OK! I think I am finally done with my cards! Lovely and helpful people, which cards do you thinkI should showcase?
TOKENS:
Tokens for Tiger Charmer, Wavegill Weaponsmith and Murky, respectively:
Eranikus' Tokens:
Exhibit X: Not gonna lie, it's pretty weird that, in an expansion themed about tribal synergy, there is a keyword that anti-synergies with minion tribes. I have a feeling that this can be easily abusable in decks that don't have X because decks that have X aren't gonna play with these cards. (e.g. I think that cards with Exhibit Murloc: is going to be seen a lot more in non-Murloc decks rather than Murloc decks)
Commons
Carnival Enthusiast: Seems like a solid cost reduction card.
Rockheart Protector: That seems...extremely elaborate. It's basically just a 1 mana 2/3 with Taunt that Can't Attack. That's a bit too powerful when compared to Shieldbearer.
Thorntail Vermin: It's a great and flvaourful Beast card! Though I hope aggro decks won't abuse this because it's cheap and works with decks that spawn a ton of minions.
Bluegill Ambusher: That's a bit too powerful when compared to Novice Engineer. It draw a card AND it has Stealth. Yikes.
Dancing Fire Spirit: This is a great effect! I really like this; however, this would do better as a 3/3 because, really, all you're getting is +1 extra Health or Attack for making the effect conditional.
Southsea Spearman: This is powercreep over Disciple of C'Thun. Yes, it has the Exhibit effect, but you can just easily just put this card in a class without weapons.
Exquisite Chef: This is a nice healing card, and I think this needs to be a 3/6 when compared to Priest of the Feast because the healing effect is weaker and playing a lot of spells in Priest is MUCH easier than playing minions in any class.
Tiger Charmer: This is a great card in Beast decks!...except it will probably be abused in decks without any Beasts.
Rare:
Blazetail Mouse: An excellant, balanced Elemental/Beast card! I like the recursive effect!
Wavegill Weaponsmith: Honestly, this card will be just fine if it's Exhibit effect was just a Battlecry. Noneoftheless, this is quite bad in Murloc decks because you will likely control other Murlocs, and this is one again easily abused in decks without any Murlocs, which really isn't that hard.
Dragonkin Wolf: WOW! That is strong! I think it's borderline OP, but it's not necessary to nerf it (but you might want to). This loses no stats for a Battlecry that gives you A LOT of tempo. It's a solid card in Beast/Dragon decks, but it might be too potent.
Frostbreath Dragon: It's a good anti-aggro card but...again, it's easily abusable in decks without many Dragons...like Discover/Control Mage and Freeze Mage...Ouch. It's okay in Dragon decks though.
Giant Swamp Lizard: A wonderful anti-aggro card! Not much to say here.
Epic:
Murloc Tidefisher: I'm not sure if this well ever see any play inside Murloc decks, but this is a marvelous card in Beast decks!
Bloodsail Trafficker: It's an interesting Pirate card! I'm not sure why Pirate decks want Beasts, but this is extremely flavourful! (Again, very unreliable in Beast decks)
Salty Drake: This is too potent when compared to Disciple of C'Thun considering that it has an extra stat AND it can draw a card. It needs to be a 3/2. Again, this will probably be a card in decks without Dragons (see the pattern?).
Expert Showman: That's a cool, balanced card! It helps to promote Exhibit cards and thus weird multi-tribal decks. I like it!
Legendary:
Basille, Carnival Reporter: Seems like a great, balanced card! It's another card that encourages Exhibit cards, and it's quite flavourful.
Murkey: A Murloc with charge? That's very powerful considering the massive buffs Murlocs give to each other. (And Charge is infamous for creating some of the most OP, broken cards in the game). A Murloc that revives itself? That's OP.
Erwen, Crocodile Hunter: Hemet Nesingwary is having a bad day. Besides the fact that this card is more powerful than Hemet, this is too conditional to see play. Plus, Beasts never really needed a counter because they aren't that strong. (Again, Beast Exhibit kind of makes it unreliable in Beast decks).
Eranikus: To someone else, it might be a cool card, but it just seems like a copy of Ysera to me. The Nightmare Ysera legendary has been done many times already...Your Nightmare cards look balanced though.
Felgrin Bruiser: If you had a Demon friendly, but no other minions, would the Battlecry go off? It seems as though it wouldn't. Also, it seems targetable— is that right? Seems balanced otherwise.
Shadowmoon Obliterator: You could get rid of the 'Then'; "Deal 5 damage. Deal 5 damage to your hero."
Insatiable Sorceror: Always a good answer with a new keyword— a gain +1/+1 minion.
Illidari Adept: It seems like Warlock is going to be really good with this pack, given the neutral Demons and the theme of the expansion. This looks like a card that attempts to counter it. Seems good for that archetype, but it would be a must-include unless other classes got Demons too.
The epics seem somewhat underwhelming to me— they're good and balanced, but the effects aren't terribly unique; Nightlord re: Recombobulator. Still, as neutral cards, they're fine epics.
Doom Lord Kazzak: Really brings back face pressure, but I suppose it's late game and you can't really put out any serious threats on the same turn. Good card and art.
