Enter the Dark Portal and fight in the vast areas of Outland!
Design themes:
Demons
Monsters, Characters, NPCs and Bosses from TBC-Lore
New Card type: Field. A permanent spell that affects (usually) both players and can be seen in the corner of the field. Only a single field can be active per player and there will be a few cards that synergies with them directly or disrupt them.
New Keyword: Fee. You don't actually attack, it's just the way to trigger it. Can't be used if the minion can't attack, that means not the turn it is played or if it is frozen!
Example Cards:
Spore Walker showcases the new Fee-Keyword. Good early game taunt to stop pressure and you can pay 1 Mana to heal it back to full, if you so desire. Since you need to be able to attack to use Fee, you can't attack and THEN heal.
As a Rogue Weapon Soul Stealer gives the class early game presence at the expense of some precious health. The bigger the payoff to get those sweet effects of high-cost minions, the bigger the damage and therefore risk you take.
While Hellfire Citadel doesn't do anything on its own, it allows you to make otherwise not played cards viable throughout the whole game. Rampage, Sudden Genesis, Battle Rage, Blood Warriors and even King Mosh turns into a beast! Trade a draw and tempo for infinite combo potential!
Mr. Burning Crusade himself! Kil'Jaeden can't wait to open the Dark Portal and invade the battlefield! Directly puts The Dark Portal into your field slot and unlike other Fields, it only summons demons for you. There will be many demons in this expansion, so it will have many targets available. Big late-game investment that generates value over time, instead of being a single big threat for a single turn. As I said earlier, there will be cards that can disrupt/destroy Fields or synergize otherwise with them directly (with your or your opponent's!), so there will be counters available.
The Caverns of Time have started acting up, letting off bursts of mysterious energy, transforming the world around them and causing never-before-seen creatures and entities to slip through into the world, along with some forgotten members of other timelines.
While Nozdormu seems content to leave it be, saying it'll be fixed in 1 or 2 working days (he has experience, apparently), the rest of the world is eager to explore this destabilised zone. Join them to find what lurks in the Sands of Time, what creeps around the Forgotten Caves and what stumbles through the Lost Woods (no relation, pls don't sue).
In this expansion, you can expect to find: two new keywords, one focused on playing duplicates and one looking to counter buffs and transformations; the triumphant return of the Dragons, with some Dragons big and small and more holding a Dragon cards; and some class cards that have gotten mixed up in all the confusion and started borrowing keywords.
Our new mechanics are:
Echo is pretty self-explanatory - the counterpart to Reno decks, this mechanic encourages including duplicates to gain bonus effects, or even entirely different ones.
Revert is a little more complicated. When a transformation is removed, the minion returns to what it began as - Shifter Zerus becomes a 1/1 again, Druid of the Claw becomes an un-Taunted 4/4. We will presume this would be tracked correctly. Enchantments are those little pieces of text that show under a card when its been buffed or debuffed - the +1/+1 from Shattered Sun Cleric, the reduction to 1 Attack by Humility, they all have names and they would all be removed. I'm also going to include Silence as an Enchantment, because I want to, and I think this is a perfect way of introducing 'un-Silencing' without breaking things. This wouldn't restore Health, but if your minion's damaged Health was above its starting Health, then it'll Revert to full Health, because that's how it works when an Aura is removed or an effect Silenced. Get all that? It's much simpler in practice, I promise.
Here are the fantastic example cards!
Divine Preacher: Wherever there's a disaster, there's a bunch of very well-meaning religious folks there to help out. Or to proclaim that it's your fault it happened because you didn't convert, whichever. This Preacher forces all enemy minions to give up their buffs and return to themselves. A good counter to widespread token buff decks or something like Evolve Shaman.
Chronomancer: Time is a tricky thing to make work for you - sometimes you get what you ask for, and sometimes you get it and then it goes nuts and hits you in the face for 10. A simple pseudo-card draw with potential upside or downside the second time, depending on the spell.
Relentless Skelegon: Dragons are back, baby! Some semi-targeted Discard to help out poor old Cruel Dinomancer, and a nice re-summonable minion for a more control style Warlock.
Chronos, Temporal Horror: Not everything that comes through is going to be nice. This beast is a walking temporal anomaly, screwing with when things happen just by appearing. Can cause some mental effects, so its up to you to find where you'd want to play him. Not bad, but not immediately obviously good either. Fun!
My expansion is based off of the continent of Northrend. This expansion consists of a new minion tribe, more ways to freeze, minions having armor, and even resurrecting enemy minions to fight for you. From the simple Withered Skeleton to the Lich King himself, this expansion will give you the chills.
New Emblem
New Tribe - Undead
Northrend consists of numerous undead creatures, including Frost Wyrms, Abominations, and Flesh Giants. So, what better way to introduce an expansion with a new tribe than to give a glimpse at one of the many cards in this expansion.
When tired, he likes to lay back and look through his spellbook to see what would make him stronger.
Weary Death Knight - Common Neutral Minion
I came up with this a while back when Un'Goro was announced. I really liked the concept of a Taunt minion having more attack on your opponent's turn, so I came up with something that was close to opposite of the Tar Creeper and the other Tar minions. When I made this, I thought, "What can I do to this card to make it feel weak during your opponent's turn." Thus, the -3 attack was born. With the -3 attack, I made the cost of this card to 4 to balance the card out a little because the cost used to be 7 before I put the effect on.
Every class will have at least one interaction with Undead whether it be an Undead minion itself or a spell, minion, or weapon, that interacts with your or your opponent's Undead minions.
More Ways to Freeze
With this exapnsion, I felt that since most creatures in Northrend have to do with frost, I made cards that I think have good synergy with the freeze mechanic.
Do you want to build a snowman?
Only the Lich King's most worthy servants can handle Shadowfrost magic. Others get too overwhelmed.
Raising Enemy Minions for Your Own Good
Death knights have the ability to raise the dead. But the most memorable Death Knight of them all is Arthas, the Lich King. He is able to bring his enemies back to life, only to serve him.
I see... only darkness... before... me...
There is way more that I can show you but, I have only scratched the surface.
Welcome, to the Darkmoon Faire friend! This is a place of eternal happiness and a place for everyone to enjoy! You can do anything here, from fighting in the Arena, to playing all sorts of fun games. Don't fancy any of that? You can take a walk in the woods here on Darklmoon Isle, do some fishing, or even find out your own future! There is so much to do in this place of magic, joy, and wonders!
At least that's what you're told, isn't it? A place of eternal happiness? More like a place of eternal horrors... There are many things they like to keep hidden for you. From the monsters and ghosts in the woods, to the thiefs hidden in the shadows. A place which appears to be a place where everyone can enjoy their time, might just be a place full of horror... This place is without a doubt full of mysteries, let's uncover them!
This expansion is based on Darkmoon Isle but mainly the Darkmoon Faire, the place contains a lot of interesting things but a thing it contains even more of is mysteries! The place is full of mysteries one of them even being it's location!
Keyword
Let's first have a look at the farseers, shall we? their magic is something beyond this realm, it's something mysterious... What could they hide from us?
Farseers are one of the main themes this expansion, they can predict your future, and they know possibly more about you then you could ever know about yourself. They're all over Darkmoon Isle! Introducing the new keyword: Predict!
Note: Predict also counts for spells!
The Predict keyword is basicly, Battlecry: do something at the start of your next turn, but unlike Battlecry, there are tons of interactions with this and this will also be available on spells! For Example, Corruption basicly reads: Predict: Destroy an enemy minion. The Predict keyword is a slow effect and therefore the effect would me more powerfull for it's mana cost than if the effect triggered instantly.
Example Cards
Lazy Worker: This is a great example of a slow card with a very strong effect, that is if you draw it early... This is like Zombie Chow a great card to draw early but terrible late game, this also can't immediatly compete with 2 drops since it has to wait an additinal turn but this card can be very powerfull at the right moment, a very situatinal card which we don't have many of.
Fetch!: Another great example of a slow card with a strong effect. This spin on Arcane Intellect is very diffrent than the card it's based on. Hunters always lacked card draw and now they're finally getting it, although it's only 2 mana this card does not do anything the turn you play it which prevents aggro from abusing it or for Hunters to just refill their recources after they played 2 good cards.
Dirty Kobold: In every expansion you've got to have a new version of an already existing card. Either that's a meme like a rager, a 4 mana 7/7 or something like they did with Hungry Crab and Golakka Crawler. This time i'm doing a bit of a spin on Dirty Rat! It has opposite stat line and has the Taunt, but this time instead of pulling out an enemy minion it pulls one from yours! a great card for decks with very expensive cards or mabey even a Malygos!
