So, I always wondered what it would be like if each class had more tools to give it specific identities. Well, I think I figured out a way to do this. Based on the works of the talented Teknician, I have decided to make 50 individual card sets that come in packages of 10. The way it works is you would buy a Class Compendium from Blizzard, and there would be the following:
Class Compendium Set: Rogue, Druid, & Hunter
The Class Compendium for Rogue, Druid, and Hunter would contain the following:
Heroes of Azeroth would be a special set, ONLY containing Legendary cards.
Like the others, it also includes:
5x Classic Packs
Random Classic Legendary
Whenever you buy a compendium, you get 8 of the cards from each of these "bonus" sets, based on the class:
Each of these sets contains 32 cards related to a NEW class-specific keyword.
Rebirth: Priest (Whenever you summon this after one has died, do something)
Soulthirst: Warlock (Once this deals X damage, do something)
Manaburn: Mage (You may activate an ability for an additional mana cost)
Roulette: Rogue (50% chance to activate upon playing)
Curse: Druid (After X turns, do something)
Pinpoint: Hunter (Do something to the target [or not], but you can only attack that target until it dies)
Adrenaline: Warrior (After this attacks and kills a minion, do something)
Meek: Paladin (If this has the least attack, do something)
Attune: Shaman (When you play this, do something. Any other Attune cards you play after also do it)
NEW! Edit Log
9/16/2017
Added Card Changes and Nerfs to Class Sets.
9/17/2017
Working on coming up with fourth sets for each class! HYPE!
Each set will contain a 2-3 legendaries, meaning this "expansion" would have 113 legendaries! In fact, with the fact each set has 10 cards total, with Neutral ones having 11, this "expansion" will contain a whopping 505 cards! And remember, not every legendary will be a minion ;)
You can plan on a steady trickle of cards, and I hope to see your feedback! Thanks :D
Class Sets will contain 3 Commons, 3 Rares, 2 Epics, and 2 Legendaries. Neutral Sets will contain 3 Commons, 3 Rares, 2 Epics, and 3 Legendaries. Note that these cards cannot be crafted or disenchanted!
Pinpoint Set (Do something to the target [or not], but you can only attack that target until it dies):
🗸 Warrior:
Adrenaline Set (After this attacks and kills a minion, do something):
🗸 Paladin:
Meek Set (If this has the least attack, do something):
🗸 Shaman:
Attune Set (When you play this, do something. Any other Attune cards you play after also do it):
Overload would be changed so that if you have more Overload than Mana, the overload carries over to the next turn. If, on turn 7, I had 12 Overloaded Mana, then I'd have no mana on Turn 7 and only 3 Mana on turn 8.
🗸 Warlock:
Blood Rites 101:
Temptation:
Demons, Death, & Destruction:
Soulthirst Set (Once this deals X damage, do something):
🗸 Mage:
Bringer of Flames:
Uncontrolled Burn: If you play this with Spell Damage +1, it deals 1 damage each turn you have Spell Damage. So, at the start of your turn, you deal 1 damage to the enemy hero in addition to any Spell Damage you have.
Chilled to the Bone:
Arcane Influence:
Manaburn Set (You may activate an ability for an additional mana cost):
🗸 Priest:
Changed Cards:
After you play your first Shadowform, others become Voidform.
The name of Voidform changes, in addition to it now having a new effect. If you are in Voidform when you play it, it deals 3 damage instead. If you play Shadowform or were in Shadowform, there is no effect - but, if you play Voidform it deals 3 damage instead.
Shadow Magic:
Dragon's Fire:
Putting the Light in Enlightenment:
Rebirth Set (Whenever you summon this after one has died, do something):
⨯ Neutral:
Currently Empty
Artifact Weapon (Heroes of Azeroth):
Artifact Weapon does NOT count as a spell when played - rather, just a weapon. Also, for Druids, it DOES display all four choices.
*Hey, what do you know. The numbers for the introductions haven't been updated yet :/
Looks like a very interesting concept, curious to see what's next. Though i do have some criticisms for cards.
First of all, i have no idea what "Void Form" is so i'm not going to talk about those cards (or at least most of them), i couldn't find an explanation either so first i assumed it was just a funny wording of "Shadowform" but there are already cards where it says you need to be in Shadowform. I'm a little confused here so either i didn't see it or you should make it more clear.
Silent Cultist: Very OP compared to Wailing Soul unless there is something with the Void Form that does make it balanced i can't see that somehow being the case.
