Flavor: After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to .
Mechanic: A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Shape (1) on the card and when you hover onto it.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens. For example: Vilespine Slayer, Curious Glimmerroot and Living Mana.
Sample Cards:
Common slot:
Rare Slot:
Epic slot:
Token:
Legendary slot:
I'm liking how your expansion is turning out so far. This puts more emphasis on value than curve, and knowing exactly when to play certain cards. Side Quests sound like fun, and I'd like to see more examples. Honestly I'd love to see more than 1 for each class but then they can't be Epic and that might be too many.
One thing I don't love is the inclusion of both Study and Shaping. Both are very similar but either give a buff (or other change) vs getting an entirely different card. I don't think you need both and should focus on one keyword. Study is the more interesting unless you are going to have Shaping turn into noncollectible tokens. Just be careful of various costs and power levels. Just how powerful should a delayed effect be, and would it be too good on curve if the card starts in their hand?
Also need to see some Plant examples, even if they aren't gonna be in the initial submission. Would they have some synergies with one another? Murlocs buff each other, Dragons are in hand, Elementals appear one after another, Demons hurt you, and Pirates support each other and weapons. How do Plants interact?
Thanks Zence for your feedback!! I'm posting once more to try to get some more opinions, especially on which Kalecgos you prefer! Also considering the 2nd one without Elusive OR without spell damage if it feels like too much.
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.
Yes, the rumors are true: SPRING IS COMING.
Background:
"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. A big push in this expansion is to slow down individual games and reward players for pushing value rather than tempo. In other words, this expansion seeks a less aggressive meta game. Specific mechanics include: incentives to hold cards in your hand, minions that go Dormant (as introduced by Sherazin, Corpse Flower), and three new keywords (but really two).
New Keywords:
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.
Example Cards:
More 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.
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 - An example of the Chill mechanic, as well as Elusive. He's basically a Stranglethorn Tiger on crack.
Kalecgos (1) - 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!
Kalecgos (2) - A former servant of Malygos, this guy is spell-tastic! He's a denizen of Winterspring, though, and the Warmth is not kind to him.
I really wanted this to be called "The Incredible Thaw". :(
Regardless, as for your cards:
I think Blossoming Nymph is a nice little introductory card to the mechanic. And I see that me sharing my knowledge of the green and red numbers helped you out (which now is its own thread).
Greater Wind Spirit is pretty cool. It's a good "2-drop" (very loosely) for Priest and also the first non-Legendary card to use this dormant mechanic. Imagine Shaman getting it from Maelstrom Portal though.
Spectral Tiger is kinda weird (not in a bad way though). That Elusive + Stealth combination is absolutely NASTY. You also forgot to make "Chill" bold.
I don't know how I feel about Kalecgos. The first version's effect should say "if possible", so that Stealth and Elusive won't completely lock your opponent from spells. I do also feel that if big minions are generally removed by hard removal, the effect won't really matter that much. As for the second version, would it still gain +1 Health even if its Attack was at 0?
Thanks for taking a look!! Hah yeah, I mean I'm still not completely sold on the current name. So it may be TIT after all ;D
Yeah, I'm planning for each class to have 1 non-legendary dormant minion. I think it's a very cool mechanic, and I want to fully explore it. If there's not as much design space there as I originally thought, I'll reel it in.
Thinking of making the tiger 6 mana and ditching stealth. Simplicity is usually a good thing ;) lemme know what you think. also thanks haha thats what I get for rushing when removing the beast tag xD
Okay, I think if I did that wording I could ditch the word targetable, so basically make it "Spells and Hero Powers must target this minion (if possible)." I worry that that's too overdone... hard to say. I could also change its stats to the 4/12 line, if that makes a difference.
The 2nd Kalecgos would still gain health if the attack reaches 0 as it is worded now. If I wanted it to work the other way, I'd probably word it as "Warm: Lose 1 Attack to Gain 1 Health." Yeah I really don't know which version to go with. >.< eek!!
Again, thanks so much. Is there a most-recent version of your stuff you want me to look at? :)
For my set (page 21) my main concern is fixing Fear and it's minions. The first idea: leave it as is and be careful with the minions. Squashling could be a (2) 2/2 Fear as suggested, and other Fear minions would have the effect with very careful stats. Most Zoo decks have buffs that can handle a medium Fear minion, and a Fear/Taunt minion can be bypassed by smaller minions as though it has Immune/Taunt. This could also push the meta away from small tiny minions and more toward buffing and removal, since Fear minions would be very valuable (if slow) against masses of smaller minions.
