Choose One has been too limiting for Druid in the past— it's surely very versatile, but what if you want to choose more than one? This is the right place.
20 commons, 15 rares, 10 epics, and 5 legendaries.
Choose One vs. Choose
Looking at the top banner, you might be thinking "If Choose One isn't Choose One anymore, what happens to Fandral?" Simple. Fandral was changed to accommodate Plague Lord as a Choose One hero power, but now he'll change to this:
Still relatively easy to read, and the effect becomes even more powerful with these new cards.
Changelog:
Daily 1-card releases. First batch contains 10 cards. Cards are released alphabetically, separated by rarity.
10 cards released. 4 Common cards, 3 Rare cards, 2 Epic cards and 1 Legendary card.
Commons: Astral Influence, Cawing Moonkin, Cenarion Devotee, Child of Tortolla
Rares: Ancient Power, Astral Channeller, Claw King
Epics: Anub'ar Vizier, Crypt Fiend
Legendaries: Archdruid Lilliandra
TOKENS & EXPLANATION:
Astral Influence: Only what Innervate could've, and should've, been.
Cawing Moonkin: Temporary ramp on a Beast stick, good for setting up to play a 7-cost minion on turn 6 (or even turn 4 or 5... Wild Growth and Jade Blossom...)
Cenarion Devotee: Just Choose. Not Choose One, and it's understatted for that reason. It will probably get about as much use as Fandral Staghelm actually, but Fandral should've had more survivability for his effect.
Child of Tortolla: Didn't like Enchanted Raven? Take an Elusive non-beast turtle-thing as compensation. Sticky in the early game against pingy classes, but isn't too partial to being buffed on the board.
Cloudstalker: Innervate and Nourish value! This card also acts like Competitive Spirit, as it activates at the start of your turn as long as this stays up and you have less than 10 mana crystals. Very good in token druid, I'd say. You could even set this up Cawing Moonkin. Doesn't work with Astral Influence, though!
Cunning Panther: One stat up on Oasis Snapjaw for three more mana. What is this terrible card?? Easy. It's a class-limited limited-hand Emperor Thaurissan. For that reason, it needs to be high-costed for the payout. This could even go up with Spiritsinger Umbra if you have Innervate in hand as a 10 mana combo. Essentially this card provides psuedo-ramp in the late game.
Deep Forest Druid: A good card for token druid decks, or if you need a big body it works out as a 5 mana 5/7 split around two bodies. Tokens:
Druid of the Alliance: Powerful and vanilla choose one minion with high versatility, and divine shield as a Druid mechanic.
Earth Warder: I imagine the setup for this would be a lot of beasts, then this, then Strongshell Scavenger. It's vanilla for sure.
Flight Form: A pseudo Savage Roar for Beast druids— it's an important finisher but only if you have Beasts around... which is why this expansion has more beasts.
Flourish: It's Nourish! Except the effects are swapped. Perhaps I should've thought about balance before I did this. I may change it. As of now you would basically only choose the first one lul.
Rip and Tear: More flexible and useful eventually than Swipe, even if it does target friendlies as well.
Shred: If you cost 3 damage at 2 mana, and draw a card as 2 mana, then the +2 Attack is 1 mana. This could cost 4 I guess? But it is also conditionally better than Starfire.
Starwalker: Go, Oasis Snapjaw. Your true potential is unleashed.
Sunpower Guard: Probably too conditional to be played, but makes Pathfindingpretty good to draw every card out of your deck.
Wild Instinct: Good with Gnash or Bite. Essentially should be 5/6 mana 2-card combo "Give a minion +3/4/5+ Health, you have 6 Attack this turn."
Ancient Power: Extreme temporary ramp, ideally played midrange on turn 4 or turn 5 as an all-out. Play this and nothing else on turn 4, you'll pass your mana for that turn and have 9 mana turn 5 (+ Innervate?). Extremely powerful payout for a substantial investment. Your opponent will know to save removal.
Astral Channeller: It's like Tortollan Primalist, except you have more control over what spell it is, but you don't get to cast it immediately. The compensation is a 3/4 instead of a 4/4.
