Nice idas! However, I feel like most of these have been done before.
I feel like Field has been done WAAAAAY too many times in the Fan creation forum. It's been called Environment. It's been called Location. It's also been called Battlefield. But it's always the same "Enchantment" effect. I suggest that you make use of that Permanent mechanic (e.g. Nether Portal, Sherazin, Corpse Flower, Red Portal) that Blizzard is starting to explore.
Idle is basically the keyword Medley from one of the class competition winners (the Bard).
I like your theme though! It's very fitting considering the recent WoW expansion. However, I think it's missing some of that "Hearthstone" charm that Blizzard likes to put in every expansion, but that's a very negligible concern.Any thoughts for my keywords? I'm having a hard time thinking of a theme for my expansion (mostly because I know VERY little about WoW lore)...
Well field cards were very prominent in yugioh (although rarely good / used), so it seems like an obvious addition. However, I do intend to make synergistic cards with FIELD cards ththemselves (not only the effect it does).
I tried searching for medley and hearthpwns, but only this thread comes up. I do have a pink border in mind and some musical theme, but I can't remember exactly. I could simply make it "If the minion didn't attack this turn", but that seems a bit more clunky and less interactive. The effect of idle is also always randomized.
With 4 cards (and trying to show all of the designs once) you can't have too many complex cards. I'm not entirely sure what you mean with charm tho.
Well...I'm having a hard time with keywords. Your thoughts? (I'll think of the flavour later...)
Resilient doesn't need to be an own word. I don't think it will really be on that many cards (and it shouldn't!) and the effect itself is already fix (similar to Poisonous, which only recently became a word), so the number is the only variation and it would just be like "Damage: (6)" instead of "Deal 6 Damage."
Galvanize seems confusing and unclear and in general pretty unintuitive.
Ameliorate is too clunky as a concept. Also, you would need to have it on a Trigger or Battlecry ALWAYS, since it requires action from the owner of the card. Without the "choose from 3" it could work tho and opens up more possibilities. The effect itself is pretty uninteresting tho, since you buff stuff you can't play and might not be able to.
Stabilize is the most interesting of those, but needs to be worded more clearly. e.g "Spend X Mana AFTER playing the card. If you can't, destroy it." I'm not entirely sure about the implications and applications tho. Those are basically cheap pseudo-spells and requires battlecry or death-rattle to make sense. What happens if you have 2 mana and play it, will it remove 1 mana and then destroy it or just destroy it and leave you with 1 mana left?
Nice idas! However, I feel like most of these have been done before.
I feel like Field has been done WAAAAAY too many times in the Fan creation forum. It's been called Environment. It's been called Location. It's also been called Battlefield. But it's always the same "Enchantment" effect. I suggest that you make use of that Permanent mechanic (e.g. Nether Portal, Sherazin, Corpse Flower, Red Portal) that Blizzard is starting to explore.
Idle is basically the keyword Medley from one of the class competition winners (the Bard).
I like your theme though! It's very fitting considering the recent WoW expansion. However, I think it's missing some of that "Hearthstone" charm that Blizzard likes to put in every expansion, but that's a very negligible concern.Any thoughts for my keywords? I'm having a hard time thinking of a theme for my expansion (mostly because I know VERY little about WoW lore)...
Well field cards were very prominent in yugioh (although rarely good / used), so it seems like an obvious addition. However, I do intend to make synergistic cards with FIELD cards ththemselves (not only the effect it does).
I tried searching for medley and hearthpwns, but only this thread comes up. I do have a pink border in mind and some musical theme, but I can't remember exactly. I could simply make it "If the minion didn't attack this turn", but that seems a bit more clunky and less interactive. The effect of idle is also always randomized.
With 4 cards (and trying to show all of the designs once) you can't have too many complex cards. I'm not entirely sure what you mean with charm tho.
Well...I'm having a hard time with keywords. Your thoughts? (I'll think of the flavour later...)
Resilient doesn't need to be an own word. I don't think it will really be on that many cards (and it shouldn't!) and the effect itself is already fix (similar to Poisonous, which only recently became a word), so the number is the only variation and it would just be like "Damage: (6)" instead of "Deal 6 Damage."
Galvanize seems confusing and unclear and in general pretty unintuitive.
Ameliorate is too clunky as a concept. Also, you would need to have it on a Trigger or Battlecry ALWAYS, since it requires action from the owner of the card. Without the "choose from 3" it could work tho and opens up more possibilities. The effect itself is pretty uninteresting tho, since you buff stuff you can't play and might not be able to.
Stabilize is the most interesting of those, but needs to be worded more clearly. e.g "Spend X Mana AFTER playing the card. If you can't, destroy it." I'm not entirely sure about the implications and applications tho. Those are basically cheap pseudo-spells and requires battlecry or death-rattle to make sense. What happens if you have 2 mana and play it, will it remove 1 mana and then destroy it or just destroy it and leave you with 1 mana left?
