Following the defeat of the Burning Legion, the shining jewel of Outland, Shattrah City, is throwing it's gates open for a grand celebration. However, simmering tensions between the rival factions of Aldor and Scryer threaten to throw the party into chaos. So pick a side, put on your dancing shoes, and prepare for a ballroom blitz as you take part in the Throwdown at Shattrah.
This expansion will introduce a new mechanic, Rally.
Both the Aldor and Scryer will try to use this to their advantage, as they call their troops to arms and prepare to face off. However, this keyword isn't limited to those two tribes, as it will see use by Beasts, Elementals, Dragons and more.
The Aldor have their minds set on holding the line, letting wave upon wave of Scryer forces break, before unleashing vicious counterattacks. The Stoic Warden is a perfect example of this, forming a wall, and allowing their allies to refresh them as they arrive.
Meanwhile, the Scryers look to strengthen their forces and shatter the Aldor defences, using a mix of aggression and cunning. Caledis Brightdawn looks to recruit prodigious students, and pass to the a wealth of experience, before unleashing them on the unsuspecting enemy.
All this chaos is doubtless going to effect an already broken landscape. Beasts, elementals and even dragons swarm to Shattrah, twisted by the lingering influence of the Legion, and by the battle that rages on. The Corrupted Flame is born of fel energy, and fuelled by the battle, devouring all in it's way, paying little heed of friend or foe.
Azeroth looks on eagerly, with all nations sending ambassadors to report on the fighting. Gadgetzan is no different, with the three factions from the mean streets briefly uniting to dispatch a crack team of reporters. From the fire, let the cry go out. NEWS TEAM ASSEMBLE!
Welcome, to the Darkmoon Faire friend! This is a place of eternal happiness and a place for everyone to enjoy! You can do anything here, from fighting in the Arena, to playing all sorts of fun games. Don't fancy any of that? You can take a walk in the woods here on Darklmoon Isle, do some fishing, or even find out your own future! There is so much to do in this place of magic, joy, and wonders!
At least that's what you're told, isn't it? A place of eternal happiness? More like a place of eternal horrors... There are many things they like to keep hidden for you. From the monsters and ghosts in the woods, to the thieves hidden in the shadows. A place which appears to be a place where everyone can enjoy their time, might just be a place full of horror... This place is without a doubt full of mysteries, let's uncover them!
Hello everyone! Today i'll be talking some more about my custom expansion, Mysteries of Darkmoon. This set contains 132 cards and is about Darkmoon Isle but most importantly the Darkmoon Faire. A lot of things you also see in the Darkmoon Faire are foreseers. This is one of the major themes this expansion. They even have their own keyword! Introducing the new keyword, Predict!
This works somewhat like a Battlecry or Deathrattle. When a card says Predict: Gain +1/+1 you gain +1/+1 on your next turn. If the cards says Deathrattle: Predict: Give a random friendly minion +1/+1 that effect will trigger at the start of YOUR next turn. But Predict is more than just a delayed Battlecry or Deathrattle! It can also be on spells! And not only that, it also has tons of cool cards synergising with it!
Now we have all of that out of the way, let's get into the cards shall we!
Cards:
Gnomish Apprentice: This card is a great example of the Predict mechanic. The card is pretty slow and not great the turn you play it, but it has a really good pay-off. And a powerful effect when it does trigger! This is a great early game card and it might be very difficult for your opponent to kill turn 1, although a horrible topdeck!
Concert Bruiser: You've always got to have a card like this in your expansion don't you! A card like this is a card that could really help a lot of slow decks or help you recover your board. Another very powerful card under the right circumstances!
Darkmoon Giant: This card might not do the predicting himself, but he most certainly helps with it! This is one of the many cards that synergises well with the Predict mechanic and is a great card for any deck with at least a few Predict cards, there will also be entire decks based on the mechanic, but unfortunatly i can't really show that with the neutral set, Please let me get to phase 3.
Marzuiron, the Immortal: The value! This card will help you so much in the late game! You can bait out your opponent's removal, and then wait untill he has none left, it's like Sherazin all over again! But unlike Sherazin this actually has a strong body and can be really dangerous. Although he can do all of that, he always keeps his mouth shut unlike other super villans so he won't get Silenced! Another hard counter to him would be well... Any transform effect...
Dalaran! The floating, magocratic city has been a landmark within Azeroth from the Second War to today. For some, it is a home and sanctuary for many magical beings, including Mages, Elementals, and sometimes Blue Dragons. For others, it is fortress that flies to over where it is needed, whether it is over Crystalsong Forest during the Wrath of the Lich King or over the Broken Isles during the third invasion of the Burning Crusade.
For you and many other scholars, however, it is the centre for the education of the arcane arts. You have recently been accepted as a student in Dalaran. Here you will Discover the myriad of Wonders to be found in this capital city. From the many spells you can learn in the Violet's Citadel's libraries to the all-powerful Pillars of Creation, the very strings of reality are in the palm of your hand.
Will you become a pupil whose studies will gain the attention of the Council of Six, or will you be a rebellious individual lurking in the Black Market? Would you like to first see the Pillars of Creation or Eventide's fountain? Will you join the Silver Covenant or the Sunreavers? Who will you become?
Keywords (Details in Spoiler):
Mechanics:
Enchant: When you play a minion with Enchant, it will immediately give the next minion you DRAW (not summon nor play) a little bonus! Careful though! You may not draw the Enchanted card, so build your deck wisely!
Stabilize: Since Battlecries occur WHEN minions are played (not after), Battlecries will occur even if you can't pay the Stabilize cost! Note that Elementals with Stabilize will trigger "If you played an Elemental last turn" effects EVEN if you didn't pay the Stabilize cost because you technically did play the Elemental!
Stabilize is all about playing with your mana expenditure in order to get the optimial result! Sometimes you need to force yourself to pay the Stabilize cost to get the minion's body, but sometimes you don't want to pay it in order to just get the Battlecry/Deathrattle effect for the cheapest cost in order to play other important cards as well. This can open up for a lot of skilled plays as the usual ordering of cards is largely tampered by creating the optimal result from Stabilize cards.
Note: Cards that summon random minions (e.g. Evolve and Devolve) cannot summon minions with Stabilize, similar to how Quests can't be produced randomly. This is for obvious balancing reasons, and Evolve Shaman is my guilty pleasure.
Flavour:
Enchant: Dalaran houses some of the most skilled sorcerers in Azeroth. Some of these guys specialize in Enchanting items and even people, making them stronger (and more stylish) than ever before!
Stabilize: While Enchanting minions are quite adept in their studies, some disciples of Dalaran are quite...inexperienced with handling spells. Sometimes, these foolish beings try to attempt the most powerful spells with little mana, and they end up injuring themselves after they fail to Stabilize their spells.
Themes!
Spells! (Duh.) Spells that interact spells you've casted this game, spells that are dependent on minion placement, spells that produce more spells, and other spells. Some of which will be based on actual spells from WoW!
More Elemental Support including Elementals for Paladin!
The Council of Six, leaders of the Sunreavers and Silver Covenant, and other famous magi that have resided in Dalaran as Legendaries!
A neutral Quest with an alternate win condition!