Sayge, the Forseer: Sayge is one of the most well known characters on Darkmoon Isle! And the Gnoll has all that to thank for his great skills in predicting the future. Sayge is the one who does most predicting on the Darkmoon Faire, and undoubtibly the best to do it as well! Here i want to show that by letting Sayge interact with Predict cards. Now these powerful effects for strong mana cost don't have any drawback! You can now play all sorts of powerfull Predict effects that will just trigger instantly! This is also one of many cards that will synergise with the Predict mechanic but this might just be the most crazy one!
Thanks for taking the time to have a look at Mysteries of Darkmoon and hopefully i'll see you all again in phase 2!
The Descendants of Aqir, they are more commonly known as the Qiraji, the Nerubians, and the Mantids. Loyal servants to their Old Gods' and terrifying menaces to Azeroth. Although they have acted independently since they've split, the now act as one again. A multiscale assault from all three kingdoms has begun. The Horde and Alliance must band together again to stop their pressing invasion. But will their strength be enough to stop the neverending swarm?
The Descendants of Aqir, or TDoA for short, will be an expansion focused on all the creepy crawlies in the world of Azeroth. So get out your pesticide and flamethrowers, because we're gonna do some exterminating. The first one on our list is the Dungeon Lurker, so get ready to Ignite it.
Infestation? That sounds scary, but what does it do? Infestations are little traps you shuffle into your opponent's deck. When drawn they summon a 2/2 spiderling for you. But with so many small little spiders running around, how do we deal with them all? Well, just Ignite and Incinerate them. Ignite may seem expensive for its immediate effect, but it will pay off in the long run with a multitarget removal. Quick! Kill it with fire before it can lay eggs!
Of course, I know some of us have experienced that moment where we've shuffled traps into your opponent's deck, but they never draw them. Infestations can help you out even when your opponent doesn't draw them.
Giant Beetle has got your back. The more Infestations in your opponent's deck, the more you will summon at once. No more do you have to lose because your opponent didn't draw the traps you left in their deck. Now it can be used to your advantage instead.
Then there is the big bad arachnid himself, Anub'arak. This time he has come back as the Spiderlord. His effect might not be all that impressive, but he makes up for it by being inclusive. Any deck making use of Infestation can drop him in and he will work as a great late game threat.
I hope you all vote for The Descendants of Aqir. Or else you'll wake up trapped in a spider's web. Good luck everyone and I hope to see you all in Phase II!
Besieged on all sides, against a threat never before seen. Against such insurmountable odds, old hatreds must be put aside to make way for new alliances, forged in the fires of desperation. With the fate of the world hanging in the balance, where will you be when the last hour strikes?
The Last Hour of Azeroth, like Goblins vs. Gnomes, is not based on a specific area or period. Rather, it is an expansion that celebrates those times when the Alliance and the Horde were forced to put aside their difference in favour of survival. To represent this, Last Hour of Azeroth brings in three central mechanics.
Mechanics
Putting aside old grudges will also involve cooperating with your enemy as well, so this expansion will also have a heavy emphasis on cards that give advantages to both players, taking after cards like Grove Tender.
Decimatus
Card Explanation
Stormwind Captain: An example of a card that will make Unity triggers a much more realiable dream. Later game, 2 mana is not much to worry about to combo powerful Unity effects, while early provides a nifty 2 minions. It's stats are so low because most class 1-drops are exceptionally good, with the trade off being they don't offer synergy with your deck. A mage will not get a mana wyrm.
Terrokar Tracker: Beast Druid has really tried to take off in the past, and this is a card that allows you to play more of a midrange value version. Almost all of Hunter's minions are beasts, so it seemed like a sensible place to merge the two classes.
Unwanted Aid: The first in a long theme of cards that have the same effect on you and your opponent. Really hard to balance, because both players get the same advantage and disadvantage. Coldlight Oracle costs 1.5 for the effect, and going off Mind Blast the card should add another mana, to be 2.5. However, as the damage also hurts you (3 damage = 1 less mana, based on Flame Imp), it settles in at 1.5, rounding up to 2 for the versatility.
K'ure: Hey, the world is ending, now would be the time for priest to get Shadowform synergy. In the story, naaru that have their light drained turn into void gods, which I tried to represent here. I made Decimatus pretty darn powerful because of the bevy of conditions you have to meet in order to get it. Also, only example card with Rampage.
The War of the Ancients was a major conflict which constituted the first coming of the demonic Burning Legion to Azeroth. One of the largest and most costly wars in Azeroth's history, the War of the Ancients decided the fate of all life on the planet for millennia to come. The conflict ultimately led to the Great Sundering, a cataclysmic event which tore the planet's landmass apart, thus altering its history permanently.
The Premise
War of the Ancients (WotA) is an expansion focused on the war between the different races of Azeroth. Certain races like Earthen and Kaldorei will try to work together with card synergies while others like Infernals will try to work alone dealing massive damage. Races include the Kaldorei, Dragons, Tauren, Earthen, Furbolgs, many Wild Gods, Felbeasts, Felguard, Doomguard, Infernals, Satyrs, and the Old Gods. Each class will have its own respective race(s) like the Furbolgs for Druid and the Earthen for Warrior. Some will cross classes like the Tauren and others will be exclusively neutral like the Wild Gods. Most importantly is the new keywords for the set: Battleground and Sacrifice.
Battleground is exclusive to spells and acts similar to secrets or quests. For example, a card might read: "Battleground: (3). Whenever you play a minion, draw a card." So the next 3 times you play a minion, you will also draw a card. All are Legendaries (so each of my classes will have one minion and one spell legendary unless I am told that is against the rules). Each Battleground is a physical place where a battle could (or did) take place during the War of the Ancients. Playing the card would visibly change the look of your side of the board while the card is in play. Below is an example gif I made with a fake Battleground.
Sacrifice affects cards before they even leave your hand. If you had a 3 mana 5/5 with "Sacrifice: Play 3 cards", you would have to play 3 cards while this minion is in your hand before you could play the 5/5. This effect is good for decks that like to have a lot of cards in hand at once. When you have one of these cards in your hand, you can hover over it to see how close you are to completing the Sacrifice, similar to Quests. This effect can apply to any card of any rarity.
The Cards
A lot of the time, the cards in this set are designed to combo with the Battleground for the respective classes. Below is an example of synergy between two priest cards in WotA.
Explanations
Timbermaw Furbolg: As I mentioned earlier, the Furbolgs are a race that will be completely constrained to the Druid class. Furbolgs are a race of bear people who hate outsiders, especially the Timbermaws. The baseline stats on this card are really good, a 3 mana 4/5 with Taunt. However, there is the drawback of having to silence one of your own minions first. This can be done with cards like Keeper of the Grove and Ironbeak Owl. By simply silencing a card with no text, or even better a card with "can't attack", this becomes simple enough to achieve. The fact that you have to spend a silencing effect on yourself though is the reason this card is 3 mana and common.
Avatar of Bethekk: Bethekk is one the Primal Jungle Gods and subsequently one of the Wild Gods. Bethekk is a panther in the troll pantheon. Since panthers are creatures who tend to strike quickly and viciously without allowing their targets to return the attack, the idea for this card makes sense. While the stat line may be very weak, a 2/3 for 4 mana, the effect can be very handy if you can protect it or buff it. If you could buff an Avatar of Bethekk with Dinosize, that's basically game over. The best thing is if it kills a minion with Poisonous, it won't take damage and therefore won't be affected by the Poisonous effect.
Priestess of the Night: The Sisterhood of Elune is an order of priestesses dedicated to the worship of the moon goddess, Elune. Bestowed with the magic of the sisterhood, they can use their magic for a variety of purposes, some good, some evil. As for the Priestess of the Night, more bad stats for a decent effect. Imagine a Disciple of C'Thun for 1 more mana with 2 more health. Now pin on the fact that you also get a little healing out of it. This card can have great combos with Acolyte of Pain, Lightwarden, Gurubashi Berserker and, of course, Well of Eternity.
Well of Eternity: The Well of Eternity was a lake of arcane energy around which the Night Elves built a great city to harness the mystical energies. However, following the Great Sundering after the War of the Ancients, the Well became tumultuous and polluted, transforming it into the Maelstrom. At the peak of the Well's power, it gave the night elves great strength. The effect of this card is simple but powerful, restoring 8 health to your minions but allowing you to control when. The drawback of the card is the 2 mana loss. Even though it costs 2 mana to basically do nothing at first, once the effect is there it can keep a board alive long enough to run your opponent down.
Card Changes (as per the rules)
=> => =>
So what do you think? If you like it, go ahead and give it an early upvote. I'm loving a lot of the concepts I'm seeing on here and hope to see more later down the road.
