Hello everyone! Today i want to introduce you to my first custom HS class: The Dagonkin!
After making 2 custom expansions which i really enjoyed making i decided to mix things up and make a custom class. I got the idea from an idea i once had that i never really did but now i've continued and finished it. After struggeling where i wanted to bring the class and what themes it would have i started getting and scrapping ideas throughout the making of this class. One of those scrapped ideas being the idea to have multiple heroes each with a diffrent hero power. Which i'm still not sure about. However let's get into the class!
Card Spotlight:
Hardened Scales
This is a card that can probally be played in a sort of control Dragon deck. While it might like overcosted, there are a lot of dangerous dragons to watch out for with high cost and powerful effects. While it also gives you health. For this reason it's also a very versitile card which allows it to be played in a lot of situations. Other than that this card is really good to show off LOE's Discover mechanic.
Arcane Orb
With this card i really want to push the Spell Damage archetype. With this you automaticly deal 3 damage to a minion which is alright by itself but then it also has the potential to already deal 6 for 2 mana if you only have Spell Damage +1. With Spell Damage +2 it's just a 2 mana Assasinate. Although the requirements are difficult to get it can be very powerful.
Ghostwing
This card really helps the Freeze archetype by giving it a card that has the potential to give you a freeze every turn which can be very annoying for your opponent. This also works well if your opponent only has 1 or 2 minions and you can control the hero power slightly to result in some very annoying times for your opponent while you can easily control the board while it might be really difficult for your opponent to retrieve board control.
Lore / Concept:
Dragonkin are all creatures decinding from and including Dragons, these are kinds like normal Dragons, Drakonids, Dragonspawns, and so on. Most of these Dragonkin belong to a dragonflight (Bronze, Red, Blue, Twilight, Etc.) which will be one of the things you will see a lot in this class. Each dragonflight has their own identity and often playstyle, the Red Dragonflight requires more of a control playstyle while Frost Wyrms require you to win by freezing your opponent's minions and gain tempo. Some of these flights also go very well together and they go well by their own to, you don't need to revolve your deck around 1 flight.
New Keyword: Burn
Note: Burn counts ONLY for your next turn, unless it says otherwise!
I know, i know, not the most original name but it fits it really well, this is a more control type way to kill minions and very cheap, but it's very slow. This mechanic is very well comboed with the Frostwyrms since they can freeze them and them burn them. However it's good for all flights and it benefits from Spell Damage which helps the Blue Dragonflight.
Note: The Burn effects stacks on everything EXCEPT Heroes...
Hero(es)
Galakrond is one of the most important and iconic Dragons in WoW lore with a very interesting story also leading to the beginning of the story of 5 other important Dragons and the modern Dragons as we know them in WoW today. The Hero power is a more control type Mage hero power where you can't hit face but to compensate for that it deals one additinal damage to the target next turn. Great Hero power if you don't have anything turn 2 and your opponent has something like Flame Imp.
Cards:
Basic Set:
Expert Set:
Frost Breath:
Coming Soon...
Coming Soon...
Coming Soon...
Coming Soon...
I'll be releasing a card update every 3 days, so stay tuned. Also please leave feedback in the comments so i can improve this class! Thanks for having a look!
Oh yeah also please leave feedback in the comments for either card concepts/balance, or even the class itself and should i keep the idea of having multiple heroes or should it just go? Thank you!
I saw this class at the Class Creation competition and, since I've been a big fans of the Dragon mechanics and creatures, decided to take a look. And, well... It's been kind of disappointing to see the direction you took.
First thing first: The multiple heroes option need to go. Hearthstone is designed to be simple and consistent. Having this mechanic would be just too confusing.
Second thing: The Hero Power are seriously polarized. Fire Breath is too powerful. Compare it with the Mage and Rogue Hero Power, which are already insane, and you got an infinite Rogue Hero Power that doesn't cost you Health with the only weakness is that it can only target minions and is a Mage Hero Power for 1 Health minions. Bring Life is seriously underpower. Compare it with Priest and Warrior, the latter of which is always consider terrible if not for Shield Slam. So far, your cards don't have healing synergy, so this Hero Power is bottom tier. Empower is balance. It isn't insane or too strong and brought some much needed attention to the Spell Power mechanic and already had synergy in the Classic set. I'll go for this Hero Power.
Move on to more positive things: Despite having a very rocky start, you managed to create a very interesting and playable Basic set! Congratulation. I don't know if this is after a lot of talk with another person, but I struggled with my Basic set for a long time when I decided to create my own Custom Class. I think you just have a few problematic cards:
Combust: Overpower. Cards with discount always cost more than the initial curve since they have a discount in the first place. Compare with Dragon's Breath. Need to cost more or reduce the damage to 5.
Spectral Blue Drake: Overpower. Compare with Azure Drake and Archmage, or even Jungle Moonkin. And that isn't mention the fact that the class can have a on-command Spell Damage.
Mounted Storm Drake: Underpower. Compare with Gurubashi Berserker. I think it can get away with the cost of 6.
Fel Drake: A little bit underpower for a class card. Compare with Flame Imp and Succubus. I think you can get away with reducing the Health loss to 3.
Now, the idea of multiple heroes was already in a scrapped section meaning it already wasn't an idea to have it in to begin with, only to get people's opinions on it. However it is now completely gone so don't worry about that.
Combust: Changed to deal 5 damage
Spectral Blue Drake: There arn't that many fantastic Spell Damage cards and it's reasonably expensive so it would have to stick or you'd need to have some insane combos. And now with the Empower hero power gone it's even worse.
Mounted Storm Drake: Oops, my bad. Meant to put Windfury on though concidering to make it an 8 mana 2/8.
Fel Drake: As you suggested, reduced health loss to 3.
With most of these i did have in mind it was the basic set so i wanted to make sure the minions wern't to good, however i feel like most of it is fine now, as of the hero power, i don't know how i'd change it. Suggestions would be apprieciated.
And no, i didn't talk with other people about this or anything :p
This is still my first class though so i'm not experienced at all but i decided to give it a shot. Hopefully in the end it will turn out alright. However thank you so much for your feedback so i can improve this class!
Now, the idea of multiple heroes was already in a scrapped section meaning it already wasn't an idea to have it in to begin with, only to get people's opinions on it. However it is now completely gone so don't worry about that.
Combust: Changed to deal 5 damage
Spectral Blue Drake: There arn't that many fantastic Spell Damage cards and it's reasonably expensive so it would have to stick or you'd need to have some insane combos. And now with the Empower hero power gone it's even worse.
Mounted Storm Drake: Oops, my bad. Meant to put Windfury on though concidering to make it an 8 mana 2/8.
Fel Drake: As you suggested, reduced health loss to 3.
With most of these i did have in mind it was the basic set so i wanted to make sure the minions wern't to good, however i feel like most of it is fine now, as of the hero power, i don't know how i'd change it. Suggestions would be apprieciated.
And no, i didn't talk with other people about this or anything :p
This is still my first class though so i'm not experienced at all but i decided to give it a shot. Hopefully in the end it will turn out alright. However thank you so much for your feedback so i can improve this class!
The fundamental problem with your Fire Breath Hero Power is that the Burn keyword is permanent, which mean the minion will continue to take damage. I think it's best to just give Empower to the class or at least reduce the Burn the Hero Power give only to 1 turn.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
The fundamental problem with your Fire Breath Hero Power is that the Burn keyword is permanent, which mean the minion will continue to take damage. I think it's best to just give Empower to the class or at least reduce the Burn the Hero Power give only to 1 turn.
Well, the Burn keyword isn't actually permanent, my bad if i didn't make it clear enough :p
The fundamental problem with your Fire Breath Hero Power is that the Burn keyword is permanent, which mean the minion will continue to take damage. I think it's best to just give Empower to the class or at least reduce the Burn the Hero Power give only to 1 turn.
Well, the Burn keyword isn't actually permanent, my bad if i didn't make it clear enough :p
However i'll make that more clear, thank you!
Ah. That make more sense on what are you balance the Hero Power around on. I personally think the Empower Hero Power is much more interesting, but I understand that you need a practical Hero Power to avoid the dreaded Priest Turn.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Hello everyone, i just released the classic set and Nax for this class. Including 7 Commons, 5 Rares, 3 Epics, and 1 Legendary! That being the one and only Murozond! What better first legendary to have than one of the coolest Dragons in the Warcraft universe, his ability to manipulate time is also implemented into his card giving him the oppertunity to play with either your or your opponent's turn. However enjoy the cards and make sure to leave some feedback as to what you think of these cards or a class as a whole!
Hello again everyone! Today i released another set and adventure this time that being GvG and BRM. The theme for GvG with this class is Mech/Dragon Dragonkin. Not only do your cards synergise with Mechs but also with Dragons allowing you to build a hybrid if you want! It would probally play like normal Mech decks trying to tempo out the opponent and flooding the board with your Mechs and in this case Dragons as well! Mechzilla is a perfect example of this! And if you want to learn about Mechzilla make sure to go to the card spotlight! that's where i explain the 3 (in my opinion) most interesting cards i released this update!
Bronze Guardian: I feel like this is really Underpower. It doesn't give enough survivability as it will usually give 8-10 Health back without impacting the board while the 6 mana is really awkward since you can't fit in another card into your curve. I think you can get away with the Dragon being 5 mana.
Manipulate Time: I really hate this card since it is really swingy and depends on whether or not you draw it. I think it's balance, I just really hate its design.
Murozond: This card is really weak and sad for a Classic Legendary. The effect and body doesn't make enough impact since the enemy can just kill you next turn and this class doesn't have strong burn. The flavor is also really doesn't reflect the class. There's only 3 other cards out of 33 in the set about manipulating time.
Attack!: While I think this card is balanced compare to Charge, I feel this is one of the card that potentially limit design space in the future since it can easily become broken with Blackrock Whelp. Emperor Thaurissan and Onyxia.
Corrupted Red Drake: Overpower. Compare with Shieldmaiden and Antique Healbot. This card has equal / better body, utility to damage the enemy hero and a relevant tag. Lower the effect to 4 or knock off the stat by 1 point.
Thank you again for your response! It's nice to have someone helping me with this since it's my first custom class...
However i kind of agree with you with Bronze Guardian, but it's an effect that really varies. So it's kind of difficult to see how powerful it might be but i think i might buff it. And i can't do anything about Manipulate Time :p, though thank you for telling me your thoughts on it. I completely agree with you on Murozond as well, the stat line is the main problem i feel so i upped that by a bit. Though it is a very tricky effect to balance and i was just a little scared to up stats at first. I see your concerns with Attack but i'll watch out for it, the potential with Blackrock Whelp is there but there arn't that many cards that summon Dragon tokens except Onyxia as you stated but she isn't really being played anyways. Besides it's a 3 card combo in wild with another card needed the turn before. Again i agree with you on Corrupted Red Drake, though i might've nerfed it a little hard :p. But it is a versitile card so idk.
So first of all, i want to apologize for not updating for so long if anyone cares, i'm not really enjoying card creation as much anymore and only really make them anymore for design comps. This might be due to running out of ideas, a lack of inspiration, or just having made to many at a time. However with that said, i do have all the cards already pre-made all the way to JTU so it was actually me just being very... very lazy... Shame on me i guess. Moving on to the actual update, this update contains both The Grand Tournement set and the League of Explorers adventure. In TGT i don't really have a main theme though there are some Spell Damage and Freeze cards and with LOE it's Discover mechanic is the main focus. I hope you enjoy them and i also hope i won't be as lazy next time!
Drakonid Magi: I don't get why this card has to be so weak? Compare with Ogre Magi and Dalaran Aspirant. I think it's fine as a 4/4.
Dragon Tamer: Ugh. Too random and high variance. Exactly what Blizzard would print during this era.
Ghost Wing: UP. I don't get why the HP has to be so random? I think it's better either you increase the number of Freeze minions (to 2) or let it be targetable.
Take Flight: OP. Adding a LEGENDARY minion to your hand should never exist on a non-Legendary card.
Hardened Scale & Crystallize Whelp: Both very interesting and well-designed. Good job!
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Drakonid Magi: I don't get why this card has to be so weak? Compare with Ogre Magi and Dalaran Aspirant. I think it's fine as a 4/4.
Dragon Tamer: Ugh. Too random and high variance. Exactly what Blizzard would print during this era.
Ghost Wing: UP. I don't get why the HP has to be so random? I think it's better either you increase the number of Freeze minions (to 2) or let it be targetable.
Take Flight: OP. Adding a LEGENDARY minion to your hand should never exist on a non-Legendary card.
Hardened Scale & Crystallize Whelp: Both very interesting and well-designed. Good job!
Thank you so much once again for your feedback! it really helps me improve this class. For 2 of the cards you had problems with i balanced/reworked them and have multiple ideas but i'm not sure which one to use which i will leave in the end.
Drakonid Magi: I completely agree with this, i still don't check my cards for balance before posting them as much as i should with this being a perfect example. I reworked it to cost one less many and swapped the attack and health. And while it's statline is stronger than Soot Spewer you don't have the Spell Damage instantly.
Dragontamer: While i do agree with you it's very random, a lot of classes have at least 1 card like this. Besides random cards can be fun as long as they're not to good and as long as there arn't to many of them. I also feel like the card is balanced so i'm probally not gonna change it.
Ghost Wing: It's an effect to be carefull with but while making it i didn't relise it was way to slow and inconcistent. I created 2 new concepts for the card so i would like to hear your feedback.
Take Flight: While you do Discover a legendary minion the legendary Dragons are not very impactful except for some. So i'm still not sure about changing it. While i do have an alternative which is a complete rework although i'm not sure if i should use it or not. This one is also down below
Drakonid Magi: I don't get why this card has to be so weak? Compare with Ogre Magi and Dalaran Aspirant. I think it's fine as a 4/4.
Dragon Tamer: Ugh. Too random and high variance. Exactly what Blizzard would print during this era.
Ghost Wing: UP. I don't get why the HP has to be so random? I think it's better either you increase the number of Freeze minions (to 2) or let it be targetable.
Take Flight: OP. Adding a LEGENDARY minion to your hand should never exist on a non-Legendary card.
Hardened Scale & Crystallize Whelp: Both very interesting and well-designed. Good job!
Thank you so much once again for your feedback! it really helps me improve this class. For 2 of the cards you had problems with i balanced/reworked them and have multiple ideas but i'm not sure which one to use which i will leave in the end.
Drakonid Magi: I completely agree with this, i still don't check my cards for balance before posting them as much as i should with this being a perfect example. I reworked it to cost one less many and swapped the attack and health. And while it's statline is stronger than Soot Spewer you don't have the Spell Damage instantly.
Dragontamer: While i do agree with you it's very random, a lot of classes have at least 1 card like this. Besides random cards can be fun as long as they're not to good and as long as there arn't to many of them. I also feel like the card is balanced so i'm probally not gonna change it.
Ghost Wing: It's an effect to be carefull with but while making it i didn't relise it was way to slow and inconcistent. I created 2 new concepts for the card so i would like to hear your feedback.
Take Flight: While you do Discover a legendary minion the legendary Dragons are not very impactful except for some. So i'm still not sure about changing it. While i do have an alternative which is a complete rework although i'm not sure if i should use it or not. This one is also down below
Hardened Scale & Crystallized Whelp: Thank you!
(Current)
(Current)
I like both of your redesign better. Take Flight now doesn't overlap with Hardened Scale, not OP compare with Flamecannon and fits with this class's flavor of having strong removal. New Ghostwing feels much better to play.
On a side note, do you have distinct weakness for this class? This is something to keep in mind of when designing your future cards. Right now, the supposed weakness of your class are: Weak card draw (still maintain) and strong dependency on Dragons (sketchy with how many good Dragons release on other expansions, many good Neutral Dragons / Dragon synergy in TGT and BRM and Discover effect in LoE). Too much trying to make up for these weaknesses and you might get a Year of the Kraken Shaman-level class in your hand. I tried to keep class weakness in mind when I designed other cards for my own class The Waterspeaker (which you can find in my banner).
I love your design concepts in this, and hope you keep making cards. I'm surprised more people haven't commented on these. I really like Murozond's effect, and can see it being implemented into Hearthstone eventually.
Hello everyone! Today i want to introduce you to my first custom HS class: The Dagonkin!
After making 2 custom expansions which i really enjoyed making i decided to mix things up and make a custom class. I got the idea from an idea i once had that i never really did but now i've continued and finished it. After struggeling where i wanted to bring the class and what themes it would have i started getting and scrapping ideas throughout the making of this class. One of those scrapped ideas being the idea to have multiple heroes each with a diffrent hero power. Which i'm still not sure about. However let's get into the class!
Card Spotlight:
Hardened Scales
This is a card that can probally be played in a sort of control Dragon deck. While it might like overcosted, there are a lot of dangerous dragons to watch out for with high cost and powerful effects. While it also gives you health. For this reason it's also a very versitile card which allows it to be played in a lot of situations. Other than that this card is really good to show off LOE's Discover mechanic.
Arcane Orb
With this card i really want to push the Spell Damage archetype. With this you automaticly deal 3 damage to a minion which is alright by itself but then it also has the potential to already deal 6 for 2 mana if you only have Spell Damage +1. With Spell Damage +2 it's just a 2 mana Assasinate. Although the requirements are difficult to get it can be very powerful.
Ghostwing
This card really helps the Freeze archetype by giving it a card that has the potential to give you a freeze every turn which can be very annoying for your opponent. This also works well if your opponent only has 1 or 2 minions and you can control the hero power slightly to result in some very annoying times for your opponent while you can easily control the board while it might be really difficult for your opponent to retrieve board control.
Lore / Concept:
Dragonkin are all creatures decinding from and including Dragons, these are kinds like normal Dragons, Drakonids, Dragonspawns, and so on. Most of these Dragonkin belong to a dragonflight (Bronze, Red, Blue, Twilight, Etc.) which will be one of the things you will see a lot in this class. Each dragonflight has their own identity and often playstyle, the Red Dragonflight requires more of a control playstyle while Frost Wyrms require you to win by freezing your opponent's minions and gain tempo. Some of these flights also go very well together and they go well by their own to, you don't need to revolve your deck around 1 flight.
New Keyword: Burn
Note: Burn counts ONLY for your next turn, unless it says otherwise!
I know, i know, not the most original name but it fits it really well, this is a more control type way to kill minions and very cheap, but it's very slow. This mechanic is very well comboed with the Frostwyrms since they can freeze them and them burn them. However it's good for all flights and it benefits from Spell Damage which helps the Blue Dragonflight.
Note: The Burn effects stacks on everything EXCEPT Heroes...
Hero(es)
Galakrond is one of the most important and iconic Dragons in WoW lore with a very interesting story also leading to the beginning of the story of 5 other important Dragons and the modern Dragons as we know them in WoW today. The Hero power is a more control type Mage hero power where you can't hit face but to compensate for that it deals one additinal damage to the target next turn. Great Hero power if you don't have anything turn 2 and your opponent has something like Flame Imp.
Cards:
Basic Set:
Expert Set:
Frost Breath:
Coming Soon...
Coming Soon...
Coming Soon...
Coming Soon...
I'll be releasing a card update every 3 days, so stay tuned. Also please leave feedback in the comments so i can improve this class! Thanks for having a look!
Updates:
24-6-2017: Classic and Naxxramas released!
Classic
Curse of Naxxramas
28-6-2017: GvG and BRM released!
Goblins VS Gnomes
Blackrock Mountain
13-7-2017: TGT and LOE released!
The Grand Tournement
Frost Breath:
League of Explorers
Oh yeah also please leave feedback in the comments for either card concepts/balance, or even the class itself and should i keep the idea of having multiple heroes or should it just go? Thank you!
I saw this class at the Class Creation competition and, since I've been a big fans of the Dragon mechanics and creatures, decided to take a look. And, well... It's been kind of disappointing to see the direction you took.
First thing first: The multiple heroes option need to go. Hearthstone is designed to be simple and consistent. Having this mechanic would be just too confusing.
Second thing: The Hero Power are seriously polarized. Fire Breath is too powerful. Compare it with the Mage and Rogue Hero Power, which are already insane, and you got an infinite Rogue Hero Power that doesn't cost you Health with the only weakness is that it can only target minions and is a Mage Hero Power for 1 Health minions. Bring Life is seriously underpower. Compare it with Priest and Warrior, the latter of which is always consider terrible if not for Shield Slam. So far, your cards don't have healing synergy, so this Hero Power is bottom tier. Empower is balance. It isn't insane or too strong and brought some much needed attention to the Spell Power mechanic and already had synergy in the Classic set. I'll go for this Hero Power.
Move on to more positive things: Despite having a very rocky start, you managed to create a very interesting and playable Basic set! Congratulation. I don't know if this is after a lot of talk with another person, but I struggled with my Basic set for a long time when I decided to create my own Custom Class. I think you just have a few problematic cards:
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:
First, thank you for your feedback!
Now, the idea of multiple heroes was already in a scrapped section meaning it already wasn't an idea to have it in to begin with, only to get people's opinions on it. However it is now completely gone so don't worry about that.
With most of these i did have in mind it was the basic set so i wanted to make sure the minions wern't to good, however i feel like most of it is fine now, as of the hero power, i don't know how i'd change it. Suggestions would be apprieciated.
And no, i didn't talk with other people about this or anything :p
This is still my first class though so i'm not experienced at all but i decided to give it a shot. Hopefully in the end it will turn out alright. However thank you so much for your feedback so i can improve this class!
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:
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:
24-6-2017: Classic set and Nax out! (Pogchamp)
16 new cards including 3 epics and Murozond!
Hello everyone, i just released the classic set and Nax for this class. Including 7 Commons, 5 Rares, 3 Epics, and 1 Legendary! That being the one and only Murozond! What better first legendary to have than one of the coolest Dragons in the Warcraft universe, his ability to manipulate time is also implemented into his card giving him the oppertunity to play with either your or your opponent's turn. However enjoy the cards and make sure to leave some feedback as to what you think of these cards or a class as a whole!
Classic
Curse of Naxxramas
28-6-2017: GvG and BRM released!
10 new cards including 2 epics and Mechzilla!
Hello again everyone! Today i released another set and adventure this time that being GvG and BRM. The theme for GvG with this class is Mech/Dragon Dragonkin. Not only do your cards synergise with Mechs but also with Dragons allowing you to build a hybrid if you want! It would probally play like normal Mech decks trying to tempo out the opponent and flooding the board with your Mechs and in this case Dragons as well! Mechzilla is a perfect example of this! And if you want to learn about Mechzilla make sure to go to the card spotlight! that's where i explain the 3 (in my opinion) most interesting cards i released this update!
Goblins VS Gnomes
Blackrock Mountain
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:
Thank you again for your response! It's nice to have someone helping me with this since it's my first custom class...
However i kind of agree with you with Bronze Guardian, but it's an effect that really varies. So it's kind of difficult to see how powerful it might be but i think i might buff it. And i can't do anything about Manipulate Time :p, though thank you for telling me your thoughts on it. I completely agree with you on Murozond as well, the stat line is the main problem i feel so i upped that by a bit. Though it is a very tricky effect to balance and i was just a little scared to up stats at first. I see your concerns with Attack but i'll watch out for it, the potential with Blackrock Whelp is there but there arn't that many cards that summon Dragon tokens except Onyxia as you stated but she isn't really being played anyways. Besides it's a 3 card combo in wild with another card needed the turn before. Again i agree with you on Corrupted Red Drake, though i might've nerfed it a little hard :p. But it is a versitile card so idk.
Again thanks for your feedback!
13-7-2017: TGT and LOE released!
12 new cards including 2 epics and Gostwing!
So first of all, i want to apologize for not updating for so long if anyone cares, i'm not really enjoying card creation as much anymore and only really make them anymore for design comps. This might be due to running out of ideas, a lack of inspiration, or just having made to many at a time. However with that said, i do have all the cards already pre-made all the way to JTU so it was actually me just being very... very lazy... Shame on me i guess. Moving on to the actual update, this update contains both The Grand Tournement set and the League of Explorers adventure. In TGT i don't really have a main theme though there are some Spell Damage and Freeze cards and with LOE it's Discover mechanic is the main focus. I hope you enjoy them and i also hope i won't be as lazy next time!
The Grand Tournement
Frost Breath:
League of Explorers
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:
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:
(Current)
(Current)
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 love your design concepts in this, and hope you keep making cards. I'm surprised more people haven't commented on these. I really like Murozond's effect, and can see it being implemented into Hearthstone eventually.