruins, a home for nothing more than a few vengeful Elven spirits, some Murlocs here and there, and hidden enclaves of Blue Dragons. But now, the haunted land is forced into conflict once again as powerful forces gather around it, searching for the same thing: One of the Pillars of Creation, the Tidestone of Golganneth.
Featuring: - The Naga and their Underwater Brethren - The Nightborne/Nightfallen - Remnants of the Blue Dragonflight - Murlocs (Don't we just love Murlocs?) - Demons - Demon Hunters - Undead Spirits - Explorers from the Reliquary And, of course, a small dose of the Old Gods and their corruption.
DISCLAIMER: Certain 'Creative Liberties' regarding the lore have been taken. Sorry.
New Keywords:
Wither and Siphon are inspired by the ability of the Nightborne to absorb arcane energy and derive nourishment from it, and the fact that they begin to slowly wither away into mindless zombies the longer they are deprived from it.
Your minions are essentially 'Siphoning off' a tiny bit of your spell's powers. It's a scaling ability that is much more effective over a long game when you can cast more spells, draw more cards, and build up to larger effects. If you need to, you can also cash in earlier to get some more immediate impact.
Wither is another keyword of this expansion. It's a versatile keyword that can be used as a debuff on enemy minions, or a downside on your own ones to allow for powerful minions that slowly get weaker as the strength drains from their bodies.
Example Cards/New Mechanic:
In pursuit of the Tidestone of Golganneth, an ancient artefact of unspeakable power from which all of Azeroth's rivers and oceans once flowed, Azshara has sent the Hatecoil Naga to Azsuna. They are patient and resourceful, and will stop at nothing to claim the artefact for their Queen, the Light Beneath the Tides.
The Hatecoil Stalker is an example of the new Siphon mechanic. She lies in wait as you cast spells, waiting for her Battlecry to become slowly stronger. You can use her to remove progressively larger enemy minions while putting a decent body into play for yourself.
When their Queen's mistaken deal with the Burning Legion and its results sent the majority of the Highborne Elves sinking down into the crushing depths of the sea in the Great Sundering, the Old Gods were freed and offered Azshara and her followers another chance at life under the water. And thus, the serpentine Naga came into the world.
The Acolyte of the Deep is an example of the new Wither mechanic. In exchange for an above-curve body to help with early-game board control, she drains the strength of your later minions as an offering to the Old Gods.
Destabilised by the events of the Great Sundering, bursts of Mana began to surge from the earth. Those that learn to harness them are capable of fashioning them into a powerful tool, but in incapable hands, these bursts of energy are nothing more than useless.
The Mana Surge is another new element of this expansion: a spell that does absolutely nothing. Of course, this can be remedied through the use of cards such as the Coilfang Guard, or the Naga Sorceress (see below). But even without an effect, it can still trigger powerful synergies, such as Siphon effects on your minions, or on-play effects like Mana Wyrm.
The Mana-Charged Golem is an example of another new mechanic in this expansion: the Mana Surge. It has become so filled with the mysterious energy that whenever it takes damage, the power bursts directly out of its damaged body. A great way to protect you while generating spells for your combos. At 6 mana, it can hit the board directly before Blazecaller or Stone Sentinel.
After Prince Farondis's failed rebellion, Azshara devastated the entire region of Azsuna with her immense power. The prince himself and his followers were transformed into ghostly spirits, forever denied the release of death. However, even without life and being only shadows of their former selves, they return from the grave to aid you in your conflict.
Ly'lith is a powerful card that has many uses. Her Taunt ability makes her something that must be dealt with immediately as soon as she hits the board. Her Spirit Form's Spell Damage +1 means that you can choose to keep her dormant in order to harness that power for AOE clears or burst damage, or revive her ASAP for the body.
Other Cards:
Commons:
Notes/Random Lore tidbits: -- The Reliquary is the Horde's equivalent of the League of Explorers, and consists almost exclusively of Blood Elves. -- If Twisted Nightborne gives an enemy minion Wither, it will trigger at the start of your ENEMY's turn. Same with the Nightborne Enchantress.
Rares:
Notes: -- Naga Sorceress makes the Mana Surges deal 2 damage. -- Spectre of Restoration discards itself from your hand when its Health reaches 0.
Epics:
Legendaries:
Notes/Random Lore tidbits: -- Azshara is bigger than the other cards because she's just that important and won't tolerate it otherwise :P -- Examiner Thae'thelan casts the spells with random targets. It's not written on the card because there's not enough space and we all know that's how it works anyways. -- Prince Farondis is worded the way he is for flavour reasons. Spirits aren't coming out of nowhere - your dead minions transform into them. -- Withering Spirits have -1 attack from their Wither so they will lose any buffs you might give to them.
While gazing into the future, Nozdormu the Timelord accidentally resurrected every dragon that has ever lived! In order to contain the catastrophe, Nozdormu has sealed away Azeroth's dragons and their most sacred sites into a sealed dimension called The Dragonspiral. From atop the great Wyrmrest Mountain, the five Dragon Aspects of Azeroth, Nozdormu, Alexstrasza, Ysera, Kalecgos and the reborn Neltharion seek to end the crisis, while deep in the boneyards of The Dragonblight, renegades and time anomalies like Malygos, Deathwing, Murozond, Galakrond, Neltharaku and Sindragosa seek to escape this prison realm and conquer Azeroth.
The Dragonspiral Wars have begun! Join Wrathion the Black Prince as he guides you through the strife and chaos of this strange dimension.
Example Cards
An enigmatic schemer, Wrathion the Black Prince seeks to make the most of the situation, playing all of the great dragon's of Azeroth for his own ends.
The Black Prince is a FREE LEGENDARY given to every player upon receiving their first Dragonspiral pack. As you might guess, Dragonspiral contains lots of new dragons and dragon synergy mechanics. This legendary dragon lets new players put some extra power into their decks and gives control decks the ability to extend the game a little longer.
Seeking to return the timeline to it's rightful state, Brightwing has joined the Wyrmrest Accord. Should the great bronze dragon Nozdorumu be slain, many terrible beasts would be set loose on Azeroth.
Brightwing is a tricky combo-breaker. Tech this dragon into your deck and avoid blasts of burn spells that might otherwise end the match. But in order to gain this elusiveness, you must be holding a dragon in your hand.
Dragonhold is a new keyword to describe an old mechanic, and as such many cards from Blackrock Mountain and earlier sets will be updated with this new keyword. The Dragonhold Keyword is associated with the great dragons of the Wyrmrest Accord: Alexstrasza, Kalecgos, Nozdormu, and Ysera.
The dead have been reborn! Again! Sindragosa rises from the Dragonblight and is intent rebuilding her brood, so that they might serve the Lich King once more.
Sindragosa, Frostmother is a late game control card that fills your side of the battlefield with frozen dragons. This card interacts with a new mechanic, The Dragongrave. Whenever dragons are killed or discarded, they put into a dragon graveyard, where their effects might be reused, re-summoned and sometimes repurposed.
TheDragongrave keyword is associated with Neltharion, the Earthwarden, the great black dragon who rules the earth, it's caverns and graves. But in the wilderness of the Dragonblight great beasts like the Protodragon Galakrond grow fat on the endless bones of dead dragons.
Strange rainbow colored dragons have been appearing in the Dragonspiral. Whimsical but destructive beings, these Spiraldragons threaten to destabilize the time stream!
Prismatic Iconoclast has the new Paradox keyword. While Paradox cards have potent effects the first time they are played, they have strange mirrored and inverted effects upon their second use, by any player. This means mirror matches and stolen cards will play a big part in Paradox decks.
Paradox cards are associated with the time anomalies Deathwing and Murozond and also Kalecgos and Nozdormu as they seek to repair the time stream.
Tell me more about the Neutral themes of Dragonspiral
The neutral cards of Dragonspiral are meant to synergize with the 3 core mechanics of Dragonspiral and find use in the classes that use the new keywords. Neutral minions represent allies of the Wyrmrest Accord, moral dragon hunters, unaligned dragons and some of the reborn time anomalies dwelling in the Dragonblight, including:
Malygos the Mad and his loyal servants and insane mortal wizards
Sindragosa the Frostmother, the Lich King's most fearsome Frostwyrm and her undead 'children'
Spiraldragons, mysterious dragons born in the Dragonspiral and the source of many time paradoxes.
The full 135 card set would also include renegade black dragons like Nefarian, Onyxia and their servants.
Tell me more about the Class themes of Dragonspiral
In Dragonspiral, Every class is associated with one of Azeroth's greatest dragons.
Druid: Ysera the Dreamer. The great emerald dragon Ysera has called upon her druid allies for aid. Druid cards in Dragonspiral will focus on a mixture of ramp effects and deck interactions, putting creatures to 'sleep' by shuffling them back into the deck. Druids will also have smaller faerie dragon allies with unique effects at low mana costs.
Hunter: Galakrond, Dragonfather. The first of the protodragons Galakrond is one of prehistory's greatest catastrophes. Part beast and part dragon, these primordial creatures gain power through cannibalizing their brethren. Many of Azeroth's greatest hunters have joined Galakrond in his endless hunt through the Dragonblight boneyards. Hunter cards in Dragonspiral will focus on the Dragongrave mechanic, deathrattles and dual-tribe Beast/Dragon minions.
