Welcome to the Explorers of Azeroth expansion! In this fan-made expansion by G4merGuy09, we'll explore a couple of different unique elements that no other "full-on" expansion has! Particularly revolving around a new neutral card type called Territory and cards based around Rarity.
Territory:
Example:
Territory is a new Keyword and special kind of card. While most Territory cards are Neutral, some are also class cards! These cards add special conditions to how the battle is played. This affects both players, as as the example above says. Whenever any player plays a minion with Battlecry, that minion will get +1 Health. Only 1 Territory can be in play at once, so if another Territory card is played it will overwrite the last one. So timing is crucial, the opponent might get the drop on you with their patience! In total there are 14 different Territories, with 12 being neutral.
And before anyone says otherwise, yes, I've taken the concept from /u/Zephiron on Reddit. However, I centralized it so that all Territories last indefinitely unless overwritten, and that some classes get their own unique Territories.
Neutral
Neutral Commons:
Minions:
Territory:
Notes:
Minion Notes:
Pandaren Scout: The showcase 1-Drop for the Territory Keyword. Allows you to make use of the new Territory cards, but watch out! You're opponent can also capitalize on it and get their Territories out! However, it may be a good thing since you'll write over them! The strategy!
Old Storyteller: I love this card. It showcases the use of Rarity that this expansion will utilize. It might give you a pretty bad legendary. However, it allows budget-users to play with potentially any Legendary in the game!
Ogre Runt: It's a 1-Mana minion with the Ogre Effect. It is the only 2/2 for 1-Mana in the game, but it is so unreliable that it might not be worth it.
Gem Collector: Very strong, but very niche card. It slows down the game a bit, but since it affects both players it you need to build your ENTIRE deck around Common cards. I'm pretty sure that's insanely difficult.
Northsea Supplier: I made this card to help Pirates out a bit, and as a counter to Knife Juggler. There's currently no minion that reliably counters Juggler, so I wanted to make one.
Orc-Class Chef: Simple fun card I made. I'm not sure what kind of deck you'd put it in. Maybe involving some future cards in this expansion perhaps? I dunno.
Cruel Snowtosser: I know. I know. It's a direct upgrade of Ironforge Rifleman. But honestly that card is god awful. If Blizzard can make direct upgrades so can I as long as they are balanced. Which I think this is. It good both early and late game, but pretty bad as a naked turn 3 drop.
Goblin Excavator: Obligatory anti-Territory card. Fairly strong, if a Territory based deck is a Top Tier deck.
Shadow Grizzly: It's honestly pretty weak, but I think that's okay. It is a cute card that has a combination of keywords that no other cards has. It is the Silent Knight of the set.
Enraged Wizard: A new version of Dalaran Mage. The Enrage effect is very hard to get off, but if you do. You will get a major damage boost to your spells.
Skettis Talonpriest: Fair 4-Drop that gets you some character healing once it dies.
Forsaken Exorcist: Pretty easy to understand what this is for. Deathrattle is insane and needs a for reals counter. It's a strong Tech card, and might make non-Deathrattle cards to get more of a glance.
Mechanostrider: The Mechanical Yeti to Lost Tallstrider. Cool thing is that you get the Spare Part immediately. But you get a 5/4 in stats, fair trade I say.
Worgen Daredevil: This card. Oh man. You might say this card is terrible, and it may be. But Stealth + Windfury is a VERY scary combination. If you somehow get a double Coldblood combo on this minion it becomes an 18/2. So I had to stat cost this VERY carefully. It is potentially extremely broken.
Magma Worm: It is an Ice Rager that costs 1 more mana and gets +1/+1. It is also a beast. Simple.
Dark Arts Practitioner: Basically you get a targeted Feign Death effect on a friendly minion. Can be very useful if you build the right deck around it.
Champion of Commoners: Cute card. You'll need at least 3 Common cards in your hand for it to be worth it. Maybe a bit to powerful, but it gives an edge to Budget decks.
Pretentious Mixologist: I wanted to make a budget card that really screwed over Dr. Boom, and I say this does it pretty well. It basically sends any minion with Battlecry back into the user's hand once they use it's affect. However, I'm not sure how it work's with Big Game Hunter. I think it sends it back to your hand, but I'm not sure. Also remember it is a mirrored effect.
Proto-Drake: It is a very strong budget card as it is a pile of stats with the Dragon tag. So it is a Ysera that costs 1-less, but doesn't do anything.
Fungal Giant: You might've not realized, but it counts the Common cards your opponent plays as well. So it is an actual counter to Common-Theme decks, but also good in Common decks. This would hopefully be the win condition of those kinds of decks.
Territory Notes:
Pandaria: It gives an edge to all of those Battlecry cards by giving them 1 health if they are played. Simple, supposed to be made in a Panda bounce deck.
Ironforge: The anti-Legendary Territory. Very strong against Control Warrior or other decks that carry a lot of Legendary minions.
Stormwind City: Very strong in Inspire Decks, but you do lose a lot of Tempo while losing it.
Undercity: VERY strong. It is a permanent Baron Rivendare effect if it isn't overwritten. However you lose SO MUCH tempo.
Neutral Rares:
Minions:
Territory:
Notes:
Minion Notes:
Spore Bat: Very interesting deck that you would need to build your deck around. Very good card if it survives turn one, and you play it into your 2 drop which is an Epic or Rare. The best case scenario is Echoing Ooze.
Silent Sentinel: A bigger Shieldbearer. Great for stalling, but not great for much anything else.
Rare Competitor: Fairly unique card that has its uses. It becomes very strong if there is an enemy Rare minion. Trades extremely well with Sludge Belcher as an example.
Patient Brewmaster: Put's a fairly niche 0-cost card in your hand when it dies. Great for bounce decks, and in trading scenarios.
Uncommon Thief: It puts a random common card in your hand. You might get something terrible, like a Wisp, or something fairly substantial like a Frostbolt.
Naga Royal Guard: Great counter to decks that have a lot of Common cards. However, remember it affects yourself as well. So you might need to build around the card quite a bit.
Warsong Savior: A 2/5 with a potentially not terrible affect? Oh golly gee! Joking aside, the affect can come in handy if you "save" a damaged minion. It is great in Fatigue matches as you get an extra turn before you get to Fatigue damage.
Wisp Whisperer: Surprisingly powerful card. You get 6/4 worth of stats, but it is honestly distributed in a terrible way. If your deck is based around summoning cheap minions, this might be a great include. Example would be with Hobgoblin or maybe in Zoolock even.
Darkspear Strategist: Effective card if your main goal is trading. You basically cut a minion's health effectively in half with this minion. So giants are now 8/4s instead of 8/8s, which is very massive.
Naga Siren: Another card to go with the Naga theme of countering Common decks. You get a free silence if the enemy plays a common minion. This can mean quite a bit in the long run, like silencing Piloted Shredders or Haunted Creepers.
Territory Notes:
Silvermoon City: Good card against Inspire decks and decks that heavily rely on Hero Powers. Imagine playing this turn 1 against Handlock? They basically lose the game. However it also makes your own hero power cost (1) more as well.
Ogrimmar: Damaged enemies gain +1 Attack, fairly simple. Great in Warrior decks that may have tons of damaged minions.
Darnassus: Very strong in decks that want to draw a bunch of cards, as they will get the Emperor Thaurissan effect on all cards drawn, kinda like an invisible Shadowfiend.
Sporeggar: Extremely interesting and extremely risky card. Rare and Epic minions get a huge buff when they are summoned, however Common and Legendary minions do not. And since you will be the one to pay the high cost most of the time, you can really screw yourself over by not being careful. Risk versus reward though.