It's a Secret! No seriously, Secrets are a theme!
Spell Damage! (Again, duh.)
Adding copies of spells you've casted this game! There will also be other cards that focus on giving you/synergizing with cards that you've played this game, but a majority of it will focus on spells for obvious reasons.
At least 2 themes for each class! Exclamation point!
The Enchant and Stabilize keywords (See below)
Showcase Cards
Some of the magicial beings in Dalaran have unstable energy coursing through their body, you'll have to Stabilize them before they dissipate from the overwhelming power!
One of these unstable creatures include Krasus's Landing Escort! Ever tired of having the bad RNG of drawing all your expensive cards early or drawing all your weak, cheap cards late? Well have no fear, as Krasus's Landing Escort is designed to be used as a great early game card OR a solid late game card!
Enchant is also a keyword in this expansion, and it's a nice way to buff your minions while allowing the minion with Enchant itself to have reasonable stats (because you actually have to draw the required card and design your deck so that the Enchantment usually lands on a good card).
Sometimes, it's as simple as Spell Damage +1 or +2 Attack. However, as Sunreaver Duplicator demonstrates, minions/spells can give TEXT enchantments as well.
Sunreaver Duplicator is an interesting example of this as it provides card draw that draws you a specific card IF you have a duplicate. This can lead to some interesting situations and combos such as Rogue's combo cards or Elementals with "If you played an Elemental last turn".
Obviously, there is a heavy spell theme in Wonders of Dalaran. So, naturally, there is also a Spell Damage theme with Spell Damage cards like Tirisfal Sorcerer.
Tirisfal Sorcerer is one of the members of the Order of Tirisfal formed to defend Azeroth from Demons and other terrible fel magic (hence the "can't target heroes with spells").
For a decent body, you are granted a strong Spell Damage boost that can help you fight against high Health minions or strong Midrange-y minions with powerful AoEs. The drawback here is that your opponent gets this immense power too, and you are unable to target your opponent's hero, so no funny burst shenanigans.
HOWEVER, this seemingly double-edged blade can be an unforeseen strength! This can act as a soft-taunt for spells as your opponent is unable to target your face with burst spells. Basically, this is a card that both supports AND counters spells.
Can't have an expansion about Dalaran without Khadgar now can we?
In WoW lore, Khadgar sends you on a Quest to find 5 artifacts forged by Titans (basically Gods) called the Pillars of Creation. By retrieving them and placing them in the Chamber of the Guardian, they can successfully close the demonic portal inside the Tomb of Sargeras in order to gain the upper hand in the war against the Burning Crusade.
So, what's a better way to represent this with a Quest given by Khadgar, Supreme Archmage himself? He will shuffle the 5 Pillars of Creation into your deck; each of which is a powerful 10-cost spell. You will have to try to survive until you complete the Quest by playing ALL 5 Pillars of Creation. So, you might be wondering what's the reward for completing the Quest? It's nothing much really. It just WINS YOU THE GAME.
The Pillars of Creation (and their Quest)
Commons
Some Quick Clarifications:
Silver Covenant Librarian doesn't allow Legendaries because Quests and Time Warp are a thing. Also, there's some strong Legendary spells below...
Rares
Some Quick Clarifications:
I think Freeze should be explained to know how Frost Bomb works. This is the rule of how Freeze works: After a player ends their turn, un-Freeze all friendly characters that have NOT attacked that turn. What does this mean? That means that all minions that have attacked Frost Bomb and destroyed it WILL NOT unfreeze at the end of the attacker's turn ("un-Freeze all friendly characters that have NOT attacked that turn"). They will remain frozen until the end of that player's NEXT TURN. Cool, eh? Really chills the aggro decks.
Violet Gate Archmage's effect stacks with Stabilize. So, if you have a Fire Ascendantin your hand while Violet Gate Archmage is out, Fire Ascendant would cost 2 mana and have Stabilize: (5).
Sunreaver Bankerexists in case Mage gets a little too trigger happy with Ice Block due to the Secrets and the "Spells you've cast this game" theme
Sunreaver Duplicatormakes you draw a duplicate of the Enchanted card, not herself. (e.g. If she Enchants a Wisp, and you play the Wisp, you will draw another Wisp in your deck if you have one.)
Epics
Some Quick Clarifications:
The Guardssummoned by Sunreaver General will be summoned adjacent to Sunreaver General like the Boom Bots summoned adjacent to Dr. Boom
Legendaries
Some Quick Clarifications
Vereesa Windrunner: You Discover a Paladin Secret, then a Hunter Secret, then a Mage Secret, and you put all 3 of them into the battlefield. And yes, she costs 6 mana like her sister, Sylvanas Windrunner.
Kael'thas Sunstrider: Also, he Enchants all of the spells YOU draw, not your opponent because Enchant is worded as "When played, give a bonus to the next card that you draw".Also, the copies of the spells will not have the Enchantment (i.e.Playing a copy of a spell (produced by Kael'thas's effect) will not give you another copy of that spell).
Rhonin, Theramore's Last: Basically, all minions can now use their Battlecries/Deathrattles FOR FREE. Stabilize effects will stack; so a 2-cost card with Stabilize: (3) will now have Stabilize: (5).
Khadgar, Supreme Archmage: Yes, Khadgar has Medivh, the Guardian's stats because Khadgar is Medivh's apprentice.
Commons Krasus's Landing Escort: Funny enough, he hates escort missions. Don't we all? Violet Hold Guard: Easily distracted by the sound of dropped coins, but is completely fine with intruders just out of line of sight. Crystalsong Drake: Him and Crystaldance Eminem once had the best rap battle to date. Fire Ascendant: His personal profile: 3rd Degree Burns, 2nd Degree in Pyromancy, and 1st Degree MURDER. Water Revenant: Because drowning people is definitely the best way to save their life. Underbelly Duelist: It's time to d-d-duel! Silver Covenant Librarian: She checks out the books AND the boys. Magus Commerce Dealer: How he managed to have Jaraxxus and Deathwing available for purchase is beyond me, but there's a 50% sale on the Twisting Nether so I'm not questioning it.
Rares Violet Gate Archmage: Opened a portal to the moon once in order to punish a guy who talked too much about space. She kind of regrets it, but she still Wants Him Gone. (He's probably Still Alive). Frost Bomb: Leaves those caught in the blast frozen in fear. And ice. Mostly ice. Kirin Tor Pedagogue: She always asks her students to find X in her numerology classes. It's obviously 10. Sunreaver Banker: You think you can hide Secret debts from her? Don't bank on it. Sunreaver Duplicator: Sunreaver Duplicator:
Epics Eventide Fountain: Ironically, Oddtide Fountain gives you Spell Damage +2. Tirisfal Sorcerer: Comes after the Tirispride Sorcerer. Silver Covenant General: "The best offense is a good defense." And by that, he means using the Guards as a meat shield. Kirin Tor Oracle: "You're going to die. That'll be 30 Gold."