Mage: Kalecgos the Arcane. Azeroth's greatest wizards have travelled to Wyrmrest Temple to aid Kalecgos the Aspect of Magic in his research of the Dragonspiral, hoping to find away to restore the timeline and return the right dragons to Azeroth. Mage cards in Dragonspiral will feature Dragonhold and Paradox mechanics, heavy on RNG and reactive control affects, alongside some fearsome blue dragons.
Paladin: Nozdormu the Timelord. Aghast at what he has done, Nozdormu has found a temporary solution, containing the time anomalies within the Dragonspiral. Azeroth's most steadfast Paladins have rallied to Wyrmrest Keep to defend the Timelord and undo the paradox effects of the Dragonspiral. Paladin cards in Dragonspiral will focus on secrets, heavy taunt minions, and reverting and countering your opponent's plays.
Priest: Deathwing, Destroyer. Reborn, Deathwing and his twilight dragon offspring have begun vampirically feeding upon their uncorrupted brethren. In awe of of the unholy power of these creatures, Shadow Priests from across the cosmos have rallied to Deathwing's side and return him to Azeroth. Priest cards in Dragonspiral are heavy on card stealing and Paradox effects, along with new Shadow Word spells and destructive twilight dragon minions.
Rogue: Murozond the Infinite. In a far flung future, one of many possibilities, dwells the paradoxical Murozond, a inverted and twisted version of the Timelord Nozdormu. Set loose upon the present, Murzond and the Infinite Dragonflight seek to escape the Dragonspiral and rob the past, present and future of all its secrets and treasures. Many intrepid thieves and burglars have allied themsevles with the time anomaly, seeking to learn his secrets and manipulate time itself. Rogue cards in Dragonspiral make heavy use of the Paradox keyword to generate random cards and transform their cards, creating chaining combo effects.
Shaman: Neltharion, Earthwarden. The original Earth Aspect Neltharion has been reborn and is sworn to return Azeroth to it's rightful state, including eventually laying himself to rest. As guardian of Azeroth's caverns, graves and tombs, Neltharion has called upon the wisest shamans to help him navigate this perplexing crisis. Shaman cards in Dragonspiral focus on the Dragongrave mechanic and Silence, resurrecting dragons or sending them to an early death.
Warlock: Neltharaku, the Crawling. The unspeakable horror Neltharaku, a twisted dragon made of pure void energy seeks to corrupt the Dragonspiral and open it to the Twisting Nether. The most vile and evil of Warlocks have ventured to Dragonspiral to aid Neltharaku in his Netherdragons nefarious scheme. Warlock cards in Dragonspiral focus on the Dragongrave Mechanic and Discarding, often utilizing effects of dragons that are already dead. Dragonspiral also introduces the new Demon/Dragon dual-tribe for Netherdragons.
Warrior: Alexstrasza, Lifebinder. Sometimes in order to defend life itself, one must go to war. Alexstrasza the great red dragon has raised a mighty army of warriors and dragons in order to lay to rest the time anomalies of the Dragonspiral. Warrior cards in Dragonspiral will feature mighty weapons, dragonscale armor, the Dragonhold mechanic, fearsome red dragons and cards that prevent them from dying.
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 Keyword: Voodoo
VoodooFAQ
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 (all ended in instead), you can see both examples under this lines (they're cards from Phase I).
Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
The Cards
Voodoo is the true star in Servitors of the Loa so I really wanted a card for crazy combo decks focused on this keyword, like Brann Bronzebeard for Battlecry or Baron Rivendare for Deathrattle. This voodoo doll was reanimated with dark magic and she wants vengeance... but Vajaty stills a beacon for all your voodoo curses. The perfect minion for decks focused on high cost Voodoo cards (spoiler: Warlock ones), like the Sacrifice Ritual.
You have a Common and a Rare "sacrifice a friendly minon" but this one is my favourite. You can eat sacrifice one of your minions and add its stats to this one. The best part is, if you pay the Voodoo cost, you can get ALL its abilities, so this one gets its textbox and all the enchantments (buff spells) on the sacrificed minion. Perfect for a double Deathrattle, the sacrified minion and this one when it dies. Cool with Potion of Madness.
Voodoo is the new keyword but I really want to give some love to Enrage, a cool ability that fits perfectly the trolls and needs more cards in Hearthstone! In Servitors of the Loa I'm goint to create some new cards and ideas for this awesome keyword like this one, the Reformed Berserker, perfect for Warrior decks with its AoE cards. Trolls are pretty familiar to the rage fury of the battle and the bloodthirst (they have Berserkers!) so expect more Enrage cards!
What's an Expansion without the mandatory low cost minion with the main ability of the set? Amani Fanatic becomes a 1 mana 3/2 with a bit of work on your part, better than Flame Imp!.
Welcome, Fellow Card Creators!
To Phase II of Hearthpwn's first ever Expansion Creation Competition! The top 38 entries have advanced one step closer to being crowned the Expansion Creation Champion!
(NOTE: If your name does not appear on this list, you MAY NOT submit.)
This is the Submission Topic. The Discussion Topic is here.
Competition Overview
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
12/07/201713/07/2017)During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determine who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where,
a = The total number of valid submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
(Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition phases:
Phase III: 7 cards for three different classes of your choosing will be the challenge this round. Of those cards, each class must have 3 Commons, 2 Rares, 1 Epic, and 1 Legendary to make 21 cards all in total,
Phase IV: The exact same as the last phase except with three classes that you have not done yet.
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
These are the rules about your Entry:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE II - Neutral Cards
This phase is all about the backbone of every expansion, the neutral cards. Your post will include:
If you're at all confused, I've included an example using Goblins vs. Gnomes once again as my "entry":
Goblins vs. Gnomes
This is my expansion! It's about the ongoing conflict between goblins and gnomes! Introduces Spare Parts and Mechs! (you can make this much longer. In fact, please do.)
Spare Parts
I didn't want to copy all the spare parts in. You get the idea.
Example Cards:
Goblins vs. Gnomes is all about harnessing the random and creative genius of the two rivals. Spare Parts are 7 different 1 mana spells that allow you to tinker with your minions. Mechs are a new creature type, and many existing cards like Harvest Golem will become mechs with the release of this expansion.
Rest of Neutrals
Some Quick Tips:
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition?
A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum?
A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
Oh, and one more thing:
Have fun! ^_^
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
Full List of Neutral Cards
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
Explanation of some cards related to my future plan:
I know that many of my neutral cards might look strange on their own - it seems that they neither fit into the theme of the expansion nor synergize with other cards I've shown. This is because these neutral cards are aimed at some specific decks which will not be shown until the next three phases.
Annoy-o-boy and Doomsaver are both cards I made for the shaman class. The theme of Shaman in my expansion is [0-Attack minion]. There will be a new totem for shaman this expansion, and several shaman cards will synergize with 0-Attack minions. Note that Annoy-o-boy is also a card that counters Chair Millhouse decks, which helps balance the meta if Millhouse decks become overpowered.
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry.
Q: Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q: Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: How does Satyr Intellectual work?
A: The effect triggers when you deal a damage of exactly 7. This does not include something like deal 3 damage from a minion and 4 from another. Also, I referred to Echoing Ooze for wording it as a battlecry.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q: Doomsaver seems pretty broken if you control two of them. What don't you fix it?
A: Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, or even Devolve and Mass Dispel. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
THERE IS NO GAME.
THE BRUNING CRUSADE IS COMING!
Enter the Dark Portal and fight in the vast areas of Outland!
Please take a look at the rest of the set to get a general impression and remember, class cards are much more important and will truly enable unique decks.
Commons
Token:
Rares
Comments / FAQ:
Epics
Comments / FAQ:
Legendaries
Token:
Comments / FAQ:
The Destination Is Draenor!
After the invasion of the old world of Draenor, the heroes of Azeroth left the world in ruins. Tension between the orcs and the remaining inhabitants still waged, forcing the orcs to isolate themselves. Atleast until they met Entrepreneur Longshot. The goblin marketings genius teamed up with the beaten orcs, to transform the world of Draenor to an exotic tourist magnet. This however diden't go through unnoticed, and a group of secret operatives formed the group of A.F.E(Allied Forces of Equality). To insure the freedom and wellbeing of the inhabitants of Draenor. Will you choose to stay by and watch things settle themselves? Will you help Landro develop Draenor? Or will you join the A.F.E and cover the safety of the folks? The choice is yours.
The Keywords:
Some minds have a hard time picking a side, and chooses to rely on your judgement on what to do, empowering your Hero Power, so you can make the choice for them. Furthermore amoung the species on Draenor, you will find some of the most scary, gruesome and primal beings. So intimidating, that some can't even muster the courage to fight them!
The cards
The Entrepreneur himself. Landro Longshot is a marketing genius who knows which strings to pull to get what he wants. His motto is that everything and everyone can be bought. And so far, noone have proved to be an exception.
Amoung the Warcheifs of Draenor, you will find the watcher of the Shadowmoon Burial Grounds, Ner'zhul. His great shamanistic powers allows him to speak with his ancestors, and even raise the dead from their graves...
But not everything on Draenor is about fighting, some such as this orc seek to cook the finest and most exotic dishes utilizing Draenors Beasts... And Murlocs.... And Dragons?
The Vindicators of Karabor praises the overnatural beings of the light called the Naaru. They vow to protect all beings from harm, and seeks to end any conflict as soon as possible.
Remaining Neutrals
And a quick Q/A at last
Q: Will Longshot take control of a minion, even if you dont have the mana to pay for it? A: No. You also won't pay any mana if you cant pay the full price.
