Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!
Shattrath, City of Secrets
Flavor and mechanics:
At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...
-New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
-Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.
-Information. This expansion will feature cards that give information on and manipulate the hand and deck.
Neutral:
Druid:
Theme: Choose
Potential wildcard and Unassuming Arbor token:
Hunter:
Theme: Secrets/Toolbox
Mage:
Theme: Card draw/Secrets
Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?
Paladin:
Theme: Secrets/Buffs?
The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.
Lightwarden Adyen interactions:
According to Plan: Put 2 more random Mage Secrets into the battlefield.
Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).
Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.
Priest:
Theme: Burgle
Potential wildcard:
Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.
Rogue:
Theme: Stealth/Secrets
The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.
Shaman:
Theme: Self-mill
This idea is especially wild, so I'm anxious to hear what others think.
Warlock:
Theme: Giving stuff to your opponent
Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol.
Warrior:
Theme: Tempo at the cost of information
I'm considering dropping Axe Diplomacy.
Edit: Culled the Neutrals; I thought I needed 10 for some reason
Edit2: Added Warrior stuff
Thanks for the feedback!
Plan seems weird to me as how it function, but I don't believe it doesn't work. It's just a weird mechanic. There are also too little cards in the set, so maybe make more of them?
All flavours seem alright. Though I feel all but Shaman, Warrior and Warlock bring something different in terms of archetypes, though. All the other classes do something we've already seen before. I'm not saying you should change what you got, what you got is not bad at all. Ihat's just how I see it.
Most cards are good too. Here's a few specifics:
I'm very against meddling with your opponent's deck so easily like with Forceful Dealer. It can be a bit unfair. But, if you end up going with it, it should be an Epic, not common.
Not a fan of all the Choosing you're giving Druid. All the cards you gave it have Choose One. Diversify it a little bit. Choose One is not an archetype, it's a mechanic.
Not a fan of According to Plan. You're getting two more secrets for the price of one. And they're random, which is always fun in mage.
Covert Agent is a bit too unfair. I wouldn't give it permanent Stealth.
Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!
Shattrath, City of Secrets
Flavor and mechanics:
At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...
-New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
-Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.
-Information. This expansion will feature cards that give information on and manipulate the hand and deck.
Neutral:
Druid:
Theme: Choose
Potential wildcard and Unassuming Arbor token:
Hunter:
Theme: Secrets/Toolbox
Mage:
Theme: Card draw/Secrets
Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?
Paladin:
Theme: Secrets/Buffs?
The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.
Lightwarden Adyen interactions:
According to Plan: Put 2 more random Mage Secrets into the battlefield.
Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).
Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.
Priest:
Theme: Burgle
Potential wildcard:
Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.
Rogue:
Theme: Stealth/Secrets
The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.
Shaman:
Theme: Self-mill
This idea is especially wild, so I'm anxious to hear what others think.
Warlock:
Theme: Giving stuff to your opponent
Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol.
Warrior:
Theme: Tempo at the cost of information
I'm considering dropping Axe Diplomacy.
Edit: Culled the Neutrals; I thought I needed 10 for some reason
Edit2: Added Warrior stuff
Perhaps this isn't fair to say considering my own attempts to give Hearthstone some breathing room, but I'm concerned that your expansion will bog the game down. Decision-making is always a boon to the strategic side of things, but the game has to take time for such actions to unfold. Plan, Choose One, Discover, etc.; they all pause the game to let you discern information and make choices, and Secrets require their own time, as well. It will be a delicate balance, because too much will upset people who appreciate quicker matches.
I feel like Shadow Huntress is too strong, considering how many Secrets a Secret Hunter can (and will) run. Her potential is slow, sure, but that potential seems really high for a 3-mana minion. I would be more comfortable with such an ability on a more expensive minion.
(Referring to Mystic Insight) None of the cards you showed in Phase I have to remain as they were 100%. You can certainly change a card's name or text, in minor ways or with a radical overhaul.
I'm concerned that some people will see your attempts to make Secret Paladin a thing again and freak out. Mysterious Challenger still gives some players nightmares lol. I'm concerned that MC pushes such an archetype into taboo territory forever :/
I despise MIll, in all forms. If I'm being frank, Shaman's "Self-Mill" seems particularly distasteful to me; it's like a combination of Mill and Discard. Mill has never been an archetype Blizzard wants to see thriving, and many people hate Discard. Blizzard seems to have (finally) stopped supporting Discard in favor of taking the Warlock in other directions, so it seems strange to move a different class towards a similar kind of self-destruction :(
Man, I see some have already started posting. I still have some work to do with mine, but I think I'm headed the right way.
So, basically, I've changed some cards, others are gone, and Muster was removed as a keyword. Enlist is still here, though.
DRUID
HUNTER
MAGE
PALADIN
Remains unchanged and unfinished. Will think of something first. Basically trying to make it the class that uses Enlist the most.
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Junkwing work?
After the game begins, Junkwing will be destroyed and a prototype (Junkwing 1.0) will be shuffled into your deck.
->->->
Notes:
I like Twin King Percimonde, even if it's not really about tribe interactions. It does bring somehting cool to the table and, having no card interactions, is pretty different from the other cards in the set.
Will keep Cap'n Kreed as is. Making it summon Southsea Deckhands is just too dangerous.
Want to keep one of the two Mage Dragon-Mechs. Probably the rare one. Though, would it be that bad to keep both?
Verdant Wrath should say "Choose One", but you don't have a lot of room left for text.
Dragonkiller is weirdly named: it supposedly kills Dragons, but it wants to ally with Dragons to get the +1 Attack. "Dragonclaw" or "Dragon's Claw" might be a more appropriate name :P
I'm worried about giving Murlocs to the Hunter. They feel too synergistic with the Hero Power, you know? Face pressure + face pressure.
I'm fine with both Dragon-Mechs remaining. You've given a lot of attention to Murlocs, so a little more representation for the others is nice.
Junkwing is like a new version of Pyros, stronger but slower. Without ways to acquire the prototypes faster, I wonder if it's too slow.
On Your Feet! seems too strong to me. Eternal Servitude is a Rare that costs twice as much to Discover + Revive, and Resurrect is a Rare whose revive is totally random.
This version of Swamp Slasher is much more reasonable :)
My concerns for Free-for-All remain, regarding how it functions when there are no tribes on the table.
So I've changed a bunch of cards in some accordance with the feedback I've gotten.
Keyword:
Holidays: A cycle of rare cards that have an 'on your next turn' effect. They're generally cheap and allow you to pull off fun combos. It’s worth noting that the majority of Holidays (aside from Paladin and Priest) stack, so their effects can be doubled-up if you’re willing to invest the mana into them the turn before.
Dual-Tribe minions are a thing, but only to the extent than Nightmare Amalgam did more than one tribe. Essentially something that’s one tribe gets to also be a Pirate (no other extraordinary synergies).
Druid
The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning is the Druid's chief concern.
Crash the Party is kind of similar to Deadly Shot for power level (worse if you want something other than the left or right, and better for having consistent targets), and similar to Crushing Walls for the effect. Darkmoon Holiday works well when trading tokens into your opponent's board—you don't mind losing low health minions, as you get a significant buff to their attack against a high-health board. This can also work well if you want to get to a minion that is hiding behind another Taunt minion, as long as you have good choreography. Party Prowler gets better the more minions you have. He's the extrovert counterpart to the introverted Night Prowler. Galandria, Mooncaller's effect works like chess; with an even number of minions, the middle two minions get the buff, and with an odd number only one. Play this on your odd board against your opponent's odd board and you'll get a 2 for 1 advantage, at least on the first trade.
Hunter
When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Always looking for the next job, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain.
Contract Archer is the encapsulation of a River Crocolisk that found solace with Quick Shot. The exception being that he uses a bow instead of a gun, so he's not quite as deadly. Booty Bay! The best place to trade in all sorts of legitimate goods, and the best place to look for not-so-legitimate contracts! Piercing Shots: The most exciting combo with this is Explosive Trap, as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon: You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris, and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though.
Mage
Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.
Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. It's like North Sea Kraken in a way, but with much higher value over time. Naga Shepherdess just wants to get her flock in its pen. Mage has Beast synergy in this expansion, but it will depend on holding Beasts, not controlling them. And not just holding a beast, but holding a number of beasts. This effect can be pretty powerful when it goes off, but otherwise you have a really poorly statted vanilla minion in your hand. Sea Monsters is an interesting card. You might look at it and think 'hmm too complicated', but that's not right. There are a number of very good Beasts... It's just that Mage doesn't have any. If you want to introduce tribe synergy via discover into a class that doesn't have it already, this is how you do it folks. That Tundra Rhino might not seem like a sea monster, but then again Deathwing doesn't seem like he'd be encased in amber. Ultimate Arcana is the Mage treasure. It's not too strong; a two turn setup for spell damage unless you've got some obscene card discounts, and the spell damage minions that exist are either weak or expensive (the best one being Spellshifter, but how can you know when you'll be able to play it?)
Paladin
Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?
Sunscreen Guardian: You do my back, I'll do yours. Tan-aris Holiday: Complaints of underpowered when it was just 'restore your minions to full Health', so now it gets a bit of Ancestral Healing! Bronze Scallywag: Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield. This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle.
Priest
Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.
Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite, which could be combo'd with this to get a very dangerous growing threat. Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea.
Rogue
Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.
Bag of Doubloons introduces the Coin Rogue archetype. Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion. Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own! Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal. Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.
Shaman
Thrall's idea of a holiday involves lots of water, lightning, and fish.
Captain Cookie Tokens:
Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed. Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded (that would be a bit nuts). Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge, spell damage, 'whenever you cast a spell' effects all synergize with this card. Captain Cookie causes chaos! Bad Food revives Volcano, while Good Food acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do.
Warlock
Gul'dan's Gold (Mana Crystals) are a precious commodity and he doesn't want them getting stolen by Pirates! So he destroys them himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.
Gul'dan's Locket Token:
Not much has changed from the last time I posted these— only mana cost changes and the common has gone from a 2/3 to a 3/3, as the drawback is significantly worse than Flame Imp.
Warrior
Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE. While he has Pirate support, he also has a fun card displayed where you see how much he wants to prove himself. Summer's Arena grind time for Warrior!
Sunker Mariner: 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. Value! Brashtide Lookout: It's a bunch of smushed keywords, but I think it fits Warrior pretty well. Test Your Might!: The cost on this is debatable, but it's a pseudo-windfury effect and a potential minion buff, and in warrior I'd say it's flavorful enough. Wonder if it could cost 2. Or even be “Your highest attack minion attacks an enemy minion” to give you more choice, although that’s less flavourful. Gromakk Hookhand: Pretty simple effect, but hard to get lots of value on.
Neutral
Shimmering Riches is actually really good in the new Warlock archetype. Admiral E'lora literally flips your deck. The bottom is on the top, the top is on the bottom, and your cards are flipped too, so your opponent can see whatever you draw. The upside is that you draw your valuable Treasures first. Salvager Grizzlowe has a lot of tokens that I haven't made yet, but they'll all be laid out eventually. Works kind of like Kazakus... but with neutral hero cards.
So does Party Prowler max out at +2 Attack for being flanked by two adjacent minions, or +6 Attack with a board of friendly minions on the table? I think it could be clarified with a better phrasing, using Blizzard's "adjacent" or "other (minions)" terminology.
I see what you're trying to achieve with Sea Monsters (and what you're trying to avoid), but it just seems rather convoluted and forced :/
While your version looks better, you don't need your own 6/6/6 Infernal token: one already exists in-game, coming from Lord Jaraxxus's Hero Power (Infernal).