Duskwood is a harsh, dark land. Not much grows beyond the graveyards that seemingly fill with more and more undead. As a result many of the natural creatures and denizens that inhabit Duskwood have adapted and transformed themselves to meet their environment. Rumors of legendary treasures long forgotten and buried beneath the land of Duskwood have brought you here to brave the elements. You will find yourself battling the many dark, twisted creatures that live here such as Ghouls, Ghosts, Ogres, Worgen, Plagued Creatures, perhaps even a Lich itself will attempt to stop you in your conquest for spoils! Depths of Duskwood uses mechanics such as Deathrattle, Poisonous, and others to enhance the dark themes the expansion is centered around.
Thrall once had a dream. In his dream, he saw the scene of Taretha being killed over and over. He tried to save her, but all his attempts turned out to be in vain. Jaina once had a dream. In her dream, she followed Arthas in the ravage at Stratholme. Later on, they went to Northend together, where she took hold of the Frostmourne and became the Lich Queen. Magni once had a dream. In his dream, his daughter's son was born. To his astonishment, the baby's father was Ragnaros.
Everyone sleeps, and most of us dream. What is the most unforgettable dream of legends in Azeroth?
New Mechanics
Since the mechanics are a bit complicated, we now show two examples on how these mechanics work.
Shifting is a new kind of random effect. When you're holding a Shifting card, the random result will be shown in its card text; and the result changes after you play a card. In this way, the random effect becomes partially controllable to players.
Token is a mechanic that already exists in game, but it is not yet widely explored. The only existing card that utilizes the mechanic is Open the Waygate. Note that this mechanic is NOT limited to cards in your hand, but also applies to minions on board, such as Imp and Treant.
New Cards
The Shifting mechanic depicts what a dream is like. There is nothing certain in a dream; everything in your hand keeps changing.
The Token mechanic is also a metaphor of our dreamland. Characters in the dream are not real entities; they are merely imaginary tokens.
There's one thing special in this expansion: every legendary card describe a character's most unforgettable dream. Take Brann for instance: his dream is about getting lost in one of his explorations. He attempted to get out of the jungle, but kept returning to the same place.
Note that the action of "return" doesn't create new tokens, see Spirit Echo. Thus, if you play two spells from the same Cabalist's Tome successively, you won't receive two copies of Cabalist's Tome via Brann's effect.
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Pushing for more control-style decks, this expansion includes the Dormant mechanic (as introduced by Sherazin, Corpse Flower), and 3 new keywords (really 2).
New Keywords:
Info on the keywords under the spoiler:
Elusive - This is the Faerie Dragon effect. I know Brode said they do not intend to make this a keyword as it would be too confusing for new players, but hey this is just for fun and none of US are new players... so yeah. basically, I WANT THAT TEXT SPACE!!! xD
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect. There are effects that Chill minions and minions that are Chilled from the start, as a drawback.
Warm - An example of this currently in the game is Shifter Zerus. Like Zerus, your opponent will not see the trigger take place. Most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter - and will lose value as they Warm.
Example of how the Warm mechanic looks/tracks in your hand:
Imagine the blood icon under the mana cost is a flame icon instead. This tracks the number of turns a card has Warmed. In this example, the card has been kept in hand for 3 turns and is buffed to 4 health.
Showcase Cards:
Info on the cards under the spoiler:
Blossoming Nymph - This nymph is thrilled about the warming lands, and grows tougher with each passing turn. She is a basic example of the Warm keyword in action. Unfortunately the only card in my showcase with spring flavor, but just wait 'til you see what I've got in store!!
Greater Wind Spirit - A spirit borne of the winter, this guy starts worse than even a Wisp. But with a quick self-heal, the spirit grows and changes, and becomes a burly 3/4 for 3 mana (of course, you get the heal as well!). Perfect for turn one when you don't have a turn 2 play, and a nice example of the design space opened up with the Dormant mechanic.
Spectral Tiger -Stranglethorn Tiger's more epic brother (see what I did there?). He's an example of the Chill mechanic (impacting both sides of the board, in this case!), as well as Elusive. And yes, he's meant to not have the Beast tag - just like the Spectral Spiders that spawn from Haunted Creeper ;)
Kalecgos - Current ruler of the blue dragonflight, this guy resides in Winterspring and is thus witness to the might of the Great Thaw. As you can see, his arcane power brings all the spells to the yard him. This is the anti-Elusive, useful to protect other minions and also your hero from pesky burn-from-hand lethals! Also interferes with the Priest and Mage hero powers. And as a former servant of Malygos, he has mirroring stats. I know this 'spell taunt' concept has been done before, but it's a good example of the flavorful, control-style cards you can expect from this expansion.
An expansion based on trolls, their voodoo and their loas
So what is it all about concretely ? My expansion will feature two main mechanics :
Loas: Loas are "non-minions" permanent cards similar to Nether Portal or Sherazin, Seed. Unlike those, loas are collectible which means that permanent effects will now be mainstream.
The "Curse" keyword: "Add a 'CURSED!' card that costs (X) to your opponent's hand that does something while they hold it". Basically it's the same mechanic as Curse of Rafaam.
Here's what Curse of Rafaam would look like if it used my keyword:
In addition, most of the cards will be attributed to one of the 4 main troll subraces in the Warcraft universe. Each subrace will have its own mechanical theme to build around. Unlike gangs in MSG, subrace cards are not restricted to particular classes in order to enable a maximum of deck building possibilities. Some classes will have more affinity to particular subraces though.
Without further ado, here are my sample cards - each for one faction!
Tokens:
VAMPIRIC TOUCH (Gurubashi): The first Curse in the set (Priest, Warlock and Shaman will be "the Curse classes") to give you an idea of the mechanic. Note that the 'CURSED!' token cards won't necessarily always have the same cost as the base Curse card. "But.. but.. why give a SMOrc synergy card to Priest, the least SMOrc of all classes ?!" Well, just you wait until the next phases and you'll understand why!
DRAKKARI SORCERER (Drakaari): A quick and flexible way to gain armor with the right deck. Freeze mechanic will be democratized and not restricted to Mage anymore. "But.. but.. this would make Freeze Mage ever more cancerous! How could you do that ?". Don't worry! I have something to deal with Freeze Mage in store...
LYNX LOA (Amani): A collectible "non-minion" Loa. There will be 4 neutral common loas, 4 neutral Legendary loas and 8 class-specific loa (Paladin won't have any, there are no troll Paladins!). It is common which means that you can have two of those.
Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! Each of you shall pay the final sum! Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
Keyword and Explanation
Fear is a temporary debuff that causes a minion to lose Attack. It expires at the end of the target's turn, just like Freeze. It can stack as well. It is always displayed as Fear -1, and can be applied in larger amounts as the example card Widowmaker shows. Most Fear effects are applied as Battlecry, but some are as passive effects. At least 1 will affect Heroes as well.
Example Cards!
Candy Seeker - Candy is a major theme of the expansion. There are 9 candies, each a 1 Mana collectible Common card for each class. Think of them as a combination of Spare Parts and Kabal Potions. There will be a few cards that create them, and they can give some basic effects to classes that may lack them (like some minor healing for Rogues, or direct damage for Paladins).
Widowmaker - This weapon allows Rogues to deal with some minions and take reduced damage, and keeps the minion weak if it survives. Make Rogue weapons great again.
Wicker Giant - Every expansion needs a giant. Lighting the Wickerman is a theme of Hallow's End, and there will be several cards based on it that involve killing minions. This could help Zoo or token decks.
Sylvanas, Banshee Queen - The Headless Horseman is taking a break while I rework him as the set mascot, so Sylvanas will be the submission example. She's got a powerful effect reminiscent of her original one, allowing you to remove an enemy but steal its Deathrattle.
Azsuna was once a gem of the night elf empire. Now much of it lies in ruins, a home for vengeful elven spirits and hidden enclaves of blue dragons. What remains of this haunted land has come under threat from conflict among Azeroth's defenders, an army of serpentine naga, and the Burning Legion. - The Art of World of Warcraft: Legion.
New Keyword:
Siphon is inspired by the ability of the Nightborne to absorb arcane energy - your minions are essentially 'Siphoning off' a tiny bit of your spell's powers. It's a scaling ability that is much more effective over a long game when you can cast more spells, draw more cards, and build up to larger effects. If you need to, you can also cash in earlier to get some more immediate impact.
Example Cards (Explanations/Token in Spoiler):
The Mana Surge is another mechanic introduced in this expansion. It's a 0 mana spell, generated by many cards, that does ABSOLUTELY NOTHING! This, of course, can be remedied through the use of other cards, but even without an effect, it's still useful. Mana Surges can be used to trigger Siphon effects, on-play effects like Gadgetzan Auctioneer or an enemy Counterspell.
Note that it will NOT be present in a lot of neutrals (only a tiny few), and instead be represented more in class cards, since I'm pretty sure NOBODY wants Miracle Rogue getting hold of this.