Q: If you have a minion that is intimidated by something, and that thing has taunt. Can't it attack at all? A: Intimidate nullifies Taunt just like Stealth and Immune does. This however only applies to the intimidated minions. If we say that the Exotic Chef has Taunt. Then Murlocs, Beasts and Dragons can bypass it. But other minions can't.
Q: Can Empower stack. Can you have several different Empower effects on the same Hero Power? A: Yes you can indeed have several Empower effects on the same use of the Hero Power. So if you want to go full meme mode. You can make a 30 Empower card deck. And have a Hero Power at the end of it, that does litterally everything at once..
Q: Will Vindicator Trainee's effect trigger before or after an enemy minion attacks it? A: Before. So it will be atleast a 2/2 against other minions.
Q: Will cards like Burning Blade Brewmaster allow people to target, even if the Hero Power usually won't target anything? A: Yes indeed it will. You can look at it like a spell. If we say that you played a Burning Blade Brewmaster. Your Hero Power as a Hunter would work the same as a spell that words "Deal 2 damage to the enemy hero, return a friendly minion to your hand". If your Hero Power already is targetable, then you will still only be able to target one card for the full effect.
Q: Are you crazy? A: Probaly.
I want a new title, but Flux won't let me have one,
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:
The Showcase Cards:
With the corruption and the influence of the Burning Legion purified by our brave Adventurers, these creatures left remains. Lost Treant is an examples of the Plant life in the Outland whose has its life forever altered by the Burning Legion. Fortunately, with the help of a fellow Plant, it can return to normalcy. An early example of the Plant tribe synergize with each other and interact with your opponent. Its stat is weaker than Primalfin Lookout for the easier activation of your opponent's Plant.
However, not all creatures have a happy ending. The Elementals in this land are aggressive and is more difficult to be cleansed of the Burning Legion influence since the Demonic power seeps into their very core. Ice Revenant is an example of the Elemental archetype in this expansion that will develop more in other classes (especially Shaman and Mage): Focusing on disrupting your opponent's play.
Moving on from the creatures, we now focusing on our heroes! Veteran Explorer helps the set's Study and Shaping effect by passing on his immense knowledge when he died, signifying by activating the card with the highest Study and Shaping in your hand.
Flame of Azzinoth
And finally, the Lord of the Outland himself! Illidan has helped with the effort of repelling the Burning Legion, now he might damn well make sure this place prosperous for him to lead! A hard removal that need immediate follow up, he will be used in a lot of the slower deck to fend off aggressive ones since this removal is attached to a premium body!
The rest of the Neutral set:
Commons:
Elven Archer
Rare:
Epic:
Legendary
Token from Ancient Seed:
Q & A:
Thank everyone who took the time to view and give constructive feedback to my expansion in both Forums.
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:
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Explanation on the Void Orb mechanic:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
The dark magic may be effecting everyone, but that doesn't have to be a bad thing. You can perhaps take advantage of this and use these dark powers for yourself. Some minions in this expansion will give you some Void Orbs to hold on to and use when the time comes. Void Defender fights for as a 4/6 Taunt minion that will give you two of these orbs on the house while also serving as a defender for you. But now that you have these orbs, how exactly do you use them?
Say hello to my little friend, Twilight Embracer. She knows a thing or two about these Void Orbs using them in her effect. While she isn't very strong on the battlefield by herself, her effect is what's makes her a force to be reckoned with. She'll spend any number of Void Orbs you've got and use their energy to turn them into damage to take care of anything from something as small as a Murloc Tinyfin (she's not completely heartless, but she'll go all Swamp King Dred on them), to something as big as the almighty Ragnaros the Firelord to being able to almost one-shot Deathwing.
Have you ever put your faith into Yogg-Saron only to have it Pyroblast your own face, then kill itself in the process? With the help of Soul Manipulator, you'll never get screwed over by bad RNG ever again. She'll manipulate anyone's soul (you know, because that's kind of her thing) and anything that normally would be need a lot of luck and faith instead becomes as easy as its ever been. The possibilities she opens are endless. You can now guarantee that a minion will win a Brawl, turn Deadly Shot into an Assassinate, an Arcane Missiles into a Darkbomb, you name it. She's got the power to do it, and now you have the power to do anything you want knowing that some invisible dirtbag is messing up your game.
Of course though, in Hearthstone, very unpredictable alliances can happen. You can find Varian Wrynn, king of Stormwind and leader of the Alliance fighting alongside former Horde warchief Garrosh Hellscream working together.
The tables will turn around here as well as the most evil, grim warriors and rulers will fight alongside you in your Hearthstone deck. Meet Skalvar the Wicked who will provide you a consistent, easy means of giving you Void Orbs to infinitely reload. He will grant you the 1 mana Hero Power, "Ascend in Power" which will give you a Void Orb right away upon playing. But as with every deal with the devil, there are some rules and hidden catches, usually in contract form. Skalvar has his own contract that when signed will turn you back into your normal self whenever you wish. I trust you though that you will think about it before you sign, right?
Void Orb cards
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Other Neutral cards
Tokens
Created by Queen Crawler
Created by Skalvar the Wicked
Crated by Pheran the Shapeshifter
Miscellaneous Notes
Click the image to go to my custom Time Traveler class.
Greetings Explorer, and welcome to Uldaram! We've cleared the way into the city, are you ready to enter?
The Story:
Buried beneath the sand of the Tanaris desert lies the ancient Titan City of Uldaram, which has lay undiscovered for thousands of years - until now. The League of Explorers was alerted to a possible Titan artifact of great power within it called the Timepiece of Origination, but they soon found that it had been destroyed millennia ago, and the dust that remained from it was put into another artifact known as the Hourglass of Origination, which is now stored within Uldaram. However, the League were not the first to learn of it, and their nemeses in the Reliquary have begun excavating the site, hoping to find the artifact before them.
The Reliquary have allied themselves alongside with the Neferset Tol'vir, who are looking to ransack the city, and an old enemy of the League's - Rafaam, who has taken the title of Nexus-Thief and raised an army of Mummy Zombies with the Mirror of Doom to do their bidding. However, the city was long ago afflicted with the Old Gods' Curse of Flesh, and many of the Titanic beings inside of it have become dark, twisted beings, or eventually died and because dark, twisted spirits. The last few Titanforged inside of the city are at war with these abominations, and see both the Reliquary and Explorers' League as threats as well.
With the Rafaam, the Titanforged guardians, and the dark, evil creatures within the city all at their heels, can our heroes outwit them and escape from Uldaram with the Hourglass of Origination and their lives?
The Mechanics:
The set contains two new main mechanics, the first of which is a keyword, Embalm:
which is essentially a combination of Sap and Silence, and mainly on minions as a Deathrattle that Embalms the minion. However, it can also be on weapons as a Deathrattle, or on any type of card an effect that targets minions/weapons that are still on the board and Embalms them.
The other main mechanic is the use of Mummy Zombie tokens that are summoned and buffed by several cards in both the Neutral and class sets.
In the current version of the set, Rogues, Mages, Warlocks and Shamans are the classes that have direct synergy with them. Rogue card focus on adding or returning copies of them to your hand to activate combos, Mage cards are based around a class spell token that summons them for spell synergy, while Warlock and Shaman focus around buffing them, albeit in different ways.
The Cards:
The League of Explorers is out in full force to try and claim the Hourglass of Origination, and they've brought along several of Azeroth's foremost explorers, not just the famous four that we grew to know while on the hunt for the Staff of Origination.
This Grizzled Sharpshooter is an incredible marksman, and he can deal exactly as much damage as you need to take out a threat. With every shot he makes, his fame grows, and his reputation causes his adoring fans to flock to him from all across Azeroth.
The Tol'vir by nature are a very territorial species, and now with constant fighting occurring in Uldaram, their prowess for defending their territory has become extremely useful for all sides of the conflict hoping to maintain a foothold within the city.
Whether sending his allies back in retreat to gain a much needed break from combat, or ensnaring his enemies to keep them out of the fighting for a time, this Tol'vir Ritualist will make sure that the time he buys you with his expertise in Embalming won't go to waste.
The last few uncorrupted Titanforged still residing in Uldaram have worked tirelessly for thousands of years to repel the dark spirits and ancient shades within the city, and have become very proficient at lending one another a hand in battle to ensure victory.
The Titanforged Giants in particular are very good at protecting weaker allies who may need a rest in battle after narrowly escaping a sticky situation, and they're very good at that job. If you need someone else to take charge while you recuperate, look no further.
The Reliquary, in their want to enter the city of Uldaram and steal the Hourglass of Origination, have allied with an old enemy of the League of Explorers, who has raised an army of Mummy Zombies to help them break their way into it by brute force.
Nexus-Thief Rafaam is a powerful ally who will use the Mirror of Doom to summon an army of Mummy Zombies to do his bidding. Be sure to draw the Dark Reflection he gives you as soon as you can, as it will make your Mirror of Doom cost nothing, and surely turn the tide of battle.
Embalm Cards:
Other Cards:
Tokens:
(Possible choices for the Hourglass of Origination's transformations.)
(Tokens from Nexus-Thief Rafaam)
Clarifications:
Anubisath Darkcaller gains a Battlecry when it gets Embalmed by its Deathrattle, the text is functionally the same as "Deathrattle: Embalm this minion and give it 'Battlecry: Summon two Mummy Zombies.'" I went the way I did because I prefer the style of text of Spikeridged Steed to that of Ancestral Spirit, as it feels neater and more aesthetically pleasing.
