This expansion would give 5 class cards to every class in the game!
Some of you may remember me from this thread from the subreddit, I've never shared these ideas with Hearthpwn so I'm posting them here now. Also I've updated a few of them and will now give more in-depth ideas to why I came up with each card.
Poison:
Poison is a new mechanic that I came up with. Poison is latched onto a minion and lowers the Minion's stats by -1/-1 at the end of you AND your opponent's turn. This can kill enemies if they are poisoned until their health reaches zero. The only way to cure Poison is silence. Minions that are poisoned will use the small jar icon that is used for Emperor Cobra or Patient Assassin. Those cards will now use a normal lightning bolt effect.
Paladin
Sha'tar Crusader:
The Paladin has a horrible early game. Most Paladin's run Argent Squire's, but they can't have a hold on the early game unless your opponent has jack all in their hand. Most of the time Paladin's are always fighting against Zoo or other small minion farms. This card is meant to lessen the blow of that. You aren't able to attack, so it is all up to the opponent for what trades he wants to do.
Silver Hand General:
The Silver Hand General allows your hero power minions to charge. Getting an instant 1 damage is something that the Paladin needs. This can be combo'd with Blessing of Might or Kings so that you can get a high damage charge minion out with just your hero power. However don't expect him to live that long, he should be hid behind a taunt or 2 just to be safe.
Rebuke:
One of the biggest problems with the Buff Paladin deck is that they cannot stay alive because the enemy keeps using their removal spells on them. That dreaded Polymorph or Hex! So a way to fix this would be a card that granted the ability of the Faerie Dragon. Rebuke has a few downsides though. It doesn't stop silences from minions, and that you cannot buff your minion any farther since YOU cannot target it with spells either!
Devotion Aura:
Devotion Aura can be a game changing card if you have the 3 minions to support it. However this is sometimes not the case and this becomes a dead card if you have nothing on the board. A great combo is with the Blood Knight, as you are able to get a 12/12 on the field for only 9 Mana. You can also use this on your enemies as well, so it may be a bad thing for the enemy to have 3 minions on the field when you Blood Knight!
Kulvo Jadefist:
You create a wall that is near impossible to go through if you have the minions. However this guy is a pretty bad drop if you have no other minions on the board.
Warlock
Gnomish Necromancer and Undead Warriors:
The Gnomish Necromancer is a great card to get some smaller minions on the board.
Soulburn:
This card allows you to sacrifice your life for minion strength. Since the five +1/+1 buffs are randomly assigned to your friendly minions, there is a bit of luck involved for who gets buffed. However 2 Mana that may allow you to make better trades can be very useful at times.
Soul Swap:
Soul Swap allows you to switch the attack and health of a minion with any other minion. So you could swap the attack and health of a Ysera onto a small creature like a Leper Gnome and now you have a 4/12 Leper Gnome and a 2/1 Ysera. However remember this only effects the stats, this doesn't what the cards do. So the Ysera will still draw cards, and the Leper Gnome will still deal damage when he dies.
Agony:
Agony is a very interesting card. It losers the cost of all of your cards down by 2, but no less than 1. However, it deals a considerable amount of damage to you. If you draw both of these, and a Molten Giant on turn one. You can actually summon a Molten Giant on turn 1. However you will be at 10 health, which doesn't seem so good.
Imp Lord Pinprik:
ILP is a very strong card when used at the right time. You are able to buff all friendly Demons and get a pretty heavy body out early. However it destroys all of your other minions.
Druid
Wild Mushroom:
The Wild Mushroom is a neat card that could be used in some decks. If used on turn 3, the enemy must decide to either deal damage to you or kill the Mushroom. You are able to buff the Mushroom with things like Mark of the Wild, and getting a 2/7 on turn 5 isn't a bad deal Mana wise. It is good when you are playing a midrange deck and are creating tons of smaller minions.
Wanderer of the Forest:
The WotF is a very versatile minion. It allows you to either buff up the attack of a allied minion, or give another minion Stealth. Remember you can give the enemy stealth, so it is a way to bypass taunts!
Moonkin Form:
Moonkin Form is a good way to nerf the enemy Minion. You can either lower their attack by 6, or lower their attack and health by 3. Remember, similar to the Aldor Peacekeeper, these changes will be reverted with silence.
Natural Insight:
Great set up that can be used in certain situations.
Tree of Life:
The Tree of Life is a very strong card if you have a board full of friendly strong minions there. This allows them to never die unless they are at 0 health, and always gain +1 health at the start of your turn. However this can easily be destroyed by Stampeding Kodo or taken by a Cabal Shadow Priest.
Hunter
Patient Sniper:
The Patient Sniper is a stealth minion that gains a lot of attack as the turns go on. You are able to kill 4 health creatures on turn 4, so this is what a Yeti Slayer looks like.
Crimson Gorilla:
The Crimson Gorilla is similar to King Mukla. However, instead of giving the Bananas to the enemy, it gives it to you. You can use these Bananas for favorable trades, or boosting the Crimson Gorilla in later turns more. Also, 5 Mana for a 4/6 body is pretty good as well.
The Beast Within:
The Beast Within gives you an attack boost for every Beast you have in play. However remember, it will be YOU who is attacking. So that you will take damage from anything that deals damage. It works well with Unleash the Hounds as that you can get a lot of beasts out and dealing a final blow to the enemy.
