So, I think I messed up big time with the last set. So, I'm redoing this! Woohoo? However, I feel like I might be taking -too- much inspiration. We'll see. However.... The way this would work would be different than what it's based on, being Teknician (Now Viridian?)'s work. It would count as a set, and you would buy packs for it. These packs cost 50 Gold rather than 100, and give 10 total cards. The biggest difference is you can't get cards you already have a playset of.
Each Class will receive 155 Cards, 50 Commons, 50 Rares, 30 Epics, and 25 Legendaries. There are DOUBLE that many Neutrals.
LEGENDARY cards will have their play effects written below them.
Some Classes will receive a new keyword.
Warrior
Adrenaline (Whenever this attacks and kills a minion, it can attack again.)
Shaman
Attune (When you play this, it has a bonus effect. Any other Attune cards played this turn also have that bonus effect, but not the Attune effect listed.
Warlock
Exile (Remove a minion from play, totally not copied from MTG.)
Hunter
Overkill (Excess damage dealt by this is dealt to a random enemy.)
Menace (This costs 1 less for each friendly minion with the following criteria. Not a "keyword.")
Druid
Align (When you play this, you choose to gain a Sun or Moon counter. Based on what you pick, you might also trigger an ability. Some abilities rely on the amount of counters you have.)
Mage
Manaburn (You may pay an extra Mana Cost to activate an additional effect.)
Neutral
Evolve (After a certain condition is met, this minion changes.)
Swift (This deals damage first when attacking.)
Old keywords may be used sparingly, in addition to Weapons being given to non-Weapon Classes.
Certain keywords will be used a lot in specific classes, such as Jade Golems for Rogue. The list:
Warrior: Recruit + Hand Buffs
Shaman: N/A
Warlock: N/A
Hunter: Adapt
Druid: N/A
Mage: N/A
Priest: Inspire
Paladin: Joust + Hand Buffs
Rogue: Jade Golem + Secrets
Neutral Common: 1/30 -Rare: 2/30-Epic: 1/20 -Legendary: 3/20 Neutral cards have a specific uniqueness to them, as if their identity is their own. Cards will be unique but also fit into the other classes almost flawlessly, leaving it as a sort of bridge between them.
Greatfather Winter: When played, Greatfather Winter will appear riding a Reindeer across the board, dropping three presents on each side. After this, he says "Happehhh Winter's Veilll!"
Rogue Common: 4/15 - Rare: 4/15- Epic: 5/10 - Legendary: 5/10 Rogues have a very specific and unique identity when it comes to this set. They use Jade Golems, Poisons, Secrets, and other things of the like. Stealth and Combo are also accentuated.
Kaileen the Trickster:When played, the entire board darkens, with shadow swirling around the edges. Then, the secrets play, and she says "Quick. Like a shadow! Teehee!" Cap'n Hook: When Cap'n Hook is played, he swings into play on a rope, saying "Oh, 'nice loot. Mind if I.... Take it?" When he dies, the area around him falls apart and he falls into a hole, equipping the weapon for you. Djakka, Master Poisoner: When played, Djakka emerges from bushes where she is played, throwing three vials at your hand, and adding the cards. Mortimus the Jade Slayer: When played, Mortimus only says "For the Lotusss...." However, whenever he kills a minion, a green X appears over it, and he says "A clean kill."
Shaman Common: 1/15 - Rare: 5/15-Epic: 0/10 -Legendary: 1/10 Shamans focus on harnessing different kinds of spells and minions to deal with various situations. Tpte,s and varying spell types are used in this set, alongside its very influential Attune keyword.
Storm Gladiator S'kol: When S'kol is played, there is no immediate effect until the battlecry triggers. Lightning strikes through the adjacent minions, and he says "Bring it on!" Whenever he attacks, he says "Yes, another!"
Warrior Common: 2/15 - Rare: 3/15-Epic: 4/10 -Legendary: 7/10 Warriors specialize in enraging their minions, becoming so armor-heavy they can't even move, and rushing your opponent with- I'M IN CHARGE NOW! ...Anyhow, these are the big themes that will be ran with.