I know you're looking to do Pirates for your expansion, but...there might be some residual Patches the Pirate Pirate Warrior angst left in some people's hearts that'll work against you. There certainly is for me, which is why it's hard for me to comment on your expansion. The costs you've given to the the cards suggest a slower mid-range Pirate archetype which I appreciate, but the concerns remain.
Guys, I need your help again to make a choice. I went with option #2 from my previous post as it had the higher number of votes. However, 9 neutral cards is too few for what I want to make. Basically I ask you to choose between 3 options, 3 times:
#1 - Rings
Option 1 - Simple 2mana common Rings
Option 2 - More expensive, more "complicated" Rings
The Aldor Ring needs to have more Durability. I will change that later.
Option 3 - Legendary Rings
Don't pay attention to the infinite durability. If I go this way they would have a limited, albeit large, durability. Unless I go with the leaders that equip them option (see below)
Yes there's one more because I didn't know which one to pick lel. Don't pay attention to missing faction flags.
#2 - Faction leaders
Option 1 - Leader with simple synergistic effects
Option 2 - Leader that equips legendary Rings
The rings are those shown above.
Option 3 - Leaders as hero cards
Again, the rings are the legendary ones.
NOTE: Basic weapons are the 5 weapons from the basic set.
#3 - Rest of the neutral cards
Option 1 - Non-legendary faction minions
(I know Vindicator should say "attacks", I'll correct it if I choose this option)
Option 2 - Non-faction minion that generates Rings
Basically, what I'm asking is what's the best option for each 3 set of cards.
I would choose the 2-mana rings or the Legendary rings. I guess it ultimately depends on your preferred usage: the cheap Commons are more readily accessed for synergy, while the Legendaries are for major highs. I think the 5-mana rings are trying to do both at once, which is harder to take advantage of and harder to balance.
I prefer Option 1 for the leaders. Tying them directly to the rings restricts how you can use them; keeping the synergy indirect opens up your options while still allowing for leader-ring combos.
I prefer the first option for the remaining Neutral minions, for similar reasons. They don't have to be literally connected to the rings to take advantage of the potential synergies.
I've got to a stage where I can share what I've come up with. I've still got 1 neutral and the three wild cards to come up with. Obviously it's a bit late if people aren't hot on the concept but I'd appreciate any balancing tweaks that people would suggest.
Any tokens that aren't shown and aren't explained will be vanilla.
To to be more specific about Fate the effect will always occur after x turns even if the minion with it dies. In the case of a minion with a fate that directly effects it the effect triggers when they are dead but has no effect because the target is dead.
Warrior
The Gelbin card works a bit like the Hunter death knight hero power but with Mechs. it will be explained properly in the submission.
Rogue
Paladin
.
Priest
Warlock
Mage
Shaman
Druid
Hunter
The clock will revive Lockmaw when drawn and draw a card.
Neutral
Changing Fate to occur regardless of the minion being alive is an interesting choice: the user is more likely to benefit, but it means people have to keep the effect in mind longer and could make balancing the keyword a lot more difficult. Still, with a cautious hand I think this is the right way to go.
Silver Hand Recruiter's art is Uther. Like...it's really blatant lol. Shattered Sun Cleric is Lady Liadrin, but it's not nearly as obvious.
It would be shorter and cleaner if Vindicator Boros' text said "Gain +1/+1 for each friendly minion that died this game." That would also open up room for an additional Keyword like Taunt; as it is, a 10-mana large-statted minion without any immediate board presence is a hard sell. Tyrantus comes with some form of protection and yet it's still a bad card, one only fit to be pulled from another source like Spiteful Summoner. If you want to convince people to spend all of their mana and an entire turn on a single minion, I think you need more than just vanilla stats.
Madame Butterfly is a good example of the perils of a long Fate. Without some kind of UI reminder, it's entirely on the players to remember something is going to happen 8 turns later. I can see that being a frustrating situation to deal with, and you're allowing a 1-mana minion to hold sway over a battlefield for a very long time. Everything I do has to be done with the knowledge that 8-to-1 turns from now, I'm going to lose everyone.
For Lockmaw, you don't "shuffle" a card into your hand heh. You either add the card to your hand or shuffle one into your deck :P
Compared to Stormwatcher, I think Forgotten Champion is too good. For only 1-mana more you're getting +1 Attack and Rush, and combining Rush with Windfury is no small thing.
Murozond's ability to rearrange cards seems like a pain for the Hearthstone's UI. I think if you nerf Murozond such that it only rearranges three cards, you could use a regular Discover panel; that would be a lot more reasonable.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Following the mega-feedback post above, I have a small update on my Mage and Warrior:
I've changed the Mage's Trial to provide a specific token, as-per Vilegloom's suggestion. This removes the RNG elements, and hopefully makes it more balanced and more of its own thing:
Gives the Mage access to mini-versions of Preparation, allowing for combos that weren't possible before. Some notes:
Mana Gem is a Neutral token so I could theoretically use them elsewhere in the future. If that bothers people, I would point to Hex providing a Neutral minion.
The Gems are not considered spells so-as-to prevent abuse from cards like Mana Wyrm or Mana Addict.
The Burden only lets you hold three of them to avoid ridiculous shenanigans like super-cheap Pyroblasts.
Outside of the actual game balance, the three-only restriction is supposed to be a play on Kel'thas' three verdant spheres. I might change the Mana Gems to be Verdant Spheres specifically, to make the connection more directly and keep the token "in house" as a Mage-only item.
-------------------------------------------------
I've overhauled updated my Warrior cards again, and I think I've reached a point I'm satisfied with. Hardened by Pain is the same but the others are not:
Heart of Rage is like Bloodlust for the Warrior. Rather than handing out +3 Attack evenly across all friendly minions, Heart of Rage can fluctuate depending on how damaged the Warrior's army is. It could only give at most +2 Attack on someone like Tauren Warrior...but it could give up to +11 Attack on a 4/1 Ysera! This encourages players to run high-Health minions, rather than relying on a traditional Aggro or Token mindset.
Outside of those two classes the rest has remained more-or-less the same. Mostly minor edits like stat-balance or phrasing things differently; I'm like 90-95% done at this point, I'd say.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the detailed feedback. With Fate I had always intended it to work that way but became mindful that it wasn't obvious unless I explicitly stated it. With regards the lengthy turn problem I intend for there to be a small bubble in the top right that you can click on which displays the pending fates.
I'll definitely make those changes to Vindicator Boros and I'll try to find some different art for the recruiter.
With Madame Butterfly I feel like my UI change would make the wait more manageable and I quite like the idea of having to manage your board for the turn it pops off. I feel like it is balanced by the fact it could be pretty useless if you draw it too late and you have to build your deck in quite a specific way so it doesn't become too much of a drawback for you too.
Lockmaw is supposed to say deck oops.
Forgotten Champion. I can rebalance the stats but I feel like the Rush Windfury is really interesting as it's a windfury minion designed to board clear rather than stick for an attack next turn like most of the others.
Murozond. I chose 5 because I thought Murozond was a big enough character to warrant such a big effect but if it seems to implausible to have 5 instead of 3 on a discover Like panel I can change it to 3.
I'll have a look at yours on my lunch and see if I have anything useful to say 😀
Thanks for the detailed feedback. With Fate I had always intended it to work that way but became mindful that it wasn't obvious unless I explicitly stated it. With regards the lengthy turn problem I intend for there to be a small bubble in the top right that you can click on which displays the pending fates.
Ah, I might have missed that bit about the UI bubble. That definitely alleviates my concerns regarding the mechanic :) Carry on lol
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Warrior: I feel like using all four of your cards to showcase the spend Armor mechanic is a bit too much. Why not explore at least one other concept for the class? Also, Selfless Act feels more Epic than Iron Destroyer. At the same time, Selfless Act feels like it could enable some weird combos in a class that doesn't use the Immune mechanic.
Rogue: I like the idea of rogue using 'time' as a mechanic, specifically with your opponent's unused mana. Time Bandit has too much text, though, and is weak for the effect. Presents from the Past has orphaned text, so you might want to spread out the wording more.
Paladin: Metal Knight feels like a Hunter card, Paladin is more about setting Attack than Health (see Hunter's Mark vs. Humility). Silver Hand Recruiter seems simultaneously weak and too complicated, as it's weaker than Nightbane Templar. Adding Recruits to your hand is a weak effect anyway (no one really plays Drygulch Jailor). Tactical Retreat is... interesting but doesn't feel like it has a place in any deck. Aggro decks don't summon Silver Hand recruits, Oddadin can't use this, and many decks don't want to just shuffle useless 1/1s into the deck to create a bunch of dead draws. Vindicator Boros is insanely overpowered. It's guaranteed to have at least 12/12 in stats for no downside and is a huge threat unless transformed, silenced, or directly removed (this is a sign of a slightly overpowered card).
Priest: Gnomeshire Cleric feels too gimmicky and plain to be a new card. It's much more limited than Northshire Cleric, can't proc off itself, and doesn't have the same level of draw potential for the effect. I'm pretty sure it just wouldn't be played over Northshire. Shadow Word Patience is kind of expensive because your opponent can play around it pretty easily. Reflecting Pool and Sabil are nice, but I feel that Sabil is too expensive.
Warlock: This set has a good identity with good cards, so there’s not much for me to comment on.
Shaman: The first card is bad: Murkspark Eel may have a deck building requirement, but at least it’s got good stats. This is bad because it locks out your turn 3 and doesn’t really fit either in aggro or midrange. The Murlocs seem weak, if only because board space is limited. The legendary also seems weak because it’s basically a worse Spellstone. The body doesn’t count for much when you don’t get to attack with it, the effect only procs once on a delay, and the minion isn’t necessarily the one you want
Druid is good—lots of fun and balanced cards. I especially like Goldrinn.
Veteran Tracker and Drake Keeper are both very underpowered. Expensive low power minions with a mediocre effect two turns from now means they won’t be played. Drake Keeper is basically a 6/8 for 6, but it doesn’t matter what the overall stats are so much because the initial minion is so weak. Same with the effect and stats of Veteran Tracker.
Forgotten Champion is 1 mana more than Stormwatcher yet has +2 attack (overall) and Rush? Seems balanced.
Aside from that, it’s not clear if your neutral legendaries have any synergy with your main keyword: two seem to mess with ‘time’ in some sense but none of them affect the game after they’re dead, even though that feels as though it should be a legendary effect.
1. I’ll probably reword Party Prowler and possibly change the effect, because my intention was to have it be +6 Attack maximum only if it’s in the middle of all your other minions.
2. Changing to to just “Discover a Beast (from any class) that costs (5) or more. Summon it.” I’d say it’s no more convoluted than some of the other ideas in the competition. Quick sidenote: I have to be honest, the Mage Trial looks even more complicated now. And having a spell card that isn’t a spell? I don’t really know how players are supposed to intuitively understand what that means.
3. I originally thought that. But Witchwood Apple uses updated Treant art, and so did Wisps of the Old Gods and Wispering Woods for Wisps.
4. Since the problem Pirates will have already been twice rotated and Patches. edged into the ground, I can’t really see the problem here, especially since there aren’t any particular aggro cards and the low-cost ones are mediocre stats without the effect going off. I suppose just having the word ‘Pirate’ in it triggers memories, but those days are far behind us. Southsea Captain is still the only Pirate buff card that exists without some other heavy and expensive support. Pirate decks would basically be only viable at midrange and higher.
Quick sidenote: I have to be honest, the Mage Trial looks even more complicated now. And having a spell card that isn’t a spell? I don’t really know how players are supposed to intuitively understand what that means.
...