Withered Nightborne: A simple example of the Siphon mechanic, as well as the un-keyworded mechanic I call 'Wither' - when a minion loses something at the end of each turn. That's also a theme of this expansion and will be seen on some other cards (especially Rogue/Warlock ones) later on. This card lets you build up a huge minion that decays slowly, or simply just drop it as an on-curve 4/4 or 5/5 that you can trade with in the early game. There will be a few other cards based around the Nightborne/Nightfallen/Withered.
Naga Sorceress: Nagas and their past will also be a pretty large focus of this expansion. The Naga Sorceress shows off how Mana Surges can be 'activated', so to speak. While she is in play, Mana Surge acts as a 0-mana 2-damage ping (sets damage to 1, Spell damage increases it by 1), allowing you to pick off enemy minions or deal face damage if that's what you want.
Moonwell: An example of a way Mana Surges can be generated. It's not an immediate threat and has no real board impact, but over time, it can generate a lot of spells for you, which can be incredibly useful in spell-based Druid decks.
Senegos: The leader of what remains of the Blue Dragonflight that is present in Azsuna, and is a bit of a bigger, more powerful example of the Siphon mechanic. You can build him up a lot to unleash a massive board wipe and also develop a strong body, or you can simply play him after 2-3 spells to clear smaller aggro boards if you need to. Could see play in Control/Reno and maybe even Freeze mage lists. Wording based off of Betrayal.
"Let those petty mortals have their grand tournament." Arthas said. "We'll hold a contest of our own."
This expansion focuses on the Spectral Trials- a competition held by the Lich King at Icecrown Citadel, the undead's own Grand Tournament. Participants include death knights, liches, abominations and ghouls. They will all fight for the ultimate honor of leading the Lich King's forces into the upcoming battle against the living. However, there are spies at the Trials- Forsaken and memebers of the grand tournament will both try to sabotage the Spectral Trials, so that the Lich King is easier defeated later.
All competitiors will be welcomed to the tournament by none other than Lady Deathwhisper:
This expansion also introduces a new custom mechanic: scavenge.
Scavenge represents the source of the power of the undead: death itself. Powerful liches and death knights can and will make use of the death of their allies to crush their enemies. Note that scavenge can both trigger on any other minion (like Flesheating Ghoul) or be limited to a certain type of minions (for example friendly minions, just like Cult Master).
Here are some new cards, some showcasing this mechanic:
Vashj'ir is a beautiful underwater world.It's home of Naga and other awful sea animals.In this new expansion, you will found more “intersting” things about Naga.
After Naga has became the master of Vashj‘ir, they slaughtered a large number of murlocs in the sea, them are called Mul’gur. The only thing they can do is work. They suffered the rule and torture of Naga.
Coldlight Murlocs are murlocs which espace from the hunt of Naga. They accurately organize offensive and defensive against Naga to survive.
Naga are crazy about magic.So if you give them more mana crystal,they could be more powful.Even immortal!
Naga are master of swim, they could carry out a fatal attack or organize an impeccable defense at any time. Even in your hand, they could rush into the battle field.
If you are intersted in stories about Vashj'ir,please vote me.There wll be more intersting thing about murlocs, Naga, AND our beloved
Helo people of the Hearthstone community, I, NecroaV, will be showcasing my idea for an expansion.
The Dream's Nightmare
The Emerald Dream needs the heroes again! The Emerald Nightmare is taking over again and you the heroes have to see what happens during this expansion! Portals to the realm of the Dream and Nightmare are open up. Join the battle!
Firstly I shall show you the two new Keywords that shall be added into this set!
This expansion shall introduce these keywords and a new mechanic called "State". The states can only be between Dream and Nightmare, which have their own benefit when playing cards like it! When Keywords are on a minion are usually going to be some sort of battlecry but when it's on a spell, it will be just an additional effect! The states bring in a new and greater strategic gameplay which makes players carefully think of how to play in future rounds and getting the benefits!
Next thing I shall show you are the new special tokens called "Nightmare Cards" which are closely related to "Dream Cards"! There will be a total of 5 Nightmare Cards, two of which are already existing and they are Dream and Nightmare or it could be changed in the future.
NEW CARDS!
So here are the cards! Easy to understand and nothing to worry about! Cards I have shown give the new aspect of control again, making the game slow down even more, but at the same time it speeds it up! I will be pushing Synergies like Dragon Druid and Dragon Priest with the two new cards shown above and even make a new deck type similiar to C'thun but based of Nightmare cards and Dreamcards!
In Outland, stands Shattrah, a beacon of hope in a broken world. With all enemies defeated, the city is safe once more, and is about to host a glorious celebration, with invites going out to all corners of 2 worlds. However, a long simmering rivalry between the Aldor and the Scryer is about to boil over, which could overshadow the festivities. Pick your side, and join the Throwdown at Shattrah!
Firstly, A new keyword is added, Rally, which provides an effect when you play a minion of the same tribe. It's an effect that has been seen a few times already (similar to how Poisonous was already in the game before the keyword was added. As an example, Murloc Tidecaller would now read; Rally: Gain +1 Attack.
Secondly, is the main two factions, the Aldor and Scryer getting their own tribe tags. However, the rivalry between these two groups mean that once you place an Aldor card in your deck, you can no longer add Scryer cards, or gain them through any means necessary. (For example, you will never Discover a Scryer card in game).
Lastly, there will be Ambassadors from major cities in Azeroth in attendance. These will feature as class minions with discover effects relevant to the class.
As for the examples:
Card explanations and sounds in the spoilers below.
Unstable Battlemage:
Unstable Battlemage is the first example of the new Rally effect. It's a simple, common Aggro card, which could lead to huge combos if enough cheap Scryers can be amassed. However, since the effect is mirrored, this only works if you can take the hits yourself.
On Summon - I can't contain myself.
Rally triggers - I'm losing control!
Attack - I've got control now.
Death - Noooooo!
Darnassian Envoy:
Darnassian Envoy is the showcase for the envoys that will be coming from far and wide. Essentially, there will be one for each class, with a specially modified Discover effect. In this case, it fits in with Druid's gameplan of getting big things out quickly, as well as helping with the Druid Quest.
On Summon - Pleased to make your acquaintance.
Attack - I thought this was a party?
Death - Elune light my way.
Gadgetzan News Team:
Here to document the celebrations, the Gadgetzan News Team has found themselves as battlefield reporters instead. This minion allows a small amount of information to be gathered about your opponents draws, as well as being a solid, mid ranged 5 drop. Just to clarify, you don't know what minion has been drawn if this card activates, just that your opponent has drawn a minion.
On Summon - (Male Goblin) We're kind of a big deal.
Attack - (Male Goblin) I'm handing out tickets to the gun show!
Death - (Male Goblin) I immediately regret this.
Amaan the Younger:
The first legendary revealed is for Warrior, and it works much the same as Inner Rage. Given support from cheap Aldor minions, it could potentially work as a high damage two turn finisher, or just presenting an immediate threat on the board.
At the northern tip of the Eastern Kingdom lies the mighty empire of Lordaeron. The name Lordaeron stems from the three main Alliance race languages: "lorn" (in Dwarven) that means "land", "daer" (in Common) that means "people" and "ronae" (in Thalassian) that means peaceful, indicating just how diverse this area is.
You'll become familiar with the sturdy Wildhammer Dwarves, the noble Humans of Lordaeron, The Banshee Queen's Forsaken Empire, the fanatic Scarlet Crusade, the Lich Kings rampaging Scourge, among many others.
Undercity, Tarren Mill, Southshore, Hinterlands, The Plaguelands are just some of the places we'll visit. Thrilling, chilling, and killing is on the menu in this story of impending war. So what are you waiting? Let's get started on The Tales of Lordaeron.
General rules for these keywords: - The rarity ranking order is (from lowest rank to highest rank): Basic, Common, Rare, Epic, Legendary. - Demote/Promote will decrease/increase the count by (1) unless stated otherwise. Example: A Rare minion is Promoted; it is now Epic. - The effect stacks. Example: A Rare minion can be Promoted to Epic, then Legendary. The minion now has two Promotions. - A minion can't be demoted below Basic or Promoted above Legendary. - The effects offset eachother. Example: A Rare minion is Promoted to Epic. It is then Demoted back to Rare. It has now gained a Promotion buff and a Demotion debuff, but since they offset, no buffs or debuffs are shown on the minion. If it was Promoted twice and Demoted once, one Promotion buff would show.
As for now, I'vde decided to focus on the Promote part, as I wanted to show and focus on one key aspect at a time - obviously until I can show you more cards.
Alterac Delegate: A simple card that uses the Inspire-mechanic for self benefit.
Long-Forgotton Thane: A slightly understatted card, that when becomes Legendary will summon an EXACT copy of its current form. It says 'Whenever' and not 'When', as the minion can be Demoted and then Promoted again summoning a new copy.