Illidan: I really like the Warglaives. Sooo powerful in a Warlock deck especially. First neutral weapon too, which is also interesting. I like that he's equally costed with the normal Illidan.
Unbridled Energy as a card, you could add more deathrattle effects to add it, you could even Unleash a minion that adds Unbridled Energy to your hand, especially as it's overcosted for the damage (see: Arcane Shot).
Illidan: I really like the Warglaives. Sooo powerful in a Warlock deck especially. First neutral weapon too, which is also interesting. I like that he's equally costed with the normal Illidan.
@UndeadRebel13: Thanks again for the feedback. I just sort of assumed you misunderstood Wither because you used Corruption as an example, sorry about that. But anyway, lemme try and review your cards:
Commons:
This is where I have to do some explaining of one of the mechanics of the set, which is based around this card here:
Essentially, the Mummy Zombies in the set work like Silver Hand recruits to some extent, and they're summoned by and synergize with both some of the Neferset Tol'vir and the Reliquary cards, and a few of the other Undead based minions too.
Rares:
I want to note that the Armorer says ANY, which means it'll discover weapons from all classes, with no actual preference for the class you're in or anything. It can be used by all classes and will have the exact same odds for each outcome no matter who plays it.
The Darkcaller's effect gives the Embalmed minion a new Battlecry essentially, the wording is done more like Spikeridged Steed because I hate having to write out quotes for text similar to Ancestral Spirit, it makes cards look worse imo
Epics:
Definitely planning on changing the art and name of Dreadnought Giant ASAP, if anyone has any suggestions for either please let me know.
Legendaries:
This is the collectable Hourglass of Origination, and these are the options you get for it to become:
The options that show up will always be these 3, but the order will be randomized for your opponent as to what card you pick, but the option you do go with will usually be pretty obvious. With the 7-Cost option, it acts like a Kel'Thuzad with a longer timer for the resummon. You only get minions back at the start of your turn, but you get the first 6 minions that died since the start of your previous turn.
I kind of want to put in more cards related to the Mummy Zombie effect, but there isn't much room for those cards outside of cutting a bad common or two. Mostly, though, the synergy will be in the class cards for them.
Anyway, all of this is just my in-expert opinion, so take it with a grain of salt (especially everything I say about balancing).
First off, the Mummy Zombie thing annoys me. Mummy Zombies already exist as 3/3s in the game, so the fact that they're 1/1s in your set is really strange and has a bit of confusion. Maybe change the name or something to differentiate them from Rafaam's Zombies?
Okay, let's start with the Legendaries. As it turns out, I don't really like them. Sorry about that...
I don't like Oltaron. Instant win cards generally aren't a lot of fun, and this one is a really weird one as well. I remember saying some stuff about him a while ago, but it basically boils down to: 'So hard to trigger that if you do trigger it you've probably already won anyways'. Three 10-mana cards that don't do anything is a pretty harsh penalty, especially considering that you also need to combo him with other cards. If you do want to make him an instant win card, I'd rather you lower his stats and his cost and make it so that he has to die more times.
Brann: I'd word it as 'Gain +1/+2 for each card you've Discovered this game'. It also seems like it'd just go the same way as Ozruk tbh. Oh, hey, a massive taunt minion! Lemme just hard remove it! Since it's nothing more than a pile of stats with Taunt, it's not very useful IMHO. He'd be much better as a smaller guy for less mana.
Hourglass of Origination: Wow, this is... super weird (which is a good thing), and pretty cool. The problem is that it's way strong. Unremovable Brann with eternal healing isn't fun at all. Considering you literally can't kill this, I think it should at least have a smaller effect or something.
Nexus-Thief Rafaam: I feel like this is... okay. You essentially waste a draw when you do get the Dark Reflection, which I suppose is fair. There's not a lot that I have to say about this.
Epics:
Tomb Rager is super weird. You don't have any cards that can pull it from your hand, so that's not exactly a synergy we can expect. It's either a 6 mana 5/3, which is terrible, or a 5/3 that adds a 5/3 to your hand, which isn't good enough to warrant use since you'd have to specially synergise with it. I get that it's supposed to be terrible since it's a Rager, but still... At least you can play the Ragers on curve.
Dreadnought Giant could be called Flesh Giant or something like that.
Rares: They all seem okay.
Commons: Same here.
I'd like to see a bit more of the Mummy Zombie synergies, since there's really not a lot there right now for something that's supposed to be important. Right now, there's not enough ways to summon them, making the cards that do synergise with them pretty useless. There's no real reason not to have more of them as part of your neutral set - it's not like mine, where I don't want Rogue getting hold of too many ways to generate Mana Surges.
OK! I think I am finally done with my cards! Lovely and helpful people, which cards do you thinkI should showcase?
TOKENS:
Tokens for Tiger Charmer, Wavegill Weaponsmith and Murky, respectively:
Eranikus' Tokens:
Exhibit X: Not gonna lie, it's pretty weird that, in an expansion themed about tribal synergy, there is a keyword that anti-synergies with minion tribes. I have a feeling that this can be easily abusable in decks that don't have X because decks that have X aren't gonna play with these cards. (e.g. I think that cards with Exhibit Murloc: is going to be seen a lot more in non-Murloc decks rather than Murloc decks)
Commons
Carnival Enthusiast: Seems like a solid cost reduction card.
Rockheart Protector: That seems...extremely elaborate. It's basically just a 1 mana 2/3 with Taunt that Can't Attack. That's a bit too powerful when compared to Shieldbearer.
Thorntail Vermin: It's a great and flvaourful Beast card! Though I hope aggro decks won't abuse this because it's cheap and works with decks that spawn a ton of minions.
Bluegill Ambusher: That's a bit too powerful when compared to Novice Engineer. It draw a card AND it has Stealth. Yikes.
Dancing Fire Spirit: This is a great effect! I really like this; however, this would do better as a 3/3 because, really, all you're getting is +1 extra Health or Attack for making the effect conditional.
Southsea Spearman: This is powercreep over Disciple of C'Thun. Yes, it has the Exhibit effect, but you can just easily just put this card in a class without weapons.
Exquisite Chef: This is a nice healing card, and I think this needs to be a 3/6 when compared to Priest of the Feast because the healing effect is weaker and playing a lot of spells in Priest is MUCH easier than playing minions in any class.
Tiger Charmer: This is a great card in Beast decks!...except it will probably be abused in decks without any Beasts.
Rare:
Blazetail Mouse: An excellant, balanced Elemental/Beast card! I like the recursive effect!
Wavegill Weaponsmith: Honestly, this card will be just fine if it's Exhibit effect was just a Battlecry. Noneoftheless, this is quite bad in Murloc decks because you will likely control other Murlocs, and this is one again easily abused in decks without any Murlocs, which really isn't that hard.
Dragonkin Wolf: WOW! That is strong! I think it's borderline OP, but it's not necessary to nerf it (but you might want to). This loses no stats for a Battlecry that gives you A LOT of tempo. It's a solid card in Beast/Dragon decks, but it might be too potent.
Frostbreath Dragon: It's a good anti-aggro card but...again, it's easily abusable in decks without many Dragons...like Discover/Control Mage and Freeze Mage...Ouch. It's okay in Dragon decks though.
Giant Swamp Lizard: A wonderful anti-aggro card! Not much to say here.
Epic:
Murloc Tidefisher: I'm not sure if this well ever see any play inside Murloc decks, but this is a marvelous card in Beast decks!
Bloodsail Trafficker: It's an interesting Pirate card! I'm not sure why Pirate decks want Beasts, but this is extremely flavourful! (Again, very unreliable in Beast decks)
Salty Drake: This is too potent when compared to Disciple of C'Thun considering that it has an extra stat AND it can draw a card. It needs to be a 3/2. Again, this will probably be a card in decks without Dragons (see the pattern?).
Expert Showman: That's a cool, balanced card! It helps to promote Exhibit cards and thus weird multi-tribal decks. I like it!
Legendary:
Basille, Carnival Reporter: Seems like a great, balanced card! It's another card that encourages Exhibit cards, and it's quite flavourful.
Murkey: A Murloc with charge? That's very powerful considering the massive buffs Murlocs give to each other. (And Charge is infamous for creating some of the most OP, broken cards in the game). A Murloc that revives itself? That's OP.
Erwen, Crocodile Hunter: Hemet Nesingwary is having a bad day. Besides the fact that this card is more powerful than Hemet, this is too conditional to see play. Plus, Beasts never really needed a counter because they aren't that strong. (Again, Beast Exhibit kind of makes it unreliable in Beast decks).
Eranikus: To someone else, it might be a cool card, but it just seems like a copy of Ysera to me. The Nightmare Ysera legendary has been done many times already...Your Nightmare cards look balanced though.
Wow! Thanks for the really complete feedback, usually I just give a quick feedback as I did with your cards, please let me know if you want such a complete feedback on your set! Nah, I will do it either way once I wake up tomorrow xD
About my mechanic, I will quote myself on my Phase I submission: "The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic [...]". I don't want to pop a Beast Druid or a Demon Warloc whatsoever. That's why I've chosen a keyword that works without tribes themselves. I rather see decks with Beasts, Dragons and Murlocs than a deck with only one of these. Yet, some classes will be more oriented towards one tribe. Druid will be oriented towards Beasts, and you would want to play some cards with beast exhibit because their beast synergy overcomes its exhibit anti-synergy.
RockheartProtector - I wanted a Zombie Chow-like card. Maybe I try to further balance it a bit more. Any suggestions? Maybe "1-mana 2/3; Taunt, Can't attack, Your minions cost (1) more.
Wavegill Weaponsmith - Oh! It was supposed to be Weapon Exhibit, so it doesn't destroy your current weapon if you have one.
Bluegill Ambusher - I think this card is considerably weaker than Novice Engineer, a card that is played only in some versions of freeze mage aside from quest rogue. For a couple reasons: 1) The card draw doesn't happen in the same turn, which is quite a disadvantage. 2) It has only 1-health, can easily be destroyed while in stealth. 3) The 2-mana pool for murlocs has lots of contenders. Yet, I might consider some changes, do you think if it was simply draw a card and not a Murloc it would be better?
Southsea Spearman - Yeah, but Disciple of C'thun wasn't even a great card in C'thun decks, it was decent. i think this guy is fair as it is.
