The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion! The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers. A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight. In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.
Battle for Booty Bay is a Multi-Class expansion!
I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards.
In order to introduce the mechanics and the factions!
Factions:
The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)
The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.) They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse
Infuse works similarly to Adapt, but here you can give additional effects to your spells, choosing between 6total Infusions. Let's see an example of a card with Infuse, and the Infusions!
Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city! They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play. This is well represented by their keyword: Duel
Duel is basically a bad version of Charge, but i like to think that Charge will become like this one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones.
The Pack (Hunter, Druid, Beast-based theme)
The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts. They don't have a specific keyword.
Peacekeepers of the Silver Hand (Priest,Paladin, Peace-Based theme)
The Silver Hand army decided to send their first Peacekeeping unit in order to try and restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working the around the idea of bringing peace through war.
(Originally I wanted to base the Peacekeepers of the Silver Hand on Mech synergy. Probably I will have to abandon this plan, because I dind't find fitting mech illustration. This card will probably change in the future unless I can find better artworks)
Hi guys! I'll repost my idea to have some feedback, I will try to give mine on some of the submissions tonight aswell!
The war of the Ancients rises and Sargeras threatens the land of Kalimdor. Heroes like Malfurion, Huln Highmountain, Unng Ak and Tyrande are trying to stop him and his fel demons that burn the land wherever they go, the common mortals gather togheter in a huge caravan to escape the grave threat of The Burning Legion.
And now, introducing the new Keyword:
Venture makes all minions with this keyword available for both players often gaining its effect, to show of this effect i present you the first card:
To clarify, minions with the Venture keyword are cosidered friendly when they are on you side on the board and enemy when they are on the opponents, i.e. this minion damages characters on whatever side she ends on.
Going onto our next card:
The theme for shaman in this expansion will be weather, expect elementals and minions that do things over multiple turns.
This won't be the last card that have the "adjacent" effect, i'm planning to make positioning more important to the game. My plan is to make only a few cards that change the position of a minion (for example making a minion move to the left, similiar to the "Castle" Hero Power in Karazhan) so that you will have to think more where you place your stuff. It may make Cards like Betrayal, Meteor and Grievous Bite be more seen in the standard meta.
And now for the Legendary:
The humble Grummel (that's an actual race in WoW!) Gummrl Ran is the leader of the caravan. This is the guy who is in charge, frail but smart makes the whole caravan move. i'll give you an example:
You have a Searing Totem and a Firefly and your opponent has an Arcane Giant. At the end of your turn all minions you had on the board before you played Gummrl will go over to your opponent's side of the board, in this case the Searing Totem and the Fire Fly. And the on the end of his turn all minions that were on the board before Gummrl was played will go over to your's side.
If someone wants to go blind they can check the example i made in paint it the spoiler. You have been warned.
1
2
3
Bumping this cuz no one answered :|
I got one last question. In your opinion, does this card represent Venture better? Yes or no? Let me know:
P.s.: I'm surprised no one commented on the hidden legendaries, i thought they were too obvious ;D
I initially diden't want to review this card, because i thought the base idea of venture was. . . Not so great.
But when i think about it. Venture is mostly a control mechanic, and for a simple reason, that you probaly should highlight .
People can't trade into it.
Lets look at your example.
You play this in a control druid/shaman/warrior/Priest deck. You're not having the board, so you play this and trade it into a minion where it survive. It ventures and does litterally nothing, and your opponent can't trade into it. This essentially makes it a 4/4 charge that is immune to most board clears , and it is untradeable.
I guess it was kinda demanding expecting people to review 10+ cards...
What do you think about this Mechanic?
It can also be written as Intimidates, if it only applies to certain minions. Two example cards.
I will be posting a good amount of reviews... Tommorw after my last exam is over.
Grommash The Conqueror is too slow, I can't imagine a situation in which you would like to waste a whole turn for such effect. Sadistic Chef is amazing, I think the effect reads like "Enemy Murlocs, Beast and Dragons can't attack", right? If so, I think you could just the tooltip explation better, maybe something like:
"Intimidation: Intimidating minions can't be attacked and Intimidated minions can't attack"
Maybe?
Also, can you explain the interactions with Taunt?
I am fiddling with the text of my Imp-irate card. I want to be sure that the effect is properly written.
I haven't changed my other cards, but I will place them under a spoiler if someone wanna check:
— But what are those Exhibit thingies? — Calm down, little Jimmy, let me explain!
