When the meteor landed on a complete utopy, with complete peace, it wrecked havoc on the landing place, destroyed buildings, people going into insanity and new creatures going to appropiate the place. Are you willing to sacrifice your loved ones into an embracing power, or will you perish on the deserted lands of Mestopesto?
Apocalypsis Wastelands is my 4th (or 5th? Can't remember) Custom Expansion, this was done in cooperation with yoggizenmastuh, creator of the NMR which you might know for creating Lamoneed and Cultists of the Circle Edge (The latter was directed by me)
Many years later, this is still an attraction for most clients, or at least a memorial of what it was before, an achievement, that will be remembered, but on top of that (Pines-like voice) TAKE A LOOK AT THE NEW KEYWORD THAT, uhhhh, appeared between the dumpsters!
An example of a Fuse/Evolution card
What do it do? Well, first, you Merge a minion into this when played, in most of the occasions. Then it transforms into another card, the closest example to exist is Blood of The Ancient One, which needs to merge with another Blood of The Ancient One to Evolve into The Ancient One.
- So what does this expansion contains in total? Dual-Class minions, MORE keywords or....
- Glad you ask! Here it is a complete list of what does this expansion contains:
214 New Cards! Including THREE LEGENDARIES PER CLASS (NOT INCLUDING TOKENS)
TWO brand new Keywords! Fuse/Evolution and Cleave! (Which is the same effect as Cave Hydra and Magnataur Alpha)
Brand new Archetypes for each class!
Here, in Apocalypsis Wastelands, you use any resource you have around, you may find a Totem in Mage or a Beast in Priest, you won't expect what to find in these now desolated lands!
And an advise, we have MORE cards in storage, but still haven't finished the expansion, we just want to give a good look or at least a short preview of what is going to be.
Card List
Druid (12/16)
Druids are going to get the corrupted part of here, focusing, for the first time, on a Demon archetype, while also preserving a more nature personality with them, a balance between synergy and mid-range, because not all Imps are worthless!
Tokens:
Hunter (11/16)
Not all Hunters have to go with everything to the face, no, now they find resources on the ground, and using them with something else. Using things, but using them for things that aren't for those things, you get it, right? Recycle, Reuse and Reduce.
Mage (11/16)
You're gonna get a bit more spicy with the food you can find around here, from Murlocs to giant Dragons, Mage is going tribal! I mean, not with Camps, but with lots of tribe synergy! You may want to put the right condiments into it.
Tokens:
Paladin (12/16)
No, adventurer, you won't need this, it's not dangerous to go alone, use your own strenght and survival skills to be a part of here. Paladin will have a special work, having a single minion on board, and yes, the Magma Rager was the lit of the dynamite.
Tokens:
Priest (12/16)
Whatever you think, you need some time to build your strategy, even more in here, but also surviving is a key. Priests will have a lot of "Start of turn" effects and pseudo-healing ones, just to hold on that Doomsayer a little more.
Tokens:
Rogue (11/16)
Their decks steal people lifes from the meta, now they will crop out a bit of your Health to them, probably mental too. Whatever it is, Elements are abundant in here, and so is life and death.
Notes:
Unstable Investigations will RANDOMLY increase or decrease their cost, you might get the same cost though, but remember, you are risking of getting an unplayable card(s).
Shaman (11/16)
We need everyone else to get in here. And what Shamans do best, they do it here. Shaman will be focused in a more instant-play and Recruit minions from their deck, with of course, a little bit of Overload in there.
Tokens:
Notes:
Patient Archwitch is going to be buffed to a 4/4, and change it's effect to be 3 Attack or less, even though it was created a long time ago, it can't be fixed yet (Um, Technical Issues to be direct)
Warlock (11/16)
Blood, Spines, and everything bad, these were the ingredients to create the perfect Warlock Archetype, but Gul'Dan accidentally added another ingredient to the concoction: Chemical F. Thus the Fusing Warlock Archetype was born!