Alternatively, Fear could be changed. Perhaps it should only protect the larger minion when it attacks a smaller minion. They would be susceptible to counterattack. Or it would be scrapped and rebuilt, and in that case I'm not sure what to replace it with yet. Any help would be appreciated!
Also, Dark "Chocolate" is likely to be changed as well. The idea was to 'support' Warlock cards that destroyed mana crystals but I'm moving away from that idea now.
And also updates to my expansion. Dark Portal has its cost changed to 4 (up from 3) and I'm gone back to using Skalvar instead of Pheran some people have pointed out not to use Pheran, and Skalvar also highlights the expansion better using the Void Orb mechanic.
Skalvar's Tokens
EDIT: Accidentally used the old version of Skalvar. Fixed.
And also updates to my expansion. Dark Portal has its cost changed to 4 (up from 3) and I'm gone back to using Skalvar instead of Pheran some people have pointed out not to use Pheran, and Skalvar also highlights the expansion better using the Void Orb mechanic.
Skalvar's Tokens
I love your legendary, by the way. He's the perfect 'mascot' for your expansion :D And I'm just super struggling to find mine hahaha.
Flavor: After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to .
Mechanic: A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Shape (1) on the card and when you hover onto it.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens. For example: Vilespine Slayer, Curious Glimmerroot and Living Mana.
Sample Cards:
Common slot:
Rare Slot:
Epic slot:
Token:
Legendary slot:
I'm liking how your expansion is turning out so far. This puts more emphasis on value than curve, and knowing exactly when to play certain cards. Side Quests sound like fun, and I'd like to see more examples. Honestly I'd love to see more than 1 for each class but then they can't be Epic and that might be too many.
One thing I don't love is the inclusion of both Study and Shaping. Both are very similar but either give a buff (or other change) vs getting an entirely different card. I don't think you need both and should focus on one keyword. Study is the more interesting unless you are going to have Shaping turn into noncollectible tokens. Just be careful of various costs and power levels. Just how powerful should a delayed effect be, and would it be too good on curve if the card starts in their hand?
Also need to see some Plant examples, even if they aren't gonna be in the initial submission. Would they have some synergies with one another? Murlocs buff each other, Dragons are in hand, Elementals appear one after another, Demons hurt you, and Pirates support each other and weapons. How do Plants interact?
Thank you so much for your review.
I know that Shaping is kind of similar to Study and might have the "too complex" problem going on for Hearthstone, which is why I'll try to limit the minions that Shaping into either a uncollectable token, a card from this set or from the Classic / Basic set.
The Plants will have synergy to each other, but a lot of them will interact with your OPPONENT's card, which inspired by the few Plants already existed: Curious Glimmerroot, Vilespine Slayer and Ancient of War. As for which kind of synergy, I have some kind of idea like "If you control another Plant..." like the Murlocs. For example: "Battlecry: If you control another Plant, give a minion -2/2."
Edit: Also, in your opinion, which is the card I should pick for the Epic and Legendary slot?
Thanks Zence for your feedback!! I'm posting once more to try to get some more opinions, especially on which Kalecgos you prefer! Also considering the 2nd one without Elusive OR without spell damage if it feels like too much.
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.
Yes, the rumors are true: SPRING IS COMING.
Background:
"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. A big push in this expansion is to slow down individual games and reward players for pushing value rather than tempo. In other words, this expansion seeks a less aggressive meta game. Specific mechanics include: incentives to hold cards in your hand, minions that go Dormant (as introduced by Sherazin, Corpse Flower), and three new keywords (but really two).
New Keywords:
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.
Example Cards:
More 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.
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 - An example of the Chill mechanic, as well as Elusive. He's basically a Stranglethorn Tiger on crack.
Kalecgos (1) - 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!
Kalecgos (2) - A former servant of Malygos, this guy is spell-tastic! He's a denizen of Winterspring, though, and the Warmth is not kind to him.
I really wanted this to be called "The Incredible Thaw". :(
Regardless, as for your cards:
I think Blossoming Nymph is a nice little introductory card to the mechanic. And I see that me sharing my knowledge of the green and red numbers helped you out (which now is its own thread).
Greater Wind Spirit is pretty cool. It's a good "2-drop" (very loosely) for Priest and also the first non-Legendary card to use this dormant mechanic. Imagine Shaman getting it from Maelstrom Portal though.
Spectral Tiger is kinda weird (not in a bad way though). That Elusive + Stealth combination is absolutely NASTY. You also forgot to make "Chill" bold.
I don't know how I feel about Kalecgos. The first version's effect should say "if possible", so that Stealth and Elusive won't completely lock your opponent from spells. I do also feel that if big minions are generally removed by hard removal, the effect won't really matter that much. As for the second version, would it still gain +1 Health even if its Attack was at 0?
Thanks for taking a look!! Hah yeah, I mean I'm still not completely sold on the current name. So it may be TIT after all ;D
Yeah, I'm planning for each class to have 1 non-legendary dormant minion. I think it's a very cool mechanic, and I want to fully explore it. If there's not as much design space there as I originally thought, I'll reel it in.
Thinking of making the tiger 6 mana and ditching stealth. Simplicity is usually a good thing ;) lemme know what you think. also thanks haha thats what I get for rushing when removing the beast tag xD
Okay, I think if I did that wording I could ditch the word targetable, so basically make it "Spells and Hero Powers must target this minion (if possible)." I worry that that's too overdone... hard to say. I could also change its stats to the 4/12 line, if that makes a difference.
The 2nd Kalecgos would still gain health if the attack reaches 0 as it is worded now. If I wanted it to work the other way, I'd probably word it as "Warm: Lose 1 Attack to Gain 1 Health." Yeah I really don't know which version to go with. >.< eek!!
Again, thanks so much. Is there a most-recent version of your stuff you want me to look at? :)
I think 6 mana and removing Stealth would be an okay change, but it's up to you. Not sure about the statline of Kalecgos, but the effect wording would be better in my opinion. Most recent version of my thing was posted just a few minutes ago. You can't miss it.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Hello! I have tried two ideas before and you have been so kind to be honest and tell me how horrible they were! Three times a charm? My previous ideas were a little (ok ok, very) over the top. I hope this one stays a little more within the lines of acceptance. The current idea I am exploring is Memorial Clashes at the Battlegrounds.
The expansion is about three famous Warcraft battlegrounds; Arathi Basin (AB), Warsong Gulch (WSG) and Alterac Valley (AV).The idea is still a little rough and needs a lot more thinking. So far, I think it will be about the rivalry between Horde and Alliance and will include new mechanics that will look like battlestrategies. Any ideas are very welcome!
The keyword I am going to use is called Rivalry:
Yes, minions are divided between Horde an Alliance (and neutral). You can get a bonus when a card from one faction kills a minion from the other faction. The difference is shown by a Horde or Alliance emblem on the card. Example card:
The first battle strategy mechanic is something I like to call 'Sequencing'. A card does something when it's the X'ed card you play this turn. This is supposed to resemble the ordering in an army setup. Example cards:
Both Rivalry and sequencing can be put on the same card, I think it works pretty well together. Example card:
Note: The faction emblem is actually a bad thing, because it's only function is to possible give your opponent buffs when it gets destroyed. Therefore, my expansion will also include one (or two) vanilla minion(s) with slightly above stats. Example card:
Great flavour. I actually like this faction mechanic, though not very much the part of killing your opponent's minions of the opposite faction. It is very situational, I think.
Maybe instead of killing it could be some sort of battlecry or deathrattle. For example: Does X when played if you control a Horde minion, or if played on the same turn after an alliance minion. There could also be buffs for minions of the same faction. But it's just a suggestion.
Overall, I like the feel the expansion gives.
P.S: Shorter name? I personally like how "Clash at the Battlefields" sounds.
@thisotherguytox I am typing this on my phone so excuse the formatting.
I like Paralyzed but I question whether it needs to be a keyword or not. Then again I suppose the closest precedent is poisonous and that made he leap.
Empower is the best of the three imo. Opens up a lot of possibilities. My question would be can you stack loads of empower effects for one hero power use?
intimidating could prove problematic I think especially for classes that don't have much AOE spells. I think it may force people to drop aggro though.
im not the best at card reviews but here are my thoughts:
saditic chef - interesting and shows the keyword's potential.
grommash - feels op to me. Maybe not all the time but if you have any kind of board it would be gg. Maybe make it that your other minions are intimidating.
garona - essentially makes your Hero Power 2/1 stealth minion and equip1/2 weapon. It is interesting
karabor - secret paladin returns!
Miniature hero - warlock would love this.
