(Battlecries occur whether you play the Stabilize cost or not. Minions with Stabilize cannot be summoned by random effects like Evolve.)
Warlock's Themes (From most to least significant)
Discard-synergy Spells (Each class will focus on a certain type of spell e.g. Shaman has position based spells, Mage has Elemental spells and Secrets, you get the drill)
Healing/Self-damage Synergies
A card belonging to the Anothology cycle
A Legendary who a member of the Council of Six
Alright, let's see. I think straight off the bat, the Epic is good, locked in. I think Vargoth is also a good Legendary, it has a neat effect that is both naturally decent enough, but also has that cool, theorycrafting vibe to it where you want to try out some sort of legitimate Suicidelock. I wouldn't change those (at least, effect-wise; not sure on the balance of Vargoth).
Commons: Fel Imp and Warlock's Anthology are both good, I like the synergy they have going on. Not a fan of Fel Lord. The stabilise effect feels weird, because I can't envisage a situation where you wouldn't want to be paying the 2 mana for him. Nightborne Healthstone is cool, but I think it needs to be a Rare, there's a lot of stuff going on there.
Rares: Drain Soul is hella strong. I love the effect, but as is Zoo would love this, since they can amass a board and then get a full heal from it whenever they need. Definitely needs a mana bump, I think, just because its in Warlock. Of the other three, Empyrean Magician is my favourite and Ritual of Summoning is my least favourite. I get what you're going for with Ritual of Summoning, but it just feels weird when you see it written.
So... my recommendation for cards to drop completely would be Fel Lord, Ritual of Summoning and (less enthusiastically, it is a cool card) Empyrean Botanist. I'd also swap Nightborne Healthstone and Empyrean Magician's rarity, just based on how complex they are to read. If anyone's interested, all my cards are here. Brutal honesty is fine - if you straight up don't like a card, or how a class seems to be shaped, tell me that, since then I can fix it. If you don't think a class is solid at all, that's fine, I kind of have the rest of the classes made as well so I could swap out to give me time to fix it =P
OK, so I think I've decided what classes I'm going to present for this Phase, and that's Hunter, Priest and Rogue. I think I'm about done with them, but I just need to balance out the rarities on the Hunter cards because I have 3 rares and 2 epics right now, so help would be greatly appreciated. I'm dumping cards today, doing reviews tomorrow since I've been online for way too long today already.
Hunter:
Notes: As for balance changes, I'm thinking of making the HonoredSandworm's Deathrattle reduce the cost by 3 instead of 2, I think it'd be more competitive (and flavorful if you know what it's in reference to) that way. Also, if anyone can suggest a good idea for a non-Deathrattle card, (or some good spider art for the tokens, it's a bit hard to come by) that would be nice, since this set is getting a bit out of hand here.
Priest:
Notes: Shadow Amalgam works in a way that when you summon a 1/1 copy of it through effects like Mirage Caller or Barnes you get a 1/1 that already has the -3/-3 from the start. That means that if you Mirage Caller one, you get a 4/4 copy as the token and a 7/7 as the full version that you had originally. Also, if multiple copies die in the same turn and you cast Consuming Shadows, you get multiple 4/4 Shadow Amalgams from it. With Lightstarved Cleric, the effect takes place after the minion finishes attacking, so that means the Cleric has to survive the attack for the effect to go off. That means it will kill a Sunwalker outright, but not Tirion Fordring. Also, here's a list of effect that can trigger Undying Ghoul's effect, which additionally includes Consuming Shadows, Ethereal Voidbreaker, Rak'zal the Unburied (the Hunter Legendary above) and the 7-cost Hourglass of Origination in terms of cards from the set that I have done so far. Unincluded in the linked list are the Icky Imps in the Terrestrian Illhoof fight. Finally, Embalm effects do in fact count as Silence effects, so both Lightfuse and Hamanab the Purifier's effects will work on Embalmed minions, which is the point behind the (wherever they are) in his text.
Rogue:
Notes: Ethereal Saboteur will take the already Embalmed weapon from your opponent's hand if the combo goes off. Shadowseeker Ryaelth is obviously good with Mummy Zombies, but there's also another good card, one that also costs 5 and has a total of 8 stats and synergy with the 5-cost Hourglass of Origination...
I'd highly recommend you look over the cards in my Phase II post (in my signature) before looking at these, as there are a lot of cards that it would help to be aware of. Also, flavor text is coming soon if that's your sort of thing.
All right, lemme throw out some cards - mainly Priest ones. I really want feedback on Vashj (not sure exactly how to represent her character. IDK if she has any defining character powers beyond having a really badass bow, but at the same time I don't want her to generate a weapon since Azshara already does that and she's a priest card anyways). There will be 2 other spells. One of them will probably have lifesteal.
The token art for Radiant Blaze shows it after Siphoning twice. For clarification purposes It's probably WAY OP right now. I'll probably drop the damage to 2, or raise the cost to 9.
I'll probably be showing off either Warlock, or Rogue, or Hunter. (Priest, Mage, Druid, and Shaman are my designated 'spell guys' if this expansion. Warlock gets lots of demons and Wither, Rogue gets wither on enemies and hopefully some stealth cards, and Hunter/Paladin/Warrior are more minion-heavy). Hunter probably gets Shandris Feathermoon as a legendary. Warlock might get an Avatar of Sargeras.
Azshara's Dancer: It's a solid, healing Siphon card! Personally, I would make a 5/6 that starts off by restoring 4 Health in order to make it more impactful, but Lyra the Sunshard and Radiant Elemental exist so yeah...My only problem here that it looks like one of Livienna's card. Radiant Blaze: This is a really cool card that could make for FULL board clears + deal massive amounts of damage to the face due the Lyra the Sunshard and Radiant Elemental combo. Despite this, I think that you should restrict this to enemy minions only. As it turns out (and Disguised Toast demonstrated this), it's really easy to have the 2 Radiant Elementals and cast Shadow Visions into Shadow Visions into Shadow Visions, etc. Suddenly dealing 3 damage to everything for an infinite times is a bit OP, and it doesn't seem very Priest-y. Tainted Priestess: It's a superb Mana Surge source that synergizes well with Priest's healing mechanics. However, I would make it a 4/5 so that it lasts longer. Metamorphosis: I really like the idea of providing a strong Spell Damage boost to Priest while making use of the Wither drawback, but it should cost 3 mana when compared to Evolved Kobold (it loses 2/2 for Spell Damage +2; ergo, the Spell Damage is thus worth 2 mana, and making it Spell Damage +3 would make it cost 3 mana). Handmaiden Vashj: Interesting! On one hand, this can be a great Spell Damage card, and on the other it can be a mini-Ragnaros the Firelord if you Siphon it enough. Cool! My only problem here is that it looks a bit too similar to Ly'lith, Ghost Princess, and it doesn't seem Priest-y.
Give me a sec here to prepare my cards (I promise I won't make you stay up late this time :P).
Thanks for the feedback!
At this point, I'm pretty sure that Livienna and I will just have to deal with similarities XD. It's pretty inevitable, especially when you've got similar mechanics and want to make simple uses of them, you're bound to wound up with some overlap. I'll make Radiant Blaze deal damage only to minions.
