Seeing a lot of great ideas already, and a few people have already stumbled upon the area of the game that I was going to focus on, but I'm reasonably certain I can do it differently enough that people will be interested. I haven't gotten any specifically themed cards yet, but here are my keywords for my Caverns of Time expansion idea!
I've had the Echo keyword envisioned for a while, so here are some cards giving examples of how it might be used.
These are just some ideas I had lying around, they will most likely change at least thematically, if not mechanically, but what do you think? Is the base idea interesting? I figured the Caverns of Time was a logical choice for the 'next' expansion, given its proximity to Gadgetzan and Un'goro Crater.
Damn, didn't post anything yet (busy with exams), but I did create a keyword in order to have something to work with; "Revert: Return a card to it's natural state." - guess I'll have to figure out something else :P
Wow! So many entries. It will be difficult for me to give feedback on a lot of entries. So, I'll give feedback to those who give feedback on my entry. Deal??
Anyways, here is my expansion
Thrill of the Chill
This expansion is based on Northrend. The main themes there are Undead, Freeze and Nerubians. Also a lot of Dragons can be found there(well, most of them dead). This expansion introduces a new minion type "Undead". Undeads interacts with the Graveyard. The creatures that can be found here are Blue Dragons, Spiders, Nerubians, Flesh Giant, Ice Trolls, Wyrms, Yetis, Magnataurs and many more. In this expansion, Mage, Shaman and Druid will have the theme of Freeze. Priests and Mages will have the theme of Dragons. Druids and Hunters will get Beasts. Hunter, Warrior, Warlock and Shaman will get the theme of Undead and Scourges. Paladins will have some Healing theme + some minor themes. Rogue will be getting Nerubians and some Bounce cards. This expansion introduces 2 new keywords: Graveyard and Frostproof.
Explanation about Graveyard:
Maximum 10 minions can be in the Graveyard. It works like a fixed Queue. For example, Suppose your Graveyard is full, i.e there are 10 minions in your Graveyard and if another friendly minion dies, then the first minion that entered the Graveyard will be removed and the latest minion that died will be sent to the Graveyard.
Both players will have their own Graveyard and will be always present irrespective of the fact whether you play any cards from this expansion or not.
The Graveyard Counter will be shown below the SKull(which is placed below your Deck). If you mouse over the skull then it will show the names of the minions that are in your Graveyard.
Some cards will allow to increase the maximum limit of your Graveyard.
Here are the cards that I have made as per the competition requirements.
Here are the Tokens:
Tokens for The Lich King:
Token for Stitched Disgrace:
Please give feedback on these cards.
Also, I have a Question. I don't know much about WOW Lore, so can anyone tell me can Kalecgos be found in Northrend.
First off, be very careful with demons. Unfortunately Sacrificial Pact (which you can't change within the competition rules) exists which means that demons can never be common as then everyone starts running warlock to use it and people then have to stop playing demons thus your expansion would kinda crumble.
Fee and field: These are pretty sweet and definitely have a lot of potential since you can use them in almost any way. All depends on how you go about it really.
Spore Walker: A nice and simple example of Fee! Though I think the fee cost should be 2 or he should only heal himself for 3. Otherwise he'd be broken in buff decks.
Soul Stealer: This is a warlock weapon if I'm not mistaken? Interesting choice that I'm rather unsure of as. mechanically it's probably a tad too good as you can steal some crazy effects especially off deathrattle minions. I'd make it a 2/2.
Hellfire Citadel: If this is permanent then it's broken. Cards like Execute, Battle Rage, Rampage, Sleep with the Fishes, Sudden Genesis are just far far too good without the damaged restriction. Plus you pretty much completely kill off warriors identity. I'd scrap this one, might just be me though.
Kil'Jaeden: He seems like a really bad Twisting Nether as in most cases he's gonna just die. I guess that's fair though since sometimes your gonna get a 2 mana 7/something beatstick afterwards. I think he's probably fine as is. A card like him being good would end up in too many decks.
As for my Storm Rager, you need 3 mana leftover from your last turn for him to be summoned. Auto-cast still needs mana. Thus you need to end your turn with at least 3 mana, potentially giving away your plan that your opponent can then work around (or fall into your bluff if you don't have any auto-cast cards!)
Soul Stealer is a rogue weapon actually, so you also sacrifice the loss of your hero power and make it on curve pretty bad if you only HP on t2. It also is very conditional, since it requires 1 HP minions.
Hellfire Citadel does nothing on its own, needs to be drawn and played. I think that is acceptable just to enable a few combos. Just think of it like a less versatile Whirlwind, with less synergies but permanent. There will also be cards that synergize with field effects, whether your own or your opponent's and also counters to it. I think a card like this might make all those unplayed warrior cards viable like Battle Rage, Rampage and Sudden Genesis.
So Kil'Jaeden is too weak? I had him at 15 Health initially, but even a 7/3 or something with ENEMY ONLY board clear is pretty good in my book.