Scarlet Infuser: Again a pretty straight-forward card. Can give a minion a high stat-boost, but it comes with a restriction - the minion has to be Promoted!
Helcular: The former apprentice of Kel'Thuzad. Roaming Southshore killing most things he can come near. Could be a perfect addition to the otherwise weak discard-lock. This is the only one of my teaser cards that shows nothing of Promotion (or Demotion). I don't want the expansion to become too one-sided showing only cards that evolves around those keywords - this is one of the reasons I choose to showcase this card.
Deep in the Crystalsong Forest lie the ruins of Shandaral, an ancient Kaldorei city filled with magic. Located between Sunreaver’s Command and Windrunner’s Overlook, the city has become a battleground for blood elves and high elves, led by Scout Captains Elsia and Daelin respectively. However, nearby the Kirin Tor of the Violet Stand, led by Gatekeeper Melindra, have begun to lose ground in their battle against the blue dragonflight. Now, in order to find a new weapon, they journey to Shandaral, past dangerous green dragons, to discover the crystal Shards used by the Storm Giants. Will they succeed in finding the Giants and learning the tools to defend the Violet Stand? Or will they be caught up in the feud between Sunreavers and the Silver Covenant?
The expansion themes on Crystals/Glass and introduces 2 mechanics.
Magnify:
Works like Adapt, except it fuses a bonus spell to another target spell in your hand. Then when you cast the target spell, you first choose a target for your magnify effect. There are ten options:
Shard:
Creates a blank permanent portal that other minions can give effects to. These effects only last for a set number of turns, and for each effect, a counter shows up on the Shard revealing the number of turns left for that effect.
While there will be plenty of crystalline golems, green dragons, and a new Tribe -Giants!-, I didn't have room to demo those here. Some sample cards for this control meta, spell-oriented expansion:
THE BRUNING CRUSADE IS COMING!
Enter the Dark Portal and fight in the vast areas of Outland!
Design themes:
New Keyword: Fee. You don't actually attack, it's just the way to trigger it. Can't be used if the minion can't attack, that means not the turn it is played or if it is frozen!
Example Cards:
Divine Preacher: Wherever there's a disaster, there's a bunch of very well-meaning religious folks there to help out. Or to proclaim that it's your fault it happened because you didn't convert, whichever. This Preacher forces all enemy minions to give up their buffs and return to themselves. A good counter to widespread token buff decks or something like Evolve Shaman.
Chronomancer: Time is a tricky thing to make work for you - sometimes you get what you ask for, and sometimes you get it and then it goes nuts and hits you in the face for 10. A simple pseudo-card draw with potential upside or downside the second time, depending on the spell.
Relentless Skelegon: Dragons are back, baby! Some semi-targeted Discard to help out poor old Cruel Dinomancer, and a nice re-summonable minion for a more control style Warlock.
Chronos, Temporal Horror: Not everything that comes through is going to be nice. This beast is a walking temporal anomaly, screwing with when things happen just by appearing. Can cause some mental effects, so its up to you to find where you'd want to play him. Not bad, but not immediately obviously good either. Fun!
You can find me here! Good luck everyone!
My expansion is based off of the continent of Northrend. This expansion consists of a new minion tribe, more ways to freeze, minions having armor, and even resurrecting enemy minions to fight for you. From the simple Withered Skeleton to the Lich King himself, this expansion will give you the chills.
New Emblem
New Tribe - Undead
Northrend consists of numerous undead creatures, including Frost Wyrms, Abominations, and Flesh Giants. So, what better way to introduce an expansion with a new tribe than to give a glimpse at one of the many cards in this expansion.
When tired, he likes to lay back and look through his spellbook to see what would make him stronger.
Weary Death Knight - Common Neutral Minion
I came up with this a while back when Un'Goro was announced. I really liked the concept of a Taunt minion having more attack on your opponent's turn, so I came up with something that was close to opposite of the Tar Creeper and the other Tar minions. When I made this, I thought, "What can I do to this card to make it feel weak during your opponent's turn." Thus, the -3 attack was born. With the -3 attack, I made the cost of this card to 4 to balance the card out a little because the cost used to be 7 before I put the effect on.
Every class will have at least one interaction with Undead whether it be an Undead minion itself or a spell, minion, or weapon, that interacts with your or your opponent's Undead minions.
More Ways to Freeze
With this exapnsion, I felt that since most creatures in Northrend have to do with frost, I made cards that I think have good synergy with the freeze mechanic.
Do you want to build a snowman?
Only the Lich King's most worthy servants can handle Shadowfrost magic. Others get too overwhelmed.
Raising Enemy Minions for Your Own Good
Death knights have the ability to raise the dead. But the most memorable Death Knight of them all is Arthas, the Lich King. He is able to bring his enemies back to life, only to serve him.
I see... only darkness... before... me...
There is way more that I can show you but, I have only scratched the surface.
Mysteries of Darkmoon: A Fan-Made expansion!
Welcome, to the Darkmoon Faire friend! This is a place of eternal happiness and a place for everyone to enjoy! You can do anything here, from fighting in the Arena, to playing all sorts of fun games. Don't fancy any of that? You can take a walk in the woods here on Darklmoon Isle, do some fishing, or even find out your own future! There is so much to do in this place of magic, joy, and wonders!
At least that's what you're told, isn't it? A place of eternal happiness? More like a place of eternal horrors... There are many things they like to keep hidden for you. From the monsters and ghosts in the woods, to the thiefs hidden in the shadows. A place which appears to be a place where everyone can enjoy their time, might just be a place full of horror... This place is without a doubt full of mysteries, let's uncover them!
This expansion is based on Darkmoon Isle but mainly the Darkmoon Faire, the place contains a lot of interesting things but a thing it contains even more of is mysteries! The place is full of mysteries one of them even being it's location!
Keyword
Let's first have a look at the farseers, shall we? their magic is something beyond this realm, it's something mysterious... What could they hide from us?
Farseers are one of the main themes this expansion, they can predict your future, and they know possibly more about you then you could ever know about yourself. They're all over Darkmoon Isle! Introducing the new keyword: Predict!
Note: Predict also counts for spells!
The Predict keyword is basicly, Battlecry: do something at the start of your next turn, but unlike Battlecry, there are tons of interactions with this and this will also be available on spells! For Example, Corruption basicly reads: Predict: Destroy an enemy minion. The Predict keyword is a slow effect and therefore the effect would me more powerfull for it's mana cost than if the effect triggered instantly.
Example Cards
Lazy Worker: This is a great example of a slow card with a very strong effect, that is if you draw it early... This is like Zombie Chow a great card to draw early but terrible late game, this also can't immediatly compete with 2 drops since it has to wait an additinal turn but this card can be very powerfull at the right moment, a very situatinal card which we don't have many of.
Fetch!: Another great example of a slow card with a strong effect. This spin on Arcane Intellect is very diffrent than the card it's based on. Hunters always lacked card draw and now they're finally getting it, although it's only 2 mana this card does not do anything the turn you play it which prevents aggro from abusing it or for Hunters to just refill their recources after they played 2 good cards.
Dirty Kobold: In every expansion you've got to have a new version of an already existing card. Either that's a meme like a rager, a 4 mana 7/7 or something like they did with Hungry Crab and Golakka Crawler. This time i'm doing a bit of a spin on Dirty Rat! It has opposite stat line and has the Taunt, but this time instead of pulling out an enemy minion it pulls one from yours! a great card for decks with very expensive cards or mabey even a Malygos!
Sayge, the Forseer: Sayge is one of the most well known characters on Darkmoon Isle! And the Gnoll has all that to thank for his great skills in predicting the future. Sayge is the one who does most predicting on the Darkmoon Faire, and undoubtibly the best to do it as well! Here i want to show that by letting Sayge interact with Predict cards. Now these powerful effects for strong mana cost don't have any drawback! You can now play all sorts of powerfull Predict effects that will just trigger instantly! This is also one of many cards that will synergise with the Predict mechanic but this might just be the most crazy one!
Thanks for taking the time to have a look at Mysteries of Darkmoon and hopefully i'll see you all again in phase 2!
The Descendants of Aqir, they are more commonly known as the Qiraji, the Nerubians, and the Mantids. Loyal servants to their Old Gods' and terrifying menaces to Azeroth. Although they have acted independently since they've split, the now act as one again. A multiscale assault from all three kingdoms has begun. The Horde and Alliance must band together again to stop their pressing invasion. But will their strength be enough to stop the neverending swarm?
The Descendants of Aqir, or TDoA for short, will be an expansion focused on all the creepy crawlies in the world of Azeroth. So get out your pesticide and flamethrowers, because we're gonna do some exterminating. The first one on our list is the Dungeon Lurker, so get ready to Ignite it.