Tokens:
Notes:
ALL your minions will be Fused when you use Cult Summoning, however, only one Infernal Fiend will be created.
Warrior (11/16)
Warriors will focus on the other keyword next door, Cleave. Even though there's a lack of creatures, what else you ask for? Grinding for your weapon is so hard to do!
Tokens:
Notes;
Scrap Armor effect will trigger only if you have 6 or more ACTUAL Mana Crystals.
Neutral (35/71)
Tokens:
Notes:
Apocalypsis Researcher: Minions will still be able to Evolve, but not Fuse with another one, neither Spell Fuse cards.
Time-Tron 3101: This means it won't work with things like Young Brewmaster for an infinite loop. (Looking at you! Pre-nerf Shudderock!)
There are certainly a lot of ideas and concepts floating around here. I think the topsy turviness of it all is a little disorienting so far, but I’m sure it’ll cohere when more comes into view. Mage in particular, as it stands, feels like it would require a very schizophrenic deck of tribes to work.
Favorite card so far is Rejoining Sands, that’s just a legit clever version of the (3) Cost Draw 2.
Should Marsh Geneologist be “Trigger a minion’s Evolution.” Effect would be the same, but when I first read it I thought you’d be doing the Shaman version of Evolve.
As already stated above there are a lot of very interesting concepts here, i like the idea of the merging thing and some of the class archetypes are very unique. i also want to give critisism here about some things but since the set is far from finished it probally isn't an issue. The Demon Druid archetype i feel doesn't quitte yet have a really good reason to play Demons, i already saw one card that synergises with it but it's not good enough to base an entire deck around. The current revealed legendary is insanely underpowered. Replacing all cards in your hand and deck means you will lose your synergies as well which is pretty useless in that case. Yes, it's somewhat decent to have a deck with demons that cost 2 less but it's just too slow to begin with as well.
I can't really judge the Shuffle Hunter thing yet but all i can say about it is that i personally dislike Lost World Pillager since it most likely shuffled cards into your deck that you don't want to draw and make sure you have a reason to play all these cards on a bigger scale than Hat Tracker.
Mage is a very interesting idea and i'm exited to see more of it but i'm not sure if it would be viable. The idea has insane potential though and you've done a great job on those cards so far!
Paladin archetype is interesting but i've got to be honest with you that i don't really like the legendaries. I know i shouldn't but i'm going to compare it to Stalagg and Feugen here. First of, Stallag and Fuegen are adventure cards which means you wouldn't get screwed over if you just packed one of them here you do. This is can sort of look besides but with these 2 paladin cards you basicly have one of them being useless in your hand while you're waiting for the other. Besides it has the potential to be broken in combiation with Thaurissan or just by going second. I personally just do not like the design :(
For Priest you probally again need a reason to play those since the effects themselfs are too slow to see play, you need synergies with it which again, the set is far from done yet so that was probally going to happen anyways. Other than that it looks interesting so far!
Haven't seen enough card Rogue cards yet to judge the Lifesteal archetype but it's interesting for rogue to have the ability to heal on a scale like that. Also, i personally don't like Unstable Investigations because it might be too random. Other than that the Rogue cards look great so far.
The other cards and classes are completely fine and look great (or i haven't seen enough of the cards yet). That was all the feedback i had and I'm exited to see more of this expansion, keep it up!
There are certainly a lot of ideas and concepts floating around here. I think the topsy turviness of it all is a little disorienting so far, but I’m sure it’ll cohere when more comes into view. Mage in particular, as it stands, feels like it would require a very schizophrenic deck of tribes to work.
Favorite card so far is Rejoining Sands, that’s just a legit clever version of the (3) Cost Draw 2.
Should Marsh Geneologist be “Trigger a minion’s Evolution.” Effect would be the same, but when I first read it I thought you’d be doing the Shaman version of Evolve.
Thanks man! Honestly the curve is just to avoid making a lot of cards of the same cost, done other times, we really try to not do that! Also, about the mage thing, don't worry, it WILL be schizophrenic, there will be tons of different references and tribes to synergise, promise! We have a few cards to do so, buuuut on the future!
