This expansion will introduce three new heroes: 1 for Shaman, 1 for Warlock, and 1 for Druid.
SHAMAN HERO
WARLOCK HERO
DRUID HERO
With the new Undead tribe, some current cards will be getting tagged with this new tribe. Now these are just a few of the many cards that will be getting the Undead tag.
Card Nerfs are sure to happen in every other expansion. Here are the Nerfs with this expansion. This includes cards in the Wild format.
Oh those ridiculous power creep CHARGE cards and "Pack Fillers". This is supposed to be an adventure, not some crap expansion with few valuables and filler cards
Just for you, my dear friend, i'll put a tiny bit of constructivity.
After a quick look on cards the only noticable innovation here is "UNDEAD" tag on very few cards. We didn't get to see Neutral cards yet, but since this is an expansion, every class must have something to do with it. Yes, even paladins. 3 out of 5 currently presented classes have no Undead minions at all, and 1 or less undead interaction card (e.g buffs, removals, card draw, in-hand battlecries, on-board battlecries).
Cards for each class promotes a better-fit-for-a-class cards rather than conceptual undead cards, which doesn't puts the whole theme of an expansion aside and pushes old ones ahead. (Beast Hunter, Control Pally) No new mechanics were introduced thus far. Makes it look more like an adventure which takes us to a next point.
Card strength. If you compare them with one another, you'll see how much they differ in terms of power. Ones like Holy Shock and Carve are god-tier, most others are worthless compared to existing cards, especially druid. I mean, you would play a 4-mana Argent Commander in any paladin deck for sure. And you would never pay 6 mana to heal your beasts which usually don't have more than 5 health and you have no reasonable way to buff them.
If you consider this an adventure, things are lot worse. While expansions can afford to have some crappy tauntless Ironbark copycats as fillers, adventures do not. Cards from adventure can be bad, but they can't be filler-quality. There is a Gnomish Magi and Mage of Undeath. Why in the world would you play undead class card if you class has nothing to do with the tag? Right, you wouldn't.
Now embrace my "very constructive critisism", bro, and calculate the amount of effort put into this. Remember that multiplying zero still equals zero. GL.
Just for you, my dear friend, i'll put a tiny bit of constructivity.
After a quick look on cards the only noticable innovation here is "UNDEAD" tag on very few cards. We didn't get to see Neutral cards yet, but since this is an expansion, every class must have something to do with it. Yes, even paladins. 3 out of 5 currently presented classes have no Undead minions at all, and 1 or less undead interaction card (e.g buffs, removals, card draw, in-hand battlecries, on-board battlecries).
Cards for each class promotes a better-fit-for-a-class cards rather than conceptual undead cards, which doesn't puts the whole theme of an expansion aside and pushes old ones ahead. (Beast Hunter, Control Pally) No new mechanics were introduced thus far. Makes it look more like an adventure which takes us to a next point.
Card strength. If you compare them with one another, you'll see how much they differ in terms of power. Ones like Holy Shock and Carve are god-tier, most others are worthless compared to existing cards, especially druid. I mean, you would play a 4-mana Argent Commander in any paladin deck for sure. And you would never pay 6 mana to heal your beasts which usually don't have more than 5 health and you have no reasonable way to buff them.
If you consider this an adventure, things are lot worse. While expansions can afford to have some crappy tauntless Ironbark copycats as fillers, adventures do not. Cards from adventure can be bad, but they can't be filler-quality. There is a Gnomish Magi and Mage of Undeath. Why in the world would you play undead class card if you class has nothing to do with the tag? Right, you wouldn't.
Now embrace my "very constructive critisism", bro, and calculate the amount of effort put into this. Remember that multiplying zero still equals zero. GL.