@Auto-Play. That's a good indicator that you should clarify the effect since I assumed it just got played for free. Now it seems a bit weak. Maybe something like "Auto-Cast (2)" would make it more appealing, since you cheat 1 mana. The mechanism is sound, but I'm not sure if "auto-cast only" isn't a bit overkill.
Spellweaver is a good card, but maybe not the right one to have in your initial reveal, since he does nothing exciting and doesn't seem to showcase any play design unique to your expansion, other than lore. Also, some people might be iffy with the mana crystal gain effects being non-druid. Stuff like this used to be unique to them alone.
I really like Nullifier in theory, but he seems too weak to ever see play. He needs to stick for at least a turn AND you need to save mana for his effect AND he hinders yourself. All in all, that's a very weak combination. Maybe making it a shaman card with overload instead of draining mana and enemy only spells would make this more interesting and powerful. Your opponent can intentionally play into it to overload your next turn(s) so you are restricted. I really like that counterplay opportunity and it would make the card more useful and yields an effect right away. Maybe Gallywix stats 6 mana 5/8. Anyway, something needs to change imo, he is just a bit too clunky and slow to use.
Avalanche can make a mean 4 mana 2 card board clear with the Murloc summoning card. I kinda like that aspect, but having cards you can't play on your own and whose trigger is not entirely in your hand seems frustrating and inconsistent. Still, I think it's fine. You were definetly right to make it an epic, since it's pretty fringe.
Okay, so this is what I've gotten so far for Vashj'ir:
Submerge can be used in many ways: As a form of temporary Stealth, as a form of Removal that doesn't trigger DRs or 'when a minion dies' effects, or as a form of delayed summoning (I.E. Battlecry: Submerge for (x) turns). I think it gets the whole Undersea thing very well. Note that Ozumat also submerges himself. He should also be a Beast (I think??)
Another theme might be shuffling stuff into your deck, such as this:
I reckon this could work flavourfully, since you're under the ocean, and it's vast and deep and stuff (not sure if I'm getting my point across, but... eh). Obviously, this is just a quick example, and I'm not too fond of the card itself, or the Ocean Jewel text (might make it restore only to heroes). But yeah, that's there as well. Rewards you for playing a longer game.
Haven't gotten really deep with the flavour yet, but I'll try to do so later. I'll probably be focusing more on the 'undersea' nature of the place rather than all the dark and evil stuff that goes down there with Twilight's Hammer and stuff, but it's definitely something I'll try to touch on.
Does submerging minions make them go "dormant" like Sherazin or make them disappear like Moat Lurker?
Wow! So many entries. It will be difficult for me to give feedback on a lot of entries. So, I'll give feedback to those who give feedback on my entry. Deal??
Anyways, here is my expansion
Thrill of the Chill
This expansion is based on Northrend. The main themes there are Undead, Freeze and Nerubians. Also a lot of Dragons can be found there(well, most of them dead). This expansion introduces a new minion type "Undead". Undeads interacts with the Graveyard. The creatures that can be found here are Blue Dragons, Spiders, Nerubians, Flesh Giant, Ice Trolls, Wyrms, Yetis, Magnataurs and many more. In this expansion, Mage, Shaman and Druid will have the theme of Freeze. Priests and Mages will have the theme of Dragons. Druids and Hunters will get Beasts. Hunter, Warrior, Warlock and Shaman will get the theme of Undead and Scourges. Paladins will have some Healing theme + some minor themes. Rogue will be getting Nerubians and some Bounce cards. This expansion introduces 2 new keywords: Graveyard and Frostproof.
Explanation about Graveyard:
Maximum 10 minions can be in the Graveyard. It works like a fixed Queue. For example, Suppose your Graveyard is full, i.e there are 10 minions in your Graveyard and if another friendly minion dies, then the first minion that entered the Graveyard will be removed and the latest minion that died will be sent to the Graveyard.
Both players will have their own Graveyard and will be always present irrespective of the fact whether you play any cards from this expansion or not.
The Graveyard Counter will be shown below the SKull(which is placed below your Deck). If you mouse over the skull then it will show the names of the minions that are in your Graveyard.
Some cards will allow to increase the maximum limit of your Graveyard.
Here are the cards that I have made as per the competition requirements.
Here are the Tokens:
Tokens for The Lich King:
Token for Stitched Disgrace:
Please give feedback on these cards.
Also, I have a Question. I don't know much about WOW Lore, so can anyone tell me can Kalecgos be found in Northrend.
Graveyard is a obvious, but gread addition to the game. I would remove the arbitary limit tho. Seems unnecessary and overcomplicates things. What goes in, what not. What is replaced. Keeping track of it and requiring a UI etc. Just having every minion (and/or spell) going into it is a lot more streamlined and shouldn't restrict your ideas in any case.