So, let's suppose you play Warribbit Commander on an empty board. It will have charge now, and so will the Murlocs played after him.
The theme of the expansion is a Carnival in which lots of different races are gathering. The gameplay aspect of the expansion is focused in tribes such as Murloc, Beast, Pirate, and even some new tribes are planned to be introduced.
Someone asked be if this mechanic isn't punishing Tribal interactions, I lost track of the comment, but that's something interesting to adress.
The focus of the expansion is Tribes, indeed. But I am not only focusing in make Murloc cards that work with Murlocs nor Beasts that work with Beasts, nor Mechs that work with Mechs. I want to create decks filled with different Tribes working along with each other. I've always liked Curator decks (I got my final 200 wins towards Golden Hunter with Curator Reno Hunter, yeah) and I want to see better support for such archetype. There will be cards of the same tribe that work along well, but those are not my focus.
And yeah, some times it will be anti-synergetic. I want to add some strategy around it, with Mad Ape Corp. Representative, for example, his effect is really powerful, but to trigger it you can't have a Beast alive on board, that's not that expected of a Hunter.
I'd word the imp as 'when your opponent summons a pirate, summon this from your hand'. I think it's more concise and direct that way.
So my theme will be based around Time. It will be a wholly different time based scenario as Caverns of Time seems to be quite popular. The new mechanics will be the keyword Phase, damage over time effects which happen over multiple turns and delayed effects that do not happen on the turn they are played. There will be other mechanics that manipulate time also.
I would very much appreciate some feedback on some of the cards I have come up with thus far and will reciprocate the feedback tomorrow.
So this dude Hordvale is a widely known traveller, and this expansion is about his traverse over the high Frostbite Mountains and all the places and people located there. There are high cold snowy mountains, plain highlands and even some pinewoods. Beasts live in the woods while Dragons reside at the mountain peaks. But high up in the Mountains there are old forgotten places of high energy, where some powerful Runes can be found. In these sparesly populated areas, people find different ways of helping them to survive. Many put their trust in steel and the armor made of it. Some people even started believing in fictions and created some religious Cult trying to sacrifice as many souls as possible for their allmighty Lord. So this Expansion contains all the wildlife, folks, powerful objects and religious fanatics that live on and around the Frostbite Mountains.
Note: I know zero about WoW Lore, i just tried to get together some kind of theme that people can imagine something to.
The main front picture legendary of this expansion. Tried to get the flavor of a dedicated Traveller with his motto the more you travel/explore/see the wiser and stronger you will get.
I tried to stay really, really simple with the keywords (both almost self explanatory) and make interesting mechanics with the cards then. NOTE: Thaw is very synergetic and situational, but i dont wanna make it a big keyword! It mainly exists for 1)allowing actual teching/counterplay and 2)flavor value. Sacrifice has the benefit of being useable as kind of a currency (refering to simple numbers of sacrifices) as well as planned synergies (using aspects of the sacrifice such as stats, deathrattle, tribe etc).
The other 3 example cards. Note: Runes are considered minions, and behave like minions that are always dormant!
I have almost all cards finished already (before the competition even was announced^^) and am happy about every feedback/critic about the set and maybe flavor tipps. Are the 4 example cards to basic? Should i put some with more interesting effects as example cards?
I guess it was kinda demanding expecting people to review 10+ cards...
What do you think about this Mechanic?
It can also be written as Intimidates, if it only applies to certain minions. Two example cards.
I will be posting a good amount of reviews... Tommorw after my last exam is over.
Grommash The Conqueror is too slow, I can't imagine a situation in which you would like to waste a whole turn for such effect. Sadistic Chef is amazing, I think the effect reads like "Enemy Murlocs, Beast and Dragons can't attack", right? If so, I think you could just the tooltip explation better, maybe something like:
"Intimidation: Intimidating minions can't be attacked and Intimidated minions can't attack"
Maybe?
I already explained the interaction with Taunt, but i'd love to do it again. It works like it does with stealthed and immune minions.
Intimidates only affect the card itself. It dosen't prevent your opponents minions from trading elsewhere or in the face.
And in the sense of the chef, murlocs beasts and dragons will bypass it if it has Taunt, other minions won't. And the opponents murlocs beasts and dragons can still trade elsewhere. Just not into the chef.
I like the mechanic, maybe a wording similar to MTG's "Protection" might be better suited?
Protection from Murlocs, Beasts and Dragons, maybe?
Also you could go for something like: Protection from spells that cost 3 or less.