Coren Direbrew: When played, he says "Oi! Who threw that?!" There is no immediate effect with him, but whenever a minion dies, he says "Pile on!" and the minion that dies, rather than breaking, fades away. Rehgar Earthfury: Rehgar enters the battlefield with blood splattering near him, followed by the ground cracking. He says "We will win, together!" if you win and "I can take him!" if you lose. Warlord Blackhand: When played, he yells "The Iron Horde will rule!" If his effect triggers, the enemy's side of the board will trigger a volcano-like effect. Kargath Bladefist: Kargath has very simple effects, yelling "And new to the Arena is...." followed by cheering. When a Recruited minion dies, he yells " Another one down!" Kilrogg 'Deadeye': When played, Kilrogg displays a "Thick Whirlwind" effect on your area of the board and yells "Get back in there!" Drov the Ruiner: When he is played, the entire board shakes, and a yell can be heard, followed by the minions being thrown into their decks all at the same time.
Hunter Common: 0/15 - Rare: 0/15-Epic: 0/10 -Legendary: 0/10 Various things have been tried for Hunter, such as Control, Secrets, Dragons.... Though, they never seem to work. This time, however, the One-Sided class is going to be hopefully fixed.
Priest Common: 0/15 - Rare: 1/15-Epic: 0/10 -Legendary: 5/10 Priests not only heal their allies and resummon them, yet do one unique thing - switch into a form of pure shadow. These two sides are the largest focus of this set, letting you switch back and forth and do various things with them.
Mage Common: 2/15 - Rare: 5/15-Epic: 4/10 -Legendary: 8/10 Mages use a multitude of spells to decimate their foes. However, the way they use them is what makes them special. In this set, their main goal will be to make each distinct in its own way.
Paladin Common: 1/15 - Rare: 3/15-Epic: 3/10 -Legendary: 5/10 Paladins focus on not only resurrecting their allies at times, preventing them from damage, and healing them, but also, in this set, dealing as much damage to enemies as possible - without Murlocs.
Warlock Common: 1/15 - Rare: 1/15-Epic: 2/10 - Legendary: 5/10 Warlocks are very unique in the grand scheme of things, using their own life force to do varying things. They also steal life from enemies, draw plenty of cards, and discard them every so often. Oh, and, some Murlocs are in too.
Druid Common: 1/15 - Rare: 1/15-Epic: 0/10 -Legendary: 2/10 Druids focus on making sure they are able to deal with various situations, by dealing damage, healing, gaining armor, using stealth, summoning beasts.... And, these are all pushed even further in this set.
Death Knight Common: 0/15 - Rare: 0/15-Epic: 0/10 -Legendary: 0/10
The cards you've added to this point seem really interesting. I like how you are taking your time and not just vomiting out a set! :)
I love Draenei Cleric, although it might be a tad too strong! :p
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Cool Cards! Are the cards with the gadgetzan things on them available to those classes, or just in general inspired by those sets? Also whats the point of King Midas? Is it just a lol card? How much does Putress' custom spell cost?
Oops, looks like I accidentally put the tag on them xD - I'll fix that with the next batch.
Midas isn't actually a lol card - It would be viable and still be a meme. Think of it like a high-end card for an aggro deck or something.
The custom spell costs the same as the added costs of the poisons, but I'm going to reduce the amount of Poisons to two. Three seems too strong.
EDIT: Fuck, I just realized where I messed up. It's meant to also give them +1/+1 so it's like the Lana'thel fight.
Added two new Warrior Legendaries! Hunter and Shaman need some love though.... and each class needs more KEYWORD ACTION! (the next batch will give at least two keyword cards to each class)
Nice start to the set overall. I generally like some of the priest and mage cards. Too much Jade support for my liking. Really don't like the stealthed ones. Way too much use of divine shield outside the paladin class.
Rogue: Heartblood Poison: This is confusing. Are you meaning to give your hero divine shield? Are you trying to protect the durability of your weapon if you attack face instead of a minion? Is this this just an odd way of giving your weapon one more durability? Please clarify.
Defias Artisan: Why on earth would you give druid access to this card?
Mage: What does the keyword Manaburn mean?
Palladin: Too much buffing synergy between the cards. Relic of Purity looks out of control. I don't see how the other classes could compete on board against those stats even without mentioning the divine shields.
Nice start to the set overall. I generally like some of the priest and mage cards. Too much Jade support for my liking. Really don't like the stealthed ones. Way too much use of divine shield outside the paladin class.
Rogue: Heartblood Poison: This is confusing. Are you meaning to give your hero divine shield? Are you trying to protect the durability of your weapon if you attack face instead of a minion? Is this this just an odd way of giving your weapon one more durability? Please clarify.
Defias Artisan: Why on earth would you give druid access to this card?
Mage: What does the keyword Manaburn mean?
Palladin: Too much buffing synergy between the cards. Relic of Purity looks out of control. I don't see how the other classes could compete on board against those stats even without mentioning the divine shields.