4. Since the problem Pirates will have already been twice rotated and Patches. edged into the ground, I can’t really see the problem here, especially since there aren’t any particular aggro cards and the low-cost ones are mediocre stats without the effect going off. I suppose just having the word ‘Pirate’ in it triggers memories, but those days are far behind us. Southsea Captain is still the only Pirate buff card that exists without some other heavy and expensive support. Pirate decks would basically be only viable at midrange and higher.
This Mage Trial has been tricky to figure out, and I still don't think I've hit the mark (as your feedback would suggest, obviously). It has been a pain trying to connect the Blood Elves' addiction to magic with something that's not just more of the same for the Mage gameplay-wise. I'm determined to keep that the "story" for the Mage, though, so if you have any suggestions I would be grateful for the help. The Blood Elves had a "Mana Tap" lore power for a while in WoW, but remaining faithful to that would encourage Spell Damage. Not everyone is thrilled with that direction.
Regarding your Pirates, I would say that my anti-Pirate feelings are frankly not fair to you. *shrugs* In general my mind associates Murlocs and Pirates with Aggro and I hate Aggro decks; that's the long and the short of it. Until the connection is severed my resentment remains, even if it's not really rational given the tribe's current situation in Standard.
Edit: What about something like this?
You lose the power to ping with the regular Mage Hero Power, but you gain something very different in return. Because there's no limit on the reduction, the late-game goal of the deck is to kill off a bunch of tokens/weaker minions (playing stuff like Onyxia and Splitting Festeroot, for example) so you can combo cheap Fireballs and/or Pyroblasts together. It's a "Deathrattle OTK" Mage deck, losing the Freeze elements that people hated so much and replacing them with actual board presence. Harder to pull off the full spell combo, but the deck as a whole is (hopefully) more stable and fair.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Draenei Wanderer feels like it could do something relevant to the swap beyond just swapping, like the actual swap being a necessity that functions as a bonus. Like Curious Glimmeroot giving information or something similar. I think a card which has the pure function of swapping feels too non-Hearthstoney, too niche, yet as a secondary effect it could fulfill its intended purpose elegantly while being more interesting. I think Dive has a similar issue, Hearthstone doesn't tend to have many effects that do nothing by themselves. If Dive actually did something minor for your hero and then synergies existed on top of that, I'd like the mechanic more. Fate and Future seems fine, but giving a minion Charge allows it to attack on its first turn, it doesn't allow a minion that already attacked to attack again. Everything seems pretty well connected in this year though.
First of all, I want to thank you for your effort of reviewing every Year that made it to the Second Phase.
I welcome your advice and I will definitively address it when I start working on The Alignment (if I make it to Phase Three, of course), but unfortunately it's a bit late for Depths of the Great Sea, as I already made the whole expansion (and will probably post it later today or maybe on Wednesday). I admit it's not the most common mechanic in Hearthstone, but at least we have C'Thun as precedent.
Oh, and about the Charge thingy, it would land a second hit in this case because Future transforms the minion, it's not just a buff. So, it works like Polymorph: Boar.
Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!
Shattrath, City of Secrets
Flavor and mechanics:
At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...
-New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
-Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.
-Information. This expansion will feature cards that give information on and manipulate the hand and deck.
Neutral:
Druid:
Theme: Choose
Potential wildcard and Unassuming Arbor token:
Hunter:
Theme: Secrets/Toolbox
Mage:
Theme: Card draw/Secrets
Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?
Paladin:
Theme: Secrets/Buffs?
The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.
Lightwarden Adyen interactions:
According to Plan: Put 2 more random Mage Secrets into the battlefield.
Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).
Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.
Priest:
Theme: Burgle
Potential wildcard:
Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.
Rogue:
Theme: Stealth/Secrets
The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.
Shaman:
Theme: Self-mill
This idea is especially wild, so I'm anxious to hear what others think.
Warlock:
Theme: Giving stuff to your opponent
Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol.
Warrior:
Theme: Tempo at the cost of information
I'm considering dropping Axe Diplomacy.
I like the strategic factor of the expansion. Plan is a nice implementation of that, altough I welcome the fact that it's not too prevalent, as an excess of it can drag the game a lot.
The only problem I have on that regard is Shattrath Auctioneer. I get that it's a "second version" of Gadgetzan Auctioneer, which I usually like, but the fact that you can trigger Plan so many times in a turn might get boring. I might replace it with a card with "Rush. Whenever this minion attacks, Plan 1." That way, you can have an on-going Plan effect that doesn't drag the game.
Man, I see some have already started posting. I still have some work to do with mine, but I think I'm headed the right way.
So, basically, I've changed some cards, others are gone, and Muster was removed as a keyword. Enlist is still here, though.
DRUID
HUNTER
MAGE
PALADIN
Remains unchanged and unfinished. Will think of something first. Basically trying to make it the class that uses Enlist the most.
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Junkwing work?
After the game begins, Junkwing will be destroyed and a prototype (Junkwing 1.0) will be shuffled into your deck.
->->->
Notes:
I like Twin King Percimonde, even if it's not really about tribe interactions. It does bring somehting cool to the table and, having no card interactions, is pretty different from the other cards in the set.
Will keep Cap'n Kreed as is. Making it summon Southsea Deckhands is just too dangerous.
Want to keep one of the two Mage Dragon-Mechs. Probably the rare one. Though, would it be that bad to keep both?
Some pretty cool ideas here. I'm a big fan of Junkwing and I like double-tribes and multi-tribe synergy. However, I think that you are capitalizing too much on tribes.
The main problem I have here is that I feel you are losing a lot of class identity here. Yes, there's a Ressurrect Priest minion and some Hunter Beast synergy, but there are so many cards that feel like they could just fit in any class.
@CheeseETC If all the rings are common, then I'd go with making them faction-specific and not have classes. If you want, I can take the existing ones and spruce them up a bit if you have an idea for any styling that would make them look different from normal weapons in terms of colour/texture. In terms of effect, I think they should be slightly more powerful and cost more, even if they're common, because having a new card type (see hero cards) usually brings some flashy effects.
So I've changed a bunch of cards in some accordance with the feedback I've gotten.
Keyword:
Holidays: A cycle of rare cards that have an 'on your next turn' effect. They're generally cheap and allow you to pull off fun combos. It’s worth noting that the majority of Holidays (aside from Paladin and Priest) stack, so their effects can be doubled-up if you’re willing to invest the mana into them the turn before.
Dual-Tribe minions are a thing, but only to the extent than Nightmare Amalgam did more than one tribe. Essentially something that’s one tribe gets to also be a Pirate (no other extraordinary synergies).
Druid
The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning is the Druid's chief concern.
Crash the Party is kind of similar to Deadly Shot for power level (worse if you want something other than the left or right, and better for having consistent targets), and similar to Crushing Walls for the effect. Darkmoon Holiday works well when trading tokens into your opponent's board—you don't mind losing low health minions, as you get a significant buff to their attack against a high-health board. This can also work well if you want to get to a minion that is hiding behind another Taunt minion, as long as you have good choreography. Party Prowler gets better the more minions you have. He's the extrovert counterpart to the introverted Night Prowler. Galandria, Mooncaller's effect works like chess; with an even number of minions, the middle two minions get the buff, and with an odd number only one. Play this on your odd board against your opponent's odd board and you'll get a 2 for 1 advantage, at least on the first trade.
Hunter
When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Always looking for the next job, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain.
Contract Archer is the encapsulation of a River Crocolisk that found solace with Quick Shot. The exception being that he uses a bow instead of a gun, so he's not quite as deadly. Booty Bay! The best place to trade in all sorts of legitimate goods, and the best place to look for not-so-legitimate contracts! Piercing Shots: The most exciting combo with this is Explosive Trap, as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon: You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris, and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though.
Mage
Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.
Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. It's like North Sea Kraken in a way, but with much higher value over time. Naga Shepherdess just wants to get her flock in its pen. Mage has Beast synergy in this expansion, but it will depend on holding Beasts, not controlling them. And not just holding a beast, but holding a number of beasts. This effect can be pretty powerful when it goes off, but otherwise you have a really poorly statted vanilla minion in your hand. Sea Monsters is an interesting card. You might look at it and think 'hmm too complicated', but that's not right. There are a number of very good Beasts... It's just that Mage doesn't have any. If you want to introduce tribe synergy via discover into a class that doesn't have it already, this is how you do it folks. That Tundra Rhino might not seem like a sea monster, but then again Deathwing doesn't seem like he'd be encased in amber. Ultimate Arcana is the Mage treasure. It's not too strong; a two turn setup for spell damage unless you've got some obscene card discounts, and the spell damage minions that exist are either weak or expensive (the best one being Spellshifter, but how can you know when you'll be able to play it?)
Paladin
Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?
Sunscreen Guardian: You do my back, I'll do yours. Tan-aris Holiday: Complaints of underpowered when it was just 'restore your minions to full Health', so now it gets a bit of Ancestral Healing! Bronze Scallywag: Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield. This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle.
Priest
Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.
Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite, which could be combo'd with this to get a very dangerous growing threat. Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea.
Rogue
Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.
Bag of Doubloons introduces the Coin Rogue archetype. Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion. Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own! Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal. Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.
Shaman
Thrall's idea of a holiday involves lots of water, lightning, and fish.
Captain Cookie Tokens:
Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed. Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded (that would be a bit nuts). Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge, spell damage, 'whenever you cast a spell' effects all synergize with this card. Captain Cookie causes chaos! Bad Food revives Volcano, while Good Food acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do.
Warlock
Gul'dan's Gold (Mana Crystals) are a precious commodity and he doesn't want them getting stolen by Pirates! So he destroys them himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.
Gul'dan's Locket Token:
Not much has changed from the last time I posted these— only mana cost changes and the common has gone from a 2/3 to a 3/3, as the drawback is significantly worse than Flame Imp.
Warrior
Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE. While he has Pirate support, he also has a fun card displayed where you see how much he wants to prove himself. Summer's Arena grind time for Warrior!
Sunker Mariner: 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. Value! Brashtide Lookout: It's a bunch of smushed keywords, but I think it fits Warrior pretty well. Test Your Might!: The cost on this is debatable, but it's a pseudo-windfury effect and a potential minion buff, and in warrior I'd say it's flavorful enough. Wonder if it could cost 2. Or even be “Your highest attack minion attacks an enemy minion” to give you more choice, although that’s less flavourful. Gromakk Hookhand: Pretty simple effect, but hard to get lots of value on.
Neutral
Shimmering Riches is actually really good in the new Warlock archetype. Admiral E'lora literally flips your deck. The bottom is on the top, the top is on the bottom, and your cards are flipped too, so your opponent can see whatever you draw. The upside is that you draw your valuable Treasures first. Salvager Grizzlowe has a lot of tokens that I haven't made yet, but they'll all be laid out eventually. Works kind of like Kazakus... but with neutral hero cards.
I guess I'm not the only one making a Great Seas expansion this time! Altough you focus on the surface and I do it on the depths.
This expansion has really cool and unique ideas. I love all Priest cards (especially the legendary), the Holiday cards (I'm a sucker of recurrent themes, so I might not be objective here) or Piercing Shots(which has an original and balanced effect, which is hard to pull of off).
What I don't like so much are the Treasure cards, as I feel they force you to play either Fatigue or Self-Mill. Those archetypes have always been fringe cases, so I'm not sure forcing 4+ classes to do so is a good idea.
I hope my reviews have been useful. As I said, I will post my cards either this night (European time) or on Wednesday. Good luck everyone!
Considering your Mage Trial, I personally didn't have a problem with the first version, though I might just be resigned to RNG. Of the alternatives you've put on this page, I think the second one with the new HP is for sure better, though encouraging OTK at all is risky. Both players and Blizzard seem dislike it. Each version has its issues: The token "spells" aren't as interactive since you can just hold on to the Gems until the time is right. With the HP, your opponent can mess with your board and disrupt you, but if they can't, you can OTK with just 4 minions and Archmage Antonidas. That will probably be quite hard to pull off, which is why I prefer that version, but it does have a lot more 30->0 potential.