Neutral Epics:
Minions:
Territory:
Notes:
Minion Notes:
Arcane Amplifier: This card is pretty interesting. It is a 1-Mana minion that keeps getting Spell Damage at the end of the turn. The catch is that it doesn't have any Spell Damage the turn you play it, which means it needs to survive at least one turn to get any good value.
Truthseeker: A counter that is deserved against the Secret Paladin uprising. However since it is a Deathrattle, the Paladin can still react before you remove their secrets.
EDIT: Made it a 2/2 instead of a 3/2 since it would be a bit too powerful against Mages and Hunters.
Elven Sharpshooter: Living Roots, Haunted Creeper, and Muster for Battle are very strong cards because there is no reliable way to get rid of them with a single card. Now there is with the Elven Sharpshooter. However, if you are up against a deck that relies on singular big minions this card is pretty worthless.
Arcane Guardian: The Anti-Spell card. It makes all damage dealing spells do one less damage than it should. It is even possible to make spells deal 0 damage! So this card alone turns Swipe from an amazing card to a overcosted Dark Bomb!
Gnoll Tracker: Very odd, but very unique card. It is a 4-mana card draw in a very weird sense. It puts the Hunter's Tracking card into your hand when it dies, which is great for fishing for the card you need. Particularly strong in Mage where you need the Burst to win the game.
Spiritual Pathfinder: Good card that has synergy with Territory cards. You can really get those powerful Territory effects out for free if you have one in your hand. However, the minion itself has fairly low health of 4. So be careful!
Deathwing?: A rusty cheap knockoff of Deathwing. It is mostly a "For Fun" card that isn't meant to be taken seriously. However, it is a particularly strong Top-Deck when you are behind!
Silver Hand Inspiritor: Really gives a boost to those Inspire decks by giving them this card. It allows the Inspire abilities to trigger twice, which can be very powerful! It even has a sticky body so it is hard to get rid of.
Weaponlifter: A more aggressive alternative to Harrison Jones. Instead of drawing cards, you take their weapon right from their hands. However, you'll only get an exact copy, so if you still a 4/1 Truesilver you'll have a 4/1 Truesilver.
Territory:
The Exodar: Probably the worst Territory, but it is pretty neat. Allows you to mouse over Secrets and see what they are! Can be useful in very niche situations, but probably not worth a Card Slot.
Gnomeregan: It makes all Spare Parts free! Which is pretty good if you have a stockpile of them! Remember this also affects your opponent as well!
Dalaran: Adds a Spell Damage +1 to the battlefield, which affects both players remember! It can be very risky, but very rewarding if you have the burst to go along with it!
Bilgewater Harbor: Odd card in Pirate decks, maybe a bit too slow. But nevertheless it gives both players a Coin, which is particularly strong in Rogue!
Neutral Legendary Minions:
Minions:
Notes:
Akama: It's a fairly weak body with the Reincarnate effect on it. Fairly strong in those decks that use Reincarnate, and possibly has some other applications in other decks.
Apothecary Putress: Basically it is a single target removal that comes in form of a minion. However it can come in handy as a 2 damage finisher.
Brann Bronzebeard: This card's art is what actually sparked the idea for the theme. So as it stands, it puts in a random Territory at the end of your turn. Very risky, very fun.
Sen'jin: Great when trading your board into another board. Extremely weak by itself.
Lady Vashj: Destroys a random Common card whenever you use your Hero Power. Pretty interesting, probably not very good.
Chromie: I really like this card. Basically when it dies, it currently ends the turn of whoever is active during her death. So you want to try to kill her last, as the last action of your turn. However, it can backfire pretty badly since your ordering goes all out of wack.
Wrathion: A meager pile of stats that gives you an amazing weapon when it dies. Great for decks that want to drag out the game, and need a weapon to close out.
Chen Stormstout: Returns all of your own minions to your hand. The pile of stats you gain is fairly good, but the effect is pretty niche.
Arthas and Ner'zhul: Basically if you use your Hero Power when both of these minions on the board you get a huge buff to your hero. Giving you a pretty good weapon and an amazing Hero Power!
Druid
Minions:
Notes:
Timbermaw Farseer: Cute and simple. It basically gives you a free Hero Power the turn you play it, which is quite strong. However, that Hero Power doesn't activate Inspire cards obviously.
Insect Swarm: Very strong arena card. Pretty interesting in other decks as well. Compare it to Flamecannon, it deals 4 damage but with a drawback that can be manipulated. Since the damage happens when the turn ends, you really need to think about your ordering. A perfect example is that it can't kill a Piloted Shredder's first stage immediately, which is a major deal.
Ancient of Arcane: A spell damage Ancient, that also buffs! Gives a new turn 7 Ancient that you may need to look out for. Very strong if you have Moonfires in your hand with the Spell Damage, and pretty good while you're ahead with minions. However, it is fairly weak as a standalone drop, unlike its Ancient brothers War and Lore.
Nature's Cure: Interesting card that has its own applications. Silence Druid may become a thing, since putting this on an Ancient Watcher has such amazing value early in the game. However, by itself in Arena it is also fairly strong as you can just get the +2/+2 buff and don't care about the Silence! Also, it gets rid of Freeze and other harmful effects!
Moonkin Form: Good card for those grindy druid decks who want to make it to the late game, but this card also has some great applications with Spell Power! Use it with Malygos to get a potentially lethal finisher, or with the previously mentioned Ancient of Arcane for some good minion clears!
Shardtooth Mauler: Very powerful Beast for Druid. Whenever it kills a Common minion, it can attack again! Good against a board full of minions who happen to be Common. Make's you think twice about who you should attack first!
Wise Whelp: Made for a Dragon focused Malygos Druid. Has major synergy with Spells, but it doesn't have the same board presence that Twilight Whelp has.
Berserk: Made to have major synergy with Druids that use their face to attack a lot. Synergy with Bite and Claw make a real different, giving you a major board wipe!
Broll Bearmantle: A ramp focused Druid Legendary that has tons of value at all stages of the game. Its power comes from its versatility. If you have some more unused mana at the end of the turn you play it, it will become stronger and stronger. So if you play it on turn 3, with nothing else, it will become a 2/4 and so on. At turn 10 he will become a 9/11 minion! That's insanely powerful!
Hunter
Notes:
Counterattack: Counterspell, but for hunters! It prevents an attack from your opponent, but as a bonus it also gets you quite a bit of Armor in return. It isn't super complicated, but as a note it can be activated by the enemy hero, so druids and rogues counter it pretty hard.
Strigid Caretaker: Pretty effective card when it comes to healing. While the healing isn't immediate, it can come in handy a bunch of times if you are trying to survive to the end-game, which is very hard as Hunter.
Bludgeonbeak: Very powerful card that rivals Savannah Highmane, as it completely shuts down any cheap Rare minions your opponent tries to play. Watch out though! It also affects yourself! Also it actually wins trades with the aforementioned Highmane, as it kills the 2/2 Hyenas that come out as they are also Rare minions.
Frenzy: Basically gives the Foe Reaper 4000 ability to a Beast. Can come in handy, although it is certainly fairly niche.
Venomlash Scorpid: Extremely powerful taunt for Hunter, as anything that attacks it dies. And since it also has taunt, you can't ignore it! However, it is extremely weak to Removal via weapons and spells so it isn't unfair.
Adamantite Rifle: You might say this card is overpowered as hell on first glance, but remember it cannot attack . So you'll really need to make a Control Hunter with a lot of healing to survive through all of the charges. Not to mention this gets hard countered by Harrison Jones.
Careful Aim: Allows you to get a bunch of value from your Arcane Shots, while also drawing a card. With Lock and Load it can get pretty out of hand, especially if you get another Careful Aim.