Manaburn was specified above, in one of the text boxes.
Defias Artisan was only meant to be accessible by Rogue, it will be changed.
Paladin will have its buff cards nerfed.
Heartblood Poison is basically +1 Durability, I'll be changing it to say that instead.
Jades are only used in Rogue, since they didn't have much support for it.
Divine Shield is really what I have to use for some of them. It'd be a waste to make a whole new version of Divine Shield with just a flavor difference.
Hi, i usually tell ppl that they post way too big images ... in your case id say the opposite :D You should probably increase the size of your cards a little bit, id say to make four cards in one line, not five ;-) Other than that, nice formating, looks good and gives the proper information right away ;-)
Hi, i usually tell ppl that they post way too big images ... in your case id say the opposite :D You should probably increase the size of your cards a little bit, id say to make four cards in one line, not five ;-) Other than that, nice formating, looks good and gives the proper information right away ;-)
Sometime (soon?) I'm going to be adding a few more things, and some of them should be really cool. Check the keywords area! NOTE: I'm taking various classes in certain directions, such as Hunter in a burn/control direction, with one of the cards coming soon.
Because of the new Hearthcards update with "location" cards, I'm going to be making 4 Locations per class and 8 locations for the Neutral set. With CC2, deck sizes would also be allowed to increase to 45. During the game, each player can only have one location active. This mechanic is subject to change.
So, I think I messed up big time with the last set. So, I'm redoing this! Woohoo? However, I feel like I might be taking -too- much inspiration. We'll see. However.... The way this would work would be different than what it's based on, being Teknician (Now Viridian?)'s work. It would count as a set, and you would buy packs for it. These packs cost 50 Gold rather than 100, and give 10 total cards. The biggest difference is you can't get cards you already have a playset of.
Neutral
Common: 1/30 - Rare: 2/30 - Epic: 1/20 - Legendary: 3/20
Neutral cards have a specific uniqueness to them, as if their identity is their own. Cards will be unique but also fit into the other classes almost flawlessly, leaving it as a sort of bridge between them.
Greatfather Winter: When played, Greatfather Winter will appear riding a Reindeer across the board, dropping three presents on each side. After this, he says "Happehhh Winter's Veilll!"
Rogue
Common: 4/15 - Rare: 4/15 - Epic: 5/10 - Legendary: 5/10
Rogues have a very specific and unique identity when it comes to this set. They use Jade Golems, Poisons, Secrets, and other things of the like. Stealth and Combo are also accentuated.
Kaileen the Trickster: When played, the entire board darkens, with shadow swirling around the edges. Then, the secrets play, and she says "Quick. Like a shadow! Teehee!"
Cap'n Hook: When Cap'n Hook is played, he swings into play on a rope, saying "Oh, 'nice loot. Mind if I.... Take it?" When he dies, the area around him falls apart and he falls into a hole, equipping the weapon for you.
Djakka, Master Poisoner: When played, Djakka emerges from bushes where she is played, throwing three vials at your hand, and adding the cards.
Mortimus the Jade Slayer: When played, Mortimus only says "For the Lotusss...." However, whenever he kills a minion, a green X appears over it, and he says "A clean kill."
Shaman
Common: 1/15 - Rare: 5/15 - Epic: 0/10 - Legendary: 1/10
Shamans focus on harnessing different kinds of spells and minions to deal with various situations. Tpte,s and varying spell types are used in this set, alongside its very influential Attune keyword.
Storm Gladiator S'kol: When S'kol is played, there is no immediate effect until the battlecry triggers. Lightning strikes through the adjacent minions, and he says "Bring it on!" Whenever he attacks, he says "Yes, another!"
Warrior
Common: 2/15 - Rare: 3/15 - Epic: 4/10 - Legendary: 7/10
Warriors specialize in enraging their minions, becoming so armor-heavy they can't even move, and rushing your opponent with- I'M IN CHARGE NOW! ...Anyhow, these are the big themes that will be ran with.
Coren Direbrew: When played, he says "Oi! Who threw that?!" There is no immediate effect with him, but whenever a minion dies, he says "Pile on!" and the minion that dies, rather than breaking, fades away.
Rehgar Earthfury: Rehgar enters the battlefield with blood splattering near him, followed by the ground cracking. He says "We will win, together!" if you win and "I can take him!" if you lose.
Warlord Blackhand: When played, he yells "The Iron Horde will rule!" If his effect triggers, the enemy's side of the board will trigger a volcano-like effect.
Kargath Bladefist: Kargath has very simple effects, yelling "And new to the Arena is...." followed by cheering. When a Recruited minion dies, he yells " Another one down!"