Considering your Mage Trial, I personally didn't have a problem with the first version, though I might just be resigned to RNG. Of the alternatives you've put on this page, I think the second one with the new HP is for sure better, though encouraging OTK at all is risky. Both players and Blizzard seem dislike it. Each version has its issues: The token "spells" aren't as interactive since you can just hold on to the Gems until the time is right. With the HP, your opponent can mess with your board and disrupt you, but if they can't, you can OTK with just 4 minions and Archmage Antonidas. That will probably be quite hard to pull off, which is why I prefer that version, but it does have a lot more 30->0 potential.
And thank you for the return input :)
I think the final Hero Power version is the one I'll be going with. To pull off the infinite Fireball trick, you need Archmage Antonidas on the table, four friendly minions ready to be killed, and a spell you can play. If you can't trade all of the minions into your opponent's board you'll have to kill them yourself, which will eat into your remaining 3-mana (assuming you played Antonidas that turn).
I know the bile for OTK Mage is still present - I feel the hesitation as well - but this should put that combo on a more fair playing field. No Freeze stalling, no Ice Block bullshit; just you and a bunch of Deathrattle/token minions. I'd like to think that this version of the infinite combo is like the Uther of the Ebon Blade victory condition: great if you can pull it off, but not strictly necessary. Having minions on the table means the Mage won't be fully reliant on the combo, so there should be less of a pass/fail quality like the dreaded Quest Mage of old.
This can all be shutdown if your opponent is cleaning the board decently enough...plus you traded away your Hero Power for this opportunity in the first place. And you must maintain a steady diet of friendly minions to eat because of the Burden. The only change I might make is to restore the Hero Power and just let the "your spells cost (1) less for each friendly minion that died that turn" be the Trial's benefit straight-up.
Edit: All of this being said, I'm aware of the hypocrisy: I have reservations for new iterations of stuff like Pirate Warrior, and yet I'm bringing back a kind of Combo Mage lel
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
While I'm here, just want to remind everyone that we're coming up on one week left! The Submission thread closes 8 days from now, 31/7 at 21:00 UTC. Time to start moving towards something concrete, if you haven't already locked down your mechanics and archetypes! :P
I'll probably submit today/tonight, but I'll still be around to help out if anyone wants to hear my bad opinions heh
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The fact that you also have a Shattrath expansion is going to be a liability to both of us. But it's too late for both of us to change so let's roll with it and hope we both make it!
I like the Plan mechanic, it increases decision making. To make it even better, you can add cards that synergize with cards "removed" (they're not "discarded" when they're still in the deck) or that have effects when they're removed. I'd put the number associated with the Plan keyword between parentheses, like Overload. Makes your card more readable.
One of the best expansions out of those that were presented.
Cards
Aldor Recruiter can't work. It's a card for token decks, but token decks don't play expensive cards.
Prodigy's card text overlaps with the attack symbol. It's a detail but it bugs me.
Falris' effect isn't legendary-worthy. Zola the Gorgon is almost always superior.
Ambush is broken. Make it 2 damage.
Sureshot looks like a Paladin effect. I know it's mass Hunter's Mark on a stick but it still feels off flavor-wise.
Voren'thal is cancer.
Conspirator is OP. Make it 1 secret.
I'd make Compulsion cost 8
I'd swap Dealer with Holy Compassion
Shaman is not a fatigue class. Zul'taz is off flavor-wise
@Vilegloom
Glad you took my feedback for Muster. Do note that the official keyword is semi-confirmed to be "race", as you can see it when you try to target a non-dragon with Dragonslayer.
Cards
Overall a lot of your cards have a ton of card text
Warden's card text needs better formatting
Verdant Wrath lacks "Choose One"
Furnace Fire is cancer
Caring Cleric is too weak
Free for all is too weak at this cost
Cookie is too strong. More like "starts in your hand" without additional draw
Percimonde is waaay too complicated for an effect that isn't impressive
@teknician
I already reviewed it so it will be quick
I don't get Darkmoon Holiday
Prowler is weak
Is "middle-most" an actual English word? Honest question
Piercing Shots still UP
Arcana still OP
K'thir is OP
Pilferer sitll has the blank line issue
I don't get "Test your Might!"
Hookhand is broken
E'lora is much better!
@Tomerick88
Overall
As I said in my first short review, Fate can't make an expansion, unless you exploit the mechanic in such a way as to encourage new archetypes, but it doesn't seem to be the case of your cards.
Cards
Can you at least give us a small descripter of Gelbin?
Orphan of Presents frm the Past
Orphan on Metal Knight
"Gnomeregan Cleric" is better
Blank line on Imp Summoner
Madame Butterfly should simply say "Destroy all minions"
Fire Starter is cancer. Mage doesn't need more aggro cards
Kael'Thas is waaaay too good
Furturesight Owl is OP
Shanas is a clown fiesta
@linkblade91
Put your spoiler here.
I prefer the last burden the best
Ravager needs to say "but no less than 1"
Hardened by Pain needs to cost 1
Heart of Rage is waaay too weak. Requires too much setup
This is the last big review I'll make since there's only 1 week left and I'm not even decided on my neutral cards. Linkblade gave me feedback on my last post, but I need more please. As for the class cards, given the time that is left I'll probably vomit something at the last moment and hope it's correct.
(Also does someone have a HS-like artwork of a fruit cart? I couldn't find any correct one. If you played BC you know what the fruit cart will be for)
Greetings! I finally decided to start with my expansion Depths of the Great Sea, which features underwater Beasts, ancient temples, nagas and murlocs. This expansion introduces the keyword Dive.
When you Dive, your hero becomes covered in bubbles, which lets you activate some powerful effects. It's similar to C'Thun in the sense that there are "activator" cards and "consumer" cards. The main difference here is that there will be a lot of Dive consumer class cards, while many activators will be neutral.
Depths of the Great Sea is also an expansion which features a lot of class identity, both mechanically and thematically. This even applies to the four classes which are focused around diving, as every one of them will play with this keyword in a different way.
So, enough talking, let's go with the cards!
DRUID : Underwater Fauna - While you are diving...
The Druid class features four Beasts that have on-going effects while you are diving.
CARDS:
Seerspine Puffer is really efficient if you manage to activate its effect early on. It has a lot of synergy with the neutral card Intrepid Diver.
Druid of the Fin's second effect can prove a good activator, as it triggers right away and persists until it leaves the battlefield. It's great if you manage to activate both effects, as the Elusive option gives this minion the survability it needs. (Fandral Staghelm might be wild, but there will be a card in future expansions that will allow to trigger both options).
Mystic Coatl can allow you to build some degenerate combos, but it needs you to be diving, which usually requires you to spend mana if you want to do it in a consistent way.
Levantushas a really powerful effect, but its high cost keeps it for being broken, and it fits the Druid ungoing theme of tricky removals.
TOKENS:
Druid of the Fin's tokens. As always, this Druid of the Whatever cards have a ton of them :_D
And this is Levantus' Hero Power.
HUNTER : The Deepfin Hunters - Beasts and Murlocs
Hunter features some Murlocs that have synergy with Beasts. They also bring a Legenday minion that helps to integrate both tribes in the same deck.
CARDS:
Deepfin Tamer helps you to use your Hero Power without losing tempo. SmOrc shall return!
Coldlight Scavenger is similar to Menagerie Warden, except it's much cheaper but the effect is delayed.
Cycle of Life provides a way to refill your hand as Hunter. Keep in mind that if you activated Furl's effect, when a Murloc dies it will give you both a Murloc and a Beast.
Furl, the Feral Murloc allows you to create a full Murloc deck in Hunter, while still being able to activate the Beast synergy spells the class have. You might even add some aggro Beasts to the mix, as Scavenging Hiena. Also, it has a lot of synergy with the other cards, as it allows Deepfin Tamer to trigger by itself, Coldlight Scavenger to duplicate a valuable Murloc such as Murloc Warleader and Cycle of Life to do what I explained in its own section.
OTHER COMMENTS:
The original effect of Furl, the Feral Murloc also turned your Beasts into Murlocs, although it was a 5/5/2. However, I felt it was too good and I nerfed it to its current state.
MAGE : The Lost Citadel - Cheap Spells
The Mage cards are located in a lost city with marvelous technology, similar to the Atlantis mythos of our world. That civilization discovered a mineral called Arcanium, which generated infinite arcane energy, and they used it to build incredible Mechs. One ominous day, however, the giant fragment of Arcanium that powered the whole city became sentient and destroyed its masters...
Both the arcane Mechs and Arcanium itself have a lot of synergy with cheap spells.
CARDS:
Arcane Sentinel allows you to tempo out a medium-sized Taunt if you manage to cast several spells.
Dim Mana Flame shuffles a bigger spell in your deck that also shuffles a bigger spell. It has a lot of synergy with the Epic and Legendary cards.
Manasurge Recycler makes sure you never run out of spells, altough its effect might be detrimental if you overuse it. However, it's a great setup for Arcanium.
Arcanium, Infinite Mana helps you refill your hand with cheap spells that can be used to clear the board or to deal some face damage.
TOKENS:
Dim Mana Fire's tokens. They draw a card because otherwise would be really bad in the late game (which is where you will probably get them, because shuffling is not the fastest mechanic in the game).
OTHER COMMENTS:
I struggled a lot to decide if I made Manasurge Recycler and Arcanium, Infinite Mana have synergy with (3-) or (2-) costed spells, as the former felt OP (with secrets and stuff) and the later really underwhelming. I decided to go with the OP option, however.
PALADIN : Noble Sea Creatures - Whenever you Dive
Paladin is probably the most aggro out of the Dive classes. Its effects trigger every time you dive (even if you were already diving), which might snowball if you have means to trigger it several times in a turn.
Sacred Seahorse can be really sticky if you manage to Dive, attack with it and then Dive a second time. This might be hard to pull, so I am considering buffing it to a 3/2 which already has Divine Shield.
Deepfin Pearlfinder can create some hard to remove Murlocs if you have a lot of them and use Prayer of the Seas.
Prayer of the Seas is obviously a great activator, if you have a full board. As I said, Paladin is the most aggresive diver.
Puff the Pious Dragon gives you a way to refill your hand outside of Divine Favour. It is also a pretty obscure reference :P
OTHER COMMENTS:
As I said, I am considering to make Sacred Seahorse a 3/3/2 that already starts with Divine Shield.
Also, in the original version, Deepfin Pearlfinder gave all your Murlocs +1/+1 every time you dived, but I thought it was pretty degenerate in combination with Prayer of the Seas.
I am not very convinced about Puff the Pious Dragon's effect, so I welcome suggestions.
NEUTRALS : Dive activators and others
I wanted to post all cards today, but I'm really tired and I get up early tomorrow xD
However, I felt that the Dive classes would be incomplete without posting the Neutral cards, as there are many activators there. Oh, I decided to use all my wild cards on Neutrals, as I didn't like giving some classes more importance than others.
COMMONS:
Intrepid Diver gives you a solid way to activate Dive effects in turn two. As Dire Mole proved, a 1/1/3 is really sticky even without additional effects.
Booty Hunter is a weapon discover, because I think there aren't any in the game. Also, has some synergy with the Rogue theme of the set, Control Pirates.
RARES:
Abyssal Monstrosity is really straightforward: just a 4 mana 6/6, which can be really dangerous if you manage to Dive several turns in a row.
Inksprayer Octopus is a huge mana investment in order to gain permanent Dive (except against heavy AoE cards). It can be good in the more control-oriented Dive classes (Druid, but specially Warrior, which I haven't posted yet)
EPICS:
Guardian of the Tides is a good card for gaining tempo in Paladin and Shaman (which, again, I haven't published yet).
