Loot-a-rang: Really cool and this definitely brings some power to draft heavy decks. Should be fair but if you have enough cards with draft to use this every turn I can see this being a problem as a potential source of infinite draws. Also it might need to have a capital R (Loot-a-Rang) looking at Alarm-o-Bot and Psych-o-Tron.
Unsavory Guide / Carful Rocketeer: Cool, simple and unique effect, love it!
Ancient Engineer: Odd card. Almost like Garrison Commander and Fencing Coach fused into a single minion. Seems fair though I'm unsure if I like it or not.
Chicken Launcher: I actually tested a very similar card (Failed Experiments) heaps so I know the power level of this. Failed Experiments when used to dump minions into their deck seems rather weak but I think 2 mana would've been balanced. At 1 mana it's getting a bit strong but since the effect is so delayed you might be able to get away with it. I'd recommend 2 from experience though but it wont be broken at 1 if you choose to keep it as is.
Holy Diver: This would've made a great musical challenge card :P The deathrattle does seem a bit powerful as it's he's only paying 1 stats for it. Even with your opponent somewhat able to manipulate it I'd make it heal for 6.
Whisper Receiver: Seems fair but given the frogs have a deathrattle this card should probably not be a common. If you can fit it in the text reasonably I'd also say the frogs deathrattle on her. I doubt that's possible though so it'll have to do as is. Love the art on the frogs!
God's Speed: Drawing the old god you need is really powerful so I'd make this 3 mana. Also as is it's a 2 mana card with draft as it draws the card first so I'd make it do the draft thing first then draw the card so you can still use the draft part if you've already drawn all your 10 cost cards.
Forbidden Fuel: Very interesting but if your deck can pull off an OTK combo, this is gonna definitely help. Quickly looking over all your cards, Forbidden Fuel -> Leeroy Jenkins -> double Just A Bit Further -> Double Crowd's Favor -> Double Abusive Sergeant -> double Faceless Manipulator = 10 cards for 98 burst damage. You can do a full 30+ damage combo with as little as 5 cards. Given that I'm afraid you might need to scrap this.
Pile Up: Seems fair and I love the flavor!
Klaxxi Inciter: Love it!
Norman Gobsborn: A powerful and intimidating legendary that as in line with Edwin VanCleef. Good job!
Made some changes and am going to shove it in your faces again. Don't feel obligated to respond, but any replies would be much appreciated.
Cards to showcase (does it all meet the challenges?):
I changed Illusion of Infinity, made it Illusion of Immortality and changed it to a legendary :) I get all comments on that it was strong, but there is no other way to nerf this other than making it a legendary. The effect is so unique I feel making it a legendary is justified. It's really hard to trigger and doesn't do anything on its own, but when it does trigger, the effect is pretty big. Unfortunately, I had to drop my original legendary Lunara :( I will keep her for another time.
Also I adjusted Vine of Origin into Bloom of Origin (better name, thanks Odinsin) and changed the stats. Photosynthesis could be scary with some more combo cards, but I figured its fine as long as I don't have any crazy other combo cards yet (only Dragnaros the Firefly, my classic legendary).
Didn't change Ysera's Champion because I think it's on par with Alexstrasza's Champion. The stats are obviously pretty big, but it doesn't add to the Dragon ór Beast tribe itself, which makes it hard work in Dryad.
BRM:
I moved my Forest Guardian to TGT (it didn't really suit BRM, thanks Odinsin for noticing). I hope Spire Spiderling fits this spot better.
Overall the BRM and TGT sets brought Dryad two new mechanics: "For each time a character got damaged this turn..." and Dragon/Beast tribe synergy.
Any comments on the changes before I submit?
Thanks in advance.
Glad the name helped. I do think it works better. Interesting twist to make the Secret legendary. I forgot that was even an option haha. Spire Spiderling definitely helps, though I think this could just be Spider, a spiderling refers to an immature or young spider, and this is one of the larges spiders we've ever seen in game.
Made some changes and am going to shove it in your faces again. Don't feel obligated to respond, but any replies would be much appreciated.
Cards to showcase (does it all meet the challenges?):
I changed Illusion of Infinity, made it Illusion of Immortality and changed it to a legendary :) I get all comments on that it was strong, but there is no other way to nerf this other than making it a legendary. The effect is so unique I feel making it a legendary is justified. It's really hard to trigger and doesn't do anything on its own, but when it does trigger, the effect is pretty big. Unfortunately, I had to drop my original legendary Lunara :( I will keep her for another time.
Also I adjusted Vine of Origin into Bloom of Origin (better name, thanks Odinsin) and changed the stats. Photosynthesis could be scary with some more combo cards, but I figured its fine as long as I don't have any crazy other combo cards yet (only Dragnaros the Firefly, my classic legendary).
Didn't change Ysera's Champion because I think it's on par with Alexstrasza's Champion. The stats are obviously pretty big, but it doesn't add to the Dragon ór Beast tribe itself, which makes it hard work in Dryad.
BRM:
I moved my Forest Guardian to TGT (it didn't really suit BRM, thanks Odinsin for noticing). I hope Spire Spiderling fits this spot better.
Overall the BRM and TGT sets brought Dryad two new mechanics: "For each time a character got damaged this turn..." and Dragon/Beast tribe synergy.
Any comments on the changes before I submit?
Thanks in advance.
All challenges are met. Everything looks good. I didn't follow the discussion about this set, but I can see that it is now well rounded. The mechanics are nice. The cards are clear, diversed and interesting.
Just remember that making a card Legendary isn't a reason for making an overpowered card. A unique effect, like you mention, is an excellent reason to promote a card to Lengendary status. However, a powerful Legendary card can still be problematic, even if you have only one copy in your deck (certainly not thinking about Dr. Boom). Since your secret's effect is delayed, and it requires another secret to trigger, it looks fine. But I wonder if the presence of Illusory Dreams poses a problem. From time to time, you will draw multiple cards out of a 0-mana spell.
This is meant to be a multi-quote but I'm working off hotel wifi and I'm not certain it's registering
My concern for the Pilot is that it's my example card for Challenge 3 and I'm really just not satisfied with it. I don't think it really demonstrates much about the class. I may stick with one of the more simpler ideas, either a buff or navigate, or I could try to muster something else but I'm kind of short on time.
Quarter can actually be used as a verb. I thought of having some other effect like healing but I don't know if that's the type of effect you're looking for with Set the Course or Navigate. And it's kind of a small issue but I'm also concerned about the amount of example cards being centered in one of the aspects of the class, the seafaring bit, which isn't the strongest for overall theme.
Still thinking a lot over for now, I'm probably going to be back with more ideas and if there's anything to look at then I'll check it out too.
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Review in spoiler.
Rummage - I don't understand the damage portion of this card contextually. Otherwise its fine.
Trogg Chieftain - Great card.
Regal Nymph - I don't fully understand how this fits into LoE thematically.
Darkshire Cook - Yep, fine card, nonsense art. There aren't even pirates in Darkshire. You might want to research the pirate areas of WoW.
Twilight Ascendant - I don't have any issues with this card's effects, but I don't get what its doing in your class. It just feels so off theme.
Servant of Y'Shaarj - This is a least some sort of servant or subject which a King might have, but again I'm having trouble relating this to your class. I like the card a lot otherwise though.
Imprison - Great. Art doesn't suit your class per say, but the name works and the effect and artwork that ties to Old Gods a bit is good. I don't think you need to change anything about this.
Captain 'Insert Name Here' - This seems really crazy. lots of steps, lots of tokens. That said, it seems fair. Pirates are really a great control or even midrange class so it isn't super easy to live to activate all these steps.
Also, here's some art. It won't be the most "Warcraft"-esque stuff, but I'll assume you wanted non-undead pirates, as those aren't hard to find. Some of these might be undead but they aren't dramatically undead looking.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Updated my card replies to your explorers/old god set.
@maxlot
Card feedback in spoiler:
Rummage: Seems fair but note that with it's current text, if your opponent doesn't have a minion you can't cast this card as the 1 damage can't hit two targets. We know this due to Cleave and Multi-Shot. Not sure if that's intended for you or not.
Trogg Chieftain: This card is broken. It's a 3 mana 3/4 (premium stats) and it's effect is better than the other troggs. Stonesplinter Trogg gets 1 stat when they cast a spell, yours gets 2 and since it's promote it synergies with your other cards. I'd make him a 3/3 as that's in line with Burly Rockjaw Trogg who pays one stat and gets 2 stats when an enemy spell is cast. Yours is still better due to promote and getting health so yours will still be really strong but at 3/4 with that effect it's just OP.
Regal Nymph: I'd say it's really strong but Drakonid Operative is a thing so I guess this guy will be fine.
Darkshire Cook: Awesome use of the rarity mechanic. Love it!
Twilight Ascendant: Pretty sweet and interesting effect though I think it can be stronger. Given 3 healing is worth about a stat (Earthen Ring Farseer) This guy really only heals for 2 more with that drawback. He also has a bad stat distribution so I think he'd be fair healing for 12.
Servant of Y'Shaarj: Really unique effect. Hard to judge but I think he'll be fine.
Imprison: Seems fair. You might be able to get away with this at 7 mana but 8 is still good.
Captain Burganurr: Really hard to judge but given how slow he is he should be fine and he definitely feels legendary!
Here's my cards for league of explorers and old gods so far if anyone else wants to review them!
Reminder of class:
These are my league of explorers cards so far. I am going to swap one of them to old gods though as no other class got two discover cards from explorers.
Secret Cauldron: This is your typical cheap discover card. This one costs 2 as it gives a discount to concoct to make it more interesting. This card can discover concoct (X) cards as well and they wont get the discount so that'll add some interesting decisions.
Bottled Void: A big aoe with the added concoct bonus of an almost Convert. Will add some interesting choices as you may want to try clear out so cheap minions before using this to make sure you can discover their strongest card, but that then weakens the aoe.
These are my two phase II challenge cards so they are largely locked in.
Toxic Muk: A powerful taunt minion but your opponent can use it against you with good trades, making you waste your potions on weak minions. Should be a fun and interactive card!
Leon, Master Mutator: Old gods is all about mutations and this guy can mutate just about anything! Slow effect with a big tempo loss since your shuffling one of your own things back into your deck but the payoff can be huge. The bigger the minion you give up the bigger the payoff. Just think of a 17/17 untargetable deathwing! He's also great for getting your old gods and battlecrys back.
Forbidden Knowledge: This would be the only card in the game that lets you search for a specific card when you need it. If you need Leon for a combo, build your deck with him as your only 3 cost card and then you can get him every time with this, assuming you can get yourself to 3 remaining mana. The bigger the card you want the bigger the cost. If you need your game winning C'Thun your gonna have to spend a full 10 mana to draw him, but that can still be worth it if he'll win you the game next turn. You really need to know your deck with this as if you draw the card you needed this for you need to know what other cards are worth getting with it. Plus this card will shape many decks as they want it to get specific cards, thus changing their curve to fit that.
Cruel Healing Potion: Your basic 2 cost 3 damage card but this one has a very unique spin on it. It's easy to screw up with so you better be careful. If you want the damage you best make sure the damage is fatal, if you want the healing then the opposite is true and you may need to heal the minion with your hero power first to make sure this doesn't kill it. Also watch out for spell damage! The healing is really good for bigger minions and of course works wonders with the next card.
Fleshmelted Abomination: This card is complex. I'm hoping not too much so for hearthstone as I love the design and deck shaping he brings. Hopefully the effect is clear off of the card but if not, the "Can only be destroyed by damage at the end of your turn" part basically means that even when he reaches 0 health or less, he will not die. However if he is still below 0 when you end your turn, he will. This is why he only has taunt when above 0 health as otherwise he would be an unbreakable wall. Though you can combo him with taunt giving cards for him to have it permanently. Hex, Shadow Word: Death and all that will still kill him normally. The idea is that if you can heal him back above 0 health then he can survive to fight another day. This works really well with Cruel Healing Potion as he'll always survive the damage, it works great with the somewhat unused card Elixir of Life (basic card, heals for 11 and gives +2 health to minions), and it also works really well with Leon as he's the perfect Leon target when you can't heal him. You can of course use your hero power to heal him but your opponent will know how much healing you can do with that and can overkill this guy to prevent it. He can still be attacked when below 0 health (bringing him further into the negatives so you need more healing to keep him) but cards like Arcane Missiles and C'Thun will not hit him as they don't hit anything at or below 0 health. I might make him a 6/7 as taunt with can't attack is worth +2 stats with my math so that means the undying effect is worth -1 stat atm but it might be worth -2.
Tampered Faceless: A simple common.Rather weak without the concoct effect but the concoct effect is the biggest C'thun buff you can get so if you wanna go all out on C'thun, you want this guy. Given most C'thun buffs don't cost any stats on the cards they are on I think 2 mana for +5/+5 to C'thun is fair especially given this guy could easily have +2/+2 on his own. This guy is getting scrapped I think.