I'm pretty sure that Vashj's similarity to Lylith only comes from the 3-spell requirement (I'll probably change it to 4 or 5 for balance reasons). If you think about it, their effects are totally different.
I'll get to your cards right now, I just need to post this so I can quote stuff and stick it all together. Give me like 20 minutes (probably less).
(Battlecries occur whether you play the Stabilize cost or not. Minions with Stabilize cannot be summoned by random effects like Evolve.)
Warlock's Themes (From most to least significant)
Discard-synergy Spells (Each class will focus on a certain type of spell e.g. Shaman has position based spells, Mage has Elemental spells and Secrets, you get the drill)
Healing/Self-damage Synergies
A card belonging to the Anothology cycle
A Legendary who a member of the Council of Six
EDIT: HERE IT IS!
Wow, you're right - there's a serious case of 4-lines syndrome here. And also a serious case of discard cards. Both are pet peeves of mine, so this is probably gonna come out very nasty-sounding since I'm already biased without even seeing the cards XD. I apologise in advance... Really. I'm probably gonna overplay things a lot...
I don't like discard cards in general. Essentially, it boils down to they're too random. You can't choose cards to discard, and HS's system makes it impossible to target effects like that. To include on-discard cards in your deck, you need to have cards that discard them, and then you inherently shoulder the risk of discarding those instead of the ones you want to discard. Those on-discard cards are also weak when played for their mana cost, so that just further worsens the problem. It's just so inconsistent compared to discard mechanics in other games (for example, many cards in Shadowverse discard exclusively the lowest-cost card in your hand, which at least lets you control it somewhat). IDK, maybe I'm the only one.
Wow, I haven't even started on the cards and I'm already ranting. This is going to go great. I'm sorry XD.
I'll just go in a random order according to how readily feedback comes to me: Fel Imp: It's nice that you're introducing cards to control the randomness of discards. It's still not going to make me like the mechanic, but it goes a long way. The name seems a little generic, though. Nightborne Healthstone: You've already got the Imp to regulate discards - this seems like a card you could cut. Fel Lord: I don't like this. It's almost useless without the Stabilise, which makes me wonder why it's a thing. Sure, you get discard synergy, but I don't really think that's worth the loss of a hand card and 3 damage to your hero. Warlock's Anthology: Seems okay. Empyrian Magician: I feel like this'd be fair even without dealing damage to your hero. That'd also cut the text to 3 lines. I personally like this card, since it greatly reduces the downsides if you screw up on your discards. Ritual of Summoning: I don't think 'minion that discards' is necessary. I think it'd be fine with just 'minion' and nerfing it to 2 mana. That way it's playable outside of Discardlock while also helping the archetype. That'd also cut the text to 3 lines. Drain Soul: For the reasons I listed above, a card that wants to be discarded has to be consistently, unconditionally good for you when it triggers. This, on the other hand, varies hugely depending on the board state. If you've got tons of minions this is good, but if you haven't gotten a lot of board presence or aren't damaged, it's pretty useless. I feel like I'd rather just straight up play it instead of waiting for it to be discarded by a random effect. I'd drop this card if you have to drop something. Rain of Fire: I like it. Since it constantly replicates itself it lowers the chance of discarding something we don't want to discard. Besides, it'd feel awesome to throw out like 6 of these. Definitely keep this, at least IMO. I'd word it '2 copies of it' instead of '2 copies of this', though. Not sure if that's 100% correct. Vargoth: Seems all right. Nothing too special, at least not to me. Doesn't really seem 'Legendary'.
Okay, that's all I got. Again, sorry if I seem too critical.
OK, so I think I've decided what classes I'm going to present for this Phase, and that's Hunter, Priest and Rogue. I think I'm about done with them, but I just need to balance out the rarities on the Hunter cards because I have 3 rares and 2 epics right now, so help would be greatly appreciated. I'm dumping cards today, doing reviews tomorrow since I've been online for way too long today already.
Hunter:
Notes: As for balance changes, I'm thinking of making the HonoredSandworm's Deathrattle reduce the cost by 3 instead of 2, I think it'd be more competitive (and flavorful if you know what it's in reference to) that way. Also, if anyone can suggest a good idea for a non-Deathrattle card, (or some good spider art for the tokens, it's a bit hard to come by) that would be nice, since this set is getting a bit out of hand here.
Priest:
Notes: Shadow Amalgam works in a way that when you summon a 1/1 copy of it through effects like Mirage Caller or Barnes you get a 1/1 that already has the -3/-3 from the start. That means that if you Mirage Caller one, you get a 4/4 copy as the token and a 7/7 as the full version that you had originally. Also, if multiple copies die in the same turn and you cast Consuming Shadows, you get multiple 4/4 Shadow Amalgams from it. With Lightstarved Cleric, the effect takes place after the minion finishes attacking, so that means the Cleric has to survive the attack for the effect to go off. That means it will kill a Sunwalker outright, but not Tirion Fordring. Also, here's a list of effect that can trigger Undying Ghoul's effect, which additionally includes Consuming Shadows, Ethereal Voidbreaker, Rak'zal the Unburied (the Hunter Legendary above) and the 7-cost Hourglass of Origination in terms of cards from the set that I have done so far. Unincluded in the linked list are the Icky Imps in the Terrestrian Illhoof fight. Finally, Embalm effects do in fact count as Silence effects, so both Lightfuse and Hamanab the Purifier's effects will work on Embalmed minions, which is the point behind the (wherever they are) in his text.
Rogue:
Notes: Ethereal Saboteur will take the already Embalmed weapon from your opponent's hand if the combo goes off. Shadowseeker Ryaelth is obviously good with Mummy Zombies, but there's also another good card, one that also costs 5 and has a total of 8 stats and synergy with the 5-cost Hourglass of Origination...
I'd highly recommend you look over the cards in my Phase II post (in my signature) before looking at these, as there are a lot of cards that it would help to be aware of. Also, flavor text is coming soon if that's your sort of thing.
Alright, so lesson learned. NEVER log on to this site on mobile. They literally have no log out button on mobile, so now my account is permanently logged in on my phone unless it auto-logs you out if you're inactive on it long enough. Now that I'm back on my computer, I can get to your cards:
Honored Sandworm is fine if a bit underpowered, but it has a really weird name.
Venombrood Weaver is pretty much just like that Warlock card. I like it.
Excavated Rifle is pretty cool. Imagine this with a Sylvanas in Wild.
Skittering Swarm is a rather unique Secret, but the wording of the tokens would have to be re-written in a different version for every Deathrattle minion in the game.
Venombrood Lurker is interesting.
Shadow Amalgam is a cool idea, but I don't really like it too much.
Infested Anubisath is maybe a bit powerful, and also very weird as every Battlecry and Deathrattle minion in the game so far is a Legendary (Toshley, Xaril, Aya)
Rak'zal I really don't know.
Ethereal Voidbreaker I don't really like. Priest has never had a thing for 1-Attack minions. Also, it's really late, so yeah.
Consuming Shadows is a bit too win-moreish in my opinion.