Seaside Kidnapper can provide additional Dive activators, altough you depend on RNG. Originally, it was a 4/5/2 which had "Battlecry: Discover a card that dives."
LEGENDARIES:
Queen Azshara provides you a reliable (altough inefficient) way to activate your Dive effects, from the beginning of the game. She compensates this by having awful stats. It's also remarkable that she is not in the Seaside Kidnapper card pool (it would make it much worse; also, a Naga would never kidnap his Queen :P).
Admiral Proudmoore generates a lot of value if you let it go wild. And even if you deal with the Admiral right away, you will still need to kill the Battleship, as it also has high health and does also generate a lot of value.
Jinx, the Deepfin Patriarch grants Murloc decks a comeback mechanism, altough you need to have a deck filled with Murlocs in order for it to work. I am considering making it a 5 mana 3/4 (and maybe removing Taunt), because I don't like having 2 neutral legendaries with the same cost. I know, the effect would come much earlier, but I also think that a 3/4 for 5 is much worse than a 4/6 for 7.
TOKENS:
I hope you enjoyed my cards! Any feedback is appreciated and will be returned!
I will probably post the rest of my cards tomorrow or on Wednesday.
#1: I’m for the 2-Mana Rings. You already have the faction leaders as big, Legendary reps for each faction; the Rings should be more accessible, else there won’t be much to define the factions at lower rarities. The rings should probably be kept simple anyway since they’re a new, somewhat complex thing.
#2: Given my above response, I have to go with Option 1. Having the Common and Legendary Rings coexist would be too much. I still like the idea of Hero cards, but now that I see them, it doesn’t seem right to have them generate the Rings, and I don’t know if they can do the synergy thing better than a normal Legendary.
#3: Again, I prefer Option 1 if only for variety. The Ring-generators don’t feel very distinct from one another, so I don’t think it adds much to show a whole 3 of them. It is odd that Aldor Vindicator creates a Wild card, though.
@wailor
-I like the new strategic and deckbuilding considerations Dive introduces, but it seems over-represented, especially in Druid, Paladin, and Neutral. It feels like those classes, and the set as a whole, are just about Dive; there should be more options for those classes than "make a Dive deck". Also, on a bunch of cards, "Dive"/"Diving" isn't capitalized.
-Arcane Sentinel’s art appears to be a screenshot from WoW, which looks bad. That game's graphics are far from pristine. The wolf-person on Warm Mana Flame’s art also seems off.
-Deepfin Pearlfinder seems weak. It’s below vanilla until you Dive twice when you might not be able to Dive even once.
-Pious doesn’t feel like a Legendary. If you want to keep the hand-refill (I assume Divine Favor is rotating), maybe have it generate random Legendaries and adjust the stats accordingly.
-It feels weird for Admiral Proudmoore to create a token that creates more tokens. It would be simpler for him to just create the 3/3’s himself, though that wouldn’t be a Legendary-worthy effect. I would just rework him entirely.
I've submitted, so I can trade anxiety over making everything just-right for anxiety over garnering votes lel
Fun Fact: I made a "spell egg" for the Mage to push the Deathrattle archetype, but then we did WCDC 8.03 and @Soulbattle won with their Spellbound Egg. Kind of felt like when an official card reveal steals your Fan Creation thunder lol >_> All well; no big deal, just thought that was an amusing coincidence.
I'm headed to bed; I can provide feedback tomorrow for those interested. Good luck to everyone else + keep on workin'!
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think we now happy with our post format that focusing more on gameplay and design direction rather than story, so here's a major revamp to our post:
Blood of Baba Yaga now cost 2 (up from 1)
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive and new players (the main buyer of the Classic set) off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
Legacy effects can be fulfilled and activated multiple times per turn.
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
The Legacy keyword will be one of the major focus this expansion. The Elusive keyword will present, but not at a major focus since it was already a main theme in the Nightmare on the Nether expansion.
Legacy is a flexible keyword that is designed to fit in many types of decks. Our example Legacy cards are testaments to that:
Choose One token:
Echidna, Mother of Monsters is a flexible card that can fit in a lot of aggressive or midrange decks that allow them to either recover from a board clear (which we will a lot in this expansion) or to stock up on Nightmare Amalgam to maintain their hand size. She is also an example of the Neutral set focusing more on Aggressive and Mid-range cards while the class cards in this expansions will focus on control and combo playstyle.
In contrast, Arthur, Wise King is a heavily control-focused card. His effects couple with a cheap board clear can keep the board clear for multiple turns, allow the Paladin player to stall out the game.
Maiden of Harvest is a different example of the Legacy effect and show how it can be used as an insane combo piece. Her effect can either ramp up the mana curve of the Druid very quickly or act as another Gadgetzan Auctioneer.
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable.
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set. They are heavily build-around cards that demand a specific playstyle or cards to be effective. As per tradition of the recent expansions, each players will receive a random Story when you first log in:
Slumber of AzerothandThe Great Flood are two examples of the Story spells this expansion. While the other Stories won't necessary be that Control-oriented, these two are a pretty good example of these spells since they required clever deck building to take advantage of their extremely powerful reward or consistently have time to finish the Story in the first place.
The rest of the showcase cards show the theme and mechanic of the direction of their class in this expansion:
With a big amount of their recovery mechanic rotate out, late-game Warlock will need help to regain their health total. Blood of Baba Yaga is a powerful lifegain mechanic that allow Warlock to mitigate the effect of their cards that require to sacrifice their health total.
Mage will return to their root as a Freeze-oriented class expansion. The Snow Queen is a powerful Legendary minion that synergize incredibly well with the Mage core set as well as the its expansion cards.
Since the nerf to Fiery War Axe, Warrior has never been the same. Mjolnir is seeking to fill in that hole. Despite being very powerful at first glance, this weapon need a lot of smart deck building and mana manipulation since its attack requirement (having Armor) will very likely be removed after the attack or be manipulated by your opponent by simply ping off your Armor.
Token:
Note that this token does NOT interact with the other dormant cards like the Story tokens or The Darkness.
Rogue will return to their root as a spell-focused, cycle heavy this expansion. Treasure Finder is a very efficient draw engine that allow them to turn their Coins (which they will be getting A LOT for their card set) into powerful card draw.
With their power of the Light, Priest will focusing on the Power of Love this expansion. This strong belief in Love reward them with multiple efficient stall tools as well as powerful combo pieces like Poisoned Apple . For those who are worry about this very powerful combo card, there is a very powerful Neutral counterplay below:
Lovelorn Prince function as a disruptive card against the Priest Poisoned Apple by producing the same token that allow your deck to be favored without completely nullify the combo entirely (think less like Skulking Geist against Jade Idol and more like Cobalt Scalebane against Dragonfire Potion).
The rest of the set:
(How each class is connected to the main storyline of tracking down the timeline will be included at the end with their entire set.)
Warlock
Story tokens:
Warlock's Storyline:
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
(created by Sinister Snowman)
Mage's Storyline:
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal will activate Sword in the Stone and will not be damaged by Excalibur.
Paladin's Storyline:
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Hunter
Story tokens:
Other tokens:
(created by Three Little Pigs)
Hunter's Storyline:
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Shaman
Story tokens:
Shaman's Storyline:
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Warrior
Story tokens:
Warrior's Storyline:
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Rogue
Story tokens:
Rogue's Storyline:
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Priest
Story tokens:
Other tokens:
Priest's Storyline:
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: Shortly after awaken from the curse inflicted upon her, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
FAQ:
When does A Marriage of Life and Death put the Blessings on top of your deck? Because it is a Start of Game effect, the spells put in the Blessings after the Mulligan.
How does Legacy effect activate on spells with Legacy? Since in Hearthstone, spells play their effect first before actually casting them, Legacy will count the spell as an activation if it fits the requirement. Therefore, Voyage of Sinbad and Wrath of Zeus will count themselves for their own Legacy effect (for the first activation).
How does Persepholes interact with Fandral Staghelm? If you control Fandral and play Persepholes, both effect will be casted on your opponent's turn simultaneously. Also, it should be mentioned that Persepholes's effect function like other Choose One cards - if the timer runs out on your opponent's turn, one Choose One option will be randomly chosen.
Does the "go dormant" mechanic of Priest work? It work similar to how The Darkness work. The minion is revived based on its base stats (meaning that any buff will be silenced) and it does not counted as killing a minion (so Deathrattle or effects like Cult Master can't be activated)
How does Echidna, Mother of Monsters and Nightmare Amalgam interact with the Shaman story? When they died, the Story will randomly tick off a progress tribe.
How can you keep track the progress of the Shaman and Hunter Story? You can check which tribe/Beasts that has been progressed by hovering over the Azeroth, Sleeping and the Great Ark token, like how you can check which minion that The Caverns Below has the most progress on.
A big thank for everyone who gave their opinion in the Discussion topic and Vilegloom for making the Year of the Dragon and the Once Upon A Time Azeroth banner.
Alright, so I fixed everything I needed, I've got all the wildcards and buffed my cards, I think that should be enough before my brain explodes T_T
Druid
"Pale faces of the forest, you know that nature IS dangerous, right? You shouldn't be in our forest, destroying our trees and fauna, shall you get out of here or live up on your greedy nightmares? You choose, I still got lots of nature violators queuing"
Archetype: Consume/Attack Druid
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Survival Instincts is the 1st Wild Card. I may increase it's cost to 3 though, due to the massive intended combo with Gnarling Roots.
Modifications:
Changed Scarlet Itcher for Ancient of Chompers
Birdmacho Henix has been changed for Jawmaw
Hunter
"Strategy is no doubt when everyone is around, however, it is also in one place and one location, confusion, misunderstandings happen, but making a plan around that is quite better"
Archetype: Messy Hunter (Confusing your opponent and messing up with their cards)
Modifications:
Rainbow Whelp cost has been changed from (3) to (2)
Notes:
Rainbow Whelp effect is covering your opponent's cards, he can't see the art, effect, stats and cost, but he will still be able to see if it is targeted or be able to play it, it only affects current cards and, unless your opponent has a good memory, this is just a 2/1.
Empereor Thundra works like this, you play a minion, you return one of their minions, your opponent plays a minion, they return one of your minions, may go infinite until ET is returned or destroyed.
Mage
"Sapping your opponent's resources are Rogue things, right? Though they aren't as effective as clear magic, from burning camps to sudden abominations, Mages have bigger control over certain things, and wether is with allies or not, is not a problem for a party that specialized against all types of OTHER parties or individual hunters"
Archetype: Counter Mage
Modifications:
Replaced Natural Will with Fossil Course
The Epic Card now has a name (yay)
Paladin
"As sacred as both Paladins and nature is, they aren't indestructible either, however with the work of one to other, co-existion of both herbs and reservation works"
Archetype: Healing Paladin
Modifications:
Gluttonous Ooze has been renamed to Skull Ooze, since of a Gluttonous Ooze already existing in the game.
Priest
"The wild treats everyone else equally, they'll all eat ya no matter what, from low class to high budget p2w Hunters, however, mercy doesn't comes in all of the sizes, and shadow power is no exception"
Archetype: EaCy Priest (Easy Control Priest, getting rid of small nuisances)
Changes:
Fixed Purge the Weak typo
Added Basic Defense Kit and Skitterer Matriarch
Notes:
Skitterer Matriach will first gain Poisonous when it's effect triggers, then when its effect triggers again, it will gain Lifesteal, then Taunt, then Windfury and then Stealth, where the cycle stops, only to gain Stealth whenever it attacks and kills a minion.