Elixir of Gods: If your playing C'thun this is the biggest buff card in the game once you've powered your C'thun up. That is why the minion can't attack heros the turn it's used to prevent charge OTK combos. I will probably make it completely prevent the minion from attacking heros as stealth minions would still be super OP with this and the buff is really really powerful so making it come with a solid drawback is fair. Also if the text is unclear, this does not remove the buff from your C'thun, just gives a minion a copy of said buff.
I updated Fleshmelted Abomination and Elixir of Gods in the post compared to last time but I'm curious if my Abominations new wording is actually clearer or not so I'll post the differences here:
Updated my card replies to your explorers/old god set.
@maxlot
Card feedback in spoiler:
Rummage: Seems fair but note that with it's current text, if your opponent doesn't have a minion you can't cast this card as the 1 damage can't hit two targets. We know this due to Cleave and Multi-Shot. Not sure if that's intended for you or not.
Trogg Chieftain: This card is broken. It's a 3 mana 3/4 (premium stats) and it's effect is better than the other troggs. Stonesplinter Trogg gets 1 stat when they cast a spell, yours gets 2 and since it's promote it synergies with your other cards. I'd make him a 3/3 as that's in line with Burly Rockjaw Trogg who pays one stat and gets 2 stats when an enemy spell is cast. Yours is still better due to promote and getting health so yours will still be really strong but at 3/4 with that effect it's just OP.
Regal Nymph: I'd say it's really strong but Drakonid Operative is a thing so I guess this guy will be fine.
Darkshire Cook: Awesome use of the rarity mechanic. Love it!
Twilight Ascendant: Pretty sweet and interesting effect though I think it can be stronger. Given 3 healing is worth about a stat (Earthen Ring Farseer) This guy really only heals for 2 more with that drawback. He also has a bad stat distribution so I think he'd be fair healing for 12.
Servant of Y'Shaarj: Really unique effect. Hard to judge but I think he'll be fine.
Imprison: Seems fair. You might be able to get away with this at 7 mana but 8 is still good.
Captain Burganurr: Really hard to judge but given how slow he is he should be fine and he definitely feels legendary!
Here's my cards for league of explorers and old gods so far if anyone else wants to review them!
Reminder of class:
These are my league of explorers cards so far. I am going to swap one of them to old gods though as no other class got two discover cards from explorers.
Secret Cauldron: This is your typical cheap discover card. This one costs 2 as it gives a discount to concoct to make it more interesting. This card can discover concoct (X) cards as well and they wont get the discount so that'll add some interesting decisions.
Bottled Void: A big aoe with the added concoct bonus of an almost Convert. Will add some interesting choices as you may want to try clear out so cheap minions before using this to make sure you can discover their strongest card, but that then weakens the aoe.
These are my two phase II challenge cards so they are largely locked in.
Toxic Muk: A powerful taunt minion but your opponent can use it against you with good trades, making you waste your potions on weak minions. Should be a fun and interactive card!
Leon, Master Mutator: Old gods is all about mutations and this guy can mutate just about anything! Slow effect with a big tempo loss since your shuffling one of your own things back into your deck but the payoff can be huge. The bigger the minion you give up the bigger the payoff. Just think of a 17/17 untargetable deathwing! He's also great for getting your old gods and battlecrys back.
Forbidden Knowledge: This would be the only card in the game that lets you search for a specific card when you need it. If you need Leon for a combo, build your deck with him as your only 3 cost card and then you can get him every time with this, assuming you can get yourself to 3 remaining mana. The bigger the card you want the bigger the cost. If you need your game winning C'Thun your gonna have to spend a full 10 mana to draw him, but that can still be worth it if he'll win you the game next turn. You really need to know your deck with this as if you draw the card you needed this for you need to know what other cards are worth getting with it. Plus this card will shape many decks as they want it to get specific cards, thus changing their curve to fit that.
Cruel Healing Potion: Your basic 2 cost 3 damage card but this one has a very unique spin on it. It's easy to screw up with so you better be careful. If you want the damage you best make sure the damage is fatal, if you want the healing then the opposite is true and you may need to heal the minion with your hero power first to make sure this doesn't kill it. Also watch out for spell damage! The healing is really good for bigger minions and of course works wonders with the next card.
Fleshmelted Abomination: This card is complex. I'm hoping not too much so for hearthstone as I love the design and deck shaping he brings. Hopefully the effect is clear off of the card but if not, the "Can only be destroyed by damage at the end of your turn" part basically means that even when he reaches 0 health or less, he will not die. However if he is still below 0 when you end your turn, he will. This is why he only has taunt when above 0 health as otherwise he would be an unbreakable wall. Though you can combo him with taunt giving cards for him to have it permanently. Hex, Shadow Word: Death and all that will still kill him normally. The idea is that if you can heal him back above 0 health then he can survive to fight another day. This works really well with Cruel Healing Potion as he'll always survive the damage, it works great with the somewhat unused card Elixir of Life (basic card, heals for 11 and gives +2 health to minions), and it also works really well with Leon as he's the perfect Leon target when you can't heal him. You can of course use your hero power to heal him but your opponent will know how much healing you can do with that and can overkill this guy to prevent it. He can still be attacked when below 0 health (bringing him further into the negatives so you need more healing to keep him) but cards like Arcane Missiles and C'Thun will not hit him as they don't hit anything at or below 0 health. I might make him a 6/7 as taunt with can't attack is worth +2 stats with my math so that means the undying effect is worth -1 stat atm but it might be worth -2.
Tampered Faceless: A simple common.Rather weak without the concoct effect but the concoct effect is the biggest C'thun buff you can get so if you wanna go all out on C'thun, you want this guy. Given most C'thun buffs don't cost any stats on the cards they are on I think 2 mana for +5/+5 to C'thun is fair especially given this guy could easily have +2/+2 on his own. This guy is getting scrapped I think.
Elixir of Gods: If your playing C'thun this is the biggest buff card in the game once you've powered your C'thun up. That is why the minion can't attack heros the turn it's used to prevent charge OTK combos. I will probably make it completely prevent the minion from attacking heros as stealth minions would still be super OP with this and the buff is really really powerful so making it come with a solid drawback is fair. Also if the text is unclear, this does not remove the buff from your C'thun, just gives a minion a copy of said buff.
I updated Fleshmelted Abomination and Elixir of Gods in the post compared to last time but I'm curious if my Abominations new wording is actually clearer or not so I'll post the differences here:
OLD ----> NEW
Thanks for the feedback. I'm about to post and updated version since I just changed a card. Moved some rarity and adjusted some wording and cost. I really like the new version of the Abomination. Wording is much clearer.
Few changes to my stuff. WotOG has a card I was never happy with but the idea just stuck to me for too long. Its gone now and as a result some rarity and costs of other cards have changed. Plenty of more changes coming I'm sure, as the challenges always mess me up haha.
Ladies and Gentleman, welcome to Mirage Raceway. Prepare yourself for a day of fast and furious action. NOW, RACERS START!! YOUR!! ENGINES!!!!
Hero & Power
Commencing countdown! Engines on! I'm coming off the line when the light turns green! Give me fuel! Give me fire! Give me that which I desire! One foot on the break and one on the gas! Engines pumping and thumping in time! There a voice in my head that drives my heel! 100+ through Black and White! I just can't wait to get back on that road again!
Class and Keyword Explanation.
So, here we have it, The Racer. Madcap, maniacal, motor-loving madmen, and women, who can't get enough of putting their engineering and driving skills to the test. The inspiration for all of this was Mario Kart, or any sort of game in that genre, on top of all the good time I had in Vanilla WoW hanging out watching those weird scripted races while I farmed cooking and skinning mats. I wanted to take something that isn't even part of WoW anymore, and merge it with one of the other things I've had a blast playing with my friends, and that led me to the racer. I was never a huge Racing fan otherwise, but my step-dad was, and for about 10 years my brother worked for Lowe's, and so I just kind of off-handedly learned a bunch of racing terms.
Chase is a host body for our Keyword, Draft. Draft is a very powerful and dynamic mechanic, however it has takeaways. Draft only affects cards in you hand, never your deck. It triggers are part of the casting of the spell, like Overload, and only lasts until the end of your turn. Its not Emperor Thaurissan. You can't slowly snowball down the cost of very card. You have to set up turns and make the most of it. Still when I thought of it I initially dismissed. I can't let my class just lower the cost of its cards can I? Combo decks are already a thing, and if I just give my class the ability to reduce the cost of its cards, won't it just be the best combo class? Well, what if we designed a class around that, away from combo pieces and OP interactions, and instead we focus on tempo. Right now tempo is a huge thing in HS. Going first is a huge factor in many games and having a good curve and not floating mana is a big key to not only winning games, but even being able to participate. This is what I wanted to look at. What if I could turn those turns where you just hero power into part of a larger tempo swing? The ability to take off a turn or 2 or even play a bit off curve because of what you're dealt, but still have potential to get back in the game. That's what Draft is about to me. coming from behind and turning the game back around in your favor.
You'll notice as you look through my cards that Draft doesn't appear on that many cards. Far fewer times actually than most other classes keyword, but there's a pretty big difference in my class than most, and that's in the fact that the keyword is built into my hero power, and something as powerful as massive hand discounts can't just be put on every card. In fact, you'll also notice this keyword shows up toward the high end of the curve, that's because its not about having an explosive early game. We don't need to dump our whole hand on turn 2-3 through perfect Drafting. In fact that would just as easily lead to issue as throwing in tons of face damage and card draw. Instead Draft appears on slower later cards because it allows you to fit in extra plays on those later turns. Sneaking in 1 or 2 drops along side your midgame plays to regain some tempo. I hope this helped you understand some of the design restrictions and choices I've had to make, as well as my philosophy and approach to the class moving forward.
LOE & WotOG
LoE
Explanation
Loot-a-rang - Nothing impressive here. Reinforces a bit of what we had going on last set. Was designed after that art and direction from the last set.
Unsavory Guide - I wanted to make a different kind of minion and I was thinking about what the game hadn't really done that kind of hit on some classic ideas. So I thought about the weasely, sleazey, scumbag who knows where the treasure is, and he knows he can't get it himself, so he goes out there and hopes everyone else dies and he can get away with the riches. He really is inspired a lot by Beni Gabor, from the 1999 Brendan Fraser The Mummy. Cowardly, greedy, scumbag.
Ancient Engineer - This card has changed a lot since I showed it off originally, that's mostly because I think all the older versions were over powered. I couldn't get the balance right. So now we have a class version hybrid Garrison Commander/Fencing Coach. To prevent absurd abuse the battlecry won't get major value if he doesn't live the turn. Giving your opponent a few more outs to it.
WotOG
Frog
Explanation
Chicken Launcher - This is kind of a derpy niche card. It has a small amount of synergy with another card in the set, and but is mostly there to counter Reno and Mill decks, but has some decent strength against combo, just adding pointless 1 drops to their deck.
Holy Diver - Ok, this is the first of 1 "Corrupted" cards. I thought it would be hilarious to take a couple of my cards and instead of having the Old God's make them crazier, instead it made them more sane. So this is an analog to Hellbound Speedster from my Classic set. He's got a smaller body and instead of racing rockets he's become a pious deep sea diver. Of course N'Zoth still loves him some Deathrattles.
Whisper Receiver - I thought this was kind of clever also. So, you have normal people that sometimes come to close and get these whispers in their head, but what if you're out on a desert race track trying to use a radio communication device? Its more like voices screaming in your head. Its actually so loud its starting to infect the local wildlife. And let's be real, as soon as I saw that Frog art I've been waiting to make this card.
Careful Rocketeer - Ah, our second analog. So, Careless Rocket Jockey has become a Careful Rocketeer. Now completely fine attacking players, he's very weary of other minions. Afraid he might somehow crash and burn.
God's Speed - So, this is an important card to me. Racer is not meant to be a C'Thun class. C'thun has the most direct OTK and crazy game ending potential, and I don't want that to be part of what my class is doing. So instead we've tried to open that up to the other Old Gods. Now, the art here is indeed C'Thun, but that's just because there is so very little art for the other Old Gods and this one had a guy on a griffin on it. The card is more meant to assist Y'Shaarj, Rage Unbound. Allowing you to play a lot of huge minions, not be afraid to draw them, and in fact have that be a powerful ramp effect.
Pile Up - I wanted another real AoE, and I came up with this ages ago, but didn't want to put it in until it felt right. I chose this specific wording because of how I imagined the effect triggering, and because I liked the spell damage synergy, since my class has very little otherwise.
All Downhill From Here - I just created this to replace a card I was highly sceptical of. This card is very very powerful, but also very dynamic. I felt like it was fun if not really good. Its my classes new Fel Reaver.
Klaxxi Inciter - I think that Y'Shaarj is the weakest of the Old Gods by a pretty fair margin. I mean Yogg-Saron, Hope's End is certainly down since the nerf, but the card still sees more play than Y'Shaarj. So I created a minion that worked with him specifically. I felt like the card and the effect were cool and interesting. Though I have been thinking of making the minion an 8/8.