Legendaries Vereesa Windrunner: As an expert huntress and leader of the Silver Covenant, she specializes in all sorts of traps. From magical Counterspells to exploding traps to...throwing a guy at the enemy and calling it a Noble Sacrifice? Kael'thas Sunstrider: Currently filing a public copyright strike against Zenyatta's balls. Wow, he's got balls. Rhonin, Theramore's Last: "Theramore is the bomb!" -Rhonin's poorest choice of words. Khadgar, Supreme Archmage: Unfortunately, the title of Supreme Sorcerer was already taken by someone who used to be a Doctor. He was kind of Strange.
Special Thanks to:
Broeck1
CecilHoshino
Demonxz95
Hurien
Livienna
Mewdrops
ShadowsofSense
Shatterstar1998
SnorlaxBR
Teknician
TheOtherGuyFox
thepowrofcheese
UndeadRebel13
Zence
Zukuu
And to you viewer, for taking the time to read this. I hoped you enjoyed it!
Alright, here we go then. I'll cut the chit chat this time and get straight to the cards
Explanations
Revolutionary: You guys remember this guy, but I couldn't NOT show it. Again, an example of Defiant/Fortified as a drawback.
Balance Monk: Something interesting to note is that when both players have the SAME number of minions, neither Defiant or Fortified trigger. This card showcases that.
Elite Mercenary: An example of DIFFERENT Defiant/Fortified effects. It's meant to be an adaptable counter to anything your opponent has, with the cost of being slightly overcosted. (see Lord of the Arena with one more stat or Spectral Knight with one less mana)
Ingalf, Ace Scout: This is meant to be a pylon for Fortified decks. It does nothing on it's own, but can annoy other decks with constant Fortified boosts.
When Garrosh Hellscream takes advantage of a time portal opened by Kairozdormu to an alternate Draenor, things go horribly wrong and those ever-present Azerothian guardians have to step in and stop Garrosh from stomping on the sandcastle that is ordered civilization.
The Warlords of Draenor expansion explores themes of alternate realities; the actions taken by some on alternate Draenor had drastic consequences for who lived and who died in the main universe Draenor. The characters that led the Iron Horde and their clans had special sadistic qualities, like the Shattered Hand who take pleasure in pain, and the Warsong clan, led by Garrosh from another time, who celebrate the glory of their greatest Warriors. The alternative reality of Draenor leads some, particularly the Bronze Dragons, to experience a shift in time, where everything is not quite when it seems. Those Orcish clans under the Iron Horde are particularly bloodthirsty, hearing a Battlecry and thinking "Quick, it's time to spill some blood!". There are also the denizens of alternate Draenor, the Botani and the Genesaurs, the Magnaron and the Goren, at each other's throats in a struggle to reclaim the primal land of Draenor for nature or for the earthen ones. The primal Zangar Sea holds many mysteries, and those in league with the Iron Horde must face the prospect of advanced civilizations like the Council of Exarchs and the technologically advanced Shattrath City. But not all the Draenei are good— the Shadow Council and the Burning Legion have infiltrated these ranks, promising fel power and creating factions like the Sargerai Council. When all is said and done, the History of Draenor will have been written and rewritten as individual actors take their time, and their turns, attempting to shape the conflict to their own benefit, even rewriting time as they go along.
Keywords:
Keyword Explanations:
Quicktime: When either player summons a Battlecry minion, this effect activates. Quicktime resolves after a Battlecry has resolved, so if a minion with Quicktime is destroyed by a Battlecry, it won't have time to react and so it will be destroyed without its effect going off. Quicktime minions can gain stats from your own battlecries, or disadvantage your opponent's. Some Quicktime effects can change the course of the game, but a renewed focus on Battlecry minions will be the chief enabler for Quicktime cards, as they are sometimes understatted for their cost. Quicktime effects don't activate if the Battlecry minion wasn't played from the hand— they only work if the Battlecry itself activates. Quicktime can have positive (or negative!) synergy with Brann Bronzebeard.
Timeshift: Currently only minions can have Timeshift. When a minion with Timeshift is summoned (played or put into the battlefield any other way)it starts a timer for (X) of your turns. When that counter reaches 0, regardless of whether the original minion is alive or not, Timeshift will summon the minion again. Imagine you had a Goldshire Footman with Timeshift: (1). At the start of your next turn, another Goldshire Footman would be summoned, but without the Timeshift text. You can think of Timeshift: (1) minions like this: "At the start of your next turn, resummon this minion and remove this enchantment." Except Timeshift: (X) increases the number of turns you have to wait for this effect. If the minion with Timeshift is still alive when the Timeshift version is summoned, the original minion also loses it, an animation of an arcane clock over the minion indicating the lost Timeshift.
Soft Keyword: the History Bar. Some cards use History events as activators or 'undo' history events. An explanation of the History Bar can be found here. History events are not emoting, clicking the board, dragging things around, or anything like that. Only things that pop up in the history bar.
Yrel's Tokens:
In this expansion, I wanted to represent one of the most notable characters of Warlords of Draenor,Yrel.Yrel goes on a journey through Warlords, from a prisoner to an initiate all the way to saving Draenor.
The new Timeshift mechanic represents this well, as Acolyte Yrel "becomes" the next iteration of Yrel when she dies, allowing her to "progress", in a similar manner to Pyros, through from her internment to her pivotal role in the Draenor conflict.
If Yrel is successfully "activated" (i.e. her Deathrattle activates) from her 2 mana 1/1— difficult given how she "can't attack", she will resummon from her Timeshift as Lady Yrel. If Acolyte Yrel doesn't die within 2 turns of being summoned, your stuck with a 2 mana 1/1 and another 2 mana 1/1 that have "Can't Attack". Given the potential for "infinite value" as each iteration of Yrel progresses for no additional mana cost to you, Lady Yrel, Vindicator Yrel, and Exarch Yrel are slightly understatted for their base mana cost, ultimately enabling you to reach Yrel, Light's Hope, a 12/12 body by around turn 16. Yrel shines in control decks, but her early game tempo cost might prevent her from being played early in the game.
The "Breakers" of Draenor strive to remove all trace of nature and the Botani, their sworn enemies.
Implacable Magnaron fulfills a roll in control decks somewhat similar to Primordial Drake. By restricting the number of minions your opponent can play, it restricts their options if you can leave your opponent with only low threat minions in play. While this minion does not demonstrate Quicktime or Timeshift mechanics, it shows some of the extra mechanics and themes that will come in this expansion, to do with turn manipulation and board quirks. Some cards in this expansion will focus on opposite minion on the board, as well as adjacent minions.
Some Bronze Dragons, growing disaffected with their constant vigil over a pre-determined course of events, have decided to align themselves more closely with the Infinite Dragonflight, looking to shape the future and past in their own image—power over all realities through their command of time.
Bronze Drake explores an unexplored design space: The History Bar. As a 4 mana 3/5, this minion is understatted, but in the right conditions it can become a 5/7. If you killed your own Haunted Creeper on your own turn, its Deathrattle will summon two 1/1 Spectral Spiders— but the summoning of both counts as one history event, so it won't trigger this effect. If you play Imp Gang Boss and manage to summon two imps on your turn from it, it counts as completing the same History event twice, and so playing Bronze Drake after doing this (not before) will activate the effect. Similarly, if your opponent has summoned Onyxia and their board is full of 1/1 Whelps, and you use Arcane Explosion to clear them all, you will have completed the same History action six times, as Arcane Explosion will have dealt 1 damage to each Whelp, killing each one— identical History events in visual terms.
