Good job on creation, high quality cards (art and innovate), I didn't have time to see all cards, but great job, probably many cards is overpowered, but congrats!
And they always come back. The Horde and Alliance can count on that.
Also slight mistake on my part, Xavius is supposed to be a Demon type. It's been fixed!
Legendaries are coming up.....and it's gonna be a ALOT. There's technically only 5 Legendary neutrals, but the sheer number of tokens involved is gonna put a drain on really old PCs and browsers lol. I apologize.
So I sort of fibbed slightly - I said there was FIVE Neutral Legendary minions, when there's actually four - Kil'jaeden is a neutral Hero Card. Still!
Starting off with the new and improved Illidan, you can already see shades of The Lich King in him (recall a certain scene from Warcraft III The Frozen Throne: You can call this Illidan's revenge!) though he's still a bit different. He replaces all faction cards in your hand and deck (Scyrers, Aldors, Legion) with his own Illidari cards, and can also produce them once per turn like the Lich King. Though all in all, the Illidari cards are a bit more unstable than Death Knight Cards - some are weaker, some are stronger, with the balance being in the RNG of it.
Justicar Trueheart isn't just the best card from The Grand Tournament, she's one of the coolest cards in the game period! So I wanted to give her concept a Burning Legion flavor: A bigger, more costly minion with slightly crazier hero powers. Unlike Trueheart who simply enhances your base power, Azgalor gives you something new altogether.
And for the sake of balance lol, not all Hero Powers are equal... Druid's is trash, but can still see use out of expansion rotations. Shaman's is somewhere between overpowered and even worse than Druid's - if you use it, you can't use ANYTHING next turn, period. All in all, unlike Trueheart, Azgalor is a bit more dependent on what sort of deck you're using.
Medivh is the craziest card I've ever come up with, natch. When he's summoned, he brings with him BOTH portals in both players' centers of the field. When a minion right next to your portal on the left dies, it's resummoned out the right side of your opponent's portal and vice versa. Not only do the portals permanently take up space (hence his high cost), but it fits with his "chess motif" of minion placement. You COULD simply shove the portal all the way to the left and play minions exclusively on the right side....or you could make careful use of debilitating Deathrattles and minions. He's tricky but extraordinarily powerful.
Kil'jaeden is actually pretty basic for a Hero card, though he does cost an awful lot of Health instead of mana to play (and then gives you a puny 5 Armor!). That said, a certain costly Priest card can result in him coming out scot free...
The Stormwind Architect is currently the only neutral card designed to work with Structures. I wanted to keep them as singular as possible, but I DID want at least some way to restore bits of Armor if necessary.
Satyr Defiler was originally a Faction card, but I liked the other ones better! Still, I liked the idea of giving a genuine neutral a Choose One effect.
Pit Lord Commander restores your most BASIC Hero Power. Whether it's from Azgalor, minion effects, or replacement heroes. He gives you the power you STARTED the current game with, regardless of your current hero (A Ragnaros that summons Silver Hand Recruits? Why not!). I made him with the knowledge that it's wholly possible for Azgalor's powers to screw you over at some point, like the Shaman's. Plus, he's got kickass stats!
Dreadlord Commander was almost a Legendary (Warlock specifically), but by the point he gets his insane buffs, it's late enough in the game for him to be removed easily.
These are all....actually really quite simple and straight-forward. Nothing really to elaborate.
There WAS one rejected Rare that reduced Health costs for the turn, but it was far too imbalanced with the rest of the set - made Health costs too cheap and thus moot.
There's some weird things going on with the Murlocs on this set - they can synergize with Demons! Sort of. The Felwater Hunter is fairly simple - you choose whether he's a Demon or a Murloc for whatever needs you need (always good in a Murlock deck!). The Demurloc on the other hand is weird - he switches back and forth between a Murloc and a Demon whenever he kills something. Another good one for Murlocks! I think...
An Evil Hand has a mind of its own, no matter what you try to do with it. It has a very clear inspiration behind it:
It's easy to see why Anetheron didn't make the cut. For a 10/10 HARD Taunt, his cost goes down way too quickly. Combined with the fact that his cost can ONLY go down while he's in your deck, means if you draw him too soon then you utterly wasted a space in your deck. Cards need to be flexible, and Anetheron ended up being either too OP or utterly worthless.
The Other Gul'dan ALMOST made the cut. He's balanced and has a very cool effect, but slightly crazier cards like Medivh ended up taking his spot.
Magtheridon Unbound on the other hand was just trash. While an efficient Warlock player CAN take steps to reduce his cost quickly, once he's out there he doesn't really DO anything. He's a big ol 15/15 Demon and that's about it...
I like the theme of the expansion and a lot of the cards and it looks very good, art, layout, theme, flavour. Just the balance seems a bit off to me. Though that's really all, other than that great job! I'll just list the cards i have some problems with in case you want to fix them
Druid:
I really don't understand Bark at the Moon, i'm not sure it's collectible but if you would be able to use your hero power any number of times you'd gain infinite armor and infinite damage since the damage on the hero power can stack, maybe you should word it diffrently since it's very confusing to me.
Energize might be slightly OP since 3 mana is worth more than 5 health i feel, and for aggro it's just insane, maybe make it cost 1 or 2 mana as well.
Thank god Hands of Tranquility doesn't exist in game. If you'd remember the blood mage brawl or whatever it was you'll get it. Being able to play Ultimate Infestation after Ultimate Infestation after Nourish after Swipe is beyond OP. this car would probally still be broken at 10 mana since you can easily recover if you have just 1 Ultimate Infestation in your hand. And all of that while your opponent can litteraly not do anything is not fun. This card would probally singe-handidly break the game. Either completely remove this card, make it 10 mana (probally still to strong), or put it in another class.
Mage:
Memories of Auberdine is a card i really just do not like, it's not in theme with the expansion i feel and is a card that straight up does nothing if you don't have your structure which is very bad concidering the mage archetype of getting random mage spells,maybe make it a minion.
With approaching rider you don't only have your structure live an additional tur but since structures have Taunt i think it's pretty OP,maybe you'd have to specify it wouldn't have Taunt while Immune.
I don't like Azhara's Watch Tower for the same reason i don't like Memories of Auberdine except that this fits well with the theme.
Azhara is way to OP, since you have at least 8 turns to kill your opponent without your opponent being unable to do anything except for hero powers and spells just isn't healthy for the game and very op basicly all you need is 1 or 2 spells to kill off your barefoot servants and you've won the game. Just insanly OP
Paladin
The general's command is insanly OP since it upgrades your hero power to: Summon a shielded minibot for the rest of the game for only 5 mana. and having to deal with a minibot every turn is insanly annoying and difficult.
enough for now, i might ncome back later, however the expansion is looking great ATM, keep it up :)
Bark At The Moon: lets you get as much Attack and Armor as you need per turn, with a maximum of 5 each unless you can bring down the Hero Power turn cost. Likewise, it also applies to alternate Hero Powers. So in this instance, Bark At The Moon actually makes Majordomo Exectus kind of sort of viable! But again, it's not infinite since each time you use your Hero Power it costs 2 mana (UNLESS you can bring it down - and only one neutral card lets you bring it down to 0 and only once).
Energize: Originally it costed 6 Health, but I thought that's too pricey for 2 cards. Still, Druid already has much more efficient card draw spells so to me this fell sort of in the Arena filler destination.
Hands of Tranquility: Man, is it really that bad? :/ Well....I knew I'd have some screw-ups going into this! Just didn't expect this one lol...
you're probally right about Energize though being able to just draw 2 cards after having played something threatening can be very dangerous. And for some reason i thought hero powers costed 0 for a second, probally because of all the priests on ladder :P
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Good job on creation, high quality cards (art and innovate), I didn't have time to see all cards, but great job, probably many cards is overpowered, but congrats!
LEGENDARIES
Legendary Minions
Illidari Cards
Azgalor's Hero Powers
EPICS
RARES
COMMONS
And finally, a few rejected cards:
I like the theme of the expansion and a lot of the cards and it looks very good, art, layout, theme, flavour. Just the balance seems a bit off to me. Though that's really all, other than that great job! I'll just list the cards i have some problems with in case you want to fix them
Druid:
I really don't understand Bark at the Moon, i'm not sure it's collectible but if you would be able to use your hero power any number of times you'd gain infinite armor and infinite damage since the damage on the hero power can stack, maybe you should word it diffrently since it's very confusing to me.
Energize might be slightly OP since 3 mana is worth more than 5 health i feel, and for aggro it's just insane, maybe make it cost 1 or 2 mana as well.
Thank god Hands of Tranquility doesn't exist in game. If you'd remember the blood mage brawl or whatever it was you'll get it. Being able to play Ultimate Infestation after Ultimate Infestation after Nourish after Swipe is beyond OP. this car would probally still be broken at 10 mana since you can easily recover if you have just 1 Ultimate Infestation in your hand. And all of that while your opponent can litteraly not do anything is not fun. This card would probally singe-handidly break the game. Either completely remove this card, make it 10 mana (probally still to strong), or put it in another class.
Mage:
Memories of Auberdine is a card i really just do not like, it's not in theme with the expansion i feel and is a card that straight up does nothing if you don't have your structure which is very bad concidering the mage archetype of getting random mage spells,maybe make it a minion.
With approaching rider you don't only have your structure live an additional tur but since structures have Taunt i think it's pretty OP,maybe you'd have to specify it wouldn't have Taunt while Immune.
I don't like Azhara's Watch Tower for the same reason i don't like Memories of Auberdine except that this fits well with the theme.
Azhara is way to OP, since you have at least 8 turns to kill your opponent without your opponent being unable to do anything except for hero powers and spells just isn't healthy for the game and very op basicly all you need is 1 or 2 spells to kill off your barefoot servants and you've won the game. Just insanly OP
Paladin
The general's command is insanly OP since it upgrades your hero power to: Summon a shielded minibot for the rest of the game for only 5 mana. and having to deal with a minibot every turn is insanly annoying and difficult.
enough for now, i might ncome back later, however the expansion is looking great ATM, keep it up :)
@KillTheCow:
Bark At The Moon: lets you get as much Attack and Armor as you need per turn, with a maximum of 5 each unless you can bring down the Hero Power turn cost. Likewise, it also applies to alternate Hero Powers. So in this instance, Bark At The Moon actually makes Majordomo Exectus kind of sort of viable! But again, it's not infinite since each time you use your Hero Power it costs 2 mana (UNLESS you can bring it down - and only one neutral card lets you bring it down to 0 and only once).
Energize: Originally it costed 6 Health, but I thought that's too pricey for 2 cards. Still, Druid already has much more efficient card draw spells so to me this fell sort of in the Arena filler destination.
Hands of Tranquility: Man, is it really that bad? :/ Well....I knew I'd have some screw-ups going into this! Just didn't expect this one lol...
you're probally right about Energize though being able to just draw 2 cards after having played something threatening can be very dangerous. And for some reason i thought hero powers costed 0 for a second, probally because of all the priests on ladder :P