Rogue
"Anticipation is a great weapon when used adequatedly, however is not very common on skillful Rogues, as they tend to go to more complicated Combos, starting great is a better step for loot-stealing and survival in this bloody jungle, also, cuts"
Archetypes: Miracle Rogue and First Rogue (See Prized Lioness and Anticipated Strike)
Modifications:
Replaced Nordog the Steaker with Muggler Sadias
Shaman
"From branches comes traps, from geniuses to explorers, every one can learn from the wild, the apprentice learns from the master or the master from the apprentice? Hey, at least you can read the effects."
Theme: Powerfull effects and cards that can copy those effects.
Tokens:
Notes:
Sharpeye Renegade effect will count as an attack if it kills a minion, so no more attacks until next turn or you add Windfury to this.
Totem Giant targeting effects will reduce avaidable targets depending on the effect, since they'll target a single character.
Lycanloc is my 2nd Wild Card. And clarification, it will NOT preserve buffs nor stats, it will transform back into a 3/2 when your turn ends.
Warlock
"Power and ambitions are in one hand, despair, heroic and loneliness is other hand, at the half of the hands, there's a mid-land between power and despair, wether you can mantain your gals or leading a group, there's no denying that a balanced team means less riot and goup to the top of the beasts"
Archetype: Exactlock (Controlling a moderated amount of minions, not too low to be control, not too big to be Zoo)
Modifications:
Jefferey has been modified entirely.
Acid Rain has been replaced by Natural Selection. (Which does the same but in a more clear text, also reduced cost)
Notes:
Nightwinx won't be affected by ANY kind of spell, AoE, transformation, buffs and any other kind of absurd spell the team may have in mind.
I completely forgot I made this card a bit before making Acid Rain, I might remove Survival Instincts for this one
Warrior
"Fear not by hand or by fist, but fear the mighty enchanted level idontknowhowmuch weapon! The power of weapons is further enchanced in the place where Leaves and Rock Armor are all spread around"
Archetype: Weapon Warrior
Yes, I know Jungle Marshal is too similar to link's Orc Ravager, but I explained about it at the start. I've got 2 versions for the Legendary, one with tweaked name and stats, but same effect, I'm not too sure if it's balanced either way.
Modifications:
Legendary will be 5/5 Rummager Naizama
Rummager Naizama Consume effect means that if you had an equipped weapon and attacked with it, you may attack with the 2/2 weapon, or else you equip a NEW weapon and you may attack twice this turn, it has quite a lot of options, but not sure if balanced.
Neutral
Change Notes:
Trasadamus is a new card and a Wild Card, kind of destined to change the meta, starting strong but limiting choices and late-game power. (Also tokens are Vanilla)
Cottage Destroyer is now a 3/6 instead of a 2/5
Showcase Cards (I'm thinking about to put)
Jeez my head seriously hurts DX, I was thinking of giving feedback to Shatterstar but, god it's kinda long tbh, but in short words, it's really good and a solid expansion, the only problem I have is One Thousand and One Tales, it feels a bit OP at the start having some good removal with a 2-mana effect, I think it should start at 1 damage instead of 2.
@CheeseEtc
Neutral Cards: I like Ishana's design quite a lot, the rest of the cards are fine, though just a suggestion, make Haramad's effect trigger only during your turn, it limits A LOT card design like with Gadgetzan Auctioneer with the effect also triggering during your opponent's turn.
Priest Cards: Not sure how Voi'dal works, does it need to be damaged then to heal him? It looks quite scary tbh, but well balanced. The rest of the cards are good, especially Pure Dawnstone.
Druid Cards: Nothing to say here honestly, you noted Anzu's OPness with things like Swipe quite a solid set. But I'm jealous of the triggers, damn I can't seem to avoid to write "minions" on the text
Your Other Cards: They are all fine, though I think Pure Garnet is a bit weak, but just a little, I don't think it needs a drastic change. Skyguard Ranger looks good, but a bit scary with Unleash the Hounds in standard (Though not sure if you rotated it, I think not)
Thanks for the feedback!
Plan seems weird to me as how it function, but I don't believe it doesn't work. It's just a weird mechanic. There are also too little cards in the set, so maybe make more of them?
All flavours seem alright. Though I feel all but Shaman, Warrior and Warlock bring something different in terms of archetypes, though. All the other classes do something we've already seen before. I'm not saying you should change what you got, what you got is not bad at all. Ihat's just how I see it.
Most cards are good too. Here's a few specifics:
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Following the mega-feedback post above, I have a small update on my Mage and Warrior:
I've changed the Mage's Trial to provide a specific token, as-per Vilegloom's suggestion. This removes the RNG elements, and hopefully makes it more balanced and more of its own thing:
Gives the Mage access to mini-versions of Preparation, allowing for combos that weren't possible before. Some notes:
Outside of the actual game balance, the three-only restriction is supposed to be a play on Kel'thas' three verdant spheres. I might change the Mana Gems to be Verdant Spheres specifically, to make the connection more directly and keep the token "in house" as a Mage-only item.
-------------------------------------------------
I've
overhauledupdated my Warrior cards again, and I think I've reached a point I'm satisfied with. Hardened by Pain is the same but the others are not:Heart of Rage is like Bloodlust for the Warrior. Rather than handing out +3 Attack evenly across all friendly minions, Heart of Rage can fluctuate depending on how damaged the Warrior's army is. It could only give at most +2 Attack on someone like Tauren Warrior...but it could give up to +11 Attack on a 4/1 Ysera! This encourages players to run high-Health minions, rather than relying on a traditional Aggro or Token mindset.
Outside of those two classes the rest has remained more-or-less the same. Mostly minor edits like stat-balance or phrasing things differently; I'm like 90-95% done at this point, I'd say.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@Linkblade91
Thanks for the detailed feedback. With Fate I had always intended it to work that way but became mindful that it wasn't obvious unless I explicitly stated it. With regards the lengthy turn problem I intend for there to be a small bubble in the top right that you can click on which displays the pending fates.
I'll definitely make those changes to Vindicator Boros and I'll try to find some different art for the recruiter.
With Madame Butterfly I feel like my UI change would make the wait more manageable and I quite like the idea of having to manage your board for the turn it pops off. I feel like it is balanced by the fact it could be pretty useless if you draw it too late and you have to build your deck in quite a specific way so it doesn't become too much of a drawback for you too.
Lockmaw is supposed to say deck oops.
Forgotten Champion. I can rebalance the stats but I feel like the Rush Windfury is really interesting as it's a windfury minion designed to board clear rather than stick for an attack next turn like most of the others.
Murozond. I chose 5 because I thought Murozond was a big enough character to warrant such a big effect but if it seems to implausible to have 5 instead of 3 on a discover Like panel I can change it to 3.
I'll have a look at yours on my lunch and see if I have anything useful to say 😀
Ah, I might have missed that bit about the UI bubble. That definitely alleviates my concerns regarding the mechanic :) Carry on lol
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@Tomerick88
Warrior: I feel like using all four of your cards to showcase the spend Armor mechanic is a bit too much. Why not explore at least one other concept for the class? Also, Selfless Act feels more Epic than Iron Destroyer. At the same time, Selfless Act feels like it could enable some weird combos in a class that doesn't use the Immune mechanic.
Rogue: I like the idea of rogue using 'time' as a mechanic, specifically with your opponent's unused mana. Time Bandit has too much text, though, and is weak for the effect. Presents from the Past has orphaned text, so you might want to spread out the wording more.
Paladin: Metal Knight feels like a Hunter card, Paladin is more about setting Attack than Health (see Hunter's Mark vs. Humility). Silver Hand Recruiter seems simultaneously weak and too complicated, as it's weaker than Nightbane Templar. Adding Recruits to your hand is a weak effect anyway (no one really plays Drygulch Jailor). Tactical Retreat is... interesting but doesn't feel like it has a place in any deck. Aggro decks don't summon Silver Hand recruits, Oddadin can't use this, and many decks don't want to just shuffle useless 1/1s into the deck to create a bunch of dead draws. Vindicator Boros is insanely overpowered. It's guaranteed to have at least 12/12 in stats for no downside and is a huge threat unless transformed, silenced, or directly removed (this is a sign of a slightly overpowered card).
Priest: Gnomeshire Cleric feels too gimmicky and plain to be a new card. It's much more limited than Northshire Cleric, can't proc off itself, and doesn't have the same level of draw potential for the effect. I'm pretty sure it just wouldn't be played over Northshire. Shadow Word Patience is kind of expensive because your opponent can play around it pretty easily. Reflecting Pool and Sabil are nice, but I feel that Sabil is too expensive.
Warlock: This set has a good identity with good cards, so there’s not much for me to comment on.
Shaman: The first card is bad: Murkspark Eel may have a deck building requirement, but at least it’s got good stats. This is bad because it locks out your turn 3 and doesn’t really fit either in aggro or midrange. The Murlocs seem weak, if only because board space is limited. The legendary also seems weak because it’s basically a worse Spellstone. The body doesn’t count for much when you don’t get to attack with it, the effect only procs once on a delay, and the minion isn’t necessarily the one you want
Druid is good—lots of fun and balanced cards. I especially like Goldrinn.
Veteran Tracker and Drake Keeper are both very underpowered. Expensive low power minions with a mediocre effect two turns from now means they won’t be played. Drake Keeper is basically a 6/8 for 6, but it doesn’t matter what the overall stats are so much because the initial minion is so weak. Same with the effect and stats of Veteran Tracker.
Forgotten Champion is 1 mana more than Stormwatcher yet has +2 attack (overall) and Rush? Seems balanced.
Aside from that, it’s not clear if your neutral legendaries have any synergy with your main keyword: two seem to mess with ‘time’ in some sense but none of them affect the game after they’re dead, even though that feels as though it should be a legendary effect.
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!) •
@linkblade91’s feedback
1. I’ll probably reword Party Prowler and possibly change the effect, because my intention was to have it be +6 Attack maximum only if it’s in the middle of all your other minions.
2. Changing to to just “Discover a Beast (from any class) that costs (5) or more. Summon it.” I’d say it’s no more convoluted than some of the other ideas in the competition. Quick sidenote: I have to be honest, the Mage Trial looks even more complicated now. And having a spell card that isn’t a spell? I don’t really know how players are supposed to intuitively understand what that means.
3. I originally thought that. But Witchwood Apple uses updated Treant art, and so did Wisps of the Old Gods and Wispering Woods for Wisps.
4. Since the problem Pirates will have already been twice rotated and Patches. edged into the ground, I can’t really see the problem here, especially since there aren’t any particular aggro cards and the low-cost ones are mediocre stats without the effect going off. I suppose just having the word ‘Pirate’ in it triggers memories, but those days are far behind us. Southsea Captain is still the only Pirate buff card that exists without some other heavy and expensive support. Pirate decks would basically be only viable at midrange and higher.
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!) •
This Mage Trial has been tricky to figure out, and I still don't think I've hit the mark (as your feedback would suggest, obviously). It has been a pain trying to connect the Blood Elves' addiction to magic with something that's not just more of the same for the Mage gameplay-wise. I'm determined to keep that the "story" for the Mage, though, so if you have any suggestions I would be grateful for the help. The Blood Elves had a "Mana Tap" lore power for a while in WoW, but remaining faithful to that would encourage Spell Damage. Not everyone is thrilled with that direction.
Regarding your Pirates, I would say that my anti-Pirate feelings are frankly not fair to you. *shrugs* In general my mind associates Murlocs and Pirates with Aggro and I hate Aggro decks; that's the long and the short of it. Until the connection is severed my resentment remains, even if it's not really rational given the tribe's current situation in Standard.
Edit: What about something like this?
