Today i'm going to talk about my first custom expansion: Mysteries Of Darkmoon which contains 132 new fan-made cards: 49 Common-36 Rare-27 Epic, and 20 Legendary.
This expansion is based on the Darkmoon Faire in World of Warcraft which is a fun place accessible to players every first Sunday of the month to Saturday. It's a magical place of joy and happiness, spectacular magicans and forseers!
But it's not all fun and games, the Darkmoon Faire is also full of mysteries and monsters hidden in the woods... Ghosts, hidden in the woods and escaped animals ready to eat you, a place which appears to be a place of eternal joy might just be a place of evil hidden within.
In the Darkmoon Faire, only the most talented people are allowed to work there, some with special abilities, like forseers and psychics for example! One of the new themes of this expansion!
Introducing the new keyword: Predict!
As it says, a card with Predict does something at the start of your next turn, in the case of it being a minion, it triggers regardless of if it's still alive on the start of your next turn or not, there are already some cards with Predict in the game likeCorruption which bassicly reads: Predict: Destroy a minion
However, a card like Doomsayer does NOT have predict because it has to stay alive for it's effect to trigger
Another new archetype which you will see is the 1-Attack archetype for Hunters and Priests. Cards synergising with this either have 1 attack, summon minions with 1 attack, or do something if you control a 1 attack minion. or multiple of the above. There are cards that already synergise with it well like Herald Volazj
Druid
Tokens:
Hunter
Tokens:
Mage
Tokens:
Paladin
Tokens:
Priest
Tokens:
Rogue
Shaman
Tokens:
Warlock
Tokens:
Warrior
Tokens:
Common Neutral
Tokens:
Rare Neutral
Tokens:
Epic Neutral
Tokens:
Legendary Neutral
Tokens:
Silas Darkmoon:
Scrapped:
So with an expansion of 132 cards, there are some cards that are just bad when you think about it, mabey a boring effect, bad art, or just a better idea. Also with a class only have 9 cards, including only 2 epics and 1 legendary you might come up with a better idea. I present to you: The scrapped cards of Mysteries Of Darkmoon!
Replaced With:
Reason:
This card was supposed to be a sort of fatigue Paladin card but i relised it would be a lot better because for Druid because Druid has more tools to support such an archetype.
Replaced With:
Reason:
Boring text, damaging undamaged minions is more of a Rogue thing, to much of a filler.
Reason:
Concept didn't work well, impossible to balance.
Reason:
Just a boring card, much better ways to fill up a rare spot for Paladin.
Replaced With:
Reason:
Sometimes a card is pretty alright but then you just get a really good idea for a card and you need to replace something, though i liked the idea of having another control Hunter card and direct damage, Fetch! was just better in so many ways i feel.
Replaced With:
Reason:
This was one of the first Mysteries Of Darkmoon cards i made but near completion of the set i just felt it wasn't that good of a card. It had bad art, resonably boring text, and though the idea was alright, it wouldn't fit in anywhere. Just not well thought through.
So with every expansion, there's nerfs.
But looking at the current cards there arn't that many that need some fixing but i managed to find 3 and tweeked them a little:
This card has been on a very high power level for all warrior decks for a long time, but for some of these decks to work the meta needs to slow down a little, this nerf will make this card less of an auto-pick and will make it way weaker for aggro decks, for control however, it won't change that much.
Another warrior card, since taunt warrior is already a little to good and would only get better with some of these cards. This card is most of the time bassicly a 1-Mana Assasinate against other slow decks, like execute the mana cost goes up to 2 making it a little less cheap but still viable
This card has mostly been an auto-pick for rogue since the launch of the game, this card would regardless still be good in rogue and mostly miricale, just less of an auto-pick
I really liked the cards.. i think that most of the cards seem to be on a good power level.. maybe the only "bad" thing is that the expasions seems to be very heavy on the predict keyword, but i understand that from your perspective. Anyway, great cards, concept and flavour.. keep the good work.. =]
I really liked the cards.. i think that most of the cards seem to be on a good power level.. maybe the only "bad" thing is that the expasions seems to be very heavy on the predict keyword, but i understand that from your perspective. Anyway, great cards, concept and flavour.. keep the good work.. =]
Thank you, yeah when i look back at the set i thought i might've gone a little overboard with predict cards but it's something to keep in mind for the future, thanks anyways though :)
Including the new mage legendary: Panax, The Unstable
Common: 9
Tokens:
Rare: 3
Epic: 5
Tokens:
Legendary: 3
Tokens:
Panax, The Unstable
If you didn't see Panax, The Unstable yet, you will find him along with the other 2 new legendaries. Check them out!
So how this would work, it would just like kazakus be something where you can pick between multiple things and create something. With Panax you would first get the option: Future, Near, Nearing, and far, this will depend on when the fate will be casted and the power of the fate will be.
Now that you've chosen the time it will be casted, you will be met with 3 choices. Now let's say you're behind on board and the game won't last much longer. So you pick Future: Near to get the effect of as soon as possible. Here are the choices:
Now let's imagine you're in less of a hurry, but want to end the game sometime soon because you're nearing fatigue so you take Future: Nearing, you will be met with these choices:
Or mabey you're winning by quitte a bit and don't have much to worry about, or mabey there is an empty board. Now you might want to take Future: Far, if so you will get these choices:
You might've noticed that all of the fates are diffrent for each one except for the Fate: Cursed, this is because the curses you will shuffle into your opponent's deck will all be very diffrent from eachother, if you picked Future: Near, and Fate: Cursed you will shuffle 3 copies of this into your opponent's deck:
If you picked Future: Nearing and Fate: Cursed you will shuffle 3 copies of this into your opponent's deck:
And if you picked Future: Far and Fate: Cursed, you will shuffle 3 copies of this into your opponent's deck:
And unlike the Ancient Curse, you won't draw if you draw this also sabotaging your opponent's draw.
Another thing to know about Panax is that your opponent won't know when his Fate awaits him and what it is, that means no shuffle animations or anything. So who knows your opponent almost won, nothing could go wrong right? Untill he draws his Cursed! card, his turn gets skipped and you Pyroblast him in the face.
This is one of the coolest cards i've ever made i feel and possibly the coolest one in this set, but there's one more to come that competes with this one, stay tuned!
I have to agree the 1 attack minion idea wasn't the best of the set but personally i thought the set could be better also because it was my first one, i have some really fun ideas for my upcoming one though ^^
Also stay tuned for the last bunch of cards which are going to be released sometime soon :p
Hey I checked some of the Druid cards and I just want to point out that effects have a dot at the end of the sentence, otherways seems pretty nice like the idea and alot of new mechanics that we dont see alot in the real game. Nice!
Haha yeah i know that, i only noticed halfway through and it would just look so weird if half of them do have a dot at the end and half of them don't, thanks though :)
Liking all cards so far! That mage legendary in particular is very well designed, besides I find it interesting how you combined Kazakus' custom spell crafting with Iron Juggernaut's time bomb to create a great and flavourful card. Keep up the good work!
Liking all cards so far! That mage legendary in particular is very well designed, besides I find it interesting how you combined Kazakus' custom spell crafting with Iron Juggernaut's time bomb to create a great and flavourful card. Keep up the good work!
Thank you :)
The mage legendary is one of my favorites to but there's one more that still has to be revealed which is really cool too
Initial: Really good and interesting set. Excited to see where it goes.
Two question: 1. Do you plan to use the Hall of Fame to remove / add in cards into Standard cycle?
2. Do you plan to add more 1-ATK minions for Priest? As of now, the only ones they have in standards are Northshire Cleric and Crystalline Oracle.
First of all, thank you for the positive feedback :)
1. I have thought about it but some other people already did that but you should see this expansion as still in 2017
2. don't forget that there are also cards that make 1/1 copies of things like herald volazj, there are also neutral cards with 1 attack, if i gave it to something like paladin it would be way too overpowered i feel, but you're right i could've given them some more cards but you get that if you try to make 2 new archetypes for 1 class, however priest is finished.
This is just a small update with a hand full of cards in preperation for the big final reveal where i'll be dropping all the remaining unrevealed cards, stay tuned!
I just added a scrapped card section to show you the cards that sometimes just arn't good enough, the final reveal will be hopefuly very soon! i'm trying to reveal the final bunch of cards close to when my next custom expansion is finished which is already pretty closed to being finished (84/132) but i'll be doing it somewhere in the next couple of days!
So it is finally here, the final card reveal where i will be revealing the last couple of neutral cards including 5 commons, 2 rares and epics, and 3 new legendaries. This is the last of the set and i probally won't be making any more Mysteries Of Darkmoon cards.
However though since i first posted this thread i already started working on a new custom expansion which is nearly finished and ready to be revealed, which i am very exited about.
However i would really appriciate if you'd post your feedback/criticism down in the comments and let me know what you thought of these cards or expansion as a whole. I will see you again hopefully when my next custom expansion comes out!
Common: 5
Tokens:
Rare: 2
Tokens:
Epic: 2
Legendary: 3
Silas Darkmoon:
So just like Kazakus and Panax, The Unstable, here you will be able to make a custom spell, this time a portal. So you would play this, then nothing would happen, and then on the start of your next turn you would be able to make it.
You will be met with this screen, this is where you pick how much your portal will cost:
After you've chosen your mana cost, you will have to pick your main effect, if you picked Portal: Terokkar, you will have to choose between these three:
If you went for Portal: Mulgore, you will have to choose between these three:
And if you thought, screw it, let's go all in and pick Portal: Elwynn, you will get to choose between these three:
After this you will choose your secondary summoning effect just like with Karazhan portals, you have a primary effect which does something like deal damage, gain armor, or buff a minion. And then you summon something, which is what you do here.
So again, if you picked Portal: Terokkar, you will be able to choose between these three:
If you went for Portal: Mulgore, you can pick one of these three:
And if you went for Portal: Elwynn, you can pick between one of these three:
And just like that, you've created your very own portal!
Leave your opinions down in the comments and feedback would be much appriciated!
Hello everyone!
Today i'm going to talk about my first custom expansion: Mysteries Of Darkmoon which contains 132 new fan-made cards: 49 Common-36 Rare-27 Epic, and 20 Legendary.
This expansion is based on the Darkmoon Faire in World of Warcraft which is a fun place accessible to players every first Sunday of the month to Saturday. It's a magical place of joy and happiness, spectacular magicans and forseers!
But it's not all fun and games, the Darkmoon Faire is also full of mysteries and monsters hidden in the woods... Ghosts, hidden in the woods and escaped animals ready to eat you, a place which appears to be a place of eternal joy might just be a place of evil hidden within.
In the Darkmoon Faire, only the most talented people are allowed to work there, some with special abilities, like forseers and psychics for example! One of the new themes of this expansion!
Introducing the new keyword: Predict!
As it says, a card with Predict does something at the start of your next turn, in the case of it being a minion, it triggers regardless of if it's still alive on the start of your next turn or not, there are already some cards with Predict in the game likeCorruption which bassicly reads: Predict: Destroy a minion
However, a card like Doomsayer does NOT have predict because it has to stay alive for it's effect to trigger
Another new archetype which you will see is the 1-Attack archetype for Hunters and Priests. Cards synergising with this either have 1 attack, summon minions with 1 attack, or do something if you control a 1 attack minion. or multiple of the above. There are cards that already synergise with it well like Herald Volazj
Druid
Tokens:
Hunter
Tokens:
Mage
Tokens:
Paladin
Tokens:
Priest
Tokens:
Rogue
Shaman
Tokens:
Warlock
Tokens:
Warrior
Tokens:
Common Neutral
Tokens:
Rare Neutral
Tokens:
Epic Neutral
Tokens:
Legendary Neutral
Tokens:
Silas Darkmoon:
Scrapped:
So with an expansion of 132 cards, there are some cards that are just bad when you think about it, mabey a boring effect, bad art, or just a better idea. Also with a class only have 9 cards, including only 2 epics and 1 legendary you might come up with a better idea. I present to you: The scrapped cards of Mysteries Of Darkmoon!
Replaced With:
Reason:
This card was supposed to be a sort of fatigue Paladin card but i relised it would be a lot better because for Druid because Druid has more tools to support such an archetype.
Replaced With:
Reason:
Boring text, damaging undamaged minions is more of a Rogue thing, to much of a filler.
Reason:
Concept didn't work well, impossible to balance.
Reason:
Just a boring card, much better ways to fill up a rare spot for Paladin.
Replaced With:
Reason:
Sometimes a card is pretty alright but then you just get a really good idea for a card and you need to replace something, though i liked the idea of having another control Hunter card and direct damage, Fetch! was just better in so many ways i feel.
Replaced With:
Reason:
This was one of the first Mysteries Of Darkmoon cards i made but near completion of the set i just felt it wasn't that good of a card. It had bad art, resonably boring text, and though the idea was alright, it wouldn't fit in anywhere. Just not well thought through.
So with every expansion, there's nerfs.
But looking at the current cards there arn't that many that need some fixing but i managed to find 3 and tweeked them a little:
This card has been on a very high power level for all warrior decks for a long time, but for some of these decks to work the meta needs to slow down a little, this nerf will make this card less of an auto-pick and will make it way weaker for aggro decks, for control however, it won't change that much.
Another warrior card, since taunt warrior is already a little to good and would only get better with some of these cards. This card is most of the time bassicly a 1-Mana Assasinate against other slow decks, like execute the mana cost goes up to 2 making it a little less cheap but still viable
This card has mostly been an auto-pick for rogue since the launch of the game, this card would regardless still be good in rogue and mostly miricale, just less of an auto-pick
Check out my other expansion: Heroes Of Draenor
Just added some neutral cards, again, feedback is greatly apprieciated and have a nice day :)
I really liked the cards.. i think that most of the cards seem to be on a good power level.. maybe the only "bad" thing is that the expasions seems to be very heavy on the predict keyword, but i understand that from your perspective. Anyway, great cards, concept and flavour.. keep the good work.. =]
Yeah, a toast!
1-5-2017: 22 brand new cards! (inculding 5 new legendaries!)
Hunter Class Complete!
Common: 6
Rare: 3
Tokens:
Epic: 8
Tokens:
Legendary: 5
Tokens:
Let me know what your favorite card is from these (or from the entire expansion) in the comments!
Feedback/Critisism always appreciated!
2-5-2017
20 New cards! 3 brand new legendaries!
Including the new mage legendary: Panax, The Unstable
Common: 9
Tokens:
Rare: 3
Epic: 5
Tokens:
Legendary: 3
Tokens:
Panax, The Unstable
If you didn't see Panax, The Unstable yet, you will find him along with the other 2 new legendaries. Check them out!
So how this would work, it would just like kazakus be something where you can pick between multiple things and create something. With Panax you would first get the option: Future, Near, Nearing, and far, this will depend on when the fate will be casted and the power of the fate will be.
Now that you've chosen the time it will be casted, you will be met with 3 choices. Now let's say you're behind on board and the game won't last much longer. So you pick Future: Near to get the effect of as soon as possible. Here are the choices:
Now let's imagine you're in less of a hurry, but want to end the game sometime soon because you're nearing fatigue so you take Future: Nearing, you will be met with these choices:
Or mabey you're winning by quitte a bit and don't have much to worry about, or mabey there is an empty board. Now you might want to take Future: Far, if so you will get these choices:
You might've noticed that all of the fates are diffrent for each one except for the Fate: Cursed, this is because the curses you will shuffle into your opponent's deck will all be very diffrent from eachother, if you picked Future: Near, and Fate: Cursed you will shuffle 3 copies of this into your opponent's deck:
If you picked Future: Nearing and Fate: Cursed you will shuffle 3 copies of this into your opponent's deck:
And if you picked Future: Far and Fate: Cursed, you will shuffle 3 copies of this into your opponent's deck:
And unlike the Ancient Curse, you won't draw if you draw this also sabotaging your opponent's draw.
Another thing to know about Panax is that your opponent won't know when his Fate awaits him and what it is, that means no shuffle animations or anything. So who knows your opponent almost won, nothing could go wrong right? Untill he draws his Cursed! card, his turn gets skipped and you Pyroblast him in the face.
This is one of the coolest cards i've ever made i feel and possibly the coolest one in this set, but there's one more to come that competes with this one, stay tuned!
Thank you for the kind words :)
I have to agree the 1 attack minion idea wasn't the best of the set but personally i thought the set could be better also because it was my first one, i have some really fun ideas for my upcoming one though ^^
Also stay tuned for the last bunch of cards which are going to be released sometime soon :p
Take Care!
Hey I checked some of the Druid cards and I just want to point out that effects have a dot at the end of the sentence, otherways seems pretty nice like the idea and alot of new mechanics that we dont see alot in the real game. Nice!
Haha yeah i know that, i only noticed halfway through and it would just look so weird if half of them do have a dot at the end and half of them don't, thanks though :)
Well, following the Discover logic, it would be "Battlecry: Predict X." Good work, by the way!
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
Liking all cards so far! That mage legendary in particular is very well designed, besides I find it interesting how you combined Kazakus' custom spell crafting with Iron Juggernaut's time bomb to create a great and flavourful card. Keep up the good work!
My (custom) expansion:
Return to Outland (Black temple + Burning Legion cards)- Complete
Initial: Really good and interesting set. Excited to see where it goes.
Two question: 1. Do you plan to use the Hall of Fame to remove / add in cards into Standard cycle?
2. Do you plan to add more 1-ATK minions for Priest? As of now, the only ones they have in standards are Northshire Cleric and Crystalline Oracle.
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:
6-5-2017
All class cards revealed!
This is just a small update with a hand full of cards in preperation for the big final reveal where i'll be dropping all the remaining unrevealed cards, stay tuned!
Common: 2
Rare: 4
Epic: 1
Tokens:
Legendary: 1
8-5-2017
Scrapped Cards!
I just added a scrapped card section to show you the cards that sometimes just arn't good enough, the final reveal will be hopefuly very soon! i'm trying to reveal the final bunch of cards close to when my next custom expansion is finished which is already pretty closed to being finished (84/132) but i'll be doing it somewhere in the next couple of days!
10-5-2017
Final Card reveal!
Including Silas Darkmoon
So it is finally here, the final card reveal where i will be revealing the last couple of neutral cards including 5 commons, 2 rares and epics, and 3 new legendaries. This is the last of the set and i probally won't be making any more Mysteries Of Darkmoon cards.
However though since i first posted this thread i already started working on a new custom expansion which is nearly finished and ready to be revealed, which i am very exited about.
However i would really appriciate if you'd post your feedback/criticism down in the comments and let me know what you thought of these cards or expansion as a whole. I will see you again hopefully when my next custom expansion comes out!
Common: 5
Tokens:
Rare: 2
Tokens:
Epic: 2
Legendary: 3
Silas Darkmoon:
So just like Kazakus and Panax, The Unstable, here you will be able to make a custom spell, this time a portal. So you would play this, then nothing would happen, and then on the start of your next turn you would be able to make it.
You will be met with this screen, this is where you pick how much your portal will cost:
After you've chosen your mana cost, you will have to pick your main effect, if you picked Portal: Terokkar, you will have to choose between these three:
If you went for Portal: Mulgore, you will have to choose between these three:
And if you thought, screw it, let's go all in and pick Portal: Elwynn, you will get to choose between these three:
After this you will choose your secondary summoning effect just like with Karazhan portals, you have a primary effect which does something like deal damage, gain armor, or buff a minion. And then you summon something, which is what you do here.
So again, if you picked Portal: Terokkar, you will be able to choose between these three:
If you went for Portal: Mulgore, you can pick one of these three:
And if you went for Portal: Elwynn, you can pick between one of these three:
And just like that, you've created your very own portal!
Leave your opinions down in the comments and feedback would be much appriciated!
Also do you think the cards are balanced or do they need a little bit of balancing?