Frostproof shouldn't be a keyword. There are 2 neutral Freezes in the game and 1 from any other class other than mage. That shouldn't warrant a keyword, in particular when the effect is so short, so you only save like 1 1/2 words: "Cannot be frozen."
Stitched has undead synergy, so depending on the undead 1 and 2 drops, this is a nice card. It might be a tad too similar in stats and design to Eggnapper tho.
Frostproof takes like no budget away, since it's so unlikely to ever play a role, so just to be a vanilla Yeti you need 2 frozen enemies. Blizz balances everything around "2 targets/rounds" when it comes to AoE or similar effects, so seeing this is a class card, this is way too weak. I'd suggest making the cost reduction (2) or even better reducing the cost to 5 or even 4. If 5, maybe add Taunt to make it more attractive to play. Might see play in Freeze Mage then.
I like the idea of Force of the Undead, but the name feels a bit unfitting (for Hunter especially). Also, this is essentially a weaker Resurrect, so it should have an upside of some kind. Maybe making it resurrect a Beast would be more useful to Hunter and also add the flavor of the class. "Play Dead" would be a very flavorful name then.
I can't really comment on Lich King, since I don't really like Hero Replacer. That was a unique thing for Warlock and should stay there imo. (even major domo was overkill already to me). That said, 20 HP might prove to be a bit too much. You heal for up to 19 HP and get a 4 attack weapon that deals 6 damage. The hero power is obviously weaker than Jaraxxus in most cases. I really like the hero power tho. Maybe you should focus on that without replacing the entire hero. Deathrattle or Battlecry with a nice body, would make this an instant late game card in just about every control deck. You could even limit it to undead if that is the theme of your expansion.
First off, be very careful with demons. Unfortunately Sacrificial Pact (which you can't change within the competition rules) exists which means that demons can never be common as then everyone starts running warlock to use it and people then have to stop playing demons thus your expansion would kinda crumble.
Fee and field: These are pretty sweet and definitely have a lot of potential since you can use them in almost any way. All depends on how you go about it really.
Spore Walker: A nice and simple example of Fee! Though I think the fee cost should be 2 or he should only heal himself for 3. Otherwise he'd be broken in buff decks.
Soul Stealer: This is a warlock weapon if I'm not mistaken? Interesting choice that I'm rather unsure of as. mechanically it's probably a tad too good as you can steal some crazy effects especially off deathrattle minions. I'd make it a 2/2.
Hellfire Citadel: If this is permanent then it's broken. Cards like Execute, Battle Rage, Rampage, Sleep with the Fishes, Sudden Genesis are just far far too good without the damaged restriction. Plus you pretty much completely kill off warriors identity. I'd scrap this one, might just be me though.
Kil'Jaeden: He seems like a really bad Twisting Nether as in most cases he's gonna just die. I guess that's fair though since sometimes your gonna get a 2 mana 7/something beatstick afterwards. I think he's probably fine as is. A card like him being good would end up in too many decks.
As for my Storm Rager, you need 3 mana leftover from your last turn for him to be summoned. Auto-cast still needs mana. Thus you need to end your turn with at least 3 mana, potentially giving away your plan that your opponent can then work around (or fall into your bluff if you don't have any auto-cast cards!)
Soul Stealer is a rogue weapon actually. :)
Hellfire Citadel does nothing on its own, needs to be drawn and played. I think that is acceptable just to enable a few combos. Just think of it like a less versatile Whirlwind, with less synergies but permanent. There will also be cards that synergize with field effects, whether your own or your opponent's and also counters to it. I think a card like this might make all those unplayed warrior cards viable like Battle Rage, Rampage and Sudden Genesis.
So Kil'Jaeden is too weak? I had him at 15 Health initially, but even a 7/3 or something with ENEMY ONLY board clear is pretty good in my book.
@Auto-Play. That's a good indicator that you should clarify the effect since I assumed it just got played for free. Now it seems a bit weak. Maybe something like "Auto-Cast (2)" would make it more appealing, since you cheat 1 mana. The mechanism is sound, but I'm not sure if "auto-cast only" isn't a bit overkill.
Spellweaver is a good card, but maybe not the right one to have in your initial reveal, since he does nothing exciting and doesn't seem to showcase any play design unique to your expansion, other than lore. Also, some people might be iffy with the mana crystal gain effects being non-druid. Stuff like this used to be unique to them alone.
I really like Nullifier in theory, but he seems too weak to ever see play. He needs to stick for at least a turn AND you need to save mana for his effect AND he hinders yourself. All in all, that's a very weak combination. Maybe making it a shaman card with overload instead of draining mana and enemy only spells would make this more interesting and powerful. Your opponent can intentionally play into it to overload your next turn(s) so you are restricted. I really like that counterplay opportunity and it would make the card more useful and yields an effect right away. Maybe Gallywix stats 6 mana 5/8. Anyway, something needs to change imo, he is just a bit too clunky and slow to use.