Norman Gobsborn - I previewed this ages ago. Nothing like a crazy guy that hears voices to be the legendary of choice for Old Gods. Old Gods also kind of really represents our first hard push at being an aggro deck. Between this and All Downhill From Here we have a way to really put on some early pressure. Its easier to get this off than it is to get a big Edwin VanCleef, but he's also a lot less snowbally. He's never coming out before turn 3 and he's never going to do that as a 14/14 or something absurd. 8/5 or 10/6 is probably close to what he'll appear as on turn 3-4 and you could save up for a long time to get a larger one later in the game, but his attack grows by 2 his health only grows by 1, making him easier to take out.
BRM and TGT
BRM
TGT
Token and Justicar Trueheart Hero Power
Expansion Explanations
Expansion Approach - My goal moving forward was to shift things in a new direction. Even though we never showed off Naxx and GVG I still created those cards for myself and started building an identity pushed heavily on the "less Health than opponent" comebacks and Mech synergy. Leaving GvG I wanted to move toward a new push. Therefore we started pushing Dragon, and "cost (0)" to open up new deck concepts. This our Dragon approach I went more toward midrange/control and with our other cards we hit some heavy Aggro/Tempo notes. We still have a nice beefy value legendary, and funky new removal spell at the high end to give us play against other control decks.
Goof-off Technician - This card is a bit of a crossover between our two new focus points. Its also where I decided to give my class a serious Dragon push. This didn't really happen in BRM and for that reason Dragon decks didn't really come into being until TGT, and really they still didn't have enough oomph to make a major meta impact. That lead Blizzard to continue creating cards for the mechanic with each expansion, but that also means classes end up in weird places with Standard rotations. I also felt like every successful Dragon deck had to have a good low cost minion to keep in play with tempo. Therefore I created this guy.
Ride or Die - This is the first ever Dragon Spell. Its also a good example as to why Blizzard hasn't really done this. The wording gets a bit long, even if its fairly simple. I still really like the card and I think it could really have opened up a few more fun things with "Dragon" decks.
Runaway Aspirant - I hate the scaling 1 drop, so I took the Druid route to things and went with the 1 mana 2/2. I adding a bit of bonus to push the "cost (0)" mechanic.
Wrench Sergeant - Other forces may use Drill Sergeants to train people, but the racers use Wrenches instead. Honestly this is one of the first TGT cards I came up with. Simple, flavorful. It touches Inspire without going too far into it. This was a huge part of TGT and I wouldn't dream of leaving it out.
Bear Rider - This card is here as another small seed actually. Its a nice midrange value minion, kind of a step of from the super Basic, Desirable Mechanic. He's here to either give you a more consistent Draft experience or just give you that value. I felt like the Black War Bear having Charge meant less since it was just as likely for it to come out on your opponents turn, negating the effect.
Prepared to Win - I know this card has to look absurd. Its got a large health buff because I already have a large attack buff in classic. I also have a balanced buff in Basic, referenced here actually. So this closes out the trinity. Plus I mean come on, she's wearing a horse floaty for protection, its great. We get to hit a ton of different themes and really open our class up.
Bitter Rivalry - I know this card is going to freak people out. I spent a very long time trying to decide if I could make this card. And I came to the decision it was possible. My class has no face damaging spells, charge minions that can go face, or weapons. My hero power doesn't deal damage or heal/gain armor. You have to win with minions, this just lets you prevent your opponent from killing your face for awhile. It happens to shut down your minions from killing there face for a bit of parity. And worst case almost any opponent can use removal on one of their own minions if you've somehow locked them out of the game and actually set yourself up to win by fatigue.
Compliant Proto-Drake - Ok, so my entire reason for designing this was 2-fold. First I wanted to do something different with Dragon synergy. Second I wanted to make a legitimately playable late game minion. I think its pretty lame that pretty much every Dragon since BRM has not been good unless its specifically a Dragon deck. I think that's a lame design choice. Second, I think its stupid that there are a bunch of 1 mana 3/2s and growing 1/3s and crazy 2 drops that decide games, and 4 mana 7/7s. The average value of a 6+ cost minion is awful. Unless you're the cream of the crop you're just unplayable. You have to have instant dramatic effect or insane value. I think that metric needs to be pushed. I've kind of done that with other cards, this is by far the most pushed of those. I do think this card is on the very high end of power level. I think that its a very very playable 7 cost minion, and I think that's a great thing. I adjusted the power level slightly by giving it Ignores Draft, making it harder to have insane turns when you play this, something that has to come up on occasion to keep things fair.
Big-time Promoter - This is my nod to bringing the Races to the Tournament. Cross promotion and good times. If he feels like he's behind and needs to catch up, he brings in his muslce, "Tiny" the Ogre. This is kind of medium risk/high reward, and I only say high reward because the card is abysmal without the bonus, and that's intentional. I feel like these are the sorts of cards that show up on occasion at epic and either work or don't, but the power is here if you make it work.
The Bigger One - This is a card I had been thinking about for awhile and didn't want to put into this set, but after not being able to consolidate one of my other cards this got the nod. This is a card that I think might look scarier than it is, and I think there is a chance this could cost 6 mana, but I'm being conservative. This obviously has no effect on Legendaries and only gets the second copy of a minion if that copy is in the deck, it will never force someone to discard. So while it might accelerate fatigue or gain a bit of extra value, that situation isn't really that common. I kind of balanced it aroundEntomb. But instead of adding a resource to your deck for sure it might remove one from your opponent.
Dr. Autto, Octo-Engineer - The main idea for me is he hates spiders! Those bastard Nerubians will all be crushed by the true king of the eight-legged freaks. I had a few thoughts to do a combo of multiple legendaries or something else, but really this felt right to me for the expansion. Its big and beefy on its own but summons nice value minions. Its kind of like a reverse Confessor Paletress, without the variance.
Justicar Trueheart"Better" Hero Power - I feel like Justicar doesn't have any major bonuses for me if I do anything traditional. I could have taken the route of making it bad for me, as blizzard did with Hunter, Rogue, Shaman, kind of Druid, and in that regard kind of everyone but Warrior and maybe Paladin. Now I know adding Draw a card is a huge change. But honestly, I think my hero power is very very weak in many situations. Its not versatile. It has no value, only tempo. The class is built on and around tempo, but I think the Justicar side of things should allow me to gain value. Maybe this is too much value, but I think anything else wouldn't make sense. Tempo can only be taken so far without value.
Basic Set
Basic Explanations
Fall Back - Here we are. First card in and its already familiar but different. One of the big aspects I put emphasis on is wide or aoe buffs. But ones not so tied into boosting stats, but more so in adding abilities to my racers. From a flavor standpoint Fall Back, is about letting yourself appear weak at some point in the race to get ahead later. I've represented that by giving all my minions Taunt, as they are now more viable and visible opponents.
Last Ditch Effort - Removal. Its something we all know, but I needed to find a way to make cheap removal that didn't deal damage to the opponent. That led me down many paths and this was just the first. Last Ditch Effort is that point where to stay in the race you just launch off everything. You do whatever it takes, you might even just ram the other driver off the road. And the bigger and badder they are the harder they hit you back.
Caution - Every race still wants to keep its racers safe, so when things get too wild, we pump the breaks. But its not just one person we're trying to keep safe, its everyone, and so we have protection for everyone. This helps reinforce our AoE buff theme, and provides an even more unique take on it by hitting all minions, friendly or otherwise.
Clumsy Mechanic - For every good driver, you have to have a car, and who else but the Mechanics do we have to thank for that. This gal may not be the most graceful, but she's still one hell of a mechanic, and she's not just going to roll over and give up. She represent, along side Last Ditch Effort, part of our self damaging sub theme. This is put into play because those comebacks can't happen if we aren't getting behind in some way. So we might take a bit of damage, but that's ok, we can always make a Pit Stop and get some repairs and get back out there.
Start Your Engines! - Our last AoE buff, this one hits a nice icon race moment, that point where the race is really about to start. Obviously this is just Charge, in AoE form, but like many of our other effects, we've made it iconically our own.
Speed Freak - This is a minion many people told me didn't make sense. It didn't have any abilities, it was just this weird vanilla minion. But its not just some weird vanilla minion. Its our minion. Its got a statline we'll likely never see on an Neutral minion. Its something different. Its part of our class identity. How? Well, we are already going wide with out buffs. We can pass out Taunt, Divine Shield and Charge. If we spend a bunch of time putting all these abilities on our minions we close off part of our unique design and so by not doing that we instead open up even more unique design. Dynamic statlines. Here we have out first example, the high attack low health minion. But we're getting a full 10 stat points for just 4 mana. Who needs abilities when you've got great stat value? Ok, maybe the distribution isn't great, but that's the point as well. Not every card is great. We have to fill out set and I could make a bunch of awesome cards to show you how many great ideas I have, but I think it takes just as much effort to design mediocre to bad cards. I'll obviously try to avoid downright awful cards, but I think we all know that not every card is, and more so shouldn't be, great.
Tactical Maneuver - So, we are almost definitely going to have to do a few damage spells, we just have to avoid the ability to BURN THE DOME!!!! Oh, sorry, my winner's instinct kicked in for a second there. This card represents our first look at the "comeback" trigger. Being behind on life won't be a super huge thing, because let's be honest, we don't always want to play from behind, but I think its nice to have a few cards that make that feel better. This lets us take and enemy out, and if we got lucky and that was the guy just ahead of us in the race, we eek out that extra advantage.
Crowd's Favor - The crowd is a big factor in any sporting event, and this is my representation of that. Being the guy(s) or girl(s) getting the cheers and really boost performance. Giving the underdog that advantage to beat the big favorite. It can also lead that Fan Favorite to a dominating victory. I decided to go with a very high cost on this to prevent easy abuse of Drifting to lead to major OTK potential.
Eliminate the Competition - Every once in awhile you have to thin the pack. That's when a nice rocket barrage can be a huge help. Taking out a group of weaker drivers let's you get back in the race and go for the win! Plus, every class needs some AoE.
Fan Favorite - Oh, here he is. That big dog we were talking about earlier. He's won more races than you, hell he's won more than anyone in recent memory. He's cool, he's collected, and he's a serious threat to anyone else winning the race. At least that's how I justified a big beefy Taunt minion to myself when I designed this guy. I think the Fonzie style is a great nod as well.
Classic Set
Tokens
Classic Explanations
No Magic Zone - "Mirage Raceway would like to inform you that this is a No Magic Zone. We are here to test engineering and driving prowess, not who's fireballs are the biggest." - Fobeed and Zuzubeed, race annoucners. If that's not enough, I don't know how else to get the point across. The other reason I added this was to keep things going. Wide, AoE style effects. This hits both sides of the board, and while we do have AoE buffs, we also don't have too many powerful persistent effect or powerful deathrattles. In fact our only deathrattle is actually a drawback. That gives us a bit of fun play with the Self Silence mechanic that never really worked out for Priest. Flavor Text "Also, no outside food or drinks."
Smoke Screen - When racing is war, sometimes defense is the best offense. A well placed Smoke Screen can help you stay in the race long enough to pull ahead. I though this twist on Divine Shield was a cool one. Doesn't work on Spells, but hell your opponent isn't supposed to be bringing those to the track anyway! Flavor Text: "Did you know Smoke Bomb™ is under trademark by the SI:7?"
Upstart Mechanic - Oh, this young fella, well young for a gnome, thinks he has all the knowledge and skill anyone could ever need, until this Old-Timer gives him whatfor. You gotta learn from the best, not just from some book! This gives us a nice tempo minion and also gives us a touch of Self Damage and healing play. Working all those themes into a 2-drop. Flavor Text: "If he was as smart as he is stupid we'd win every race." - Old-Timer
Quick Fix - Sometimes you take a big shot, your rides almost toast, you're sucking in smoke and you can't see out of one eye. If you just pull over and slap some duct tape on it you can, drink some coolant, (don't worry, its safe, the Speed Freaks drink it all the time), you can get back on the track in no time. Quick fix plays into our healing. Healing might seem out of place, but that's only when you think about it as some sort of divine intervention or holy light, and not a bit of wrench work and some Croc-ade® (patent pending). Then it kind of makes sense. Just because you take a hit doesn't mean you're out of the race! This is our first Draft effect. Draft is something we have to be somewhat conservative with because of our hero power, and here its tacked on for both flavor and effect. Flavor Text: "Is this one the coolant or the Croc-ade®? Eh, same difference"
Desirable Mechanic - Ah, you know you love a nice piece of eye candy! What I'm talking about that flying machine you pervert! This fine little piece of tail...pipe is our.... Oh who am I kidding, she's hot right? And she's one of the most brilliant mechanics I've ever seen! Its like very motor she touches runs that much faster. Seriously though, this card probably seems super simple, but that's the beauty of it. Its a fine on curve body with upside. What more do you really need. Flavor Text: "She really revs your engine."