The Shattered Hand clan, led by Kargath Bladefist, are empowered by pain. They gain glory in combat by spilling the blood of themselves and others.
Shattered Hand Recruit starts off with pretty vanilla stats: a 2 mana 2/3. Sticky enough as a turn 2 play but with no immediate effect. The versatility of this card comes when you summon Battlecry minions to change its stats. After the first Battlecry, it becomes a 3/2, and after the second, a 4/1. If a Battlecry minion is played when it's at 4/1, it becomes a 5/0 and promptly dies. You can use this effect to get some extra damage and perform favourable trades. However, if your opponent dumps Battlecry minions while this is on your board, they can easily kill it for free, or for a discount.
All other cards:
Legendary Neutrals
Durotan: A list of the targetable "Secrets" Durotan allows you to cast can be found here. It works as a 'Choose One' mechanic, where you can play the Secret as normal, or as a targetable spell.
Blackhand: References the war on the Ogres Blackhand made (Ogres have the "forgetful" 50% chance to attack the wrong enemy mechanic). While it's a delayed destroy, it can work in your favour if you target to try and bypass a Taunt minion.
Kairozdormu: Takes the same mechanic of the History bar from Bronze Drake and turns it into an offensive capability. To get anything done on their turn, your opponent has to do at least 4 things. Things count as summoning something, playing a card, using a hero power, triggered effect on minions (Starving Buzzard creates a history event whenever it draws a card). Any "undone" History events by Kairozdormu will simply return any cards to the hand, spent mana to unspent, drawn cards back to the top of the deck. Kairozdormu needs to die if your opponent wants to play properly.
Epic Neutrals
Auchenai Runes: This has utility in Mage decks regardless of going to Fatigue or not, as you can play Battlecry minions to up your spell damage and close out your opponent's board or search for lethal. It is pretty funny if you do go into fatigue though and then this dies after 10 turns, and then you take 11 damage... The fatigue counter still goes up while this is in play. :)
Fel-er Reaver: Couldn't resist. While Fel Reaver existed in GvG, it cost 1 more mana because 2 turns is quite a lot of resources for your opponent, especially if they have direct removal for it. Playing this is a risk, but only cool people would take that risk.
Fungal Whale: A ridiculously long Timeshift, but a fun effect. While it may be understatted, it makes this a "Battlecry Taunt" that can shut down your opponent's turn setup.
Rare Neutrals
Sporebat: A simple minion, a bigger Faerie Dragon with some extra threat attached.
Botani Reclaimer: A neutral Polymorph that can heavily punish your opponent (or maybe help you out? Playing weak stat minions with good Battlecries works well with this card). Infested Peon is its token, and is not a collectible card.
Patient Genesaur: Played this on turn 7? It's an 8/8 until the start of your next turn (as the amount of mana you spent last turn is the same on your opponent's turn). Strangely this encourages off-tempo plays as on-tempo.
Shattrath Vigilant: 8/8 in stats over 3 turns and a nice Taunt mech makes Shattrath Vigilant a good card overall, and a good example of Timeshift at its most simple.
Common Neutrals
Sargerai War Council: A sure way to activate Bronze Drake on turn 10. Sargerai War Council into Elven Archer into Bronze Drake— you've summoned two Sargerai Councillors (tokens) and have thus completed the same History event twice in the same turn!
Bronze Whelp: Simple minion, gives you a nice token on your turn 3 turns from now.
Apexis Golem: Simple Quicktime effect! See almost any minion that gains +1/+1 for any criteria.
Bleeding Hollow Warder: Good if you want to fill the board if you're only playing a couple of battlecries, but this could end up being a huge tempo loss if your opponent keeps increasing its Timeshift, such that you have a 2/2 that will summon again in ten turns or something!
Crystal Goren: I had to. The name was too close.
Warsong Enforcer: Good body, good Quicktime activator, good searcher for more Quicktime.
Draenor Ancient: Better or worse Ultrasaur? Discuss.
That's about it! :) Vote for me if you like the concept and want to see more. I've already started on class cards.
Within the elemental planes, the elemental lords are locked in endless combat, a struggle for power that is eons old. From the time of the sundering to the current age, the restless elemental spirits have waged an eternal conflict within their realm beneath the physical plane. And now, another war is brewing.
Which side do you join in the...
New Keyword:
Showcase
Anyone ever felt underwhelmed by the elemental lords in hearthstone? They're the rulers of the primal forces on Azeroth and in the universe. They're beings of chaotic elemental energies and commanders of endless legions of elemental beings. And yet, they've never been a strong or impactful as other heroes or even random dinosaurs.
Neptulon, the Tidehunter is the core of any good Neptulon's Disciples deck. While a predictable play, after ramping up the opponent's fatigue, Neptulon can hit the board on 10 mana and wipe out all but the strongest minions while taking another chunk out of the opponent's health.
Unlike Jade, Neptulon isn't oppressive to control playstyles, and unlike C'thun, Neptulon decks are far more interactive for the one playing it - and while a huge creature isn't included in the pay-off, matchups won't be won or lost by hard removal either.
Neptulon isn't the only Elemental Lord to get this treatment. While Neptulon's playstyle offers a more focused mechanical route for decks (albeit playable both in more aggressive and more control style matchups), Smolderon's triclass cards are much more versatile, short of encouraging more battlecry-themed decks.
Smoldering Remnants are 0 Mana 1/1 minions, so you can play them on the same time as Smolderon, or save them for later. Each Remnant has a copy of a random battlecry you played this game as their card text - Remnants won't also copy the Taunt from Stonehill Defender, but they will have the Battlecry.
Smolderon can be played in a battlecry-heavy deck to push in the late game with even more immediate board impact and several cheap battlecry effects, or in a more combo-orientated deck to add specific battlecries to your hand. Each battlecry can only be copied once, so if you only played one other battlecry minion, the other remnants will be blank. While it's technically possible to only play Alexstraza, Yogg and N'Zoth, and then repeat all 3 powerful effects in one turn, that combo would be nigh impossible to pull off. But amazing when it does happen.
Not all of Thunderaan's cards enact a beneficial effect when drawn. In the case of the Living Vortex, the effect when drawn is part of the cost of playing it, although when the card hits the field, it's far more powerful than a standard 8-drop.
A lot of people might be wondering "Why windfury as a triclass theme" and "How does this mesh with Paladin, Priest and Rogue".
In all three cases, it's actually down to synergies with buff effects, and 'on attack' effects, which all three classes have their fair share of. These stronger windfury cards are intended to hopefully open up a path for more experimentation with those kinds of mechanics outside of niche decks like Mimiron OTK rogue.
Ragers are tired of being the butt of every joke. This set contains several new ragers, designed to actually support a hyper aggressive playstyle with big attack minions. The Conflux Rager is the icing on the cake, a huge 10 attack beatstick for 6 mana that your opponent can't remove without taking out your other ragers.
Besieged on all sides, against a threat never before seen. Against such insurmountable odds, old hatreds must be put aside to make way for new alliances, forged in the fires of desperation. With the fate of the world hanging in the balance, where will you be when the last hour strikes?