Knockout punch - this should be showcased as a clear example of the keyword
Mana stalker - interesting to explore a warlock unique mechanic that isn't discard.
sensitive - solid but not showcase material.
Imperator- do the spells hit the same targets? I like it
Here's my idea so far, please leave me some feedback.
Story: (It's a bit long and on the lore-heavy side, if anyone could give me suggestions on what to cut out/condense that'd be great, TL;DR it's about the League of Explorers and some more Titan stuff)
After discovering an ancient Titan text within Un'Goro, Elise reunites with the rest of the League to translate it. They soon realize it points to a powerful Titan artifact within a completely undiscovered Titan city, Uldaram, a sister city to Uldum, that lies buried beneath the sands of Tanaris. Within it once lie the Timepiece of Creation, a Titan artifact used to empower both the Bronze Dragonflight and the Forge of Origination in Uldum. However, the artifact was shattered after many of the denizens of the city were transformed by the curse of flesh, and all that remains is the dust that it crumbled into, the Sand of Origination, which is stored within Uldaram in the Hourglass of Origination. The Hourglass, which still holds many of the same powers as the original artifact, shares the power of the Forge of Origination to turn back time and completely re-originate Azeroth into its base form before the interference of the Titans or Old Gods. In order to keep the artifact from falling into the wrong hands, the League ventures to the site under which Uldaram is located, only to find out that a huge sandstorm has excavated it, and it is already being explored by the Reliquary, the nemeses of the League who only search for artifacts in order to control their powers. The Reliquary have allied themselves with the last remaining Neferset Tol’vir, agents of Deathwing who tried to bring about the Hour of Twilight, to gain access to the city, which has brought the Ramkahet Tol’vir to the aid of the League. The city itself is full of its Titanic inhabitants, as well as ancient, embittered spirits who were corrupted by the curse of flesh, and have been unable to find rest because of the time-warping nature of the Hourglass. With the ancient servitors of the city threatening to re-originate the world to protect the artifact, and the Reliquary, the Neferset, and the horrors within the city at their heels, can our heroes prevail against all odds and escape with the Hourglass of Origination and their lives?
New Mechanics:
There's only one new keyword in the set, Embalm, which is loosely based off of the keyword of the same name in the new MtG set.
This will return a minion to your hand and Silence it, works in a variety of ways. I t can be used like in MtG as text on a card that lets you replay the card again after it dies, or it can target minions and be used similar to Sap as a tempo-removal, depending on the card. There'll be a fair amount of this mechanic in the set, since it's very multi-purpose.
New Cards:
Tol'vir Soulbinder: A basic example of how you can use Embalm effects for different purposes, definitely needs a bit of balancing though.
Honorbound Sentry: A card that actually gains a buff after being Embalmed, works great in N'Zoth decks since it dies twice, giving you lots of mini Taunts eventually.
Tomb Rager: The obligatory Rager of the set, a bad but interesting card. Pretty good if you can consistently summon it with something like Resurrect or Silence it while it's still in your hand, but not very good otherwise, since it's a 6 Mana 5/3.
Hamanab the Purifier: A way to double down on Silence interactions in Priest, also a way to make sure decks that may Embalm their own cards (some of which could very well exist) aren't too strong.
I focused mainly on showing off the keyword with these cards, but there are one or two other big mechanics within the set that I haven't fully fleshed out yet, and would need more cards to showcase well.
Hello! I have tried two ideas before and you have been so kind to be honest and tell me how horrible they were! Three times a charm? My previous ideas were a little (ok ok, very) over the top. I hope this one stays a little more within the lines of acceptance. The current idea I am exploring is Memorial Clashes at the Battlegrounds.
The expansion is about three famous Warcraft battlegrounds; Arathi Basin (AB), Warsong Gulch (WSG) and Alterac Valley (AV).The idea is still a little rough and needs a lot more thinking. So far, I think it will be about the rivalry between Horde and Alliance and will include new mechanics that will look like battlestrategies. Any ideas are very welcome!
The keyword I am going to use is called Rivalry:
Yes, minions are divided between Horde an Alliance (and neutral). You can get a bonus when a card from one faction kills a minion from the other faction. The difference is shown by a Horde or Alliance emblem on the card. Example card:
The first battle strategy mechanic is something I like to call 'Sequencing'. A card does something when it's the X'ed card you play this turn. This is supposed to resemble the ordering in an army setup. Example cards:
Both Rivalry and sequencing can be put on the same card, I think it works pretty well together. Example card:
Note: The faction emblem is actually a bad thing, because it's only function is to possible give your opponent buffs when it gets destroyed. Therefore, my expansion will also include one (or two) vanilla minion(s) with slightly above stats. Example card:
I would really love to get some feedback on my ideas. Also, I am horrible at card (and expansion) titles, can anyone help me improve these. Especially the expansion title could be improved, it doesn't have a nice ring to it yet. Help is much appreciated!
I think the mechanic has an interesting, unique design on paper, but I think the mechanic falls under the tech card syndrome. If no one plays faction cards, then they become a little bit more powerful than other cards, then other people start playing them as well, then they realize they're getting their ass kicked and stop using them, then the other people realizes no one uses them and the cycle repeats itself.
I do quite like the idea of the number of cards mechanic. Encourages more thinking ahead and could fit right in (though Alterac Veteran could only curve well if you're playing Rogue or Druid). I feel like Frontline Enthusiast and PAG are a bit too aggro (and most people already hate aggro). Arathar Tank I kinda like.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Why isn't Naxx out yet? T-T
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
*calculations* wait... standard UTC... utc+2... 17:00... 19:00... 20,06,2017...
WAIT! Shouldn't the submissions have started 45 minutes ago? :O
Mod Working Reaaaaally Hardly
Click the image to go to my custom Time Traveler class.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
For my set (page 21) my main concern is fixing Fear and it's minions. The first idea: leave it as is and be careful with the minions. Squashling could be a (2) 2/2 Fear as suggested, and other Fear minions would have the effect with very careful stats. Most Zoo decks have buffs that can handle a medium Fear minion, and a Fear/Taunt minion can be bypassed by smaller minions as though it has Immune/Taunt. This could also push the meta away from small tiny minions and more toward buffing and removal, since Fear minions would be very valuable (if slow) against masses of smaller minions.
Alternatively, Fear could be changed. Perhaps it should only protect the larger minion when it attacks a smaller minion. They would be susceptible to counterattack. Or it would be scrapped and rebuilt, and in that case I'm not sure what to replace it with yet. Any help would be appreciated!
Also, Dark "Chocolate" is likely to be changed as well. The idea was to 'support' Warlock cards that destroyed mana crystals but I'm moving away from that idea now.
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
And also updates to my expansion. Dark Portal has its cost changed to 4 (up from 3) and I'm gone back to using Skalvar instead of Pheran some people have pointed out not to use Pheran, and Skalvar also highlights the expansion better using the Void Orb mechanic.
Skalvar's Tokens
EDIT: Accidentally used the old version of Skalvar. Fixed.
Click the image to go to my custom Time Traveler class.
UTC is Un'Goro Time Coordinated :O
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
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Mod Working Reaaaaally Hardly
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Hello! I have tried two ideas before and you have been so kind to be honest and tell me how horrible they were! Three times a charm? My previous ideas were a little (ok ok, very) over the top. I hope this one stays a little more within the lines of acceptance. The current idea I am exploring is Memorial Clashes at the Battlegrounds.
The expansion is about three famous Warcraft battlegrounds; Arathi Basin (AB), Warsong Gulch (WSG) and Alterac Valley (AV).The idea is still a little rough and needs a lot more thinking. So far, I think it will be about the rivalry between Horde and Alliance and will include new mechanics that will look like battlestrategies. Any ideas are very welcome!
The keyword I am going to use is called Rivalry:
Yes, minions are divided between Horde an Alliance (and neutral). You can get a bonus when a card from one faction kills a minion from the other faction. The difference is shown by a Horde or Alliance emblem on the card. Example card:
The first battle strategy mechanic is something I like to call 'Sequencing'. A card does something when it's the X'ed card you play this turn. This is supposed to resemble the ordering in an army setup. Example cards:
Both Rivalry and sequencing can be put on the same card, I think it works pretty well together. Example card:
Note: The faction emblem is actually a bad thing, because it's only function is to possible give your opponent buffs when it gets destroyed. Therefore, my expansion will also include one (or two) vanilla minion(s) with slightly above stats. Example card:
Great flavour. I actually like this faction mechanic, though not very much the part of killing your opponent's minions of the opposite faction. It is very situational, I think.
Maybe instead of killing it could be some sort of battlecry or deathrattle. For example: Does X when played if you control a Horde minion, or if played on the same turn after an alliance minion. There could also be buffs for minions of the same faction. But it's just a suggestion.
Overall, I like the feel the expansion gives.
