For Updates, check out my other posts in this thread!
Also Updated the rotation, since this Set would be the second Set in the Year of the Raven!
Alright so this is my idea for a new Hearthstone expansion.
I was working on this already before the "Mean streets of Gadgetzan" anouncement happened, so i actually had to remove some of my Cards from this because they would be a duplicated version (LUL good predictions from my side i guess).
OK here we go
Alright up to my Expansion and adding some prior notes: It features a new Keyword called "Empower".
Empower: Spend 1 additional Mana (On this Minion or Spell) and it will get an additional effect.
For example [Minion]: 2 Mana: 2 Attack / 3 Health | EMPOWER: Gain +1/+1. You dont have to activate the "Empower" effect, its just for convenience sake to add some flexibility to the Game. So you have the decision: Will it be a 2 Mana 2/3 or a 3 Mana 3/4? - YOU DECIDE!
Keep in mind, with this Expansion, [Wispers of the Old Gods] , [One Night in Karazhan] and [Mean streets of Gadgetzan] is not part of the Standard format anymore.
Here we go with the Cards (They will all be summed up in this post, further updates to come).
Akama technically denies the entire draw for your opponent. If your opponent draws "Shade of Akama" he immediately puts it into play and he does not draw another card (Like Beneath the Grounds => Ambush)
Warrior:
Priest:
Paladin:
Hunter:
Druid:
Neutrals:
Tokens:
Alright, hopefully having some feedback on these. I will add some more Cards in the Feature :)
Fixed a Card: Terokka Wizard Added: Druid! 4 Druid Cards Couple Cards for other Classes + Neutral Legendary
Ethereum Dagger is a Rogue Card (Maybe its a bit confusing because its bad to see the Color (Rogue = Grey/Black) on the Weapon Cards.
Fixed:
Down from 6 Mana to 5 Mana.
New:
Thoughts: The Void Reaver: Kinda close to Fel Reaver but it also has a small Upside. Improved Tracking: Its basically how tracking should be. It does not discard the other Cards! Druid of the Edge: I actually love this Card, it has technically the Fandral Staghelm ability included, but it still would see value play with it. Mark of Cenarius: This is a Card from The Hearthstone Card generator Galery, I think it fits perfectly, maybe it could be nerfed a little. Anzu: I did really hard with this one, but i remembered the encounter and summoning a lot of ravens, so i think this is ok.
I recognize a number of these cards from some of your other/older threads. I must say (as I said before) that I absolutely LOVE Silithus Necromancer. I don't have a lot of time for a full review so I'm just going to list off my favorite cards from each class already shown.
Warlock: Already mentioned
Shaman: Chain Heal
Mage: Terokka Wizzard (Wizard?)
Rogue: Akama
Warrior: Ogre of Nagrand Arena
Priest: Vampiric Touch
Paladin: Divine Protection
Hunter: Improved Tracking (you need to fix the wording in it though)
Neutral: Sporebat
Druid: Hippogryph (Loved my hippogryph riders from WCIII)
I'am not a native english speaker, so excuse my mistakes in the card texts.
Mostly i stay close to the original card texts (for Example The Void Reaver is mostly a copy text from Fel Reaver, just added the silence effect)
I try to fix them with the next update :)
Also maybe I should have mentioned it:Akama actually denies the entire draw from your opponent. So if you draw "Shade of Akama" your opponent imediately put it into play and he does not draw another card (Like Beneath the Grounds. )
Improved Tracking: Fixed Wording Hellreaver: 4 mana 3/2 (No empower) sucked big, so i set it to a 4/2 with the possibilty to make it a 5 Mana 4/3 Weapon. I know Pirate/Weapon Warrior is pretty good already, maybe as soon as iam done with all my Cards, i might release some "nerfs" on the older Cards.
New:
Thoughts:
Wind Rager: Meme Rager Card Area 52 "Time" Bomb: This might be THE anti Aggro Card, i like the concept but it might be a little bit to strong. Netherwing Drake: Something "new" Draw a Card when you draw a Card. Dragondecks losing some power when Blackrock and TGT rotates out, so i guess this card is fine. Fel Beam: This is another Card i did not create, but i think it is a really really good card and fits perfectly in the expansion. How does this Card Work? So you can kill a 1HP+500Armor Control Warrior or just instant kill (for example) an Argent Squire
Does Sylvanaar Restorator heal the total amount? or is it added? So is it 3 heal then 6 heal? or 6 heal total if empowered?
The Idea was to make it 3 or 6 Health. (Maybe need to fix the wording as well) I have a small problem with this Card. Its based on Antique Healbot If you compare them: 3/3 Restore 8 Health to Hero - 3/4 Restore 6 Health (To any character) its pretty much equal.
Now with the recent Card Jinyu Waterspeaker (I know its a class card) my Sylvanaar Restorator looks a bit to weak. and the Shaman card is straight up better in any way. I created the card way back already, i just forgot it the first time and recently found it again :P
Maybe i fix the Card to make it restore 7 Health or so (Even though i think the card is kinda fine)
I hope i can push another small update again this year, i have some more card ideas i want to post again (+ Fixing 2-3 Cards that are shown already)
I know its a long time, but i (finally) came up with a decent bunch of cards again.
I probably also going to change some older Cards again (in the near future "Soon TM") because they either to similar to released cards now or just straight worse.
Alright here some new cards for you guys:
Thoughts:
Arena Oger: I think this is a neat mechanic that doesnt exist in the game so far. I know its RNG but it still is a 3 Mana 3/3 with an Upside (Typical arena Card obviously) Scryers Magician: With the release of Lifesteal i think this is another good adition how to implement it in the game (also another arena Card) Scryers Eliteguard: Probably one of my most favorites so far i have come with. Its a mix between a Silence Card and a Faceless Manipulator Displacement: This might actually be a total broken one. This potentially summons an 8 Mana Antonidas guaranteed and you have all your mana this turn leftover. Maybe i need to remove it again or something (Or give it to another class) Blade Edge Treants: Thats how force of nature should look like i guess. Oh yeah, its not like an Adapt effect, so you will summon 4 Treants AND all of them will have a random Keyword (For example you might have 2 Taunt Treants, 1 Lifesteal Treant and 1 Divine Shield Treant if you play this Card) [Or whatever going to happen]
Rather "small" Update because its mostly card fixes to adjust their powerlevel a bit and make some more playable.
Fixed:
Fel Rage: Now Costs 1 Mana (Down from 2). Shattrath Guardian: Gain +3 Health (Up from +2 Health) => So its either a 3 Mana 2/4 Taunt or a 4 Mana 2/7 Taunt now. Fel Orc Blademaster: Fixed the Name (Added Blademaster to its name) and +1 Health Nagrand Colossus: Added the Elemental Tag.