The Last Hour of Azeroth, like Goblins vs. Gnomes, is not based on a specific area or period. Rather, it is an expansion that celebrates those times when the Alliance and the Horde were forced to put aside their difference in favour of survival. To represent this, Last Hour of Azeroth brings in three central mechanics.
Mechanics
Putting aside old grudges will also involve cooperating with your enemy as well, so this expansion also boasts a heavy emphasis on cards that give advantages to both players, taking after cards like Grove Tender.
Keyword Explanation:
Unity: Really simple, like combo requires you to have a condition met before being played to get the card's full value.
Rampage: This triggers as the minion is attacking, but before damage is dealt. So the Adaptive Imp would start your turn as a 1/3, but hit as a 3/3.
THE CARDS:
Stormwind Captain is the baseline Unity trigger for this expansion. He's advantageous in that most class 1-drops are well statted, but will always pull a minion from another class, so you will likely not have the cards to take full advantage it.
The "give your opponents things" mechanics allow for some aggressively statted minions and spells, including the expansion's 1 mana 2/3. More cards with this mechanic will be available with the class cards, as they all have a unique twist to how they help out.
A powerful Unity effect, the reason this has such better stats than the Antique Healbot is due to the difficulty of Unity later into the game.
When all seems lost is when the greatest heroes emerge. As leader of the Brotherhood of the Horse, Anduin Lothar comes to battle alongside 3 trusty Knights. They are all of course from different classes, as a trigger to Unity.
REMAINING NEUTRAL CARDS:
Queen Azshara Tokens:
Rollback Post to RevisionRollBack
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Following the defeat of the Burning Legion, the shining jewel of Outland, Shattrah City, is throwing it's gates open for a grand celebration. However, simmering tensions between the rival factions of Aldor and Scryer threaten to throw the party into chaos. So pick a side, put on your dancing shoes, and prepare for a ballroom blitz as you take part in the Throwdown at Shattrah.
This expansion will introduce a new mechanic, Rally.
Both the Aldor and Scryer will try to use this to their advantage, as they call their troops to arms and prepare to face off. However, this keyword isn't limited to those two tribes, as it will see use by Beasts, Elementals, Dragons and more.
Common:
Rare:
Epic:
Legendary:
Tokens:
Crimson Summoner:
Caledris Brightdawn:
Example Weapon of Aldor Enchantress:
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Welcome, to the Darkmoon Faire friend! This is a place of eternal happiness and a place for everyone to enjoy! You can do anything here, from fighting in the Arena, to playing all sorts of fun games. Don't fancy any of that? You can take a walk in the woods here on Darklmoon Isle, do some fishing, or even find out your own future! There is so much to do in this place of magic, joy, and wonders!
At least that's what you're told, isn't it? A place of eternal happiness? More like a place of eternal horrors... There are many things they like to keep hidden for you. From the monsters and ghosts in the woods, to the thieves hidden in the shadows. A place which appears to be a place where everyone can enjoy their time, might just be a place full of horror... This place is without a doubt full of mysteries, let's uncover them!
Hello everyone! Today i'll be talking some more about my custom expansion, Mysteries of Darkmoon. This set contains 132 cards and is about Darkmoon Isle but most importantly the Darkmoon Faire. A lot of things you also see in the Darkmoon Faire are foreseers. This is one of the major themes this expansion. They even have their own keyword! Introducing the new keyword, Predict!
This works somewhat like a Battlecry or Deathrattle. When a card says Predict: Gain +1/+1 you gain +1/+1 on your next turn. If the cards says Deathrattle: Predict: Give a random friendly minion +1/+1 that effect will trigger at the start of YOUR next turn. But Predict is more than just a delayed Battlecry or Deathrattle! It can also be on spells! And not only that, it also has tons of cool cards synergising with it!
Now we have all of that out of the way, let's get into the cards shall we!
Cards:
Gnomish Apprentice: This card is a great example of the Predict mechanic. The card is pretty slow and not great the turn you play it, but it has a really good pay-off. And a powerful effect when it does trigger! This is a great early game card and it might be very difficult for your opponent to kill turn 1, although a horrible topdeck!
Concert Bruiser: You've always got to have a card like this in your expansion don't you! A card like this is a card that could really help a lot of slow decks or help you recover your board. Another very powerful card under the right circumstances!
Darkmoon Giant: This card might not do the predicting himself, but he most certainly helps with it! This is one of the many cards that synergises well with the Predict mechanic and is a great card for any deck with at least a few Predict cards, there will also be entire decks based on the mechanic, but unfortunatly i can't really show that with the neutral set,
Please let me get to phase 3.Marzuiron, the Immortal: The value! This card will help you so much in the late game! You can bait out your opponent's removal, and then wait untill he has none left, it's like Sherazin all over again! But unlike Sherazin this actually has a strong body and can be really dangerous. Although he can do all of that, he always keeps his mouth shut unlike other super villans so he won't get Silenced! Another hard counter to him would be well... Any transform effect...
Common
Darkmoon Witch:
Rare
Epic
Legendary
Tokens:
Lore
Dalaran! The floating, magocratic city has been a landmark within Azeroth from the Second War to today. For some, it is a home and sanctuary for many magical beings, including Mages, Elementals, and sometimes Blue Dragons. For others, it is fortress that flies to over where it is needed, whether it is over Crystalsong Forest during the Wrath of the Lich King or over the Broken Isles during the third invasion of the Burning Crusade.
For you and many other scholars, however, it is the centre for the education of the arcane arts. You have recently been accepted as a student in Dalaran. Here you will Discover the myriad of Wonders to be found in this capital city. From the many spells you can learn in the Violet's Citadel's libraries to the all-powerful Pillars of Creation, the very strings of reality are in the palm of your hand.
Will you become a pupil whose studies will gain the attention of the Council of Six, or will you be a rebellious individual lurking in the Black Market? Would you like to first see the Pillars of Creation or Eventide's fountain? Will you join the Silver Covenant or the Sunreavers? Who will you become?
Keywords (Details in Spoiler):
Mechanics:
Enchant: When you play a minion with Enchant, it will immediately give the next minion you DRAW (not summon nor play) a little bonus! Careful though! You may not draw the Enchanted card, so build your deck wisely!
Stabilize: Since Battlecries occur WHEN minions are played (not after), Battlecries will occur even if you can't pay the Stabilize cost! Note that Elementals with Stabilize will trigger "If you played an Elemental last turn" effects EVEN if you didn't pay the Stabilize cost because you technically did play the Elemental!
Stabilize is all about playing with your mana expenditure in order to get the optimial result! Sometimes you need to force yourself to pay the Stabilize cost to get the minion's body, but sometimes you don't want to pay it in order to just get the Battlecry/Deathrattle effect for the cheapest cost in order to play other important cards as well. This can open up for a lot of skilled plays as the usual ordering of cards is largely tampered by creating the optimal result from Stabilize cards.
Note: Cards that summon random minions (e.g. Evolve and Devolve) cannot summon minions with Stabilize, similar to how Quests can't be produced randomly. This is for obvious balancing reasons, and Evolve Shaman is my guilty pleasure.