As already stated above there are a lot of very interesting concepts here, i like the idea of the merging thing and some of the class archetypes are very unique. i also want to give critisism here about some things but since the set is far from finished it probally isn't an issue. The Demon Druid archetype i feel doesn't quitte yet have a really good reason to play Demons, i already saw one card that synergises with it but it's not good enough to base an entire deck around. The current revealed legendary is insanely underpowered. Replacing all cards in your hand and deck means you will lose your synergies as well which is pretty useless in that case. Yes, it's somewhat decent to have a deck with demons that cost 2 less but it's just too slow to begin with as well.
I can't really judge the Shuffle Hunter thing yet but all i can say about it is that i personally dislike Lost World Pillager since it most likely shuffled cards into your deck that you don't want to draw and make sure you have a reason to play all these cards on a bigger scale than Hat Tracker.
Mage is a very interesting idea and i'm exited to see more of it but i'm not sure if it would be viable. The idea has insane potential though and you've done a great job on those cards so far!
Paladin archetype is interesting but i've got to be honest with you that i don't really like the legendaries. I know i shouldn't but i'm going to compare it to Stalagg and Feugen here. First of, Stallag and Fuegen are adventure cards which means you wouldn't get screwed over if you just packed one of them here you do. This is can sort of look besides but with these 2 paladin cards you basicly have one of them being useless in your hand while you're waiting for the other. Besides it has the potential to be broken in combiation with Thaurissan or just by going second. I personally just do not like the design :(
For Priest you probally again need a reason to play those since the effects themselfs are too slow to see play, you need synergies with it which again, the set is far from done yet so that was probally going to happen anyways. Other than that it looks interesting so far!
Haven't seen enough card Rogue cards yet to judge the Lifesteal archetype but it's interesting for rogue to have the ability to heal on a scale like that. Also, i personally don't like Unstable Investigations because it might be too random. Other than that the Rogue cards look great so far.
The other cards and classes are completely fine and look great (or i haven't seen enough of the cards yet). That was all the feedback i had and I'm exited to see more of this expansion, keep it up!
Hey, wanna hear something?
Xavius
I get the problem, but we have at least 1 more Demon synergy under our sleeves rn, we will make more of coruse, but that still takes time, like, we started this project 1 month ago and we have like, at least more than 100 cards? We've been very busy and had some inconveniences. But what could possibly go wrong? We still have plenty of time to finish this project.
I think you'll have to get used to that type of Legendaries, there are three legendaries per class, Two which "interact" with each other and a normal Legendary, for example, Skivverz and Titanic Armor would be the interacters, and Monsterflush would be a regular one, y'know, I really wanted to squeeze all the juice out of the concept, and try with lots of ideas. Unfortunate that you don't like it, but it's also a main structure. (Though I admit, we only have 2 pairs in total for now, it's kind of hard to think of something when you are still settling up the class). Can't really do much about that :v. However, you said that one is useless while the other waits for it's other half, that's why I made it give something, at least if you don't want to play the Evolution, which in most occasions you wouldn't.
But thanks for the feedback! Of both of you of course! Rly appreciated :3
I repeat, these aren't all the cards that we have right now, but not ALL of theml
Okay, I'm unfortunally back! I updated this post and added +40 cards to the collection! The new patchnotes include:
3-4 new cards for each class
23 new Neutral Cards
Changes for the following cards:
Gotos the Realm Titan
Soul Marksman (Replaced)
Patient Archwitch (Replaced)
Added missing tokens for some cards
Consider we made most of the cards 4 months ago, then went on a 2 month hiatus, made a few cards, and just right now we're starting to catch up, yei. And I have proof.
I wish I wasn't the guy that planned on making this shitton of cards, I'm already experiencing fatigue both here and rl.
When the meteor landed on a complete utopy, with complete peace, it wrecked havoc on the landing place, destroyed buildings, people going into insanity and new creatures going to appropiate the place. Are you willing to sacrifice your loved ones into an embracing power, or will you perish on the deserted lands of Mestopesto?
Apocalypsis Wastelands is my 4th (or 5th? Can't remember) Custom Expansion, this was done in cooperation with yoggizenmastuh, creator of the NMR which you might know for creating Lamoneed and Cultists of the Circle Edge (The latter was directed by me)
Many years later, this is still an attraction for most clients, or at least a memorial of what it was before, an achievement, that will be remembered, but on top of that (Pines-like voice) TAKE A LOOK AT THE NEW KEYWORD THAT, uhhhh, appeared between the dumpsters!
An example of a Fuse/Evolution card
What do it do? Well, first, you Merge a minion into this when played, in most of the occasions. Then it transforms into another card, the closest example to exist is Blood of The Ancient One, which needs to merge with another Blood of The Ancient One to Evolve into The Ancient One.
- So what does this expansion contains in total? Dual-Class minions, MORE keywords or....
- Glad you ask! Here it is a complete list of what does this expansion contains:
And an advise, we have MORE cards in storage, but still haven't finished the expansion, we just want to give a good look or at least a short preview of what is going to be.
Card List
Druid (12/16)
Druids are going to get the corrupted part of here, focusing, for the first time, on a Demon archetype, while also preserving a more nature personality with them, a balance between synergy and mid-range, because not all Imps are worthless!
Tokens:
Hunter (11/16)
Not all Hunters have to go with everything to the face, no, now they find resources on the ground, and using them with something else. Using things, but using them for things that aren't for those things, you get it, right? Recycle, Reuse and Reduce.
Mage (11/16)
You're gonna get a bit more spicy with the food you can find around here, from Murlocs to giant Dragons, Mage is going tribal! I mean, not with Camps, but with lots of tribe synergy! You may want to put the right condiments into it.
Tokens:
Paladin (12/16)
No, adventurer, you won't need this, it's not dangerous to go alone, use your own strenght and survival skills to be a part of here. Paladin will have a special work, having a single minion on board, and yes, the Magma Rager was the lit of the dynamite.
Tokens:
Priest (12/16)
Whatever you think, you need some time to build your strategy, even more in here, but also surviving is a key. Priests will have a lot of "Start of turn" effects and pseudo-healing ones, just to hold on that Doomsayer a little more.
Tokens:
Rogue (11/16)
Their decks steal people lifes from the meta, now they will crop out a bit of your Health to them, probably mental too. Whatever it is, Elements are abundant in here, and so is life and death.
Notes:
Shaman (11/16)
We need everyone else to get in here. And what Shamans do best, they do it here. Shaman will be focused in a more instant-play and Recruit minions from their deck, with of course, a little bit of Overload in there.
Tokens:
Notes:
Warlock (11/16)
Blood, Spines, and everything bad, these were the ingredients to create the perfect Warlock Archetype, but Gul'Dan accidentally added another ingredient to the concoction: Chemical F. Thus the Fusing Warlock Archetype was born!
Tokens:
Notes:
Warrior (11/16)
Warriors will focus on the other keyword next door, Cleave. Even though there's a lack of creatures, what else you ask for? Grinding for your weapon is so hard to do!
Tokens:
Notes;
Neutral (35/71)
Tokens:
Notes:
Again, feedback is appreciated.
The joke is you.
There are certainly a lot of ideas and concepts floating around here. I think the topsy turviness of it all is a little disorienting so far, but I’m sure it’ll cohere when more comes into view. Mage in particular, as it stands, feels like it would require a very schizophrenic deck of tribes to work.
Favorite card so far is Rejoining Sands, that’s just a legit clever version of the (3) Cost Draw 2.
Should Marsh Geneologist be “Trigger a minion’s Evolution.” Effect would be the same, but when I first read it I thought you’d be doing the Shaman version of Evolve.
As already stated above there are a lot of very interesting concepts here, i like the idea of the merging thing and some of the class archetypes are very unique. i also want to give critisism here about some things but since the set is far from finished it probally isn't an issue. The Demon Druid archetype i feel doesn't quitte yet have a really good reason to play Demons, i already saw one card that synergises with it but it's not good enough to base an entire deck around. The current revealed legendary is insanely underpowered. Replacing all cards in your hand and deck means you will lose your synergies as well which is pretty useless in that case. Yes, it's somewhat decent to have a deck with demons that cost 2 less but it's just too slow to begin with as well.
I can't really judge the Shuffle Hunter thing yet but all i can say about it is that i personally dislike Lost World Pillager since it most likely shuffled cards into your deck that you don't want to draw and make sure you have a reason to play all these cards on a bigger scale than Hat Tracker.
Mage is a very interesting idea and i'm exited to see more of it but i'm not sure if it would be viable. The idea has insane potential though and you've done a great job on those cards so far!
Paladin archetype is interesting but i've got to be honest with you that i don't really like the legendaries. I know i shouldn't but i'm going to compare it to Stalagg and Feugen here. First of, Stallag and Fuegen are adventure cards which means you wouldn't get screwed over if you just packed one of them here you do. This is can sort of look besides but with these 2 paladin cards you basicly have one of them being useless in your hand while you're waiting for the other. Besides it has the potential to be broken in combiation with Thaurissan or just by going second. I personally just do not like the design :(
For Priest you probally again need a reason to play those since the effects themselfs are too slow to see play, you need synergies with it which again, the set is far from done yet so that was probally going to happen anyways. Other than that it looks interesting so far!
Haven't seen enough card Rogue cards yet to judge the Lifesteal archetype but it's interesting for rogue to have the ability to heal on a scale like that. Also, i personally don't like Unstable Investigations because it might be too random. Other than that the Rogue cards look great so far.
The other cards and classes are completely fine and look great (or i haven't seen enough of the cards yet). That was all the feedback i had and I'm exited to see more of this expansion, keep it up!
Thanks man! Honestly the curve is just to avoid making a lot of cards of the same cost, done other times, we really try to not do that! Also, about the mage thing, don't worry, it WILL be schizophrenic, there will be tons of different references and tribes to synergise, promise! We have a few cards to do so, buuuut on the future!
Hey, wanna hear something?
XaviusI get the problem, but we have at least 1 more Demon synergy under our sleeves rn, we will make more of coruse, but that still takes time, like, we started this project 1 month ago and we have like, at least more than 100 cards? We've been very busy and had some inconveniences. But what could possibly go wrong? We still have plenty of time to finish this project.
I think you'll have to get used to that type of Legendaries, there are three legendaries per class, Two which "interact" with each other and a normal Legendary, for example, Skivverz and Titanic Armor would be the interacters, and Monsterflush would be a regular one, y'know, I really wanted to squeeze all the juice out of the concept, and try with lots of ideas. Unfortunate that you don't like it, but it's also a main structure. (Though I admit, we only have 2 pairs in total for now, it's kind of hard to think of something when you are still settling up the class). Can't really do much about that :v. However, you said that one is useless while the other waits for it's other half, that's why I made it give something, at least if you don't want to play the Evolution, which in most occasions you wouldn't.
But thanks for the feedback! Of both of you of course! Rly appreciated :3
I repeat, these aren't all the cards that we have right now, but not ALL of theml
The joke is you.
Added 38 new class cards!
I tried to also submit some Neutrals but, I feel tired and next week is really tough, but... there you have!
The joke is you.
Okay, I'm
unfortunallyback! I updated this post and added +40 cards to the collection! The new patchnotes include:Consider we made most of the cards 4 months ago, then went on a 2 month hiatus, made a few cards, and just right now we're starting to catch up, yei.
And I have proof.I wish I wasn't the guy that planned on making this shitton of cards, I'm already experiencing fatigue both here and rl.The joke is you.