Can't think of a worse blasphemy than paladins having Undead minions hahah
It doesn't have to be a blasphemy tho. Undead are not necessarily skeletons and abominations. Spirits of dead people, wraiths and even val'kyrs of lich king are considered undead. So why not call upon some spirits of noble pallies and maybe even Lightbringer himself? More than suitable for the theme. Give a card that damages undead minions maybe with holy powers, since it's a paladin? You don't really need to put any effort to this or be creative about themes of cards. You have the ultimate base for that already - World of Warcraft. All you need is to do the right picks and think of a design that won't be absurd
I like the cards, but some of them are either far to strong or far too bad. :) Examples: Paladin Rider is a 4 mana version of Argent Commander with no drawback. Thick Hide is a much, MUCH worse Feral Rage - and Giant Treant is a worse Ironbark Protector, which is a basic card (and not even a very good one)
You've got some pretty nice ideas (I do like the idea of Silver Hand Templar even though the card is a bit too weak), but there are some cards here that I have some problems with:
Holy Shock is too powerful. 5 damage to a minion for 2 is too strong imo. Especally when Mage has a card that deals 6 damage for 4, and is almost ubiquitously played in that class.
I feel like Draenai Survivalist is almost a much better Mad Scientist (already a borderline OP card when it was in Standard), since the effect is a Battlecry, and therefore you can't prevent it from triggering, and the card doesn't even have to be in your deck. The only bad thing about the card is sometimes you get Hidden Cache, which only has a 1/9 (11.11%) chance to happen.
Exhilaration is REALLY BAD. 6 mana to only heal specific friendly minions, whereas Priest can do almost the exact same thing for 0.
I think Gladiator's Crossbow is too OP. You could just not attack with the weapon, and your Hero Power can keep pinging minions off.
Bladestorm is too OP. This can fairly easily be a 2 mana Twisting Nether.
Taunt wouldn't see any play as the effect alone is not worth a card. It would be better if you put it on a Battlecry, like Sparring Partner, but even then, the card never saw much play.
Valorous Knight is a 4 mana Reckless Rocketeer. I mean, yeah that card sucks but it's still too strong at 4 mana. It's essentially a Common Leeroy Jenkins.
PALADIN
HUNTER
WARRIOR
MAGE
DRUID
ROGUE
PRIEST
SHAMAN
WARLOCK
NEUTRAL
This expansion will introduce three new heroes: 1 for Shaman, 1 for Warlock, and 1 for Druid.
SHAMAN HERO
WARLOCK HERO
DRUID HERO
With the new Undead tribe, some current cards will be getting tagged with this new tribe. Now these are just a few of the many cards that will be getting the Undead tag.
Card Nerfs are sure to happen in every other expansion. Here are the Nerfs with this expansion. This includes cards in the Wild format.
Twilight Whelp
More cards and info SOON!
UPDATE: REST OF HUNTER AND ALL OF WARRIOR!!!
Mage now shown
Druid available for viewing
Oh those ridiculous power creep CHARGE cards and "Pack Fillers". This is supposed to be an adventure, not some crap expansion with few valuables and filler cards
Wait while I jizz my pants. Please give us undead race <3
Also, AWESOME concept (even though some cards are ridiculously OP)
FOR THE HORDE!
Now I thought about this. Paladin Rider at 4 mana. Argent Commander at 6 mana
FOR THE HORDE!
Super interesting concept; Really like what you're doing with Hunter, Keep it up.
Only free on the weekends :(
Some of these cards are insanely op, but I like where your head is at. Some really cool concepts!
Also, what's the deal with the druid card thick hide? It's essentially a MUCH worse version of feral rage. Maybe make it 10 or 12 armor?
Just for you, my dear friend, i'll put a tiny bit of constructivity.
After a quick look on cards the only noticable innovation here is "UNDEAD" tag on very few cards. We didn't get to see Neutral cards yet, but since this is an expansion, every class must have something to do with it. Yes, even paladins. 3 out of 5 currently presented classes have no Undead minions at all, and 1 or less undead interaction card (e.g buffs, removals, card draw, in-hand battlecries, on-board battlecries).