Flavour:
Enchant: Dalaran houses some of the most skilled sorcerers in Azeroth. Some of these guys specialize in Enchanting items and even people, making them stronger (and more stylish) than ever before!
Stabilize: While Enchanting minions are quite adept in their studies, some disciples of Dalaran are quite...inexperienced with handling spells. Sometimes, these foolish beings try to attempt the most powerful spells with little mana, and they end up injuring themselves after they fail to Stabilize their spells.
Themes!
Showcase Cards
Some of the magicial beings in Dalaran have unstable energy coursing through their body, you'll have to Stabilize them before they dissipate from the overwhelming power!
One of these unstable creatures include Krasus's Landing Escort! Ever tired of having the bad RNG of drawing all your expensive cards early or drawing all your weak, cheap cards late? Well have no fear, as Krasus's Landing Escort is designed to be used as a great early game card OR a solid late game card!
Enchant is also a keyword in this expansion, and it's a nice way to buff your minions while allowing the minion with Enchant itself to have reasonable stats (because you actually have to draw the required card and design your deck so that the Enchantment usually lands on a good card).
Sometimes, it's as simple as Spell Damage +1 or +2 Attack. However, as Sunreaver Duplicator demonstrates, minions/spells can give TEXT enchantments as well.
Sunreaver Duplicator is an interesting example of this as it provides card draw that draws you a specific card IF you have a duplicate. This can lead to some interesting situations and combos such as Rogue's combo cards or Elementals with "If you played an Elemental last turn".
Obviously, there is a heavy spell theme in Wonders of Dalaran. So, naturally, there is also a Spell Damage theme with Spell Damage cards like Tirisfal Sorcerer.
Tirisfal Sorcerer is one of the members of the Order of Tirisfal formed to defend Azeroth from Demons and other terrible fel magic (hence the "can't target heroes with spells").
For a decent body, you are granted a strong Spell Damage boost that can help you fight against high Health minions or strong Midrange-y minions with powerful AoEs. The drawback here is that your opponent gets this immense power too, and you are unable to target your opponent's hero, so no funny burst shenanigans.
HOWEVER, this seemingly double-edged blade can be an unforeseen strength! This can act as a soft-taunt for spells as your opponent is unable to target your face with burst spells. Basically, this is a card that both supports AND counters spells.
Can't have an expansion about Dalaran without Khadgar now can we?
In WoW lore, Khadgar sends you on a Quest to find 5 artifacts forged by Titans (basically Gods) called the Pillars of Creation. By retrieving them and placing them in the Chamber of the Guardian, they can successfully close the demonic portal inside the Tomb of Sargeras in order to gain the upper hand in the war against the Burning Crusade.
So, what's a better way to represent this with a Quest given by Khadgar, Supreme Archmage himself? He will shuffle the 5 Pillars of Creation into your deck; each of which is a powerful 10-cost spell. You will have to try to survive until you complete the Quest by playing ALL 5 Pillars of Creation. So, you might be wondering what's the reward for completing the Quest? It's nothing much really. It just WINS YOU THE GAME.
The Pillars of Creation (and their Quest)
Commons
Some Quick Clarifications:
Rares
Some Quick Clarifications:
Epics
Some Quick Clarifications:
Legendaries
Some Quick Clarifications
Tokens
Silver Covenant General's Token
Khadgar, Supreme Archmage's Tokens
Flavour Text
Commons
Krasus's Landing Escort: Funny enough, he hates escort missions. Don't we all?
Violet Hold Guard: Easily distracted by the sound of dropped coins, but is completely fine with intruders just out of line of sight.
Crystalsong Drake: Him and Crystaldance Eminem once had the best rap battle to date.
Fire Ascendant: His personal profile: 3rd Degree Burns, 2nd Degree in Pyromancy, and 1st Degree MURDER.
Water Revenant: Because drowning people is definitely the best way to save their life.
Underbelly Duelist: It's time to d-d-duel!
Silver Covenant Librarian: She checks out the books AND the boys.
Magus Commerce Dealer: How he managed to have Jaraxxus and Deathwing available for purchase is beyond me, but there's a 50% sale on the Twisting Nether so I'm not questioning it.
Rares
Violet Gate Archmage: Opened a portal to the moon once in order to punish a guy who talked too much about space. She kind of regrets it, but she still Wants Him Gone. (He's probably Still Alive).
Frost Bomb: Leaves those caught in the blast frozen in fear. And ice. Mostly ice.
Kirin Tor Pedagogue: She always asks her students to find X in her numerology classes. It's obviously 10.
Sunreaver Banker: You think you can hide Secret debts from her? Don't bank on it.
Sunreaver Duplicator: Sunreaver Duplicator:
Epics
Eventide Fountain: Ironically, Oddtide Fountain gives you Spell Damage +2.
Tirisfal Sorcerer: Comes after the Tirispride Sorcerer.
Silver Covenant General: "The best offense is a good defense." And by that, he means using the Guards as a meat shield.
Kirin Tor Oracle: "You're going to die. That'll be 30 Gold."
Legendaries
Vereesa Windrunner: As an expert huntress and leader of the Silver Covenant, she specializes in all sorts of traps. From magical Counterspells to exploding traps to...throwing a guy at the enemy and calling it a Noble Sacrifice?
Kael'thas Sunstrider: Currently filing a public copyright strike against Zenyatta's balls. Wow, he's got balls.
Rhonin, Theramore's Last: "Theramore is the bomb!" -Rhonin's poorest choice of words.
Khadgar, Supreme Archmage: Unfortunately, the title of Supreme Sorcerer was already taken by someone who used to be a Doctor. He was kind of Strange.
Special Thanks to:
And to you viewer, for taking the time to read this. I hoped you enjoyed it!
SUPER LATE HOLY HECK BUT I MADE IT ON TIME
Alright, here we go then. I'll cut the chit chat this time and get straight to the cards
Explanations
Revolutionary: You guys remember this guy, but I couldn't NOT show it. Again, an example of Defiant/Fortified as a drawback.
Balance Monk: Something interesting to note is that when both players have the SAME number of minions, neither Defiant or Fortified trigger. This card showcases that.
Elite Mercenary: An example of DIFFERENT Defiant/Fortified effects. It's meant to be an adaptable counter to anything your opponent has, with the cost of being slightly overcosted. (see Lord of the Arena with one more stat or Spectral Knight with one less mana)
Ingalf, Ace Scout: This is meant to be a pylon for Fortified decks. It does nothing on it's own, but can annoy other decks with constant Fortified boosts.
Commons
Token:
Lantern Bearer
Rares
Epics
Legendaries
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
When Garrosh Hellscream takes advantage of a time portal opened by Kairozdormu to an alternate Draenor, things go horribly wrong and those ever-present Azerothian guardians have to step in and stop Garrosh from stomping on the sandcastle that is ordered civilization.