Infestation? That sounds scary, but what does it do? Infestations are little traps you shuffle into your opponent's deck. When drawn they summon a 2/2 spiderling for you. But with so many small little spiders running around, how do we deal with them all? Well, just Ignite and Incinerate them. Ignite may seem expensive for its immediate effect, but it will pay off in the long run with a multitarget removal. Quick! Kill it with fire before it can lay eggs!
Of course, I know some of us have experienced that moment where we've shuffled traps into your opponent's deck, but they never draw them. Infestations can help you out even when your opponent doesn't draw them.
Giant Beetle has got your back. The more Infestations in your opponent's deck, the more you will summon at once. No more do you have to lose because your opponent didn't draw the traps you left in their deck. Now it can be used to your advantage instead.
Then there is the big bad arachnid himself, Anub'arak. This time he has come back as the Spiderlord. His effect might not be all that impressive, but he makes up for it by being inclusive. Any deck making use of Infestation can drop him in and he will work as a great late game threat.
I hope you all vote for The Descendants of Aqir.
Or else you'll wake up trapped in a spider's web.Good luck everyone and I hope to see you all in Phase II!Besieged on all sides, against a threat never before seen. Against such insurmountable odds, old hatreds must be put aside to make way for new alliances, forged in the fires of desperation. With the fate of the world hanging in the balance, where will you be when the last hour strikes?
The Last Hour of Azeroth, like Goblins vs. Gnomes, is not based on a specific area or period. Rather, it is an expansion that celebrates those times when the Alliance and the Horde were forced to put aside their difference in favour of survival. To represent this, Last Hour of Azeroth brings in three central mechanics.
Mechanics
Putting aside old grudges will also involve cooperating with your enemy as well, so this expansion will also have a heavy emphasis on cards that give advantages to both players, taking after cards like Grove Tender.
Decimatus
Card Explanation
Stormwind Captain: An example of a card that will make Unity triggers a much more realiable dream. Later game, 2 mana is not much to worry about to combo powerful Unity effects, while early provides a nifty 2 minions. It's stats are so low because most class 1-drops are exceptionally good, with the trade off being they don't offer synergy with your deck. A mage will not get a mana wyrm.
Terrokar Tracker: Beast Druid has really tried to take off in the past, and this is a card that allows you to play more of a midrange value version. Almost all of Hunter's minions are beasts, so it seemed like a sensible place to merge the two classes.
Unwanted Aid: The first in a long theme of cards that have the same effect on you and your opponent. Really hard to balance, because both players get the same advantage and disadvantage. Coldlight Oracle costs 1.5 for the effect, and going off Mind Blast the card should add another mana, to be 2.5. However, as the damage also hurts you (3 damage = 1 less mana, based on Flame Imp), it settles in at 1.5, rounding up to 2 for the versatility.
K'ure: Hey, the world is ending, now would be the time for priest to get Shadowform synergy. In the story, naaru that have their light drained turn into void gods, which I tried to represent here. I made Decimatus pretty darn powerful because of the bevy of conditions you have to meet in order to get it. Also, only example card with Rampage.
The War of the Ancients was a major conflict which constituted the first coming of the demonic Burning Legion to Azeroth. One of the largest and most costly wars in Azeroth's history, the War of the Ancients decided the fate of all life on the planet for millennia to come. The conflict ultimately led to the Great Sundering, a cataclysmic event which tore the planet's landmass apart, thus altering its history permanently.
The Premise
War of the Ancients (WotA) is an expansion focused on the war between the different races of Azeroth. Certain races like Earthen and Kaldorei will try to work together with card synergies while others like Infernals will try to work alone dealing massive damage. Races include the Kaldorei, Dragons, Tauren, Earthen, Furbolgs, many Wild Gods, Felbeasts, Felguard, Doomguard, Infernals, Satyrs, and the Old Gods. Each class will have its own respective race(s) like the Furbolgs for Druid and the Earthen for Warrior. Some will cross classes like the Tauren and others will be exclusively neutral like the Wild Gods. Most importantly is the new keywords for the set: Battleground and Sacrifice.
Battleground is exclusive to spells and acts similar to secrets or quests. For example, a card might read: "Battleground: (3). Whenever you play a minion, draw a card." So the next 3 times you play a minion, you will also draw a card. All are Legendaries (so each of my classes will have one minion and one spell legendary unless I am told that is against the rules). Each Battleground is a physical place where a battle could (or did) take place during the War of the Ancients. Playing the card would visibly change the look of your side of the board while the card is in play. Below is an example gif I made with a fake Battleground.
Sacrifice affects cards before they even leave your hand. If you had a 3 mana 5/5 with "Sacrifice: Play 3 cards", you would have to play 3 cards while this minion is in your hand before you could play the 5/5. This effect is good for decks that like to have a lot of cards in hand at once. When you have one of these cards in your hand, you can hover over it to see how close you are to completing the Sacrifice, similar to Quests. This effect can apply to any card of any rarity.
The Cards
A lot of the time, the cards in this set are designed to combo with the Battleground for the respective classes. Below is an example of synergy between two priest cards in WotA.
Explanations
Timbermaw Furbolg: As I mentioned earlier, the Furbolgs are a race that will be completely constrained to the Druid class. Furbolgs are a race of bear people who hate outsiders, especially the Timbermaws. The baseline stats on this card are really good, a 3 mana 4/5 with Taunt. However, there is the drawback of having to silence one of your own minions first. This can be done with cards like Keeper of the Grove and Ironbeak Owl. By simply silencing a card with no text, or even better a card with "can't attack", this becomes simple enough to achieve. The fact that you have to spend a silencing effect on yourself though is the reason this card is 3 mana and common.
Avatar of Bethekk: Bethekk is one the Primal Jungle Gods and subsequently one of the Wild Gods. Bethekk is a panther in the troll pantheon. Since panthers are creatures who tend to strike quickly and viciously without allowing their targets to return the attack, the idea for this card makes sense. While the stat line may be very weak, a 2/3 for 4 mana, the effect can be very handy if you can protect it or buff it. If you could buff an Avatar of Bethekk with Dinosize, that's basically game over. The best thing is if it kills a minion with Poisonous, it won't take damage and therefore won't be affected by the Poisonous effect.
Priestess of the Night: The Sisterhood of Elune is an order of priestesses dedicated to the worship of the moon goddess, Elune. Bestowed with the magic of the sisterhood, they can use their magic for a variety of purposes, some good, some evil. As for the Priestess of the Night, more bad stats for a decent effect. Imagine a Disciple of C'Thun for 1 more mana with 2 more health. Now pin on the fact that you also get a little healing out of it. This card can have great combos with Acolyte of Pain, Lightwarden, Gurubashi Berserker and, of course, Well of Eternity.
Well of Eternity: The Well of Eternity was a lake of arcane energy around which the Night Elves built a great city to harness the mystical energies. However, following the Great Sundering after the War of the Ancients, the Well became tumultuous and polluted, transforming it into the Maelstrom. At the peak of the Well's power, it gave the night elves great strength. The effect of this card is simple but powerful, restoring 8 health to your minions but allowing you to control when. The drawback of the card is the 2 mana loss. Even though it costs 2 mana to basically do nothing at first, once the effect is there it can keep a board alive long enough to run your opponent down.
Card Changes (as per the rules)
=> => =>
So what do you think? If you like it, go ahead and give it an early upvote. I'm loving a lot of the concepts I'm seeing on here and hope to see more later down the road.
Click here to see some of my custom fan-made cards. Click here to see my new keyword W/ REAL ANIMATIONS!
Duskwood is a harsh, dark land. Not much grows beyond the graveyards that seemingly fill with more and more undead. As a result many of the natural creatures and denizens that inhabit Duskwood have adapted and transformed themselves to meet their environment. Rumors of legendary treasures long forgotten and buried beneath the land of Duskwood have brought you here to brave the elements. You will find yourself battling the many dark, twisted creatures that live here such as Ghouls, Ghosts, Ogres, Worgen, Plagued Creatures, perhaps even a Lich itself will attempt to stop you in your conquest for spoils! Depths of Duskwood uses mechanics such as Deathrattle, Poisonous, and others to enhance the dark themes the expansion is centered around.
Tokens:
Thrall once had a dream. In his dream, he saw the scene of Taretha being killed over and over. He tried to save her, but all his attempts turned out to be in vain.
Jaina once had a dream. In her dream, she followed Arthas in the ravage at Stratholme. Later on, they went to Northend together, where she took hold of the Frostmourne and became the Lich Queen.
Magni once had a dream. In his dream, his daughter's son was born. To his astonishment, the baby's father was Ragnaros.
Everyone sleeps, and most of us dream. What is the most unforgettable dream of legends in Azeroth?
New Mechanics
New Cards
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Pushing for more control-style decks, this expansion includes the Dormant mechanic (as introduced by Sherazin, Corpse Flower), and 3 new keywords (really 2).