I think Rogues may have too many Mummy Zombie cards.
Rest I'll do tomorrow. Okay look, it's really late and I'm really frustrated right now after I couldn't use my computer for nearly 2 hours and I come to find that Hearthpwn on mobile doesn't have a log out button.
OK, with my Druid set finished, here's the first three classes of my expansion:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it. When the X reached (0), the Study keyword will disappear and the effect will appear as normal.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
Note: Survival Instinct uses the same 2 mana 2/2 Treant for Force of Nature.
Also note: Assuming this expansion came out with the same patch fix between the interaction between Auchenai Soulpriest / Embrace the Shadow effect for Lifesteal cards.
I'll do a sweep of reviews tomorrow, but for now, here's my cards for this Phase! I decided to go with Paladin, Shaman and Warlock for this Phase, as I think they really help to show off things that weren't as prevalent in the neutral set, including more Dragon and Revert synergy. There isn't a lot of Echo in these classes, but I think that's okay, since none of them are super designed for it in the first place. The ways they do implement Echo are rather interesting.
Here's my keywords again. Additionally, I'm including a common card in each class that references the class alphabetically before it, mechanically. So, for these ones, Paladin -> Mage, Shaman -> Rogue and Warlock -> Shaman.
Thanks for the feedback! I'm gonna wait for more reviews until I make the final cut (DUN, DUN, DUN!). I'm probably gonna cut Fel Lord and maybeRitual of Summoning (I'm kind of hesitant to do that because it's my only Warlock Enchant card, and there's only 3 spells in Standard that do something when you discard them...and they're all in this set). It's a toss-up between Empyrean Magician and Empyrean Botantist though.Paladin
Chronolocked Amulet: A Dragon synergistic card that also provides more buff spells for Buffadin and Quest Pally? YES PLEASE! However, when compared to Headcrack, it should cost 3 mana, and it should be worded as "...return this to your hand next turn." That should shorten the wording.
Divine Preacher: A solid Revert card! It may need to cost 3 when compared to Mass Dispel...
Trapped in Time: I really love this class-crossing theme here! It reminds of Magic's Planar Chaos where all the colour's identities got mixed up. I think this is a great, simple card that demonstrate this well. It's also very flavourful as well as a good Paladin Secret (haven't seen those since Avenge.)
Giant Sand Wyrm: More Dragon synergy! More support for Buffadin and Quest Pally! More time-themed flavour! More fun!
Regenerative Drake :Not only is this an excellent, Control Dragon with card draw (which is something Paladins are struggling at), but it's a clever, innovative way to play with the Paladin's healing theme. Nice!
Scales of Justice: Buff synergy, cool! And it's also a pun too (my guilty pleasure :P)! However, despite the fact that it's a Dragon, it feels a bit too similar to Djinn of Zephyrs. I mean, there are very few times where Scales of Justice gains a bonus from your enemy (it's about reliable as Spellbender); this is only really a problem for your opponent if they're a Priest or Buffadin. There's also this weird interaction where your opponent might target a friendly, insignificant minion with a damaging spell that kills Scales of Justice. Thus, I would recommend you to buff this card to a 4/5, but it seems like the balanced 4/4/4 stats are there for a flavourful reason...
Benedict the Timesworn: WOW! That is such a cool implementation with Revert! It's a heal AND a buff for Benedict himself. I think this can be buffed though. 10 mana cards usually have strong stats and effects (I mean look at Deathwing, Dragonlord). Maybe make this a 8/9?
Shaman
Bottled Lightning: Well, that's such a flavourful and great spell synergy card! It should cost 1 though because you are essentially giving your spells Spell Damage +3 at the very least. Quick question, does this trigger Overload?
Dune Devil: Okay? It's...an alright Elemental I guess. I don't see why it needs Overload when compared to Whirling Zap-o-matic though. Funny enough, I decided to cut one of Shaman Elementals out, and it can fit this card's name perfectly. It's a 3 mana 3/4 with Windfury that can't attack heroes. Try that!
Passage of Time: I LOVE THE FLAVOUR HERE! I absolute adore how you combined Shaman's Evolve and Rogue's Combo theme here to create a card that is based on ordering (+1 Time Flavour Point), transforming a minion with a greater or smaller cost to represent going forward or backward in time (+1 Time Flavour Point), and a spliced Shaman/Rogue effect in order to depict the timeline-breaking theme (+1 Time Flavour Point) . It's also very versatile as well as you can use this to either buff your minions or weaken the enemy minions. It may need to cost 2 mana though because you could just coin out a 2-drop on turn one and transform this into a 4-drop on turn 2...
Crumbling Elemental: A solid card to support Elemental Shaman as it creates more Elementals to set up the "If you played an Elemental last turn" effect. I think it's balanced when compared to Infested Wolf.
Timeshare Totem: It's a cool Totem and all, but it just seems way to vulnerable. Plus, the Overload kind of justifies the cost reduction already. Maybe make this cost 2 instead?
Storm Front: A fantastic, Elemental-based AoE for Shaman! Perhaps you can reduce the Overload to 1 when you compare it to Dragonfire Potion, but I suppose that Overload is doubled when you look at cards like Lightning Bolt and Ancestral Knowledge.
Splinter, Voidlord: Using Echo as an Overload drawback is a very intriguing way to implement it. I like it! Although I'm a fan of the supreme Elemental synergy here as you can just keep triggering "If you played an Elemental last turn" effects with this (plus, this is time-themed), I think this needs to be a 5/5 when compared to Pit Fighter.
Warlock
Call of the Haunted: Although it's flavourful, I really don't think that Deathrattle decks needed any counters nor did Warlocks ever focus on Deathrattle synergy (in fact, I'm pretty sure that most Warlock Deathrattles have a negative effect) ; plus, this doesn't seem very Warlock-y nor befitting of your expansion's theme. Don't get me wrong, I quite like the Echo effect here, but this fits more in thepowrofcheese's Hallow's End.
Power Surge: This is a okay Revert card...but again I don't feel like this fits in Warlock; if anything, Paladin would rather like this. There are not many Enchantments you want to remove off of a minion in order to put it on a different minion. In fact, besides Demonfire, there's no other Warlock Enchantment that can synergize with this. I may be missing something here, but I don't see any other use of this card besides a minion heal and Silence. It'll be as playable as Ancestral Healing in both fun and competitive decks.
Reckless Regeneration: This is a wonderful support card for Discardlock! I really like how you kept Warlock's Discard and Drawback theme with Shaman's own drawback theme: Overload. However, I think you can get away with making this cost 1 when compared to Cruel Dinomancer.
Degenerative Drake: *GASP* THE FLAVOUR. IT'S TOO MUCH. If you can't tell, I LOVE the Mirrored Pair here (A Mirrored Pair is a 2-card cycle that consists of cards that are similar yet contrast each other in some way. You'd be surprised about how many terms MTG created just to classify cycles). As for the card itself, it's an okay draw card, but it's kinda terrible because Warlocks need healing. I suggest you replace some cards with Healing cards.