Phase I Submission | Imgur Album
Lore and Themes:
The Warlords of Draenor expansion explores themes of alternate realities; the actions taken by some on alternate Draenor had drastic consequences for who lived and who died in the main universe Draenor. The characters that led the Iron Horde and their clans had special sadistic qualities, like the Shattered Hand who take pleasure in pain, and the Warsong clan, led by Garrosh from another time, who celebrate the glory of their greatest Warriors. The alternative reality of Draenor leads some, particularly the Bronze Dragons, to experience a shift in time, where everything is not quite when it seems. Those Orcish clans under the Iron Horde are particularly bloodthirsty, hearing a Battlecry and thinking "Quick, it's time to spill some blood!". There are also the denizens of alternate Draenor, the Botani and the Genesaurs, the Magnaron and the Goren, at each other's throats in a struggle to reclaim the primal land of Draenor for nature or for the earthen ones. The primal Zangar Sea holds many mysteries, and those in league with the Iron Horde must face the prospect of advanced civilizations like the Council of Exarchs and the technologically advanced Shattrath City. But not all the Draenei are good— the Shadow Council and the Burning Legion have infiltrated these ranks, promising fel power and creating factions like the Sargerai Council. When all is said and done, the History of Draenor will have been written and rewritten as individual actors take their time, and their turns, attempting to shape the conflict to their own benefit, even rewriting time as they go along.
Keywords:
Keyword Explanations:
Quicktime: When either player summons a Battlecry minion, this effect activates. Quicktime resolves after a Battlecry has resolved, so if a minion with Quicktime is destroyed by a Battlecry, it won't have time to react and so it will be destroyed without its effect going off. Quicktime minions can gain stats from your own battlecries, or disadvantage your opponent's. Some Quicktime effects can change the course of the game, but a renewed focus on Battlecry minions will be the chief enabler for Quicktime cards, as they are sometimes understatted for their cost. Quicktime effects don't activate if the Battlecry minion wasn't played from the hand— they only work if the Battlecry itself activates. Quicktime can have positive (or negative!) synergy with Brann Bronzebeard.
Timeshift: Currently only minions can have Timeshift. When a minion with Timeshift is summoned (played or put into the battlefield any other way) it starts a timer for (X) of your turns. When that counter reaches 0, regardless of whether the original minion is alive or not, Timeshift will summon the minion again. Imagine you had a Goldshire Footman with Timeshift: (1). At the start of your next turn, another Goldshire Footman would be summoned, but without the Timeshift text. You can think of Timeshift: (1) minions like this: "At the start of your next turn, resummon this minion and remove this enchantment." Except Timeshift: (X) increases the number of turns you have to wait for this effect. If the minion with Timeshift is still alive when the Timeshift version is summoned, the original minion also loses it, an animation of an arcane clock over the minion indicating the lost Timeshift.
Soft Keyword: the History Bar. Some cards use History events as activators or 'undo' history events. An explanation of the History Bar can be found here. History events are not emoting, clicking the board, dragging things around, or anything like that. Only things that pop up in the history bar.
Yrel's Tokens:
In this expansion, I wanted to represent one of the most notable characters of Warlords of Draenor, Yrel. Yrel goes on a journey through Warlords, from a prisoner to an initiate all the way to saving Draenor.
The new Timeshift mechanic represents this well, as Acolyte Yrel "becomes" the next iteration of Yrel when she dies, allowing her to "progress", in a similar manner to Pyros, through from her internment to her pivotal role in the Draenor conflict.
If Yrel is successfully "activated" (i.e. her Deathrattle activates) from her 2 mana 1/1— difficult given how she "can't attack", she will resummon from her Timeshift as Lady Yrel. If Acolyte Yrel doesn't die within 2 turns of being summoned, your stuck with a 2 mana 1/1 and another 2 mana 1/1 that have "Can't Attack". Given the potential for "infinite value" as each iteration of Yrel progresses for no additional mana cost to you, Lady Yrel, Vindicator Yrel, and Exarch Yrel are slightly understatted for their base mana cost, ultimately enabling you to reach Yrel, Light's Hope, a 12/12 body by around turn 16. Yrel shines in control decks, but her early game tempo cost might prevent her from being played early in the game.
The "Breakers" of Draenor strive to remove all trace of nature and the Botani, their sworn enemies.
Implacable Magnaron fulfills a roll in control decks somewhat similar to Primordial Drake. By restricting the number of minions your opponent can play, it restricts their options if you can leave your opponent with only low threat minions in play. While this minion does not demonstrate Quicktime or Timeshift mechanics, it shows some of the extra mechanics and themes that will come in this expansion, to do with turn manipulation and board quirks. Some cards in this expansion will focus on opposite minion on the board, as well as adjacent minions.
Some Bronze Dragons, growing disaffected with their constant vigil over a pre-determined course of events, have decided to align themselves more closely with the Infinite Dragonflight, looking to shape the future and past in their own image—power over all realities through their command of time.
Bronze Drake explores an unexplored design space: The History Bar. As a 4 mana 3/5, this minion is understatted, but in the right conditions it can become a 5/7. If you killed your own Haunted Creeper on your own turn, its Deathrattle will summon two 1/1 Spectral Spiders— but the summoning of both counts as one history event, so it won't trigger this effect. If you play Imp Gang Boss and manage to summon two imps on your turn from it, it counts as completing the same History event twice, and so playing Bronze Drake after doing this (not before) will activate the effect. Similarly, if your opponent has summoned Onyxia and their board is full of 1/1 Whelps, and you use Arcane Explosion to clear them all, you will have completed the same History action six times, as Arcane Explosion will have dealt 1 damage to each Whelp, killing each one— identical History events in visual terms.
The Shattered Hand clan, led by Kargath Bladefist, are empowered by pain. They gain glory in combat by spilling the blood of themselves and others.
Shattered Hand Recruit starts off with pretty vanilla stats: a 2 mana 2/3. Sticky enough as a turn 2 play but with no immediate effect. The versatility of this card comes when you summon Battlecry minions to change its stats. After the first Battlecry, it becomes a 3/2, and after the second, a 4/1. If a Battlecry minion is played when it's at 4/1, it becomes a 5/0 and promptly dies. You can use this effect to get some extra damage and perform favourable trades. However, if your opponent dumps Battlecry minions while this is on your board, they can easily kill it for free, or for a discount.
All other cards:
Legendary Neutrals
Durotan: A list of the targetable "Secrets" Durotan allows you to cast can be found here. It works as a 'Choose One' mechanic, where you can play the Secret as normal, or as a targetable spell.
Blackhand: References the war on the Ogres Blackhand made (Ogres have the "forgetful" 50% chance to attack the wrong enemy mechanic). While it's a delayed destroy, it can work in your favour if you target to try and bypass a Taunt minion.
Kairozdormu: Takes the same mechanic of the History bar from Bronze Drake and turns it into an offensive capability. To get anything done on their turn, your opponent has to do at least 4 things. Things count as summoning something, playing a card, using a hero power, triggered effect on minions (Starving Buzzard creates a history event whenever it draws a card). Any "undone" History events by Kairozdormu will simply return any cards to the hand, spent mana to unspent, drawn cards back to the top of the deck. Kairozdormu needs to die if your opponent wants to play properly.