Dragonkin Wolf - Oh my god, I've been struggling so freakin much with this card. I want a 3-mana beast that interacts with dragons ;-; Do you think "3-mana 3/1; Battlecry: If you're holding a Dragon, destroy a minion that costs (2) or less" is OK? I think it is quite OK compared with Argent Horserider.
Salty Drake - I never thought about Disciple of C'thun desigin this card, I thought about pre-nerf Keeper of the Grove. I do agree with you actually, even if Keeper had the silence versatility, the Slam effect is quite strong. I will make it a 2/3.
Murky - Well, I want the revive effect because it is quite flavorful considering Murky's ability in HotS. If I get rid off the charge, any ideas of what I could use to replace it? Something with a cooldown effect would also be flavorful, what do you think of a "3-mana 2/2; Battlecry: Summon a Blue Murloc Egg and return an enemy minion to your opponent's hand, it costs (2) less"?
Eranikus - Yeah, I see your point, other version of Eranikus used to open a Portal to the Emerald Nightmare, one of those unkillable things, which summoned Corrupted Ones. Do you think that's more interesting? Maybe I scratch it completely and come up with a different idea.
All right, thanks everyone for the feedback! I'm just gonna try and finalise the cards for my expansion her (doing all the changes, adding in the missing cards). Also, did you guys know that it doesn't have to be one of every rarity this time round?
Unfortunately, I didn't really have space to include anything to do with the Old Gods and their whole corruption shtick here, since they're the ones that turned the Highborne into the Naga, but still... do you guys think that'd be an interesting addition, or should I just make do without it? I sort of want to add them in somehow since I like all that dark and evil stuff and it adds another 'face' to the expansion, but I'm not sure if I should. Currently, I've got the Twisted Nightborne and the Acolyte of the Deep, but I'm worried they feel out of place.
Also, random off-topic mini-rant: A lot of the mermaid/merman art (I've been searching some up so I can use them if I run out of proper Nagas) has them not wearing anything, and it's pissing me off slightly. I've got a ton of cool art that I'm worried I can't use because I'm worried that it's too revealing. Ugh.
Commons:
If Titanic Drake seems too much like Malygos, I might make it Battlecry: Draw 2 cards. (the intention is for it to be a bigger Azure Drake of sorts, so that'd work as well).
Rares:
I'm not entirely sold on the art I currently have for the Spectre, so I'll be looking for other ones. I just grabbed whatever ghost-like thing I had lying around, so... It's also supposed to be a rare. Note that she immediately dies in your hand if her health hits 0, so at max she restores 8.
Epics:
Legendaries:
If anyone wants feedback, just tell me and I'll try and get to it. Right now I'm feeling super-drained and I need some rest.
Mana-Charged Golem and Examiner Tha'thelan has the classic watermark. :P
Commons:
Twisted Nightborne: Seems like a simple but great way to show off the Wither mechanic! Just be careful because it looks like Livienna's Chill...
Murloc Ritualist: A solid draw card in Murlocs. I like it!
Naga Manabinder: Again, another straightforward yet excellent card that demonstrates the Siphon mechanic! Again, be careful because it looks like Livienna's Warm...
Withered Nightborne: I really like how this card combines your two keywords in a simple yet impactful way! Good job! It really shows the potential of both keywords.
Reliquary Explorer: A great Discover card that could potentially lead to some fun combos. Be careful, because this and cards like Amara, Warden of Hope could lead to some unpleasant, unfair situations for your opponent.
Acolyte of the Moon: A good support card for Siphon and a good source of Mana Surges. Just be careful that it doesn't seem like Demonzx's Void Orbs (yeah, your mechanics reminds me of others for some reason :P)
Naga Guard: This seems like a strong yet balanced protective card! I really like the Mana Surge synergies here.
Titanic Drake: Wow...that is uh...quite strong. It might cause some nasty combos, and, compared to Evolved Kobold, it should only be Spell Damage +2.
Rare:
Naga Stalker: A superb Siphon card! Not much to say here...
Illidari Scout: Besides the fact that this a just a good Discover card, I likehow it synergizes well with your spell theme!
Mana Egg: I love egg cards, so yeah, I like this :P. In all seriousness, it's a nice source of Mana Surges, and it has Spell Damage +1, so more spell synergy! However, my main concern here is that this is going to be OP as heck in Miracle Rogue and Lyra Priest...
Naga Sorceress: I already reviewed this card, but I still like it nonetheless. To prevent broken combos, maybe give her +1 Health and make it so that your Mana Surges can deal 1 damage to a minion.
Spectre Of Restoration: I like the idea, and it's a nice addition to Handbuffadin, but how would this look like to your opponent? Would a card just suddenly disappear from the player's hand? Also, Health should be capitalized and this shouldn't have an Epic purple gem
Epic:
Mana-Charged Golem: Again, a great Mana Surge source, but broken as heck in Miracle Rogue.
Nightborne Enchantress: Looks like a fine card, but it should say "minions opposite to this one". Again, it looks a bit similar to Livienna's Chill. It's gonna be an awkward moment for you two.
Azshara's Siren: It's a nice anti-aggro card with some spell synergy, but it's quite expensive and weak for its cost. Maybe make it cost 5 mana?