Brann, Raider of Uldaram has been reworked a bit, and now he'll put your Hourglass of Origination from your hand or deck into the battlefield for a limited amount of time. It lasts until after any start of turn effects go off because they all trigger at the same time, so you'll get back some Deathrattle minions or get an extra Mummy Zombie if you have the 7 or 3 Mana Hourglass. If your Hourglass is already in the battlefield, the effect doesn't do anything, and your Hourglass doesn't go away or anything once your next turn begins.
Ethereal Armorer Discovers weapons from ANY class, meaning that no matter which class you play, you have a chance to get any collectable weapon from any class, including ones besides the one you're playing. You're equally likely to Discover, for example, a Vinecleaver while playing Mage as you are while playing Paladin.
Mummy Zombies are named intentionally the same as the Mummy Zombies generated by the Mirror of Doom, and that's because they both can receive some of the same effects that are applied by class minions, and they both count towards the effects of Reanimated Giant and Risen Fiend. This was intentional, as they are supposed to be the same minions as summoned by Rafaam, albeit a bit weaker in this case for obvious balance reasons.
Oltaron the Eternal and Titanforged Giant may seem like bad cards, and in the context here they might even be. However, there are lots of other class cards in the set that synergize with these, in the same way there are class cards that synergize with Mummy Zombies. For example, consider how Barnes, Mirage Caller, Ancestral Spirit, Terrorscale Stalker and the 7-Cost Hourglass of Origination promote Oltaron's effect, and how Amara, Warden of Hope and the 5-Cost Hourglass of Origination work very well with Titanforged Giant. There are some similar effects among the class cards that can be used to promote these cards, and they'll be released if I make it to Phase III.
Flavor Text:
Anubisath Darkcaller: Still really mad Rafaam replaced him with a robo-darkcaller.
Anubisath Guardian: Not what anyone was expecting when Oltaron said he had a guard dog.
Brann, Raider of Uldaram: Unlike Reno, he actually bothers to put things back when he's done using them.
Ethereal Armorer: He has wares if you have coin. More accurately, he has 1-durability weapons if you have 4 mana.
Fleshcursed Skulker: His mother always told him to stop skulking, and he really regrets not listening to her.
Grizzled Sharpshooter: He's so good, he doesn't even bother having a scope on his rifle.
Hourglass of Origination: How many hourglasses do we need in this game, anyway?
Mummy Zombie: Won second place in the "Most Terrifying 1/1" category after Patches the Pirate last HearthCon.
Nexus-Thief Rafaam: He's so good at stealing, he stole an entire other game!
Oltaron the Eternal: He's only really "Eternal" if you run a bunch of cards the resummon him.
Ramkahen Lightbearer: Lightbearing is a lot better than Darkbearing, not to mention Heavybearing.
Ramkahen Warbringer: He brings the war, and sometimes, the guacamole. That's usually the Guacbearer, though.
Reanimated Giant: This is what happens when you give your giants corpses after midnight.
Reliquary Raider: A lot more respectable than the Reliquary Rager.
Risen Fiend: He was only risen 5 minutes ago, his alarm went off late.
Tanaris Survivalist: Always comes prepared with a first aid kit and a few dozen Goblin Gliders.
Titanforged Giant: Has a love-hate relationship with Reno Jackson.
Tol'vir Ritualist: Feeling much better after the whole "Seething Statue" incident.
Tomb Rager: Last he knew, he was at a party in Uldum, then he woke up in a crypt with a crazy headache.
Uldaram Excavator: Is trying really hard not to excavate any evil this time around.
Unburied Drake: What's it take for a drake to get a burial around here, eh?
If you like what I've done with this part of the set, please leave me a like! If you have any questions, ask me them on the discussion page, and I can add a FAQ section to this post explaining anything. Thanks!
Hi everyone! I would like to thank a whole bunch of people - Broeck1, CecilHoshino, Cogito_Ergo_Sum, Demonxz95, Mewdrops, Shatterstar1998, SnorlaxBR, ShadowsofSense, Teknician, ThisOtherToxGuy, and Zence - for their feedback during this phase. I leaned on a TON of awesome people to make this set, and it's SUPER appreciated!!!! :D
So without further ado, I give you...
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic and three new keywords (really two):
About the Keywords
Elusive - This is simply the Faerie Dragon effect. I know Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place. I should note that most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter, and will lose value as they Warm.
Here's how Nerubian Prophet looks with the new keyword text:
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!!
Showcase Cards
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll just Freeze them where they stand.
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly). Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board.
The Rest of the Neutral Set!
Commons
As the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
Rares
As you can see, this expansion has flavorful tribal synergy cards (and will continue to with the class cards!!)
Epics
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less"!
Legendaries
I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
Tokens
In terms of flavor, the idea here is that the Murlocs make such a racket that they wake up the Leviathan, and the damage spells release the Dryad from her roots by cutting away at the vines. Hope you like!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
The Critters Carnival is an awesome event in which the greatest heroes of Azeroth can see the most exquisite creatures from all around the world! Spoopett, Carnival Master loves all types of creatures and wants everyone to see how incredible they are, that's why lots of Exhibits are organized during the Carnival. The most wonderful Beasts, Dragons and Murlocs are exhibited druing the Carnival, but they're aren't the only ones being presented. Amazing Totem carving can be seen, and Goblins & Gnomes like to compete to see who can build the best Mechs. Of course, thing don't usually calm down for the heroes of azeroth. Some unexpected ruffians have found a way to get into the Carnival...
THE KEYWORD:
So, how does this mechanic work? Well, X is replaced with something, such as "Murloc" or "Secret". Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike Battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
THE CARDS:
Southsea Spearman shows how the Exhibit effect is not limited to minion types. If you don't control a Weapon, it will be able to deal 2 damage.
What kind of Pirate does not carry a weapon?!
Blazetail Mouse is a good example of synergy between different minion types. This lovely beast is so fond of the elements that it may come back to life if it has had a great time with one of its Elemental friends.
It doesn't like to admit, but it is really scared of Fiery Bat.
In every Carnival, there is always someone who really makes an ordinary show look amazing! Expert Showman is that guy, it can really make any Exhibit look amazing!
“Fortune always favors the brave, and never helps a man who does not help himself.”
Such a grand Carnival must have a great mind behind it. Little is known about Spoopett, Carnival Master, but its incredible ability to organize such an incredible Carnival is almost as undeniable as it love for all kinds of critters.
"The love for all living creatures is the most noble attribute of man... and elf, and orc, and dwarf, and gnome, and troll, and goblin, and pandaren..."
REMAINING NEUTRAL CARDS:
TOKENS:
Tokens for Tiger Charmer, Wavegill Weaponsmith and Murky,respectively:
Q & A:
A: Yes! I want to see more decks mixing different types of minions than decks that choose one type to build around. Yet, some cards with Exhibit would still see play in decks with cards of the same type just because of how powerful they are. A card such as Southsea Spearman works better in decks without weapons, but it is also a Pirate, and many other Pirates benefit of weapons, so you might consider running it in a Pirate deck that runs weapons, as the other Pirates benefit of it.
A: Beast, Demon, Dragon, Elemental, Mech, Murloc, Pirate, Secret, Totem, Tol'vir (Yet to be introtuced), Quest and Weapon.
A: Basically the enemy is in control of wheter this ability triggers or not. If I play an Elemental and then the enemy destroys Blazetail Mouse in the following turn, then the Blazetail Mouse can be revived.
A: I don't like card from one set summoning cards from other sets. Blizzard has alreadly done this, Cat Trick is an example.
A: Up to three cards, a 2-Mana reduction to each minion type.
A: You would have to deal 2 damage to it.
Battle For The Ages
A Quick Recap:
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.
Neutral Showcase:
Chromie: The theme of this card is that Chromie is manipulating time to make events reoccur. It could be a useful card for quest paladin or buff decks in general. It would also be another tool for Mage. There are few decks that would not get value from this.
Paradoxical Pandaren: Inkeeping with the time manipulation theme this card fades in and out of existence. I love a paradox and these are synonymous with time travel.
Forgotten Hero: A basic Phase minion that demonstrates how the mechanic works in a simple way. It takes so long for him to appear due to having to travel so far in time to be summoned. Once he arrives his might is unleashed in a world that has long since forgotten him.
Nozdormu's Pocket Watch: The first neutral none token weapon is... A pocket watch. It is made of metal so can damage someone if you choose to whack them with it but it is better used for its effect which manipulates time to recycle your spells. Again this could be a useful tool for quest Paladin which I wish was more viable.
Basic Cards:
.
Rare:
.
Epic:
.
Legendary:
.
Thanks for taking the time to read through my expansion. If I get to the next phase you will see my plans for a Dragon Mage archetype amongst other things.
Something is brewing within the Netherstorm... Energy wave flying off the charts! Curious eyes have seen something. A Shard, of unimaginable power, just flying around in there. Who knows what kind of power it can grant to the possessor... Let's find out, shall we?
But how? People are already quietly sneaking out of the Tavern to hunt for the treasure! Some even speak of the Burning Legion bringing in their numbers after it! While some are going alone, others are already forming alliances to ensure their capture of the Shard. You must hurry!
But of course, not everyone can be trusted. Some wound, others pillage. Either way, you aren't alone out there... Who knows what kind of help you can find!