Claw King: Provides support for Taunt and Beast Druid concurrently— Strongshell Scavenger on the one hand, and pseudo-Cenarius on the other.
Druid of the Delay: Provides a delayed high-stat minion for low stats in the meantime. It's not a secret deathrattle, so your opponent can tell what you're going to do, but it's very good with Choose combining. Tokens:
Embattled Tol'vir: Good in 5-Attack based decks that work with Giant Anaconda, as you can single out a card you want to have 5 or more attack to pull from your hand.
Emerald Wanderer: Works well as a delayed but persistent buff or draw spell attached to a single minion. While it's understatted and has no immediate effect, if you have board control this can get out of control quite easily. I've worded it as "After your turn starts" because Start of turn effects don't lend interactivity to the player, and it's in that phase that you draw a card from your deck as well as experience all your start-of-turn effects: If you had Doomsayer and Emerald Wanderer on the same board, with Emerald Wanderer being played first, I wouldn't want you to be able to get a card out of it while also cheesing the board with a clear. As such, you only get to choose after all those other things have happened.
Forest Protectors: Basically adds up all the stats of enemy minions when it's cast, and gives your minions +1/+1 if yours are lower. If you go over even by 1 the spell doesn't repeat. Very useful for trading or searching for lethal. Whiffs if you have no minions.
Infusekin: Potentially overcosted, but this makes Innervate produce 2/2 tokens for token druid instead of just allowing for temporary ramp.
Intimidating Roar: Good for fake hard removal. This can target enemy minions, and also potentially acts as a windfury effect (after one of your minion's attacked, you can play this to gain an extra attack with that much attack). Attack values go back to normal after you end the turn.
Ironbark: A little bit more advanced than Feral Rage, but with extra combined choose synergy.
Moonwell Blessing: This might actually be worse than Mark of Nature. Whoops.
Panther Form: Sabretooth Stalker and pseudo Fireball for Druid. Extra attack is because you take damage, and restriction is to avoid cheesy 16 damage combos. There is synergy here with Intimidating Roar here, though, but it is 9 mana (if Intimidating Roar were 2 mana you could play double Panther Form, then Stonetusk Boar and deal 16 damage with the boar as the can't attack would be tied to your hero).
Skywrath: Made this card for this expansion, submitted an altered version of it to the weekly competition and it got into the finals.
Zandalar Riverseer: Crazy combo with Revitalization and Sunfury Protector.
TOKENS & EXPLANATION:
Anub'ar Vizier: Why not "At the start of your turn"? Well, when your turn starts triggered effects activate, your mana refreshes, and you draw a card. The last bit is the most important. Accordingly, that drawn card could change which effect you choose (strategy wise), so the trigger is queued up for after you draw that first card. Apart from that this is powerful removal or health-gain with a delay and 1-hp off the norm, so your opponent can play around it or straight up remove it before you get the benefit. Fandral would only trigger this the turn after you played it (assuming they both lived). Don't forget the effect only lasts for your turn, so in that sense it's like a reverse Tar Creeper.
Crypt Fiend: Useful if you have like 3 useful Deathrattles and want to preserve them for future triggers. Wombo-combo with Hadronox. Also a delayed Twisting Nether if you want.
Faerie Swarm: Token decks love this card! Good when combined with Addled Grizzly, Crypt Lord, Mark of the Lotus, and others. The Stealth/Poisonous dichotomy allows for delayed removal or for delayed board buffs (Savage Roar finisher). This can also be used to bait out AOE board clears from your opponent.
Here's the token:
Forest Moonkin: Not only can you choose 3 cards, you get to choose 3 batches of 3 choices to choose from (total 9 possible choices, good with Fandral). While this may be overpowered when compared with Tomb Spider, it was never amazing anyway so this provides less limited utility than that card. The other aspect of the Discover mechanic, randomness, is definitely something to think about... and in future expansions, I will be trying to limit its randomness. On the other hand, this card supports three different Druid archetypes all in one.
Mark of Goldrinn: Unlike Mark of Y'Shaarj, this is a high-risk high-reward card in that you spend 7 mana to give a very small buff. If you pull this off on any significant beast minion however you'll have a great time wrecking face with it.