New Keywords:
Info on the keywords under the spoiler:
Elusive - This is the Faerie Dragon effect. I know Brode said they do not intend to make this a keyword as it would be too confusing for new players, but hey this is just for fun and none of US are new players... so yeah. basically, I WANT THAT TEXT SPACE!!! xD
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect. There are effects that Chill minions and minions that are Chilled from the start, as a drawback.
Warm - An example of this currently in the game is Shifter Zerus. Like Zerus, your opponent will not see the trigger take place. Most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter - and will lose value as they Warm.
Example of how the Warm mechanic looks/tracks in your hand:
Imagine the blood icon under the mana cost is a flame icon instead. This tracks the number of turns a card has Warmed. In this example, the card has been kept in hand for 3 turns and is buffed to 4 health.
Showcase Cards:
Info on the cards under the spoiler:
Blossoming Nymph - This nymph is thrilled about the warming lands, and grows tougher with each passing turn. She is a basic example of the Warm keyword in action. Unfortunately the only card in my showcase with spring flavor, but just wait 'til you see what I've got in store!!
Greater Wind Spirit - A spirit borne of the winter, this guy starts worse than even a Wisp. But with a quick self-heal, the spirit grows and changes, and becomes a burly 3/4 for 3 mana (of course, you get the heal as well!). Perfect for turn one when you don't have a turn 2 play, and a nice example of the design space opened up with the Dormant mechanic.
Spectral Tiger - Stranglethorn Tiger's more epic brother (see what I did there?). He's an example of the Chill mechanic (impacting both sides of the board, in this case!), as well as Elusive. And yes, he's meant to not have the Beast tag - just like the Spectral Spiders that spawn from Haunted Creeper ;)
Kalecgos - Current ruler of the blue dragonflight, this guy resides in Winterspring and is thus witness to the might of the Great Thaw. As you can see, his arcane power brings all the spells to
the yardhim. This is the anti-Elusive, useful to protect other minions and also your hero from pesky burn-from-hand lethals! Also interferes with the Priest and Mage hero powers. And as a former servant of Malygos, he has mirroring stats. I know this 'spell taunt' concept has been done before, but it's a good example of the flavorful, control-style cards you can expect from this expansion."The Slayer" custom class
"The Great Thaw" expansion competition finalist
Spirits 'n Curses
An expansion based on trolls, their voodoo and their loas
So what is it all about concretely ? My expansion will feature two main mechanics :
Here's what Curse of Rafaam would look like if it used my keyword:
In addition, most of the cards will be attributed to one of the 4 main troll subraces in the Warcraft universe. Each subrace will have its own mechanical theme to build around. Unlike gangs in MSG, subrace cards are not restricted to particular classes in order to enable a maximum of deck building possibilities. Some classes will have more affinity to particular subraces though.
VAMPIRIC TOUCH (Gurubashi): The first Curse in the set (Priest, Warlock and Shaman will be "the Curse classes") to give you an idea of the mechanic. Note that the 'CURSED!' token cards won't necessarily always have the same cost as the base Curse card. "But.. but.. why give a SMOrc synergy card to Priest, the least SMOrc of all classes ?!" Well, just you wait until the next phases and you'll understand why!
DRAKKARI SORCERER (Drakaari): A quick and flexible way to gain armor with the right deck. Freeze mechanic will be democratized and not restricted to Mage anymore. "But.. but.. this would make Freeze Mage ever more cancerous! How could you do that ?". Don't worry! I have something to deal with Freeze Mage in store...
LYNX LOA (Amani): A collectible "non-minion" Loa. There will be 4 neutral common loas, 4 neutral Legendary loas and 8 class-specific loa (Paladin won't have any, there are no troll Paladins!). It is common which means that you can have two of those.
HYDROMANCER VELRATHA (Sandfury): Free cycle ? Yay!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Prepare yourselves, the bells have tolled!
Shelter your weak, your young and your old!
Each of you shall pay the final sum!
Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
Keyword and Explanation
Fear is a temporary debuff that causes a minion to lose Attack. It expires at the end of the target's turn, just like Freeze. It can stack as well. It is always displayed as Fear -1, and can be applied in larger amounts as the example card Widowmaker shows. Most Fear effects are applied as Battlecry, but some are as passive effects. At least 1 will affect Heroes as well.
Example Cards!
Candy Seeker - Candy is a major theme of the expansion. There are 9 candies, each a 1 Mana collectible Common card for each class. Think of them as a combination of Spare Parts and Kabal Potions. There will be a few cards that create them, and they can give some basic effects to classes that may lack them (like some minor healing for Rogues, or direct damage for Paladins).
Widowmaker - This weapon allows Rogues to deal with some minions and take reduced damage, and keeps the minion weak if it survives. Make Rogue weapons great again.
Wicker Giant - Every expansion needs a giant. Lighting the Wickerman is a theme of Hallow's End, and there will be several cards based on it that involve killing minions. This could help Zoo or token decks.
Sylvanas, Banshee Queen - The Headless Horseman is taking a break while I rework him as the set mascot, so Sylvanas will be the submission example. She's got a powerful effect reminiscent of her original one, allowing you to remove an enemy but steal its Deathrattle.
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
Azsuna was once a gem of the night elf empire. Now much of it lies in ruins, a home for vengeful elven spirits and hidden enclaves of blue dragons. What remains of this haunted land has come under threat from conflict among Azeroth's defenders, an army of serpentine naga, and the Burning Legion. - The Art of World of Warcraft: Legion.
New Keyword:
Siphon is inspired by the ability of the Nightborne to absorb arcane energy - your minions are essentially 'Siphoning off' a tiny bit of your spell's powers. It's a scaling ability that is much more effective over a long game when you can cast more spells, draw more cards, and build up to larger effects. If you need to, you can also cash in earlier to get some more immediate impact.
Example Cards (Explanations/Token in Spoiler):
The Mana Surge is another mechanic introduced in this expansion. It's a 0 mana spell, generated by many cards, that does ABSOLUTELY NOTHING! This, of course, can be remedied through the use of other cards, but even without an effect, it's still useful. Mana Surges can be used to trigger Siphon effects, on-play effects like Gadgetzan Auctioneer or an enemy Counterspell.
Note that it will NOT be present in a lot of neutrals (only a tiny few), and instead be represented more in class cards, since I'm pretty sure NOBODY wants Miracle Rogue getting hold of this.
Withered Nightborne: A simple example of the Siphon mechanic, as well as the un-keyworded mechanic I call 'Wither' - when a minion loses something at the end of each turn. That's also a theme of this expansion and will be seen on some other cards (especially Rogue/Warlock ones) later on. This card lets you build up a huge minion that decays slowly, or simply just drop it as an on-curve 4/4 or 5/5 that you can trade with in the early game. There will be a few other cards based around the Nightborne/Nightfallen/Withered.
Naga Sorceress: Nagas and their past will also be a pretty large focus of this expansion. The Naga Sorceress shows off how Mana Surges can be 'activated', so to speak. While she is in play, Mana Surge acts as a 0-mana 2-damage ping (sets damage to 1, Spell damage increases it by 1), allowing you to pick off enemy minions or deal face damage if that's what you want.
Moonwell: An example of a way Mana Surges can be generated. It's not an immediate threat and has no real board impact, but over time, it can generate a lot of spells for you, which can be incredibly useful in spell-based Druid decks.
Senegos: The leader of what remains of the Blue Dragonflight that is present in Azsuna, and is a bit of a bigger, more powerful example of the Siphon mechanic. You can build him up a lot to unleash a massive board wipe and also develop a strong body, or you can simply play him after 2-3 spells to clear smaller aggro boards if you need to. Could see play in Control/Reno and maybe even Freeze mage lists. Wording based off of Betrayal.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Welcome to:
"Let those petty mortals have their grand tournament." Arthas said. "We'll hold a contest of our own."
This expansion focuses on the Spectral Trials- a competition held by the Lich King at Icecrown Citadel, the undead's own Grand Tournament. Participants include death knights, liches, abominations and ghouls. They will all fight for the ultimate honor of leading the Lich King's forces into the upcoming battle against the living. However, there are spies at the Trials- Forsaken and memebers of the grand tournament will both try to sabotage the Spectral Trials, so that the Lich King is easier defeated later.
All competitiors will be welcomed to the tournament by none other than Lady Deathwhisper:
This expansion also introduces a new custom mechanic: scavenge.
Scavenge represents the source of the power of the undead: death itself. Powerful liches and death knights can and will make use of the death of their allies to crush their enemies. Note that scavenge can both trigger on any other minion (like Flesheating Ghoul) or be limited to a certain type of minions (for example friendly minions, just like Cult Master).
Here are some new cards, some showcasing this mechanic:
THank you for your support!