So what are you waiting for! What if the Shard falls into the wrong hands! Or what if it falls into... anyone's hands? Don't you want that power to yourself? Don't you want to be, powerful? Well you'd best get moving! Its gonna be hard, but a good place to start, is to try to hitch a ride on that cool looking Nether Rocket in Area 52! I'll send you the coordinates...
SHOW-TIME!
"If it doesn't fly at super fast, and doesn't explode, its not from us..."
The first (and only) neutral Legendary Spell! How this works is that a handful of neutral AND class cards grant the ability to add a Waypoint to the top of your deck. Once you've collected and played 3 Waypoint spells, you with obtain the coveted Nether Shard, which goes into your deck, and while it stays there, gives your Hero added abilities! Using cards from this expansion, you can couple them with your enhanced abilities to turn the tide of battle, and be victorious above the rest!
"Change your mind yet? How *bash* about *smack* NOW?!"
Careful out there! This fiery warrior will make you help her find the shard by force! One of the many ways the new Recover mechanic is used. Don't get caught with your minions at death's door! If she manages to kill it, that minion is now your opponents! Excellent damage dealer on her own, but her added effect of turning your minions against you can literally change the direction of a game.
Don't mess with this guy, or he'll give you a generous serving of Coghammer to the face!
An epic minion of EPIC proportions. This goblin has had ENOUGH of the dumb X-52 Nether Rocket. Why does he have to work on something if he isn't getting the reward for doing it?? Tying together board control, and the very scarce positioning skill (which will be a prominent feature of this expansion), he can wipe out objectives if your opponent is careless with it. Now they have the job of either removing him, without removing their own minions, or try to get their more valuable minions out of the way before he dies, and takes them down with him!
She hears you could use a little help. She doesn't care.
One of the new Waypoint generating cards. She knows exactly where to go, but does she actually want to help you? Executing the new Ally mechanic, all she needs is a little help from your opponent, and the next step towards the Nether Shard will be neatly dropped on top of your deck. You may even want to speed up the process by adding cards that draw cards! But watch out!! You'll still need space for cards that interact with your Hero Enhancement, so it is definitely a game of balance.
The Remaining Competition!
(Neutral Set)
Commons
Tokens
Prisoner of the Ridge
Rares
Epics
Legendaries
Tokens
Sargeras, Oppressor Kael'thas Sunstrider
Quest Tokens
ENHANCEMENTS!
FAQ's
"WHY AREN'T THERE A LOT OF CARDS WITH THE RECOVER MECHANIC????" - Don't worry! I planned Recover to be a major mechanic, but it will be featured much more prominently in the class cards, whereas Ally with appear sporadically.
"On Celestial Ridge Sentry, will you draw a Waypoint on your text turn? Or will it draw a card from your deck?" - This triggers after you turn starts, meaning you will draw a card as normal, and a Waypoint will be dropped on your deck for your NEXT draw.
"What happens if you target your own Interconceder?" - Well i'm not really sure why you'd willingly waste 3 mana... but in that case you will receive another Interconceder.
"Where is Nexus Prince's stats????" - Surprise!! The first non-Legend, well, Legend! Sticking close to his lore, this guy will protect his hide at all costs, so of course his minion would instead be his famous Hologram!
"What happens if another non-minion like Sherazin, Seed is on your side of the board with Nexus Prince?" - Well, seeing as something like the Seed isn't technically a minion, Haramad technically doesnt have a reason to show his hologram there, meaning it will destroy itself.
"Can Nether Shard be drawn before you run out of cards?" - YES. Out of balance reasons, Nether Shard will be randomly shuffled in with the last 7 cards in your deck, meaning once you draw it, you lose a card draw that turn and your enhanced effect! Beware!
"Does the Rogue Enhancement include spells and/or minions that deal 1 damage?" - Yes! Anything that can deal 1 damage will be considered poisonous! Blade Flurry now is a board wipe with your hero power! Woo!
"Can the Shaman/Druid Enhancements be silenced?" - The Shaman one CAN. The Druid one CANNOT. Reasoning is that while both are from a passive effect, the Druid Health buff IS the passive effect, meaning even silencing a minion will do nothing (similar to Crystal Core). The Shaman effect only triggers once the condition is met, and it instead GIVES your minions the Health, therefore also making it removable.
"How does the Priest Enhancement translate? Can you heal above 10 Health? Is the deathrattle gone once you've died once?" - As long as the Nether Shard is in your deck, your deathrattle is INFINITE. On the other hand, your Health is PERMANENTLY set to 10. Meaning unless you also have Amara, Warden of Hope in hand, you cannot heal above 10 Health. Fighting a Priest, your job will be to control the board until they discard their Nether Shard. Then go for the 10 damage kill. Goodbye Aggro >:)
"Will Sunfury Guard summon Sunfury Sentinel i an enemy minion attacks it and they both die?" - YES. This minion can easily be a problem for your opponent, as they will either have to answer it with a spell, or with a big minion that won't die if it trades into it.
Enjoy!
His homeworld was bigger than he had imagined. Boom Jr. had set out looking for business opportunities, but ended up searching for inspiration, a new enterprise in his mind. To search for the most wondrous of places, the strangest of things and the most powerful of characters, and bring them back to Area 52, in miniature. Maybe some explosives could be added, too! He read through the history of the Aldor and the Scryers, the fall of Illidan and his Illidari. He searched for the orc that fought for two Hordes and lead an ogre clan, Lantresor of the Blade. He even travelled to the place where Doom Lord Kazzak, commander of the Burning Legion's Outland forces, had fallen. His travels made him friends, like the Netherwing or the Sha'tar, but enemies too. He also lost half an ear to a Warp Stalker once! But in the end, it was worth it. The danger, the discovery, it all flowed through his mind when he finally decided to return home... but not for long.
Reminder: my entry for the first phase can be found in the spoiler below.
Preview
Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?
New mechanic: Unleash (X)
Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:
Demons
Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.
Dragons
The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...
Arcane powers
The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other
And much more to discover!
Example cards
New mechanic: Unleash (X)
Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:
Example cards:
No place in Outland is totally secure from the demons of the Burning Legion. As their numbers dwindled, they had to develop new tactics. Boom Jr. soon learned that no demon was truely alone, and that escaping a Doomguard is now easy task.
Conditional unleash makes its first new appearance. Some cards will only be able to unleash themselves if a condition is met, and more cards like this will appear in some class' sets.
Nagrand was still full of life. Roaming the plains, the stoic Elekk ignored the world crumbling around, forming tight packs that grazed together. There is nothing that a matriarch wouldn't do to protect the young or sick.
Positioning has never been this important! With a new trigger for abilities, some minions will gain benefits when standing between two allies. Be careful, though, if one of the adjacent minions dies the aura will fade!
The Netherwing Flight was as rare as powerful their magics. Their attunement to the arcane energies that swept the earth was unparalleled, and this dragons could harness it to protect their own. However, Boom Jr. discovered that simply by being nice - and not mentioning Zuluhed -, allies are easy to obtain.
There are Dragon synergies this expansion, but not as minion focused as in the pst. This time around, the nether dragons will benefit from spell damage or provides us with new spells. Unbridled Energy is a new neutral spell akin to Spare Parts, obtained from creatures touched by Outland's energies.
Unbridled Energy
Even though the reign of Illidan, the Betrayer had ended a long time ago, the schemes of Maiev and Akama hadn't erased the impact it had on the land and its denizens. Boom Jr. didn't enter the Black Temple despite its new owner being a lot more welcoming. It didn't feel right.
As the summit of every demon deck that tries to go for the long game, Illidan, Lord of Outland lends you his warglaives. As a demon hunter sworn to end the Burning Legion, his weapon gains strength for each demon that has died this game. This provides a demon deck with a finisher, while providing the opponent with time to react if they didn't die outright.
Warglaives of Azzinoth
Commons
Unbridled Energy
Rares
Unbridled Energy
Epics
Unbridled Energy
Legendaries
Warglaives of Azzinoth
I hope you liked this first taste of what To Netherstorm and Beyond could become. See you, hopefully in the next phase, were we will take a look at those shiny new Dragons for mage, hunter's spell synergies and the new Demons for warlock!
This post was brought to you by Boom's Workshop®
The Aqir, although they no longer walked along the face of Azeroth, their descendants still thrive to this day. The Nerubians, the Qiraji, and the Mantids. Although they are separated, their mission remains the same. To cleanse Azeroth of all non-insectoid and arachnid life. Although their individual attempts have failed, they now strike with one accord. All of Azeroth is under threat of this invading Swarm, and everyone needs to set aside their differences or be swallowed up by the Swarm. Be it Goblins and Gnomes or Alliance and Horde, their feuds matter little to the threat from the Descendants of Aqir.
Infestation Mechanic:
The Descendants of Aqir fight with overwhelming numbers and seemingly endless supply of minions. They make use of mechanic called Infestation. Infestations are shuffled into the opponent's deck, and when they are drawn, they summon 2/2 Spiderling. The inspiration behind the mechanic came from the card Beneath the Grounds.
In Phase I, I only showed off the Descendants of Aqir. In Phase II, I want to show off more of the resistance, those who fight against this neverending Swarm.
Fighting against a never ending swarm of insects might seem impossible, but with the help of the Goblins taste for explosions, you can kill multiple insects in one clean swoop. Rocket Mice are collectable minions, but there are multiple cards that can add these little critters to your deck.
The Goblins aren't the only ones helping out. The Gnomes are providing support with the mechs. Mechasaur was designed after the ferocious Volcanosaur that resides in Un'Goro's Crater. With the help of another Mech, it can Adapt itself to the situation to combat the onslaught of the Swarm.