Protection dosen't really feel. . . Hearthstone. It also dosen't protects from spells, which Mtg does. The idea of intimidation is that they're too scared to attack the opponent.
Intimidate also dosen't prevent damage from them. You can still trade into them with intimidating minions.
Protection dosen't really feel. . . Hearthstone. It also dosen't protects from spells, which Mtg does. The idea of intimidation is that they're too scared to attack the opponent.
Intimidate also dosen't prevent damage from them. You can still trade into them with intimidating minions.
You make really good points! Overall the mechanic is really interesting even if a bit complicated.
Okay guys, here's where I'm at. xD also yep I know the priest card/token need to have the new watermark.
QUESTIONS: Should Spectral Tiger be a Beast or no since he's all spectral and shit..? Also I may make him 6 mana instead of 7. And which legendary do you prefer? Are they too underwhelming/weak? Might make Mithra's requirement 4 instead of 7. Thanks so 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:
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.
Mithra, Springcaller - A more complex example of the Warm mechanic. If this chicka hangs out in your hand for at least 7 turns, she's an Elusive 15/15 badass... and she can get even bigger if you're patient enough.
Kalecgos - 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!
Lady Liadrin is good, the doctor is a little too op, the low attack does seems to compensate, if he is place between 2 taunts, game over. The potion should be 10 mana because i think if it is 8 mana it is broken. The demon is good, so is the evolution.
The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion! The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers. A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight. In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.
Battle for Booty Bay is a Multi-Class expansion!
I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards.
In order to introduce the mechanics and the factions!
Factions:
The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)
The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.) They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse
Infuse works similarly to Adapt, but here you can give additional effects to your spells, choosing between 6total Infusions. Let's see an example of a card with Infuse, and the Infusions!
Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city! They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play. This is well represented by their keyword: Duel
Duel is basically a bad version of Charge, but i like to think that Charge will become like this one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones.
The Pack (Hunter, Druid, Beast-based theme)
The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts. They don't have a specific keyword.
Peacekeepers of the Silver Hand (Priest,Paladin, Peace-Based theme)
The Silver Hand army decided to send their first Peacekeeping unit in order to try and restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working the around the idea of bringing peace through war.
(Originally I wanted to base the Peacekeepers of the Silver Hand on Mech synergy. Probably I will have to abandon this plan, because I dind't find fitting mech illustration. This card will probably change in the future unless I can find better artworks)
Hi guys! I'll repost my idea to have some feedback, I will try to give mine on some of the submissions tonight aswell!
Thanks
Gurubashi Invoker - Nice card. Blackwater Deckhand - I like this concept and your card, it works well. Charged Devilsaur has a similiar effect, I would say its effect is better since it has charge if summoned by Free From Amber or Atiesh. Expert Tamer - Sorry, but I really don't like this one. Not only do I think it is extremely strong, but I also specially don't like the idea of choosing between 3 options in a Choose One card. If you're okay with the introdution of this, I would consider making this card 3/3 or maybe even a 2/3. All the Animal Companions are extremely good for a 3-mana card, the only reason they cost 3 is because you can't choose which one will be summoned. The "Peacekeeper" - I like the effect, but I think a card with such effect should have less health.
Pretty sure this is the wrong forum for what your posting but I had to say the demon isn't balanced at all compared to what Warlocks already have in the game with Lakarri Felhound.
For 4 mana, you get a 3/8 taunt and discard two random cards from your hand. For just 1 more mana, you get +3 attack, discard only one card and you get to choose it so you can buff Clutchmother Zavas or get a Silverware Golem on the board as well on turn 5.
Alright, I made my new Epic Flying minion, now, I want to see people's reaction to this, additionally a bit of balance feedback on Wings of Liberty definitively NOT a Starcraft reference :P
I'd like to post some of my cards I made recently. I would kindly appreciate some feedback.
Lady Liadran is okay, but she's already a hero so having her be a card would be very weird (yes, Medivh and Medivh, the Guardian exist, but I think the two versions are different enough to justify this).
Doctor Vanilla I don't like. Making minions Immune for a time that isn't a single turn is very dangerous to do (and Doctor Vanilla is especially dangerous with Faceless Manipulator).
Tempting Potion isn't really clear on what it does. Does it just swap the minions, or do you now have your opponent's hand and deck? The card's artwork is also already taken by Briarthorn Toxin.
Inner Evolution isn't necessarily bad, but I don't see a spot you'd ever actually want to play it. Also, the artwork is already taken by Celestial Dreamer.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Alright, I made my new Epic Flying minion, now, I want to see people's reaction to this, additionally a bit of balance feedback on Wings of Liberty definitively NOT a Starcraft reference :P
Well, it's interesting. It's kinda like Violet Teacher or Wicked Witchdoctor. I don't really know how balanced it is though. The artwork is kinda out of place for HS though.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
All right, let's go! I redid the art on some of these (THANKS TOX YOU'RE A LIFESAVER), and I dropped the 'Wither' keyword for now, since people seemed to not like it as a keyword. I might bring it back when I can give it more support though. The expansion will probably be called something along the lines of 'The Legacy of Azsuna' (LoA), or 'Lost Secrets of Azsuna' (LSA) or something like that. Somebody help me with names XD.
Withering Nightfallen: Just a quick showcase of two mechanics that'd be present in the expansion - Siphon and the 'Wither' mechanic, which causes something to lose something at the end of its owner's turn. The Nightfallen feed on Arcane Energy and wither without it, so there.
Naga Sorceress: Expect a lot of Naga (at least, as much as I have art for :P). This, alongside the Moonwell, is a showcase of the Mana Surge mechanic - something that'd be useful for triggering Siphon effects, as well as stuff like Gadgetzan Auctioneer. The Sorceress can turn these otherwise-not-very-impactful spells into pinging effects.
Moonwell: Same stats and cost as Lightwell, if you're wondering why it's costed/stated like that. Obviously, that's up to change if there turns out to be a problem with it. Just a flavourful way to generate Mana Surges, considering that the Night Elves get their nourishment from these (please tell me I'm not wrong in assuming that).
Senegos: The Mage legendary! Senegos leads the Blue Dragons present in Azsuna. He can be used as a late-game nuke to blast away your opponent's board while developing a decently sized (if not massive) body. Probably not that good for Freeze Mage, but very useful for Control/Reno/Value mage.
How does that look?
Also, how do you guys feel about me potentially using mermaid art for Nagas? I know they're completely different, but I might have to lower my standards if I want to get all the cards. Would that be a massive turnoff?
I want a new title, but Flux won't let me have one,
Sadistic Chef is amazing, I think the effect reads like "Enemy Murlocs, Beast and Dragons can't attack", right? If so, I think you could just the tooltip explation better, maybe something like:
"Intimidation: Intimidating minions can't be attacked and Intimidated minions can't attack"
Maybe?
Also, can you explain the interactions with Taunt?
Why Rogue is my favourite class:
My submission for this week's card design competition.
I like the mechanic, maybe a wording similar to MTG's "Protection" might be better suited?
Protection from Murlocs, Beasts and Dragons, maybe?
Also you could go for something like: Protection from spells that cost 3 or less.
So my theme will be based around Time. It will be a wholly different time based scenario as Caverns of Time seems to be quite popular. The new mechanics will be the keyword Phase, damage over time effects which happen over multiple turns and delayed effects that do not happen on the turn they are played. There will be other mechanics that manipulate time also.
I would very much appreciate some feedback on some of the cards I have come up with thus far and will reciprocate the feedback tomorrow.
Hordvale's Frostbite Traverse
So this dude Hordvale is a widely known traveller, and this expansion is about his traverse over the high Frostbite Mountains and all the places and people located there.
There are high cold snowy mountains, plain highlands and even some pinewoods. Beasts live in the woods while Dragons reside at the mountain peaks. But high up in the Mountains there are old forgotten places of high energy, where some powerful Runes can be found.
In these sparesly populated areas, people find different ways of helping them to survive. Many put their trust in steel and the armor made of it. Some people even started believing in fictions and created some religious Cult trying to sacrifice as many souls as possible for their allmighty Lord.
So this Expansion contains all the wildlife, folks, powerful objects and religious fanatics that live on and around the Frostbite Mountains.
Note: I know zero about WoW Lore, i just tried to get together some kind of theme that people can imagine something to.
The main front picture legendary of this expansion. Tried to get the flavor of a dedicated Traveller with his motto the more you travel/explore/see the wiser and stronger you will get.
I tried to stay really, really simple with the keywords (both almost self explanatory) and make interesting mechanics with the cards then. NOTE: Thaw is very synergetic and situational, but i dont wanna make it a big keyword! It mainly exists for 1)allowing actual teching/counterplay and 2)flavor value. Sacrifice has the benefit of being useable as kind of a currency (refering to simple numbers of sacrifices) as well as planned synergies (using aspects of the sacrifice such as stats, deathrattle, tribe etc).
The other 3 example cards. Note: Runes are considered minions, and behave like minions that are always dormant!
__________________________________________________________________________
I have almost all cards finished already (before the competition even was announced^^) and am happy about every feedback/critic about the set and maybe flavor tipps. Are the 4 example cards to basic? Should i put some with more interesting effects as example cards?
I want a new title, but Flux won't let me have one,
Here are three more cards for the my expansion. Still need feedback on the ideas and what people think of the new mechanics.
Okay guys, here's where I'm at. xD also yep I know the priest card/token need to have the new watermark.
QUESTIONS: Should Spectral Tiger be a Beast or no since he's all spectral and shit..? Also I may make him 6 mana instead of 7. And which legendary do you prefer? Are they too underwhelming/weak? Might make Mithra's requirement 4 instead of 7. Thanks so 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:
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.
Mithra, Springcaller - A more complex example of the Warm mechanic. If this chicka hangs out in your hand for at least 7 turns, she's an Elusive 15/15 badass... and she can get even bigger if you're patient enough.
Kalecgos - 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!"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Shouldn't submissions open by now?
Lady Liadrin is good, the doctor is a little too op, the low attack does seems to compensate, if he is place between 2 taunts, game over. The potion should be 10 mana because i think if it is 8 mana it is broken. The demon is good, so is the evolution.
Blackwater Deckhand - I like this concept and your card, it works well. Charged Devilsaur has a similiar effect, I would say its effect is better since it has charge if summoned by Free From Amber or Atiesh.
Expert Tamer - Sorry, but I really don't like this one. Not only do I think it is extremely strong, but I also specially don't like the idea of choosing between 3 options in a Choose One card. If you're okay with the introdution of this, I would consider making this card 3/3 or maybe even a 2/3. All the Animal Companions are extremely good for a 3-mana card, the only reason they cost 3 is because you can't choose which one will be summoned.
The "Peacekeeper" - I like the effect, but I think a card with such effect should have less health.
Pretty sure this is the wrong forum for what your posting but I had to say the demon isn't balanced at all compared to what Warlocks already have in the game with Lakarri Felhound.
For 4 mana, you get a 3/8 taunt and discard two random cards from your hand. For just 1 more mana, you get +3 attack, discard only one card and you get to choose it so you can buff Clutchmother Zavas or get a Silverware Golem on the board as well on turn 5.
Alright, I made my new Epic Flying minion, now, I want to see people's reaction to this, additionally a bit of balance feedback on Wings of Liberty
definitively NOT a Starcraft reference :PThe joke is you.
Click the image to go to my custom Time Traveler class.
Click the image to go to my custom Time Traveler class.
All right, let's go! I redid the art on some of these (THANKS TOX YOU'RE A LIFESAVER), and I dropped the 'Wither' keyword for now, since people seemed to not like it as a keyword. I might bring it back when I can give it more support though. The expansion will probably be called something along the lines of 'The Legacy of Azsuna' (LoA), or 'Lost Secrets of Azsuna' (LSA) or something like that. Somebody help me with names XD.
Withering Nightfallen: Just a quick showcase of two mechanics that'd be present in the expansion - Siphon and the 'Wither' mechanic, which causes something to lose something at the end of its owner's turn. The Nightfallen feed on Arcane Energy and wither without it, so there.
Naga Sorceress: Expect a lot of Naga (at least, as much as I have art for :P). This, alongside the Moonwell, is a showcase of the Mana Surge mechanic - something that'd be useful for triggering Siphon effects, as well as stuff like Gadgetzan Auctioneer. The Sorceress can turn these otherwise-not-very-impactful spells into pinging effects.
Moonwell: Same stats and cost as Lightwell, if you're wondering why it's costed/stated like that. Obviously, that's up to change if there turns out to be a problem with it. Just a flavourful way to generate Mana Surges, considering that the Night Elves get their nourishment from these (please tell me I'm not wrong in assuming that).
Senegos: The Mage legendary! Senegos leads the Blue Dragons present in Azsuna. He can be used as a late-game nuke to blast away your opponent's board while developing a decently sized (if not massive) body. Probably not that good for Freeze Mage, but very useful for Control/Reno/Value mage.
How does that look?
Also, how do you guys feel about me potentially using mermaid art for Nagas? I know they're completely different, but I might have to lower my standards if I want to get all the cards. Would that be a massive turnoff?
Why Rogue is my favourite class:
My submission for this week's card design competition.