Serpent Sting:
You are able to poison 3 minions at once for free with this card. This will really weaken your opponent's defenses!
Royal Mammoth:
The Royal Mammoth is a huge battering ram of a beast. It has Charge and Windfury, however it has a very low attack stat. However if you get enough beasts on the board, this is a force to be reckoned with.
Mage
Noxxion:
Noxxion is similar to the Water Elemental, but instead of freezing it poisons. It is just a great minion to take out creatures at 3 health.
Silvermoon Conjurer:
The Silvermoon Conjurer can be a really strong card if kept alive. It boosts all of the spell damage you deal by 2, which can make a huge difference!
Shatter:
Shatter allows you to destroy 1 random enemy minion. This combined with Ice Lance is a 4 Mana assassinate for 2 cards. Great card for Freeze Mage Decks.
Invisibility:
Giving a minion Stealth can be very important for such a little cost. Unlike conceal, this is the real Stealth where they stay invisible until they attack. So Gadgetzan Auctioneer is pretty good on Mage now.
Arcanist Avenlena:
The ability to make your Hero Power free and can be buffed up by Spell Damage is crazy! Imagine dealing 3 damage every turn via a free fireblast? However you have to keep your Arcanist Alive if you want that.
Priest
Forsaken Dwarf:
The ability to poison an enemy really helps the priest, because if they hit an enemy with 4 attack, it will go down to 3. They are now able to be killed by Shadow Word: Pain!
Lunar Alchemist:
The Lunar Alchemist is similar to the Earthen Ring Farseer, however it has divided stats and heals a bit more. This is perfect for the Priest as it allows them to heal damage minions a bit more than they could with a Farseer or with their Hero Power.
Focused Will:
Focused Will allows Priests to trade their minions with other Minions more easily, and also thin their deck to get the card combos they need.
Purify:
This card may seem oddly specific at first. However it is actually very versatile, and can be used in a ton of situations. Like one of the more common ones is when the enemy silences your big Divine Spirit x2 + Inner Fire combo. Now instead of feeling like you've lost your game, and that there is no way to save it, put this on the guy and now he is as strong as that minion was before. You can also use this on Watchers to keep them at bay, but also draw a card!
Lady Katrana Prestor:
LKP is one of the strongest cards in the game because it is with Priest. Not only does it turn all of the minions into Cobras. But if you have an Inner Fire, you basically created a Deathwing!
Shaman
Sentry Totem:
The Sentry Totem is great for suppressing aggro decks with minions with only 1 health. Because whenever that Minion attacks, the Sentry Totem will deal 1 damage to them before they finish attacking. Similar to Noble Sacrifice in a way.
Strength of Earth Totem:
The Earth Totem is very strong because if you place it in the middle, you have infinite taunts if you are able to keep placing down minions. However a huge downside is if this is silenced, it is just a useless body. This also goes for the Sentry Totem above.
Earthquake:
Earthquake is a pretty powerful spell that can really disable your opponent. However since the Shaman specializes in no attack creatures with utility, you will get very disabled as well! So make sure you don't make the wrong choice and use it when you only have totems or beefed up minions.
Chain Heal:
This card really buffs your allies and totems, but you sacrifice Tempo to do so. Make sure to use it when you have a wall of taunts, so you can maximize its potential.
Bolton:
Great card to use when you have a Lava Burst and a bunch of totems on the battlefield on turn 10.
Rogue
Undead Marauder:
Undead Marauder is a great card for clearing out enemy minions. However you cannot attack the enemy hero!
Bloodelf Pocketeer:
You are now able to swipe the enemy's most prized item away, their weapon! With Paladin Weapon's getting a buff, the Rogue will too!
Shuriken of Negation:
This can deal some serious damage if you use Deadly Poison on it multiple times! Dealing 10 Damage every turn! However the item is pretty weak if you do not have Deadly Poison.
Gladiator's Spellblade:
The Spellblade is very good at getting though taunts and alike if you are sacrificing your health. However it isn't really much of a fighting weapon, so remember that. However it is really good at killing beefed up Blood Knights!
Canissa The Shadow:
Basically ruin everyone's day. With all of the enemies in stealth and frozen, you can just walk past them and attack the enemy Hero!
Warrior
Orcish Axe Wielder:
The Orcish Axe Wielding can be crazy good and really bad in some situations. An Axe Wielder plus a whirlwind with a full board basically is Avenging Wrath!
Crazed Berserker:
The Crazed Berserker allows you to get a buffed up minion in numerous different ways. You could get a 7/4 if you have an Arcanite Reaper out. You could get an 5/4 if you have a Fiery War Axe! You could even get a 9/3 with the Gorehowl!
Cowering Shout:
Putting your enemies in Stealth also means you take down their taunts! Strike when you have the chance! However if you are unable to finish off the enemy, you might have screwed yourself.
World Breaker:
Warrior is known for taking out single enemies at a time, but with this you can kill all the little baby minions you want. However, you still cannot kill the big bad minions though.
Overlord Or'barokh:
A Taunt for Taunts! No mater who the enemy tries to attack or cast a spell on, you will always be the target! You will intercept buffs as well, so the enemy needs to be careful!
Thanks For Reading!:
If you have any suggested changes, let me know and I will respond! Thanks!
Moved to off-topic, because that is where we put user creations.