Epic Neutrals
Auchenai Runes: This has utility in Mage decks regardless of going to Fatigue or not, as you can play Battlecry minions to up your spell damage and close out your opponent's board or search for lethal. It is pretty funny if you do go into fatigue though and then this dies after 10 turns, and then you take 11 damage... The fatigue counter still goes up while this is in play. :)
Fel-er Reaver: Couldn't resist. While Fel Reaver existed in GvG, it cost 1 more mana because 2 turns is quite a lot of resources for your opponent, especially if they have direct removal for it. Playing this is a risk, but only cool people would take that risk.
Fungal Whale: A ridiculously long Timeshift, but a fun effect. While it may be understatted, it makes this a "Battlecry Taunt" that can shut down your opponent's turn setup.
Rare Neutrals
Sporebat: A simple minion, a bigger Faerie Dragon with some extra threat attached.
Botani Reclaimer: A neutral Polymorph that can heavily punish your opponent (or maybe help you out? Playing weak stat minions with good Battlecries works well with this card). Infested Peon is its token, and is not a collectible card.
Patient Genesaur: Played this on turn 7? It's an 8/8 until the start of your next turn (as the amount of mana you spent last turn is the same on your opponent's turn). Strangely this encourages off-tempo plays as on-tempo.
Shattrath Vigilant: 8/8 in stats over 3 turns and a nice Taunt mech makes Shattrath Vigilant a good card overall, and a good example of Timeshift at its most simple.
Common Neutrals
Sargerai War Council: A sure way to activate Bronze Drake on turn 10. Sargerai War Council into Elven Archer into Bronze Drake— you've summoned two Sargerai Councillors (tokens) and have thus completed the same History event twice in the same turn!
Bronze Whelp: Simple minion, gives you a nice token on your turn 3 turns from now.
Apexis Golem: Simple Quicktime effect! See almost any minion that gains +1/+1 for any criteria.
Bleeding Hollow Warder: Good if you want to fill the board if you're only playing a couple of battlecries, but this could end up being a huge tempo loss if your opponent keeps increasing its Timeshift, such that you have a 2/2 that will summon again in ten turns or something!
Crystal Goren: I had to. The name was too close.
Warsong Enforcer: Good body, good Quicktime activator, good searcher for more Quicktime.
Draenor Ancient: Better or worse Ultrasaur? Discuss.
That's about it! :) Vote for me if you like the concept and want to see more. I've already started on class cards.
Thanks
—Teknician
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Within the elemental planes, the elemental lords are locked in endless combat, a struggle for power that is eons old. From the time of the sundering to the current age, the restless elemental spirits have waged an eternal conflict within their realm beneath the physical plane. And now, another war is brewing.
Which side do you join in the...
New Keyword:
Showcase
Anyone ever felt underwhelmed by the elemental lords in hearthstone? They're the rulers of the primal forces on Azeroth and in the universe. They're beings of chaotic elemental energies and commanders of endless legions of elemental beings. And yet, they've never been a strong or impactful as other heroes or even random dinosaurs.
Neptulon, the Tidehunter is the core of any good Neptulon's Disciples deck. While a predictable play, after ramping up the opponent's fatigue, Neptulon can hit the board on 10 mana and wipe out all but the strongest minions while taking another chunk out of the opponent's health.
Unlike Jade, Neptulon isn't oppressive to control playstyles, and unlike C'thun, Neptulon decks are far more interactive for the one playing it - and while a huge creature isn't included in the pay-off, matchups won't be won or lost by hard removal either.
Neptulon isn't the only Elemental Lord to get this treatment. While Neptulon's playstyle offers a more focused mechanical route for decks (albeit playable both in more aggressive and more control style matchups), Smolderon's triclass cards are much more versatile, short of encouraging more battlecry-themed decks.
Smoldering Remnants are 0 Mana 1/1 minions, so you can play them on the same time as Smolderon, or save them for later. Each Remnant has a copy of a random battlecry you played this game as their card text - Remnants won't also copy the Taunt from Stonehill Defender, but they will have the Battlecry.
Smolderon can be played in a battlecry-heavy deck to push in the late game with even more immediate board impact and several cheap battlecry effects, or in a more combo-orientated deck to add specific battlecries to your hand. Each battlecry can only be copied once, so if you only played one other battlecry minion, the other remnants will be blank. While it's technically possible to only play Alexstraza, Yogg and N'Zoth, and then repeat all 3 powerful effects in one turn, that combo would be nigh impossible to pull off. But amazing when it does happen.
Not all of Thunderaan's cards enact a beneficial effect when drawn. In the case of the Living Vortex, the effect when drawn is part of the cost of playing it, although when the card hits the field, it's far more powerful than a standard 8-drop.
A lot of people might be wondering "Why windfury as a triclass theme" and "How does this mesh with Paladin, Priest and Rogue".
In all three cases, it's actually down to synergies with buff effects, and 'on attack' effects, which all three classes have their fair share of. These stronger windfury cards are intended to hopefully open up a path for more experimentation with those kinds of mechanics outside of niche decks like Mimiron OTK rogue.
Ragers are tired of being the butt of every joke. This set contains several new ragers, designed to actually support a hyper aggressive playstyle with big attack minions. The Conflux Rager is the icing on the cake, a huge 10 attack beatstick for 6 mana that your opponent can't remove without taking out your other ragers.
All neutrals!
Smolderon's Followers - Mage, Shaman, Warrior
Neptulon's Disciples - Warlock, Hunter, Druid
Thunderaan's Court - Rogue, Paladin, Priest
Non-triclass neutrals
Tokens
Smolderon, The Firelord:
Thunderaan, The Windlord: (Also has 7 armour).
Stone Warden:
Besieged on all sides, against a threat never before seen. Against such insurmountable odds, old hatreds must be put aside to make way for new alliances, forged in the fires of desperation. With the fate of the world hanging in the balance, where will you be when the last hour strikes?
The Last Hour of Azeroth, like Goblins vs. Gnomes, is not based on a specific area or period. Rather, it is an expansion that celebrates those times when the Alliance and the Horde were forced to put aside their difference in favour of survival. To represent this, Last Hour of Azeroth brings in three central mechanics.
Mechanics
Putting aside old grudges will also involve cooperating with your enemy as well, so this expansion also boasts a heavy emphasis on cards that give advantages to both players, taking after cards like Grove Tender.
Keyword Explanation:
Unity: Really simple, like combo requires you to have a condition met before being played to get the card's full value.
Rampage: This triggers as the minion is attacking, but before damage is dealt. So the Adaptive Imp would start your turn as a 1/3, but hit as a 3/3.
THE CARDS:
Stormwind Captain is the baseline Unity trigger for this expansion. He's advantageous in that most class 1-drops are well statted, but will always pull a minion from another class, so you will likely not have the cards to take full advantage it.
The "give your opponents things" mechanics allow for some aggressively statted minions and spells, including the expansion's 1 mana 2/3. More cards with this mechanic will be available with the class cards, as they all have a unique twist to how they help out.
A powerful Unity effect, the reason this has such better stats than the Antique Healbot is due to the difficulty of Unity later into the game.
When all seems lost is when the greatest heroes emerge. As leader of the Brotherhood of the Horse, Anduin Lothar comes to battle alongside 3 trusty Knights. They are all of course from different classes, as a trigger to Unity.
REMAINING NEUTRAL CARDS:
Queen Azshara Tokens: