Hey guys, I'm planning on making a custom mini-expansion involving time manipulation (Travel, Rewind, Slowing ect.)
I'll post some of the art I plan on using and a couple unfinished versions of a card. All opinions are welcome!
These are all versions of a rogue card that I plan on taking mechs from the future and bringing them to Heathstone.
I'm looking to interactions with future turns as a compliment to the Elemental triggers (playing one last turn) and something that could be for tempo as well. I considered making the version with charge destroy any friendly minion that was in it's position when summoned (like Phase Shift in Titanfall 2) but I'm not sure if that would get too complicated.
These are other art images I plan on using:
Rogue Legendary: Priest Spell: Mage Legendary:
I was considering the Rogue legendary to summon a number of Timewarp minions that either died to triggered their effects this game, the Priest spell to give a minion the keyword Timewarp and some thing for it to do and I have no clue on the Mage guy.
The effect itself seems fine, but Timewarp is sort of an odd name for it. It's not bad, but with most of the keywords in hearthstone they click very easily, which Timewarp really didn't for me. I can't really think of anything better though, so Timewarp is probably fine
One suggestion I do have is perhaps give Timewarp a number like Overload, which would dictate how many turns in the future it occurs, so you have more freedom and creativity when making cards. If you want to keep it simple though it may just be better to stick with Timewarp.
As for your rogue card, the first iteration seems confusing and could work a few different ways worded the way it is, and the second one actually seems overpowered, being 6 free damage every turn, I like the third one the best out of all of those.
One more thought I came up with, you already have Timewarp as a theme, but another concept I came up with is something similar to a graveyard zone, except it exists out of time flavor wise. Maybe with certain keywords and mechanics you can send minions or even spells there, and it would be as if they were dead, except they aren't, and you can interact with them with other related cards.
Well there's my feedback, good luck with your mini-expansion, and if you need any other advice I'll try and help however I can.
I do like adding numbers, I'll see what I can come up with now.
I was also considering that graveyard interaction as, but I would't know quite how to word it. With that, it could be used to counter Deathrattles and other things that interact with minions that deal with dying like Kel'Thuzad. I'm probably going to use that because I want the Priest legendary to come back every few turns and the Rogue Legendary could just summon all friendly minions in that zone/pile or whatever.
got it: Timewarp: Cards with Timewarp are out of play until activated by the controlling player or another ability. Timewarp: (X) denotes a number of turns that must pass before interacting with that card again.
so my Mech for Rogue would say "Whenever this minion would die, resummon it after Timewarp: (3) instead."
timewarps on your turn: end turn. opponent turn, my turn, opponent turn, my turn (summon)
timewarps on opponent's turn: end turn. my turn, opponent turn, my turn, opponent turn (summon)
This way it's comparable to Sherazin, Corpse Flower in terms of value but doesn't come back every single turn possible.
I might make spells that cast on one turn and affect a later turn in the same way. Board clears would be interesting in that they would force your opponent to go all in to try to close the game or wait until the spell takes effect.
This mechanic would be similar to Secrets in that the cards have effects on following turns, but you more or less control what happens.
I like your idea a lot. I've been planing on doing something like this myself. The problem is that blizzard probably thinks this is way to confusing for new players and we will never get something similar. I'm really looking forward to your mini-expansion so be sure to post it here so we can see it :D
I know interactions as complex (not really) as these probably won't be put into Hearthstone, but I just want to try my hand at an expansion rather than just single cards.
I'll post the link to the thread I make for my mini expansion here, maybe you guys could help there too? Refinements are always a good thing!
Update on keyword: Timewarp: Cards in Timewarp are considered out of play and can only be interacted with other Timewarp cards. (number of turns will just be plainly stated)
I'm going to have one card of each rarity for each class and at least one of the lower rarity cards will interact with the legendary minion's stats or Battlecry or whatever. (like C'Thun but smaller scale). Some (not all) of the classes will have interactions involving the Timewarp keyword and others (mainly Druid) involving another keyword Entangle. I may also make Animate a keyword but I think it would be self-explanatory for the most part.
Entangled characters do not trigger abilities and take 3 damage when they attack.
I'll be starting the expansion thread tonight and adding to it when i find the time :)
Hey guys, I'm planning on making a custom mini-expansion involving time manipulation (Travel, Rewind, Slowing ect.)
I'll post some of the art I plan on using and a couple unfinished versions of a card. All opinions are welcome!
These are all versions of a rogue card that I plan on taking mechs from the future and bringing them to Heathstone.
I'm looking to interactions with future turns as a compliment to the Elemental triggers (playing one last turn) and something that could be for tempo as well. I considered making the version with charge destroy any friendly minion that was in it's position when summoned (like Phase Shift in Titanfall 2) but I'm not sure if that would get too complicated.
These are other art images I plan on using:
Rogue Legendary: Priest Spell: Mage Legendary:
I was considering the Rogue legendary to summon a number of Timewarp minions that either died to triggered their effects this game, the Priest spell to give a minion the keyword Timewarp and some thing for it to do and I have no clue on the Mage guy.
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I just thought of a possible thing: "At the start of your next turn, if a certain condition is met do something."
Timewarp: If this minion died by a spell, resummon it.
Timewarp: If you control no minions . . .
thoughts?
edit: I would also consider making the abilities un-silenceable since they deal with time shenanigans.
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I do like adding numbers, I'll see what I can come up with now.
I was also considering that graveyard interaction as, but I would't know quite how to word it. With that, it could be used to counter Deathrattles and other things that interact with minions that deal with dying like Kel'Thuzad. I'm probably going to use that because I want the Priest legendary to come back every few turns and the Rogue Legendary could just summon all friendly minions in that zone/pile or whatever.
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got it: Timewarp: Cards with Timewarp are out of play until activated by the controlling player or another ability. Timewarp: (X) denotes a number of turns that must pass before interacting with that card again.
so my Mech for Rogue would say "Whenever this minion would die, resummon it after Timewarp: (3) instead."
timewarps on your turn: end turn. opponent turn, my turn, opponent turn, my turn (summon)
timewarps on opponent's turn: end turn. my turn, opponent turn, my turn, opponent turn (summon)
This way it's comparable to Sherazin, Corpse Flower in terms of value but doesn't come back every single turn possible.
I might make spells that cast on one turn and affect a later turn in the same way. Board clears would be interesting in that they would force your opponent to go all in to try to close the game or wait until the spell takes effect.
This mechanic would be similar to Secrets in that the cards have effects on following turns, but you more or less control what happens.
This space is intentionally blank.
I like your idea a lot. I've been planing on doing something like this myself. The problem is that blizzard probably thinks this is way to confusing for new players and we will never get something similar. I'm really looking forward to your mini-expansion so be sure to post it here so we can see it :D
I know interactions as complex (not really) as these probably won't be put into Hearthstone, but I just want to try my hand at an expansion rather than just single cards.
I'll post the link to the thread I make for my mini expansion here, maybe you guys could help there too? Refinements are always a good thing!
Update on keyword: Timewarp: Cards in Timewarp are considered out of play and can only be interacted with other Timewarp cards. (number of turns will just be plainly stated)
I'm going to have one card of each rarity for each class and at least one of the lower rarity cards will interact with the legendary minion's stats or Battlecry or whatever. (like C'Thun but smaller scale). Some (not all) of the classes will have interactions involving the Timewarp keyword and others (mainly Druid) involving another keyword Entangle. I may also make Animate a keyword but I think it would be self-explanatory for the most part.
Entangled characters do not trigger abilities and take 3 damage when they attack.
I'll be starting the expansion thread tonight and adding to it when i find the time :)
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New update! it's now called Timewalk for this character I found!
http://www.wowcards.info/card/timewalkers/en/11/Alundra-Sindorei-Timewalker
Edit: Actually, just kidding because Spells can't walk :/
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here's the expansion thread I started.
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/205876-time-centered-mini-expansion-in-progress
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