Thank you, but that's to bad because there isn't as much traffic here...Would be awesome if there was a sub-forum where everyone could share card ideas instead of being in General Chat, like a Community Creations Sub-Forum. Thank you though. :)
I love the cards, however some of them are not very creative, like Bolton, which is just like the mage legendary
IMO Earthquake is overpriced (total cost of 5), compared to Mass Dispel
I might fear that Sha'tar Crusader is too strong, if you go first, the enemy has no choice but to go against a 1/4 taunt which can be extremely hard to break for the first few turns. Kulvo Jadefist is too big of a buff for the mana cost, when you look at Captain Greenskin. Upgrade! is a 1cost, but 5/5/5 that gives +2/+2 is a lot
Tree of Life can be really dangerous when comboed with Ancient of War or Ironbark Protector. Full health restore is a tad heavy, maybe make it a static amount (+2 or +3 health at the start/end of your turn)?
Noxxion needs a new name though that is less aimed towards a specific character/mob
Cowering Shout - Maybe make it "give all enemy minions stealth until the end of your turn"? That could make it really strong without giving your enemy a huge advantage if you miscalculated something.
For the rest of the cards, I have no real big complaints or further feedback, other than it all looks really good. Good job.
Interesting card set. Would be nice to have some neutral cards in the mix as well.
There is the issue of balance, but that's just number adjusting and can be fixed easily. For example, Arcanist Avenlena costs too little for the stats you get and potential gain her effect offers.
As well, Earthquake is too expensive. Bring it down to 2 mana (2 overload) and have it only affect enemy minions. That will also help differentiate it from Mass Dispell, as well as work better for Shamans. Pretty much every shaman card has some sort of effect, its the way shamans work. Their minions buff up others with effects. Self aoe silence would kill a shaman. If you want to keep it at 5 mana total, you could also add 1 damage to the effect (but still have it only affect enemy minions).
Good work, it's really ironic how fans come up with entire collections of cards within weeks while it takes Blizzard almost half a year to release a 30-card adventure~
Interesting card set. Would be nice to have some neutral cards in the mix as well.
There is the issue of balance, but that's just number adjusting and can be fixed easily. For example, Arcanist Avenlena costs too little for the stats you get and potential gain her effect offers.
As well, Earthquake is too expensive. Bring it down to 2 mana (2 overload) and have it only affect enemy minions. That will also help differentiate it from Mass Dispell, as well as work better for Shamans. Pretty much every shaman card has some sort of effect, its the way shamans work. Their minions buff up others with effects. Self aoe silence would kill a shaman. If you want to keep it at 5 mana total, you could also add 1 damage to the effect (but still have it only affect enemy minions).
I think your confused that Mass Dispel only affects enemy minions, I wouldn't blame you because no one uses it. However I think an actually SILENCE ALL MINIONS for Shaman would be interesting. We would even see some watcher Shamans maybe! I changed that and some other cards around.
Interesting card set. Would be nice to have some neutral cards in the mix as well.
There is the issue of balance, but that's just number adjusting and can be fixed easily. For example, Arcanist Avenlena costs too little for the stats you get and potential gain her effect offers.
As well, Earthquake is too expensive. Bring it down to 2 mana (2 overload) and have it only affect enemy minions. That will also help differentiate it from Mass Dispell, as well as work better for Shamans. Pretty much every shaman card has some sort of effect, its the way shamans work. Their minions buff up others with effects. Self aoe silence would kill a shaman. If you want to keep it at 5 mana total, you could also add 1 damage to the effect (but still have it only affect enemy minions).
I think your confused that Mass Dispel only affects enemy minions, I wouldn't blame you because no one uses it. However I think an actually SILENCE ALL MINIONS for Shaman would be interesting. We would even see some watcher Shamans maybe! I changed that and some other cards around.
Oh hehe, you're right, Mass Dispel only affects enemy minions. My mistake there.
While a board wide Silence would be cool, I don't think it would fit with Shamans. Warriors, Death Knight and/or rogues it would work for thematically, but not so much for shamans.
Most shaman cards have some sort of effect while on the field. Most notably their hero power. The only thing that wouldn't be affect by the silence is the Searing Totem. Even the cards you've added would be affect by Silence. Also, watcher Shamans could work at the moment anyways, you just need the Ancient Watcher along with Sunfury Protectors or Argent Defenders.
Its just me though, not sure what others think about it.
You are giving tons of ideas to Blizzard. Looking good man! ;)
Thanks, my personal favorite is the Sha'tar Crusader. If the Paladin had that single card, everything would change and Paladin's might be near the top finally.
Soulburn is strictly times a billion worse than Power of the Wild. Different class, I know, but it's still ridiculous. Soulburn should give +1/+1 to all friendly minions and cost 0 mana.
Soulburn is strictly times a billion worse than Power of the Wild. Different class, I know, but it's still ridiculous. Soulburn should give +1/+1 to all friendly minions and cost 0 mana.
I changed it so instead of 3 +1/+1 buffs, it now gives 5. Which means you get a +5/+5 when it comes to stats for 2 Mana that costs 5 health. Remember, if you only have 1 minion on the board, it will give all of the buffs to that Minion.
First of all: Poison is a very powerful effect, it shouldn't be thrown on "random" minions and stuff, but I like the concept of DoT.