Antlered Courser: Basically it is a Kodorider that has reverse stats, costs (1) less, and you need to clear all of them or you're gonna have a bad time. Gives a new win condition to Mid-Laterange and Control Hunter, but would you honestly play it over Dr. Boom? I dunno.
Bessy: Kind of a joke card, but is surprisingly effective. It is kind of like a Dreadsteed that cannot attack, but has a way higher life total. It activates your Beast Synergies, examples being Ram Wrangler, Kill Command, and Hound Master of course.
Mage
Notes:
Frozen Orb: Just to preface, I deliberately made Mage's common cards a bit unorthodox since they can be toned down a bit in Arena. Anyway the first common is Frozen Orb, which is a surprisingly powerful card. It stop's aggression early game, since it freezes the enemies in place. However, if you play your own minions they have a chance to be frozen too! Perfect against Shielded Minibot or Haunted Creeper!
EDIT: Switched it from targeting enemy minions to "another random minion".
Saltscale Conjurer: Murloc for Mage! Why not? It would be based around this card as the more Murlocs you play, the higher Spell Damage you can get to! I dunno, interesting yet fun card.
Conjure Refreshment: Some Healing for Mage, good against hunter and when trading in your minions. Pretty niche in most cases.
Shatter: Very strong Silence and Destroy effect. Even though Mage has Polymorph, I can see it being fairly useful in Freeze Mage.
Undercity Mechanic: Fairly powerful minion for Mech Mage's who want to get more power on the board midgame. It is a 4/1 that turns into a 5/5! That's 9/6 worth of stats for 5 mana! However, since it isn't a Mech itself it will not be affected by Mechwarper.
Nether Attunement: Buff spell for Mages, basically a Blessing of Kings that gives an extra Spell Damage +2 for two more mana. You can really go off with the spells if the minion you buff survives.
Ignite: Strange card, that's for sure. It basically confirms a minion to die, but unlike Corruption, it can kill a 2 health minion at the end of your turn.
Frostfire Magus: Very cool card. Puts a couple of burst spells into your deck, so you reliably draw into your big burst damage late game. It also has a fairly decent body, but has no immediate effect. So you really want to play the long con, with like Freeze Mage or something.
Aegwynn: Changes all of the cards in your hand into random Epic spells, which could be anything really! Might get the burst you need to finish off the enemy!
Paladin
Notes:
Southshore Privateer: A pirate for Paladin! It is a fairly strong card, even in non-Pirate decks! If this stays alive while you have a Truesilver or Ashbringer up, you're probably going to have a good time.
Garrett Family Crest: A shield weapon. It gets you 8 Armor over a small amount of time, but not immediately. Useful for surviving a couple of more turns to make it to the late game.
X-51 Rocket: An interesting minion removal tool for Paladin. It can remove a key target, while also getting you some Spare Parts which may be game changing.
Reckoning: Gives a minion the Bolf Ramshield effect! Can potentially save you from bursting damage if you put it on a high health minion.
Devotion Aura: Give up to 3 of your minions Divine Shield! Very effective in trades, and has some really interesting synergy with Blood Knight!
Ironforge Champion: This minion is a very good removal tool for Paladin. It destroys any minion, and also summons an 8/4 in its place. However the bigger the minion you kill, the most damage you take to your own hero, so you need to be careful! You hope your opponent plays Molten Giants!
Turn Evil: Another utility spell against Deathrattle minions. It becomes a stronger Sap as it costs the minion you return to cost (2) more. However, in situations that the enemy may not have a Deathrattle minion, it is a pretty dead card.
Silver Hand Mentor: Changes the way you build your deck. You'd want to include many common minions, as they will now cost (2) more but get +2/+2 in stats! That's incredibly strong on a 4/5 body for 4.
Lady Liadrin: Simple mechanic, but it is the first and only minion to have a Battlecry and Inspire effect that does the same thing!
Priest
Notes:
Penance: A single target effect version of Lightbomb. Potentially better than Shadow Word: Pain, but you couldn't kill those pesky low attack minions. Especially makes a difference in the Priest mirror match.
Rotting Preacher: A priest minion that seems extremely powerful at first, but on closer inspection it has its own weaknesses. By the time your opponent's turn comes around it would only be a 5/7, which is only one more health than a Pit Fighter. It words really well with Silence effects, but that's still pretty niche.
Shadow Word: Barrier: Very strong card if you are ahead on board. Remember you have to at least have one minion on the baord for you to activate this effect, which means its a fairly bad top deck if you have no minions.
Sha'tar Cleric: Seems fairly weak at first, but it has many applications. First it can trade with 1 health minions like Leper Gnome, and it also activates your On-Healing effects like Lightwarden, Holy Champion, and Northshire Cleric.
Psychic Horror: Makes an enemy minion to randomly attack one of their comrades. Since it is random it can be hard to control, unless it is the only minion on the field. If so, it will 100% attack their own hero, which can be quite powerful.
Disciple of the Light: Puts a couple of Priests spells into your hand. It is probably worse than Confessor Paletress, but it does give you some card advantage instead of immediate board presence.
Meditate: An immediate Emperor Thaurissan effect! Can be fairly powerful when combined with many combo pieces. However you lose quite a bit of tempo, and you don't even get card advantage from it.
Shadowy Apparitions: Very strong card if you are trading your board into the enemies. Kind of like a more powerful version of Soul of the Forrest, except for Priest.
Tyrande Whisperwind: You heard that right! Spell Healing! Works exactly how you expect. All the spells that heal will heal 4 more points of health! Flash Heal heals for 9, Holy Nova heals your characters for 6, Circle of Healing heals for 8! Very cool card.
Rogue
Notes:
Assassin's Resolve: A new common card meant for a more minion based Rogue. Kind of a mix between Innervate and Preparation. You can make a huge play early on in the game, like making a Knife Juggler a 4/4 on turn 2.
Salvage Parts: Since Spare Parts are with around 0.5 a card, this is valued appropriately at 3 mana. Since 3 mana normally costs you 3 mana. Anyway, this card has great synergy with Rogue as it activates combos. While opening some new possibilities like with Mountain Giant or Gazlowe.
Defender of Gilneas: Very strong card if you combo into it. It becomes a Taunt version of Druid of the Claw a turn earlier if the Combo succeeds. And even if you miss the Combo you just get a Chillwind Yeti, which isn't bad at all.
Gilneas City: The first class Territory! Its Gilneas City, which permanently activates your Combo cards so they can be played first in the turn. Very strong, since it activates Combos on later turns, but also as a drawing mechanic with maybe Gadgetzan Auctioneer.
Ale Enthusiast: Finally a legit 2-Drop for Rogue that doesn't rely on The Coin. It puts a (0) mana healing spell that is fairly strong. It keeps you alive, while also activating combos.
Bilgewater Butcher: A great 6/6 for 6 Pirate for Rogue. Since Rogue's Hero Power doesn't lend itself to Inspire, that's why the stats are so strong. It helps you to stay alive, while at the same time helps your minions survive as well. It will be the card that pushes Pirate Rogue over the edge to Viability.
Crimson Comedian: Okay, I love this card. Remember all of those crappy Epic Rogue cards that the class has? If you forget, don't worry you should, they are Kidnapper, Patient Assassin, Cogmaster's Wrench, Poisoned Blade, Beneath the Grounds, and Sabotage. So now the Crimson Comedian now makes all of these cards playable, since they now cost 2 less, which is actually reasonable now. Also it affects the next Epic card from this set of course.
Smoke Bomb: Fairly niche, but powerful late game spell that gives all minions Stealth. Can do some sick combos with cards that benefit from it like Kel'Thuzad. It also gives the enemy minions Stealth, which can be an advantage since it takes way Taunt.
Maiev Shadowsong: Every time you play a spell, your opponent draws a card. Perfect for mill decks as you get a fairly strong body with it, being a 6/6!
Shaman
Notes:
Goblin Recluse: A minion that has key synergy with the Shaman's Overload mechanic. For each overloaded Mana Crystal you have, you will deal 1 damage to a minion. So you can do some really cool things like cleaning up after a Lightning Storm, or killing a huge minion after an Elemental Destruction.
Twilight's Hammer: A very simple, yet effective weapon. You get a 4/2 weapon, which is very strong, a turn earlier than the rest. However you do get overloaded for (1) though.
Wind Shear: On turn 4 you now have the option of getting a Flamestrike that is divided into two! This way you can clear those pesky Deathrattle minions! A strong spell when you are in danger.
Thunder Bluff: The second, and final class Territory of the set! If you don't know what it means, don't worry I'll tell you. Basically all cards that read Overload: (*x*) will have the number in the parenthesis reduced by one. In the example below, you can see that Totem Golem now gives off Overload: (0) which basically means there's now no Overload on that card.
Lightning Shield: Another synergy with Overload! When played with many Overload cards, you can really give your minions a huge buff to their stats with this!
Trendy Draenei: A very cool card. Allows you to use the most recently played card by your opponent. However, since it is a Deathrattle they have the ability to react to it. So they may give you a pretty terrible card.
Magma Totem: Very powerful totem that can backfire hard if you get this from Tuskarr Totemic. As if the opponent has no minions, it will just kill your Totemic and potentially any of your other Common minions.
Cobalt Arcanist: A card for Dragon Shaman. For each Dragon you have in your hand, it gains Spell Damage +1. However, notice it isn't a battlecry. So the total Spell Damage changes as the battle goes on, as you draw into and use more Dragons. A neat downside is that your opponent knows the exact number of Dragons you're currently holding, so some strategy is involved.
Falstad Wildhammer: The matryoshka doll of Legendaries! Each time it dies, it comes back slightly weaker. In total it is 12/15 worth of stats in a 6 cost (plus 3) overload body! That's insanely powerful. However, it kinda gets destroyed by Silence. So use your Reincarnates and your Ancestral Spirits before it to late to create an unstoppable force!
Warlock
Notes:
Crazed Incinerator: Kind of like a reverse Wild Pyromancer that's harder to activate, but with a way better effect. This card is supposed to be the reason to run Discard decks.
Demonic Gateway: A Arcane Intelligence that adds random Legendary minions to your hand instead of cards from your deck. Can be very fun getting to try any Legendary at random for cheap price, but remember you could get two Lorewalker Chos.
Felhound: Another card made for the Discard deck. When you discard it, it will be summoned to the battlefield. A 0 mana 4/3 is very strong, especially when you get a powerful minion or spell with it like Dark Bargain or Doomguard.
Agony: A cool removal spell that has multiple steps. When you place it on a minion, when it dies it will destroy the minions adjacent to it. So if you place it on a Silver Hand Recruit next to a Tirion Fordring, when it dies it will take Tirion down as well. So your opponents need to keep their minion placement in mind.
Twilight Ogre: A very strong Ogre minion that has a chance to discard a card when it attacks. Since you have the control of when you may discard a card, you can thin out your hand to get those Discard synergies going.
EDIT: I made it a 5/6 instead of a 6/7 since it would be so powerful in Arena and potentially has no downside.
Seed of Corruption: Simple, it casts Corruption on all enemy minions. May not be amazing, but it certainly isn't terrible.
Nethermancy: Very strong card in Discard decks. it discards a card, but draws you two more. Good at activating your discard cards, while also being a strong top deck.
Demonkeeper: It makes your Demons not activate their Battlecry abilities. So Doomguard won't discard two cards, and Flame Imp won't deal 3 damage to yourself.
Archimonde: When you discard cards, instead of removing them from the game entirely. They are shuffled back into your deck. You can use this to get yourself out of taking fatigue damage for awhile, but in all it is a fairly unique and interesting legendary.
Warrior
Notes:
Crazed Berserker: A very strong 1-Drop. It cannot die during your turn, which means it is the master at trading. You can use a Cruel Taskmaster on a Crazed Berserker and it won't die. It survives Explosive Trap on your turn, and a lot of other things.
Shield Barrier: Muster for Defenders. Basically double Mirror Image with an extra Mana Crystal, which is appropriately costed. However, it has very strong synergy with Bolster, getting you four 2/4s with Taunt on turn 5. Since it is a Common card along with Bolster, you can see this Combo a lot in Arena.
Resolute Weaponmaster: A brewmaster for weapons. It allows you to reuse weapons from the beginning, plus you get it on a very strong body which is a 4/5 with Taunt. Might be useful in a bunch of different situations.
Groundbreaker: A strong card against Muster for Battle, and other aggro decks. Gets you to deal 3 damage spread out to 3 different minions. However, it is pretty lackluster when it comes to face damage. It can be used with Upgrade! to get four Consecrations.
Seasoned Soldier: Fairly powerful taunt that has an upside that makes Legendary minions cost a lot more. Really messes with their Dr. Boom turn.
Rallying Cry: Basically gives all of your minions +2 Health with an added benefit of dealing 1 damage to them also. If you have a board full of damaging effects, this can seal the deal. Especially with things like Armorsmith and Frothing Berserker.
Treasure Chest: A card similar to Mana Tide Totem, but for Pirates instead. This draw engine can mean a lot if it stays alive. Which is possible with the Warrior's assortment of Weapons.
Muradin Bronzebeard: A very strong Legendary that benefits from weapons. If you have a 4/1 Death's Bite it will become an 6/8 for example. Simple, and yet effective.
THANKS FOR READING! If you have any feedback, please comment down below!
I realy like territory mechanic. Made few simmilar cards myself, though called it "quest" for neutral expansion and "chi" for monk class.
Cards are OK, but try to make them more unique. Orc-Class chef is looking very good though ^.^
My suggestion: try making some stacking terittory cards. For example: Ironforge, Pandaria and stormwind. All 7 mana saying: if you have Ironforge, Pandaria and Stormwind territories, you win the game. Probably a bad example, but you get what I am saying :).
Keep going friend.
I added the Rares now. Now onto the Epics.
Anyway I think stacking Territories gets way to complicated. The keyword itself is already a bit hard to conceptualize, so I think it is better that they overwrite each other. Also adds a depth of strategy.
Shadow Bear (Neutral common) needs a change. A card cannot have stealth and taunt at the same time -.-
Yes it can. Have you ever used a Master of Disguise on a Taunt minion? The taunt goes away, and then comes back when it reveals itself. I don't see why it wouldn't be the same here.
Beautiful I shed tears of joy while I looked at the cards, honestly many of them are just very well made! Not to mention all the cool ability ideas here, I love the Rarity abilities the most though.
Rollback Post to RevisionRollBack
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Good stuff with Shaman. Anything that takes overload and makes it useful instead of just a burden is a great addition. Nature's cure for druid is also incredible, especially with Fel Reaver which is pretty much always run in aggro druid.
Explorers of Azeroth
Introduction:
Welcome to the Explorers of Azeroth expansion! In this fan-made expansion by G4merGuy09, we'll explore a couple of different unique elements that no other "full-on" expansion has! Particularly revolving around a new neutral card type called Territory and cards based around Rarity.
Territory:
Example:
Territory is a new Keyword and special kind of card. While most Territory cards are Neutral, some are also class cards! These cards add special conditions to how the battle is played. This affects both players, as as the example above says. Whenever any player plays a minion with Battlecry, that minion will get +1 Health. Only 1 Territory can be in play at once, so if another Territory card is played it will overwrite the last one. So timing is crucial, the opponent might get the drop on you with their patience! In total there are 14 different Territories, with 12 being neutral.
And before anyone says otherwise, yes, I've taken the concept from /u/Zephiron on Reddit. However, I centralized it so that all Territories last indefinitely unless overwritten, and that some classes get their own unique Territories.
Neutral
Neutral Commons:
Minions:
Territory:
Notes:
Minion Notes:
Pandaren Scout: The showcase 1-Drop for the Territory Keyword. Allows you to make use of the new Territory cards, but watch out! You're opponent can also capitalize on it and get their Territories out! However, it may be a good thing since you'll write over them! The strategy!
Old Storyteller: I love this card. It showcases the use of Rarity that this expansion will utilize. It might give you a pretty bad legendary. However, it allows budget-users to play with potentially any Legendary in the game!
Ogre Runt: It's a 1-Mana minion with the Ogre Effect. It is the only 2/2 for 1-Mana in the game, but it is so unreliable that it might not be worth it.
Gem Collector: Very strong, but very niche card. It slows down the game a bit, but since it affects both players it you need to build your ENTIRE deck around Common cards. I'm pretty sure that's insanely difficult.
Northsea Supplier: I made this card to help Pirates out a bit, and as a counter to Knife Juggler. There's currently no minion that reliably counters Juggler, so I wanted to make one.
Orc-Class Chef: Simple fun card I made. I'm not sure what kind of deck you'd put it in. Maybe involving some future cards in this expansion perhaps? I dunno.
Cruel Snowtosser: I know. I know. It's a direct upgrade of Ironforge Rifleman. But honestly that card is god awful. If Blizzard can make direct upgrades so can I as long as they are balanced. Which I think this is. It good both early and late game, but pretty bad as a naked turn 3 drop.
Goblin Excavator: Obligatory anti-Territory card. Fairly strong, if a Territory based deck is a Top Tier deck.
Shadow Grizzly: It's honestly pretty weak, but I think that's okay. It is a cute card that has a combination of keywords that no other cards has. It is the Silent Knight of the set.
Small Game Hunter: The opposite of Big Game Hunter. It is very niche, but works very well in Control Paladin with their Aldor Peacekeeper andHumility.
Enraged Wizard: A new version of Dalaran Mage. The Enrage effect is very hard to get off, but if you do. You will get a major damage boost to your spells.
Sen'jin Shieldstudent: Mini-Sen'jin Shieldmaster. Simple, yet effective.
Skettis Talonpriest: Fair 4-Drop that gets you some character healing once it dies.
Forsaken Exorcist: Pretty easy to understand what this is for. Deathrattle is insane and needs a for reals counter. It's a strong Tech card, and might make non-Deathrattle cards to get more of a glance.
Mechanostrider: The Mechanical Yeti to Lost Tallstrider. Cool thing is that you get the Spare Part immediately. But you get a 5/4 in stats, fair trade I say.
Worgen Daredevil: This card. Oh man. You might say this card is terrible, and it may be. But Stealth + Windfury is a VERY scary combination. If you somehow get a double Coldblood combo on this minion it becomes an 18/2. So I had to stat cost this VERY carefully. It is potentially extremely broken.
Magma Worm: It is an Ice Rager that costs 1 more mana and gets +1/+1. It is also a beast. Simple.
Dark Arts Practitioner: Basically you get a targeted Feign Death effect on a friendly minion. Can be very useful if you build the right deck around it.
Champion of Commoners: Cute card. You'll need at least 3 Common cards in your hand for it to be worth it. Maybe a bit to powerful, but it gives an edge to Budget decks.
Spellcrusher: Very risky card. You get HUGE value if you are able to hit something like a Sylvanas Windrunner or Sludge Belcher. However it dies to Deathbite, soooo.
Pretentious Mixologist: I wanted to make a budget card that really screwed over Dr. Boom, and I say this does it pretty well. It basically sends any minion with Battlecry back into the user's hand once they use it's affect. However, I'm not sure how it work's with Big Game Hunter. I think it sends it back to your hand, but I'm not sure. Also remember it is a mirrored effect.
Proto-Drake: It is a very strong budget card as it is a pile of stats with the Dragon tag. So it is a Ysera that costs 1-less, but doesn't do anything.
Fungal Giant: You might've not realized, but it counts the Common cards your opponent plays as well. So it is an actual counter to Common-Theme decks, but also good in Common decks. This would hopefully be the win condition of those kinds of decks.
Territory Notes:
Pandaria: It gives an edge to all of those Battlecry cards by giving them 1 health if they are played. Simple, supposed to be made in a Panda bounce deck.
Ironforge: The anti-Legendary Territory. Very strong against Control Warrior or other decks that carry a lot of Legendary minions.
Stormwind City: Very strong in Inspire Decks, but you do lose a lot of Tempo while losing it.
Undercity: VERY strong. It is a permanent Baron Rivendare effect if it isn't overwritten. However you lose SO MUCH tempo.
Neutral Rares:
Minions:
Territory:
Notes:
Minion Notes:
Spore Bat: Very interesting deck that you would need to build your deck around. Very good card if it survives turn one, and you play it into your 2 drop which is an Epic or Rare. The best case scenario is Echoing Ooze.
Silent Sentinel: A bigger Shieldbearer. Great for stalling, but not great for much anything else.
Rare Competitor: Fairly unique card that has its uses. It becomes very strong if there is an enemy Rare minion. Trades extremely well with Sludge Belcher as an example.
Patient Brewmaster: Put's a fairly niche 0-cost card in your hand when it dies. Great for bounce decks, and in trading scenarios.
Uncommon Thief: It puts a random common card in your hand. You might get something terrible, like a Wisp, or something fairly substantial like a Frostbolt.
Naga Royal Guard: Great counter to decks that have a lot of Common cards. However, remember it affects yourself as well. So you might need to build around the card quite a bit.
Warsong Savior: A 2/5 with a potentially not terrible affect? Oh golly gee! Joking aside, the affect can come in handy if you "save" a damaged minion. It is great in Fatigue matches as you get an extra turn before you get to Fatigue damage.
Wisp Whisperer: Surprisingly powerful card. You get 6/4 worth of stats, but it is honestly distributed in a terrible way. If your deck is based around summoning cheap minions, this might be a great include. Example would be with Hobgoblin or maybe in Zoolock even.
Darkspear Strategist: Effective card if your main goal is trading. You basically cut a minion's health effectively in half with this minion. So giants are now 8/4s instead of 8/8s, which is very massive.
Naga Siren: Another card to go with the Naga theme of countering Common decks. You get a free silence if the enemy plays a common minion. This can mean quite a bit in the long run, like silencing Piloted Shredders or Haunted Creepers.
Territory Notes:
Silvermoon City: Good card against Inspire decks and decks that heavily rely on Hero Powers. Imagine playing this turn 1 against Handlock? They basically lose the game. However it also makes your own hero power cost (1) more as well.
Ogrimmar: Damaged enemies gain +1 Attack, fairly simple. Great in Warrior decks that may have tons of damaged minions.
Darnassus: Very strong in decks that want to draw a bunch of cards, as they will get the Emperor Thaurissan effect on all cards drawn, kinda like an invisible Shadowfiend.
Sporeggar: Extremely interesting and extremely risky card. Rare and Epic minions get a huge buff when they are summoned, however Common and Legendary minions do not. And since you will be the one to pay the high cost most of the time, you can really screw yourself over by not being careful. Risk versus reward though.
