There's two major themes so far that I'm exploring: effects based on damaged friendly minions and a mechanic called Berserk. (Cards with Berserk cannot attack. When you end turn, cards with Berserk will automatically attack random targets before ending your turn if able to attack.) I only have the cards in text form since I was not quite up to searching out dozens of pictures and having to remake the cards with every adjustment to them, so hopefully you can bare with that.
Mage:
Mana Eater (Minion) (3)(Rare)(Mage) 2/3 Berserk. Whenever you play a spell, destroy one mana crystal and gain +1/+1. --- Ayea Nix (Minion) (7)(Legendary)(Mage) 3/9 Has Spell Damage +1 for each damaged friendly minion.
Warrior:
Raging Berserker (Minion) (5)(Rare)(Warrior) 7/3 Charge. Berserk. When this minion attacks your opponent's Hero, it takes 1 damage. --- Provocation (Spell) (2)(Common)(Warrior) Target minion gains Berserk. If target minion is friendly, gains +1/+1. --- Hunger for Battle (Spell) (3)(Rare)(Warrior) Discover a minion with Berserk. --- Retreat (Spell) (2)(Common)(Warrior) Return all damaged friendly minions to your hand. They cost (1) less. --- Exaramus (Minion) (6)(Legendary)(Warrior) 5/4 Your opponent may only play minions with an attack lower than the number of friendly damaged minions.
Warlock:
Plague Rat (Minion) (0)(Common)(Warlock) 2/3 Berserk. Battlecry: Lose 2 Health. --- Drexxar, the Cursed (Minion) (5)(Legendary)(Warlock) Demon 8/6 Has -1/-1 for every other friendly damaged minion. --- Channel the Pain (Spell) (3)(Epic)(Warlock) Add a random Warlock spell card to your hand for each damaged friendly minion. They cost (1) less. --
Paladin:
Call for Aid (Spell) (3)(Epic)(Paladin) Discover a minion with the same mana cost as the number of damaged friendly minions.
Priest:
Calming Bard (Minion) (2)(Common)(Priest) 2/2 Minions with Berserk do not attack. --- Divine Knight (Minion) (3)(Rare)(Priest) 3/2 Battlecry: Friendly damaged minions gain Divine Shield. --- Angel of Light (Minion) (4)(Rare)(Priest) 3/4 Deathrattle: Heal all damaged friendly minions to full health.
Bloodwolf Tamer (Minion) (6)(Epic)(Hunter) 2/3 Battlecry: Summon a Bloodwolf.
Bloodwolf (Noncollectable Token) (4)(Epic)(Hunter) Beast 0/4 Berserk. This minion's Attack is equal to the number of other friendly damaged minions.
Neutral:
Stone Golem (Minion) (13)(Epic)(Neutral) 8/7 Costs (1) less for each minion played this game. Berserk. Can't attack opponent's Hero. --- Ber5erker (Minion) (4)(Epic)(Neutral) Mech 3/4 Taunt. Battlecry: Give target minion Berserk. --- Insightful Magician (Minion) (3)(Rare)(Neutral) 2/2 Berserk. When this minion attacks your opponent's Hero, draw a card. --- Ivan, the Aggressor (5)(Legendary)(Neutral) 6/6 Berserk. All other friendly minions gain Berserk. --- Stormwind Armorer (Minion) (4)(Common)(Neutral) 3/4 Other friendly damaged minions get +1/+1. --- Ya'Jar, Battle Commander (Minion) (6)(Legendary)(Neutral) 4/4 When another friendly minion without Taunt is damaged, summon a Goldshire Footman
Your two themes for the expansion seem more suited to Warrior / Neutral cards rather than a full expansion. Expansion keywords are usually dynamic (meaning that they are a trigger for some effect, like Inspire) rather than static (things that only do one thing, like charge, taunt, and your berserk).
Your two themes for the expansion seem more suited to Warrior / Neutral cards rather than a full expansion. Expansion keywords are usually dynamic (meaning that they are a trigger for some effect, like Inspire) rather than static (things that only do one thing, like charge, taunt, and your berserk).
The entire set wasn't going to contain those two elements. Those were just the elements that I was focused on when I started brainstorming ideas. The set would expand out into other cards that don't contain these two elements.
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There's two major themes so far that I'm exploring: effects based on damaged friendly minions and a mechanic called Berserk. (Cards with Berserk cannot attack. When you end turn, cards with Berserk will automatically attack random targets before ending your turn if able to attack.) I only have the cards in text form since I was not quite up to searching out dozens of pictures and having to remake the cards with every adjustment to them, so hopefully you can bare with that.
Mage:
Mana Eater (Minion)
(3)(Rare)(Mage)
2/3
Berserk. Whenever you play a spell, destroy one mana crystal and gain +1/+1.
---
Ayea Nix (Minion)
(7)(Legendary)(Mage)
3/9
Has Spell Damage +1 for each damaged friendly minion.
Warrior:
Raging Berserker (Minion)
(5)(Rare)(Warrior)
7/3
Charge. Berserk. When this minion attacks your opponent's Hero, it takes 1 damage.
---
Provocation (Spell)
(2)(Common)(Warrior)
Target minion gains Berserk. If target minion is friendly, gains +1/+1.
---
Hunger for Battle (Spell)
(3)(Rare)(Warrior)
Discover a minion with Berserk.
---
Retreat (Spell)
(2)(Common)(Warrior)
Return all damaged friendly minions to your hand. They cost (1) less.
---
Exaramus (Minion)
(6)(Legendary)(Warrior)
5/4
Your opponent may only play minions with an attack lower than the number of friendly damaged minions.
Warlock:
Plague Rat (Minion)
(0)(Common)(Warlock)
2/3
Berserk. Battlecry: Lose 2 Health.
---
Drexxar, the Cursed (Minion)
(5)(Legendary)(Warlock)
Demon
8/6
Has -1/-1 for every other friendly damaged minion.
---
Channel the Pain (Spell)
(3)(Epic)(Warlock)
Add a random Warlock spell card to your hand for each damaged friendly minion. They cost (1) less.
--
Paladin:
Call for Aid (Spell)
(3)(Epic)(Paladin)
Discover a minion with the same mana cost as the number of damaged friendly minions.
Priest:
Calming Bard (Minion)
(2)(Common)(Priest)
2/2
Minions with Berserk do not attack.
---
Divine Knight (Minion)
(3)(Rare)(Priest)
3/2
Battlecry: Friendly damaged minions gain Divine Shield.
---
Angel of Light (Minion)
(4)(Rare)(Priest)
3/4
Deathrattle: Heal all damaged friendly minions to full health.
Rogue:
Bloody Daggers (Weapon)
(3)(Rare)(Rogue)
4/4
Berserk.
Hunter:
Bloodwolf Tamer (Minion)
(6)(Epic)(Hunter)
2/3
Battlecry: Summon a Bloodwolf.
Bloodwolf (Noncollectable Token)
(4)(Epic)(Hunter)
Beast
0/4
Berserk. This minion's Attack is equal to the number of other friendly damaged minions.
Neutral:
Stone Golem (Minion)
(13)(Epic)(Neutral)
8/7
Costs (1) less for each minion played this game. Berserk. Can't attack opponent's Hero.
---
Ber5erker (Minion)
(4)(Epic)(Neutral)
Mech
3/4
Taunt. Battlecry: Give target minion Berserk.
---
Insightful Magician (Minion)
(3)(Rare)(Neutral)
2/2
Berserk. When this minion attacks your opponent's Hero, draw a card.
---
Ivan, the Aggressor
(5)(Legendary)(Neutral)
6/6
Berserk. All other friendly minions gain Berserk.
---
Stormwind Armorer (Minion)
(4)(Common)(Neutral)
3/4
Other friendly damaged minions get +1/+1.
---
Ya'Jar, Battle Commander (Minion)
(6)(Legendary)(Neutral)
4/4
When another friendly minion without Taunt is damaged, summon a Goldshire Footman
No comments based on all text cards I assume?
Your two themes for the expansion seem more suited to Warrior / Neutral cards rather than a full expansion. Expansion keywords are usually dynamic (meaning that they are a trigger for some effect, like Inspire) rather than static (things that only do one thing, like charge, taunt, and your berserk).