Sha'tar Crusader: It's too strong. Shieldbearer got nerfed for being a 0/4 with "enrage: +1 attack". Voidwalker is a 1/3 with taunt and very strong. Why should the Paladin use this? At the moment, Shockadin is popular and against zoo there is always consecration. This minion won't change much about that.
I personally don't find it all to strong. It is on the same power level as Mana Wrym and Flame Imp which are INSANELY good cards. How most class cards go is that they are slightly stronger than the neutral cards. So the Sha'tar Crusader is only slightly better than the Shieldbearer. Similar to how the Voidwalker is slightly better than the Goldshire Footman.
Silver Hand General: Nice idea, not sure if Shockadin needs more buffs. Seems balanced.
With this and the Sha'tar Crusader, I geared these towards Mid-Paladin play. Paladin doesn't have many minions that you can just throw down whenever. Aldor and Argent Protectors have situational battlecries that are good in late game, but not on the turn their Mana would suggest. SHG and the Crusader would be good plays on that turn, something the Paladin desperately needs.
Rebuke: Absolut OP. Play it on Ragnaros and GG (even in the same turn). You can replace Ragnaros with almost every other legendary. That they are still vunerable to silence effects from minions is irrelevant. There are only 2 minions capable of that and I don't see any shaman using Ironbeak Owl over Earth Shock.
I was conflicted about the cost, but I think your right that it is a bit to cheap. I'll raise it up to 3 Mana. The huge reason why buff Paladin (Blessing of Kings, Hand of Protection, Blessed Champion) are never played anymore is because there is so much removal in the game. With Rebuke, you sacrifice other spells and minions for "insurance" for a bigger one.
Devotion Aura: Very strong, but playable I think.
Thank you.
Kulvo Jadefist: Don't know, on one side, he's a legendary, so he has to be powerful. On the other hand, it's not that hard to have two minions on the board and divine shield is always nice.
You would be surprised how hard it is with how much removal is in the game. Especially with mages on the rise. I don't think it would be OP, but it would definitely give the Paladin some extra shields.
Gnomish Necromancer: The double summoning effect is strong on it's own and you make them both poisonous? Too strong. The only cards which can help against that are AoE's and there is only one per hero.
You are probably right. A card that summons 3 Minions is pretty good on it's own. I just equated Zombies = Poison and just slapped it on there.
Soulburn: Can it target each friendly minion just once? If, it's too weak. If not, it's okay. But still not a top card and won't see much play.
It can target the same minion multiple times. As I stated in its description. 2 Mana for a +5/+5 buff on your board is pretty crazy I would say. I think you would see it in some decks. Only 1, not 2.
Soul Swap: Why play this over Siphon Soul for board clear? Sure, you can deal a lot of damage later, but Leeroy+Power Overwhelming does the same (or better) and can't be silenced.
I like the idea of Soul Swap because there isn't anything like it in the game. Instead of just killing a bit guy like Rag, you can swap your Argent Squire's stats with it and then kill it for free with like a Mortal Coil.
Agony: 10 damage for that temporary effect? It'll be useless on almost every turn after the first 3. In lategame you can't spend that much life.
I think at first it might seem a bit UP. But I believe that there is some bat shit insane combos people could make with this if they put their mind to it. Minus 2 mana is pretty insane,
Imp Lord Pinpirk: The 4/4 3 mana creature should have a drawback for stats like that, right? But it buffes them up. Not playable in zoo, but it's not designed to do that. T1 Flame Imp/Voidwalker, T2 That + Coin = value. Too good.
Yeah, I was just trying to come up with a Demon style because no Warlocks run a Demon deck because they are horrible. I think I should reduce the Buff to maybe a +1/+1 or a +2/+1.
Wild Mushroom: It has to say "a random minion". Otherwise you could infect the hero. But I like it. Would be extremly good with Innervate etc.
Good catch, I'll try and fix that. Thanks.
Wanderer of the Forest: Great card, one question: It says it can give a minion stealth, so itself included?
No, but what I had in mind was like a reverse Keeper of the Grove. Reversed stats, and the Silence can be useful to put on enemies AND allies just like Stealth. And +2 attack on friend or -2 health on enemy.
Moonkin Form: It's a bit too much, because of Shadowbolt. It only deals 4 damage this card either way does 3 damage (and -3 attack) or make a minion for most classes useless right on the spot.
While true, I think that 3 Mana for 3 Damage is pretty meh. However the -6 Attack doesn't actually kill it off. Also remember, just like Aldor, they can silence their own minion to undo the nerf. I personally think that 4 Mana would be way to much and no one would run it.
Natural Insight: Druids don't need this. They really don't.
Your right, I think it is a bit OP to. Being able to play it on turn 3, and then play an Ancient of Lore next turn. How about: 3 Mana "All Cards cost 1 Mana Less next Turn."
Tree of Life: Too weak, one Kodo and it's gone. It can't deal any damage. Maybe in a Taunt heavy deck, will that card shine. But most of the time, it'll just sit in your hand.
It is pretty situational, but that's what I wanted it to be.
Patient Sniper: 3 Health are much for a guy, who grows that fast. Almost no AoE can kill it.
I'm thinking of lowering the stats to 2/2 so it is like a Panther, but gains +2 at the start of every turn.
Crismon Gorilla: Decent.
I was worried that it would be a bit OP, but maybe I'm wrong.
The Beast Within: If the attack stays, it's OP. If not, it's too weak. Because heroic Strike does the same and costs 2 mana for 4 attack points. Druids get 4 armor with bite for the same cost. You need to have at least 6 minions (all beast) on the board to not waste this card.
Yeah, it doesn't stay. How about: 5 Mana "Hero gains +2 Attack for every Beast on the battlefield."
Serpent Sting: "You are able to poison 3 minions at once for free with this card." Yep, and that's why it's OP. You make 1 damage at the end of your turn, so it's already good against rush/zoo. But the health will lower after their turn and again after yours. It's too good because of a) poisoning 3 minions b) for free
Yeah, I think it is a bit OP. It used to only poison a single enemy, but everyone said it was underpowered even though it was free. I guess raising the Mana cost to 2 or 3 would fix it.
Royal Mammoth: I'd make it 8 mana so the UTH combo isn't possible. That'd be too strong. But nice idea.
Thank you, also I think it wouldn't be played at all if it was 8 Mana. It is meant to be used with UTH. However if your enemy is smart and doesn't have +3 minions on the board. The best you will get is a 4/8 with windfury and charge for 10 Mana.
Noxxion: For me poisoning is a extremly strong ability, that's why I think most of cards working with it are too strong. I don't know about this card, because priests could steal it and everyone else destroy it with a kodo. But man, 7 health! Oasis Snapjaw hasn't got any effect and is only a 2/7. Why does this have to be so good?
Yeah, it is just a straight upgrade. However similar to the Voidwalker, and how it is just a straight upgrade to a goldshire footman. However I do think it is a bit OP, and should be turned into a 2/3 with +2 Spell Damage.
Shatter: Too weak. It's a deadly Shot ("destroy a random enemy minion") with a restriction AND can kill your own minions as well.
I think if it was 2 Mana it would be way to powerful. 2 Card 3 Mana removal is way to good I find. A 4 Mana assassinate is still good I believe. It is situational.
Invisibility: What does mages have to do with stealth? Nothing. Giving them a boost for unlimited card draws isn't a good thing either. No
If you didn't know, all of the spells are named after Spells the classes use in actual WoW. So Invisibility IS a spell that a Mage uses in WoW. Anyway, Mages don't have many spells to do a Miracle like thing. So I believe it to be balanced.
Arcanist Avenlena: Good one.
Thanks.
Forsaken Dwarf: As I said, poisoning is a strong ability, so I'll say no, even though I wish for good 2 drops.
I don't think it is OP. Maybe I could lower it to a 2/2 though. I think the Priest needs this to get rid of those pesky 4 attack minions.
Lunar Alchemist: Isn't needed, because of Farseer.
It is better than Farseer though, as it should be. The Priest surprisingly doesn't have any Minions that just heal, Priest just relies on Spells and Neutral minions for that.
Focused Will: Nice idea, but isn't needed as well. You don't see rush priests for a reason. The best thing about that is the card draw.
Thank you.
Purify: I think it's too odd, that all bad things are gone and the good ones stay in place. It just isn't fair. If your minion is silenced, then you have bad luck. (+ draws a card)
I think maybe I should take away the card draw. It is meant for keeping your huge inner fire combo alive.
Lady Katrana Prestor: I have no idea, how this effect helps priests, but okay. It's a better build in poison seeds (4 mana) and got stats of a 7 or 8 mana minion. I don't know, if it's okay as a legendary minion or not.
I think it is similar to Onyxia as it isn't super great, but it is playable.
Sentry Totem: Nice
Thanks!
Strengh of Earth Totem: Not nice. It isn't a battlecry, so the effect shifts (just as dire wolf alpha), so you have to destroy any other minion and after that the last one. If you haven't got enough minions to do so in 1 turn, I'm sorry, but you have to do it again next turn, because shamans can simply summon another totem and/or a minion from their hand. Plus it can't be a target for any spells or hero powers. Without a silence, you are screwed. Not good.
I think making it a 0/4 that gives taunt to Adjacent Minions and that's it.
Earthquake: Great!
Yay!
Chain Heal: It's hard to get through the minion wall just as it is. You heal everything + more health? No.
Yeah, it is pretty crazy. I think lowering it to 2 Mana and just "Restore the Health of all friendly Minions."
Bolton: Is okay, I don't see the point, why it's shaman.
Because Shaman use a bunch of damage spells, even more than Mage.
Undead Marauder: Good. But with only 4 health, it won't trade that much.
It can trade with 2 3/2s, so I think it is worth the value.
Bloodelf Pocketeer: Decent, can be played without a weapon, is okay.
Thanks.
Shuriken of Negation: It's bad. Not a bit, but real bad. It's Light's Justice and costs 3 more mana to have windfury. And with 1 deadly poison, you'll make as much damage as with the assassin's blade, nothing special, just a bit faster and way more complicated.
I think lowering it to 3 mana would make it useful.
Gladiator's Spellblade: Nice.
Thanks!
Canissa the Shadow is a -1/-1 Baron Geddon, but +1 damage (since freezed minions can't do anything), The stealth part is unneccessary (why should a victim be in the shadows?) and it's board clear potential extremly strong. Without stealh, it's okay.
Yeah, your probably right. Freeze + Poison is already pretty good.
Orcish Axe Wielder: I'd rather play Knife Juggler or Forthing Berserker.
Well, the idea is to play it with a Frothing Berserker for value.
Crazed Berserker: Best use with Arcanite Reaper /Death's Bite. You can get a 5/4 for 4 mana without having that effect. I'd rather see it as a neutral, but I like it.
Thanks!
Cowering Shout: Why not only: "Enemy minions lose taunt"? Mass Dispel can do the same (silence)+card draw+not giving opponents stealthed minions.
Well priest isn't a rushdown class like Warrior can be. So this would be pretty useful. You might not see it in a lot of decks, but it has a place and can be useful.
World Breaker: Okay, but warriors doesn't need another weapon. They shouldn't have one more.
Why not?
Overlord Or'barokh: If every spell targets it, your own also should do that. The extra taunt isn't neccessary and still it can be hexed. I wouldn't play it.
Yeah your probably right. And I like the idea that you can also only target Or'baroakh yourself.
Responses in Bold and Italics. Thank you for the huge amount of feedback, that is what I wanted! :D
I think you could remove random from shatter. As it is, it is just a worse version of Deadly Shot. If you feel that really is just too strong, I think making it 4 mana and removing random is justified.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
About the Custom 45 Card Expansion
This expansion would give 5 class cards to every class in the game!
Some of you may remember me from this thread from the subreddit, I've never shared these ideas with Hearthpwn so I'm posting them here now. Also I've updated a few of them and will now give more in-depth ideas to why I came up with each card.
Poison:
Poison is a new mechanic that I came up with. Poison is latched onto a minion and lowers the Minion's stats by -1/-1 at the end of you AND your opponent's turn. This can kill enemies if they are poisoned until their health reaches zero. The only way to cure Poison is silence. Minions that are poisoned will use the small jar icon that is used for Emperor Cobra or Patient Assassin. Those cards will now use a normal lightning bolt effect.
Paladin
Sha'tar Crusader:
The Paladin has a horrible early game. Most Paladin's run Argent Squire's, but they can't have a hold on the early game unless your opponent has jack all in their hand. Most of the time Paladin's are always fighting against Zoo or other small minion farms. This card is meant to lessen the blow of that. You aren't able to attack, so it is all up to the opponent for what trades he wants to do.
Silver Hand General:
The Silver Hand General allows your hero power minions to charge. Getting an instant 1 damage is something that the Paladin needs. This can be combo'd with Blessing of Might or Kings so that you can get a high damage charge minion out with just your hero power. However don't expect him to live that long, he should be hid behind a taunt or 2 just to be safe.
Rebuke:
One of the biggest problems with the Buff Paladin deck is that they cannot stay alive because the enemy keeps using their removal spells on them. That dreaded Polymorph or Hex! So a way to fix this would be a card that granted the ability of the Faerie Dragon. Rebuke has a few downsides though. It doesn't stop silences from minions, and that you cannot buff your minion any farther since YOU cannot target it with spells either!
Devotion Aura:
Devotion Aura can be a game changing card if you have the 3 minions to support it. However this is sometimes not the case and this becomes a dead card if you have nothing on the board. A great combo is with the Blood Knight, as you are able to get a 12/12 on the field for only 9 Mana. You can also use this on your enemies as well, so it may be a bad thing for the enemy to have 3 minions on the field when you Blood Knight!
Kulvo Jadefist:
You create a wall that is near impossible to go through if you have the minions. However this guy is a pretty bad drop if you have no other minions on the board.
Warlock
Gnomish Necromancer and Undead Warriors:
The Gnomish Necromancer is a great card to get some smaller minions on the board.
Soulburn:
This card allows you to sacrifice your life for minion strength. Since the five +1/+1 buffs are randomly assigned to your friendly minions, there is a bit of luck involved for who gets buffed. However 2 Mana that may allow you to make better trades can be very useful at times.
Soul Swap:
Soul Swap allows you to switch the attack and health of a minion with any other minion. So you could swap the attack and health of a Ysera onto a small creature like a Leper Gnome and now you have a 4/12 Leper Gnome and a 2/1 Ysera. However remember this only effects the stats, this doesn't what the cards do. So the Ysera will still draw cards, and the Leper Gnome will still deal damage when he dies.
Agony:
Agony is a very interesting card. It losers the cost of all of your cards down by 2, but no less than 1. However, it deals a considerable amount of damage to you. If you draw both of these, and a Molten Giant on turn one. You can actually summon a Molten Giant on turn 1. However you will be at 10 health, which doesn't seem so good.
Imp Lord Pinprik:
ILP is a very strong card when used at the right time. You are able to buff all friendly Demons and get a pretty heavy body out early. However it destroys all of your other minions.
Druid
Wild Mushroom:
The Wild Mushroom is a neat card that could be used in some decks. If used on turn 3, the enemy must decide to either deal damage to you or kill the Mushroom. You are able to buff the Mushroom with things like Mark of the Wild, and getting a 2/7 on turn 5 isn't a bad deal Mana wise. It is good when you are playing a midrange deck and are creating tons of smaller minions.
Wanderer of the Forest:
The WotF is a very versatile minion. It allows you to either buff up the attack of a allied minion, or give another minion Stealth. Remember you can give the enemy stealth, so it is a way to bypass taunts!
Moonkin Form:
Moonkin Form is a good way to nerf the enemy Minion. You can either lower their attack by 6, or lower their attack and health by 3. Remember, similar to the Aldor Peacekeeper, these changes will be reverted with silence.
Natural Insight:
Great set up that can be used in certain situations.
Tree of Life:
The Tree of Life is a very strong card if you have a board full of friendly strong minions there. This allows them to never die unless they are at 0 health, and always gain +1 health at the start of your turn. However this can easily be destroyed by Stampeding Kodo or taken by a Cabal Shadow Priest.
Hunter
Patient Sniper:
The Patient Sniper is a stealth minion that gains a lot of attack as the turns go on. You are able to kill 4 health creatures on turn 4, so this is what a Yeti Slayer looks like.
Crimson Gorilla:
The Crimson Gorilla is similar to King Mukla. However, instead of giving the Bananas to the enemy, it gives it to you. You can use these Bananas for favorable trades, or boosting the Crimson Gorilla in later turns more. Also, 5 Mana for a 4/6 body is pretty good as well.
The Beast Within:
The Beast Within gives you an attack boost for every Beast you have in play. However remember, it will be YOU who is attacking. So that you will take damage from anything that deals damage. It works well with Unleash the Hounds as that you can get a lot of beasts out and dealing a final blow to the enemy.
Serpent Sting:
You are able to poison 3 minions at once for free with this card. This will really weaken your opponent's defenses!
Royal Mammoth:
The Royal Mammoth is a huge battering ram of a beast. It has Charge and Windfury, however it has a very low attack stat. However if you get enough beasts on the board, this is a force to be reckoned with.
Mage
Noxxion:
Noxxion is similar to the Water Elemental, but instead of freezing it poisons. It is just a great minion to take out creatures at 3 health.
Silvermoon Conjurer:
The Silvermoon Conjurer can be a really strong card if kept alive. It boosts all of the spell damage you deal by 2, which can make a huge difference!
Shatter:
Shatter allows you to destroy 1 random enemy minion. This combined with Ice Lance is a 4 Mana assassinate for 2 cards. Great card for Freeze Mage Decks.
Invisibility:
Giving a minion Stealth can be very important for such a little cost. Unlike conceal, this is the real Stealth where they stay invisible until they attack. So Gadgetzan Auctioneer is pretty good on Mage now.
Arcanist Avenlena:
The ability to make your Hero Power free and can be buffed up by Spell Damage is crazy! Imagine dealing 3 damage every turn via a free fireblast? However you have to keep your Arcanist Alive if you want that.
Priest
Forsaken Dwarf:
The ability to poison an enemy really helps the priest, because if they hit an enemy with 4 attack, it will go down to 3. They are now able to be killed by Shadow Word: Pain!
Lunar Alchemist:
The Lunar Alchemist is similar to the Earthen Ring Farseer, however it has divided stats and heals a bit more. This is perfect for the Priest as it allows them to heal damage minions a bit more than they could with a Farseer or with their Hero Power.
Focused Will:
Focused Will allows Priests to trade their minions with other Minions more easily, and also thin their deck to get the card combos they need.
Purify:
This card may seem oddly specific at first. However it is actually very versatile, and can be used in a ton of situations. Like one of the more common ones is when the enemy silences your big Divine Spirit x2 + Inner Fire combo. Now instead of feeling like you've lost your game, and that there is no way to save it, put this on the guy and now he is as strong as that minion was before. You can also use this on Watchers to keep them at bay, but also draw a card!
Lady Katrana Prestor:
LKP is one of the strongest cards in the game because it is with Priest. Not only does it turn all of the minions into Cobras. But if you have an Inner Fire, you basically created a Deathwing!
Shaman
Sentry Totem:
The Sentry Totem is great for suppressing aggro decks with minions with only 1 health. Because whenever that Minion attacks, the Sentry Totem will deal 1 damage to them before they finish attacking. Similar to Noble Sacrifice in a way.
Strength of Earth Totem:
The Earth Totem is very strong because if you place it in the middle, you have infinite taunts if you are able to keep placing down minions. However a huge downside is if this is silenced, it is just a useless body. This also goes for the Sentry Totem above.
Earthquake:
Earthquake is a pretty powerful spell that can really disable your opponent. However since the Shaman specializes in no attack creatures with utility, you will get very disabled as well! So make sure you don't make the wrong choice and use it when you only have totems or beefed up minions.
Chain Heal:
This card really buffs your allies and totems, but you sacrifice Tempo to do so. Make sure to use it when you have a wall of taunts, so you can maximize its potential.
Bolton:
Great card to use when you have a Lava Burst and a bunch of totems on the battlefield on turn 10.
Rogue
Undead Marauder:
Undead Marauder is a great card for clearing out enemy minions. However you cannot attack the enemy hero!
Bloodelf Pocketeer:
You are now able to swipe the enemy's most prized item away, their weapon! With Paladin Weapon's getting a buff, the Rogue will too!
Shuriken of Negation:
This can deal some serious damage if you use Deadly Poison on it multiple times! Dealing 10 Damage every turn! However the item is pretty weak if you do not have Deadly Poison.
Gladiator's Spellblade:
The Spellblade is very good at getting though taunts and alike if you are sacrificing your health. However it isn't really much of a fighting weapon, so remember that. However it is really good at killing beefed up Blood Knights!
Canissa The Shadow:
Basically ruin everyone's day. With all of the enemies in stealth and frozen, you can just walk past them and attack the enemy Hero!