P.S: Shorter name? I personally like how "Clash at the Battlefields" sounds.
@thisotherguytox I am typing this on my phone so excuse the formatting.
I like Paralyzed but I question whether it needs to be a keyword or not. Then again I suppose the closest precedent is poisonous and that made he leap.
Empower is the best of the three imo. Opens up a lot of possibilities. My question would be can you stack loads of empower effects for one hero power use?
intimidating could prove problematic I think especially for classes that don't have much AOE spells. I think it may force people to drop aggro though.
im not the best at card reviews but here are my thoughts:
saditic chef - interesting and shows the keyword's potential.
grommash - feels op to me. Maybe not all the time but if you have any kind of board it would be gg. Maybe make it that your other minions are intimidating.
garona - essentially makes your Hero Power 2/1 stealth minion and equip1/2 weapon. It is interesting
karabor - secret paladin returns!
Miniature hero - warlock would love this.
Knockout punch - this should be showcased as a clear example of the keyword
Mana stalker - interesting to explore a warlock unique mechanic that isn't discard.
sensitive - solid but not showcase material.
Imperator-do the spells hit the same targets? I like itHere's my idea so far, please leave me some feedback.
Story: (It's a bit long and on the lore-heavy side, if anyone could give me suggestions on what to cut out/condense that'd be great, TL;DR it's about the League of Explorers and some more Titan stuff)
After discovering an ancient Titan text within Un'Goro, Elise reunites with the rest of the League to translate it. They soon realize it points to a powerful Titan artifact within a completely undiscovered Titan city, Uldaram, a sister city to Uldum, that lies buried beneath the sands of Tanaris. Within it once lie the Timepiece of Creation, a Titan artifact used to empower both the Bronze Dragonflight and the Forge of Origination in Uldum. However, the artifact was shattered after many of the denizens of the city were transformed by the curse of flesh, and all that remains is the dust that it crumbled into, the Sand of Origination, which is stored within Uldaram in the Hourglass of Origination. The Hourglass, which still holds many of the same powers as the original artifact, shares the power of the Forge of Origination to turn back time and completely re-originate Azeroth into its base form before the interference of the Titans or Old Gods. In order to keep the artifact from falling into the wrong hands, the League ventures to the site under which Uldaram is located, only to find out that a huge sandstorm has excavated it, and it is already being explored by the Reliquary, the nemeses of the League who only search for artifacts in order to control their powers. The Reliquary have allied themselves with the last remaining Neferset Tol’vir, agents of Deathwing who tried to bring about the Hour of Twilight, to gain access to the city, which has brought the Ramkahet Tol’vir to the aid of the League. The city itself is full of its Titanic inhabitants, as well as ancient, embittered spirits who were corrupted by the curse of flesh, and have been unable to find rest because of the time-warping nature of the Hourglass. With the ancient servitors of the city threatening to re-originate the world to protect the artifact, and the Reliquary, the Neferset, and the horrors within the city at their heels, can our heroes prevail against all odds and escape with the Hourglass of Origination and their lives?
New Mechanics:
There's only one new keyword in the set, Embalm, which is loosely based off of the keyword of the same name in the new MtG set.
This will return a minion to your hand and Silence it, works in a variety of ways. I t can be used like in MtG as text on a card that lets you replay the card again after it dies, or it can target minions and be used similar to Sap as a tempo-removal, depending on the card. There'll be a fair amount of this mechanic in the set, since it's very multi-purpose.
New Cards:
Tol'vir Soulbinder: A basic example of how you can use Embalm effects for different purposes, definitely needs a bit of balancing though.
Honorbound Sentry: A card that actually gains a buff after being Embalmed, works great in N'Zoth decks since it dies twice, giving you lots of mini Taunts eventually.
Tomb Rager: The obligatory Rager of the set, a bad but interesting card. Pretty good if you can consistently summon it with something like Resurrect or Silence it while it's still in your hand, but not very good otherwise, since it's a 6 Mana 5/3.
Hamanab the Purifier: A way to double down on Silence interactions in Priest, also a way to make sure decks that may Embalm their own cards (some of which could very well exist) aren't too strong.
I focused mainly on showing off the keyword with these cards, but there are one or two other big mechanics within the set that I haven't fully fleshed out yet, and would need more cards to showcase well.
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The submission topic is now open! Feel free to submit when ready! :)
I immediatly regret posting on page 1.
I want a new title, but Flux won't let me have one,