You lose the power to ping with the regular Mage Hero Power, but you gain something very different in return. Because there's no limit on the reduction, the late-game goal of the deck is to kill off a bunch of tokens/weaker minions (playing stuff like Onyxia and Splitting Festeroot, for example) so you can combo cheap Fireballs and/or Pyroblasts together. It's a "Deathrattle OTK" Mage deck, losing the Freeze elements that people hated so much and replacing them with actual board presence. Harder to pull off the full spell combo, but the deck as a whole is (hopefully) more stable and fair.
Might even make Ticking Abomination a playable card lmao
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@Teknician
Thanks for your analysis there it will be really useful for me to make some changes before submitting.
@Linkblade91
With that Mage one I agree that it is very complicated. The tokens are a bit like Gallywix Coins so maybe look there for wording?
First of all, I want to thank you for your effort of reviewing every Year that made it to the Second Phase.
I welcome your advice and I will definitively address it when I start working on The Alignment (if I make it to Phase Three, of course), but unfortunately it's a bit late for Depths of the Great Sea, as I already made the whole expansion (and will probably post it later today or maybe on Wednesday). I admit it's not the most common mechanic in Hearthstone, but at least we have C'Thun as precedent.
Oh, and about the Charge thingy, it would land a second hit in this case because Future transforms the minion, it's not just a buff. So, it works like Polymorph: Boar.
I like the strategic factor of the expansion. Plan is a nice implementation of that, altough I welcome the fact that it's not too prevalent, as an excess of it can drag the game a lot.
The only problem I have on that regard is Shattrath Auctioneer. I get that it's a "second version" of Gadgetzan Auctioneer, which I usually like, but the fact that you can trigger Plan so many times in a turn might get boring. I might replace it with a card with "Rush. Whenever this minion attacks, Plan 1." That way, you can have an on-going Plan effect that doesn't drag the game.
Some pretty cool ideas here. I'm a big fan of Junkwing and I like double-tribes and multi-tribe synergy. However, I think that you are capitalizing too much on tribes.
The main problem I have here is that I feel you are losing a lot of class identity here. Yes, there's a Ressurrect Priest minion and some Hunter Beast synergy, but there are so many cards that feel like they could just fit in any class.
I guess I'm not the only one making a Great Seas expansion this time! Altough you focus on the surface and I do it on the depths.
This expansion has really cool and unique ideas. I love all Priest cards (especially the legendary), the Holiday cards (I'm a sucker of recurrent themes, so I might not be objective here) or Piercing Shots (which has an original and balanced effect, which is hard to pull of off).
What I don't like so much are the Treasure cards, as I feel they force you to play either Fatigue or Self-Mill. Those archetypes have always been fringe cases, so I'm not sure forcing 4+ classes to do so is a good idea.
I hope my reviews have been useful. As I said, I will post my cards either this night (European time) or on Wednesday. Good luck everyone!
@linkblade91 Thanks for your feedback!
Considering your Mage Trial, I personally didn't have a problem with the first version, though I might just be resigned to RNG. Of the alternatives you've put on this page, I think the second one with the new HP is for sure better, though encouraging OTK at all is risky. Both players and Blizzard seem dislike it. Each version has its issues: The token "spells" aren't as interactive since you can just hold on to the Gems until the time is right. With the HP, your opponent can mess with your board and disrupt you, but if they can't, you can OTK with just 4 minions and Archmage Antonidas. That will probably be quite hard to pull off, which is why I prefer that version, but it does have a lot more 30->0 potential.
And thank you for the return input :)
I think the final Hero Power version is the one I'll be going with. To pull off the infinite Fireball trick, you need Archmage Antonidas on the table, four friendly minions ready to be killed, and a spell you can play. If you can't trade all of the minions into your opponent's board you'll have to kill them yourself, which will eat into your remaining 3-mana (assuming you played Antonidas that turn).
I know the bile for OTK Mage is still present - I feel the hesitation as well - but this should put that combo on a more fair playing field. No Freeze stalling, no Ice Block bullshit; just you and a bunch of Deathrattle/token minions. I'd like to think that this version of the infinite combo is like the Uther of the Ebon Blade victory condition: great if you can pull it off, but not strictly necessary. Having minions on the table means the Mage won't be fully reliant on the combo, so there should be less of a pass/fail quality like the dreaded Quest Mage of old.
This can all be shutdown if your opponent is cleaning the board decently enough...plus you traded away your Hero Power for this opportunity in the first place. And you must maintain a steady diet of friendly minions to eat because of the Burden. The only change I might make is to restore the Hero Power and just let the "your spells cost (1) less for each friendly minion that died that turn" be the Trial's benefit straight-up.
Edit: All of this being said, I'm aware of the hypocrisy: I have reservations for new iterations of stuff like Pirate Warrior, and yet I'm bringing back a kind of Combo Mage lel
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
While I'm here, just want to remind everyone that we're coming up on one week left! The Submission thread closes 8 days from now, 31/7 at 21:00 UTC. Time to start moving towards something concrete, if you haven't already locked down your mechanics and archetypes! :P
I'll probably submit today/tonight, but I'll still be around to help out if anyone wants to hear my bad opinions heh
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Trying to give feedback while I can
@TheProgenitor
Overall
The fact that you also have a Shattrath expansion is going to be a liability to both of us. But it's too late for both of us to change so let's roll with it and hope we both make it!
I like the Plan mechanic, it increases decision making. To make it even better, you can add cards that synergize with cards "removed" (they're not "discarded" when they're still in the deck) or that have effects when they're removed. I'd put the number associated with the Plan keyword between parentheses, like Overload. Makes your card more readable.
One of the best expansions out of those that were presented.
Cards
@Vilegloom
Glad you took my feedback for Muster. Do note that the official keyword is semi-confirmed to be "race", as you can see it when you try to target a non-dragon with Dragonslayer.
Cards
Overall a lot of your cards have a ton of card text
@teknician
I already reviewed it so it will be quick
E'lora is much better!
@Tomerick88
Overall
As I said in my first short review, Fate can't make an expansion, unless you exploit the mechanic in such a way as to encourage new archetypes, but it doesn't seem to be the case of your cards.
Cards
@linkblade91
Put your spoiler here.
This is the last big review I'll make since there's only 1 week left and I'm not even decided on my neutral cards. Linkblade gave me feedback on my last post, but I need more please. As for the class cards, given the time that is left I'll probably vomit something at the last moment and hope it's correct.
(Also does someone have a HS-like artwork of a fruit cart? I couldn't find any correct one. If you played BC you know what the fruit cart will be for)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Greetings! I finally decided to start with my expansion Depths of the Great Sea, which features underwater Beasts, ancient temples, nagas and murlocs. This expansion introduces the keyword Dive.
When you Dive, your hero becomes covered in bubbles, which lets you activate some powerful effects. It's similar to C'Thun in the sense that there are "activator" cards and "consumer" cards. The main difference here is that there will be a lot of Dive consumer class cards, while many activators will be neutral.
Depths of the Great Sea is also an expansion which features a lot of class identity, both mechanically and thematically. This even applies to the four classes which are focused around diving, as every one of them will play with this keyword in a different way.
So, enough talking, let's go with the cards!
DRUID : Underwater Fauna - While you are diving...
The Druid class features four Beasts that have on-going effects while you are diving.
CARDS:
Seerspine Puffer is really efficient if you manage to activate its effect early on. It has a lot of synergy with the neutral card Intrepid Diver.
Druid of the Fin's second effect can prove a good activator, as it triggers right away and persists until it leaves the battlefield. It's great if you manage to activate both effects, as the Elusive option gives this minion the survability it needs. (Fandral Staghelm might be wild, but there will be a card in future expansions that will allow to trigger both options).
Mystic Coatl can allow you to build some degenerate combos, but it needs you to be diving, which usually requires you to spend mana if you want to do it in a consistent way.
Levantus has a really powerful effect, but its high cost keeps it for being broken, and it fits the Druid ungoing theme of tricky removals.
TOKENS:
Druid of the Fin's tokens. As always, this Druid of the Whatever cards have a ton of them :_D
And this is Levantus' Hero Power.
HUNTER : The Deepfin Hunters - Beasts and Murlocs
Hunter features some Murlocs that have synergy with Beasts. They also bring a Legenday minion that helps to integrate both tribes in the same deck.
CARDS:
Deepfin Tamer helps you to use your Hero Power without losing tempo. SmOrc shall return!
Coldlight Scavenger is similar to Menagerie Warden, except it's much cheaper but the effect is delayed.
Cycle of Life provides a way to refill your hand as Hunter. Keep in mind that if you activated Furl's effect, when a Murloc dies it will give you both a Murloc and a Beast.
Furl, the Feral Murloc allows you to create a full Murloc deck in Hunter, while still being able to activate the Beast synergy spells the class have. You might even add some aggro Beasts to the mix, as Scavenging Hiena. Also, it has a lot of synergy with the other cards, as it allows Deepfin Tamer to trigger by itself, Coldlight Scavenger to duplicate a valuable Murloc such as Murloc Warleader and Cycle of Life to do what I explained in its own section.
OTHER COMMENTS:
The original effect of Furl, the Feral Murloc also turned your Beasts into Murlocs, although it was a 5/5/2. However, I felt it was too good and I nerfed it to its current state.
MAGE : The Lost Citadel - Cheap Spells
The Mage cards are located in a lost city with marvelous technology, similar to the Atlantis mythos of our world. That civilization discovered a mineral called Arcanium, which generated infinite arcane energy, and they used it to build incredible Mechs. One ominous day, however, the giant fragment of Arcanium that powered the whole city became sentient and destroyed its masters...
Both the arcane Mechs and Arcanium itself have a lot of synergy with cheap spells.
CARDS:
Arcane Sentinel allows you to tempo out a medium-sized Taunt if you manage to cast several spells.
Dim Mana Flame shuffles a bigger spell in your deck that also shuffles a bigger spell. It has a lot of synergy with the Epic and Legendary cards.
Manasurge Recycler makes sure you never run out of spells, altough its effect might be detrimental if you overuse it. However, it's a great setup for Arcanium.
Arcanium, Infinite Mana helps you refill your hand with cheap spells that can be used to clear the board or to deal some face damage.
TOKENS:
Dim Mana Fire's tokens. They draw a card because otherwise would be really bad in the late game (which is where you will probably get them, because shuffling is not the fastest mechanic in the game).
OTHER COMMENTS:
I struggled a lot to decide if I made Manasurge Recycler and Arcanium, Infinite Mana have synergy with (3-) or (2-) costed spells, as the former felt OP (with secrets and stuff) and the later really underwhelming. I decided to go with the OP option, however.
PALADIN : Noble Sea Creatures - Whenever you Dive
Paladin is probably the most aggro out of the Dive classes. Its effects trigger every time you dive (even if you were already diving), which might snowball if you have means to trigger it several times in a turn.
Sacred Seahorse can be really sticky if you manage to Dive, attack with it and then Dive a second time. This might be hard to pull, so I am considering buffing it to a 3/2 which already has Divine Shield.
Deepfin Pearlfinder can create some hard to remove Murlocs if you have a lot of them and use Prayer of the Seas.
Prayer of the Seas is obviously a great activator, if you have a full board. As I said, Paladin is the most aggresive diver.
Puff the Pious Dragon gives you a way to refill your hand outside of Divine Favour. It is also a pretty obscure reference :P
OTHER COMMENTS:
As I said, I am considering to make Sacred Seahorse a 3/3/2 that already starts with Divine Shield.
Also, in the original version, Deepfin Pearlfinder gave all your Murlocs +1/+1 every time you dived, but I thought it was pretty degenerate in combination with Prayer of the Seas.
I am not very convinced about Puff the Pious Dragon's effect, so I welcome suggestions.