Shaper of the Grove: Ironfur Grizzly or Jungle Panther. Not sure if this should be a 'choose a minion in your hand' or a random transform effect, but I think it could work better as a random transform with token druid decks that run Fire Fly.
Spirit of Stormrage: MANA RAMP REEEEEE
Wasteland Moonkin: The cheese version of Malygos OTK Moonfire decks. I don't think this would stack— not if you played two or had Brann Bronzebeard. It would be a hard cap on 7 spell damage (max. minions on board).
Zangar Balancer: This I feel is a balanced card. The beast is a 3/3 token bear-type thingy but is otherwise vanilla. You can get split War Golem that draws a card or ramps or gains you armor.
TOKENS & EXPLANATION:
Archdruid Lilliandra: Now this is a card. There's a plethora of choice with this. Do you want a 6/10 with Taunt and Lifesteal? Deal 3 damage, draw a card and Stealth? 6/6 Stealth Taunt? On the other hand, this is made for the new Fandral. How about a 6/10 Taunt Lifesteal Stealth that deals 3 damage and draws a card? Seems almost Ultimate Infestation level to me.
Broll Bearmantle: Because he fought with Valeera and some other people, he uses the same two keywords as those classes, mainly to beef him up in a similar way to Bolvar Fordragon. I think this is better though, as he can easily stack to a 10/10, especially if drawn in the early game. He does telegraph his presence though because your opponent will see you're choosing something when your turn starts.
Eriun Moonglow: Whenever you gain an empty or full mana crystal, permanently or temporarily. This helps ramp Druid if you want to play tempo in the early game. Say you play this on turn two, double Innervate and then play Wild Growth. You could have a 7/7 or a 3/10 (or any combination of those).
Hamuul Runetotem: While you're able to selectively get a 2/2 with the same deathrattle, you might not be able to contain Hamuul enough or protect him, so you might summon the 2/6 instead.
Sappy the Ancient: I've done this idea before, but it would be weird to not include it here. I've had it as 12 or 13 mana, but 15 mana feels right as a legendary. It might be too much given that Ultimate Infestation can help with hand reload when you have so much mana.
Love the legendary, could Child of Tortolla have taunt? I always imagine a turtle to have taunt for some reason, maybe he doesn't fight with his shell up. :)
Love the legendary, could Child of Tortolla have taunt? I always imagine a turtle to have taunt for some reason, maybe he doesn't fight with his shell up. :)
I guess it could, but the problem is overpowered-ness. Air Elemental is a 2/1 Elemental with the same effect, so 1 extra stat and reversed for no tribal tag feels like enough reversal for it to be balanced. On the other hand this would be a very strong minion to pair with Strongshell Scavenger for cheap.
I must say i do like the idea of multi-choose-one that provides more than 2 options, tho most of the cards have to be kinda "simple", so the card text would fit. But good idea!
Druid of the Alliance: so better Shellshifter, that is not a rare card. Upgrade down much? haha :) I think u should tweak it a bit, mby make it a 6-cost card with different stats, since 4 and 5 slots r already "done". That being said, divine shield doesnt rly feel much druid-y for obvious reasons.
Emerald Wanderer: better wording would probably be "At the start of your turn ...".
Anubar Wizier: same thing. I like the ability tho.
Faerie swarm: this spell is pretty unfun. If your opponent doesnt have an AOE, u basically just kinda won the game on the spot. Either u set up for Savage Roar or have tons of Poisonous minions, so your opponent will never establish any kind of board. Id put it at 6 mana and summon like 4 of them tbh. I know its pretty weak that way, but it still requires aresponce (pretty much the same as your original design), but doesnt provide SO much value, just enough.
Mark of Goldrin: holy crap :D i know its very situational, but things like Stranglethorn Tiger exist, gettin two 7/7 taunts for 7 mana is a bit too strong imho :) Mby just one copy ?:P
Archdruid Lilliandra: i like this one a lot :)
Broll Bearmantle: how exactly would this work? i mean when would it trigger? its very ambiguous as to what "during your turn" means in this case. Only reason i can think of u want to have it worded like this is, that u want it to trigger when u draw it by Wrath or something in the middle of your turn, otherwise it could just read "at the start of your turn" and be more clear (hm mby it wouldnt fit tho :f).
The ambiguity of 'at the start of your turn' is kind of what got me wording it to "After your turn starts". You draw a card at the start of your turn so I want you to be able to know what you drew before you decide what to do. Forgot that Shellshifter exists for Druid of the Alliance, but I'm meh enough with it that I'll say NO and make it anyway... Perhaps the transformation options also affect the Cost and stats of the card. I'm at that point where Bonemare has made me doubt all my life decisions so I'm not gonna change Mark of Goldrinn.
And for Broll Bearmantle, it's the same thing as Death's Shadow, so I guess "During your turn" is the same thing as "at the start of your turn" or "After your turn starts".
The ambiguity of 'at the start of your turn' is kind of what got me wording it to "After your turn starts". You draw a card at the start of your turn so I want you to be able to know what you drew before you decide what to do. Forgot that Shellshifter exists for Druid of the Alliance, but I'm meh enough with it that I'll say NO and make it anyway... Perhaps the transformation options also affect the Cost and stats of the card. I'm at that point where Bonemare has made me doubt all my life decisions so I'm not gonna change Mark of Goldrinn.
And for Broll Bearmantle, it's the same thing as Shadow Reflection, so I guess "During your turn" is the same thing as "at the start of your turn" or "After your turn starts".
Hehe, i wouldnt say that Bonemare is a good role model for anything :D Mby for how a card should not look :) But i suppose i understand what ur saying ;-)
Choose One has been too limiting for Druid in the past— it's surely very versatile, but what if you want to choose more than one? This is the right place.
20 commons, 15 rares, 10 epics, and 5 legendaries.
Choose One vs. Choose
Looking at the top banner, you might be thinking "If Choose One isn't Choose One anymore, what happens to Fandral?" Simple. Fandral was changed to accommodate Plague Lord as a Choose One hero power, but now he'll change to this:
Still relatively easy to read, and the effect becomes even more powerful with these new cards.
Changelog:
Daily 1-card releases. First batch contains 10 cards. Cards are released alphabetically, separated by rarity.
25th October 2017:
21st October 2017:
17th October 2017:
14th October 2017:
9th October 2017:
8th October 2017:
7th October 2017:
4th October 2017:
3rd October 2017:
2nd October 2017:
1st October 2017:
TOKENS & EXPLANATION:
Astral Influence: Only what Innervate could've, and should've, been.
Cawing Moonkin: Temporary ramp on a Beast stick, good for setting up to play a 7-cost minion on turn 6 (or even turn 4 or 5... Wild Growth and Jade Blossom...)
Cenarion Devotee: Just Choose. Not Choose One, and it's understatted for that reason. It will probably get about as much use as Fandral Staghelm actually, but Fandral should've had more survivability for his effect.
Child of Tortolla: Didn't like Enchanted Raven? Take an Elusive non-beast turtle-thing as compensation. Sticky in the early game against pingy classes, but isn't too partial to being buffed on the board.
Cloudstalker: Innervate and Nourish value! This card also acts like Competitive Spirit, as it activates at the start of your turn as long as this stays up and you have less than 10 mana crystals. Very good in token druid, I'd say. You could even set this up Cawing Moonkin. Doesn't work with Astral Influence, though!
Cunning Panther: One stat up on Oasis Snapjaw for three more mana. What is this terrible card?? Easy. It's a class-limited limited-hand Emperor Thaurissan. For that reason, it needs to be high-costed for the payout. This could even go up with Spiritsinger Umbra if you have Innervate in hand as a 10 mana combo. Essentially this card provides psuedo-ramp in the late game.
Deep Forest Druid: A good card for token druid decks, or if you need a big body it works out as a 5 mana 5/7 split around two bodies. Tokens:
Druid of the Alliance: Powerful and vanilla choose one minion with high versatility, and divine shield as a Druid mechanic.
Earth Warder: I imagine the setup for this would be a lot of beasts, then this, then Strongshell Scavenger. It's vanilla for sure.