Sporebat: Enemy spells now cost (2) more next turn (Up from (1) more) Demonic Tome: Complete new Card design, guess its the missing link for making discard warlock playable now (Was just discard Cards for Demons before)
Vampiric Touch: Now also has Lifesteal, deals 2 damage (instead of reducing stats) and gains +2/+2 (Up from +1/+1) Beast Cleave: Just changed the name from Stampede to Beast Cleave since it was used in the Ungoro expansion Silithus Necromancer: Now has 4/4 Stats (Up from 3/3)
New Cards:
Thoughts:
Voidbinder: Nothing special. Oh yeah one thing you also draw a card if you would silence the Voidbinder, the effect wont work after that anymore though (pretty obvious i guess) Shattrath Bandit: Well its basically Cutpurse just in better (Can attack minions and you will get a card) Wrathbringer: Its Brann Bronzebeard, Baron Rivendare and Drakkari Enchanter in one Card, VALUE! It only works once and only for one effect though.
Deleting Cards:
Yes this is a thing, going to delete the following cards from my expansion (For Now, maybe i will add them again or adjust them or whatever)
Draenei Treasure: Its to similar to Hallucination So it will be removed. Black Temple Magician: Just a terrible Card, also to similar to Tortollan Primalist. Sylvanaar Restorator: With the new mechanic Lifesteal, i dont see a reason (for now) to add a minion that just restores health, also the wording is confusing, it maybe gets reworked. Ethereum Dagger: I need a "Rare" spot on Rogue and the card is not that great, i will add another Weapon with a better effect again.
Another Update on Cards. Fixing 4 Cards and adding 5 new ones.
Fixed:
Wind Rager: Changed Stats from 5/1 to 4/2 and deleted every other text from the Card except "Windfury" also its an Elemental now. Wrathbringer: Well its an entire new Card. the Old card will return at some point, but i need to find a good Artwork and fitting name for it. The new Card is basically a Powerhouse witha downside. It has some Treachery combo potential and mostly is now an Arena/fun card. Nagrand Elekk: Just buffed it a little, its basically a Stampeding Kodo with better stats now. Nexus Prince Shaffar: Complete Rework of the Card (Summon a random 2 drop) now its basically a Kooky Chemist but affects all Cards and also can deal 1 damage to all enemies before (So it would reduce the damage or kill some minions before)
New Cards:
Thoughts:
Misfit Aldor: Nothing special, just wanted to add an Poisonous + Divine Shield Card Cleanse Evil: This one maybe need some explanation. A "Tribe" Card is like every specified minion, that means EVERY: Pirate, Elemental, Mech, Murloc, Demon, Beast and Dragon (hopefully i did not forgot one) on the board will be affected by this Card and take the damage + silence. Tidewalker Lurker: Nothing special, basic empower card (Also first Rogue Murloc card i think) Tricks of the Trade: Rogue Spell + Clown Fiesta Card. It adds random cards to your deck from the current matchup. It has synergy with Lilian Voss and Ethereal Peddler. Hardshell Colossus: Basically a better Bolf Ramshield. Card says everything i guess. Everytime an enemy minion attacks your face it will take 2 damage from this minion as long as it is on the board. YES it will take double damage if you have 2 of these on the board.
small update again to push some more Cards, whit that am at a total of 84 Cards, so since this is a "normal" Expansion, there will be (hopefully) about 40-50 more cards to get to about 130~ Cards in total.
So here we go, 7 new Cards and 2 updated Old Cards.
Fixed:
Mountain Gronn: Instead of that pitiful Murloc/Beast/Dragon Effect (Which was present in Karazhan), it not affects Epic or Legendary Cards. Kargath Bladefist: It got Taunt, also the Enrage effect Bonus is not an aura anymore, it will persist until the game is over. (Before the effect would just vanish as soon as Kargath would be removed)
New Cards:
Thoughts:
Bogstrok Clacker: Nothing special Felboar: Thats probably a Card i changed the most, like 3-4 times before i considered to post it. It was a Demon / Beast first. Lesser Naaru: This Card was originally made by the user The_Bird from this forum and can be found here: Weekly card design competition I hope i am allowed to take it :). I just changed the stats and Manacost a little. Unstable Affliction: Removal Card. It deals 3 Damage by using it, then 3 damage at the end of your turn. It will keep doing 3 damage at the end of your turns until the minion is actually dead. With Spellpower this Card will do 4 + 4 Damage (and so on). So i decided for 5 Mana intead of 4, because its a little stronger then Fireball (Even though it cant go to face) Silverpelt Charger: Little overstatet but it cant attack Heroes (Like Icehowl) So i guess thats ok. Pain Surpression: Well this is maybe a bit too good, its a mix from Commanding Shout and Animated Armor But it reduced the damage "only" to 2 instead of 1. Aldor Herold: Kind of a Silence effect. a minion with Battlecry is basically a vanilla minion and a Deathrattle is basically silenced. Only works once obviously (except with Brann Bronzebeard) But yeah thats Wild stuff.
Since we are in Kobolds and Catacombs release, i have to delete some of my Cards again because they are to similar. But Whatever lets get into it.
Fixed:
Netherwing Drake: Changed from Epic to Rare Etherium Dagger: Deleted this a while ago now its back, and probably to strong. While its your turn you can Empower this Card during the Deathrattle effect and basically use a Blade Flurry for 1 Mana. This is a Rogue Weapon.
New Cards:
Scryers Guardian: Since Recruit is new now with Kobolds and Catacombs i decided to add this into my set as well. So its basically a 3 Mana 2/3 + 2 drop. VALUE! Lower City Merchant: This Minion has a random battlecry (which will be targeted randomly). Empower it and you can Discover a Battlecry (And also target it!) So this can be for example a 5 Mana 4/4 Fire Elemental. Evergrove Guardian: Nothing special to this, its pushing Deathrattle in Druid (see Lifebloom). Cenarion Warden: Really Strong Draw effect. Probably my favorite Druid Card (Guess the effect of the Card is pretty clear). Lifebloom: The "Theme" for Druid for my Expansion. Trigger Deathrattle effects. So this Card basically triggers Deathrattles just by using the spell. (The Minion is not required to be on the board while casting this spell!). So you play a couple of deathrattle minions. on Turn 6 you play this Card and you just get the benefit of a couple of Deathrattle effects.
Deleted Cards:
Skull of Gul'dan: Obvious why it will be deleted just look at this: Kobold Librarian Roguish Oppressor: I just think the Card is straight up bad, so it will be removed and maybe replaced later at some point. Mark of Cenarius: It doesnt fit into the theme now of my released Druid Cards. So i make some room to add Lifebloom instead.
Pretty fast this time. It's mostly fixing or deleting Cards for this update (Kobolds and Catacombs are actually hitting some of my cards pretty hard) here it goes:
Fixed:
Evergrove Grizzly: Its now 7 Mana (Up from 6) Hardshell Colossus: Fixed the Card text (Was really confusing before). I guess its better now. Everything else stays the same.