Faulty Time Capsule: If there is one thing you nailed about this expansion, it's the flavour. Maybe I'm just a sucker for time-travel themes, but Holy Tardis Batman, if that isn't the perfect flavour for a time-travelling Warlock card, then I don't know what is! That's such a smart way to control the RNG of discard as well as providing some card draw. It should be a 3/2 when compared to Shallow Gravedigger though.
Relentless Skelegon: Was a great Dragon/Discard card. Still an amazing Dragon/Discard card.
Void Prophet Arya: THAT IS SICK! It's a brilliant card drawing Hero Power that allows you shorten the RNG of drawing bad cards, AND it supports the Discard mechanic. It's an inventive, strong, and flavourful card that is balanced when compared to Justicar Trueheart. If you just gave Warlocks some more healing, Warlock, heck even Discardlock, may get back into the meta!
(Battlecries occur whether you play the Stabilize cost or not. Minions with Stabilize cannot be summoned by random effects like Evolve.)
Warlock's Themes (From most to least significant)
Discard-synergy Spells (Each class will focus on a certain type of spell e.g. Shaman has position based spells, Mage has Elemental spells and Secrets, you get the drill)
Healing/Self-damage Synergies
A card belonging to the Anothology cycle
A Legendary who a member of the Council of Six
Wow, that's a lot of cards. Many of these are very interesting and I'd like to see them make a comeback somehow (maybe reskin with some adjustment into another class?)
Drain Soul (seems that the card doesn't belong to your original plan for the expansion. Plus, insanely OP and doesn't fill any niche that Healthstone didn't already do)
All right, I'm just gonna plop down a few of my Warlock cards. Warlock is going to be mainly focused on Demons/the Burning legion, as well as Wither effects used as downsides on their own minions. And maybe some twisted old gods stuff here and there. Does it feel really out of place in my expansion? The other two commons will be spells.
Note: Cursed Nightborne will hit itself with its battlecry. Fallen Highborne buffs a random demon in hand, play, or deck. Right now this includes your opponent's. Maybe not the best idea. In fact, I'll probably scrap it later.
Also, my priest cards, if anyone has any feedback on those:
Notes:Radiant Blaze now only hits minions. Vashj also now requires 5 spells. I'm lazy and don't want to remake the cards right now.
Anything that i dont comment is is either great or fine :)
@Cogito_Ergo_Sum Your card are complicated. Vargoth is... Alright. But feels out of place. Id recommend either making a card that compliments your theme, or simply a more interesting legendary. Dark deal is just a powercreep Blood Bloom. Make it Cost 3. Drain soul dosen't really feel like a great discard mechanic, as it depends on if you can utilize it. That dosen't compliment the randomness of discard. Hearthstone is just weird. Why cant you discard minions? Why say Non Legendary of Warlocks Anthology? Just make it a simple Discover mechanic since most of your cards has 4 lines of text.
@Livienna Shaman Ahune - 5/6 imo Avalance - fine Stormsurge is too... Like the Crackle and the deal 4 to a minion thing. I love the Frosthold Axe, such a great card. Ahune is... Weird. I cant say for sure, but it feels really weak. Especially since it takes such a hit statwise for Its effect. Druid. Woodland - 2/2 Glade 4 mana Daughter - Lose elusive Prowl is a stealth ability. This is quite the opposite. A different name is probaly a good idea. Glade of restoration is almost direct powercreep off Healing Touch. And in class powercreep is a bad idea. Mighty Frostbeast is cool. But Its really bad. It should have atleast another health point. Since Its a big minion in the early game and a small one in the lategame. Rogue You have a lot of chill synergy. But only one card that provides it. Id recommend making another chill giver. Then it would fit your theme better. I think shadowy spirit should be an Elemental. Since Jade spirit is now. Sneak Attack is really busted. Keeping this in your hand for 5/6 turns basically wins you the game, because of the massive tempo swing it brings.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Stern Inventor adds another Stealth minion to the pool to get from Stalker Scout, and actually another that can curve from it. Upon dying, it will grant you means to gain another minion Stealth which in turn can activate Combos. It may seem slightly underpowered, but I tried not to powercreep over Xaril, Poisoned Mind.
Dagger Specialist is good for getting another weapon in your hand. With your Hero Power, you can get a new weapon in your hand instantly (the Dagger from Dagger Mastery costs 1), or use it with Dual-Sided Blade to duplicate the Void Orb gaining effect. Combo it and you'll get a free Upgrade! on it as well. It will add a base copy of the weapon to your hand, so buffs and Durability losses will not be added. Now that I look at it, it maybe could be a 3/4 or 4/3.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Hey guys, I just made a thread over on the site feedback forum, asking for better search functions in the card database. Today, I was trying to figure out whether I should use 'when' or 'whenever' on a card, but we can't search for common words like 'when'. I figure this is a pretty niche issue, but I bet some of you have been equally frustrated when trying to track down existing cards to polish up your own custom card text.
OK, with my Druid set finished, here's the first three classes of my expansion:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it. When the X reached (0), the Study keyword will disappear and the effect will appear as normal.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
Note: Survival Instinct uses the same 2 mana 2/2 Treant for Force of Nature.
Also note: Assuming this expansion came out with the same patch fix between the interaction between Auchenai Soulpriest / Embrace the Shadow effect for Lifesteal cards.
Edit: Relevant Neutrals for evaluation:
Plant synergy:
Study / Shaping synergy:
Side Quest synergy:
Thanks for the feedback!
I scrapped Fel Lord. There goes the demons.
I've changed some of my cards including Drain Soul, and added alternate versions for cards like Empyrean Magician. (Yes, I managed to make MORE cards somehow. I'm weird like that.) I'd love to know your thoughts!Right, so your cards.
Druid
Cunning Treant: Although I think it's a nice addition to the plant arsenal, I feel like Adapt was more of Un'Goro's thing, and there are a disturbing amount of similarities between your expansion and Un'Goro. Adapt is exclusive to Journey to Un'Goro in the same way that Inspire was exclusive to The Grand Tournament. Regardless, unless you want to change your entire Druid set, I think that it's too late now.
Mark of Cenarius: Seems like a great plant-synegizing buff. I'm quite fond of the cycle of Mark of the Wild, Mark of Y'shaarj, and Mark of Cenarius.
Mangle: Ha! That's a cute way to play with Druid's "Hero Attack-synergy" theme. However, you haven't supported it with cards that give your hero Attack, and this will severely affect the viability of this. Additionally, this should 2 mana when compared to Arcane Explosion.
Ancient Secret: Well, that's a cool way to make use of Shaping! I love how it turns your usually useless, cheap cards into stronger, late game minions thereby reducing the bad RNG of drawing your weak, low-cost cards. It really fits Druids "Big Minion" theme. However, Ancient of Wonders should be a 7-drop because all Ancients of *blank* cost 7 mana (e.g. Ancient of Lore and Ancient of War); also, it should have the Druid border (compare to Slime produced by Infested Tauren, Mire Keeper, and Blood To Ichor. Slime has a different class border based on the the class identity of the card that produced Slime).
Druid of the Forest: Another useful card to support those Plant decks! I think it's balanced when compared to Adaptation and Ancestral Spirit. I will admit that the text seems a bit lengthy.