Emberweave Caller: Giant Anaconda derivative.
Flight Form: A pseudo Savage Roar for Beast druids— it's an important finisher but only if you have Beasts around... which is why this expansion has more beasts.
Flourish: It's Nourish! Except the effects are swapped. Perhaps I should've thought about balance before I did this. I may change it. As of now you would basically only choose the first one lul.
Follower of Ursoc: Emerald Hive Queen
Forest Stormrider: Mark of the Lotus or pseudo Savage Roar.
Irate Brushdweller: Worse Kobold Geomancer or conditionally worse/better Loot Hoarder.
Ironbark Lumberer: Ironbark Protector, Volcanic Lumberer. If you have 6 minions, guess how much this costs for the statline?
Lunar Reading: Roll the Bones.
Mangle: Claw, Gnash, Bite, Mangle !
Mix Natures: Smugglers Run + kind of Thaurissan tick on spells.
Moonglade Healer: Flexible heal that can 'overheal' in the sense that you can get any 'excess' health as armor, but only if you think carefully.
Nature's Majester: Mark of the Lotus or Smuggler's Run.
Pathfinding: What, you haven't heard of Journey Below or I Know a Guy?
Pride Leader: More conditional overpowered buffs! HAH!
Primal Wildling: Living Roots potentially!
Rip and Tear: More flexible and useful eventually than Swipe, even if it does target friendlies as well.
Shred: If you cost 3 damage at 2 mana, and draw a card as 2 mana, then the +2 Attack is 1 mana. This could cost 4 I guess? But it is also conditionally better than Starfire.
Starwalker: Go, Oasis Snapjaw. Your true potential is unleashed.
Sunpower Guard: Probably too conditional to be played, but makes Pathfinding pretty good to draw every card out of your deck.
Wild Instinct: Good with Gnash or Bite. Essentially should be 5/6 mana 2-card combo "Give a minion +3/4/5+ Health, you have 6 Attack this turn."
Willow Weepers: Just so you can't discover Y'Shaarj, Rage Unbound.
TOKENS & EXPLANATION:
Ancient Power: Extreme temporary ramp, ideally played midrange on turn 4 or turn 5 as an all-out. Play this and nothing else on turn 4, you'll pass your mana for that turn and have 9 mana turn 5 (+ Innervate?). Extremely powerful payout for a substantial investment. Your opponent will know to save removal.
Astral Channeller: It's like Tortollan Primalist, except you have more control over what spell it is, but you don't get to cast it immediately. The compensation is a 3/4 instead of a 4/4.
Claw King: Provides support for Taunt and Beast Druid concurrently— Strongshell Scavenger on the one hand, and pseudo-Cenarius on the other.
Druid of the Delay: Provides a delayed high-stat minion for low stats in the meantime. It's not a secret deathrattle, so your opponent can tell what you're going to do, but it's very good with Choose combining. Tokens:
Embattled Tol'vir: Good in 5-Attack based decks that work with Giant Anaconda, as you can single out a card you want to have 5 or more attack to pull from your hand.
Emerald Wanderer: Works well as a delayed but persistent buff or draw spell attached to a single minion. While it's understatted and has no immediate effect, if you have board control this can get out of control quite easily. I've worded it as "After your turn starts" because Start of turn effects don't lend interactivity to the player, and it's in that phase that you draw a card from your deck as well as experience all your start-of-turn effects: If you had Doomsayer and Emerald Wanderer on the same board, with Emerald Wanderer being played first, I wouldn't want you to be able to get a card out of it while also cheesing the board with a clear. As such, you only get to choose after all those other things have happened.
Forest Protectors: Basically adds up all the stats of enemy minions when it's cast, and gives your minions +1/+1 if yours are lower. If you go over even by 1 the spell doesn't repeat. Very useful for trading or searching for lethal. Whiffs if you have no minions.
Infusekin: Potentially overcosted, but this makes Innervate produce 2/2 tokens for token druid instead of just allowing for temporary ramp.
Intimidating Roar: Good for fake hard removal. This can target enemy minions, and also potentially acts as a windfury effect (after one of your minion's attacked, you can play this to gain an extra attack with that much attack). Attack values go back to normal after you end the turn.