My (custom) expansion:
Return to Outland (Black temple + Burning Legion cards)- Complete
Thes secret of Vashj'ir
Vashj'ir is a beautiful underwater world.It's home of Naga and other awful sea animals.In this new expansion, you will found more “intersting” things about Naga.
After Naga has became the master of Vashj‘ir, they slaughtered a large number of murlocs in the sea, them are called Mul’gur. The only thing they can do is work. They suffered the rule and torture of Naga.
Coldlight Murlocs are murlocs which espace from the hunt of Naga. They accurately organize offensive and defensive against Naga to survive.
Naga are crazy about magic.So if you give them more mana crystal,they could be more powful.Even immortal!
Naga are master of swim, they could carry out a fatal attack or organize an impeccable defense at any time. Even in your hand, they could rush into the battle field.
If you are intersted in stories about Vashj'ir,please vote me.There wll be more intersting thing about murlocs, Naga, AND our beloved
Sir Finley Mrrgglton. Why he is here in Vashj’ir?
Thanks for everyone who enjoy it.
Helo people of the Hearthstone community, I, NecroaV, will be showcasing my idea for an expansion.
The Dream's Nightmare
The Emerald Dream needs the heroes again! The Emerald Nightmare is taking over again and you the heroes have to see what happens during this expansion! Portals to the realm of the Dream and Nightmare are open up. Join the battle!
Firstly I shall show you the two new Keywords that shall be added into this set!
This expansion shall introduce these keywords and a new mechanic called "State". The states can only be between Dream and Nightmare, which have their own benefit when playing cards like it! When Keywords are on a minion are usually going to be some sort of battlecry but when it's on a spell, it will be just an additional effect! The states bring in a new and greater strategic gameplay which makes players carefully think of how to play in future rounds and getting the benefits!
Next thing I shall show you are the new special tokens called "Nightmare Cards" which are closely related to "Dream Cards"! There will be a total of 5 Nightmare Cards, two of which are already existing and they are Dream and Nightmare or it could be changed in the future.
NEW CARDS!
So here are the cards! Easy to understand and nothing to worry about! Cards I have shown give the new aspect of control again, making the game slow down even more, but at the same time it speeds it up! I will be pushing Synergies like Dragon Druid and Dragon Priest with the two new cards shown above and even make a new deck type similiar to C'thun but based of Nightmare cards and Dreamcards!
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
REMOVED
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
In Outland, stands Shattrah, a beacon of hope in a broken world. With all enemies defeated, the city is safe once more, and is about to host a glorious celebration, with invites going out to all corners of 2 worlds. However, a long simmering rivalry between the Aldor and the Scryer is about to boil over, which could overshadow the festivities. Pick your side, and join the Throwdown at Shattrah!
Firstly, A new keyword is added, Rally, which provides an effect when you play a minion of the same tribe. It's an effect that has been seen a few times already (similar to how Poisonous was already in the game before the keyword was added. As an example, Murloc Tidecaller would now read; Rally: Gain +1 Attack.
Secondly, is the main two factions, the Aldor and Scryer getting their own tribe tags. However, the rivalry between these two groups mean that once you place an Aldor card in your deck, you can no longer add Scryer cards, or gain them through any means necessary. (For example, you will never Discover a Scryer card in game).
Lastly, there will be Ambassadors from major cities in Azeroth in attendance. These will feature as class minions with discover effects relevant to the class.
As for the examples:
Card explanations and sounds in the spoilers below.
Unstable Battlemage:
Unstable Battlemage is the first example of the new Rally effect. It's a simple, common Aggro card, which could lead to huge combos if enough cheap Scryers can be amassed. However, since the effect is mirrored, this only works if you can take the hits yourself.
On Summon - I can't contain myself.
Rally triggers - I'm losing control!
Attack - I've got control now.
Death - Noooooo!
Darnassian Envoy:
Darnassian Envoy is the showcase for the envoys that will be coming from far and wide. Essentially, there will be one for each class, with a specially modified Discover effect. In this case, it fits in with Druid's gameplan of getting big things out quickly, as well as helping with the Druid Quest.
On Summon - Pleased to make your acquaintance.
Attack - I thought this was a party?
Death - Elune light my way.
Gadgetzan News Team:
Here to document the celebrations, the Gadgetzan News Team has found themselves as battlefield reporters instead. This minion allows a small amount of information to be gathered about your opponents draws, as well as being a solid, mid ranged 5 drop. Just to clarify, you don't know what minion has been drawn if this card activates, just that your opponent has drawn a minion.
On Summon - (Male Goblin) We're kind of a big deal.
Effect triggers - (Female Goblin) We're going live!
Attack - (Male Goblin) I'm handing out tickets to the gun show!
Death - (Male Goblin) I immediately regret this.
Amaan the Younger:
The first legendary revealed is for Warrior, and it works much the same as Inner Rage. Given support from cheap Aldor minions, it could potentially work as a high damage two turn finisher, or just presenting an immediate threat on the board.
On Summon - I will never be broken!
Rally triggers - I'll hold the line brother.
Attack - We must break through!
Death - It can't end like this!
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
At the northern tip of the Eastern Kingdom lies the mighty empire of Lordaeron. The name Lordaeron stems from the three main Alliance race languages: "lorn" (in Dwarven) that means "land", "daer" (in Common) that means "people" and "ronae" (in Thalassian) that means peaceful, indicating just how diverse this area is.
You'll become familiar with the sturdy Wildhammer Dwarves, the noble Humans of Lordaeron, The Banshee Queen's Forsaken Empire, the fanatic Scarlet Crusade, the Lich Kings rampaging Scourge, among many others.
Undercity, Tarren Mill, Southshore, Hinterlands, The Plaguelands are just some of the places we'll visit. Thrilling, chilling, and killing is on the menu in this story of impending war. So what are you waiting? Let's get started on The Tales of Lordaeron.
General rules for these keywords:
- The rarity ranking order is (from lowest rank to highest rank): Basic, Common, Rare, Epic, Legendary.
- Demote/Promote will decrease/increase the count by (1) unless stated otherwise. Example: A Rare minion is Promoted; it is now Epic.
- The effect stacks. Example: A Rare minion can be Promoted to Epic, then Legendary. The minion now has two Promotions.
- A minion can't be demoted below Basic or Promoted above Legendary.
- The effects offset eachother. Example: A Rare minion is Promoted to Epic. It is then Demoted back to Rare. It has now gained a Promotion buff and a Demotion debuff, but since they offset, no buffs or debuffs are shown on the minion. If it was Promoted twice and Demoted once, one Promotion buff would show.
As for now, I'vde decided to focus on the Promote part, as I wanted to show and focus on one key aspect at a time - obviously until I can show you more cards.
Alterac Delegate: A simple card that uses the Inspire-mechanic for self benefit.
Long-Forgotton Thane: A slightly understatted card, that when becomes Legendary will summon an EXACT copy of its current form. It says 'Whenever' and not 'When', as the minion can be Demoted and then Promoted again summoning a new copy.
Scarlet Infuser: Again a pretty straight-forward card. Can give a minion a high stat-boost, but it comes with a restriction - the minion has to be Promoted!
Helcular: The former apprentice of Kel'Thuzad. Roaming Southshore killing most things he can come near. Could be a perfect addition to the otherwise weak discard-lock. This is the only one of my teaser cards that shows nothing of Promotion (or Demotion). I don't want the expansion to become too one-sided showing only cards that evolves around those keywords - this is one of the reasons I choose to showcase this card.
the shattered shards of shandaral
Deep in the Crystalsong Forest lie the ruins of Shandaral, an ancient Kaldorei city filled with magic. Located between Sunreaver’s Command and Windrunner’s Overlook, the city has become a battleground for blood elves and high elves, led by Scout Captains Elsia and Daelin respectively. However, nearby the Kirin Tor of the Violet Stand, led by Gatekeeper Melindra, have begun to lose ground in their battle against the blue dragonflight. Now, in order to find a new weapon, they journey to Shandaral, past dangerous green dragons, to discover the crystal Shards used by the Storm Giants. Will they succeed in finding the Giants and learning the tools to defend the Violet Stand? Or will they be caught up in the feud between Sunreavers and the Silver Covenant?
The expansion themes on Crystals/Glass and introduces 2 mechanics.
Magnify:
Works like Adapt, except it fuses a bonus spell to another target spell in your hand. Then when you cast the target spell, you first choose a target for your magnify effect. There are ten options:
Shard:
Creates a blank permanent portal that other minions can give effects to. These effects only last for a set number of turns, and for each effect, a counter shows up on the Shard revealing the number of turns left for that effect.
While there will be plenty of crystalline golems, green dragons, and a new Tribe -Giants!-, I didn't have room to demo those here. Some sample cards for this control meta, spell-oriented expansion: