The Shadow of Stormrage, the second Hearthstone expansion! In this expansion the Season 2 card back will be the reward along with a special card that is only available if you defeat the heroic bosses! I hope you enjoy this preview of the Expansion and feedback will be appreciated :).
New Keywords
Restore:Restore a random friendly minion to full health at the end of your turn.
Wings of the Temple
Karabor Sewers
Illidari Training Grounds
The Refectory
Gorefiend's Vigil
Temple Summit
Heroic Only:
Refund for May Season 2
All players who received the Black Temple card back during the May 2014 Season 2 will receive a legendary weapon for reaching the rank or higher.
Thank You!
Thank you for reading this and best of luck to you all in your ventures and remember Feedback is appreciated to make this a great expansion!
Really cool! I always appreciate these fan concepts when people put some effort into them. I also like the idea of giving people another way of getting older seasons card backs, I wouldn't want all of them to be like this but for newer players this could be neat.
As for the cards, there are some really neat ideas to these but they could be tweaked just a bit.
Take the Bonechewer Worker for example. In concept, this is really neat, but he completely negates the Wisp, and game design wise it's not fun to create cards that are just flat out better than existing cards. Instead, how about making him a 0/1 with the keyword? He'd be a free full heal, which is still REALLY powerful, but can't attack without some help. This way, it's a little like a neutral ancestral healing, but you get a minion out of it which could combo with some attack buffs (totems, savage roar, etc.)
I don't see a single card that is not OP. I like the theme though and the restore mechanic could work. Take Bonechewer Worker for instance. Even as a one mana minion is pushing it but as a zero? What is that even remotely comparable to?
For a few of them just tweaking the stats can make them come back down to acceptable levels. Dragonmaw Wyrmcaller seems like a cool card, but it can be hard to balance a card that summons four minions. If you want to keep the deathrattle as is (which is cool I admit), I'd make it a 4/1, which makes it a little like a magma rager, but obviously with much higher upside. It would still have some cool synergy with Shadowflame and Poison Seeds, but can be dealt with by the most basic of AoE (fan of knives, arcane explosion, swipe, etc).
Coilskar General - Minions with triggered abilities are generally priced as if they will be triggered once, in other words, this would be a 4/6 for 4 - definitely on the cheaper side of things. I would either push the price up to 5 (which is a bit high for an enhancer card) or else reduce the buff to +1/+2.
Dragon Turtle - First of all, I hate the Hungry Crab language. It shouldn't be "destroy a Murloc and gain +2/+2", it should be "destroy a Murloc to gain +2/+2". But that's neither here nor there, you're clearly copying an existing text formula, it's not your fault the original is poorly designed - so let's look at the card itself.
Kill a minion is huge. Without a keyword associated with it, it's an Assassinate. 5-mana, no body required.
If you don't want to go the Murloc route, set a power limitation. 4/4 Battlecry: kill a minion with 2 or less health is just about right for 5 mana (it's basically a Stampeding Kodo where you trade randomness for the chance you'll have to kill one of your own minions). Since the triggering condition is quite easy to meet, I would limit the bonus you get from it. +2/1 seems right to me.
Naj'entus - A poor man's Tirion. Probably about right for an Adventure Legendary, though I'm not sure Paladins need the nerf implied by giving everyone a copy of their Legendary.
Bonechewer Worker - As already mentioned, this card is better than the Wisp on all fronts. I'd put it at 1 mana - that's were most of the other 1/2s with abilities are located.
Dragonmaw Wyrmcaller - Blizzard seems to value 1/1s at about 1/2 mana a piece, since there ones are locked behind a deathrattle, I could see getting a bit of a premium, but with the current stats, I wouldn't go past 3 x 1/1. Also, I'd just make them Whelps - no real reason for a whole new token type when it's so close to an existing one.
Supremus - I'm not actually entirely sure what he's supposed to do.
Option 1: he's a board wipe that does 8 damage to everything whenever he gets attacked. Even if he self-kills (which isn't guaranteed if he's played by a Priest or Druid), that's still twice the board clear of a Flamestrike for only 1 additional mana.
Option 2: Minions that attack him create an AoE equal to the attacking minion's force. All things considered, this ability is even stronger, since it will take even more minions to kill Supremus, and each one that attacks reduces the remaining pool of minions who can do so as the AoE causes friendly fire.
Either way, he's easily a match for the Dragons and should be priced at 9+ mana.
Shade of Akama - Honestly, this is a jerk card. It specifically targets minions that are under powered for price and makes them even weaker. That said, the price for the card is about right (especially since a cost of 7 will prevent Leeroy under most circumstances).
Shadowmoon Deathshaper - Anything with a permanent Immune is overpowered (even if you don't play a Defender of Argus next to it). I would go for untargetable by spells and hero powers instead.
Wrathbone Flayer - Is actually priced just about right. It's possibly even a bit on the weak side.
Teron Gorfiend - This is basically a Blessing of Might for your entire board. Blizzard tends to assume that a board consists of 4 minions when pricing out abilities, so that's 20 mana there - though you can cut it in half since you can't use it to attack same turn. At a minimum Teron Gorfield is a 10-mana-minion. But him into a Warrior deck and... well it's worth remembering that Warsong Commander procs before Battlecries - so for Warrior he's a full on 20-mana-minion (and this is before we even consider his health).
Personally, I would go a different (and still potentially OP direction).
10 mana, 3/7, Battlecry: Gain control of an enemy minion until the end of the turn. (If this is too strong, I would start putting attack caps on the minions you can target).
Kil'jaeden - This is a massive mill-deck card, and as such I cannot get behind it. Beyond that I won't say anything because I know I have biases (having proposed a Kil'jaeden of my own at one point).
The Shadow of Stormrage, the second Hearthstone expansion! In this expansion the Season 2 card back will be the reward along with a special card that is only available if you defeat the heroic bosses! I hope you enjoy this preview of the Expansion and feedback will be appreciated :).
New Keywords
Restore:Restore a random friendly minion to full health at the end of your turn.
Wings of the Temple
Karabor Sewers
Illidari Training Grounds
The Refectory
Gorefiend's Vigil
Temple Summit
Heroic Only:
Refund for May Season 2
All players who received the Black Temple card back during the May 2014 Season 2 will receive a legendary weapon for reaching the rank or higher.
Thank You!
Thank you for reading this and best of luck to you all in your ventures and remember Feedback is appreciated to make this a great expansion!
Definatly looks really cool, does not seem really well balanced, but it looks like alot of fun!
This is fantastic work. Some of the cards are way too overpowered, but most are just...powerful.
I'm assuming most of these are AI cards.
No, all of them are available to the players. though I suppose I could nerf the legends.
Nice thoughts of cards, but I also think some cards are OP.
Check it out: <[Season 8]> Tautadin ←Click
Not balanced at all...
Really cool! I always appreciate these fan concepts when people put some effort into them. I also like the idea of giving people another way of getting older seasons card backs, I wouldn't want all of them to be like this but for newer players this could be neat.
As for the cards, there are some really neat ideas to these but they could be tweaked just a bit.
Take the Bonechewer Worker for example. In concept, this is really neat, but he completely negates the Wisp, and game design wise it's not fun to create cards that are just flat out better than existing cards. Instead, how about making him a 0/1 with the keyword? He'd be a free full heal, which is still REALLY powerful, but can't attack without some help. This way, it's a little like a neutral ancestral healing, but you get a minion out of it which could combo with some attack buffs (totems, savage roar, etc.)
I don't see a single card that is not OP. I like the theme though and the restore mechanic could work.
Take Bonechewer Worker for instance. Even as a one mana minion is pushing it but as a zero? What is that even remotely comparable to?
That's why we all can work together to fix them :D
Sure, we all can make some suggestions. A little by little can improved the cards details.
Check it out: <[Season 8]> Tautadin ←Click
For a few of them just tweaking the stats can make them come back down to acceptable levels. Dragonmaw Wyrmcaller seems like a cool card, but it can be hard to balance a card that summons four minions. If you want to keep the deathrattle as is (which is cool I admit), I'd make it a 4/1, which makes it a little like a magma rager, but obviously with much higher upside. It would still have some cool synergy with Shadowflame and Poison Seeds, but can be dealt with by the most basic of AoE (fan of knives, arcane explosion, swipe, etc).
If what you're aiming for is balanced...
Coilskar General - Minions with triggered abilities are generally priced as if they will be triggered once, in other words, this would be a 4/6 for 4 - definitely on the cheaper side of things. I would either push the price up to 5 (which is a bit high for an enhancer card) or else reduce the buff to +1/+2.
Dragon Turtle - First of all, I hate the Hungry Crab language. It shouldn't be "destroy a Murloc and gain +2/+2", it should be "destroy a Murloc to gain +2/+2". But that's neither here nor there, you're clearly copying an existing text formula, it's not your fault the original is poorly designed - so let's look at the card itself.
Kill a minion is huge. Without a keyword associated with it, it's an Assassinate. 5-mana, no body required.
If you don't want to go the Murloc route, set a power limitation. 4/4 Battlecry: kill a minion with 2 or less health is just about right for 5 mana (it's basically a Stampeding Kodo where you trade randomness for the chance you'll have to kill one of your own minions). Since the triggering condition is quite easy to meet, I would limit the bonus you get from it. +2/1 seems right to me.
Naj'entus - A poor man's Tirion. Probably about right for an Adventure Legendary, though I'm not sure Paladins need the nerf implied by giving everyone a copy of their Legendary.
Bonechewer Worker - As already mentioned, this card is better than the Wisp on all fronts. I'd put it at 1 mana - that's were most of the other 1/2s with abilities are located.
Dragonmaw Wyrmcaller - Blizzard seems to value 1/1s at about 1/2 mana a piece, since there ones are locked behind a deathrattle, I could see getting a bit of a premium, but with the current stats, I wouldn't go past 3 x 1/1. Also, I'd just make them Whelps - no real reason for a whole new token type when it's so close to an existing one.
Supremus - I'm not actually entirely sure what he's supposed to do.
Option 1: he's a board wipe that does 8 damage to everything whenever he gets attacked. Even if he self-kills (which isn't guaranteed if he's played by a Priest or Druid), that's still twice the board clear of a Flamestrike for only 1 additional mana.
Option 2: Minions that attack him create an AoE equal to the attacking minion's force. All things considered, this ability is even stronger, since it will take even more minions to kill Supremus, and each one that attacks reduces the remaining pool of minions who can do so as the AoE causes friendly fire.
Either way, he's easily a match for the Dragons and should be priced at 9+ mana.
Shade of Akama - Honestly, this is a jerk card. It specifically targets minions that are under powered for price and makes them even weaker. That said, the price for the card is about right (especially since a cost of 7 will prevent Leeroy under most circumstances).
Shadowmoon Deathshaper - Anything with a permanent Immune is overpowered (even if you don't play a Defender of Argus next to it). I would go for untargetable by spells and hero powers instead.
Wrathbone Flayer - Is actually priced just about right. It's possibly even a bit on the weak side.
Teron Gorfiend - This is basically a Blessing of Might for your entire board. Blizzard tends to assume that a board consists of 4 minions when pricing out abilities, so that's 20 mana there - though you can cut it in half since you can't use it to attack same turn. At a minimum Teron Gorfield is a 10-mana-minion. But him into a Warrior deck and... well it's worth remembering that Warsong Commander procs before Battlecries - so for Warrior he's a full on 20-mana-minion (and this is before we even consider his health).
Personally, I would go a different (and still potentially OP direction).
10 mana, 3/7, Battlecry: Gain control of an enemy minion until the end of the turn. (If this is too strong, I would start putting attack caps on the minions you can target).
Kil'jaeden - This is a massive mill-deck card, and as such I cannot get behind it. Beyond that I won't say anything because I know I have biases (having proposed a Kil'jaeden of my own at one point).
I have to mention one thing, Why are neither of the Murloc cards actually murlocs...
Plot twist their murlocs
No I felt that murloc's where one of the more interesting classes and I think that these two cards would be interesting for the murloc decks out there
But they aren't Murlocs they are Naga.