Ironbark: A little bit more advanced than Feral Rage, but with extra combined choose synergy.
Moonwell Blessing: This might actually be worse than Mark of Nature. Whoops.
Panther Form: Sabretooth Stalker and pseudo Fireball for Druid. Extra attack is because you take damage, and restriction is to avoid cheesy 16 damage combos. There is synergy here with Intimidating Roar here, though, but it is 9 mana (if Intimidating Roar were 2 mana you could play double Panther Form, then Stonetusk Boar and deal 16 damage with the boar as the can't attack would be tied to your hero).
Revitalization: Reno Jackson
Skywrath: Made this card for this expansion, submitted an altered version of it to the weekly competition and it got into the finals.
Zandalar Riverseer: Crazy combo with Revitalization and Sunfury Protector.
TOKENS & EXPLANATION:
Anub'ar Vizier: Why not "At the start of your turn"? Well, when your turn starts triggered effects activate, your mana refreshes, and you draw a card. The last bit is the most important. Accordingly, that drawn card could change which effect you choose (strategy wise), so the trigger is queued up for after you draw that first card. Apart from that this is powerful removal or health-gain with a delay and 1-hp off the norm, so your opponent can play around it or straight up remove it before you get the benefit. Fandral would only trigger this the turn after you played it (assuming they both lived). Don't forget the effect only lasts for your turn, so in that sense it's like a reverse Tar Creeper.
Crypt Fiend: Useful if you have like 3 useful Deathrattles and want to preserve them for future triggers. Wombo-combo with Hadronox. Also a delayed Twisting Nether if you want.
Faerie Swarm: Token decks love this card! Good when combined with Addled Grizzly, Crypt Lord, Mark of the Lotus, and others. The Stealth/Poisonous dichotomy allows for delayed removal or for delayed board buffs (Savage Roar finisher). This can also be used to bait out AOE board clears from your opponent.
Here's the token:
Forest Moonkin: Not only can you choose 3 cards, you get to choose 3 batches of 3 choices to choose from (total 9 possible choices, good with Fandral). While this may be overpowered when compared with Tomb Spider, it was never amazing anyway so this provides less limited utility than that card. The other aspect of the Discover mechanic, randomness, is definitely something to think about... and in future expansions, I will be trying to limit its randomness. On the other hand, this card supports three different Druid archetypes all in one.
Mark of Goldrinn: Unlike Mark of Y'Shaarj, this is a high-risk high-reward card in that you spend 7 mana to give a very small buff. If you pull this off on any significant beast minion however you'll have a great time wrecking face with it.
Right to Bear Arms: Lunar Visions and Army of the Dead level of effect, Ultimate Infestation power level. This might be less or more impactful for Druid than UI, but who knows.
Shaper of the Grove: Ironfur Grizzly or Jungle Panther. Not sure if this should be a 'choose a minion in your hand' or a random transform effect, but I think it could work better as a random transform with token druid decks that run Fire Fly.
Spirit of Stormrage: MANA RAMP REEEEEE
Wasteland Moonkin: The cheese version of Malygos OTK Moonfire decks. I don't think this would stack— not if you played two or had Brann Bronzebeard. It would be a hard cap on 7 spell damage (max. minions on board).
Zangar Balancer: This I feel is a balanced card. The beast is a 3/3 token bear-type thingy but is otherwise vanilla. You can get split War Golem that draws a card or ramps or gains you armor.
TOKENS & EXPLANATION:
Archdruid Lilliandra: Now this is a card. There's a plethora of choice with this. Do you want a 6/10 with Taunt and Lifesteal? Deal 3 damage, draw a card and Stealth? 6/6 Stealth Taunt? On the other hand, this is made for the new Fandral. How about a 6/10 Taunt Lifesteal Stealth that deals 3 damage and draws a card? Seems almost Ultimate Infestation level to me.
Broll Bearmantle: Because he fought with Valeera and some other people, he uses the same two keywords as those classes, mainly to beef him up in a similar way to Bolvar Fordragon. I think this is better though, as he can easily stack to a 10/10, especially if drawn in the early game. He does telegraph his presence though because your opponent will see you're choosing something when your turn starts.