Acolyte of the Deep: Yeah, that's gonna kill every minion in your hand! In order to make her viable, maybe downgrade her to a 4/5 that gives your minions Wither: -1/-1? It's a cool way to play with Wither noneoftheless.
Legendary:
Sharas'Dal: I've already reviewed this, but this looks like a fine spell-synergy card. This is gonna lead to a whole bunch of Malygos-like combo decks...for the better or the worse.
Prince Farondis: Although I kinda like the effect (it seems kind of aggro-ish), this is gonna be so infuriating when you Sunfury Protector a Withering Spirit.
Examiner Tae'thelan: That is HILARIOUS! I love it! It's a balanced, innovative, and nice Dirty Rat-esk card that breaks spell combos.
Ly'lith, Ghost Princess: Seems like a balanced, flavourful, and just all-around cool dormant card that synergizes extremely well with spells! Good job! ...yeah, okay I'll address the Elephant in the Room. This kinda reminds me Livienna's Dormant theme. :P
OK! I think I am finally done with my cards! Lovely and helpful people, which cards do you thinkI should showcase?
TOKENS:
Tokens for Tiger Charmer, Wavegill Weaponsmith and Murky, respectively:
Eranikus' Tokens:
Exhibit X: Not gonna lie, it's pretty weird that, in an expansion themed about tribal synergy, there is a keyword that anti-synergies with minion tribes. I have a feeling that this can be easily abusable in decks that don't have X because decks that have X aren't gonna play with these cards. (e.g. I think that cards with Exhibit Murloc: is going to be seen a lot more in non-Murloc decks rather than Murloc decks)
Commons
Carnival Enthusiast: Seems like a solid cost reduction card.
Rockheart Protector: That seems...extremely elaborate. It's basically just a 1 mana 2/3 with Taunt that Can't Attack. That's a bit too powerful when compared to Shieldbearer.
Thorntail Vermin: It's a great and flvaourful Beast card! Though I hope aggro decks won't abuse this because it's cheap and works with decks that spawn a ton of minions.
Bluegill Ambusher: That's a bit too powerful when compared to Novice Engineer. It draw a card AND it has Stealth. Yikes.
Dancing Fire Spirit: This is a great effect! I really like this; however, this would do better as a 3/3 because, really, all you're getting is +1 extra Health or Attack for making the effect conditional.
Southsea Spearman: This is powercreep over Disciple of C'Thun. Yes, it has the Exhibit effect, but you can just easily just put this card in a class without weapons.
Exquisite Chef: This is a nice healing card, and I think this needs to be a 3/6 when compared to Priest of the Feast because the healing effect is weaker and playing a lot of spells in Priest is MUCH easier than playing minions in any class.
Tiger Charmer: This is a great card in Beast decks!...except it will probably be abused in decks without any Beasts.
Rare:
Blazetail Mouse: An excellant, balanced Elemental/Beast card! I like the recursive effect!
Wavegill Weaponsmith: Honestly, this card will be just fine if it's Exhibit effect was just a Battlecry. Noneoftheless, this is quite bad in Murloc decks because you will likely control other Murlocs, and this is one again easily abused in decks without any Murlocs, which really isn't that hard.
Dragonkin Wolf: WOW! That is strong! I think it's borderline OP, but it's not necessary to nerf it (but you might want to). This loses no stats for a Battlecry that gives you A LOT of tempo. It's a solid card in Beast/Dragon decks, but it might be too potent.
Frostbreath Dragon: It's a good anti-aggro card but...again, it's easily abusable in decks without many Dragons...like Discover/Control Mage and Freeze Mage...Ouch. It's okay in Dragon decks though.
Giant Swamp Lizard: A wonderful anti-aggro card! Not much to say here.
Epic:
Murloc Tidefisher: I'm not sure if this well ever see any play inside Murloc decks, but this is a marvelous card in Beast decks!
Bloodsail Trafficker: It's an interesting Pirate card! I'm not sure why Pirate decks want Beasts, but this is extremely flavourful! (Again, very unreliable in Beast decks)
Salty Drake: This is too potent when compared to Disciple of C'Thun considering that it has an extra stat AND it can draw a card. It needs to be a 3/2. Again, this will probably be a card in decks without Dragons (see the pattern?).
Expert Showman: That's a cool, balanced card! It helps to promote Exhibit cards and thus weird multi-tribal decks. I like it!
Legendary:
Basille, Carnival Reporter: Seems like a great, balanced card! It's another card that encourages Exhibit cards, and it's quite flavourful.
Murkey: A Murloc with charge? That's very powerful considering the massive buffs Murlocs give to each other. (And Charge is infamous for creating some of the most OP, broken cards in the game). A Murloc that revives itself? That's OP.
Erwen, Crocodile Hunter: Hemet Nesingwary is having a bad day. Besides the fact that this card is more powerful than Hemet, this is too conditional to see play. Plus, Beasts never really needed a counter because they aren't that strong. (Again, Beast Exhibit kind of makes it unreliable in Beast decks).
Eranikus: To someone else, it might be a cool card, but it just seems like a copy of Ysera to me. The Nightmare Ysera legendary has been done many times already...Your Nightmare cards look balanced though.