NEUTRALS : Dive activators and others
I wanted to post all cards today, but I'm really tired and I get up early tomorrow xD
However, I felt that the Dive classes would be incomplete without posting the Neutral cards, as there are many activators there. Oh, I decided to use all my wild cards on Neutrals, as I didn't like giving some classes more importance than others.
COMMONS:
Intrepid Diver gives you a solid way to activate Dive effects in turn two. As Dire Mole proved, a 1/1/3 is really sticky even without additional effects.
Booty Hunter is a weapon discover, because I think there aren't any in the game. Also, has some synergy with the Rogue theme of the set, Control Pirates.
RARES:
Abyssal Monstrosity is really straightforward: just a 4 mana 6/6, which can be really dangerous if you manage to Dive several turns in a row.
Inksprayer Octopus is a huge mana investment in order to gain permanent Dive (except against heavy AoE cards). It can be good in the more control-oriented Dive classes (Druid, but specially Warrior, which I haven't posted yet)
EPICS:
Guardian of the Tides is a good card for gaining tempo in Paladin and Shaman (which, again, I haven't published yet).
Seaside Kidnapper can provide additional Dive activators, altough you depend on RNG. Originally, it was a 4/5/2 which had "Battlecry: Discover a card that dives."
LEGENDARIES:
Queen Azshara provides you a reliable (altough inefficient) way to activate your Dive effects, from the beginning of the game. She compensates this by having awful stats. It's also remarkable that she is not in the Seaside Kidnapper card pool (it would make it much worse; also, a Naga would never kidnap his Queen :P).
Admiral Proudmoore generates a lot of value if you let it go wild. And even if you deal with the Admiral right away, you will still need to kill the Battleship, as it also has high health and does also generate a lot of value.
Jinx, the Deepfin Patriarch grants Murloc decks a comeback mechanism, altough you need to have a deck filled with Murlocs in order for it to work. I am considering making it a 5 mana 3/4 (and maybe removing Taunt), because I don't like having 2 neutral legendaries with the same cost. I know, the effect would come much earlier, but I also think that a 3/4 for 5 is much worse than a 4/6 for 7.
TOKENS:
I hope you enjoyed my cards! Any feedback is appreciated and will be returned!
I will probably post the rest of my cards tomorrow or on Wednesday.
@CheeseEtc
#1: I’m for the 2-Mana Rings. You already have the faction leaders as big, Legendary reps for each faction; the Rings should be more accessible, else there won’t be much to define the factions at lower rarities. The rings should probably be kept simple anyway since they’re a new, somewhat complex thing.
#2: Given my above response, I have to go with Option 1. Having the Common and Legendary Rings coexist would be too much. I still like the idea of Hero cards, but now that I see them, it doesn’t seem right to have them generate the Rings, and I don’t know if they can do the synergy thing better than a normal Legendary.
#3: Again, I prefer Option 1 if only for variety. The Ring-generators don’t feel very distinct from one another, so I don’t think it adds much to show a whole 3 of them. It is odd that Aldor Vindicator creates a Wild card, though.
@wailor
-I like the new strategic and deckbuilding considerations Dive introduces, but it seems over-represented, especially in Druid, Paladin, and Neutral. It feels like those classes, and the set as a whole, are just about Dive; there should be more options for those classes than "make a Dive deck". Also, on a bunch of cards, "Dive"/"Diving" isn't capitalized.
-Arcane Sentinel’s art appears to be a screenshot from WoW, which looks bad. That game's graphics are far from pristine. The wolf-person on Warm Mana Flame’s art also seems off.
-Deepfin Pearlfinder seems weak. It’s below vanilla until you Dive twice when you might not be able to Dive even once.
-Pious doesn’t feel like a Legendary. If you want to keep the hand-refill (I assume Divine Favor is rotating), maybe have it generate random Legendaries and adjust the stats accordingly.
-It feels weird for Admiral Proudmoore to create a token that creates more tokens. It would be simpler for him to just create the 3/3’s himself, though that wouldn’t be a Legendary-worthy effect. I would just rework him entirely.
I've submitted, so I can trade anxiety over making everything just-right for anxiety over garnering votes lel
Fun Fact: I made a "spell egg" for the Mage to push the Deathrattle archetype, but then we did WCDC 8.03 and @Soulbattle won with their Spellbound Egg. Kind of felt like when an official card reveal steals your Fan Creation thunder lol >_> All well; no big deal, just thought that was an amusing coincidence.
I'm headed to bed; I can provide feedback tomorrow for those interested. Good luck to everyone else + keep on workin'!
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think we now happy with our post format that focusing more on gameplay and design direction rather than story, so here's a major revamp to our post:
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
The Legacy keyword will be one of the major focus this expansion. The Elusive keyword will present, but not at a major focus since it was already a main theme in the Nightmare on the Nether expansion.
Legacy is a flexible keyword that is designed to fit in many types of decks. Our example Legacy cards are testaments to that:
Choose One token:
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable.
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set. They are heavily build-around cards that demand a specific playstyle or cards to be effective. As per tradition of the recent expansions, each players will receive a random Story when you first log in:
The rest of the showcase cards show the theme and mechanic of the direction of their class in this expansion:
Token:
Lovelorn Prince function as a disruptive card against the Priest Poisoned Apple by producing the same token that allow your deck to be favored without completely nullify the combo entirely (think less like Skulking Geist against Jade Idol and more like Cobalt Scalebane against Dragonfire Potion).
The rest of the set:
(How each class is connected to the main storyline of tracking down the timeline will be included at the end with their entire set.)
Warlock
Story tokens:
Warlock's Storyline:
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Druid
Wisp
Story tokens:
Persepholes is our first Wild card.
Other tokens:
(Choose One option of Demeter's Sorrow)
(Choose One option of Maiden of Harvest)
(Choose One option of Persepholes)
Druid's Storyline:
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
(created by Sinister Snowman)
Mage's Storyline:
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal will activate Sword in the Stone and will not be damaged by Excalibur.
Paladin's Storyline:
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Hunter
Story tokens:
Other tokens:
(created by Three Little Pigs)
Hunter's Storyline:
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Shaman
Story tokens:
Shaman's Storyline:
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Warrior
Story tokens:
Warrior's Storyline:
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Rogue
Story tokens:
Rogue's Storyline:
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Priest
Story tokens:
Other tokens:
Priest's Storyline:
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: Shortly after awaken from the curse inflicted upon her, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
Neutral
Nightmare Amalgam
Token:
(Created by Lovelorn Prince)
The Neutral cards's Storyline:
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
FAQ:
A big thank for everyone who gave their opinion in the Discussion topic and Vilegloom for making the Year of the Dragon and the Once Upon A Time Azeroth banner.
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:
I'm starting to have concrete stuff!
Neutral cards (9/9)
Do note that the effect on heroes have been changed. I think those are cooler.
(Lightwarden)
The old ones for reference:
Priest (4/4)
Pseudo-faction : Auchenai
Fun fact: I made Auchenai Disciple in 2016.Druid (4/4)
Pseudo-faction: Arakkoa Parias
Yes, I know Anzu is OP. Will change later.
Other classes (3)
feedback pls
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Alright, so I fixed everything I needed, I've got all the wildcards and buffed my cards, I think that should be enough before my brain explodes T_T
Druid
"Pale faces of the forest, you know that nature IS dangerous, right? You shouldn't be in our forest, destroying our trees and fauna, shall you get out of here or live up on your greedy nightmares? You choose, I still got lots of nature violators queuing"
Archetype: Consume/Attack Druid
}
Survival Instincts is the 1st Wild Card. I may increase it's cost to 3 though, due to the massive intended combo with Gnarling Roots.
Modifications:
Hunter
"Strategy is no doubt when everyone is around, however, it is also in one place and one location, confusion, misunderstandings happen, but making a plan around that is quite better"
Archetype: Messy Hunter (Confusing your opponent and messing up with their cards)
Modifications:
Notes:
Mage
"Sapping your opponent's resources are Rogue things, right? Though they aren't as effective as clear magic, from burning camps to sudden abominations, Mages have bigger control over certain things, and wether is with allies or not, is not a problem for a party that specialized against all types of OTHER parties or individual hunters"
Archetype: Counter Mage
Modifications:
Paladin
"As sacred as both Paladins and nature is, they aren't indestructible either, however with the work of one to other, co-existion of both herbs and reservation works"
Archetype: Healing Paladin
Modifications:
Priest
"The wild treats everyone else equally, they'll all eat ya no matter what, from low class to high budget p2w Hunters, however, mercy doesn't comes in all of the sizes, and shadow power is no exception"
Archetype: EaCy Priest (Easy Control Priest, getting rid of small nuisances)
Changes:
Notes:
Rogue
"Anticipation is a great weapon when used adequatedly, however is not very common on skillful Rogues, as they tend to go to more complicated Combos, starting great is a better step for loot-stealing and survival in this bloody jungle, also, cuts"
Archetypes: Miracle Rogue and First Rogue (See Prized Lioness and Anticipated Strike)
Modifications:
Shaman
"From branches comes traps, from geniuses to explorers, every one can learn from the wild, the apprentice learns from the master or the master from the apprentice? Hey, at least you can read the effects."
Theme: Powerfull effects and cards that can copy those effects.
Tokens:
Notes:
Warlock
"Power and ambitions are in one hand, despair, heroic and loneliness is other hand, at the half of the hands, there's a mid-land between power and despair, wether you can mantain your gals or leading a group, there's no denying that a balanced team means less riot and goup to the top of the beasts"
Archetype: Exactlock (Controlling a moderated amount of minions, not too low to be control, not too big to be Zoo)
Modifications:
Notes:
I completely forgot I made this card a bit before making Acid Rain, I might remove Survival Instincts for this one
Warrior
"Fear not by hand or by fist, but fear the mighty enchanted level idontknowhowmuch weapon! The power of weapons is further enchanced in the place where Leaves and Rock Armor are all spread around"
Archetype: Weapon Warrior
Yes, I know Jungle Marshal is too similar to link's Orc Ravager, but I explained about it at the start. I've got 2 versions for the Legendary, one with tweaked name and stats, but same effect, I'm not too sure if it's balanced either way.
Modifications:
Rummager Naizama Consume effect means that if you had an equipped weapon and attacked with it, you may attack with the 2/2 weapon, or else you equip a NEW weapon and you may attack twice this turn, it has quite a lot of options, but not sure if balanced.
Neutral
Change Notes:
Showcase Cards (I'm thinking about to put)
Jeez my head seriously hurts DX, I was thinking of giving feedback to Shatterstar but, god it's kinda long tbh, but in short words, it's really good and a solid expansion, the only problem I have is One Thousand and One Tales, it feels a bit OP at the start having some good removal with a 2-mana effect, I think it should start at 1 damage instead of 2.
@CheeseEtc
Neutral Cards: I like Ishana's design quite a lot, the rest of the cards are fine, though just a suggestion, make Haramad's effect trigger only during your turn, it limits A LOT card design like with Gadgetzan Auctioneer with the effect also triggering during your opponent's turn.
Priest Cards: Not sure how Voi'dal works, does it need to be damaged then to heal him? It looks quite scary tbh, but well balanced. The rest of the cards are good, especially Pure Dawnstone.
Druid Cards: Nothing to say here honestly, you noted Anzu's OPness with things like Swipe quite a solid set.
But I'm jealous of the triggers, damn I can't seem to avoid to write "minions" on the textYour Other Cards: They are all fine, though I think Pure Garnet is a bit weak, but just a little, I don't think it needs a drastic change. Skyguard Ranger looks good, but a bit scary with Unleash the Hounds in standard (Though not sure if you rotated it, I think not)
The joke is you.