Eriun Moonglow: Whenever you gain an empty or full mana crystal, permanently or temporarily. This helps ramp Druid if you want to play tempo in the early game. Say you play this on turn two, double Innervate and then play Wild Growth. You could have a 7/7 or a 3/10 (or any combination of those).
Hamuul Runetotem: While you're able to selectively get a 2/2 with the same deathrattle, you might not be able to contain Hamuul enough or protect him, so you might summon the 2/6 instead.
Sappy the Ancient: I've done this idea before, but it would be weird to not include it here. I've had it as 12 or 13 mana, but 15 mana feels right as a legendary. It might be too much given that Ultimate Infestation can help with hand reload when you have so much mana.
ART SOURCES:
Basically everything comes from www.blizz-art.com.
Comments? What do you think of the so-far expanded mechanics? Am I posting too many class expansions? Do they annoy you?
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!) •
NEW CARD:
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!) •
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!) •
Love the legendary, could Child of Tortolla have taunt? I always imagine a turtle to have taunt for some reason, maybe he doesn't fight with his shell up. :)
Pretty nice work dude.
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!) •
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!) •
NEW CARD:
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!) •
NEW CARDS:
Treant, Ancient
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!) •
NEW CARD:
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!) •
NEW CARD:
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!) •
NEW CARDS:
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!) •
I must say i do like the idea of multi-choose-one that provides more than 2 options, tho most of the cards have to be kinda "simple", so the card text would fit. But good idea!
Druid of the Alliance: so better Shellshifter, that is not a rare card. Upgrade down much? haha :) I think u should tweak it a bit, mby make it a 6-cost card with different stats, since 4 and 5 slots r already "done". That being said, divine shield doesnt rly feel much druid-y for obvious reasons.
Emerald Wanderer: better wording would probably be "At the start of your turn ...".
Anubar Wizier: same thing. I like the ability tho.
Faerie swarm: this spell is pretty unfun. If your opponent doesnt have an AOE, u basically just kinda won the game on the spot. Either u set up for Savage Roar or have tons of Poisonous minions, so your opponent will never establish any kind of board. Id put it at 6 mana and summon like 4 of them tbh. I know its pretty weak that way, but it still requires aresponce (pretty much the same as your original design), but doesnt provide SO much value, just enough.
Mark of Goldrin: holy crap :D i know its very situational, but things like Stranglethorn Tiger exist, gettin two 7/7 taunts for 7 mana is a bit too strong imho :) Mby just one copy ?:P
Archdruid Lilliandra: i like this one a lot :)
Broll Bearmantle: how exactly would this work? i mean when would it trigger? its very ambiguous as to what "during your turn" means in this case. Only reason i can think of u want to have it worded like this is, that u want it to trigger when u draw it by Wrath or something in the middle of your turn, otherwise it could just read "at the start of your turn" and be more clear (hm mby it wouldnt fit tho :f).
- Click Here To Join Us On Discord! -
The ambiguity of 'at the start of your turn' is kind of what got me wording it to "After your turn starts". You draw a card at the start of your turn so I want you to be able to know what you drew before you decide what to do. Forgot that Shellshifter exists for Druid of the Alliance, but I'm meh enough with it that I'll say NO and make it anyway... Perhaps the transformation options also affect the Cost and stats of the card. I'm at that point where Bonemare has made me doubt all my life decisions so I'm not gonna change Mark of Goldrinn.
And for Broll Bearmantle, it's the same thing as Death's Shadow, so I guess "During your turn" is the same thing as "at the start of your turn" or "After your turn starts".
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!) •
- Click Here To Join Us On Discord! -
NEW CARDS:
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!) •
NEW CARDS:
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!) •
I got scared—— new expansion coming so I have to finish up my last two class expansions soon. All the rest of the cards released.
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!) •
Branching Paths! At least I wasn't far off with the mechanic. The closest comparison is Primal Wildling. :)
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!) •
I love the idea of Cunning Panther, holy ghost.
JMAP94. The best way to love the artist is to love the art.