Wow! Thanks for the really complete feedback, usually I just give a quick feedback as I did with your cards, please let me know if you want such a complete feedback on your set! Nah, I will do it either way once I wake up tomorrow xD
About my mechanic, I will quote myself on my Phase I submission: "The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic [...]". I don't want to pop a Beast Druid or a Demon Warloc whatsoever. That's why I've chosen a keyword that works without tribes themselves. I rather see decks with Beasts, Dragons and Murlocs than a deck with only one of these. Yet, some classes will be more oriented towards one tribe. Druid will be oriented towards Beasts, and you would want to play some cards with beast exhibit because their beast synergy overcomes its exhibit anti-synergy.
RockheartProtector - I wanted a Zombie Chow-like card. Maybe I try to further balance it a bit more. Any suggestions? Maybe "1-mana 2/3; Taunt, Can't attack, Your minions cost (1) more.
Wavegill Weaponsmith - Oh! It was supposed to be Weapon Exhibit, so it doesn't destroy your current weapon if you have one.
Bluegill Ambusher - I think this card is considerably weaker than Novice Engineer, a card that is played only in some versions of freeze mage aside from quest rogue. For a couple reasons: 1) The card draw doesn't happen in the same turn, which is quite a disadvantage. 2) It has only 1-health, can easily be destroyed while in stealth. 3) The 2-mana pool for murlocs has lots of contenders. Yet, I might consider some changes, do you think if it was simply draw a card and not a Murloc it would be better?
Southsea Spearman - Yeah, but Disciple of C'thun wasn't even a great card in C'thun decks, it was decent. i think this guy is fair as it is.
Dragonkin Wolf - Oh my god, I've been struggling so freakin much with this card. I want a 3-mana beast that interacts with dragons ;-; Do you think "3-mana 3/1; Battlecry: If you're holding a Dragon, destroy a minion that costs (2) or less" is OK? I think it is quite OK compared with Argent Horserider.
Salty Drake - I never thought about Disciple of C'thun desigin this card, I thought about pre-nerf Keeper of the Grove. I do agree with you actually, even if Keeper had the silence versatility, the Slam effect is quite strong. I will make it a 2/3.
Murky - Well, I want the revive effect because it is quite flavorful considering Murky's ability in HotS. If I get rid off the charge, any ideas of what I could use to replace it? Something with a cooldown effect would also be flavorful, what do you think of a "3-mana 2/2; Battlecry: Summon a Blue Murloc Egg and return an enemy minion to your opponent's hand, it costs (2) less"?
Eranikus - Yeah, I see your point, other version of Eranikus used to open a Portal to the Emerald Nightmare, one of those unkillable things, which summoned Corrupted Ones. Do you think that's more interesting? Maybe I scratch it completely and come up with a different idea.
Rockheart Protector: As a person who likes to overcomplicates things and makes WAY too many details in essays, reviews, and the like, I think that's kinda elaborate. "Your minions cost (1) more" would be fine enough. Make it an Arcane Elemental if you think it needs that flavour touch. Bluegill Ambusher: Because you're going for a Tribal-ish theme, I think that it be just fine if it lost the Stealth and had the "Draw a Murloc" effect as a Deathrattle (i.e. 2 mana 1/1 with Deathrattle: "Draw a Murloc from your deck"). It wouldn't be called an "Ambusher" though, but it would still keep the Murloc flavour. Dragonkin Wolf: Yeah, that seems cool. Murky: That seems a bit powerful because it sort of like Pseudo-hard removal. Honestly I think it should just have a Deathrattle effect of some sort. I mean the whole point of this card is that it dies and comes back right? (Well, that got a bit dark). Eranikus: Sure! I'm intrigued!
Very close to submitting! All cards are complete, so please, help by checking it out and verifying that everything is in its right place and doing its job! Thanks again for all who helped with balance and design. (Kael'thas may still need to be reworded, but i'll leave it up in the air for now. I'll take any of your suggestions though!)
Mechanics for Reference:
Common (8/8)
Tokens
I will not let the Magma Rager tradition pass me by lol
Rare (5/5)
Epic (4/4)
Legendary (4/4)
Tokens
Quest Tokens
MINOR THEMES FOR THIS EXPANSION
Minion Summoning
Dealing direct minion damage
Card Generating
Minion Positioning
UPDATED FAQ's and Notes (CHECK HERE BEFORE INQUIRING ABOUT A SPECIFIC CARD PLS)
"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.
As of now I am still shaky on all my showcase cards. Right now i'm leaning towards:
Winged Deceiver, Interconceder, Disgruntled Worker, and either the title X-52 Nether Rocket Quest or Nexus-Prince Haramad... HELP!
Hey, what do you think of posters like the one below? I am thinking about including them inside a spoiler as a flavorful way to talk about my plans to each class (I mean, if that's allowed, I gotta ask ShadowOfSense or PurpleMD)
Unfortunately, we're only allowed a banner. So, yeah. Sorry bud. Cool posters though!