Shadow Teachings: Already having a Volcanic Potion for Priest is really powerful but also adding the possibility to destroy all minions as well is pretty insane concidering it's an 8 mana effect. But again i am not sure what Void Form is but i'm assuming it must either be an insane drawback or very hard to do at this point. Either that or you're really undervalueing the ability to destroy all minions.
Ascend To Insanity: This card makes me VERY confused since the normal draw 2 cards effect is worth just 3 mana and basicly with the additinal bonus it might be worth 6 or 7 compared to Far Sight. But again i can't really rate it since i don't know what Void Form is but it just seems to dependant on it and very weak compared to Shadow Teachings.
Excorcist of Light: I feel the effect is to dependant on the requirements. I should give it a fairly average body with Battlecry or at the end of your turn if you're in Shadowform gain +X/+X.
Hakkar the Soulflayer: Again you seem to be underestimating this effect. The best example here is Twisting Nether which yes, doesn't see play but that because Warlock is a dead class, it did actually see quitte some play in MSG which wasn't all to long ago and yes, is a Warlock card which doesn't have any other great board clears. But the thing about this is that it doesn't only clear the board for you, it also gains you insane tempo. Besides, Priests are also struggeling with board clears.
Dragon Claw: To dependant on the requirements and if met it's the same as a Fireball, i would up the normal damage to 4 to make it somewhat viable if you don't have a Dragon in your hand.
Flashfire: Concidering Avenging Wrath is 6 mana, this card might be slightly OP since 12 damage is a lot. I would concider reducing it to something like 8 maybe which would still be insane especially concidering 5/9 is an average statline for 7 mana. While you also gain insane tempo. Sound fimiliar? *Dr.Boom*
Twilight Elemental: To little reward for the requirements while aweful on it's own, if requirements are met it's only a Boulderfist Ogre but with 1 more health while if not it's just straight up laughable.
Piercing Light: Although OP compared to Holy Smite and Drain Life, those cards have never seen any play and Drain Life is also a warlock card so i think it is fine.
Quel'Dorei Healer: Very UP since the effect isn't very benefitial since Priest barely every use Spell Damage and even if it works it doesn't help that much, making it a 4 mana 4/4 wouldn't hurt.
Crystalized Trogg: INSANELY UP, It most likely would only summon 1 or 2 Geodes for 7 mana, and you get around a 1 mana body. Either boost it's attack to like 5 if reduce it's mana to 4 or something.
Pepe: No idea what the Hats are and that goes for all tokens, i can't find them though that might be me.
Cleansing Light: The requirement is pretty big and i'd concider reducing it to like at least 20, and i would make The Hooded Priestess an 8/8 so it's in line with the other rewards and i feel it's effect might be a little weak for a quest reward.
Shadow Acolyte: Very interesting and well designed card, also very unique!
Drakeling and Fireling: Both very interesting cards that require you to build somewhat of a hybrid deck, very unique and would be amazing to see in the game!
U should distinguish the "finished" classes in the spoiler section, like make the class name in bold or something, cause if ppl see first couple of spoilers empty, they aint gonna go looking through more and just dismiss the entire topic. They will also not look through other posts to find out, that some at the bottom are done. Just sayin :)
What the hell is "Voidform" ?:D I didnt see its description anywhere. Or do u mean Shadowform?:o
Cool art on most of the cards, do u have original pics backed up? I would like to ask for some :)
To @Sinti and @KillTheCow, Voidform is the second stage of Shadowform.
Is that in WOW? Cause i never heard of it in HS and even tried to look it up and got nothing apart from WOW shadow priest. If u want to use that term, u should specify it in the HS universe, since priest only has Shadowform, which produces Mind Spike hero power and 2nd copy of Shadowform upgrades it to Mind Shatter.
To @Sinti and @KillTheCow, Voidform is the second stage of Shadowform.
Is that in WOW? Cause i never heard of it in HS and even tried to look it up and got nothing apart from WOW shadow priest. If u want to use that term, u should specify it in the HS universe, since priest only has Shadowform, which produces Mind Spike hero power and 2nd copy of Shadowform upgrades it to Mind Shatter.
Using the second Shadowform is essentially Voidform. However, I will change it to be more obvious so that it isn't confusing :P
To @Sinti and @KillTheCow, Voidform is the second stage of Shadowform.
Is that in WOW? Cause i never heard of it in HS and even tried to look it up and got nothing apart from WOW shadow priest. If u want to use that term, u should specify it in the HS universe, since priest only has Shadowform, which produces Mind Spike hero power and 2nd copy of Shadowform upgrades it to Mind Shatter.
Using the second Shadowform is essentially Voidform. However, I will change it to be more obvious so that it isn't confusing :P
Well u have to use HS terms in HS, especially if u want to work with already existing concepts.
Imagine for example, u would want to make a minion, that would stun a target for one turn. U will have to word it "freeze a minion" cause that is the only implemented mechanic that halts a minion for a turn so far. Thats the problem with card design, u generally cant just make whatever if u want to be taken seriously, even if it would be cool, u have to limit yourself within most of the existing game mechanics ;-)
You can design new stuff, but then u have to specifically explain it and most definitely not expect, that ppl will get a wow reference :)
I have one question. Why are they tri-class cards when only one class actively has access to Shadowform because of Shadowform being a Priest spell, and if you intend on keeping tri-class with these cards, are you making cards that help the other classes get Shadowform whenever they want?
I have one question. Why are they tri-class cards when only one class actively has access to Shadowform because of Shadowform being a Priest spell, and if you intend on keeping tri-class with these cards, are you making cards that help the other classes get Shadowform whenever they want?
They are not Tri-Class and simply use the banner as a means of showing which set they belong to.
I want to note that Lightborn Moth should not have a combination of deathrattle and discover. Discovering on your opponents turn just disrupts the flow of the game even if it does halt the rope timer. In fact, this used to crash the game. You should make it "Add a random healing spell to your hand" instead.
Ohhh, I didn't realize you were basing this on stuff I did! I'm flattered, but it's not upping my thread viewcount ;_;
I love Hakkar the Soulflayer, such a swingy card for Priest which it really needs for board clears, because it doesn't have much aside from Nova and Dragonfire.
Living Flames is a pretty interesting card, but it does kind of go against the Elemental archetype because even though it counts as summoning an elemental, it doesn't feel like it, right Ben? (HAHAHAHAHAHA!) Thanks, Ben.
Light Whirl is so nice. Randomly split healing is one of the few random effects we don't have. OP/could fatigue you with Northshire Cleric on board.
Flashfire: More randomness, yessss. Better Avenging Wrath on an Elemental stick. Much more effective than the elemental synergy we have so far.
Halion: Also great. Not sure if it belongs more in Rogue or Priest, but I guess it fits more with stealing your opponent's cards, rather than getting cards from their class.
Twilight Elemental is great. 6/8 in Priest as an Ele is pretty good.
Quel'dorei Healer: Healing from spell damage isn't that big of an effect as it's pretty much only on your own characters. I'd balance it as worth less than Lifesteal, so it could easily be a 5/4.
Pepe: I mean, I guess? Maybe a 1 mana 2/1 or 1/2 or even 1/3 because it doesn't do anything technically?
Ohhh, I didn't realize you were basing this on stuff I did! I'm flattered, but it's not upping my thread viewcount ;_;
I love Hakkar the Soulflayer, such a swingy card for Priest which it really needs for board clears, because it doesn't have much aside from Nova and Dragonfire.
Living Flames is a pretty interesting card, but it does kind of go against the Elemental archetype because even though it counts as summoning an elemental, it doesn't feel like it, right Ben? (HAHAHAHAHAHA!) Thanks, Ben.
Light Whirl is so nice. Randomly split healing is one of the few random effects we don't have. OP/could fatigue you with Northshire Cleric on board.
Flashfire: More randomness, yessss. Better Avenging Wrath on an Elemental stick. Much more effective than the elemental synergy we have so far.
Halion: Also great. Not sure if it belongs more in Rogue or Priest, but I guess it fits more with stealing your opponent's cards, rather than getting cards from their class.
Twilight Elemental is great. 6/8 in Priest as an Ele is pretty good.
Quel'dorei Healer: Healing from spell damage isn't that big of an effect as it's pretty much only on your own characters. I'd balance it as worth less than Lifesteal, so it could easily be a 5/4.
Pepe: I mean, I guess? Maybe a 1 mana 2/1 or 1/2 or even 1/3 because it doesn't do anything technically?
1. Thanks for the insight :D
2. Thank you in general. I love the Class Expansions you made and wanted to try something similar myself.
About Pepe, I should clarify that I'm still thinking of what would be better for him than just giving flavorful alterations of Explorer's Hat.
So, I always wondered what it would be like if each class had more tools to give it specific identities. Well, I think I figured out a way to do this. Based on the works of the talented Teknician, I have decided to make 50 individual card sets that come in packages of 10. The way it works is you would buy a Class Compendium from Blizzard, and there would be the following:
Class Compendium Set: Rogue, Druid, & Hunter
The Class Compendium for Rogue, Druid, and Hunter would contain the following:
In addition to:
Class Compendium Set: Warrior, Paladin, & Shaman
The Class Compendium for Warrior, Paladin, & Shaman would contain the following:
In addition to:
Class Compendium Set: Warlock, Mage, & Priest
The Class Compendium for Warlock, Mage, & Priest would contain the following:
In addition to:
Class Compendium Set: History of Azeroth
Heroes of Azeroth would be a special set, ONLY containing Legendary cards.
Like the others, it also includes:
Whenever you buy a compendium, you get 8 of the cards from each of these "bonus" sets, based on the class:
Each of these sets contains 32 cards related to a NEW class-specific keyword.
NEW! Edit Log
Each set will contain a 2-3 legendaries, meaning this "expansion" would have 113 legendaries! In fact, with the fact each set has 10 cards total, with Neutral ones having 11, this "expansion" will contain a whopping 505 cards! And remember, not every legendary will be a minion ;)
You can plan on a steady trickle of cards, and I hope to see your feedback! Thanks :D
Class Sets will contain 3 Commons, 3 Rares, 2 Epics, and 2 Legendaries. Neutral Sets will contain 3 Commons, 3 Rares, 2 Epics, and 3 Legendaries. Note that these cards cannot be crafted or disenchanted!
Classes in BOLD contain cards. Otherwise, don't bother checking. There's nothing there.
⨯ Rogue:
Currently Empty
⨯ Druid:
Currently Empty
🗸 Hunter:
Survival Instinct:
One Shot, One Kill:
Menagerie:
Pinpoint Set (Do something to the target [or not], but you can only attack that target until it dies):
🗸 Warrior:
Adrenaline Set (After this attacks and kills a minion, do something):
🗸 Paladin:
Meek Set (If this has the least attack, do something):
🗸 Shaman:
Attune Set (When you play this, do something. Any other Attune cards you play after also do it):
🗸 Warlock:
Blood Rites 101:
Temptation:
Demons, Death, & Destruction:
Soulthirst Set (Once this deals X damage, do something):
🗸 Mage:
Bringer of Flames:
Chilled to the Bone:
Arcane Influence:
Manaburn Set (You may activate an ability for an additional mana cost):
🗸 Priest:
Changed Cards:
After you play your first Shadowform, others become Voidform.
The name of Voidform changes, in addition to it now having a new effect. If you are in Voidform when you play it, it deals 3 damage instead. If you play Shadowform or were in Shadowform, there is no effect - but, if you play Voidform it deals 3 damage instead.
Shadow Magic:
Dragon's Fire:
Putting the Light in Enlightenment:
Rebirth Set (Whenever you summon this after one has died, do something):
⨯ Neutral:
Currently Empty
Artifact Weapon (Heroes of Azeroth):
*Hey, what do you know. The numbers for the introductions haven't been updated yet :/
Look forward to seeing more of this when you put the cards in.
With that number of cards it's basically 2 expansions in one...
Alright, the Priest set will be released VERY soon!
WOOHOO! I finished the Priest set, aside from a few nerfs :D
Looks like a very interesting concept, curious to see what's next. Though i do have some criticisms for cards.
First of all, i have no idea what "Void Form" is so i'm not going to talk about those cards (or at least most of them), i couldn't find an explanation either so first i assumed it was just a funny wording of "Shadowform" but there are already cards where it says you need to be in Shadowform. I'm a little confused here so either i didn't see it or you should make it more clear.
Silent Cultist: Very OP compared to Wailing Soul unless there is something with the Void Form that does make it balanced i can't see that somehow being the case.
Shadow Teachings: Already having a Volcanic Potion for Priest is really powerful but also adding the possibility to destroy all minions as well is pretty insane concidering it's an 8 mana effect. But again i am not sure what Void Form is but i'm assuming it must either be an insane drawback or very hard to do at this point. Either that or you're really undervalueing the ability to destroy all minions.
Ascend To Insanity: This card makes me VERY confused since the normal draw 2 cards effect is worth just 3 mana and basicly with the additinal bonus it might be worth 6 or 7 compared to Far Sight. But again i can't really rate it since i don't know what Void Form is but it just seems to dependant on it and very weak compared to Shadow Teachings.
Excorcist of Light: I feel the effect is to dependant on the requirements. I should give it a fairly average body with Battlecry or at the end of your turn if you're in Shadowform gain +X/+X.
Hakkar the Soulflayer: Again you seem to be underestimating this effect. The best example here is Twisting Nether which yes, doesn't see play but that because Warlock is a dead class, it did actually see quitte some play in MSG which wasn't all to long ago and yes, is a Warlock card which doesn't have any other great board clears. But the thing about this is that it doesn't only clear the board for you, it also gains you insane tempo. Besides, Priests are also struggeling with board clears.
Dragon Claw: To dependant on the requirements and if met it's the same as a Fireball, i would up the normal damage to 4 to make it somewhat viable if you don't have a Dragon in your hand.
Flashfire: Concidering Avenging Wrath is 6 mana, this card might be slightly OP since 12 damage is a lot. I would concider reducing it to something like 8 maybe which would still be insane especially concidering 5/9 is an average statline for 7 mana. While you also gain insane tempo. Sound fimiliar? *Dr.Boom*
Twilight Elemental: To little reward for the requirements while aweful on it's own, if requirements are met it's only a Boulderfist Ogre but with 1 more health while if not it's just straight up laughable.
Piercing Light: Although OP compared to Holy Smite and Drain Life, those cards have never seen any play and Drain Life is also a warlock card so i think it is fine.
Quel'Dorei Healer: Very UP since the effect isn't very benefitial since Priest barely every use Spell Damage and even if it works it doesn't help that much, making it a 4 mana 4/4 wouldn't hurt.
Visions of Elune: Healing Touch
Crystalized Trogg: INSANELY UP, It most likely would only summon 1 or 2 Geodes for 7 mana, and you get around a 1 mana body. Either boost it's attack to like 5 if reduce it's mana to 4 or something.
Pepe: No idea what the Hats are and that goes for all tokens, i can't find them though that might be me.
Cleansing Light: The requirement is pretty big and i'd concider reducing it to like at least 20, and i would make The Hooded Priestess an 8/8 so it's in line with the other rewards and i feel it's effect might be a little weak for a quest reward.
Shadow Acolyte: Very interesting and well designed card, also very unique!
Drakeling and Fireling: Both very interesting cards that require you to build somewhat of a hybrid deck, very unique and would be amazing to see in the game!
U should distinguish the "finished" classes in the spoiler section, like make the class name in bold or something, cause if ppl see first couple of spoilers empty, they aint gonna go looking through more and just dismiss the entire topic. They will also not look through other posts to find out, that some at the bottom are done. Just sayin :)
What the hell is "Voidform" ?:D I didnt see its description anywhere. Or do u mean Shadowform?:o
Cool art on most of the cards, do u have original pics backed up? I would like to ask for some :)
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To @Sinti and @KillTheCow, Voidform is the second stage of Shadowform.
Also, KillTheCow, thank you for the feedback. I will do my best to rebalance the cards before I work on the next class, which will be Warrior.
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My idea > your idea.
Kidding. I've never heard of a compendium, so I'm going to look over what's here. New things can be pretty cool, so let's go for it.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
I have one question. Why are they tri-class cards when only one class actively has access to Shadowform because of Shadowform being a Priest spell, and if you intend on keeping tri-class with these cards, are you making cards that help the other classes get Shadowform whenever they want?
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Ohhh, I didn't realize you were basing this on stuff I did! I'm flattered, but it's not upping my thread viewcount ;_;
I love Hakkar the Soulflayer, such a swingy card for Priest which it really needs for board clears, because it doesn't have much aside from Nova and Dragonfire.
Living Flames is a pretty interesting card, but it does kind of go against the Elemental archetype because even though it counts as summoning an elemental, it doesn't feel like it, right Ben? (HAHAHAHAHAHA!) Thanks, Ben.
Light Whirl is so nice. Randomly split healing is one of the few random effects we don't have. OP/could fatigue you with Northshire Cleric on board.
Dragon Claw: Love it. It's like Kill Command for Priest / Fireball / Hammer of Wrath. Perfect card to actually be put in the game.
Flashfire: More randomness, yessss. Better Avenging Wrath on an Elemental stick. Much more effective than the elemental synergy we have so far.
Halion: Also great. Not sure if it belongs more in Rogue or Priest, but I guess it fits more with stealing your opponent's cards, rather than getting cards from their class.
Twilight Elemental is great. 6/8 in Priest as an Ele is pretty good.
Quel'dorei Healer: Healing from spell damage isn't that big of an effect as it's pretty much only on your own characters. I'd balance it as worth less than Lifesteal, so it could easily be a 5/4.
Pepe: I mean, I guess? Maybe a 1 mana 2/1 or 1/2 or even 1/3 because it doesn't do anything technically?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I think it's amazing that you made it. Keep up the good work :D
I have finished the Hunter set now, so be prepared to see it very soon! :D
**Most** of the hunter set has been added! Woot woot!