Linsee Rocketflare is an original character. With her mechanical prowess and ingenuity, she leads the Goblins in the fight against the Swarm. She is also the inventor of the Rocket Mouse. The more cards you, or your opponent, have shuffled into your deck, the more Rocket Mice she will summon.
All of the neutral cards:
Commons:
Black Swarm's Token:
Rares:
Hornet Swarm's Token:
Epics:
Legendaries:
Anachronos's Tokens:
The Time Keepers roam the Sands of Time, looking for anomalies that they can fix. Unfortunately, for them anything that isn't exactly how it started is considered an 'anomaly', and needs to be Reverted. Don't tell them they become an anomaly themselves afterwards, they'll freak.
The Chronomancers came crawling out of the woodwork with the Collapse of the Caverns - when asked where they'd been all these years, one simply commented, "Oh crap, it's been years? Damn stasis spells...".
These guys know fantastic secrets relating to magic, and are experts at copying. The first time they need to use the same mana cost (they're a little rusty) but after that they just throw spells out for free! Their aim could be better though.
You didn't think Nozdormu and the Bronze Drakes were the only Dragons hanging around the Caverns, did you? No, there's all sorts of Dragons dancing around down there. Some of them have even picked up some time-bending tricks, being able to revive fallen friends. Dragons for everyone!
When we said the Caverns were collapsing, we meant it. There's some terrifying things floating through cracks in time, such as this giant Elemental, ready to tear apart timelines and really mess with your game sense. There are some crazy combos you can pull off with this effect, so try 'em out!
The other cards you can expect to encounter can be found below! Check 'em out if you want, there's some interesting fellas present.
Commons
The Blinded Cavern Drake has lived so long underground that he no longer uses sight to find anything, it relies on its hearing entirely. That's why when it echoes, it can't tell where the sound is coming from and it goes on a rampage!
The Bloodletters are a group of bat-like creatures, stealing life for their owner and doing better the more of them you swarm.
This race of Clockwork beings has lived in the void between timelines, meeting their past and future selves and learning how to upgrade over time. Nobody tell them they missed the Mech expansion, they'll be very upset.
Finally, this tiny little Destabilised Dragon has spent so long skirting the timestream that it sometimes runs into itself. It'd be a cute visual, if it wasn't so horrifying to look at.
Rares
The Cavern Explorer has spent a long time exploring all corners of the world, and now that he's stumbled into this collapsing cavern, he knows a few tricks. He knows just where to look for things, so pick an option and he'll hand it right to you.
With the massive variety of Dragons roaming the caves, somebody needs to hang around to help keep things somewhat orderly, right? That's where the Dragon Wranglers come in. Although whether they're there protecting you from the Dragons, or the Dragons from you, isn't quite clear.
Finally, the Lil' Fortuneteller was drawn in by the broken timestream enhancing her powers. She shows you the card on top of your deck in a similar manner to the Discover screen. If you've played her before, you'll get an additional Shuffle button, which you can use if it turn out you don't actually want that 10-cost card on turn 4 for some reason.
Epics
The Bloodletter Tamer isn't particularly good at his job - he's spent so long in the caverns he's become somewhat blind, so if you're a Beast he'll take try and tame you, Bloodletter or not. If it seems like you aren't stealing life like you should be, he'll help you do that too. Somehow everything he tames ends up running away or dead though, so the D.E.H.T.A. are looking into him.
This Dragon in a Bottle must be starving after being in there so long. No wonder he summons his own food.
The Shifter's Apprentice hasn't quite managed to figure out changing into anything yet, so she has to look at a reference sheet for help. Zerus is pretty happy with her progress though!
The Timelost Wanderer has been gone for a long time. Or has it only been a few hours? She isn't sure anymore. Or are they a he? An it? They don't remember. All they do know is they absolutely hate seeing the same thing twice. They've relived enough in their short-long life, thank you very much.
Legendaries
Arithmancer Erikk knows what's coming in the future, his charts have told him. He also knows what happened in the past, and can use these long-forgotten techniques to pull things from the future into the present. A true master of the timeline.
Is that an adorable Dragon? Shh! Chromie's undercover in her human form, trying to find the source of these annoying time anomalies. For someone who can be everywhen at once, it's taking her a surprisingly long time. Maybe she likes things a little crazy now and then.
Murozond the Infinite doesn't like people attempting to live as long as him, so he smites down the minion that's been on the battlefield the longest besides himself. Hover over him to have the oldest minion or minions gain a sparkly, sandy glow to remind you. And remember that he's surprisingly slow - if there are several minions that appeared at the same time on the board, he'll choose one at random to kill.
You can find me here! Good luck everyone!
Prepare yourselves, the bells have tolled!
Shelter your weak, your young and your old!
Each of you shall pay the final sum!
Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
Themes
Sometimes Fear is the appropriate response...
It wouldn't be a proper Hallow's End without a heaping dose of terror! Fear is the set's new keyword that temporarily reduces a minion's Attack. Like Freeze, it expires at the end of the turn after which that minion could make an attack. So apply Fear to an enemy on your turn, it goes away at the end of your opponent's next turn. This effect can help slow down an aggressive opponent, or take the teeth out of a larger threat!
Other Fear cards include Spooky Scary Skeleton and Death Revenant.
Gather 'round the fire...
Hallow's End is a holiday about death, birth, and renewal. The people of Gilneas, many of whom have been cursed to become Worgen, come together during this time to cast aside their fears and doubts and steel themselves for what lies ahead. The Forsaken celebrate the holiday as a reminder of their freedom from the Scourge. Both light The Wickermen as a symbol of burning away their past and embracing their new lives. And sometimes those offerings may come back to bless them in some way.
Other such cards include Wicker Giant and The Wickerman.
Trick or Treat?
As the harvest is completed, farmers may notice their remaining crops begin to stir. The cursed Headless Horseman rides again, terrorizing villages and raising an army of perturbed pumpkins! Squash them, and maybe you'll find a treat!
While the guards keep watch for the Horseman and other creatures of the woods, the people celebrate! Candy is given out to costumed children to enjoy! In this expansion, Candy is represented as one of 9 collectible common cards, 1 for each class. Cards like Candy Seeker and Doting Elder can help you gather them quickly! Various class cards can also summon more Squashlings or Candies as well!
All Neutral Cards!
Commons
Rares
Epics
Legendaries
All Candies!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Azeroth. Draenor. At one point, the Outlands. Connecting them all, the Dark Portal, a gateway across time and space, a connecting point between worlds. But other worlds have their own "Dark Portals," their own Outrealms connecting many timelines and realities. And when a certain time and space hopping tavern run by a kindly dwarf suddenly started connecting disparate realities, it was only a matter of time before the Dark Portal connected a pathway through an otherworldly gate, to a nexus of heroes...
Emblem of Fire is a crossover expansion with another card game based on a video game franchise: Fire Emblem Cipher. In Azeroth, strength is king. Magical mastery. Combat prowess. Raw, earth-shattering might. All demonstrations of strength. But we are no longer in Azeroth. Here, speed is king. Here, it is the fastest, and the most ready, who wins.
New Keywords: Swift, and Rush
Keyword FAQ
Yes! Blizzard has actually brushed up against this mechanic several times with previous cards like Charged Devilsaur, Icehowl, and their latest take on the Charge spell card. Much like how Blizzard officiated the Lifesteal mechanic in Knights of the Frozen Throne, Emblem of Fire officiates Charge's minion and board focused brother, bringing minions who can act on the fly without snowballing into out of nowhere face damage.
Just as far as their Attack matches their target's Health. If a 2/1 Swift minion attacks a target with 2 or less health, then, yes, the Swift minion comes out unscathed. But if they had more than 2 health, then the Swift minion would deal its damage, before likely dying from that target's counter attack.
Deal damage as though neither of them had that keyword in the first place, yes.
Example Cards
This new world hosts humans very similar to the visitors from Azeroth, but, living alongside them are strange shapeshifters, beasts who can take on human form. They are akin to Druids, in that regard, though their power is inherent, not created by magical means. There are even rumors of small tribes who could take on the form of dragons...
The Jungle Harpy demonstrates the new Swift mechanic, both its strengths and weaknesses. Swift minions tend to be weak against direct damage and ping effects, as well as AOE spells, but incredibly strong against small, low health, aggressive minions that threaten to snowball the early game.
"I tot I taw a Jungle Panther."
Heroes of Azeroth are infamous throughout the universe for being a rowdy bunch, and the people of this new world are ready to fight in case these visitors intend to bring trouble. Mercenaries and organized armies understand the value of comradery, becoming brothers and sisters in arms that bolster and rally each other in the tightest of battles, tapping into an inner strength unmatched.
The Whitewings are an exciting new card archetype that, while not a designated minion Type like Elementals or Dragons, still find value in working together. In addition to the base card itself, a variety of support cards are included in this expansion to further bolster their strength and viability.
Warriors mounted on pegasi who have sworn fealty to Queen Minerva. You'll have to provide your own flying mount, something most heroes of Azeroth would not have a problem with.
Others, however, find the opening the this Dark Portal, and the visit of these otherwordly heroes, as a fascinating thing to study and research. The disparate yet similar schools of magic come together to create new avenue of arcane power, and the sources of these magics, from communion with nature to contracts with fel spirits, is something no curious mind can resist observing.
In Emblem of Fire, a major theme to the expansion is minion-based board control. As such, cards like the Ancient Scholar are around to limit the interference of opposing Heroes and their spell cards. If your opponent intends to answer the board state, they had better be ready to commit.
"You wouldn't believe how much in these old tomes translate to graffiti in the margins."
Azeroth isn't alone in fostering larger than life heroes, one person armies who swat aside rank and file soldiers like flies. The nexus brings together heroes from all walks of life, from all times and places, to champion the innocent, and bring peace to where once was war.
Most Legendary minions will also focus on either gaining or maintaining distinct board presence. In the case of Roy of the Binding Blade, after your opponent plays one minion on their next turn, the rest will be bound, unable to break those chains of love, until another turn comes around.
If you've come to broker peace, he would be happy to sit down with you and pen a treaty, and become Roy of the binding contract.
Commons:
Rares:
Epics:
Legendaries:
Tokens:
Created by Whitewing Trainee, and Whitewing Lieutenant:
Created by Mysterious Duelist:
Card Errata and FAQ:
Because his effect isn't a Battlecry, but is still hand dependent. If he was worded like other Dragon Synergy cards, he could activate himself, even if he was the only card in your hand, let alone the only dragon. (Special thanks to ShadowOfSense for pointing that out to me)
The same thing that happens if you play a Charge minion and then play Charge on it: it can no longer go for the face.
No. If you play Wandering Minstrel and give a minion from your previous turn Rush, it has no effect on that minion's effect to attack your opponent's face, since it's technically already been a turn since it was "played."
From the Trainee's Inspire effect, the Lieutenant's Battlecry, and from finding them in packs, you're given a Whitewing with one of three alternate artworks randomly. While the art might be different, their name means they can buff and get buffs from each other.
No. The 3 Mana 3/3 Whitewings only buff other 3 Mana 3/3 Whitewings. The Trainee is there to give the archetype an opening play, the Sniper makes use of extra Whitewings to deal immediate damage, the Lieutenant replenishes your hand after you dump your initial assault, and Queen Minerva acts as a sort of "on" switch with her cost reduction.
No. Only friendly Whitewings can buff each other. Likewise, a Whitewing on her own cannot buff herself.
If the enemy hero is Frozen, or if the Mysterious Duelist is behind a Taunt minion, given Stealth, or Immune, the opponent takes their turn as normal after drawing a card, even able to use their new weapon to attack a target other than the Mysterious Duelist. If they're still holding the Dueling Sword when their next turn comes around and the Mysterious Duelist is still in play, after they draw their card, the opponent automatically attacks.
No. It'd be like if they equipped Fiery War Axe, attacked, then equipped a second Fiery War Axe.
As long as there is a minion in play to target, Lyndis can attack it until there are no more enemy minions left, or until she's dead. You do not HAVE to make the attack, even if you can, however. Once your next turn comes around, Lyndis only gets 1 attack per turn, as per usual, but now she can target the enemy hero.
No. She only reduces the cost of the 3 Mana 3/3 Whitewings. As an aside, if you somehow manage to get a Whitewing's cost down to 1 or 0, such as through Pint-Sized Summoner or Shadowstep, Minerva's presence on the field will raise their cost to 2. In the case of cards like Venture Co. Mercenary or Mana Wraith, it depends on the order they were played: if they were played first, Minerva's effect technically overrides them, as she reduces their increased cost down to 2; if she was played first, their cost is reduced to 2, and then increased by the effect of the Mercenary or the Wraith (up to 5 or 3, respectively).
Special Thanks:
I'd like to give special thanks to the following thread goers who helped give me valuable feedback that went a long way to making this entry the best it could be:
Thrall once had a dream. In his dream, he saw the scene of Taretha being killed over and over. He tried to save her, but all his attempts turned out to be in vain.
Jaina once had a dream. In her dream, she followed Arthas in the ravage at Stratholme. Later on, they went to Northend together, where she took hold of the Frostmourne and became the Lich Queen.
Magni once had a dream. In his dream, his daughter's son was born. To his astonishment, the baby's father was Ragnaros.
Everyone sleeps, and most of us dream. What is the most unforgettable dream of legends in Azeroth?
New Mechanics
New Cards
In particular, Nat's dream is about winning a fishing competition. He set free any fish he does not want until he caught the biggest fish he had ever seen in his life.
Full List of Neutral Cards
Shifting Cards
Everything is changing during the dream. You will see more Shifting cards in Class Cards.
Token Synergy Cards
---These cards can create tokens. The tokens of Elven Whisperer, Mirage Maker and Dream Sower are here---
---These cards have special interaction with tokens.---
Mulligan Synergy Cards
Hero Health Synergy
Azsuna was once a gem of the Night Elf empire. Now, in the aftermath of the Great Sundering, much of it lies in ruins, a home for nothing more than a few vengeful Elven spirits, some Murlocs here and there, and hidden enclaves of Blue Dragons. But now, the haunted land is forced into conflict once again as powerful forces gather around it, searching for the same thing: One of the Pillars of Creation, the Tidestone of Golganneth.
Featuring:
- The Naga and their Underwater Brethren
- The Nightborne/Nightfallen
- Remnants of the Blue Dragonflight
- Murlocs (Don't we just love Murlocs?)
- Demons
- Demon Hunters
- Undead Spirits
- Explorers from the Reliquary
And, of course, a small dose of the Old Gods and their corruption.
DISCLAIMER: Certain 'Creative Liberties' regarding the lore have been taken. Sorry.
New Keywords:
Wither and Siphon are inspired by the ability of the Nightborne to absorb arcane energy and derive nourishment from it, and the fact that they begin to slowly wither away into mindless zombies the longer they are deprived from it.
Your minions are essentially 'Siphoning off' a tiny bit of your spell's powers. It's a scaling ability that is much more effective over a long game when you can cast more spells, draw more cards, and build up to larger effects. If you need to, you can also cash in earlier to get some more immediate impact.
Wither is another keyword of this expansion. It's a versatile keyword that can be used as a debuff on enemy minions, or a downside on your own ones to allow for powerful minions that slowly get weaker as the strength drains from their bodies.
Example Cards/New Mechanic:
In pursuit of the Tidestone of Golganneth, an ancient artefact of unspeakable power from which all of Azeroth's rivers and oceans once flowed, Azshara has sent the Hatecoil Naga to Azsuna. They are patient and resourceful, and will stop at nothing to claim the artefact for their Queen, the Light Beneath the Tides.
The Hatecoil Stalker is an example of the new Siphon mechanic. She lies in wait as you cast spells, waiting for her Battlecry to become slowly stronger. You can use her to remove progressively larger enemy minions while putting a decent body into play for yourself.
When their Queen's mistaken deal with the Burning Legion and its results sent the majority of the Highborne Elves sinking down into the crushing depths of the sea in the Great Sundering, the Old Gods were freed and offered Azshara and her followers another chance at life under the water. And thus, the serpentine Naga came into the world.
The Acolyte of the Deep is an example of the new Wither mechanic. In exchange for an above-curve body to help with early-game board control, she drains the strength of your later minions as an offering to the Old Gods.
Destabilised by the events of the Great Sundering, bursts of Mana began to surge from the earth. Those that learn to harness them are capable of fashioning them into a powerful tool, but in incapable hands, these bursts of energy are nothing more than useless.
The Mana Surge is another new element of this expansion: a spell that does absolutely nothing. Of course, this can be remedied through the use of cards such as the Coilfang Guard, or the Naga Sorceress (see below). But even without an effect, it can still trigger powerful synergies, such as Siphon effects on your minions, or on-play effects like Mana Wyrm.
The Mana-Charged Golem is an example of another new mechanic in this expansion: the Mana Surge. It has become so filled with the mysterious energy that whenever it takes damage, the power bursts directly out of its damaged body. A great way to protect you while generating spells for your combos. At 6 mana, it can hit the board directly before Blazecaller or Stone Sentinel.
After Prince Farondis's failed rebellion, Azshara devastated the entire region of Azsuna with her immense power. The prince himself and his followers were transformed into ghostly spirits, forever denied the release of death. However, even without life and being only shadows of their former selves, they return from the grave to aid you in your conflict.
Ly'lith is a powerful card that has many uses. Her Taunt ability makes her something that must be dealt with immediately as soon as she hits the board. Her Spirit Form's Spell Damage +1 means that you can choose to keep her dormant in order to harness that power for AOE clears or burst damage, or revive her ASAP for the body.
Other Cards:
Commons:
Notes/Random Lore tidbits:
-- The Reliquary is the Horde's equivalent of the League of Explorers, and consists almost exclusively of Blood Elves.
-- If Twisted Nightborne gives an enemy minion Wither, it will trigger at the start of your ENEMY's turn. Same with the Nightborne Enchantress.
Rares:
Notes:
-- Naga Sorceress makes the Mana Surges deal 2 damage.
-- Spectre of Restoration discards itself from your hand when its Health reaches 0.
Epics:
Legendaries:
Notes/Random Lore tidbits:
-- Azshara is bigger than the other cards because she's just that important and won't tolerate it otherwise :P
-- Examiner Thae'thelan casts the spells with random targets. It's not written on the card because there's not enough space and we all know that's how it works anyways.
-- Prince Farondis is worded the way he is for flavour reasons. Spirits aren't coming out of nowhere - your dead minions transform into them.
-- Withering Spirits have -1 attack from their Wither so they will lose any buffs you might give to them.
-- Click Here For Phase 1 Post --
Thanks to everyone who helped me out with this expansion :3
Why Rogue is my favourite class:
My submission for this week's card design competition.
TIME PARADOX!!!!!
While gazing into the future, Nozdormu the Timelord accidentally resurrected every dragon that has ever lived! In order to contain the catastrophe, Nozdormu has sealed away Azeroth's dragons and their most sacred sites into a sealed dimension called The Dragonspiral. From atop the great Wyrmrest Mountain, the five Dragon Aspects of Azeroth, Nozdormu, Alexstrasza, Ysera, Kalecgos and the reborn Neltharion seek to end the crisis, while deep in the boneyards of The Dragonblight, renegades and time anomalies like Malygos, Deathwing, Murozond, Galakrond, Neltharaku and Sindragosa seek to escape this prison realm and conquer Azeroth.
The Dragonspiral Wars have begun! Join Wrathion the Black Prince as he guides you through the strife and chaos of this strange dimension.
Example Cards
An enigmatic schemer, Wrathion the Black Prince seeks to make the most of the situation, playing all of the great dragon's of Azeroth for his own ends.
The Black Prince is a FREE LEGENDARY given to every player upon receiving their first Dragonspiral pack. As you might guess, Dragonspiral contains lots of new dragons and dragon synergy mechanics. This legendary dragon lets new players put some extra power into their decks and gives control decks the ability to extend the game a little longer.
Seeking to return the timeline to it's rightful state, Brightwing has joined the Wyrmrest Accord. Should the great bronze dragon Nozdorumu be slain, many terrible beasts would be set loose on Azeroth.
Brightwing is a tricky combo-breaker. Tech this dragon into your deck and avoid blasts of burn spells that might otherwise end the match. But in order to gain this elusiveness, you must be holding a dragon in your hand.
Dragonhold is a new keyword to describe an old mechanic, and as such many cards from Blackrock Mountain and earlier sets will be updated with this new keyword. The Dragonhold Keyword is associated with the great dragons of the Wyrmrest Accord: Alexstrasza, Kalecgos, Nozdormu, and Ysera.
The dead have been reborn! Again! Sindragosa rises from the Dragonblight and is intent rebuilding her brood, so that they might serve the Lich King once more.
Sindragosa, Frostmother is a late game control card that fills your side of the battlefield with frozen dragons. This card interacts with a new mechanic, The Dragongrave. Whenever dragons are killed or discarded, they put into a dragon graveyard, where their effects might be reused, re-summoned and sometimes repurposed.
The Dragongrave keyword is associated with Neltharion, the Earthwarden, the great black dragon who rules the earth, it's caverns and graves. But in the wilderness of the Dragonblight great beasts like the Protodragon Galakrond grow fat on the endless bones of dead dragons.
Strange rainbow colored dragons have been appearing in the Dragonspiral. Whimsical but destructive beings, these Spiraldragons threaten to destabilize the time stream!
Prismatic Iconoclast has the new Paradox keyword. While Paradox cards have potent effects the first time they are played, they have strange mirrored and inverted effects upon their second use, by any player. This means mirror matches and stolen cards will play a big part in Paradox decks.
Paradox cards are associated with the time anomalies Deathwing and Murozond and also Kalecgos and Nozdormu as they seek to repair the time stream.
Tell me more about the Neutral themes of Dragonspiral
The neutral cards of Dragonspiral are meant to synergize with the 3 core mechanics of Dragonspiral and find use in the classes that use the new keywords. Neutral minions represent allies of the Wyrmrest Accord, moral dragon hunters, unaligned dragons and some of the reborn time anomalies dwelling in the Dragonblight, including:
The full 135 card set would also include renegade black dragons like Nefarian, Onyxia and their servants.
Tell me more about the Class themes of Dragonspiral
In Dragonspiral, Every class is associated with one of Azeroth's greatest dragons.
Druid: Ysera the Dreamer. The great emerald dragon Ysera has called upon her druid allies for aid. Druid cards in Dragonspiral will focus on a mixture of ramp effects and deck interactions, putting creatures to 'sleep' by shuffling them back into the deck. Druids will also have smaller faerie dragon allies with unique effects at low mana costs.
Hunter: Galakrond, Dragonfather. The first of the protodragons Galakrond is one of prehistory's greatest catastrophes. Part beast and part dragon, these primordial creatures gain power through cannibalizing their brethren. Many of Azeroth's greatest hunters have joined Galakrond in his endless hunt through the Dragonblight boneyards. Hunter cards in Dragonspiral will focus on the Dragongrave mechanic, deathrattles and dual-tribe Beast/Dragon minions.
Mage: Kalecgos the Arcane. Azeroth's greatest wizards have travelled to Wyrmrest Temple to aid Kalecgos the Aspect of Magic in his research of the Dragonspiral, hoping to find away to restore the timeline and return the right dragons to Azeroth. Mage cards in Dragonspiral will feature Dragonhold and Paradox mechanics, heavy on RNG and reactive control affects, alongside some fearsome blue dragons.
Paladin: Nozdormu the Timelord. Aghast at what he has done, Nozdormu has found a temporary solution, containing the time anomalies within the Dragonspiral. Azeroth's most steadfast Paladins have rallied to Wyrmrest Keep to defend the Timelord and undo the paradox effects of the Dragonspiral. Paladin cards in Dragonspiral will focus on secrets, heavy taunt minions, and reverting and countering your opponent's plays.
Priest: Deathwing, Destroyer. Reborn, Deathwing and his twilight dragon offspring have begun vampirically feeding upon their uncorrupted brethren. In awe of of the unholy power of these creatures, Shadow Priests from across the cosmos have rallied to Deathwing's side and return him to Azeroth. Priest cards in Dragonspiral are heavy on card stealing and Paradox effects, along with new Shadow Word spells and destructive twilight dragon minions.
Rogue: Murozond the Infinite. In a far flung future, one of many possibilities, dwells the paradoxical Murozond, a inverted and twisted version of the Timelord Nozdormu. Set loose upon the present, Murzond and the Infinite Dragonflight seek to escape the Dragonspiral and rob the past, present and future of all its secrets and treasures. Many intrepid thieves and burglars have allied themsevles with the time anomaly, seeking to learn his secrets and manipulate time itself. Rogue cards in Dragonspiral make heavy use of the Paradox keyword to generate random cards and transform their cards, creating chaining combo effects.
Shaman: Neltharion, Earthwarden. The original Earth Aspect Neltharion has been reborn and is sworn to return Azeroth to it's rightful state, including eventually laying himself to rest. As guardian of Azeroth's caverns, graves and tombs, Neltharion has called upon the wisest shamans to help him navigate this perplexing crisis. Shaman cards in Dragonspiral focus on the Dragongrave mechanic and Silence, resurrecting dragons or sending them to an early death.
Warlock: Neltharaku, the Crawling. The unspeakable horror Neltharaku, a twisted dragon made of pure void energy seeks to corrupt the Dragonspiral and open it to the Twisting Nether. The most vile and evil of Warlocks have ventured to Dragonspiral to aid Neltharaku in his Netherdragons nefarious scheme. Warlock cards in Dragonspiral focus on the Dragongrave Mechanic and Discarding, often utilizing effects of dragons that are already dead. Dragonspiral also introduces the new Demon/Dragon dual-tribe for Netherdragons.
Warrior: Alexstrasza, Lifebinder. Sometimes in order to defend life itself, one must go to war. Alexstrasza the great red dragon has raised a mighty army of warriors and dragons in order to lay to rest the time anomalies of the Dragonspiral. Warrior cards in Dragonspiral will feature mighty weapons, dragonscale armor, the Dragonhold mechanic, fearsome red dragons and cards that prevent them from dying.
Commons:
Rares:
Epics:
Legendaries:
Servitors of the Loa
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 Keyword: Voodoo
Voodoo FAQ
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 (all ended in instead), you can see both examples under this lines (they're cards from Phase I).
Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
The Cards
Voodoo is the true star in Servitors of the Loa so I really wanted a card for crazy combo decks focused on this keyword, like Brann Bronzebeard for Battlecry or Baron Rivendare for Deathrattle. This voodoo doll was reanimated with dark magic and she wants vengeance... but Vajaty stills a beacon for all your voodoo curses. The perfect minion for decks focused on high cost Voodoo cards (spoiler: Warlock ones), like the Sacrifice Ritual.
You have a Common and a Rare "sacrifice a friendly minon" but this one is my favourite. You can
eatsacrifice one of your minions and add its stats to this one. The best part is, if you pay the Voodoo cost, you can get ALL its abilities, so this one gets its textbox and all the enchantments (buff spells) on the sacrificed minion. Perfect for a double Deathrattle, the sacrified minion and this one when it dies. Cool with Potion of Madness.Voodoo is the new keyword but I really want to give some love to Enrage, a cool ability that fits perfectly the trolls and needs more cards in Hearthstone! In Servitors of the Loa I'm goint to create some new cards and ideas for this awesome keyword like this one, the Reformed Berserker, perfect for Warrior decks with its AoE cards. Trolls are pretty familiar to the rage fury of the battle and the bloodthirst (they have Berserkers!) so expect more Enrage cards!
What's an Expansion without the mandatory low cost minion with the main ability of the set? Amani Fanatic becomes a 1 mana 3/2 with a bit of work on your part, better than Flame Imp!.
Legendary
Epic
Rare
Common
Tokens
Thekal, Shirvallah's Priest (Enraged Beast Form)
Mounted Explorer & Gurubashi Frontline Warriors
Gurubashi Frontline Warriors
Hope you like them! :)