@Cogito: Thanks for the feedback! At this stage, I feel like I might just straight up send Auctioneer to hall of fame so I can actually get to doing stuff I want to do (Miracle Rogue isn't nearly as good in wild). I've tried in general to make the neutral mana surge cards be rather expensive, making them less attractive in a Miracle deck, but TBH that's about all I can really do about the whole Rogue problem. I've been a huge miracle player for ages, and this is the first time the deck has ever made my life so god-damn annoying. I'm starting to develop a love-hate relationship with it.
About similarities to Livienna's mechanics: Yeah, I did notice that as well. Not exactly a lot I can do about it, though. I think they're different enough for it to be okay. It's not like we copied each other or anything (or did we?) Ly'lith is a one-off legendary and not a theme, so it should be okay.
I'll change Acolyte of the Deep.
Prince Farondis: You forgot that Immune Taunted minions can be bypassed again :P
Spectre of Restoration would work like this: Whenever you cast a spell, 3 health will be restored to your hero, and there'll be some animation originating from the card in your hand. When she runs out of health, she just gets discarded from your hand like any other discard effect.
I'm also gonna be bumping up the power level on a few of my cards (or adjusting them) in accordance to UndeadRebel13's suggestions and fixing some wordings, so I'll probably drop those alongside my review of your stuff later in about 1-2 hours (I gtg right about now, but I'll be back soon). I might drop Azshara's Siren to 5, but I'm worried that it'll be too strong.
Also, please for the love of god teach me how to do that custom heading thing.
Also, do you have an up-to-date version of your expansion? I've only found a version with a ton of extra cards, and I know you've trimmed it down a bit since then, but I'm not sure which ones you got rid of.
Also, do you have an up-to-date version of your expansion? I've only found a version with a ton of extra cards, and I know you've trimmed it down a bit since then, but I'm not sure which ones you got rid of.
Ah, give me a sec. I still have some extra cards though, but yeah the cards have been improved.
Stayed up too late making cards. Here's what I got so far. Feedback appreciated, will finally give feedback tomorrow. Nothing is finalized, especially not the Legendarys. Still not entirely happy with Headless Horseman but he's getting there...
My Preview Submission
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
Fear is a temporary debuff that causes a minion to lose Attack. It expires at the end of the target's turn, just like Freeze. It can stack as well. It is always displayed as Fear -1, and can be applied in larger amounts as the example card Widowmaker shows. Most Fear effects are applied as Battlecry, but some are as passive effects. At least 1 will affect Heroes as well.
The Candies! (9 of 9 plus potential Shaman replacement)
Yeah, Cogito, maybe Water Revenant would be better as a stabilize card, but that's up to you ofc
Rare:
Epic:
Legendary:
Felgrin Bruiser: If you had a Demon friendly, but no other minions, would the Battlecry go off? It seems as though it wouldn't. Also, it seems targetable— is that right? Seems balanced otherwise.
Shadowmoon Obliterator: You could get rid of the 'Then'; "Deal 5 damage. Deal 5 damage to your hero."
Insatiable Sorceror: Always a good answer with a new keyword— a gain +1/+1 minion.
Illidari Adept: It seems like Warlock is going to be really good with this pack, given the neutral Demons and the theme of the expansion. This looks like a card that attempts to counter it. Seems good for that archetype, but it would be a must-include unless other classes got Demons too.
The epics seem somewhat underwhelming to me— they're good and balanced, but the effects aren't terribly unique; Nightlord re: Recombobulator. Still, as neutral cards, they're fine epics.
Doom Lord Kazzak: Really brings back face pressure, but I suppose it's late game and you can't really put out any serious threats on the same turn. Good card and art.
Illidan: I really like the Warglaives. Sooo powerful in a Warlock deck especially. First neutral weapon too, which is also interesting. I like that he's equally costed with the normal Illidan.
Unbridled Energy as a card, you could add more deathrattle effects to add it, you could even Unleash a minion that adds Unbridled Energy to your hand, especially as it's overcosted for the damage (see: Arcane Shot).
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!) •
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
@UndeadRebel13: Thanks again for the feedback. I just sort of assumed you misunderstood Wither because you used Corruption as an example, sorry about that. But anyway, lemme try and review your cards:
Commons:
This is where I have to do some explaining of one of the mechanics of the set, which is based around this card here:
Essentially, the Mummy Zombies in the set work like Silver Hand recruits to some extent, and they're summoned by and synergize with both some of the Neferset Tol'vir and the Reliquary cards, and a few of the other Undead based minions too.
Rares:
I want to note that the Armorer says ANY, which means it'll discover weapons from all classes, with no actual preference for the class you're in or anything. It can be used by all classes and will have the exact same odds for each outcome no matter who plays it.
The Darkcaller's effect gives the Embalmed minion a new Battlecry essentially, the wording is done more like Spikeridged Steed because I hate having to write out quotes for text similar to Ancestral Spirit, it makes cards look worse imo
Epics:
Definitely planning on changing the art and name of Dreadnought Giant ASAP, if anyone has any suggestions for either please let me know.
Legendaries:
This is the collectable Hourglass of Origination, and these are the options you get for it to become:
The options that show up will always be these 3, but the order will be randomized for your opponent as to what card you pick, but the option you do go with will usually be pretty obvious. With the 7-Cost option, it acts like a Kel'Thuzad with a longer timer for the resummon. You only get minions back at the start of your turn, but you get the first 6 minions that died since the start of your previous turn.