Survival of the Fittest: Again, there's an uncanny similarity to Un'Goro, especially with this Quest, but I'll ignore it for now. It seems like a big tempo loss to spend 2 mana to do nothing, but maybe that's just me. The Quest itself is pretty cool, and I really like the reward (a buffed version of it should've been the Paladin's Quest reward). However, I'm a bit confused by the wording of the Reward. Do you Adapt all of the Treants by choosing one Adaptation for all of them (e.g. all Treants get Massive) or do you do it by choosing a singular Adaptation for each Treant (e.g. a Treant gets Crackling Shield, another one gets Flaming Claws, and the other one gets Rocky Carapace).
Keeper Remulos: Okay, this seems slighty out of place with your Druid set. You'd think that this would have Plant synergy or at least be a Plant itself. Nonetheless, this card's effect is okay, but the wording is a bit off. Hero shouldn't be capitalized (compare to Lord Jaraxxus) and there should be a period at the end.
Priest
Ancient of Healing: I think that this card is a bit OP. At turn 2, you'll be lucky to get any of your enemy minion's damaged for the healing effect to actually be a drawback. As it stands though, this will likely just heal undamaged minions or overheal them in the early game; so the "drawback" is negligible. Plus, as Totem Golem demonstrates, a 2 mana 3/4 is too strong. Maybe bump up the cost and stats?
Cabal Apprentice: Great! Another Injured Blademaster-like card that synergizes with the Priest's healing spells. However, I'm a bit perplexed by the flavour here. You'd think that this would a Potion of Madness-like effect because it turns into Cabal Shadow Priest...
Ancient of Compassion: Again, you're probably gonna overheal a minion or most likely heal an undamaged minion. I don't really think this is a downside. I think this should lose a stat point.
Sethekk Talonpriest: OOOOOH! Shadowpriest/Auchenai Soulpriest-esk effects! I love it! I really think we should have more of these in Priest.
Corrupted Shadow: More Shadowpriest support! Great! However, it's kind of dull, and you can see the red signature of the author on the art (right side).
Teaching of A'dal: Student of A'dal should have the word "minion" in singular form because of the word "each". Regardless, I quite like the Quest and it's reward. It's very befitting of Priest, but I think it's a bit too OP due to the Wild Pyromancer + Circle of Healing combo. I suggest you increase the requirements to complete the quest.
A'dal: OH MY GOSH. It's an actual balanced Charge minion! Awesome! The extreme amount of heals this gives is insane, and I like how you used Shaping to counter the drawback to simple yet effective manner. Great job!
Rogue
Seed of Hallucination: It's an alright Plant I suppose. I'm not sure why it's a 1/1 with a combo requirement. It seems severely weaker than Novice Engineer though (drawing 1 card and Discovering 1 card both cost 1 mana). This should be a 2/2 when compared to Undercity Huckster and SI:7 Agent (loses 1 stat point for Combo effect worth 1 mana).
Outland Pillager: That's such a clever way to give Rogue combo trigger options without buffing Miracle Rogue too much. I like it!
Giant Lasher: Seems like a solid Razorpetal source and a good Taunt! It should say "deals" instead of "deal" though.
Blessing of Rosalina: See, this is what Primordial Glyph should've been. It's a great Discover card with a neat, balanced combo effect that will surely help Plant Rogue.
Outland Auctioneer: Another superb source of Outland Coins! If you put this in Miracle, you'll mill yourself, so this is exclusively for different tempo/control decks. It's cool how you're keeping Rogue's Coin/Combo theme without pushing an already successful, explored deck too far. However, the art does seem a bit too similar to Gallywix's Coin.
Rosalina's Offer: On one hand, this is a healing for Rogues, which I like. On the other hand, this is way too potent and easy to trigger! Especially in Miracle Rogue! Put two of these in your decks and suddenly you have 2 Reno Jacksons in your deck. I think you should raise the requirements to complete the quest.
Rosalina, Lasher Queen: WOW! That's such a cool synergy with Coins and Razorpetals. I mean, it's kinda busted because you could just burst your opponent with a bunch of Eviscerates (so you might want to extend the Shaping time), but I love how you made a bunch of useless cards into combo potential. Just a quick question, by "Coins" does that count Gallywix's Coin, Counterfeit Coin, and Outland Coin?
Stern Inventor adds another Stealth minion to the pool to get from Stalker Scout, and actually another that can curve from it. Upon dying, it will grant you means to gain another minion Stealth which in turn can activate Combos. It may seem slightly underpowered, but I tried not to powercreep over Xaril, Poisoned Mind.
Dagger Specialist is good for getting another weapon in your hand. With your Hero Power, you can get a new weapon in your hand instantly (the Dagger from Dagger Mastery costs 1), or use it with Dual-Sided Blade to duplicate the Void Orb gaining effect. Combo it and you'll get a free Upgrade! on it as well. It will add a base copy of the weapon to your hand, so buffs and Durability losses will not be added. Now that I look at it, it maybe could be a 3/4 or 4/3.
Stern Inventor: It's not really underpowered when compared to Jungle Panther. It loses 1 mana's worth of cards for a card draw (I mean, it's not technically a card draw, but you know what I mean). That seems fair. I'll be delighted to see what Stealth synergy cards you're going to conjure.
Dagger Specialist: I think it's fine as a 3/3 to be honest. SI:7 Agent is a 3 mana 3/3 with a combo effect worth 1 mana. Giving it card draw would boost the cost up by 1 mana. So, it's fair as it is.I changed some of Warlock cards (above at post 82). Your thoughts?
I'm gonna start working on my Paladin cards. I think I'm going to have 1 Elemental Class, 1 Spell-Focusing Class, and 1 Positioning Based Class per phase (if I manage to get that far :P).
I also changed one of my neutral cards into a Discover card to shorten the text...is that bad?
Stern Inventor adds another Stealth minion to the pool to get from Stalker Scout, and actually another that can curve from it. Upon dying, it will grant you means to gain another minion Stealth which in turn can activate Combos. It may seem slightly underpowered, but I tried not to powercreep over Xaril, Poisoned Mind.
Dagger Specialist is good for getting another weapon in your hand. With your Hero Power, you can get a new weapon in your hand instantly (the Dagger from Dagger Mastery costs 1), or use it with Dual-Sided Blade to duplicate the Void Orb gaining effect. Combo it and you'll get a free Upgrade! on it as well. It will add a base copy of the weapon to your hand, so buffs and Durability losses will not be added. Now that I look at it, it maybe could be a 3/4 or 4/3.
Stern Inventor: It's not really underpowered when compared to Jungle Panther. It loses 1 mana's worth of cards for a card draw (I mean, it's not technically a card draw, but you know what I mean). That seems fair. I'll be delighted to see what Stealth synergy cards you're going to conjure.
Dagger Specialist: I think it's fine as a 3/3 to be honest. SI:7 Agent is a 3 mana 3/3 with a combo effect worth 1 mana. Giving it card draw would boost the cost up by 1 mana. So, it's fair as it is.I changed some of Warlock cards (above at post 82). Your thoughts?