The Draft Pack - Every generation has an icon group of winners, except this bunch of losers. The only person they ever beat is each other. I took a big inspiration from the Summit, more popularly known as the Rat Pack, a supergroup of singers including Frank Sinatra (Old Blue Eyes), Dean Martin (the King of Cool), and Sammy Davis Jr. (Mister Show Business). This group was actually the second iteration and would later be the inspiration for the Brat Pack and the Frat Pack, as well as the movie, The Rat Pack. I thought it was a great nod to some classic crooners and a bit of fun at the same time. Lil' Blue Eyes, Baron of Cool and Mister Go Business are the three tokens, and each is that little bit different from the other. I think I found some decent art to bring the concept to life and I hope you have a much fun seeing it as I did coming up with it. Flavor Text "They want to be called the Draft Pack? Like they ever won something, just a bunch of filthy rats if you ask me." - Fizzle Brassbolts, Gnome Team Racing President.
Magne-TNT - What better way to take out a group of tightly packed competitors in their fancy cars than a piece of dynamite and a magnet? Just set it and forget it! I wanted my second AoE to have a very unique feel, and so I came up with Magne-TNT. It seems like some sort of crazy thing someone would invent and use, and it gave me a cool twist. Half single target removal, half AoE. Flavor Text: "Just gotta make sure I throw it past my own...uh oh."
Pit Crew Chief - A pit crew is only as good as its best man, and luckily this guys pretty good. Typically taking a Pit Stop at the right time is important, and this guy knows how to make that call. Making you look out of the race when you're secretly about to make a big comeback. Another small subtheme is what I call Full Drift. Pushing a card to 0 mana. This means you've gained enough advantage from good "driving" that you reap special rewards. This one may not seem like much but on those potentially large tempo turns being able to add a Taunt all is a pretty sweet bonus. Flavor Text: "I said "Stop It" not "Pit Stop" you idiot, keep going!"
Pit Stop - This is it, one of the biggest moments in any race. Get in and out of the Pit fast and you're sure to be in position to win. Making a good pit stop when you're behind is even more important. You have to refuel the car, but you might even get in a few repairs and maybe even chase the leader out of the pit! Here again, we play into a lot of things in one card. Its probably a touch wordy, a touch cluttered, but its hits those flavor notes and nothing feels out of place to me. Flavor Text: "Can't we just change cars?"
Just A Bit Further - Sometimes you're out. You've taken too many hits and the wheels are coming off. You've lost your mirrors and your bumpers are blown to bits, but you know if you just hold onto the steering wheel and pray maybe there's just enough momentum to get you across the line. Hey, look the shield generators back online, and we've got one more rocket left, and its just a quarter mile to the finish line. WE CAN DO THIS! This card was inspired more by the art than most. Most of the time I found art to fit cards, here I found this art and couldn't help but make it into a card. Ignores Draft is something that we have to use to keep just a few cards from being very dangerous. Here it keeps this large protective buff in check.
Hellbound Speedster - He's on a Highway to Hell, and he's going dooooowwooown. And he's probably taking you with him. No, I felt like I couldn't use the same card for both the music and high cost common theme, so I created this card as an homage to AC/DC. I live in Australia after all. This may not be super obvious, but I felt like it still hit the right note.... I'll stop now. This also reinforces our Dynamic statline and self damage themes and helps give No Magic Zone more of an in-game use and not just a flavor one. Flavor Text: "He's got Season Tickets on a one way ride."
Careless Rocket Jockey - Ah, the most out of place low mana card ever. This card seems beyond weird I'm sure. And honestly, we already have a 1 mana removal in our basic set, so what made me put this one there? Well, that actually part of it. We already have a 1 mana removal, and that's already going to be floating around Arena, we don't need to have a bunch of running around. Plus this has some other interesting things going on that I felt pushed it toward a special slot. Its a minion that is actually meant to be removal, similar to Force of Nature, which ended up being a combo piece until its nerfing. So I felt like in a lot of ways I was paying Homage to a nerfed Force of Nature. I love this card and I think it makes a great epic, especially if you look at Blizzards track record with epics. Flavor Text: "Look at what I can do." - Stuart, former Goblin Rocket Jockey
Rocket Fuel Tech - Our second Full Draft card. One of my original previews and one of the first cards I designed. It hasn't changed a bit since then and its still a great example of flavor and substance. Flavor Text: "This stuff will take you to the moon and back. Oh, you're here for fuel?"
Qualified - Our second Ignore Draft card, and our biggest potential hair puller. Some times you think you're winning the race, but it turns out its just for a chance at the real prize. I tried to cost this in such a way that makes it playable, but not great. And in a way that typically makes the second copy much worse than the first. Back in the classic days I think more games against aggro went past turn 7 but now it seems like they don't. Flavor Text: "I blew him off the track, how did he qualify?"
ToGny Starkwrench - Ah, we all need a good legendary, and who better to help us build amazing machines and sick weapons then warmongering, egotistical, millionaire, playboy, ToGny Starkwrench. Yeah, so he got kidnapped by Goblins in held in the desert, but he's still alive. What do you mean he stopped making weapons? Renewable energy? Well I'm already paying him, so let's just hope he's got something helpful against those goblins. I really am going to make every legendary comic book subthemed so just get used to it. We get to play off ToGny's ingenuity and off his skill. We get both designer and creator in one go. I hope this guy feels cool and fun, that's what I'm aiming for most. Flavor Text: "I told you I don't want to join your super secret boy-band." - ToGny Starkwrench.
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Review in spoiler.
Rummage - I don't understand the damage portion of this card contextually. Otherwise its fine.
Trogg Chieftain - Great card.
Regal Nymph - I don't fully understand how this fits into LoE thematically.
Darkshire Cook - Yep, fine card, nonsense art. There aren't even pirates in Darkshire. You might want to research the pirate areas of WoW.
Twilight Ascendant - I don't have any issues with this card's effects, but I don't get what its doing in your class. It just feels so off theme.
Servant of Y'Shaarj - This is a least some sort of servant or subject which a King might have, but again I'm having trouble relating this to your class. I like the card a lot otherwise though.
Imprison - Great. Art doesn't suit your class per say, but the name works and the effect and artwork that ties to Old Gods a bit is good. I don't think you need to change anything about this.
Captain 'Insert Name Here' - This seems really crazy. lots of steps, lots of tokens. That said, it seems fair. Pirates are really a great control or even midrange class so it isn't super easy to live to activate all these steps.
Also, here's some art. It won't be the most "Warcraft"-esque stuff, but I'll assume you wanted non-undead pirates, as those aren't hard to find. Some of these might be undead but they aren't dramatically undead looking.
Thanks for the reviews and the art!
Rummage - The idea was that when you rummage through things, you are constantly throwing stuff you don't care about behind you. Those things become projectiles being thrown at the opponent. That said, I knew that was gonna be a little unclear, so how about I rename it? Would you suggest I rename it or give it a second secondary effect?
Trogg Chieftain - Glad you like him!
Regal Nymph - Oh, they don't really. This card was the pokemon example card back from the first phase, thanks for reminding me I need to change it a little.
Darkshire Cook - Don't worry, I know there aren't pirates in Darkshire, that would be stupid. I don't even want the guy to be a cook, that name is purely a placeholder. His name will be more accurate to the art he's replaced with.
Twilight Ascendant - Argh, trying to mix cultists in a king class is hard. I think I'll just make him some heavy frontline guard or something, kinda like Ancient Shieldbearer.
Servant of Y'Shaarj - I think the art itself is fine, I just need to give it a better name. He is wearing some armour, I think I could call him a soldier of some kind.
Imprison - The artwork is a prison. Problem is that it is a DALARAN prison. At the time I made the card it was the first image that I could find, I'm replacing it now.
Captain I'llfigureoutanamelater - Good to know you think he's alright.
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Don't be pessimistic, the poll has not even started yet. ;)
Rummage: Fine card. I agree with Odinson: the damage part looks out of place. What if it was a trapped chest?
Trogg Chieftain: Good card.
Regal Nymph: «If you have an Epic minion...» Looks good balance-wise.
Darkshire Cook: «Draw a card of this minion's rarity.» Good card.
Twilight Ascendant: The concept is good, but the card is dangerous. When this minion dies, you have effectively restored 5 Health to your hero. However, you had to put yourself in a risky situation. If you find yourself playing against an aggro deck, I'm not sure you will be able to play that card. Losing 5 Health, around turn 4-6, is not excellent.
Servant of Y'shaarj: Looks good. 7 is a good cost for this kind of effect. Do you really mean less than 5? In that case, I prefer to write «that cost (4) or less.» It's less confusing.
Imprison: Good take on removal spells.
Captain Burganurr: Too many steps to my taste. And each card is quite complex.
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Review in spoiler.
Rummage - I don't understand the damage portion of this card contextually. Otherwise its fine.
Trogg Chieftain - Great card.
Regal Nymph - I don't fully understand how this fits into LoE thematically.
Darkshire Cook - Yep, fine card, nonsense art. There aren't even pirates in Darkshire. You might want to research the pirate areas of WoW.
Twilight Ascendant - I don't have any issues with this card's effects, but I don't get what its doing in your class. It just feels so off theme.
Servant of Y'Shaarj - This is a least some sort of servant or subject which a King might have, but again I'm having trouble relating this to your class. I like the card a lot otherwise though.
Imprison - Great. Art doesn't suit your class per say, but the name works and the effect and artwork that ties to Old Gods a bit is good. I don't think you need to change anything about this.
Captain 'Insert Name Here' - This seems really crazy. lots of steps, lots of tokens. That said, it seems fair. Pirates are really a great control or even midrange class so it isn't super easy to live to activate all these steps.
Also, here's some art. It won't be the most "Warcraft"-esque stuff, but I'll assume you wanted non-undead pirates, as those aren't hard to find. Some of these might be undead but they aren't dramatically undead looking.
Thanks for the reviews and the art!
Rummage - The idea was that when you rummage through things, you are constantly throwing stuff you don't care about behind you. Those things become projectiles being thrown at the opponent. That said, I knew that was gonna be a little unclear, so how about I rename it? Would you suggest I rename it or give it a second secondary effect?
Trogg Chieftain - Glad you like him!
Regal Nymph - Oh, they don't really. This card was the pokemon example card back from the first phase, thanks for reminding me I need to change it a little.
Darkshire Cook - Don't worry, I know there aren't pirates in Darkshire, that would be stupid. I don't even want the guy to be a cook, that name is purely a placeholder. His name will be more accurate to the art he's replaced with.
Twilight Ascendant - Argh, trying to mix cultists in a king class is hard. I think I'll just make him some heavy frontline guard or something, kinda like Ancient Shieldbearer.
Servant of Y'Shaarj - I think the art itself is fine, I just need to give it a better name. He is wearing some armour, I think I could call him a soldier of some kind.
Imprison - The artwork is a prison. Problem is that it is a DALARAN prison. At the time I made the card it was the first image that I could find, I'm replacing it now.
Captain I'llfigureoutanamelater - Good to know you think he's alright.
Trust me I know its tough to make things fit in especailly when you don't have artists making art for you and you're just digging it off the internet and doing your best. There are some sorts of characters that are more tied than not though. One big thing you can do is just make "corrupt" versions of older cards. Keeper of the Grove and Mire Keeper are supposed to be analogs. Loot Hoarder and Polluted Hoarder. Hell, Ragnaros the Firelord and Ragnaros, Lightlord. You could also go the Paladin route and let your class be one of the ones standing against the darkness. You still have access to a few cards, they got Forbidden Healing still and Vilefin Inquisitor, and maybe Steward of Darkshire, that's a hard one to figure out haha.
So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:
The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.
vs
The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.
vs
Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.
vs
The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.
vs
The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.
I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?
Just updated my stuff, probably gonna review some of your stuff tomorrow, ain't feeling it right now. It's in the spoiler, naturally.
Rummage has been updated, it now draws another card rather than dealing damage.
Trogg Chieftain has been nerfed a little, before it was a little too good for the cost.
Silithus Pharaoh was previously a pokemon, now it's thematic to the King class and to the Adventure. Also, look at Fossilized Devilsaur, it shares the same wording.
Slippery First Mate renamed and had it's art changed, OBoily also pointed out I should have had an apostrophe, so there's an apostrophe now.
Twilight Ascendant has been changed to something that fits into the king class a tad bit better and still works in the expansion. He's also been buffed a little, having the same risk, and more reward.
Klaxxi Soldier has been renamed, reworded, and the camera is now more focused on the guy himself.
Imprison is now a regular prison, rather than a Dalaran one.
Captain Erandruun has got a different name now. Turns out, every Tuskarr family name is weird so, I'd better get used to spelling Erandruun I guess.