I kind of want to put in more cards related to the Mummy Zombie effect, but there isn't much room for those cards outside of cutting a bad common or two. Mostly, though, the synergy will be in the class cards for them.
I'm currently planning on going with Grizzled Sharpshooter, Tol'vir Ritualist, Titanforged Giant, and Nexus-Thief Rafaam as my highlights.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Do you think "3-mana 3/1; Battlecry: If you're holding a Dragon, destroy a minion that costs (2) or less" is OK? I think it is quite OK compared with Argent Horserider.
Rare:
Epic:
Legendary:
Any thoughts on my cards?
Bluegill Ambusher: Because you're going for a Tribal-ish theme, I think that it be just fine if it lost the Stealth and had the "Draw a Murloc" effect as a Deathrattle (i.e. 2 mana 1/1 with Deathrattle: "Draw a Murloc from your deck"). It wouldn't be called an "Ambusher" though, but it would still keep the Murloc flavour.
Dragonkin Wolf: Yeah, that seems cool.
Murky: That seems a bit powerful because it sort of like Pseudo-hard removal. Honestly I think it should just have a Deathrattle effect of some sort. I mean the whole point of this card is that it dies and comes back right? (Well, that got a bit dark).
Eranikus: Sure! I'm intrigued!
Very close to submitting! All cards are complete, so please, help by checking it out and verifying that everything is in its right place and doing its job! Thanks again for all who helped with balance and design. (Kael'thas may still need to be reworded, but i'll leave it up in the air for now. I'll take any of your suggestions though!)
Mechanics for Reference:
Common (8/8)
Tokens
I will not let the Magma Rager tradition pass me by lol
Rare (5/5)
Epic (4/4)
Legendary (4/4)
Tokens
Quest Tokens
MINOR THEMES FOR THIS EXPANSION
UPDATED FAQ's and Notes (CHECK HERE BEFORE INQUIRING ABOUT A SPECIFIC CARD PLS)
"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.
As of now I am still shaky on all my showcase cards. Right now i'm leaning towards:
Winged Deceiver, Interconceder, Disgruntled Worker, and either the title X-52 Nether Rocket Quest or Nexus-Prince Haramad... HELP!
Feedback is appreciated
ShadowsofSense said we couldn't put in custom extra pictures...but he didn't say anything about CUSTOM HEADINGS! TESTING HEADINGS!
Common
Rare
Epic
Legendary
Tokens
I've Got The Power!!!!!
EDIT: IT WORKED?!
@Cogito: Thanks for the feedback! At this stage, I feel like I might just straight up send Auctioneer to hall of fame so I can actually get to doing stuff I want to do (Miracle Rogue isn't nearly as good in wild). I've tried in general to make the neutral mana surge cards be rather expensive, making them less attractive in a Miracle deck, but TBH that's about all I can really do about the whole Rogue problem. I've been a huge miracle player for ages, and this is the first time the deck has ever made my life so god-damn annoying. I'm starting to develop a love-hate relationship with it.
About similarities to Livienna's mechanics: Yeah, I did notice that as well. Not exactly a lot I can do about it, though. I think they're different enough for it to be okay. It's not like we copied each other or anything
(or did we?)Ly'lith is a one-off legendary and not a theme, so it should be okay.I'll change Acolyte of the Deep.
Prince Farondis: You forgot that Immune Taunted minions can be bypassed again :P
Spectre of Restoration would work like this: Whenever you cast a spell, 3 health will be restored to your hero, and there'll be some animation originating from the card in your hand. When she runs out of health, she just gets discarded from your hand like any other discard effect.
I'm also gonna be bumping up the power level on a few of my cards (or adjusting them) in accordance to UndeadRebel13's suggestions and fixing some wordings, so I'll probably drop those alongside my review of your stuff later in about 1-2 hours (I gtg right about now, but I'll be back soon). I might drop Azshara's Siren to 5, but I'm worried that it'll be too strong.
Also, please for the love of god teach me how to do that custom heading thing.
Why Rogue is my favourite class:
My submission for this week's card design competition.
TEST
TEST
TEST
TEST
TEST
THERE IS NO GAME.
Double post. Bleh.
Hey, you! Yeah, you!
Do you want to make COLOURFUL text? Do you like charts?
WELL I'VE GOT THE THREAD FOR YOU! CLICK HERE!
Why Rogue is my favourite class:
My submission for this week's card design competition.
Stayed up too late making cards. Here's what I got so far. Feedback appreciated, will finally give feedback tomorrow. Nothing is finalized, especially not the Legendarys. Still not entirely happy with Headless Horseman but he's getting there...
My Preview Submission
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
Fear is a temporary debuff that causes a minion to lose Attack. It expires at the end of the target's turn, just like Freeze. It can stack as well. It is always displayed as Fear -1, and can be applied in larger amounts as the example card Widowmaker shows. Most Fear effects are applied as Battlecry, but some are as passive effects. At least 1 will affect Heroes as well.
The Candies! (9 of 9 plus potential Shaman replacement)
Potential replacement for Rock Candy
Commons (6 of 8)
Rares (5 of 5)
Epics (4 of 4)
Legendary (4 of 4)
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