I'm gonna start working on my Paladin cards. I think I'm going to have 1 Elemental Class, 1 Spell-Focusing Class, and 1 Positioning Based Class per phase (if I manage to get that far :P).
I also changed one of my neutral cards into a Discover card to shorten the text...is that bad?
I've actually taken up all of my Rogue spots now. Would you rather I replace something with a Stealth synergy card?
As for your cards, I definitely prefer this version of Empyrean Magician than the other one. I also prefer the original version of Empyrean Botanist that gives you a Bloodbloom. While that version is slightly weaker, it's also a lot clearer and when you read the card, you instantly know what the card does whereas with the other version, you wouldn't know what a "Dark Deal" is until you see it for the first time or look it up. I don't think the discard really matters that much for Dark Deal anyway (I'm kinda switching back and forth between the colored text and just bold).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Hey guys, I just made a thread over on the site feedback forum, asking for better search functions in the card database. Today, I was trying to figure out whether I should use 'when' or 'whenever' on a card, but we can't search for common words like 'when'. I figure this is a pretty niche issue, but I bet some of you have been equally frustrated when trying to track down existing cards to polish up your own custom card text.
Working through Hunter cards today. I'll hopefully have something to share later!
To let you know for future reference, "When" is for secrets and effects that only trigger once, such as Counterspell. Whenever is for activated effects that can trigger more than once, like Violet Teacher. These are the lightning bolt effects that you see on the bottom of minions and weapons while they're in play. "After" is the same effect, but it triggers after the effect finishes resolving, like with Wild Pyromancer, which has to survive the spell you cast in order for you to get the additional Whirlwind effect. After is also used on single time effects like Mirror Entity, and there's no different wording in that case like there is with When vs Whenever. Also, on secrets, there's essentially no difference between When and After, since Avenge says when and Mirror Entity says after, but they both trigger at essentially the same time, as secrets activate in a different, later part of the event happening than on minion When/After effects.
I've actually taken up all of my Rogue spots now. Would you rather I replace something with a Stealth synergy card?
I think it would be best if you replaced Dagger Specialist with a Stealth synergy card because you don't seem to have a lot of weapon-based cards. The only Rogue card you have that remotely has to do with weapons is Dual-Sided Blade, which is more of a Void Orb card than a weapon-synergy card.
OK, with my Druid set finished, here's the first three classes of my expansion:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it. When the X reached (0), the Study keyword will disappear and the effect will appear as normal.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
Note: Survival Instinct uses the same 2 mana 2/2 Treant for Force of Nature.
Also note: Assuming this expansion came out with the same patch fix between the interaction between Auchenai Soulpriest / Embrace the Shadow effect for Lifesteal cards.
Edit: Relevant Neutrals for evaluation:
Plant synergy:
Study / Shaping synergy:
Side Quest synergy:
Thanks for the feedback!
I scrapped Fel Lord. There goes the demons.
I've changed some of my cards including Drain Soul, and added alternate versions for cards like Empyrean Magician. (Yes, I managed to make MORE cards somehow. I'm weird like that.) I'd love to know your thoughts!Right, so your cards.
Druid
Cunning Treant: Although I think it's a nice addition to the plant arsenal, I feel like Adapt was more of Un'Goro's thing, and there are a disturbing amount of similarities between your expansion and Un'Goro. Adapt is exclusive to Journey to Un'Goro in the same way that Inspire was exclusive to The Grand Tournament. Regardless, unless you want to change your entire Druid set, I think that it's too late now.
Mark of Cenarius: Seems like a great plant-synegizing buff. I'm quite fond of the cycle of Mark of the Wild, Mark of Y'shaarj, and Mark of Cenarius.
Mangle: Ha! That's a cute way to play with Druid's "Hero Attack-synergy" theme. However, you haven't supported it with cards that give your hero Attack, and this will severely affect the viability of this. Additionally, this should 2 mana when compared to Arcane Explosion.
Ancient Secret: Well, that's a cool way to make use of Shaping! I love how it turns your usually useless, cheap cards into stronger, late game minions thereby reducing the bad RNG of drawing your weak, low-cost cards. It really fits Druids "Big Minion" theme. However, Ancient of Wonders should be a 7-drop because all Ancients of *blank* cost 7 mana (e.g. Ancient of Lore and Ancient of War); also, it should have the Druid border (compare to Slime produced by Infested Tauren, Mire Keeper, and Blood To Ichor. Slime has a different class border based on the the class identity of the card that produced Slime).
Druid of the Forest: Another useful card to support those Plant decks! I think it's balanced when compared to Adaptation and Ancestral Spirit. I will admit that the text seems a bit lengthy.
Survival of the Fittest: Again, there's an uncanny similarity to Un'Goro, especially with this Quest, but I'll ignore it for now. It seems like a big tempo loss to spend 2 mana to do nothing, but maybe that's just me. The Quest itself is pretty cool, and I really like the reward (a buffed version of it should've been the Paladin's Quest reward). However, I'm a bit confused by the wording of the Reward. Do you Adapt all of the Treants by choosing one Adaptation for all of them (e.g. all Treants get Massive) or do you do it by choosing a singular Adaptation for each Treant (e.g. a Treant gets Crackling Shield, another one gets Flaming Claws, and the other one gets Rocky Carapace).
Keeper Remulos: Okay, this seems slighty out of place with your Druid set. You'd think that this would have Plant synergy or at least be a Plant itself. Nonetheless, this card's effect is okay, but the wording is a bit off. Hero shouldn't be capitalized (compare to Lord Jaraxxus) and there should be a period at the end.
Priest
Ancient of Healing: I think that this card is a bit OP. At turn 2, you'll be lucky to get any of your enemy minion's damaged for the healing effect to actually be a drawback. As it stands though, this will likely just heal undamaged minions or overheal them in the early game; so the "drawback" is negligible. Plus, as Totem Golem demonstrates, a 2 mana 3/4 is too strong. Maybe bump up the cost and stats?
Cabal Apprentice: Great! Another Injured Blademaster-like card that synergizes with the Priest's healing spells. However, I'm a bit perplexed by the flavour here. You'd think that this would a Potion of Madness-like effect because it turns into Cabal Shadow Priest...
Ancient of Compassion: Again, you're probably gonna overheal a minion or most likely heal an undamaged minion. I don't really think this is a downside. I think this should lose a stat point.
Sethekk Talonpriest: OOOOOH! Shadowpriest/Auchenai Soulpriest-esk effects! I love it! I really think we should have more of these in Priest.
Corrupted Shadow: More Shadowpriest support! Great! However, it's kind of dull, and you can see the red signature of the author on the art (right side).
Teaching of A'dal: Student of A'dal should have the word "minion" in singular form because of the word "each". Regardless, I quite like the Quest and it's reward. It's very befitting of Priest, but I think it's a bit too OP due to the Wild Pyromancer + Circle of Healing combo. I suggest you increase the requirements to complete the quest.
A'dal: OH MY GOSH. It's an actual balanced Charge minion! Awesome! The extreme amount of heals this gives is insane, and I like how you used Shaping to counter the drawback to simple yet effective manner. Great job!