Cards for each class promotes a better-fit-for-a-class cards rather than conceptual undead cards, which doesn't puts the whole theme of an expansion aside and pushes old ones ahead. (Beast Hunter, Control Pally) No new mechanics were introduced thus far. Makes it look more like an adventure which takes us to a next point.
Card strength. If you compare them with one another, you'll see how much they differ in terms of power. Ones like Holy Shock and Carve are god-tier, most others are worthless compared to existing cards, especially druid. I mean, you would play a 4-mana Argent Commander in any paladin deck for sure. And you would never pay 6 mana to heal your beasts which usually don't have more than 5 health and you have no reasonable way to buff them.
If you consider this an adventure, things are lot worse. While expansions can afford to have some crappy tauntless Ironbark copycats as fillers, adventures do not. Cards from adventure can be bad, but they can't be filler-quality. There is a Gnomish Magi and Mage of Undeath. Why in the world would you play undead class card if you class has nothing to do with the tag? Right, you wouldn't.
Now embrace my "very constructive critisism", bro, and calculate the amount of effort put into this. Remember that multiplying zero still equals zero. GL.
FOR THE HORDE!
It doesn't have to be a blasphemy tho. Undead are not necessarily skeletons and abominations. Spirits of dead people, wraiths and even val'kyrs of lich king are considered undead. So why not call upon some spirits of noble pallies and maybe even Lightbringer himself? More than suitable for the theme. Give a card that damages undead minions maybe with holy powers, since it's a paladin? You don't really need to put any effort to this or be creative about themes of cards. You have the ultimate base for that already - World of Warcraft. All you need is to do the right picks and think of a design that won't be absurd
Still no weapon for rogue even at our dreams
I like the cards, but some of them are either far to strong or far too bad. :)
Examples:
Paladin Rider is a 4 mana version of Argent Commander with no drawback.
Thick Hide is a much, MUCH worse Feral Rage - and Giant Treant is a worse Ironbark Protector, which is a basic card (and not even a very good one)
- Exited for Warlock. ^^
Few points:
You've got some pretty nice ideas (I do like the idea of Silver Hand Templar even though the card is a bit too weak), but there are some cards here that I have some problems with:
Paladin Rider is just a 4 mana Argent Commander. Too strong.
Holy Shock is too powerful. 5 damage to a minion for 2 is too strong imo. Especally when Mage has a card that deals 6 damage for 4, and is almost ubiquitously played in that class.
I feel like Draenai Survivalist is almost a much better Mad Scientist (already a borderline OP card when it was in Standard), since the effect is a Battlecry, and therefore you can't prevent it from triggering, and the card doesn't even have to be in your deck. The only bad thing about the card is sometimes you get Hidden Cache, which only has a 1/9 (11.11%) chance to happen.
Exhilaration is REALLY BAD. 6 mana to only heal specific friendly minions, whereas Priest can do almost the exact same thing for 0.
I think Gladiator's Crossbow is too OP. You could just not attack with the weapon, and your Hero Power can keep pinging minions off.
Bladestorm is too OP. This can fairly easily be a 2 mana Twisting Nether.
Taunt wouldn't see any play as the effect alone is not worth a card. It would be better if you put it on a Battlecry, like Sparring Partner, but even then, the card never saw much play.
Valorous Knight is a 4 mana Reckless Rocketeer. I mean, yeah that card sucks but it's still too strong at 4 mana. It's essentially a Common Leeroy Jenkins.
Warsong Protector is a worse Bloodhoof Brave.
Block looks really overcosted.
Muradin Bronzebeard is DEFINITELY broken.
Mage of Undeath is not good. Compare to Dalaran Mage which is a pretty weak card.
Thick Hide is a worse Feral Rage.
Giant Treant is a worse Ironbark Protector, which doesn't see any play.
Click the image to go to my custom Time Traveler class.
Rogue is now available
Source?
FOR THE HORDE!