Warrior
Orcish Axe Wielder:
The Orcish Axe Wielding can be crazy good and really bad in some situations. An Axe Wielder plus a whirlwind with a full board basically is Avenging Wrath!
Crazed Berserker:
The Crazed Berserker allows you to get a buffed up minion in numerous different ways. You could get a 7/4 if you have an Arcanite Reaper out. You could get an 5/4 if you have a Fiery War Axe! You could even get a 9/3 with the Gorehowl!
Cowering Shout:
Putting your enemies in Stealth also means you take down their taunts! Strike when you have the chance! However if you are unable to finish off the enemy, you might have screwed yourself.
World Breaker:
Warrior is known for taking out single enemies at a time, but with this you can kill all the little baby minions you want. However, you still cannot kill the big bad minions though.
Overlord Or'barokh:
A Taunt for Taunts! No mater who the enemy tries to attack or cast a spell on, you will always be the target! You will intercept buffs as well, so the enemy needs to be careful!
Thanks For Reading!:
If you have any suggested changes, let me know and I will respond! Thanks!
Moved to off-topic, because that is where we put user creations.
Thank you, but that's to bad because there isn't as much traffic here...Would be awesome if there was a sub-forum where everyone could share card ideas instead of being in General Chat, like a Community Creations Sub-Forum. Thank you though. :)
Nice work.
Cool. I really like these cards. They open up to new deck ideas.
I love the cards, however some of them are not very creative, like Bolton, which is just like the mage legendary
IMO Earthquake is overpriced (total cost of 5), compared to Mass Dispel
I might fear that Sha'tar Crusader is too strong, if you go first, the enemy has no choice but to go against a 1/4 taunt which can be extremely hard to break for the first few turns.
Kulvo Jadefist is too big of a buff for the mana cost, when you look at Captain Greenskin. Upgrade! is a 1cost, but 5/5/5 that gives +2/+2 is a lot
Tree of Life can be really dangerous when comboed with Ancient of War or Ironbark Protector. Full health restore is a tad heavy, maybe make it a static amount (+2 or +3 health at the start/end of your turn)?
Noxxion needs a new name though that is less aimed towards a specific character/mob
Cowering Shout - Maybe make it "give all enemy minions stealth until the end of your turn"? That could make it really strong without giving your enemy a huge advantage if you miscalculated something.
For the rest of the cards, I have no real big complaints or further feedback, other than it all looks really good. Good job.
Wow amazing work!
A major plus on that the cards actually are relevant to the Warcraft lore.
Interesting card set. Would be nice to have some neutral cards in the mix as well.
There is the issue of balance, but that's just number adjusting and can be fixed easily. For example, Arcanist Avenlena costs too little for the stats you get and potential gain her effect offers.
As well, Earthquake is too expensive. Bring it down to 2 mana (2 overload) and have it only affect enemy minions. That will also help differentiate it from Mass Dispell, as well as work better for Shamans. Pretty much every shaman card has some sort of effect, its the way shamans work. Their minions buff up others with effects. Self aoe silence would kill a shaman. If you want to keep it at 5 mana total, you could also add 1 damage to the effect (but still have it only affect enemy minions).
8/10 for good read / interesting 4/10 for balancing
60 % of the time I'm winning 100% of the time
Good work, it's really ironic how fans come up with entire collections of cards within weeks while it takes Blizzard almost half a year to release a 30-card adventure~
I think your confused that Mass Dispel only affects enemy minions, I wouldn't blame you because no one uses it. However I think an actually SILENCE ALL MINIONS for Shaman would be interesting. We would even see some watcher Shamans maybe! I changed that and some other cards around.
Oh hehe, you're right, Mass Dispel only affects enemy minions. My mistake there.
While a board wide Silence would be cool, I don't think it would fit with Shamans. Warriors, Death Knight and/or rogues it would work for thematically, but not so much for shamans.
Most shaman cards have some sort of effect while on the field. Most notably their hero power. The only thing that wouldn't be affect by the silence is the Searing Totem. Even the cards you've added would be affect by Silence. Also, watcher Shamans could work at the moment anyways, you just need the Ancient Watcher along with Sunfury Protectors or Argent Defenders.
Its just me though, not sure what others think about it.
Thanks, my personal favorite is the Sha'tar Crusader. If the Paladin had that single card, everything would change and Paladin's might be near the top finally.
Soulburn is strictly times a billion worse than Power of the Wild. Different class, I know, but it's still ridiculous. Soulburn should give +1/+1 to all friendly minions and cost 0 mana.
I changed it so instead of 3 +1/+1 buffs, it now gives 5. Which means you get a +5/+5 when it comes to stats for 2 Mana that costs 5 health. Remember, if you only have 1 minion on the board, it will give all of the buffs to that Minion.
Would be more fun to read with card design.
http://achievementgen.com/hearthstone/
Poetic.
Responses in Bold and Italics. Thank you for the huge amount of feedback, that is what I wanted! :D
Actually a lot better than I exptected, when clicking on the link. Well done!
Blizzard should hire you :P
I gotz it! Have you?
Need help in Drafts or the Arena? Check out the "Class Arena Tier Lists" or "Beginners Thread".
Check out my Stream on "Twitch" or hit me up at "Twitter"!
I think you could remove random from shatter. As it is, it is just a worse version of Deadly Shot. If you feel that really is just too strong, I think making it 4 mana and removing random is justified.