First, it's spelled 'Corrupt'. Second, it is a very slow effect. Similar to Jarraxus, this will set in your hand a few turns for the right time to use it (hence the Latent delay). Unlike Jarraxus, you get a lot more variety of minions, as well as the 8/8 when you summon it. That plus the extra 5 health makes it much stronger than Jarraxus. Is it OP? ¯\_(ツ)_/¯
Anyway, I just posted my cards. Thanks to Dxiled and Turkeybag for your feedback. Below are my own ideas for later expansions.
So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:
The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.
vs
The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.
vs
Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.
vs
The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.
vs
The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.
I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?
I get what you're aiming for here, but the card is a bit heavy. This isn't as good as Jaraxxus from a topdeck standpoint when you want to play it right away, but its actual not bad that its versatile. There might be some games where you know you simply can't afford to go to 20 and you can just play this as an 8/8 and its not that bad. Also, you do straight up get an 8/8. I know that Jaraxxus gives you a weapon, but an 8/8 is legit. I think therefore it might be fine to be a touch conservative with your Echoes, or there just might need to be other tuning changes.
The Baine is an issue as a 4/5 taunt is crap. That's a 4 mana class minion. Looking at all the rest they are worth 5-6mana easy. I think you need to make a decision about how you want to handle this and then go that way. I do think balancing these around Neutral minions is ok, but don't overdo it. Make sure each one is similar. If Sylvanas is a Windfury Harpy, and Jaina is an Archmage, Baine needs to be at least a Lord of the Arena. Tyrande is interesing because she trigger over and over so she's better than Darkscale Healer or Priestess of Elune.
So you mentioned scaled up totems, does that mean if you have one of the Echoes you can't summon that same one again?
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Just updated my stuff, probably gonna review some of your stuff tomorrow, ain't feeling it right now. It's in the spoiler, naturally.
Rummage has been updated, it now draws another card rather than dealing damage.
Trogg Chieftain has been nerfed a little, before it was a little too good for the cost.
Silithus Pharaoh was previously a pokemon, now it's thematic to the King class and to the Adventure. Also, look at Fossilized Devilsaur, it shares the same wording.
Slippery First Mate renamed and had it's art changed, OBoily also pointed out I should have had an apostrophe, so there's an apostrophe now.
Twilight Ascendant has been changed to something that fits into the king class a tad bit better and still works in the expansion. He's also been buffed a little, having the same risk, and more reward.
Klaxxi Soldier has been renamed, reworded, and the camera is now more focused on the guy himself.
Imprison is now a regular prison, rather than a Dalaran one.
Captain Erandruun has got a different name now. Turns out, every Tuskarr family name is weird so, I'd better get used to spelling Erandruun I guess.
I'll assume right away that you unintentionally made Slippery First Mate a LoE card. All of the other changes seem ok to me except one. Why did Imprison lose a mana? I am not saying its 100% wrong to do that, but man that's a brutally good removal at 7 to me. It is expensive either way, and 7 may be right but I'd like to know your justification.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
First, it's spelled 'Corrupt'. Second, it is a very slow effect. Similar to Jarraxus, this will set in your hand a few turns for the right time to use it (hence the Latent delay). Unlike Jarraxus, you get a lot more variety of minions, as well as the 8/8 when you summon it. That plus the extra 5 health makes it much stronger than Jarraxus. Is it OP? ¯\_(ツ)_/¯
Anyway, I just posted my cards. Thanks to Dxiled and Turkeybag for your feedback. Below are my own ideas for later expansions.
As per usually replies in the spoiler.
Erase the Past - This kind of fits LoE but that MTG art isn't quite selling me hahaha. Its not bad though, just a minor thing.
Timewalker Historian - Is this meant to draw the second copy of a spell you've played or is this meant to add an extra copy? Blizzard uses Add for copies, Draw specifically references your deck.
Living Glyphs - This is interesting. The secondary effect helps against fatigue but could also be shuffling mediocre cards into your deck. I like it.
Timeless Faceless - I don't know how to feel about this contextually. Either way its fine otherwise.
Infinite Drake - I'm not sure why this isn't just a Snipe style deal 4 damage. There are only a couple classes that can even heal and I don't know that I feel like this needs to punish them in particular and use an odd wording.
Inevitability - Interesting. I feel like its odd this cost 2. Drawing a card single card is 1 mana. Making it symmetrical shouldn't increase the cost.
Infinite Captain - Man, this is busted. That's a 100% full value minion that draws a card. Yes, it does Draw a specific type of minion, but that's no reason to so drastically break convention. A cards a card. This needs 2 stat points shaved.
History Repeats - Cool card, but scary. It doesn't prevent you from dying, but its win-more as hell. Are you ahead? If yes, win the game. I don't see how someone comes back when you play this while you're ahead.
End Times - Do you still take the damage? So you take it twice?
Murozond - Saw this, still cool.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:
The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.
vs
The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.
vs
Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.
vs
The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.
vs
The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.
I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?
I get what you're aiming for here, but the card is a bit heavy. This isn't as good as Jaraxxus from a topdeck standpoint when you want to play it right away, but its actual not bad that its versatile. There might be some games where you know you simply can't afford to go to 20 and you can just play this as an 8/8 and its not that bad. Also, you do straight up get an 8/8. I know that Jaraxxus gives you a weapon, but an 8/8 is legit. I think therefore it might be fine to be a touch conservative with your Echoes, or there just might need to be other tuning changes.
The Baine is an issue as a 4/5 taunt is crap. That's a 4 mana class minion. Looking at all the rest they are worth 5-6mana easy. I think you need to make a decision about how you want to handle this and then go that way. I do think balancing these around Neutral minions is ok, but don't overdo it. Make sure each one is similar. If Sylvanas is a Windfury Harpy, and Jaina is an Archmage, Baine needs to be at least a Lord of the Arena. Tyrande is interesing because she trigger over and over so she's better than Darkscale Healer or Priestess of Elune.
So you mentioned scaled up totems, does that mean if you have one of the Echoes you can't summon that same one again?
I considered having Murozond destroy itself if the Latent effect went off, but that felt a little awkward.
I totally missed Lord of the Arena when making Baine, I think that should be a fine comparison point, actually, since I've based all the others on Common/Basic minions and was only comparing Baine to a rare. I suppose it would be fine to take a 5 mana 4/5 Darkscale Healer and then have the recurrent effect be the +1 mana since no battlecries to make Tyrande a balanced card, right?
As for the totem comparison, that was indeed the idea. Do you think that's too weak? Mostly I wanted to be able to get the one you wanted just like with totems your chances of rolling the one you need are higher the more totems you have. I guess I could change the effect to the Upgraded Shaman hero power, but that might be a tad to strong.
@thepowrofcheese: Can't believe that typo made it past me >.< As for the power of the card, the numbers are totally up for discussion, I didn't think I'd get them right on the first pass so I just chose some that didn't feel totally outlandish. As I said earlier I considered making Murozond destroy itself but that just didn't feel right. I suppose I could make the body smaller too, then it would feel off compared to Nozdormu and it would also feel plain bad to play without the extra effect either when you're unable (as a topdeck when you need board presence) or can't afford to (if having 20 Health puts you in combo range). Also, while you do get a greater variety of minions that can have a greater impact than a vanilla 6/6, most of the effects are situational while compared to the upfront power of Infernals. Sylvanas can deal more damage and clear more stuff, but she has a worse time surviving the enemy turn. Tyrande is just a weaker body if there's nothing to heal. Jaina is also a (slightly less) weak body if you have no spells to benefit from the spell damage. Baine is the only one that would stand a chance (once I change it to 6/5 courtesy of Lord of the Arena).
Erase the Past - I'm going through a few different versions of this atm. I love the art, and while it has a more WotOG vibe, I wanted to include removal in LoE.
Timewalker Historian - This draws the card from your deck, not create a new copy. Helps with pulling removal or making combos.
Timeless Faceless - This is only for Murozond and Fatigue synergy.
Infinite Drake - Hm, yeah, deal 4 damage fits better in this situation. It's a Corrupted Bronze Drake, so I could also make it -2/-2.
Infinite Captain - I think this was meant to be a 6 cost :P Thanks, will update this ones stats.
History Repeats - I'll try to think of something less scary for this.
End Times - This is my 3rd Fatigue card. It's only intended to deal damage once. It was originally going to make the opponent draw a Fatigue card but I worried it would stack too fast that way. Instead has Murozond synergy as well as card copy synergy.
Loot-a-rang: Really cool and this definitely brings some power to draft heavy decks. Should be fair but if you have enough cards with draft to use this every turn I can see this being a problem as a potential source of infinite draws. Also it might need to have a capital R (Loot-a-Rang) looking at Alarm-o-Bot and Psych-o-Tron.
Unsavory Guide / Carful Rocketeer: Cool, simple and unique effect, love it!
Ancient Engineer: Odd card. Almost like Garrison Commander and Fencing Coach fused into a single minion. Seems fair though I'm unsure if I like it or not.
Chicken Launcher: I actually tested a very similar card (Failed Experiments) heaps so I know the power level of this. Failed Experiments when used to dump minions into their deck seems rather weak but I think 2 mana would've been balanced. At 1 mana it's getting a bit strong but since the effect is so delayed you might be able to get away with it. I'd recommend 2 from experience though but it wont be broken at 1 if you choose to keep it as is.
Holy Diver: This would've made a great musical challenge card :P The deathrattle does seem a bit powerful as it's he's only paying 1 stats for it. Even with your opponent somewhat able to manipulate it I'd make it heal for 6.
Whisper Receiver: Seems fair but given the frogs have a deathrattle this card should probably not be a common. If you can fit it in the text reasonably I'd also say the frogs deathrattle on her. I doubt that's possible though so it'll have to do as is. Love the art on the frogs!
God's Speed: Drawing the old god you need is really powerful so I'd make this 3 mana. Also as is it's a 2 mana card with draft as it draws the card first so I'd make it do the draft thing first then draw the card so you can still use the draft part if you've already drawn all your 10 cost cards.
Forbidden Fuel: Very interesting but if your deck can pull off an OTK combo, this is gonna definitely help. Quickly looking over all your cards, Forbidden Fuel -> Leeroy Jenkins -> double Just A Bit Further -> Double Crowd's Favor -> Double Abusive Sergeant -> double Faceless Manipulator = 10 cards for 98 burst damage. You can do a full 30+ damage combo with as little as 5 cards. Given that I'm afraid you might need to scrap this.
Pile Up: Seems fair and I love the flavor!
Klaxxi Inciter: Love it!
Norman Gobsborn: A powerful and intimidating legendary that as in line with Edwin VanCleef. Good job!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
This is meant to be a multi-quote but I'm working off hotel wifi and I'm not certain it's registering
My concern for the Pilot is that it's my example card for Challenge 3 and I'm really just not satisfied with it. I don't think it really demonstrates much about the class. I may stick with one of the more simpler ideas, either a buff or navigate, or I could try to muster something else but I'm kind of short on time.
Quarter can actually be used as a verb. I thought of having some other effect like healing but I don't know if that's the type of effect you're looking for with Set the Course or Navigate. And it's kind of a small issue but I'm also concerned about the amount of example cards being centered in one of the aspects of the class, the seafaring bit, which isn't the strongest for overall theme.
Still thinking a lot over for now, I'm probably going to be back with more ideas and if there's anything to look at then I'll check it out too.
Alright guys, it's unlikely that I'll be making it to the next round, BUT I am of course gonna continue making cards for the rest of the expansions and adventures. So far, I haven't developed everything but I do have a little bit to show off.
First off, the League of Explorers cards:
Anyway, the first card fetches other, cheap cards from your deck and then throws a couple of junk items at random enemies. I decided to push Malygos King a little bit with this card, as before, they didn't have a single spell that you would reasonably want to use with him. I couldn't find any great art for it however, if anyone could find anything that shows people rummaging through notes, dig sites or chests, that would be very helpful, because I'm struggling.
Naturally, chieftains are the highest ranking troggs, so I felt like he worked in the King class. For an adventure with a trogg boss, I think more trogg cards than Tunnel Trog would have been pretty nice, since troggs are pretty cool. This card uses the trogg effect as seen in the gadgetzan variants, he's just been king-ified somewhat.
Regal Nymph, epic cards are usually situational, conditional etc. Combining it with the discover mechanic allows cards like Hungry Crab, Big Game Hunter and Blood Knight to shine. They each have huge effects but aren't relevant often enough to be played. With this card you can pick whichever one is best for the occasion if it shows up. It's also a conditional effect, so it's stats are allowed to be a tad bigger, and it synergises with promotions on the card while it's in hand.
And then the Whispers of the Old Gods cards:
His Tokens:
So I was looking at Elise and I was like "Wow, that's pretty cool" and then I looked at Pirates and I was like "Wow, that's not cool". And then, boom. As hard as it might be to believe there's more to pirates than their weapons and the fact that they raid stuff and stab people. They also loot places, go explore the seas and eat food. And so, Captain placeholdername over here sends you off on a little adventure that both requires pirates to be truely effective and at the same time, takes more effort to finish than Elises search for the Golden Monkey. That said, Elise doesn't guarentee the win. Giving pirates, which have the ability to charge don't you forget, +10/+10 is a fairly decent way to win the game.