Neutral Epics:
Minions:
Territory:
Notes:
Minion Notes:
Arcane Amplifier: This card is pretty interesting. It is a 1-Mana minion that keeps getting Spell Damage at the end of the turn. The catch is that it doesn't have any Spell Damage the turn you play it, which means it needs to survive at least one turn to get any good value.
Truthseeker: A counter that is deserved against the Secret Paladin uprising. However since it is a Deathrattle, the Paladin can still react before you remove their secrets.
EDIT: Made it a 2/2 instead of a 3/2 since it would be a bit too powerful against Mages and Hunters.
Elven Sharpshooter: Living Roots, Haunted Creeper, and Muster for Battle are very strong cards because there is no reliable way to get rid of them with a single card. Now there is with the Elven Sharpshooter. However, if you are up against a deck that relies on singular big minions this card is pretty worthless.
Arcane Guardian: The Anti-Spell card. It makes all damage dealing spells do one less damage than it should. It is even possible to make spells deal 0 damage! So this card alone turns Swipe from an amazing card to a overcosted Dark Bomb!
Gnoll Tracker: Very odd, but very unique card. It is a 4-mana card draw in a very weird sense. It puts the Hunter's Tracking card into your hand when it dies, which is great for fishing for the card you need. Particularly strong in Mage where you need the Burst to win the game.
Spiritual Pathfinder: Good card that has synergy with Territory cards. You can really get those powerful Territory effects out for free if you have one in your hand. However, the minion itself has fairly low health of 4. So be careful!
Deathwing?: A rusty cheap knockoff of Deathwing. It is mostly a "For Fun" card that isn't meant to be taken seriously. However, it is a particularly strong Top-Deck when you are behind!
Silver Hand Inspiritor: Really gives a boost to those Inspire decks by giving them this card. It allows the Inspire abilities to trigger twice, which can be very powerful! It even has a sticky body so it is hard to get rid of.
Weaponlifter: A more aggressive alternative to Harrison Jones. Instead of drawing cards, you take their weapon right from their hands. However, you'll only get an exact copy, so if you still a 4/1 Truesilver you'll have a 4/1 Truesilver.
Territory:
The Exodar: Probably the worst Territory, but it is pretty neat. Allows you to mouse over Secrets and see what they are! Can be useful in very niche situations, but probably not worth a Card Slot.
Gnomeregan: It makes all Spare Parts free! Which is pretty good if you have a stockpile of them! Remember this also affects your opponent as well!
Dalaran: Adds a Spell Damage +1 to the battlefield, which affects both players remember! It can be very risky, but very rewarding if you have the burst to go along with it!
Bilgewater Harbor: Odd card in Pirate decks, maybe a bit too slow. But nevertheless it gives both players a Coin, which is particularly strong in Rogue!
Neutral Legendary Minions:
Minions:
Notes:
Akama: It's a fairly weak body with the Reincarnate effect on it. Fairly strong in those decks that use Reincarnate, and possibly has some other applications in other decks.
Apothecary Putress: Basically it is a single target removal that comes in form of a minion. However it can come in handy as a 2 damage finisher.
Brann Bronzebeard: This card's art is what actually sparked the idea for the theme. So as it stands, it puts in a random Territory at the end of your turn. Very risky, very fun.
Sen'jin: Great when trading your board into another board. Extremely weak by itself.
Lady Vashj: Destroys a random Common card whenever you use your Hero Power. Pretty interesting, probably not very good.
Chromie: I really like this card. Basically when it dies, it currently ends the turn of whoever is active during her death. So you want to try to kill her last, as the last action of your turn. However, it can backfire pretty badly since your ordering goes all out of wack.
Wrathion: A meager pile of stats that gives you an amazing weapon when it dies. Great for decks that want to drag out the game, and need a weapon to close out.
Chen Stormstout: Returns all of your own minions to your hand. The pile of stats you gain is fairly good, but the effect is pretty niche.
Arthas and Ner'zhul: Basically if you use your Hero Power when both of these minions on the board you get a huge buff to your hero. Giving you a pretty good weapon and an amazing Hero Power!
Druid
Minions:
Notes:
Timbermaw Farseer: Cute and simple. It basically gives you a free Hero Power the turn you play it, which is quite strong. However, that Hero Power doesn't activate Inspire cards obviously.
Insect Swarm: Very strong arena card. Pretty interesting in other decks as well. Compare it to Flamecannon, it deals 4 damage but with a drawback that can be manipulated. Since the damage happens when the turn ends, you really need to think about your ordering. A perfect example is that it can't kill a Piloted Shredder's first stage immediately, which is a major deal.
Ancient of Arcane: A spell damage Ancient, that also buffs! Gives a new turn 7 Ancient that you may need to look out for. Very strong if you have Moonfires in your hand with the Spell Damage, and pretty good while you're ahead with minions. However, it is fairly weak as a standalone drop, unlike its Ancient brothers War and Lore.
Nature's Cure: Interesting card that has its own applications. Silence Druid may become a thing, since putting this on an Ancient Watcher has such amazing value early in the game. However, by itself in Arena it is also fairly strong as you can just get the +2/+2 buff and don't care about the Silence! Also, it gets rid of Freeze and other harmful effects!
Moonkin Form: Good card for those grindy druid decks who want to make it to the late game, but this card also has some great applications with Spell Power! Use it with Malygos to get a potentially lethal finisher, or with the previously mentioned Ancient of Arcane for some good minion clears!
Shardtooth Mauler: Very powerful Beast for Druid. Whenever it kills a Common minion, it can attack again! Good against a board full of minions who happen to be Common. Make's you think twice about who you should attack first!
Wise Whelp: Made for a Dragon focused Malygos Druid. Has major synergy with Spells, but it doesn't have the same board presence that Twilight Whelp has.
Berserk: Made to have major synergy with Druids that use their face to attack a lot. Synergy with Bite and Claw make a real different, giving you a major board wipe!
Broll Bearmantle: A ramp focused Druid Legendary that has tons of value at all stages of the game. Its power comes from its versatility. If you have some more unused mana at the end of the turn you play it, it will become stronger and stronger. So if you play it on turn 3, with nothing else, it will become a 2/4 and so on. At turn 10 he will become a 9/11 minion! That's insanely powerful!
Hunter
Notes:
Counterattack: Counterspell, but for hunters! It prevents an attack from your opponent, but as a bonus it also gets you quite a bit of Armor in return. It isn't super complicated, but as a note it can be activated by the enemy hero, so druids and rogues counter it pretty hard.
Strigid Caretaker: Pretty effective card when it comes to healing. While the healing isn't immediate, it can come in handy a bunch of times if you are trying to survive to the end-game, which is very hard as Hunter.
Bludgeonbeak: Very powerful card that rivals Savannah Highmane, as it completely shuts down any cheap Rare minions your opponent tries to play. Watch out though! It also affects yourself! Also it actually wins trades with the aforementioned Highmane, as it kills the 2/2 Hyenas that come out as they are also Rare minions.
Frenzy: Basically gives the Foe Reaper 4000 ability to a Beast. Can come in handy, although it is certainly fairly niche.
Venomlash Scorpid: Extremely powerful taunt for Hunter, as anything that attacks it dies. And since it also has taunt, you can't ignore it! However, it is extremely weak to Removal via weapons and spells so it isn't unfair.
Adamantite Rifle: You might say this card is overpowered as hell on first glance, but remember it cannot attack . So you'll really need to make a Control Hunter with a lot of healing to survive through all of the charges. Not to mention this gets hard countered by Harrison Jones.
Careful Aim: Allows you to get a bunch of value from your Arcane Shots, while also drawing a card. With Lock and Load it can get pretty out of hand, especially if you get another Careful Aim.
Antlered Courser: Basically it is a Kodorider that has reverse stats, costs (1) less, and you need to clear all of them or you're gonna have a bad time. Gives a new win condition to Mid-Laterange and Control Hunter, but would you honestly play it over Dr. Boom? I dunno.
Bessy: Kind of a joke card, but is surprisingly effective. It is kind of like a Dreadsteed that cannot attack, but has a way higher life total. It activates your Beast Synergies, examples being Ram Wrangler, Kill Command, and Hound Master of course.
Mage
Notes:
Frozen Orb: Just to preface, I deliberately made Mage's common cards a bit unorthodox since they can be toned down a bit in Arena. Anyway the first common is Frozen Orb, which is a surprisingly powerful card. It stop's aggression early game, since it freezes the enemies in place. However, if you play your own minions they have a chance to be frozen too! Perfect against Shielded Minibot or Haunted Creeper!
EDIT: Switched it from targeting enemy minions to "another random minion".
Saltscale Conjurer: Murloc for Mage! Why not? It would be based around this card as the more Murlocs you play, the higher Spell Damage you can get to! I dunno, interesting yet fun card.
Conjure Refreshment: Some Healing for Mage, good against hunter and when trading in your minions. Pretty niche in most cases.
Shatter: Very strong Silence and Destroy effect. Even though Mage has Polymorph, I can see it being fairly useful in Freeze Mage.
Undercity Mechanic: Fairly powerful minion for Mech Mage's who want to get more power on the board midgame. It is a 4/1 that turns into a 5/5! That's 9/6 worth of stats for 5 mana! However, since it isn't a Mech itself it will not be affected by Mechwarper.
Nether Attunement: Buff spell for Mages, basically a Blessing of Kings that gives an extra Spell Damage +2 for two more mana. You can really go off with the spells if the minion you buff survives.
Ignite: Strange card, that's for sure. It basically confirms a minion to die, but unlike Corruption, it can kill a 2 health minion at the end of your turn.
Frostfire Magus: Very cool card. Puts a couple of burst spells into your deck, so you reliably draw into your big burst damage late game. It also has a fairly decent body, but has no immediate effect. So you really want to play the long con, with like Freeze Mage or something.
Aegwynn: Changes all of the cards in your hand into random Epic spells, which could be anything really! Might get the burst you need to finish off the enemy!
Paladin
Notes:
Southshore Privateer: A pirate for Paladin! It is a fairly strong card, even in non-Pirate decks! If this stays alive while you have a Truesilver or Ashbringer up, you're probably going to have a good time.
Garrett Family Crest: A shield weapon. It gets you 8 Armor over a small amount of time, but not immediately. Useful for surviving a couple of more turns to make it to the late game.
X-51 Rocket: An interesting minion removal tool for Paladin. It can remove a key target, while also getting you some Spare Parts which may be game changing.
Reckoning: Gives a minion the Bolf Ramshield effect! Can potentially save you from bursting damage if you put it on a high health minion.
Devotion Aura: Give up to 3 of your minions Divine Shield! Very effective in trades, and has some really interesting synergy with Blood Knight!
Ironforge Champion: This minion is a very good removal tool for Paladin. It destroys any minion, and also summons an 8/4 in its place. However the bigger the minion you kill, the most damage you take to your own hero, so you need to be careful! You hope your opponent plays Molten Giants!
Turn Evil: Another utility spell against Deathrattle minions. It becomes a stronger Sap as it costs the minion you return to cost (2) more. However, in situations that the enemy may not have a Deathrattle minion, it is a pretty dead card.
Silver Hand Mentor: Changes the way you build your deck. You'd want to include many common minions, as they will now cost (2) more but get +2/+2 in stats! That's incredibly strong on a 4/5 body for 4.
Lady Liadrin: Simple mechanic, but it is the first and only minion to have a Battlecry and Inspire effect that does the same thing!
Priest
Notes:
Penance: A single target effect version of Lightbomb. Potentially better than Shadow Word: Pain, but you couldn't kill those pesky low attack minions. Especially makes a difference in the Priest mirror match.
Rotting Preacher: A priest minion that seems extremely powerful at first, but on closer inspection it has its own weaknesses. By the time your opponent's turn comes around it would only be a 5/7, which is only one more health than a Pit Fighter. It words really well with Silence effects, but that's still pretty niche.
Shadow Word: Barrier: Very strong card if you are ahead on board. Remember you have to at least have one minion on the baord for you to activate this effect, which means its a fairly bad top deck if you have no minions.
Sha'tar Cleric: Seems fairly weak at first, but it has many applications. First it can trade with 1 health minions like Leper Gnome, and it also activates your On-Healing effects like Lightwarden, Holy Champion, and Northshire Cleric.
Psychic Horror: Makes an enemy minion to randomly attack one of their comrades. Since it is random it can be hard to control, unless it is the only minion on the field. If so, it will 100% attack their own hero, which can be quite powerful.
Disciple of the Light: Puts a couple of Priests spells into your hand. It is probably worse than Confessor Paletress, but it does give you some card advantage instead of immediate board presence.
Meditate: An immediate Emperor Thaurissan effect! Can be fairly powerful when combined with many combo pieces. However you lose quite a bit of tempo, and you don't even get card advantage from it.
Shadowy Apparitions: Very strong card if you are trading your board into the enemies. Kind of like a more powerful version of Soul of the Forrest, except for Priest.
Tyrande Whisperwind: You heard that right! Spell Healing! Works exactly how you expect. All the spells that heal will heal 4 more points of health! Flash Heal heals for 9, Holy Nova heals your characters for 6, Circle of Healing heals for 8! Very cool card.
Rogue
Notes:
Assassin's Resolve: A new common card meant for a more minion based Rogue. Kind of a mix between Innervate and Preparation. You can make a huge play early on in the game, like making a Knife Juggler a 4/4 on turn 2.
Salvage Parts: Since Spare Parts are with around 0.5 a card, this is valued appropriately at 3 mana. Since 3 mana normally costs you 3 mana. Anyway, this card has great synergy with Rogue as it activates combos. While opening some new possibilities like with Mountain Giant or Gazlowe.
Defender of Gilneas: Very strong card if you combo into it. It becomes a Taunt version of Druid of the Claw a turn earlier if the Combo succeeds. And even if you miss the Combo you just get a Chillwind Yeti, which isn't bad at all.
Gilneas City: The first class Territory! Its Gilneas City, which permanently activates your Combo cards so they can be played first in the turn. Very strong, since it activates Combos on later turns, but also as a drawing mechanic with maybe Gadgetzan Auctioneer.
Ale Enthusiast: Finally a legit 2-Drop for Rogue that doesn't rely on The Coin. It puts a (0) mana healing spell that is fairly strong. It keeps you alive, while also activating combos.
Bilgewater Butcher: A great 6/6 for 6 Pirate for Rogue. Since Rogue's Hero Power doesn't lend itself to Inspire, that's why the stats are so strong. It helps you to stay alive, while at the same time helps your minions survive as well. It will be the card that pushes Pirate Rogue over the edge to Viability.
Crimson Comedian: Okay, I love this card. Remember all of those crappy Epic Rogue cards that the class has? If you forget, don't worry you should, they are Kidnapper, Patient Assassin, Cogmaster's Wrench, Poisoned Blade, Beneath the Grounds, and Sabotage. So now the Crimson Comedian now makes all of these cards playable, since they now cost 2 less, which is actually reasonable now. Also it affects the next Epic card from this set of course.
Smoke Bomb: Fairly niche, but powerful late game spell that gives all minions Stealth. Can do some sick combos with cards that benefit from it like Kel'Thuzad. It also gives the enemy minions Stealth, which can be an advantage since it takes way Taunt.
Maiev Shadowsong: Every time you play a spell, your opponent draws a card. Perfect for mill decks as you get a fairly strong body with it, being a 6/6!
Shaman
Notes:
Goblin Recluse: A minion that has key synergy with the Shaman's Overload mechanic. For each overloaded Mana Crystal you have, you will deal 1 damage to a minion. So you can do some really cool things like cleaning up after a Lightning Storm, or killing a huge minion after an Elemental Destruction.
Twilight's Hammer: A very simple, yet effective weapon. You get a 4/2 weapon, which is very strong, a turn earlier than the rest. However you do get overloaded for (1) though.
Wind Shear: On turn 4 you now have the option of getting a Flamestrike that is divided into two! This way you can clear those pesky Deathrattle minions! A strong spell when you are in danger.
Thunder Bluff: The second, and final class Territory of the set! If you don't know what it means, don't worry I'll tell you. Basically all cards that read Overload: (*x*) will have the number in the parenthesis reduced by one. In the example below, you can see that Totem Golem now gives off Overload: (0) which basically means there's now no Overload on that card.
Lightning Shield: Another synergy with Overload! When played with many Overload cards, you can really give your minions a huge buff to their stats with this!
Trendy Draenei: A very cool card. Allows you to use the most recently played card by your opponent. However, since it is a Deathrattle they have the ability to react to it. So they may give you a pretty terrible card.
Magma Totem: Very powerful totem that can backfire hard if you get this from Tuskarr Totemic. As if the opponent has no minions, it will just kill your Totemic and potentially any of your other Common minions.
Cobalt Arcanist: A card for Dragon Shaman. For each Dragon you have in your hand, it gains Spell Damage +1. However, notice it isn't a battlecry. So the total Spell Damage changes as the battle goes on, as you draw into and use more Dragons. A neat downside is that your opponent knows the exact number of Dragons you're currently holding, so some strategy is involved.
Falstad Wildhammer: The matryoshka doll of Legendaries! Each time it dies, it comes back slightly weaker. In total it is 12/15 worth of stats in a 6 cost (plus 3) overload body! That's insanely powerful. However, it kinda gets destroyed by Silence. So use your Reincarnates and your Ancestral Spirits before it to late to create an unstoppable force!
Warlock
Notes:
Crazed Incinerator: Kind of like a reverse Wild Pyromancer that's harder to activate, but with a way better effect. This card is supposed to be the reason to run Discard decks.
Demonic Gateway: A Arcane Intelligence that adds random Legendary minions to your hand instead of cards from your deck. Can be very fun getting to try any Legendary at random for cheap price, but remember you could get two Lorewalker Chos.
Felhound: Another card made for the Discard deck. When you discard it, it will be summoned to the battlefield. A 0 mana 4/3 is very strong, especially when you get a powerful minion or spell with it like Dark Bargain or Doomguard.
Agony: A cool removal spell that has multiple steps. When you place it on a minion, when it dies it will destroy the minions adjacent to it. So if you place it on a Silver Hand Recruit next to a Tirion Fordring, when it dies it will take Tirion down as well. So your opponents need to keep their minion placement in mind.
Twilight Ogre: A very strong Ogre minion that has a chance to discard a card when it attacks. Since you have the control of when you may discard a card, you can thin out your hand to get those Discard synergies going.
EDIT: I made it a 5/6 instead of a 6/7 since it would be so powerful in Arena and potentially has no downside.
Seed of Corruption: Simple, it casts Corruption on all enemy minions. May not be amazing, but it certainly isn't terrible.
Nethermancy: Very strong card in Discard decks. it discards a card, but draws you two more. Good at activating your discard cards, while also being a strong top deck.
Demonkeeper: It makes your Demons not activate their Battlecry abilities. So Doomguard won't discard two cards, and Flame Imp won't deal 3 damage to yourself.
Archimonde: When you discard cards, instead of removing them from the game entirely. They are shuffled back into your deck. You can use this to get yourself out of taking fatigue damage for awhile, but in all it is a fairly unique and interesting legendary.
Warrior
Notes:
Crazed Berserker: A very strong 1-Drop. It cannot die during your turn, which means it is the master at trading. You can use a Cruel Taskmaster on a Crazed Berserker and it won't die. It survives Explosive Trap on your turn, and a lot of other things.
Shield Barrier: Muster for Defenders. Basically double Mirror Image with an extra Mana Crystal, which is appropriately costed. However, it has very strong synergy with Bolster, getting you four 2/4s with Taunt on turn 5. Since it is a Common card along with Bolster, you can see this Combo a lot in Arena.
Resolute Weaponmaster: A brewmaster for weapons. It allows you to reuse weapons from the beginning, plus you get it on a very strong body which is a 4/5 with Taunt. Might be useful in a bunch of different situations.
Wild Strikes: A Darkbomb that is split into 3. It trades evenly with Shielded Minibot, and can activate "Takes Damage" effects like Acolyte of Pain, Axe Flinger, or even Gurubashi Berserker.
Groundbreaker: A strong card against Muster for Battle, and other aggro decks. Gets you to deal 3 damage spread out to 3 different minions. However, it is pretty lackluster when it comes to face damage. It can be used with Upgrade! to get four Consecrations.
Seasoned Soldier: Fairly powerful taunt that has an upside that makes Legendary minions cost a lot more. Really messes with their Dr. Boom turn.
Rallying Cry: Basically gives all of your minions +2 Health with an added benefit of dealing 1 damage to them also. If you have a board full of damaging effects, this can seal the deal. Especially with things like Armorsmith and Frothing Berserker.
Treasure Chest: A card similar to Mana Tide Totem, but for Pirates instead. This draw engine can mean a lot if it stays alive. Which is possible with the Warrior's assortment of Weapons.
Muradin Bronzebeard: A very strong Legendary that benefits from weapons. If you have a 4/1 Death's Bite it will become an 6/8 for example. Simple, and yet effective.
THANKS FOR READING! If you have any feedback, please comment down below!
I added the Rares now. Now onto the Epics.
Anyway I think stacking Territories gets way to complicated. The keyword itself is already a bit hard to conceptualize, so I think it is better that they overwrite each other. Also adds a depth of strategy.
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Yes it can. Have you ever used a Master of Disguise on a Taunt minion? The taunt goes away, and then comes back when it reveals itself. I don't see why it wouldn't be the same here.
Oh I see, I always thought it contradicted.
Sorry it took so long, but the Epics are up now! Also thanks to dnikko I got a cool emblem on all of my cards!
Old Storyteller is OP.
Druid and Hunter Cards are a Go! Next up is Mage and my favorite Paladin!
You spelled Wisperer wrongly...
I bring life and BLAHHHHHH
Amazing Creations, I'm jealous lol :)
Mage and Paladin are done! Will do Priest and Rogue in that order next!
Very interesting mechanics and well designed cards so far. Im waiting for warrior and rogue. GL!
Priest and Rogue are up! Next comes Shaman, Warlock, and finally Warrior!
Shaman's done! Definitely the hardest class to design cards, but it also means its the class I took the most time with!
Sorry it's been while, but I finished up with the Warlock and Warrior cards! Go see for yourselves!
Beautiful I shed tears of joy while I looked at the cards, honestly many of them are just very well made! Not to mention all the cool ability ideas here, I love the Rarity abilities the most though.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
very nice
Good stuff with Shaman. Anything that takes overload and makes it useful instead of just a burden is a great addition. Nature's cure for druid is also incredible, especially with Fel Reaver which is pretty much always run in aggro druid.
I really like your concept! Shaman class cards sound very interesting!
Awesome work. My only concern would be that you'd just wait until your opponent played their territory, and then just overwrite it next turn.