New Cards:
Token:
Broken Draenei: Filler Card LUL, also Lost Ones is the token for this. Arcane Instability: Welp its a 1 Mana Discount on a Mage Secret, but its completly random. Guess you know whats up with this card. Scalewing Serpent: It works similar to Lava Shock. If you play an Overload Card, it will not activate the Overload at all. Arctic Winds: Its basically Blizzard but it also hits both Heroes and only does 1 damage. Also more synergy for my Freeze theme. Thrallmar Angerhoof: It replaces the Amani Blocker (see Deleted card below). It fits better with the Enrage theme i was going for. Also yes you can heal this minion and it will grant you another +4 Armor as soon as it get enraged again. So you can => Play this => Enrage, get 4 Armor => Heal somehow => Enrage, get 4 Armor => blablabla The Beast Within: No idea how this would actually be turn out. It basically gives a minion the effect of Swamp King Dred + Charge. It will keep attacking until it dies, so its pretty good to use it on a Deathrattle minion.
Kael'thas Sunstrider: This is probably the most complex Card so far from my expansion, so it gets some extra info here. So it will basically draw 3 Spells and merge them together as 1 Spell. for example it merges a Fireball, Cone of Cold and Arcane Intellect to This Card:
So i guess you got the Theme of it. Might exlude some Cards or having some extra restrictions (Like only target minions) so Pyroblast wouldnt be to Strong in that sense. But yeah lets see i think about this again.
Deleted Cards:
Here we go again, more deleted Cards. Some of them just because the recent addon (Kobolds) some of them because they got better versions of it.
Misfit Aldor: Welp this is just a powered version of Stoneskin Basilisk. It might also be a bit to strong since it has +2/+1 on stats. So i just going to delete it. Amani Blocker: Thrallmar Angerhoof is the replacement for this card. Absolute Zero: This Card will be deleted because i think Arctic Winds (See new cards on top of this post) is doing a better job for the Freeze theme.
Alright. Was probably the last update for this year. lets see how many cards iam missing after this. Probably be back soonish with more Ideas.
Seems like a great expansion with a lot of cool original ideas, i mostly really like the Empower mechanic but on the other side i feel you missed so much potential, with the empower mechanic a great idea would've been to have Empower with diffrent mana costs for example a 1 mana 1/1 Empower (2) Gain +2/+3. Or even a 0 mana card with Empower (10) would be really cool. Don't get me wrong, i really like this expansion but i feel it could've been a lot better. However, you still managed to do so much with the mechanic with each card being very diffrent. Great job!
Thank you very much. As soon as i am done (So when i get to 130~ cards, i am at about 90 cards now) i will publish this on reddit to get some more opinions.
Yes the Empower might be better if you could activate it multiple times, maybe i will add a couple more minions/spells where you can actually do that, so you can empower it several times. Some more Empower Cards are necessary i guess, its the core mechanic and i dont have that many for now (Also most of them are just mediocre). I want to push some more Cards where the empower effect actually matters and highly increase the value of the card. I dont want to create an effect like Inspire that was just pretty poor and not worth to actually build decks around that. I want to make it viable like discover, so it will be an effect that has some impact.
There are more cards to come for sure (I have 2 Cards already that i could publish, but i always wait until i have atleast around 5+ Cards to do that)
Alright last update this year (This time for sure)! Anyway its mostly fixing or deleting cards this time. I need to come up with some more "Empower" Cards the next time, unfortunitely i am a little out of ideas at the moment to creat some great Empower Cards that would have a nice effect (Not just filler stuff).
With these words, lets keep rolling the Cards.
Fixed:
Updated Kael'thas Token:
Arena Oger: Only small change on the wording, also instead of Poisonous he can get Windfury now Dark Negotiator: Changed from a Rogue to Neutral Card Lone Hunter: Replacement for Skyfire Launcher. I dont think random secrets are that good, so i decided to go with the current Spell Hunter theme and added a minion that goes with that theme. So this Card does not count as a minion if this (and the second copy of it) Is the only minion in your deck. With this you can add a minion card to your "I Hunt alone" Hunter without ruining the deck, guess thats pretty decent. Kael'thas Sunstrider: Fixed this card to make it better understandable and i guess just easier for the Hearthstone System in general, but keeping a similar effect. So now this card merges 2 Spells from your hand together, this new created spell will cost 5 Mana. The Updated Token is an example of merged spells (In this case its Arcane Intellect and Fireball merged together into a single spell.
New Cards:
Auchenai Vindicator: This is a mix of Lyra the Sunshard and Primalfin Champion. I think this would push the current Paladin theme a little and maybe finally make Quest Paladin a thing. Divine Illumination: I basically took this card from the WoW TCG and converted it into a Hearthstone Card (and added it to Paladin). Also maybe pushing Quest Paladin and the Auchenai Vindicator i just introduced. Ethereal Darkcaster: Guess this is a better version of Master of Evolution (Atleast i hope so). Basically gives you more control about Evolving your minions, since you can discover a minion instead of a random transformation. Spectral Tiger: Also inspired by the TCG and transfered to Hearthstone. Probably not the greatest effect but maybe something. Also sidenote: The Spectral Tiger by itself does not have the effect, "only" all other friendly minions.
Deleted Cards:
Guess this is a comon thing now eh? I hope not, i probably going to delete some more Cards, but i havent find some proper replacement for them (Well sometimes they just result into a rework as you saw already with Lone Hunter here)
Lower City Preacher: Was thinking about this for quite a while already. With Shadowreaper Anduin beeing around, i think this card is absolutely meaningless at the moment, so its byebye for now. Lower City Merchant: Even that card is still pretty new, i dont like it at all. It has a bad Statline and is just random by itself. Astral Recall: Since this is just a Free From Amber for Shamans, i think it just not makes the cut anymore. Also i try to push Shaman into a different direction where this card basically just blocks a cardslot.
Ok with that iam done for this year, let me count the cards i have created so far... Alright 92 Cards, that means just about 40 more and i will be "done" with my expansion. New Cards/Ideas will come next year, also hopefully finishing my Expansion and show it to a global audience (Reddit) with my thoughts about the Cards. So far, i wish you all a happy new year, until the next time!
Here is the first 2018 Update. Let's see, its not much, but hey we have some more Cards to go!
Fixed Cards:
Deceitful Naga: Previously a 3 Mana 4/4, now a 2 Mana 2/4. Same Cardtext. Voidbinder: From 6/4 to 6/5
New Cards:
Toshley's Engineer: Blocks any Kind of Charge, basically has the same effect as Hyldnir Frostrider, just for 1 enemy minion. Halaani Defender: Nothing to say to this. Welp kinda replaces Grimestreet Protector maybe? Impure Elemental: Gain for pain. Probably a Tempo card. Surge of Light: I like this concept of a card. It can be a boardclear or a Card refreshing tool. Stormstriker: Do you ever want to play an Overload Card and ruin your oponent? Well this card is yours then. Just let your oponent pay the price instead.
Deleted Cards:
Yep only this one. Recruit is an Unique ability, so it belongs to Kobolds and Catacombs. I will not use the mechanic (For now ) in "my" expansion, so this card has to go.
Welp. Yeah some Cards, not much but atleast something. I still try to think about some good Empower Cards to make a good Keyword out of it.
Hopefully soon(TM) to come up with some more ideas
Unstable Affliction: Better wording. Now resembles cards like Blessing of Wisdom also down from 5 to 4 Mana. Area 52 "Time" Bomb: Added the "Mech" tag. Hammer of the Naaru: Card overhaul. Basically a new card, now fits better into the overall theme of Paladin for my expansion. (Previously it just summoned a 1 cost minion). NOW it technically can cast spells like Blessing of Kings for free.
New Cards:
Oshu'gun Elementalist: Reason for this card is "Elemental Mastery" (See below). Hyjal Grovekeeper: Trying to make Empower more powerfull. Its basically a 6 Mana 5/4 "draw 2 Cards". Elemental Mastery: It's a mix of Jade cards and Ultimate Infestation, but its for Shamans. After you use this card, the card powers up and it increases every number (technically until 10), the "token" is an example of the enhanced version. Well you only can play this card 2 times (4 times with Oshu'gun Elementalist). Well technically Lorewalker Cho can multiply it, but would it be smart? Heretic Spellblade: Another card to make Empower more impactfull.
Token:
Example of the Enhanced/Upgraded version. technically goes up to 10, but its unlikely to happen.
Deleted:
Making some room for themed cards (And other reasons). These cards have to go:
Chain Heal: 2 reasons: doesnt fit into current Shaman theme and its really similar to Healing Rain. Ultimate Totem: Does not fit into my Overload Shaman theme at all at the moment, so byebye
Its quite a while yes, but i was waiting for the new expansion to release to not run into trouble creating cards that will appear in the new expansion. Well there are still a couple changes for my expansion to come.
The Enrage mechanic is gone, so my Warrior Cards mostly will be changed or deleted. A couple cards will be deleted/changed because they are to simillar. Some Cards receive a Buff because they would do really bad because they have poor stats or effects.
Alright, lets go and start as always:
Fixed:
Warp Stalker: It gained the Spell/Hero Power effect. I think the card is pretty poor just with Stealth, so it gained an additional effect. Thrallmar Angerhoof: +1 Health on the previous version and changed cardtext because the Enrage mechanic is no more. Chaos Bolt: Previously known as "Fel Beam". It now breaks through every kind of defense. so basically it does 2 "Pure Damage". Example: It will kill a Argent Squire right away without breaking the Divine Shield and you can target a stealth minions like Giant Wasp right after its played. Consortium Stalker: Powered up the card a little and got a new effect. You basically get another copy of it into your deck so you can play infinte of them. Well not really i guess because at some point you wont have Cards left to combo since its 6 Mana. The Void Reaver: Removed the "Discard your top Card" effect from the minion. Now it will just silence minions when they will be played.
New Cards:
Not much here, but atleast 2 new Cards.
Kurenai Leader: Basic Empower Card. Not much to say here Devastate: I guess the effect is cool, it requires atleast some kind of another card like Whirlwind to get some benefit from this one. So its basically a 6 Mana Boardclear (Well also Kills your minions) so i guess its fair. Also i made this card because i will push Warrior into a different direction now with the removed Enrage mechanic.
Token:
Token card from Kurenai Leader
Deleted:
Well this time it will be quite a bunch of Cards. For now i remove all the Enrage Cards (Execpt Thrallmar Angerhoof because its fixed already). I will probably update the others and bring them back somehow, but they will basically become new Cards and i cant come up with something right now, so for now 4 Warrior Cards and 1 Neutral will be gone.
Others:
Mangle: The Artwork is used already and its straight a bad card. Probably not even worth to be a rare. So it will be gone for now Silverpelt Charger: It's to close to Militia Commander or atleast i want to give it Rush as well instead. I cant find the Artwork right now again, so i delete it for now and maybe bring it back in a different version later. Etherium Dagger: I know i fixed this card already, but i am still unhappy with it.
Alright, i am working on more Cards right now. So the next Update wont take that long! See you guys soon!
As i said there will be an update relatively quickly this time. This time we actually have a bunch of new Cards + fixed cards. NO DELETED CARDS THIS TIME!
Ok lets go:
Fixed:
Sweeping Strikes: It replaces Heroic Leap. Its basically a new Card, but it takes it slot. I think Warrior has enough AoE for now (especially with Warpath) So i changed the Card completly. Now its basically an Iron Hide. But you can determine the Armor amount by yourself. So if you attack with a 8 Attack minion, you gain 8 Armor after you played this Card. Imp Caller: Now has 2/3 Stats (Up from 2/2). Hellreaver: Also entire new effect, guess on this way the weapon does way better. Previously it just gained 1 Durability. Soulbinder: Changed the effect on the card so it not only would take the damage from the Hero power but now it technically takes all damage. It has now the same effect as Bolf Ramshield But its only 3 Mana. Illidary Shivarra: Effect now adjusted to help out Discard Warlock a little more. Previously it had some random Downside effect while beeing overstated. It works exactly like Clutchmother Zavas.
New Cards:
Silverpelt Charger: Well its not really new, basically its fixed now. Not much to say about this. Fel Orc Blademaster: Same here, but it has a new effect now. Undercity Outlaw: Kinda like this card. Its basically a double removal tool with "Deal 4 Damage" and a removal with the dagger you get. Ethereal Imp: I saw a similar effect somewhere else, so i think its a great idea to implement it in this collection. This card is basically a 1 Mana 2/2 the next copy costs 3 and the next one 5. Obviously its a Push card for Quest Rogue, Maybe i need to adjust it again. By the way it basically counters itself if your oponent also plays these, because it gets more expensive for every copy on board (Not only yours). Dr Boom, the Patient One: I just somehow had to bring back Dr. Boom, i dont know how crazy this effect would actually be. (Well in Turn 10 its a 6 Mana 10/10 if you have it in your starting hand). So yeah, i keep that for now.
Token:
The 1/1 Poisonous Dagger from Undercity Outlaw.
Ok thats it for now. Need to gather a couple more ideas, probably also go for some Echo and Rush cards as well. So maybe next update isnt that far!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
For Updates, check out my other posts in this thread!
Also Updated the rotation, since this Set would be the second Set in the Year of the Raven!
Alright so this is my idea for a new Hearthstone expansion.
I was working on this already before the "Mean streets of Gadgetzan" anouncement happened, so i actually had to remove some of my Cards from this because they would be a duplicated version (LUL good predictions from my side i guess).
OK here we go
Alright up to my Expansion and adding some prior notes:
It features a new Keyword called "Empower".
Empower: Spend 1 additional Mana (On this Minion or Spell) and it will get an additional effect.
For example [Minion]: 2 Mana: 2 Attack / 3 Health | EMPOWER: Gain +1/+1.
You dont have to activate the "Empower" effect, its just for convenience sake to add some flexibility to the Game.
So you have the decision: Will it be a 2 Mana 2/3 or a 3 Mana 3/4? - YOU DECIDE!
Keep in mind, with this Expansion, [Wispers of the Old Gods] , [One Night in Karazhan] and [Mean streets of Gadgetzan] is not part of the Standard format anymore.
Here we go with the Cards (They will all be summed up in this post, further updates to come).
Warlock:
Shaman:
"Token" Elemental Mastery:
Mage:
Example Token for Kael'thas:
This is a merged Card of Fireball and Arcane Intellect
Rogue:
Token:
Akama technically denies the entire draw for your opponent. If your opponent draws "Shade of Akama" he immediately puts it into play and he does not draw another card (Like Beneath the Grounds => Ambush)
Warrior:
Priest:
Paladin:
Hunter:
Druid:
Neutrals:
Tokens:
Alright, hopefully having some feedback on these. I will add some more Cards in the Feature :)
Good ideas dude, true fresh stuff.
You are right - Silithus Necromance is really intersting, but if you wanna fit it into zoo warlock, you have to correct its stats / mana cost.
\(-_-)/
Ok, here is an update on my Expansion.
Fixed a Card: Terokka Wizard
Added: Druid! 4 Druid Cards
Couple Cards for other Classes + Neutral Legendary
Ethereum Dagger is a Rogue Card (Maybe its a bit confusing because its bad to see the Color (Rogue = Grey/Black) on the Weapon Cards.
Fixed:
Down from 6 Mana to 5 Mana.
New:
Thoughts:
The Void Reaver: Kinda close to Fel Reaver but it also has a small Upside.
Improved Tracking: Its basically how tracking should be. It does not discard the other Cards!
Druid of the Edge: I actually love this Card, it has technically the Fandral Staghelm ability included, but it still would see value play with it.
Mark of Cenarius: This is a Card from The Hearthstone Card generator Galery, I think it fits perfectly, maybe it could be nerfed a little.
Anzu: I did really hard with this one, but i remembered the encounter and summoning a lot of ravens, so i think this is ok.
I recognize a number of these cards from some of your other/older threads. I must say (as I said before) that I absolutely LOVE Silithus Necromancer. I don't have a lot of time for a full review so I'm just going to list off my favorite cards from each class already shown.
Warlock: Already mentioned
Shaman: Chain Heal
Mage: Terokka Wizzard (Wizard?)
Rogue: Akama
Warrior: Ogre of Nagrand Arena
Priest: Vampiric Touch
Paladin: Divine Protection
Hunter: Improved Tracking (you need to fix the wording in it though)
Neutral: Sporebat
Druid: Hippogryph (Loved my hippogryph riders from WCIII)
RedneckBudha
Thanks for the review :)
I'am not a native english speaker, so excuse my mistakes in the card texts.
Mostly i stay close to the original card texts (for Example The Void Reaver is mostly a copy text from Fel Reaver, just added the silence effect)
I try to fix them with the next update :)
Also maybe I should have mentioned it: Akama actually denies the entire draw from your opponent. So if you draw "Shade of Akama" your opponent imediately put it into play and he does not draw another card (Like Beneath the Grounds. )
Ok here we go again, another minor update for my expansion.
Fixed Cards: Improved Tracking (Wording), Hellreaver
New Cards: 5 Neutral, 1 Hunter, 1 Druid, 1 Warlock Card
Fixed:
Improved Tracking: Fixed Wording
Hellreaver: 4 mana 3/2 (No empower) sucked big, so i set it to a 4/2 with the possibilty to make it a 5 Mana 4/3 Weapon. I know Pirate/Weapon Warrior is pretty good already, maybe as soon as iam done with all my Cards, i might release some "nerfs" on the older Cards.
New:
Thoughts:
Wind Rager: Meme Rager Card
Area 52 "Time" Bomb: This might be THE anti Aggro Card, i like the concept but it might be a little bit to strong.
Netherwing Drake: Something "new" Draw a Card when you draw a Card. Dragondecks losing some power when Blackrock and TGT rotates out, so i guess this card is fine.
Fel Beam: This is another Card i did not create, but i think it is a really really good card and fits perfectly in the expansion. How does this Card Work? So you can kill a 1HP+500Armor Control Warrior or just instant kill (for example) an Argent Squire
I have a small problem with this Card. Its based on Antique Healbot
If you compare them: 3/3 Restore 8 Health to Hero - 3/4 Restore 6 Health (To any character) its pretty much equal.
Now with the recent Card Jinyu Waterspeaker (I know its a class card) my Sylvanaar Restorator looks a bit to weak. and the Shaman card is straight up better in any way.
I created the card way back already, i just forgot it the first time and recently found it again :P
Maybe i fix the Card to make it restore 7 Health or so (Even though i think the card is kinda fine)
I know its a long time, but i (finally) came up with a decent bunch of cards again.
I probably also going to change some older Cards again (in the near future "Soon TM") because they either to similar to released cards now or just straight worse.
Alright here some new cards for you guys:
Thoughts:
Arena Oger: I think this is a neat mechanic that doesnt exist in the game so far. I know its RNG but it still is a 3 Mana 3/3 with an Upside (Typical arena Card obviously)
Scryers Magician: With the release of Lifesteal i think this is another good adition how to implement it in the game (also another arena Card)
Scryers Eliteguard: Probably one of my most favorites so far i have come with. Its a mix between a Silence Card and a Faceless Manipulator
Displacement: This might actually be a total broken one. This potentially summons an 8 Mana Antonidas guaranteed and you have all your mana this turn leftover. Maybe i need to remove it again or something (Or give it to another class)
Blade Edge Treants: Thats how force of nature should look like i guess. Oh yeah, its not like an Adapt effect, so you will summon 4 Treants AND all of them will have a random Keyword (For example you might have 2 Taunt Treants, 1 Lifesteal Treant and 1 Divine Shield Treant if you play this Card) [Or whatever going to happen]
Rather "small" Update because its mostly card fixes to adjust their powerlevel a bit and make some more playable.
Fixed:
Fel Rage: Now Costs 1 Mana (Down from 2).
Shattrath Guardian: Gain +3 Health (Up from +2 Health) => So its either a 3 Mana 2/4 Taunt or a 4 Mana 2/7 Taunt now.
Fel Orc Blademaster: Fixed the Name (Added Blademaster to its name) and +1 Health
Nagrand Colossus: Added the Elemental Tag.
Sporebat: Enemy spells now cost (2) more next turn (Up from (1) more)
Demonic Tome: Complete new Card design, guess its the missing link for making discard warlock playable now (Was just discard Cards for Demons before)
Vampiric Touch: Now also has Lifesteal, deals 2 damage (instead of reducing stats) and gains +2/+2 (Up from +1/+1)
Beast Cleave: Just changed the name from Stampede to Beast Cleave since it was used in the Ungoro expansion
Silithus Necromancer: Now has 4/4 Stats (Up from 3/3)
New Cards:
Thoughts:
Voidbinder: Nothing special. Oh yeah one thing you also draw a card if you would silence the Voidbinder, the effect wont work after that anymore though (pretty obvious i guess)
Shattrath Bandit: Well its basically Cutpurse just in better (Can attack minions and you will get a card)
Wrathbringer: Its Brann Bronzebeard, Baron Rivendare and Drakkari Enchanter in one Card, VALUE! It only works once and only for one effect though.
Deleting Cards:
Yes this is a thing, going to delete the following cards from my expansion (For Now, maybe i will add them again or adjust them or whatever)
Draenei Treasure: Its to similar to Hallucination So it will be removed.
Black Temple Magician: Just a terrible Card, also to similar to Tortollan Primalist.
Sylvanaar Restorator: With the new mechanic Lifesteal, i dont see a reason (for now) to add a minion that just restores health, also the wording is confusing, it maybe gets reworked.
Ethereum Dagger: I need a "Rare" spot on Rogue and the card is not that great, i will add another Weapon with a better effect again.
Another Update on Cards. Fixing 4 Cards and adding 5 new ones.
Fixed:
Wind Rager: Changed Stats from 5/1 to 4/2 and deleted every other text from the Card except "Windfury" also its an Elemental now.
Wrathbringer: Well its an entire new Card. the Old card will return at some point, but i need to find a good Artwork and fitting name for it.
The new Card is basically a Powerhouse witha downside. It has some Treachery combo potential and mostly is now an Arena/fun card.
Nagrand Elekk: Just buffed it a little, its basically a Stampeding Kodo with better stats now.
Nexus Prince Shaffar: Complete Rework of the Card (Summon a random 2 drop) now its basically a Kooky Chemist but affects all Cards and also can deal 1 damage to all enemies before (So it would reduce the damage or kill some minions before)
New Cards:
Thoughts:
Misfit Aldor: Nothing special, just wanted to add an Poisonous + Divine Shield Card
Cleanse Evil: This one maybe need some explanation. A "Tribe" Card is like every specified minion, that means EVERY: Pirate, Elemental, Mech, Murloc, Demon, Beast and Dragon (hopefully i did not forgot one) on the board will be affected by this Card and take the damage + silence.
Tidewalker Lurker: Nothing special, basic empower card (Also first Rogue Murloc card i think)
Tricks of the Trade: Rogue Spell + Clown Fiesta Card. It adds random cards to your deck from the current matchup. It has synergy with Lilian Voss and Ethereal Peddler.
Hardshell Colossus: Basically a better Bolf Ramshield. Card says everything i guess. Everytime an enemy minion attacks your face it will take 2 damage from this minion as long as it is on the board. YES it will take double damage if you have 2 of these on the board.
Hello again!
small update again to push some more Cards, whit that am at a total of 84 Cards, so since this is a "normal" Expansion, there will be (hopefully) about 40-50 more cards to get to about 130~ Cards in total.
So here we go, 7 new Cards and 2 updated Old Cards.
Fixed:
Mountain Gronn: Instead of that pitiful Murloc/Beast/Dragon Effect (Which was present in Karazhan), it not affects Epic or Legendary Cards.
Kargath Bladefist: It got Taunt, also the Enrage effect Bonus is not an aura anymore, it will persist until the game is over. (Before the effect would just vanish as soon as Kargath would be removed)
New Cards:
Thoughts:
Bogstrok Clacker: Nothing special
Felboar: Thats probably a Card i changed the most, like 3-4 times before i considered to post it. It was a Demon / Beast first.
Lesser Naaru: This Card was originally made by the user The_Bird from this forum and can be found here: Weekly card design competition I hope i am allowed to take it :). I just changed the stats and Manacost a little.
Unstable Affliction: Removal Card. It deals 3 Damage by using it, then 3 damage at the end of your turn. It will keep doing 3 damage at the end of your turns until the minion is actually dead.
With Spellpower this Card will do 4 + 4 Damage (and so on). So i decided for 5 Mana intead of 4, because its a little stronger then Fireball (Even though it cant go to face)
Silverpelt Charger: Little overstatet but it cant attack Heroes (Like Icehowl) So i guess thats ok.
Pain Surpression: Well this is maybe a bit too good, its a mix from Commanding Shout and Animated Armor But it reduced the damage "only" to 2 instead of 1.
Aldor Herold: Kind of a Silence effect. a minion with Battlecry is basically a vanilla minion and a Deathrattle is basically silenced. Only works once obviously (except with Brann Bronzebeard) But yeah thats Wild stuff.
Small Update again.
Since we are in Kobolds and Catacombs release, i have to delete some of my Cards again because they are to similar.
But Whatever lets get into it.
Fixed:
Netherwing Drake: Changed from Epic to Rare
Etherium Dagger: Deleted this a while ago now its back, and probably to strong. While its your turn you can Empower this Card during the Deathrattle effect and basically use a Blade Flurry for 1 Mana. This is a Rogue Weapon.
New Cards:
Scryers Guardian: Since Recruit is new now with Kobolds and Catacombs i decided to add this into my set as well. So its basically a 3 Mana 2/3 + 2 drop. VALUE!
Lower City Merchant: This Minion has a random battlecry (which will be targeted randomly). Empower it and you can Discover a Battlecry (And also target it!) So this can be for example a 5 Mana 4/4 Fire Elemental.
Evergrove Guardian: Nothing special to this, its pushing Deathrattle in Druid (see Lifebloom).
Cenarion Warden: Really Strong Draw effect. Probably my favorite Druid Card (Guess the effect of the Card is pretty clear).
Lifebloom: The "Theme" for Druid for my Expansion. Trigger Deathrattle effects. So this Card basically triggers Deathrattles just by using the spell. (The Minion is not required to be on the board while casting this spell!). So you play a couple of deathrattle minions. on Turn 6 you play this Card and you just get the benefit of a couple of Deathrattle effects.
Deleted Cards:
Skull of Gul'dan: Obvious why it will be deleted just look at this: Kobold Librarian
Roguish Oppressor: I just think the Card is straight up bad, so it will be removed and maybe replaced later at some point.
Mark of Cenarius: It doesnt fit into the theme now of my released Druid Cards. So i make some room to add Lifebloom instead.
Thats it for now, see ya next time!
Pretty fast this time.
It's mostly fixing or deleting Cards for this update (Kobolds and Catacombs are actually hitting some of my cards pretty hard)
here it goes:
Fixed:
Evergrove Grizzly: Its now 7 Mana (Up from 6)
Hardshell Colossus: Fixed the Card text (Was really confusing before). I guess its better now. Everything else stays the same.
New Cards:
Token:
Broken Draenei: Filler Card LUL, also Lost Ones is the token for this.
Arcane Instability: Welp its a 1 Mana Discount on a Mage Secret, but its completly random. Guess you know whats up with this card.
Scalewing Serpent: It works similar to Lava Shock. If you play an Overload Card, it will not activate the Overload at all.
Arctic Winds: Its basically Blizzard but it also hits both Heroes and only does 1 damage. Also more synergy for my Freeze theme.
Thrallmar Angerhoof: It replaces the Amani Blocker (see Deleted card below). It fits better with the Enrage theme i was going for. Also yes you can heal this minion and it will grant you another +4 Armor as soon as it get enraged again. So you can => Play this => Enrage, get 4 Armor => Heal somehow => Enrage, get 4 Armor => blablabla
The Beast Within: No idea how this would actually be turn out. It basically gives a minion the effect of Swamp King Dred + Charge. It will keep attacking until it dies, so its pretty good to use it on a Deathrattle minion.
Kael'thas Sunstrider: This is probably the most complex Card so far from my expansion, so it gets some extra info here.
So it will basically draw 3 Spells and merge them together as 1 Spell. for example it merges a Fireball, Cone of Cold and Arcane Intellect to This Card:
So i guess you got the Theme of it. Might exlude some Cards or having some extra restrictions (Like only target minions) so Pyroblast wouldnt be to Strong in that sense. But yeah lets see i think about this again.
Deleted Cards:
Here we go again, more deleted Cards. Some of them just because the recent addon (Kobolds) some of them because they got better versions of it.
Misfit Aldor: Welp this is just a powered version of Stoneskin Basilisk. It might also be a bit to strong since it has +2/+1 on stats. So i just going to delete it.
Amani Blocker: Thrallmar Angerhoof is the replacement for this card.
Absolute Zero: This Card will be deleted because i think Arctic Winds (See new cards on top of this post) is doing a better job for the Freeze theme.
Alright. Was probably the last update for this year. lets see how many cards iam missing after this. Probably be back soonish with more Ideas.
Greetings Vultus
Seems like a great expansion with a lot of cool original ideas, i mostly really like the Empower mechanic but on the other side i feel you missed so much potential, with the empower mechanic a great idea would've been to have Empower with diffrent mana costs for example a 1 mana 1/1 Empower (2) Gain +2/+3. Or even a 0 mana card with Empower (10) would be really cool. Don't get me wrong, i really like this expansion but i feel it could've been a lot better. However, you still managed to do so much with the mechanic with each card being very diffrent. Great job!
Thank you very much. As soon as i am done (So when i get to 130~ cards, i am at about 90 cards now) i will publish this on reddit to get some more opinions.
Yes the Empower might be better if you could activate it multiple times, maybe i will add a couple more minions/spells where you can actually do that, so you can empower it several times.
Some more Empower Cards are necessary i guess, its the core mechanic and i dont have that many for now (Also most of them are just mediocre). I want to push some more Cards where the empower effect actually matters and highly increase the value of the card.
I dont want to create an effect like Inspire that was just pretty poor and not worth to actually build decks around that. I want to make it viable like discover, so it will be an effect that has some impact.
There are more cards to come for sure (I have 2 Cards already that i could publish, but i always wait until i have atleast around 5+ Cards to do that)
Hello everyone!
Alright last update this year (This time for sure)! Anyway its mostly fixing or deleting cards this time. I need to come up with some more "Empower" Cards the next time, unfortunitely i am a little out of ideas at the moment to creat some great Empower Cards that would have a nice effect (Not just filler stuff).
With these words, lets keep rolling the Cards.
Fixed:
Updated Kael'thas Token:
Arena Oger: Only small change on the wording, also instead of Poisonous he can get Windfury now
Dark Negotiator: Changed from a Rogue to Neutral Card
Lone Hunter: Replacement for Skyfire Launcher. I dont think random secrets are that good, so i decided to go with the current Spell Hunter theme and added a minion that goes with that theme.
So this Card does not count as a minion if this (and the second copy of it) Is the only minion in your deck. With this you can add a minion card to your "I Hunt alone" Hunter without ruining the deck, guess thats pretty decent.
Kael'thas Sunstrider: Fixed this card to make it better understandable and i guess just easier for the Hearthstone System in general, but keeping a similar effect. So now this card merges 2 Spells from your hand together, this new created spell will cost 5 Mana.
The Updated Token is an example of merged spells (In this case its Arcane Intellect and Fireball merged together into a single spell.
New Cards:
Auchenai Vindicator: This is a mix of Lyra the Sunshard and Primalfin Champion. I think this would push the current Paladin theme a little and maybe finally make Quest Paladin a thing.
Divine Illumination: I basically took this card from the WoW TCG and converted it into a Hearthstone Card (and added it to Paladin). Also maybe pushing Quest Paladin and the Auchenai Vindicator i just introduced.
Ethereal Darkcaster: Guess this is a better version of Master of Evolution (Atleast i hope so). Basically gives you more control about Evolving your minions, since you can discover a minion instead of a random transformation.
Spectral Tiger: Also inspired by the TCG and transfered to Hearthstone. Probably not the greatest effect but maybe something. Also sidenote: The Spectral Tiger by itself does not have the effect, "only" all other friendly minions.
Deleted Cards:
Guess this is a comon thing now eh? I hope not, i probably going to delete some more Cards, but i havent find some proper replacement for them (Well sometimes they just result into a rework as you saw already with Lone Hunter here)
Lower City Preacher: Was thinking about this for quite a while already. With Shadowreaper Anduin beeing around, i think this card is absolutely meaningless at the moment, so its byebye for now.
Lower City Merchant: Even that card is still pretty new, i dont like it at all. It has a bad Statline and is just random by itself.
Astral Recall: Since this is just a Free From Amber for Shamans, i think it just not makes the cut anymore. Also i try to push Shaman into a different direction where this card basically just blocks a cardslot.
Ok with that iam done for this year, let me count the cards i have created so far... Alright 92 Cards, that means just about 40 more and i will be "done" with my expansion.
New Cards/Ideas will come next year, also hopefully finishing my Expansion and show it to a global audience (Reddit) with my thoughts about the Cards.
So far, i wish you all a happy new year, until the next time!
Hello Everyone!
Here is the first 2018 Update.
Let's see, its not much, but hey we have some more Cards to go!
Fixed Cards:
Deceitful Naga: Previously a 3 Mana 4/4, now a 2 Mana 2/4. Same Cardtext.
Voidbinder: From 6/4 to 6/5
New Cards:
Toshley's Engineer: Blocks any Kind of Charge, basically has the same effect as Hyldnir Frostrider, just for 1 enemy minion.
Halaani Defender: Nothing to say to this. Welp kinda replaces Grimestreet Protector maybe?
Impure Elemental: Gain for pain. Probably a Tempo card.
Surge of Light: I like this concept of a card. It can be a boardclear or a Card refreshing tool.
Stormstriker: Do you ever want to play an Overload Card and ruin your oponent? Well this card is yours then. Just let your oponent pay the price instead.
Deleted Cards:
Yep only this one. Recruit is an Unique ability, so it belongs to Kobolds and Catacombs. I will not use the mechanic (For now ) in "my" expansion, so this card has to go.
Welp. Yeah some Cards, not much but atleast something.
I still try to think about some good Empower Cards to make a good Keyword out of it.
Hopefully soon(TM) to come up with some more ideas
New Update:
Fixed:
Unstable Affliction: Better wording. Now resembles cards like Blessing of Wisdom also down from 5 to 4 Mana.
Area 52 "Time" Bomb: Added the "Mech" tag.
Hammer of the Naaru: Card overhaul. Basically a new card, now fits better into the overall theme of Paladin for my expansion. (Previously it just summoned a 1 cost minion). NOW it technically can cast spells like Blessing of Kings for free.
New Cards:
Oshu'gun Elementalist: Reason for this card is "Elemental Mastery" (See below).
Hyjal Grovekeeper: Trying to make Empower more powerfull. Its basically a 6 Mana 5/4 "draw 2 Cards".
Elemental Mastery: It's a mix of Jade cards and Ultimate Infestation, but its for Shamans. After you use this card, the card powers up and it increases every number (technically until 10), the "token" is an example of the enhanced version. Well you only can play this card 2 times (4 times with Oshu'gun Elementalist). Well technically Lorewalker Cho can multiply it, but would it be smart?
Heretic Spellblade: Another card to make Empower more impactfull.
Token:
Example of the Enhanced/Upgraded version. technically goes up to 10, but its unlikely to happen.
Deleted:
Making some room for themed cards (And other reasons). These cards have to go:
Chain Heal: 2 reasons: doesnt fit into current Shaman theme and its really similar to Healing Rain.
Ultimate Totem: Does not fit into my Overload Shaman theme at all at the moment, so byebye
See ya all next time.
Hello!
Its quite a while yes, but i was waiting for the new expansion to release to not run into trouble creating cards that will appear in the new expansion.
Well there are still a couple changes for my expansion to come.
The Enrage mechanic is gone, so my Warrior Cards mostly will be changed or deleted.
A couple cards will be deleted/changed because they are to simillar.
Some Cards receive a Buff because they would do really bad because they have poor stats or effects.
Alright, lets go and start as always:
Fixed:
Warp Stalker: It gained the Spell/Hero Power effect. I think the card is pretty poor just with Stealth, so it gained an additional effect.
Thrallmar Angerhoof: +1 Health on the previous version and changed cardtext because the Enrage mechanic is no more.
Chaos Bolt: Previously known as "Fel Beam". It now breaks through every kind of defense. so basically it does 2 "Pure Damage". Example: It will kill a Argent Squire right away without breaking the Divine Shield and you can target a stealth minions like Giant Wasp right after its played.
Consortium Stalker: Powered up the card a little and got a new effect. You basically get another copy of it into your deck so you can play infinte of them. Well not really i guess because at some point you wont have Cards left to combo since its 6 Mana.
The Void Reaver: Removed the "Discard your top Card" effect from the minion. Now it will just silence minions when they will be played.
New Cards:
Not much here, but atleast 2 new Cards.
Kurenai Leader: Basic Empower Card. Not much to say here
Devastate: I guess the effect is cool, it requires atleast some kind of another card like Whirlwind to get some benefit from this one. So its basically a 6 Mana Boardclear (Well also Kills your minions) so i guess its fair.
Also i made this card because i will push Warrior into a different direction now with the removed Enrage mechanic.
Token:
Token card from Kurenai Leader
Deleted:
Well this time it will be quite a bunch of Cards. For now i remove all the Enrage Cards (Execpt Thrallmar Angerhoof because its fixed already).
I will probably update the others and bring them back somehow, but they will basically become new Cards and i cant come up with something right now, so for now 4 Warrior Cards and 1 Neutral will be gone.
Others:
Mangle: The Artwork is used already and its straight a bad card. Probably not even worth to be a rare. So it will be gone for now
Silverpelt Charger: It's to close to Militia Commander or atleast i want to give it Rush as well instead. I cant find the Artwork right now again, so i delete it for now and maybe bring it back in a different version later.
Etherium Dagger: I know i fixed this card already, but i am still unhappy with it.
Alright, i am working on more Cards right now. So the next Update wont take that long!
See you guys soon!
YO
As i said there will be an update relatively quickly this time.
This time we actually have a bunch of new Cards + fixed cards. NO DELETED CARDS THIS TIME!
Ok lets go:
Fixed:
Sweeping Strikes: It replaces Heroic Leap. Its basically a new Card, but it takes it slot. I think Warrior has enough AoE for now (especially with Warpath) So i changed the Card completly. Now its basically an Iron Hide. But you can determine the Armor amount by yourself. So if you attack with a 8 Attack minion, you gain 8 Armor after you played this Card.
Imp Caller: Now has 2/3 Stats (Up from 2/2).
Hellreaver: Also entire new effect, guess on this way the weapon does way better. Previously it just gained 1 Durability.
Soulbinder: Changed the effect on the card so it not only would take the damage from the Hero power but now it technically takes all damage. It has now the same effect as Bolf Ramshield But its only 3 Mana.
Illidary Shivarra: Effect now adjusted to help out Discard Warlock a little more. Previously it had some random Downside effect while beeing overstated. It works exactly like Clutchmother Zavas.
New Cards:
Silverpelt Charger: Well its not really new, basically its fixed now. Not much to say about this.
Fel Orc Blademaster: Same here, but it has a new effect now.
Undercity Outlaw: Kinda like this card. Its basically a double removal tool with "Deal 4 Damage" and a removal with the dagger you get.
Ethereal Imp: I saw a similar effect somewhere else, so i think its a great idea to implement it in this collection. This card is basically a 1 Mana 2/2 the next copy costs 3 and the next one 5. Obviously its a Push card for Quest Rogue, Maybe i need to adjust it again. By the way it basically counters itself if your oponent also plays these, because it gets more expensive for every copy on board (Not only yours).
Dr Boom, the Patient One: I just somehow had to bring back Dr. Boom, i dont know how crazy this effect would actually be. (Well in Turn 10 its a 6 Mana 10/10 if you have it in your starting hand). So yeah, i keep that for now.
Token:
The 1/1 Poisonous Dagger from Undercity Outlaw.
Ok thats it for now. Need to gather a couple more ideas, probably also go for some Echo and Rush cards as well. So maybe next update isnt that far!