Avalanche can make a mean 4 mana 2 card board clear with the Murloc summoning card. I kinda like that aspect, but having cards you can't play on your own and whose trigger is not entirely in your hand seems frustrating and inconsistent. Still, I think it's fine. You were definetly right to make it an epic, since it's pretty fringe.
Derp. It's so hard to tell what class weapons belong to lol. I also derped with Kil'Jaeden as I compared him to Twisting Nether and Deathwing even though he's one sided. I guess the question is would 10 mana "Destroy all enemy minions" be balanced. I'm unsure and since Kil'jaeden has an upside maybe he is too strong. Hard to judge really. I'm still not a fan of Hellfire Citadel but I see your point.
I'll try clear up my keyword a bit to make it more clear. I think Storm Rager is fine as is since when he comes out your opponent wont be able to ping/Mortal Coil him and may need to trade a really good minion into him if he even has that option. Spellweaver actually has pretty good synergy with auto-cast as he can give you mana during your opponents turn, allowing you to get out Storm Rager or other auto-cast cards and also confuse your opponent as they'll have to be careful with ordering when it comes to killing this guy. I do like the idea of him being druid though. That could be their 'branch' of auto-cast.
I wanna be very careful with Nullifier as I don't want a card that can just auto win vs spell heavy decks. Think of him as a huge minion that can also turn into your win condition against spell OTK decks and other decks reliant on specific spells. I'll try think of some possible changes for him but it's gonna be tricky to find the right spot.
I made a limit on Graveyard because, Token decks would not be able to get benefit from Graveyard. I have ideas about resummoning and add a card to your hand from Graveyard. So, with unlimited space in Graveyard, some classes(Paladin, Shaman) will be summoning tokens. My mechanic works like a Queue which is a FIFO structure(First in First Out Structure). You will be naturally playing weak minions on your earlier turns but by idea of limiting the space to 10 and removing old cards does not mess with summoning weak minions and even too strong minions or Undeads. So, you continuously need to play Undeads to have them in Graveyard to activate Undead synergies. Also, UI wise the Skull is already there. Blizzard would just need to add the counter and the mouse over effects that many deck trackers have.
I will be making many minions(well at least, a good amount of those) with Freeze effect. So, I think the keyword Frostproof is fine.
I hard a time balancing the cost of Frost Wyrm because of Frost Nova. I think I will change its cost to 5.
Nice suggestion about the Hunter Secret. I will make the change as you told.
Probably, Hero change is an overkill. I might just change the hero power with The Lich King. I still want some other people's feedback on this card because I think people do want a Hero change card.
Changed my keyword and replaced the legendary taking Rhapsody's advise.
THE BURNING CRUSADE is coming!
Design Themes:
New keyword: You trigger it by picking up the card and target YOUR OWN HERO (arrow will turn green). That means you can't activate the effect the turn you play it or when it is frozen.
Demons, Eredar, Broken ones and more Burning Crusade NPCs and Mobs
New card type: Field (Effects that stay active and affect both players. Always visible in the corner of the field. A few cards will interact with this new type.
Example cards.
Is the new keyword interesting? It certainly allows for quite a bit of new design space and can easily be balanced by the additional cost.
Is Kil'Jaden interesting enough? What about balance? Too strong? Too weak? He can easily be adjusted by changing the stats. 10 cost card need to have oomph tho. Another design would be high health and Fee (2 or 3) Destroy a random enemy minion.
Another design would be that he automatically at the start of your turn "hide" in a random card in your opponent's deck, once played you would get him to your hand (10 mana, big stats, Destroy all enemy minions or something otherwise very powerful).
I'm open to effect suggestions for him.
About the MechanicFee: Nice subtle mechanic. But I have a QUESTION? Do we just need to target our hero with the minion or do we need to attack? If we need to attack, then do we damage our own hero? Can the minion attack an enemy character after activating it's Fee effect?
SporeWalker: Nice simple card that showcases the Fee mechanic. Also, the effect has good synergy with Taunt.
Soul Stealer: Suits the Rogue theme of stealing/Thief very well. Makes the player think more about "Health as a Resource". Answering the question "do I kill the Tirion with my weapon" will be always difficult to answer. Nice card!
Hellfire Citadel: The Field word should be on the card like the keyword Secret rather than on the bottom of the card. Nice card for Enrage warriors but it makes Execute and King Mosh too strong. You need to change something about this card because King Mosh exists and it basically reads "Destroy all minion". and you summon a 9/7. Maybe make it "All friendly minions are considered damage." or maybe just increase it cost to (2) or even (3) so that Warrior loses some Tempo in this fast meta.
Kil'Jaeden: Blizzard will never print this type of card. A Neutral card that clears your opponent's Board!(not even yours as well). Classes like Druid, Hunter and Rogue are not supposed to have Board Clears and this just fills up that gap. Too strong as a Neutral. Also, why does it deal damage equal to their cost? Doesn't make any sense. It should deal damage equal to their Attack. Either make it a Class card or make the effect "Destroy two random enemy minions and deal damage to this minion equal to their Attack." You can change Attack with Cost if you really want to go with Cost.
Changed my keyword and replaced the legendary taking Rhapsody's advise.
THE BURNING CRUSADE is coming!
Design Themes:
New keyword: You trigger it by picking up the card and target YOUR OWN HERO (arrow will turn green). That means you can't activate the effect the turn you play it or when it is frozen.
Demons, Eredar, Broken ones and more Burning Crusade NPCs and Mobs
New card type: Field (Effects that stay active and affect both players. Always visible in the corner of the field. A few cards will interact with this new type.
Example cards.
Is the new keyword interesting? It certainly allows for quite a bit of new design space and can easily be balanced by the additional cost.
Is Kil'Jaden interesting enough? What about balance? Too strong? Too weak? He can easily be adjusted by changing the stats. 10 cost card need to have oomph tho. Another design would be high health and Fee (2 or 3) Destroy a random enemy minion.
Another design would be that he automatically at the start of your turn "hide" in a random card in your opponent's deck, once played you would get him to your hand (10 mana, big stats, Destroy all enemy minions or something otherwise very powerful).
So question: With my expansion with an idea of focusing on the outland (due to my card Cabal Apprentice), does the place have any Elementals? I really want to include them into the expansion due to the fact that their unstable nature fits perfectly with Shaping mechanic.
Yes! Outland have Elementals, although mostly concentrated in Nagrand and Blade's Edge Mountains.
Although, picking a human to representing the cabal from Outland is probaly a bad idea tho. The cabal is like a subcult thingy, that was exclusively orcs. Furthermore, they praised the Demons, and not the Old Gods, therefore they're not Priests but Warlocks.
Although Cabal Shadow Priest exists, there is no actual connection from the Cabal and Priests in warcraft history.
Eh, Hearthstone has been playing fast and loose with WoW canon. So my card still follows Hearthstone's canon. Plus, making Cabal Apprentice orc would ruin her flavor, which is that she eventually Shaped herself into Cabal Shadow Priest.
Then why are you asking me for lore questions? Humans and Mind Control has virtually nothing to do with the Cabal...
The reason that Cabal Shadow Priest is a Human, is because it fits better with Anduin. If you look at all the Priest/Paladin Classic and Basic cards, you will see that most of them depicts alliance characters, similairy Hunter and Warrior Classic cards depicts mostly Horde characters.
However. This trend haven't been followed in the other expansions.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
I apologize if it was already asked (probably multiple times) but:
Are we limited to the Warcraft Universe?
Reading through the submission topic and from my experiences with WDC I'd say that you are not limited to the warcraft universe due to the rules. However, you will almost certainly lose massive amounts of votes and probably be eliminated in phase 1 of the competition if you stray to far from warcraft lore. Due to that it's probably best to try stick with wow.
I apologize if it was already asked (probably multiple times) but:
Are we limited to the Warcraft Universe?
Reading through the submission topic and from my experiences with WDC I'd say that you are not limited to the warcraft universe due to the rules. However, you will almost certainly lose massive amounts of votes and probably be eliminated in phase 1 of the competition if you stray to far from warcraft lore. Due to that it's probably best to try stick with wow.
If only I had known this when I started making custom cards.
Changed my keyword and replaced the legendary taking Rhapsody's advise.
THE BURNING CRUSADE is coming!
Design Themes:
New keyword: You trigger it by picking up the card and target YOUR OWN HERO (arrow will turn green). That means you can't activate the effect the turn you play it or when it is frozen.
Demons, Eredar, Broken ones and more Burning Crusade NPCs and Mobs
New card type: Field (Effects that stay active and affect both players. Always visible in the corner of the field. A few cards will interact with this new type.
Example cards.
Is the new keyword interesting? It certainly allows for quite a bit of new design space and can easily be balanced by the additional cost.
Is Kil'Jaden interesting enough? What about balance? Too strong? Too weak? He can easily be adjusted by changing the stats. 10 cost card need to have oomph tho. Another design would be high health and Fee (2 or 3) Destroy a random enemy minion.
Another design would be that he automatically at the start of your turn "hide" in a random card in your opponent's deck, once played you would get him to your hand (10 mana, big stats, Destroy all enemy minions or something otherwise very powerful).
I'm open to effect suggestions for him.
I really dig Field spells. it may seem an obvious idea, but it's awesome and fits perfectly into the game. I used to be a big Yu-Gi-Oh fan, so that works too. Fee is cool as well. Again, not the newest and most innovative of effects, but it certainly works.
I think Spore Walker is fine. Interesting in buff decks, and I think its fair since you can't trade and heal him in the same turn. Very simple but nice way to showcase the Fee mechanic.
Soul Stealer is cool with me. More rogue weapons are always cool with me. It's cool flavourfully as well.
Hellfire Citadel: I'm not entirely sure about this. I can certainly see all the synergy, but on the other hand I feel like it makes everything too easy for a Warrior. You no longer need triggers for Sleep with the Fishes and Execute, so it sort of makes all the whirlwind effects already in warrior obsolete.
Funnily enough, Kil'Jaeden's effect was the first draft of my Ozumat's effect. Great minds think alike XD.
Is Kil'Jaden interesting enough? What about balance? Too strong? Too weak? He can easily be adjusted by changing the stats. 10 cost card need to have oomph tho. Another design would be high health and Fee (2 or 3) Destroy a random enemy minion.
Another design would be that he automatically at the start of your turn "hide" in a random card in your opponent's deck, once played you would get him to your hand (10 mana, big stats, Destroy all enemy minions or something otherwise very powerful).
I'm open to effect suggestions for him.
Kil'Jaeden looks a way better version of Deathwing to me. No, you do not get a 12/12 body, but you also do not discard your entire hand or destroy your side of the board, which can potentially have a ton of stats anyway. Look at Flamestrike. It's the most expensive aoe that affects the enemy board. It only deals 4 damage, and takes up most of your turn. We all know that it's a very powerful card. Adding 3 mana shouldn't just wipe out everything . In short, I think 10 mana "destroy all enemy minions" is too strong.
An unusual warmth has settled over the wintery landscapes of Azeroth. From Northrend to Winterspring, snow is melting, flowers are blooming, and long-dormant beings are awakening.
The rumors are true: SPRING IS COMING.
Flavor: "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 Bird Songs. The Hourglass watermark signifies both the passing of time as the lands shift from winter to spring, and the benefits players get from taking their time in games (see below).
Mechanics: A big push in this expansion is to slow down individual games and reward players for pushing value rather than tempo. This expansion seeks a less aggressive meta game for a longer, more skill-based experience. 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) - Chill, Warm, and Elusive (the Faerie Dragon effect). Also, some classes will have speicifc mechanical focuses, to be determined.
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill damage takes place at the end of each player's turn, so if you Chill an enemy minion, it's like dealing it 1 damage, and another 1 at the end of their turn. It keeps going, but 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.
Warm - An example of this currently in the game is Shifter Zerus (although he would keep his text for flavor reasons, similar to how Totemic Slam was not changed to Discover when LoE was released). 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. I'm considering making this just a featured text mechanic and not a keyword... but it loses the flavor of warmth so I'm not sure.
Elusive - 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!!!
Phase One Sample Cards:
might give the greater wind spirit Elusive... and/or an extra point of health.
I know, the legendary is pretty out there. The idea here is to simulate the game starting at turn 4, to give control decks the ability to keep up with any nonsense aggro stuff that's thrown at them. Obviously aggro can still flood the board with this kind of effect going off, but the control deck has a better chance to draw their answers and play them early. And yes, if both players are running this card, both players will draw 4 cards and gain 8 Mana Crystals to start the game. I might lower the Mana Crystals to 3 simply because starting at 8 feels like so much, but I'm not sure.
Thank you to anyone who gives feedback - I'm happy to return it (please provide a link though!! hah there's a lot in this thread).
An unusual warmth has settled over the wintery landscapes of Azeroth. From Northrend to Winterspring, snow is melting, flowers are blooming, and long-dormant beings are awakening.
The rumors are true: SPRING IS COMING.
Flavor: "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 Bird Songs. The Hourglass watermark signifies both the passing of time as the lands shift from winter to spring, and the benefits players get from taking their time in games (see below).
Mechanics: A big push in this expansion is to slow down individual games and reward players for pushing value rather than tempo. This expansion seeks a less aggressive meta game for a longer, more skill-based experience. 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) - Chill, Warm, and Elusive (the Faerie Dragon effect). Also, some classes will have speicifc mechanical focuses, to be determined.
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill damage takes place at the end of each player's turn, so if you Chill an enemy minion, it's like dealing it 1 damage, and another 1 at the end of their turn. It keeps going, but 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.
Warm - An example of this currently in the game is Shifter Zerus (although he would keep his text for flavor reasons, similar to how Totemic Slam was not changed to Discover when LoE was released). 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. I'm considering making this just a featured text mechanic and not a keyword... but it loses the flavor of warmth so I'm not sure.
Elusive - 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!!!
Phase One Sample Cards:
might give the greater wind spirit Elusive... and/or an extra point of health.
I know, the legendary is pretty out there. The idea here is to simulate the game starting at turn 4, to give control decks the ability to keep up with any nonsense aggro stuff that's thrown at them. Obviously aggro can still flood the board with this kind of effect going off, but the control deck has a better chance to draw their answers and play them early. And yes, if both players are running this card, both players will draw 4 cards and gain 8 Mana Crystals to start the game. I might lower the Mana Crystals to 3 simply because starting at 8 feels like so much, but I'm not sure.
Thank you to anyone who gives feedback - I'm happy to return it (please provide a link though!! hah there's a lot in this thread).
First of all, it clearly show that you have put a lot of work in making this expansion. Its full of flavor and very interesting. Also, telling the no change about Shifter Zerus shows how much thought you have put into this expansion. I also like the idea of slowing down the meta as I love Control decks.
About the Keywords:
Chill: Good keyword. Cards with Chill should see some play. Doesn't really limit the design space. Overall, a nice keyword.
Warm: I don't think there's anything wrong in making it a keyword rather than just text on cards. Although, I doubt it will work even in a slower meta because Hand buff mechanic didn't work. Holding cards in your hand is not a good play. Even Control decks need to tempo out(except Control Warrior, I hate that deck). Control decks need to remove minions and then play some of their own.
Elusive: Nothing to say here.
About the cards:
Blossoming Nymph: Good card to showcase your Warm keyword. It explains it very well. But I don't think it will see play because of your Legendary Mithra. 1 mana 2/5 or 2/10 doesn't do much when you can play Stranglethorn Tiger on turn 1 and Boulderfist Ogre on 2.
Frost Drake: Nice balanced card. Could see some play.
Greater Wind Spirit: Very good card. This is exactly what Priest needed. Priests have to use their Hero Power just to not float mana. But this card makes using Hero Power good. I also like the fact that you are exploring Dormant mechanic. You have also used it in a different way. Sherazin is an ever lasting minion which you can revive again and again. But, you can revive this minion only once. It's interesting and has slight flavor like it starts out as a Lesser WInd Spirit and becomes Greater WInd Spirit later.
Mithra, Springcaller: I am sorry to say but it's very badly designed card. This card just destroys half of the game because it's a Neutral. Cards that cost 5 or less mana(except spells because they are removal and other stuff) will cease to exist. Players will demand 50% refund of their dust for making half of the game Obsolete. You wanted to make the game slow. But, it will make the game fast because players will not be playing 0 mana 1/1 charge. Players will now play 5 mana 8/8 charge(King Krush) or even 1 mana 8/8 charge if both players play Mithra, making the game very draw dependent and games will be decided by Mulligan Phase. Just remove the mana crystal part. Do not even make it "Give 1 mana crystal to both players". It's just bad. Think of another way of slowing game down. Like, you could make a card that says all charge minions can only attack minions on the turn they are summoned or reduce Board slot to 5 to counter token decks.
@arpitduelistThanks for the review!! (lmk where I can find your stuff to look at!)
I totally hear you about Mithra. I like it, but perhaps she shouldn't be neutral xD She actually seems to slot right into Druid...... what do you think of this? I'm also including another legendary I made, but will probably not showcase in the first phase. He could also be for Mage, undecided.
And glad you like the other cards! I've already made quite a number, and picked these 4 since they showcase a variety of mechanics.
Wow! So many entries. It will be difficult for me to give feedback on a lot of entries. So, I'll give feedback to those who give feedback on my entry. Deal??
Anyways, here is my expansion
Thrill of the Chill
This expansion is based on Northrend. The main themes there are Undead, Freeze and Nerubians. Also a lot of Dragons can be found there(well, most of them dead). This expansion introduces a new minion type "Undead". Undeads interacts with the Graveyard. The creatures that can be found here are Blue Dragons, Spiders, Nerubians, Flesh Giant, Ice Trolls, Wyrms, Yetis, Magnataurs and many more. In this expansion, Mage, Shaman and Druid will have the theme of Freeze. Priests and Mages will have the theme of Dragons. Druids and Hunters will get Beasts. Hunter, Warrior, Warlock and Shaman will get the theme of Undead and Scourges. Paladins will have some Healing theme + some minor themes. Rogue will be getting Nerubians and some Bounce cards. This expansion introduces 2 new keywords: Graveyard and Frostproof.
Explanation about Graveyard:
Here are the cards that I have made as per the competition requirements.
Here are the Tokens:
Tokens for The Lich King:
Token for Stitched Disgrace:
Please give feedback on these cards.
Also, I have a Question. I don't know much about WOW Lore, so can anyone tell me can Kalecgos be found in Northrend.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Mod Working Reaaaaally Hardly
Derp. It's so hard to tell what class weapons belong to lol. I also derped with Kil'Jaeden as I compared him to Twisting Nether and Deathwing even though he's one sided. I guess the question is would 10 mana "Destroy all enemy minions" be balanced. I'm unsure and since Kil'jaeden has an upside maybe he is too strong. Hard to judge really.
I'm still not a fan of Hellfire Citadel but I see your point.
I'll try clear up my keyword a bit to make it more clear. I think Storm Rager is fine as is since when he comes out your opponent wont be able to ping/Mortal Coil him and may need to trade a really good minion into him if he even has that option. Spellweaver actually has pretty good synergy with auto-cast as he can give you mana during your opponents turn, allowing you to get out Storm Rager or other auto-cast cards and also confuse your opponent as they'll have to be careful with ordering when it comes to killing this guy. I do like the idea of him being druid though. That could be their 'branch' of auto-cast.
I wanna be very careful with Nullifier as I don't want a card that can just auto win vs spell heavy decks. Think of him as a huge minion that can also turn into your win condition against spell OTK decks and other decks reliant on specific spells. I'll try think of some possible changes for him but it's gonna be tricky to find the right spot.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Thanks for the feedback on my cards!
I made a limit on Graveyard because, Token decks would not be able to get benefit from Graveyard. I have ideas about resummoning and add a card to your hand from Graveyard. So, with unlimited space in Graveyard, some classes(Paladin, Shaman) will be summoning tokens. My mechanic works like a Queue which is a FIFO structure(First in First Out Structure). You will be naturally playing weak minions on your earlier turns but by idea of limiting the space to 10 and removing old cards does not mess with summoning weak minions and even too strong minions or Undeads. So, you continuously need to play Undeads to have them in Graveyard to activate Undead synergies. Also, UI wise the Skull is already there. Blizzard would just need to add the counter and the mouse over effects that many deck trackers have.
I will be making many minions(well at least, a good amount of those) with Freeze effect. So, I think the keyword Frostproof is fine.
I hard a time balancing the cost of Frost Wyrm because of Frost Nova. I think I will change its cost to 5.
Nice suggestion about the Hunter Secret. I will make the change as you told.
Probably, Hero change is an overkill. I might just change the hero power with The Lich King. I still want some other people's feedback on this card because I think people do want a Hero change card.
Again, thanks for the feedback.
Now about your expansion.
About the Mechanic Fee: Nice subtle mechanic. But I have a QUESTION? Do we just need to target our hero with the minion or do we need to attack? If we need to attack, then do we damage our own hero? Can the minion attack an enemy character after activating it's Fee effect?
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Mod Working Reaaaaally Hardly
I want a new title, but Flux won't let me have one,
I apologize if it was already asked (probably multiple times) but:
Are we limited to the Warcraft Universe?
With the help of some paint-editing i menaged to make a better art of Gummrl :D
(im so proud of myself)
Mod Working Reaaaaally Hardly
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Why Rogue is my favourite class:
My submission for this week's card design competition.
An unusual warmth has settled over the wintery landscapes of Azeroth. From Northrend to Winterspring, snow is melting, flowers are blooming, and long-dormant beings are awakening.
The rumors are true: SPRING IS COMING.
Flavor: "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 Bird Songs. The Hourglass watermark signifies both the passing of time as the lands shift from winter to spring, and the benefits players get from taking their time in games (see below).
Mechanics: A big push in this expansion is to slow down individual games and reward players for pushing value rather than tempo. This expansion seeks a less aggressive meta game for a longer, more skill-based experience. 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) - Chill, Warm, and Elusive (the Faerie Dragon effect). Also, some classes will have speicifc mechanical focuses, to be determined.
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill damage takes place at the end of each player's turn, so if you Chill an enemy minion, it's like dealing it 1 damage, and another 1 at the end of their turn. It keeps going, but 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.
Warm - An example of this currently in the game is Shifter Zerus (although he would keep his text for flavor reasons, similar to how Totemic Slam was not changed to Discover when LoE was released). 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. I'm considering making this just a featured text mechanic and not a keyword... but it loses the flavor of warmth so I'm not sure.
Elusive - 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!!!
Phase One Sample Cards:
might give the greater wind spirit Elusive... and/or an extra point of health.
I know, the legendary is pretty out there. The idea here is to simulate the game starting at turn 4, to give control decks the ability to keep up with any nonsense aggro stuff that's thrown at them. Obviously aggro can still flood the board with this kind of effect going off, but the control deck has a better chance to draw their answers and play them early. And yes, if both players are running this card, both players will draw 4 cards and gain 8 Mana Crystals to start the game. I might lower the Mana Crystals to 3 simply because starting at 8 feels like so much, but I'm not sure.
Thank you to anyone who gives feedback - I'm happy to return it (please provide a link though!! hah there's a lot in this thread).
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I guess I'll make an expansion based around mounts.
Mounted minions get X bonus, but lose their mount Buff after dealing damage.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
About the cards:
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
@arpitduelist Thanks for the review!! (lmk where I can find your stuff to look at!)
I totally hear you about Mithra. I like it, but perhaps she shouldn't be neutral xD She actually seems to slot right into Druid...... what do you think of this? I'm also including another legendary I made, but will probably not showcase in the first phase. He could also be for Mage, undecided.
And glad you like the other cards! I've already made quite a number, and picked these 4 since they showcase a variety of mechanics.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Thanks, but I am not participating in this contest. It was too hectic for me reading all the WOW lore. There's too much.
Mithra seems fine as a Druid card. Also, 3 mana crystals is better than the 4. 4 would have been too strong even as a Druid only card.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.