Of course, with cards like Rummage, Rule the World and Darkshire Cook, this win con is actually feasible. It all joins together to make a new archetype for the King. The kings classic and basic set were focused on making the "tribal" and regular archetypes like control and aggro work, as those would stay in forever. Now though, moving into the expansions a little further it's time to push some different deck ideas forward. Think of cards like Purify (even if it isn't that good), Anfin can Happen, Bolster etc.
Of course, there's a lot to balance there and out of all my cards, I need feedback for this guy the most. Oh, and if anyone can find any pirates that relate to the old gods in any way, that would be great, don't want to sound too lazy, I just can't find anything. I mean, what does cooking have to do with getting cards? I need a replacement badly.
On the other hand we have our cards that are based on the actual Old Gods. Yogg decks, C'thun Decks and N'zoth decks all saw play, but Y'Shaarj was left in the dirt. Twilight Ascendant is an offensively statted deathrattle minion that works really well in both N'zoth and Y'Shaarj decks. It helps you get to the late game, and with both of those old gods' summoning effects, his battlecry doesn't trigger. Is he too strong? The reason I think he's reasonably balanced is against aggressive decks, which are the only opponents in which healing is all that relevant, the card won't likely die until a couple turns pass, and will possibly get you killed. Is he too weak though?
Servant of Y'Shaarj is hard to balance. He obviously has excellent synergy with Y'Shaarj, allowing you to dig for him much quicker while making him much more consistently powerful. He's pretty good in general really, cutting out all the low mana garbage late in the game to allow you to reliably draw threats. He does however suck if the game goes to fatigue, as he will put you there very quickly. How much should he reasonably cost though?
Rummage - I don't understand the damage portion of this card contextually. Otherwise its fine.
Trogg Chieftain - Great card.
Regal Nymph - I don't fully understand how this fits into LoE thematically.
Darkshire Cook - Yep, fine card, nonsense art. There aren't even pirates in Darkshire. You might want to research the pirate areas of WoW.
Twilight Ascendant - I don't have any issues with this card's effects, but I don't get what its doing in your class. It just feels so off theme.
Servant of Y'Shaarj - This is a least some sort of servant or subject which a King might have, but again I'm having trouble relating this to your class. I like the card a lot otherwise though.
Imprison - Great. Art doesn't suit your class per say, but the name works and the effect and artwork that ties to Old Gods a bit is good. I don't think you need to change anything about this.
Captain 'Insert Name Here' - This seems really crazy. lots of steps, lots of tokens. That said, it seems fair. Pirates are really a great control or even midrange class so it isn't super easy to live to activate all these steps.
Also, here's some art. It won't be the most "Warcraft"-esque stuff, but I'll assume you wanted non-undead pirates, as those aren't hard to find. Some of these might be undead but they aren't dramatically undead looking.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@The_Odinson
Updated my card replies to your explorers/old god set.
@maxlot
Card feedback in spoiler:
Rummage: Seems fair but note that with it's current text, if your opponent doesn't have a minion you can't cast this card as the 1 damage can't hit two targets. We know this due to Cleave and Multi-Shot. Not sure if that's intended for you or not.
Trogg Chieftain: This card is broken. It's a 3 mana 3/4 (premium stats) and it's effect is better than the other troggs. Stonesplinter Trogg gets 1 stat when they cast a spell, yours gets 2 and since it's promote it synergies with your other cards. I'd make him a 3/3 as that's in line with Burly Rockjaw Trogg who pays one stat and gets 2 stats when an enemy spell is cast. Yours is still better due to promote and getting health so yours will still be really strong but at 3/4 with that effect it's just OP.
Regal Nymph: I'd say it's really strong but Drakonid Operative is a thing so I guess this guy will be fine.
Darkshire Cook: Awesome use of the rarity mechanic. Love it!
Twilight Ascendant: Pretty sweet and interesting effect though I think it can be stronger. Given 3 healing is worth about a stat (Earthen Ring Farseer) This guy really only heals for 2 more with that drawback. He also has a bad stat distribution so I think he'd be fair healing for 12.
Servant of Y'Shaarj: Really unique effect. Hard to judge but I think he'll be fine.
Imprison: Seems fair. You might be able to get away with this at 7 mana but 8 is still good.
Captain Burganurr: Really hard to judge but given how slow he is he should be fine and he definitely feels legendary!
Here's my cards for league of explorers and old gods so far if anyone else wants to review them!
Reminder of class:
These are my league of explorers cards so far. I am going to swap one of them to old gods though as no other class got two discover cards from explorers.
Secret Cauldron: This is your typical cheap discover card. This one costs 2 as it gives a discount to concoct to make it more interesting. This card can discover concoct (X) cards as well and they wont get the discount so that'll add some interesting decisions.
Bottled Void: A big aoe with the added concoct bonus of an almost Convert. Will add some interesting choices as you may want to try clear out so cheap minions before using this to make sure you can discover their strongest card, but that then weakens the aoe.
These are my two phase II challenge cards so they are largely locked in.
Toxic Muk: A powerful taunt minion but your opponent can use it against you with good trades, making you waste your potions on weak minions. Should be a fun and interactive card!
Leon, Master Mutator: Old gods is all about mutations and this guy can mutate just about anything! Slow effect with a big tempo loss since your shuffling one of your own things back into your deck but the payoff can be huge. The bigger the minion you give up the bigger the payoff. Just think of a 17/17 untargetable deathwing! He's also great for getting your old gods and battlecrys back.
Forbidden Knowledge: This would be the only card in the game that lets you search for a specific card when you need it. If you need Leon for a combo, build your deck with him as your only 3 cost card and then you can get him every time with this, assuming you can get yourself to 3 remaining mana. The bigger the card you want the bigger the cost. If you need your game winning C'Thun your gonna have to spend a full 10 mana to draw him, but that can still be worth it if he'll win you the game next turn. You really need to know your deck with this as if you draw the card you needed this for you need to know what other cards are worth getting with it. Plus this card will shape many decks as they want it to get specific cards, thus changing their curve to fit that.
Cruel Healing Potion: Your basic 2 cost 3 damage card but this one has a very unique spin on it. It's easy to screw up with so you better be careful. If you want the damage you best make sure the damage is fatal, if you want the healing then the opposite is true and you may need to heal the minion with your hero power first to make sure this doesn't kill it. Also watch out for spell damage! The healing is really good for bigger minions and of course works wonders with the next card.
Fleshmelted Abomination: This card is complex. I'm hoping not too much so for hearthstone as I love the design and deck shaping he brings. Hopefully the effect is clear off of the card but if not, the "Can only be destroyed by damage at the end of your turn" part basically means that even when he reaches 0 health or less, he will not die. However if he is still below 0 when you end your turn, he will. This is why he only has taunt when above 0 health as otherwise he would be an unbreakable wall. Though you can combo him with taunt giving cards for him to have it permanently. Hex, Shadow Word: Death and all that will still kill him normally. The idea is that if you can heal him back above 0 health then he can survive to fight another day. This works really well with Cruel Healing Potion as he'll always survive the damage, it works great with the somewhat unused card Elixir of Life (basic card, heals for 11 and gives +2 health to minions), and it also works really well with Leon as he's the perfect Leon target when you can't heal him. You can of course use your hero power to heal him but your opponent will know how much healing you can do with that and can overkill this guy to prevent it. He can still be attacked when below 0 health (bringing him further into the negatives so you need more healing to keep him) but cards like Arcane Missiles and C'Thun will not hit him as they don't hit anything at or below 0 health. I might make him a 6/7 as taunt with can't attack is worth +2 stats with my math so that means the undying effect is worth -1 stat atm but it might be worth -2.
My C'Thun synergy cards.
Tampered Faceless: A simple common. Rather weak without the concoct effect but the concoct effect is the biggest C'thun buff you can get so if you wanna go all out on C'thun, you want this guy. Given most C'thun buffs don't cost any stats on the cards they are on I think 2 mana for +5/+5 to C'thun is fair especially given this guy could easily have +2/+2 on his own. This guy is getting scrapped I think.Elixir of Gods: If your playing C'thun this is the biggest buff card in the game once you've powered your C'thun up. That is why the minion can't attack heros the turn it's used to prevent charge OTK combos. I will probably make it completely prevent the minion from attacking heros as stealth minions would still be super OP with this and the buff is really really powerful so making it come with a solid drawback is fair. Also if the text is unclear, this does not remove the buff from your C'thun, just gives a minion a copy of said buff.
I updated Fleshmelted Abomination and Elixir of Gods in the post compared to last time but I'm curious if my Abominations new wording is actually clearer or not so I'll post the differences here:
OLD ----> NEW
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Few changes to my stuff. WotOG has a card I was never happy with but the idea just stuck to me for too long. Its gone now and as a result some rarity and costs of other cards have changed. Plenty of more changes coming I'm sure, as the challenges always mess me up haha.
Ladies and Gentleman, welcome to Mirage Raceway.
Prepare yourself for a day of fast and furious action.
NOW, RACERS START!! YOUR!! ENGINES!!!!
Hero & Power
Commencing countdown! Engines on!
I'm coming off the line when the light turns green!
Give me fuel! Give me fire! Give me that which I desire!
One foot on the break and one on the gas!
Engines pumping and thumping in time!
There a voice in my head that drives my heel!
100+ through Black and White!
I just can't wait to get back on that road again!
Class and Keyword Explanation.
So, here we have it, The Racer. Madcap, maniacal, motor-loving madmen, and women, who can't get enough of putting their engineering and driving skills to the test. The inspiration for all of this was Mario Kart, or any sort of game in that genre, on top of all the good time I had in Vanilla WoW hanging out watching those weird scripted races while I farmed cooking and skinning mats. I wanted to take something that isn't even part of WoW anymore, and merge it with one of the other things I've had a blast playing with my friends, and that led me to the racer. I was never a huge Racing fan otherwise, but my step-dad was, and for about 10 years my brother worked for Lowe's, and so I just kind of off-handedly learned a bunch of racing terms.
Chase is a host body for our Keyword, Draft. Draft is a very powerful and dynamic mechanic, however it has takeaways. Draft only affects cards in you hand, never your deck. It triggers are part of the casting of the spell, like Overload, and only lasts until the end of your turn. Its not Emperor Thaurissan. You can't slowly snowball down the cost of very card. You have to set up turns and make the most of it. Still when I thought of it I initially dismissed. I can't let my class just lower the cost of its cards can I? Combo decks are already a thing, and if I just give my class the ability to reduce the cost of its cards, won't it just be the best combo class? Well, what if we designed a class around that, away from combo pieces and OP interactions, and instead we focus on tempo. Right now tempo is a huge thing in HS. Going first is a huge factor in many games and having a good curve and not floating mana is a big key to not only winning games, but even being able to participate. This is what I wanted to look at. What if I could turn those turns where you just hero power into part of a larger tempo swing? The ability to take off a turn or 2 or even play a bit off curve because of what you're dealt, but still have potential to get back in the game. That's what Draft is about to me. coming from behind and turning the game back around in your favor.
You'll notice as you look through my cards that Draft doesn't appear on that many cards. Far fewer times actually than most other classes keyword, but there's a pretty big difference in my class than most, and that's in the fact that the keyword is built into my hero power, and something as powerful as massive hand discounts can't just be put on every card. In fact, you'll also notice this keyword shows up toward the high end of the curve, that's because its not about having an explosive early game. We don't need to dump our whole hand on turn 2-3 through perfect Drafting. In fact that would just as easily lead to issue as throwing in tons of face damage and card draw. Instead Draft appears on slower later cards because it allows you to fit in extra plays on those later turns. Sneaking in 1 or 2 drops along side your midgame plays to regain some tempo. I hope this helped you understand some of the design restrictions and choices I've had to make, as well as my philosophy and approach to the class moving forward.
LOE & WotOG
LoE
Explanation
Loot-a-rang - Nothing impressive here. Reinforces a bit of what we had going on last set. Was designed after that art and direction from the last set.
Unsavory Guide - I wanted to make a different kind of minion and I was thinking about what the game hadn't really done that kind of hit on some classic ideas. So I thought about the weasely, sleazey, scumbag who knows where the treasure is, and he knows he can't get it himself, so he goes out there and hopes everyone else dies and he can get away with the riches. He really is inspired a lot by Beni Gabor, from the 1999 Brendan Fraser The Mummy. Cowardly, greedy, scumbag.
Ancient Engineer - This card has changed a lot since I showed it off originally, that's mostly because I think all the older versions were over powered. I couldn't get the balance right. So now we have a class version hybrid Garrison Commander/Fencing Coach. To prevent absurd abuse the battlecry won't get major value if he doesn't live the turn. Giving your opponent a few more outs to it.
WotOG
Frog
Explanation
Chicken Launcher - This is kind of a derpy niche card. It has a small amount of synergy with another card in the set, and but is mostly there to counter Reno and Mill decks, but has some decent strength against combo, just adding pointless 1 drops to their deck.
Holy Diver - Ok, this is the first of 1 "Corrupted" cards. I thought it would be hilarious to take a couple of my cards and instead of having the Old God's make them crazier, instead it made them more sane. So this is an analog to Hellbound Speedster from my Classic set. He's got a smaller body and instead of racing rockets he's become a pious deep sea diver. Of course N'Zoth still loves him some Deathrattles.
Whisper Receiver - I thought this was kind of clever also. So, you have normal people that sometimes come to close and get these whispers in their head, but what if you're out on a desert race track trying to use a radio communication device? Its more like voices screaming in your head. Its actually so loud its starting to infect the local wildlife. And let's be real, as soon as I saw that Frog art I've been waiting to make this card.
Careful Rocketeer - Ah, our second analog. So, Careless Rocket Jockey has become a Careful Rocketeer. Now completely fine attacking players, he's very weary of other minions. Afraid he might somehow crash and burn.
God's Speed - So, this is an important card to me. Racer is not meant to be a C'Thun class. C'thun has the most direct OTK and crazy game ending potential, and I don't want that to be part of what my class is doing. So instead we've tried to open that up to the other Old Gods. Now, the art here is indeed C'Thun, but that's just because there is so very little art for the other Old Gods and this one had a guy on a griffin on it. The card is more meant to assist Y'Shaarj, Rage Unbound. Allowing you to play a lot of huge minions, not be afraid to draw them, and in fact have that be a powerful ramp effect.
Pile Up - I wanted another real AoE, and I came up with this ages ago, but didn't want to put it in until it felt right. I chose this specific wording because of how I imagined the effect triggering, and because I liked the spell damage synergy, since my class has very little otherwise.
All Downhill From Here - I just created this to replace a card I was highly sceptical of. This card is very very powerful, but also very dynamic. I felt like it was fun if not really good. Its my classes new Fel Reaver.
Klaxxi Inciter - I think that Y'Shaarj is the weakest of the Old Gods by a pretty fair margin. I mean Yogg-Saron, Hope's End is certainly down since the nerf, but the card still sees more play than Y'Shaarj. So I created a minion that worked with him specifically. I felt like the card and the effect were cool and interesting. Though I have been thinking of making the minion an 8/8.
Norman Gobsborn - I previewed this ages ago. Nothing like a crazy guy that hears voices to be the legendary of choice for Old Gods. Old Gods also kind of really represents our first hard push at being an aggro deck. Between this and All Downhill From Here we have a way to really put on some early pressure. Its easier to get this off than it is to get a big Edwin VanCleef, but he's also a lot less snowbally. He's never coming out before turn 3 and he's never going to do that as a 14/14 or something absurd. 8/5 or 10/6 is probably close to what he'll appear as on turn 3-4 and you could save up for a long time to get a larger one later in the game, but his attack grows by 2 his health only grows by 1, making him easier to take out.
BRM and TGT
BRM
TGT
Token and Justicar Trueheart Hero Power
Expansion Explanations
Expansion Approach - My goal moving forward was to shift things in a new direction. Even though we never showed off Naxx and GVG I still created those cards for myself and started building an identity pushed heavily on the "less Health than opponent" comebacks and Mech synergy. Leaving GvG I wanted to move toward a new push. Therefore we started pushing Dragon, and "cost (0)" to open up new deck concepts. This our Dragon approach I went more toward midrange/control and with our other cards we hit some heavy Aggro/Tempo notes. We still have a nice beefy value legendary, and funky new removal spell at the high end to give us play against other control decks.
Goof-off Technician - This card is a bit of a crossover between our two new focus points. Its also where I decided to give my class a serious Dragon push. This didn't really happen in BRM and for that reason Dragon decks didn't really come into being until TGT, and really they still didn't have enough oomph to make a major meta impact. That lead Blizzard to continue creating cards for the mechanic with each expansion, but that also means classes end up in weird places with Standard rotations. I also felt like every successful Dragon deck had to have a good low cost minion to keep in play with tempo. Therefore I created this guy.
Ride or Die - This is the first ever Dragon Spell. Its also a good example as to why Blizzard hasn't really done this. The wording gets a bit long, even if its fairly simple. I still really like the card and I think it could really have opened up a few more fun things with "Dragon" decks.
Runaway Aspirant - I hate the scaling 1 drop, so I took the Druid route to things and went with the 1 mana 2/2. I adding a bit of bonus to push the "cost (0)" mechanic.
Wrench Sergeant - Other forces may use Drill Sergeants to train people, but the racers use Wrenches instead. Honestly this is one of the first TGT cards I came up with. Simple, flavorful. It touches Inspire without going too far into it. This was a huge part of TGT and I wouldn't dream of leaving it out.
Bear Rider - This card is here as another small seed actually. Its a nice midrange value minion, kind of a step of from the super Basic, Desirable Mechanic. He's here to either give you a more consistent Draft experience or just give you that value. I felt like the Black War Bear having Charge meant less since it was just as likely for it to come out on your opponents turn, negating the effect.
Prepared to Win - I know this card has to look absurd. Its got a large health buff because I already have a large attack buff in classic. I also have a balanced buff in Basic, referenced here actually. So this closes out the trinity. Plus I mean come on, she's wearing a horse floaty for protection, its great. We get to hit a ton of different themes and really open our class up.
Bitter Rivalry - I know this card is going to freak people out. I spent a very long time trying to decide if I could make this card. And I came to the decision it was possible. My class has no face damaging spells, charge minions that can go face, or weapons. My hero power doesn't deal damage or heal/gain armor. You have to win with minions, this just lets you prevent your opponent from killing your face for awhile. It happens to shut down your minions from killing there face for a bit of parity. And worst case almost any opponent can use removal on one of their own minions if you've somehow locked them out of the game and actually set yourself up to win by fatigue.
Compliant Proto-Drake - Ok, so my entire reason for designing this was 2-fold. First I wanted to do something different with Dragon synergy. Second I wanted to make a legitimately playable late game minion. I think its pretty lame that pretty much every Dragon since BRM has not been good unless its specifically a Dragon deck. I think that's a lame design choice. Second, I think its stupid that there are a bunch of 1 mana 3/2s and growing 1/3s and crazy 2 drops that decide games, and 4 mana 7/7s. The average value of a 6+ cost minion is awful. Unless you're the cream of the crop you're just unplayable. You have to have instant dramatic effect or insane value. I think that metric needs to be pushed. I've kind of done that with other cards, this is by far the most pushed of those. I do think this card is on the very high end of power level. I think that its a very very playable 7 cost minion, and I think that's a great thing. I adjusted the power level slightly by giving it Ignores Draft, making it harder to have insane turns when you play this, something that has to come up on occasion to keep things fair.
Big-time Promoter - This is my nod to bringing the Races to the Tournament. Cross promotion and good times. If he feels like he's behind and needs to catch up, he brings in his muslce, "Tiny" the Ogre. This is kind of medium risk/high reward, and I only say high reward because the card is abysmal without the bonus, and that's intentional. I feel like these are the sorts of cards that show up on occasion at epic and either work or don't, but the power is here if you make it work.
The Bigger One - This is a card I had been thinking about for awhile and didn't want to put into this set, but after not being able to consolidate one of my other cards this got the nod. This is a card that I think might look scarier than it is, and I think there is a chance this could cost 6 mana, but I'm being conservative. This obviously has no effect on Legendaries and only gets the second copy of a minion if that copy is in the deck, it will never force someone to discard. So while it might accelerate fatigue or gain a bit of extra value, that situation isn't really that common. I kind of balanced it aroundEntomb. But instead of adding a resource to your deck for sure it might remove one from your opponent.
Dr. Autto, Octo-Engineer - The main idea for me is he hates spiders! Those bastard Nerubians will all be crushed by the true king of the eight-legged freaks. I had a few thoughts to do a combo of multiple legendaries or something else, but really this felt right to me for the expansion. Its big and beefy on its own but summons nice value minions. Its kind of like a reverse Confessor Paletress, without the variance.
Justicar Trueheart "Better" Hero Power - I feel like Justicar doesn't have any major bonuses for me if I do anything traditional. I could have taken the route of making it bad for me, as blizzard did with Hunter, Rogue, Shaman, kind of Druid, and in that regard kind of everyone but Warrior and maybe Paladin. Now I know adding Draw a card is a huge change. But honestly, I think my hero power is very very weak in many situations. Its not versatile. It has no value, only tempo. The class is built on and around tempo, but I think the Justicar side of things should allow me to gain value. Maybe this is too much value, but I think anything else wouldn't make sense. Tempo can only be taken so far without value.
Basic Set
Basic Explanations
Fall Back - Here we are. First card in and its already familiar but different. One of the big aspects I put emphasis on is wide or aoe buffs. But ones not so tied into boosting stats, but more so in adding abilities to my racers. From a flavor standpoint Fall Back, is about letting yourself appear weak at some point in the race to get ahead later. I've represented that by giving all my minions Taunt, as they are now more viable and visible opponents.
Last Ditch Effort - Removal. Its something we all know, but I needed to find a way to make cheap removal that didn't deal damage to the opponent. That led me down many paths and this was just the first. Last Ditch Effort is that point where to stay in the race you just launch off everything. You do whatever it takes, you might even just ram the other driver off the road. And the bigger and badder they are the harder they hit you back.
Caution - Every race still wants to keep its racers safe, so when things get too wild, we pump the breaks. But its not just one person we're trying to keep safe, its everyone, and so we have protection for everyone. This helps reinforce our AoE buff theme, and provides an even more unique take on it by hitting all minions, friendly or otherwise.
Clumsy Mechanic - For every good driver, you have to have a car, and who else but the Mechanics do we have to thank for that. This gal may not be the most graceful, but she's still one hell of a mechanic, and she's not just going to roll over and give up. She represent, along side Last Ditch Effort, part of our self damaging sub theme. This is put into play because those comebacks can't happen if we aren't getting behind in some way. So we might take a bit of damage, but that's ok, we can always make a Pit Stop and get some repairs and get back out there.
Start Your Engines! - Our last AoE buff, this one hits a nice icon race moment, that point where the race is really about to start. Obviously this is just Charge, in AoE form, but like many of our other effects, we've made it iconically our own.
Speed Freak - This is a minion many people told me didn't make sense. It didn't have any abilities, it was just this weird vanilla minion. But its not just some weird vanilla minion. Its our minion. Its got a statline we'll likely never see on an Neutral minion. Its something different. Its part of our class identity. How? Well, we are already going wide with out buffs. We can pass out Taunt, Divine Shield and Charge. If we spend a bunch of time putting all these abilities on our minions we close off part of our unique design and so by not doing that we instead open up even more unique design. Dynamic statlines. Here we have out first example, the high attack low health minion. But we're getting a full 10 stat points for just 4 mana. Who needs abilities when you've got great stat value? Ok, maybe the distribution isn't great, but that's the point as well. Not every card is great. We have to fill out set and I could make a bunch of awesome cards to show you how many great ideas I have, but I think it takes just as much effort to design mediocre to bad cards. I'll obviously try to avoid downright awful cards, but I think we all know that not every card is, and more so shouldn't be, great.
Tactical Maneuver - So, we are almost definitely going to have to do a few damage spells, we just have to avoid the ability to BURN THE DOME!!!! Oh, sorry, my winner's instinct kicked in for a second there. This card represents our first look at the "comeback" trigger. Being behind on life won't be a super huge thing, because let's be honest, we don't always want to play from behind, but I think its nice to have a few cards that make that feel better. This lets us take and enemy out, and if we got lucky and that was the guy just ahead of us in the race, we eek out that extra advantage.
Crowd's Favor - The crowd is a big factor in any sporting event, and this is my representation of that. Being the guy(s) or girl(s) getting the cheers and really boost performance. Giving the underdog that advantage to beat the big favorite. It can also lead that Fan Favorite to a dominating victory. I decided to go with a very high cost on this to prevent easy abuse of Drifting to lead to major OTK potential.
Eliminate the Competition - Every once in awhile you have to thin the pack. That's when a nice rocket barrage can be a huge help. Taking out a group of weaker drivers let's you get back in the race and go for the win! Plus, every class needs some AoE.
Fan Favorite - Oh, here he is. That big dog we were talking about earlier. He's won more races than you, hell he's won more than anyone in recent memory. He's cool, he's collected, and he's a serious threat to anyone else winning the race. At least that's how I justified a big beefy Taunt minion to myself when I designed this guy. I think the Fonzie style is a great nod as well.
Classic Set
Tokens
Classic Explanations
No Magic Zone - "Mirage Raceway would like to inform you that this is a No Magic Zone. We are here to test engineering and driving prowess, not who's fireballs are the biggest." - Fobeed and Zuzubeed, race annoucners. If that's not enough, I don't know how else to get the point across. The other reason I added this was to keep things going. Wide, AoE style effects. This hits both sides of the board, and while we do have AoE buffs, we also don't have too many powerful persistent effect or powerful deathrattles. In fact our only deathrattle is actually a drawback. That gives us a bit of fun play with the Self Silence mechanic that never really worked out for Priest. Flavor Text "Also, no outside food or drinks."
Smoke Screen - When racing is war, sometimes defense is the best offense. A well placed Smoke Screen can help you stay in the race long enough to pull ahead. I though this twist on Divine Shield was a cool one. Doesn't work on Spells, but hell your opponent isn't supposed to be bringing those to the track anyway! Flavor Text: "Did you know Smoke Bomb™ is under trademark by the SI:7?"
Upstart Mechanic - Oh, this young fella, well young for a gnome, thinks he has all the knowledge and skill anyone could ever need, until this Old-Timer gives him whatfor. You gotta learn from the best, not just from some book! This gives us a nice tempo minion and also gives us a touch of Self Damage and healing play. Working all those themes into a 2-drop. Flavor Text: "If he was as smart as he is stupid we'd win every race." - Old-Timer
Quick Fix - Sometimes you take a big shot, your rides almost toast, you're sucking in smoke and you can't see out of one eye. If you just pull over and slap some duct tape on it you can, drink some coolant, (don't worry, its safe, the Speed Freaks drink it all the time), you can get back on the track in no time. Quick fix plays into our healing. Healing might seem out of place, but that's only when you think about it as some sort of divine intervention or holy light, and not a bit of wrench work and some Croc-ade® (patent pending). Then it kind of makes sense. Just because you take a hit doesn't mean you're out of the race! This is our first Draft effect. Draft is something we have to be somewhat conservative with because of our hero power, and here its tacked on for both flavor and effect. Flavor Text: "Is this one the coolant or the Croc-ade®? Eh, same difference"
Desirable Mechanic - Ah, you know you love a nice piece of eye candy! What I'm talking about that flying machine you pervert! This fine little piece of tail...pipe is our.... Oh who am I kidding, she's hot right? And she's one of the most brilliant mechanics I've ever seen! Its like very motor she touches runs that much faster. Seriously though, this card probably seems super simple, but that's the beauty of it. Its a fine on curve body with upside. What more do you really need. Flavor Text: "She really revs your engine."
The Draft Pack - Every generation has an icon group of winners, except this bunch of losers. The only person they ever beat is each other. I took a big inspiration from the Summit, more popularly known as the Rat Pack, a supergroup of singers including Frank Sinatra (Old Blue Eyes), Dean Martin (the King of Cool), and Sammy Davis Jr. (Mister Show Business). This group was actually the second iteration and would later be the inspiration for the Brat Pack and the Frat Pack, as well as the movie, The Rat Pack. I thought it was a great nod to some classic crooners and a bit of fun at the same time. Lil' Blue Eyes, Baron of Cool and Mister Go Business are the three tokens, and each is that little bit different from the other. I think I found some decent art to bring the concept to life and I hope you have a much fun seeing it as I did coming up with it. Flavor Text "They want to be called the Draft Pack? Like they ever won something, just a bunch of filthy rats if you ask me." - Fizzle Brassbolts, Gnome Team Racing President.
Magne-TNT - What better way to take out a group of tightly packed competitors in their fancy cars than a piece of dynamite and a magnet? Just set it and forget it! I wanted my second AoE to have a very unique feel, and so I came up with Magne-TNT. It seems like some sort of crazy thing someone would invent and use, and it gave me a cool twist. Half single target removal, half AoE. Flavor Text: "Just gotta make sure I throw it past my own...uh oh."
Pit Crew Chief - A pit crew is only as good as its best man, and luckily this guys pretty good. Typically taking a Pit Stop at the right time is important, and this guy knows how to make that call. Making you look out of the race when you're secretly about to make a big comeback. Another small subtheme is what I call Full Drift. Pushing a card to 0 mana. This means you've gained enough advantage from good "driving" that you reap special rewards. This one may not seem like much but on those potentially large tempo turns being able to add a Taunt all is a pretty sweet bonus. Flavor Text: "I said "Stop It" not "Pit Stop" you idiot, keep going!"
Pit Stop - This is it, one of the biggest moments in any race. Get in and out of the Pit fast and you're sure to be in position to win. Making a good pit stop when you're behind is even more important. You have to refuel the car, but you might even get in a few repairs and maybe even chase the leader out of the pit! Here again, we play into a lot of things in one card. Its probably a touch wordy, a touch cluttered, but its hits those flavor notes and nothing feels out of place to me. Flavor Text: "Can't we just change cars?"
Just A Bit Further - Sometimes you're out. You've taken too many hits and the wheels are coming off. You've lost your mirrors and your bumpers are blown to bits, but you know if you just hold onto the steering wheel and pray maybe there's just enough momentum to get you across the line. Hey, look the shield generators back online, and we've got one more rocket left, and its just a quarter mile to the finish line. WE CAN DO THIS! This card was inspired more by the art than most. Most of the time I found art to fit cards, here I found this art and couldn't help but make it into a card. Ignores Draft is something that we have to use to keep just a few cards from being very dangerous. Here it keeps this large protective buff in check.
Hellbound Speedster - He's on a Highway to Hell, and he's going dooooowwooown. And he's probably taking you with him. No, I felt like I couldn't use the same card for both the music and high cost common theme, so I created this card as an homage to AC/DC. I live in Australia after all. This may not be super obvious, but I felt like it still hit the right note.... I'll stop now. This also reinforces our Dynamic statline and self damage themes and helps give No Magic Zone more of an in-game use and not just a flavor one. Flavor Text: "He's got Season Tickets on a one way ride."
Careless Rocket Jockey - Ah, the most out of place low mana card ever. This card seems beyond weird I'm sure. And honestly, we already have a 1 mana removal in our basic set, so what made me put this one there? Well, that actually part of it. We already have a 1 mana removal, and that's already going to be floating around Arena, we don't need to have a bunch of running around. Plus this has some other interesting things going on that I felt pushed it toward a special slot. Its a minion that is actually meant to be removal, similar to Force of Nature, which ended up being a combo piece until its nerfing. So I felt like in a lot of ways I was paying Homage to a nerfed Force of Nature. I love this card and I think it makes a great epic, especially if you look at Blizzards track record with epics. Flavor Text: "Look at what I can do." - Stuart, former Goblin Rocket Jockey
Rocket Fuel Tech - Our second Full Draft card. One of my original previews and one of the first cards I designed. It hasn't changed a bit since then and its still a great example of flavor and substance. Flavor Text: "This stuff will take you to the moon and back. Oh, you're here for fuel?"
Qualified - Our second Ignore Draft card, and our biggest potential hair puller. Some times you think you're winning the race, but it turns out its just for a chance at the real prize. I tried to cost this in such a way that makes it playable, but not great. And in a way that typically makes the second copy much worse than the first. Back in the classic days I think more games against aggro went past turn 7 but now it seems like they don't. Flavor Text: "I blew him off the track, how did he qualify?"
ToGny Starkwrench - Ah, we all need a good legendary, and who better to help us build amazing machines and sick weapons then warmongering, egotistical, millionaire, playboy, ToGny Starkwrench. Yeah, so he got kidnapped by Goblins in held in the desert, but he's still alive. What do you mean he stopped making weapons? Renewable energy? Well I'm already paying him, so let's just hope he's got something helpful against those goblins. I really am going to make every legendary comic book subthemed so just get used to it. We get to play off ToGny's ingenuity and off his skill. We get both designer and creator in one go. I hope this guy feels cool and fun, that's what I'm aiming for most. Flavor Text: "I told you I don't want to join your super secret boy-band." - ToGny Starkwrench.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So, I wanted to share my WotOG legendary early, since it's the biggest card I've made so far (and by that I mean the one that create the most token, and by that I mean the only one so far that creates tokens), and it make take a while to refine:
The Echoes are a twisted combination between the shaman and Jaraxxus' hero powers, but I've been having some balance issues right from the top. I started by trying to make tokens similar to shamans but scaled to 6 mana (just like Infernal would be a scaled Silver Hand Recruit), but then tried a different approach of basing them off 6 mana minions. Some are clearly stronger than the others, but I'm not sure which ones are balanced.
vs
The first one is the scaled version, but the second one is more in line with Sunwalker. I wouldn't mind just going for the second one but my main problem is that Divine Shield doesn't really suit the minion I don't think.
vs
Again, the first one is a scaled healing totem while the second one is loosely based off Priestess of Elune (since I can't use battlecry here, I just made it a recurrent effect). Personally I like the first version more but I don't really have anything to compare it against so I don't know if it's too strong.
vs
The first one is literally based on the Infernal from Jaraxxus, but I actually felt the second version, based on Windfury Harpy, is more flavorful.
vs
The first one again came from scaling without reference, the second one from looking at Archmage. On this one I'm mostly sure the second one is less risky balance wise.
I think it's worth mentioning since this one pretty much overwrites your Hero Power, the idea was actually conceived a while ago already, before I switched to the Latent keyword, in fact, but I felt it could still work. Opinions?
Just updated my stuff, probably gonna review some of your stuff tomorrow, ain't feeling it right now. It's in the spoiler, naturally.
Rummage has been updated, it now draws another card rather than dealing damage.
Trogg Chieftain has been nerfed a little, before it was a little too good for the cost.
Silithus Pharaoh was previously a pokemon, now it's thematic to the King class and to the Adventure. Also, look at Fossilized Devilsaur, it shares the same wording.
Slippery First Mate renamed and had it's art changed, OBoily also pointed out I should have had an apostrophe, so there's an apostrophe now.
Twilight Ascendant has been changed to something that fits into the king class a tad bit better and still works in the expansion. He's also been buffed a little, having the same risk, and more reward.
Klaxxi Soldier has been renamed, reworded, and the camera is now more focused on the guy himself.
Imprison is now a regular prison, rather than a Dalaran one.
Captain Erandruun has got a different name now. Turns out, every Tuskarr family name is weird so, I'd better get used to spelling Erandruun I guess.
@Aelxer
First, it's spelled 'Corrupt'. Second, it is a very slow effect. Similar to Jarraxus, this will set in your hand a few turns for the right time to use it (hence the Latent delay). Unlike Jarraxus, you get a lot more variety of minions, as well as the 8/8 when you summon it. That plus the extra 5 health makes it much stronger than Jarraxus. Is it OP? ¯\_(ツ)_/¯
Anyway, I just posted my cards. Thanks to Dxiled and Turkeybag for your feedback. Below are my own ideas for later expansions.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Erase the Past - This kind of fits LoE but that MTG art isn't quite selling me hahaha. Its not bad though, just a minor thing.
Timewalker Historian - Is this meant to draw the second copy of a spell you've played or is this meant to add an extra copy? Blizzard uses Add for copies, Draw specifically references your deck.
Living Glyphs - This is interesting. The secondary effect helps against fatigue but could also be shuffling mediocre cards into your deck. I like it.
Timeless Faceless - I don't know how to feel about this contextually. Either way its fine otherwise.
Infinite Drake - I'm not sure why this isn't just a Snipe style deal 4 damage. There are only a couple classes that can even heal and I don't know that I feel like this needs to punish them in particular and use an odd wording.
Inevitability - Interesting. I feel like its odd this cost 2. Drawing a card single card is 1 mana. Making it symmetrical shouldn't increase the cost.
Infinite Captain - Man, this is busted. That's a 100% full value minion that draws a card. Yes, it does Draw a specific type of minion, but that's no reason to so drastically break convention. A cards a card. This needs 2 stat points shaved.
History Repeats - Cool card, but scary. It doesn't prevent you from dying, but its win-more as hell. Are you ahead? If yes, win the game. I don't see how someone comes back when you play this while you're ahead.
End Times - Do you still take the damage? So you take it twice?
Murozond - Saw this, still cool.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@The_Odinson
Erase the Past - I'm going through a few different versions of this atm. I love the art, and while it has a more WotOG vibe, I wanted to include removal in LoE.
Timewalker Historian - This draws the card from your deck, not create a new copy. Helps with pulling removal or making combos.
Timeless Faceless - This is only for Murozond and Fatigue synergy.
Infinite Drake - Hm, yeah, deal 4 damage fits better in this situation. It's a Corrupted Bronze Drake, so I could also make it -2/-2.
Infinite Captain - I think this was meant to be a 6 cost :P Thanks, will update this ones stats.
History Repeats - I'll try to think of something less scary for this.
End Times - This is my 3rd Fatigue card. It's only intended to deal damage once. It was originally going to make the opponent draw a Fatigue card but I worried it would stack too fast that way. Instead has Murozond synergy as well as card copy synergy.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End