Rogue
Seed of Hallucination: It's an alright Plant I suppose. I'm not sure why it's a 1/1 with a combo requirement. It seems severely weaker than Novice Engineer though (drawing 1 card and Discovering 1 card both cost 1 mana). This should be a 2/2 when compared to Undercity Huckster and SI:7 Agent (loses 1 stat point for Combo effect worth 1 mana).
Outland Pillager: That's such a clever way to give Rogue combo trigger options without buffing Miracle Rogue too much. I like it!
Giant Lasher: Seems like a solid Razorpetal source and a good Taunt! It should say "deals" instead of "deal" though.
Blessing of Rosalina: See, this is what Primordial Glyph should've been. It's a great Discover card with a neat, balanced combo effect that will surely help Plant Rogue.
Outland Auctioneer: Another superb source of Outland Coins! If you put this in Miracle, you'll mill yourself, so this is exclusively for different tempo/control decks. It's cool how you're keeping Rogue's Coin/Combo theme without pushing an already successful, explored deck too far. However, the art does seem a bit too similar to Gallywix's Coin.
Rosalina's Offer: On one hand, this is a healing for Rogues, which I like. On the other hand, this is way too potent and easy to trigger! Especially in Miracle Rogue! Put two of these in your decks and suddenly you have 2 Reno Jacksons in your deck. I think you should raise the requirements to complete the quest.
Rosalina, Lasher Queen: WOW! That's such a cool synergy with Coins and Razorpetals. I mean, it's kinda busted because you could just burst your opponent with a bunch of Eviscerates (so you might want to extend the Shaping time), but I love how you made a bunch of useless cards into combo potential. Just a quick question, by "Coins" does that count Gallywix's Coin, Counterfeit Coin, and Outland Coin?
Thank you so much for you feedback.
Keeper Remulos: I think he isn't out of flavor with the class's card at all. He support attack with Hero, which I already had support with Mangle.
Ancient Secret: I think the rule for "Ancient cost 7 mana" can be bent for this expansion since I already had a bunch of Neutral Ancients that cost different mana. Plus, I think the card cost "in total" 7 mana, with 1 mana for the spell and 6 mana for the minion.
Mangle: I don't release another Attack buff for Druid beside this card and Keeper Remulos since the Druid sets already has a decent number of them: Bite, Savagery, Claw and the popular Feral Rage. They just suck because they have no decent support. Although I'm open to knock the cost off by 1.
Survival Instinct: The Reward chose 1 Adaptation and give it to 3 of the Treants. I'll probably rewording based on Evolving Spores.
Ancient of Healing: I think that bumping up the cost and stats would make it too similar to Ancient of Compassion. Maybe I nerf it to 2 Attack?
Cabal Apprentice: The flavor is that because she is just an apprentice, she hurt herself using Shadow power :)
Teaching of A'dal: Yeah, I realize that the condition is a little easy to fulfill because it can trigger off the enemies. What do you think is a good number for it? 5? 6?
Seed of Hallucination: Yeah, the card deserve to be buffed to a 2/2, especially since I decided to drop the Plant tag from it since I feel Rogue already had enough mediocre Plants with Biteweed.
Gift of Rosalina: Yes, but Rogue traditionally doesn't run Reno. Regardless, I'll probably knock the condition from 5 to 6 since I give Rogue many cards to add spells this expansion.
Rosalina, Lasher Queen: Yes, her effect also hit the Outland Coin, Gallywix's Coin and Counterfeit Coin. Her Shaping effect is only 1 because she is purely a value / burst engine and has no impact on the board because her body is only a Second-Rate Bruiser.
Edit: I also just designed a card to give Attack to Druid, but I don't know where to fit it in (Rarity, name and art can be redistributed). Maybe she can sub in for Druid of the Forest with a Choose One effect tack on?
To let you know for future reference, "When" is for secrets and effects that only trigger once, such as Counterspell. Whenever is for activated effects that can trigger more than once, like Violet Teacher.
This is what I was assuming, but I wanted to read all of the After, Before, When, Whenever, If, Then cards and get a better grasp on it all. I did find another database that searches all words in a card, but it isn't as nice as Hearthpwn's database.
I've actually taken up all of my Rogue spots now. Would you rather I replace something with a Stealth synergy card?
I think it would be best if you replaced Dagger Specialist with a Stealth synergy card because you don't seem to have a lot of weapon-based cards. The only Rogue card you have that remotely has to do with weapons is Dual-Sided Blade, which is more of a Void Orb card than a weapon-synergy card.
This is something I thought of.
Refer to Fire Plume Harbinger for wording. Is the effect balanced? Too weak? Too strong? The name is not final. In case you can't tell, I'm not the best at naming cards. I'm fairly disappointed that I only have 1 Combo card for Rogues, but it's not too big of a deal. At least I used it once.
If the card doesn't come out right, an Imgur version is found in the spoiler. Ever since that Arabian script thing happened, I've (admittedly, more than I should be) been a bit overly paranoid that it will happen again.
If anyone's interested, all my cards are here. Brutal honesty is fine - if you straight up don't like a card, or how a class seems to be shaped, tell me that, since then I can fix it. If you don't think a class is solid at all, that's fine, I kind of have the rest of the classes made as well so I could swap out to give me time to fix it =P
You can find me here! Good luck everyone!
I know this isn't the place to ask this, and I know I probably sound like a total idiot, but I have no idea how to log out on mobile. I'm stuck.
Click the image to go to my custom Time Traveler class.
OK, so I think I've decided what classes I'm going to present for this Phase, and that's Hunter, Priest and Rogue. I think I'm about done with them, but I just need to balance out the rarities on the Hunter cards because I have 3 rares and 2 epics right now, so help would be greatly appreciated. I'm dumping cards today, doing reviews tomorrow since I've been online for way too long today already.
Hunter:
Notes:
As for balance changes, I'm thinking of making the Honored Sandworm's Deathrattle reduce the cost by 3 instead of 2, I think it'd be more competitive (and flavorful if you know what it's in reference to) that way.
Also, if anyone can suggest a good idea for a non-Deathrattle card, (or some good spider art for the tokens, it's a bit hard to come by) that would be nice, since this set is getting a bit out of hand here.
Priest:
Notes:
Shadow Amalgam works in a way that when you summon a 1/1 copy of it through effects like Mirage Caller or Barnes you get a 1/1 that already has the -3/-3 from the start. That means that if you Mirage Caller one, you get a 4/4 copy as the token and a 7/7 as the full version that you had originally. Also, if multiple copies die in the same turn and you cast Consuming Shadows, you get multiple 4/4 Shadow Amalgams from it.
With Lightstarved Cleric, the effect takes place after the minion finishes attacking, so that means the Cleric has to survive the attack for the effect to go off. That means it will kill a Sunwalker outright, but not Tirion Fordring.
Also, here's a list of effect that can trigger Undying Ghoul's effect, which additionally includes Consuming Shadows, Ethereal Voidbreaker, Rak'zal the Unburied (the Hunter Legendary above) and the 7-cost Hourglass of Origination in terms of cards from the set that I have done so far. Unincluded in the linked list are the Icky Imps in the Terrestrian Illhoof fight.