Kilrogg 'Deadeye': When played, Kilrogg displays a "Thick Whirlwind" effect on your area of the board and yells "Get back in there!"
Drov the Ruiner: When he is played, the entire board shakes, and a yell can be heard, followed by the minions being thrown into their decks all at the same time.
Hunter
Common: 0/15 - Rare: 0/15 - Epic: 0/10 - Legendary: 0/10
Various things have been tried for Hunter, such as Control, Secrets, Dragons.... Though, they never seem to work. This time, however, the One-Sided class is going to be hopefully fixed.
Priest
Common: 0/15 - Rare: 1/15 - Epic: 0/10 - Legendary: 5/10
Priests not only heal their allies and resummon them, yet do one unique thing - switch into a form of pure shadow. These two sides are the largest focus of this set, letting you switch back and forth and do various things with them.
Mage
Common: 2/15 - Rare: 5/15 - Epic: 4/10 - Legendary: 8/10
Mages use a multitude of spells to decimate their foes. However, the way they use them is what makes them special. In this set, their main goal will be to make each distinct in its own way.
Paladin
Common: 1/15 - Rare: 3/15 - Epic: 3/10 - Legendary: 5/10
Paladins focus on not only resurrecting their allies at times, preventing them from damage, and healing them, but also, in this set, dealing as much damage to enemies as possible - without Murlocs.
Warlock
Common: 1/15 - Rare: 1/15 - Epic: 2/10 - Legendary: 5/10
Warlocks are very unique in the grand scheme of things, using their own life force to do varying things. They also steal life from enemies, draw plenty of cards, and discard them every so often. Oh, and, some Murlocs are in too.
Druid
Common: 1/15 - Rare: 1/15 - Epic: 0/10 - Legendary: 2/10
Druids focus on making sure they are able to deal with various situations, by dealing damage, healing, gaining armor, using stealth, summoning beasts.... And, these are all pushed even further in this set.
Death Knight
Common: 0/15 - Rare: 0/15 - Epic: 0/10 - Legendary: 0/10
Demon Hunter
Common: 0/15 - Rare: 0/15 - Epic: 0/10 - Legendary: 0/10
Monk
Common: 0/15 - Rare: 0/15 - Epic: 0/10 - Legendary: 0/10
Note that the Custom Classes will not be done for a while nor until their class's other cards are finished.
Nerfs
Tons of ROGUE cards have been added!
Added some Neutral, Priest, and Paladin cards!
The cards you've added to this point seem really interesting. I like how you are taking your time and not just vomiting out a set! :)
I love Draenei Cleric, although it might be a tad too strong! :p
Added more cards because WHY THE FUCK NOT!
Changed one card, added a few more!
(Valorous Duel was changed to "Joust: Give the winning minion +3/+3" and set to (1) Mana.)
Added two new Warrior Legendaries! Hunter and Shaman need some love though.... and each class needs more KEYWORD ACTION! (the next batch will give at least two keyword cards to each class)
Nice start to the set overall. I generally like some of the priest and mage cards. Too much Jade support for my liking. Really don't like the stealthed ones. Way too much use of divine shield outside the paladin class.
Rogue: Heartblood Poison: This is confusing. Are you meaning to give your hero divine shield? Are you trying to protect the durability of your weapon if you attack face instead of a minion? Is this this just an odd way of giving your weapon one more durability? Please clarify.
Defias Artisan: Why on earth would you give druid access to this card?
Mage: What does the keyword Manaburn mean?
Palladin: Too much buffing synergy between the cards. Relic of Purity looks out of control. I don't see how the other classes could compete on board against those stats even without mentioning the divine shields.
My bad. I missed it
Finally got to adding more cards!
Added more cards!
Added a bunch of new cards for Hunter and Shaman!
Added and removed cards!
Hi, i usually tell ppl that they post way too big images ... in your case id say the opposite :D You should probably increase the size of your cards a little bit, id say to make four cards in one line, not five ;-) Other than that, nice formating, looks good and gives the proper information right away ;-)
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Sometime (soon?) I'm going to be adding a few more things, and some of them should be really cool. Check the keywords area! NOTE: I'm taking various classes in certain directions, such as Hunter in a burn/control direction, with one of the cards coming soon.
Because of the new Hearthcards update with "location" cards, I'm going to be making 4 Locations per class and 8 locations for the Neutral set. With CC2, deck sizes would also be allowed to increase to 45. During the game, each player can only have one location active. This mechanic is subject to change.