Finally, Embalm effects do in fact count as Silence effects, so both Lightfuse and Hamanab the Purifier's effects will work on Embalmed minions, which is the point behind the (wherever they are) in his text.
Rogue:
Notes:
Ethereal Saboteur will take the already Embalmed weapon from your opponent's hand if the combo goes off.
Shadowseeker Ryaelth is obviously good with Mummy Zombies, but there's also another good card, one that also costs 5 and has a total of 8 stats and synergy with the 5-cost Hourglass of Origination...
I'd highly recommend you look over the cards in my Phase II post (in my signature) before looking at these, as there are a lot of cards that it would help to be aware of. Also, flavor text is coming soon if that's your sort of thing.
Fel Imp: It's nice that you're introducing cards to control the randomness of discards. It's still not going to make me like the mechanic, but it goes a long way. The name seems a little generic, though.
Nightborne Healthstone: You've already got the Imp to regulate discards - this seems like a card you could cut.
Fel Lord: I don't like this. It's almost useless without the Stabilise, which makes me wonder why it's a thing. Sure, you get discard synergy, but I don't really think that's worth the loss of a hand card and 3 damage to your hero.
Warlock's Anthology: Seems okay.
Empyrian Magician: I feel like this'd be fair even without dealing damage to your hero. That'd also cut the text to 3 lines. I personally like this card, since it greatly reduces the downsides if you screw up on your discards.
Ritual of Summoning: I don't think 'minion that discards' is necessary. I think it'd be fine with just 'minion' and nerfing it to 2 mana. That way it's playable outside of Discardlock while also helping the archetype. That'd also cut the text to 3 lines.
Drain Soul: For the reasons I listed above, a card that wants to be discarded has to be consistently, unconditionally good for you when it triggers. This, on the other hand, varies hugely depending on the board state. If you've got tons of minions this is good, but if you haven't gotten a lot of board presence or aren't damaged, it's pretty useless. I feel like I'd rather just straight up play it instead of waiting for it to be discarded by a random effect. I'd drop this card if you have to drop something.
Rain of Fire: I like it. Since it constantly replicates itself it lowers the chance of discarding something we don't want to discard. Besides, it'd feel awesome to throw out like 6 of these. Definitely keep this, at least IMO. I'd word it '2 copies of it' instead of '2 copies of this', though. Not sure if that's 100% correct.
Vargoth: Seems all right. Nothing too special, at least not to me. Doesn't really seem 'Legendary'.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Click the image to go to my custom Time Traveler class.
OK, with my Druid set finished, here's the first three classes of my expansion:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Druid:
Priest:
Auchenai Soulpriest
Rogue:
Side Quest Reward and Tokens:
Note: Survival Instinct uses the same 2 mana 2/2 Treant for Force of Nature.
Also note: Assuming this expansion came out with the same patch fix between the interaction between Auchenai Soulpriest / Embrace the Shadow effect for Lifesteal cards.
Edit: Relevant Neutrals for evaluation:
Plant synergy:
Study / Shaping synergy:
Side Quest synergy:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Paladin
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
All right, I'm just gonna plop down a few of my Warlock cards. Warlock is going to be mainly focused on Demons/the Burning legion, as well as Wither effects used as downsides on their own minions. And maybe some twisted old gods stuff here and there. Does it feel really out of place in my expansion? The other two commons will be spells.
Note: Cursed Nightborne will hit itself with its battlecry. Fallen Highborne buffs a random demon in hand, play, or deck. Right now this includes your opponent's. Maybe not the best idea. In fact, I'll probably scrap it later.
Also, my priest cards, if anyone has any feedback on those:
Notes: Radiant Blaze now only hits minions. Vashj also now requires 5 spells. I'm lazy and don't want to remake the cards right now.
Why Rogue is my favourite class:
My submission for this week's card design competition.
I think i owe few reviews.
Anything that i dont comment is is either great or fine :)
@Cogito_Ergo_Sum
Your card are complicated. Vargoth is... Alright. But feels out of place. Id recommend either making a card that compliments your theme, or simply a more interesting legendary. Dark deal is just a powercreep Blood Bloom. Make it Cost 3. Drain soul dosen't really feel like a great discard mechanic, as it depends on if you can utilize it. That dosen't compliment the randomness of discard. Hearthstone is just weird. Why cant you discard minions?
Why say Non Legendary of Warlocks Anthology? Just make it a simple Discover mechanic since most of your cards has 4 lines of text.
@Livienna
Shaman
Ahune - 5/6 imo
Avalance - fine
Stormsurge is too... Like the Crackle and the deal 4 to a minion thing. I love the Frosthold Axe, such a great card. Ahune is... Weird. I cant say for sure, but it feels really weak. Especially since it takes such a hit statwise for Its effect.
Druid.
Woodland - 2/2
Glade 4 mana
Daughter - Lose elusive
Prowl is a stealth ability. This is quite the opposite. A different name is probaly a good idea. Glade of restoration is almost direct powercreep off Healing Touch. And in class powercreep is a bad idea. Mighty Frostbeast is cool. But Its really bad. It should have atleast another health point. Since Its a big minion in the early game and a small one in the lategame.
Rogue
You have a lot of chill synergy. But only one card that provides it. Id recommend making another chill giver. Then it would fit your theme better.
I think shadowy spirit should be an Elemental. Since Jade spirit is now.
Sneak Attack is really busted. Keeping this in your hand for 5/6 turns basically wins you the game, because of the massive tempo swing it brings.
I want a new title, but Flux won't let me have one,
Here are two new Rogue card ideas I have. Using Imgur and not Tinypic so I don't get another Arabian script thing (funny, but it isn't).
Finicky Cloakfield
Stern Inventor adds another Stealth minion to the pool to get from Stalker Scout, and actually another that can curve from it. Upon dying, it will grant you means to gain another minion Stealth which in turn can activate Combos. It may seem slightly underpowered, but I tried not to powercreep over Xaril, Poisoned Mind.
Dagger Specialist is good for getting another weapon in your hand. With your Hero Power, you can get a new weapon in your hand instantly (the Dagger from Dagger Mastery costs 1), or use it with Dual-Sided Blade to duplicate the Void Orb gaining effect. Combo it and you'll get a free Upgrade! on it as well. It will add a base copy of the weapon to your hand, so buffs and Durability losses will not be added. Now that I look at it, it maybe could be a 3/4 or 4/3.
Click the image to go to my custom Time Traveler class.
Hey guys, I just made a thread over on the site feedback forum, asking for better search functions in the card database. Today, I was trying to figure out whether I should use 'when' or 'whenever' on a card, but we can't search for common words like 'when'. I figure this is a pretty niche issue, but I bet some of you have been equally frustrated when trying to track down existing cards to polish up your own custom card text.
http://www.hearthpwn.com/forums/off-topic/site-feedback-support/197127-request-search-for-all-words-in-card-text?comment=1
Working through Hunter cards today. I'll hopefully have something to share later!
Right, so your cards.
Rogue
I changed some of Warlock cards (above at post 82). Your thoughts?
Click the image to go to my custom Time Traveler class.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Click the image to go to my custom Time Traveler class.