The Bard was the class competiton winner before Nugling13's Werewolf, and it featured an almost exact copy of your Idle effect (I made a typo. The keyword is called Melody) . It's right here.
I still think Field may not be inventive enough, but depending on your effects (like your Warrior card), I'm willing to keep an open mind. It'll be interesting to see some anti-/pro-Field cards. (e.g. A Paladin spell that gives a minion +2/+2. It gives a minion +4/+4 if there is a Field in effect. This can be used to synergize with Field cards and against enemy Field cards).
As for Hearthstone charm, I mean the usually quarky, humourous spin they put on the themes. (e.g. A party at Karzahan instead of the raid in WoW, Naxxramus has a comedical Kel'Thuzad, the Crime Families in Gadgetzan, etc.).
And I just added 2 new keywords. One of which is slightly inspired by your Field mechanic. Your thoughts?
Anyways, thanks for the feedback! Here are my individual responses to each.
Resilient might just be a regular text then...good call though.
Galvanize basically means that if your opponent attacks with a minion after it attacked with another, a certain effect occurs. For example, if I attack with a Pirate and then attack with Patches the Pirate, then my enemy's Watchdog would get +1 Health because Patches is the 2nd minion I attacked with.
I might change Ameliorate to affect the topmost card (e.g. the topmost Totem will be affected by Totem Animator). Do you think that would work? Or do you think I should make it effect a random card in the player's hand?
I'll change it to your wording; thanks for the suggestion! Stabilize is made to help Elemental decks as well because you technically "played" an Elemental last turn. I'm confused about your last statement though; both effects are the same thing no? You play it, it deals 2 damage, then it destroys itself.
You can re-use old ideas to some extent: Obviously, we don't want just a re submission of a past class jammed into the expansion format, but you're perfectly alright to use old ideas. I know many people take their cards designed in these big competitions and submit them occasionally to the Weekly Comps, so going the other way around is perfectly acceptable.
Teams are as of right now a no go: Now that doesn't mean that you can't collaborate with others! We've always supported getting ideas from people who help you, even entire cards with their permission (as long as you credit them). However, we have scaled down the competition to make it more manageable, and when you win the victory will be your own.
A Last Note on Themes: Remember that as an expansion, you are not regulated to one keyword. In fact, if you subscribe to one mechanic you will definitely find yourself running out of creative steam later on. Remember in Journey to Ungoro, we saw both Adapt and Quests introduced, as well as new mechanics for every class. Mean Streets of Gadgetzan introduced Jade Golems, "Hand buff" mechanics, a flushing out of the "one copy in your deck" mechanic, and tri-class cards. Your 4 cards for this expansion should be showcasing at least 2 different gameplay styles that compliment each other, because that's what expansions do.
Ooh. I'm really excited about this! Which keywords is a better mechanic (or in need of a better name) for an expansion based on the Void and the Light theme? Both of them are borrowed from ideas I've done in the pass as a Class keyword.
Example Card: Example Card:
I like the idea of Shaping and Study. It's very unique, and it allows for some pre-planning skills to shine in the game. Study seems more intuitive as Shaping can be seen as a negative in some cases.
Cabal Apprentice seems a bit overpowered when compared to Knife Juggler, Flame Juggler, and Blowgill Sniper. I'm not sure on how you would balance Shaping though, it seems a bit weird. You may want to either make the damage dealt randomly or reduce the minion's stats.
Blinding Light: Freeze strictly restricted to Mage. There are exceptions in Shaman and Neutrals, but Paladin is definitely not something I would see Freeze in. The effect is pretty cool and balanced though.
The Bard was the class competiton winner before Nugling13's Werewolf, and it featured an almost exact copy of your Idle effect (I made a typo. The keyword is called Melody) . It's right here.
I still think Field may not be inventive enough, but depending on your effects (like your Warrior card), I'm willing to keep an open mind. It'll be interesting to see some anti-/pro-Field cards. (e.g. A Paladin spell that gives a minion +2/+2. It gives a minion +4/+4 if there is a Field in effect. This can be used to synergize with Field cards and against enemy Field cards).
As for Hearthstone charm, I mean the usually quarky, humourous spin they put on the themes. (e.g. A party at Karzahan instead of the raid in WoW, Naxxramus has a comedical Kel'Thuzad, the Crime Families in Gadgetzan, etc.).
Annnd I just added 2 new keywords. Your thoughts?
Anyways, thanks for the feedback! Here are my individual responses to each.
Resilient might just be a regular text then...good call though.
Galvanize basically means that if your opponent attacks with a minion after it attacked with another, a certain effect occurs. For example, if I attack with a Pirate and then attack with Patches the Pirate, then my enemy's Watchdog would get +1 Health because Patches is the 2nd minion I attacked with.
I might change Ameliorate to affect the topmost card (e.g. the topmost Totem will be affected by Totem Animator). Do you think that would work? Or do you think I should make it effect a random card in the player's hand?
I'll change it to your wording; thanks for the suggestion! Stabilize is made to help Elemental decks as well because you technically "played" an Elemental last turn. I'm confused about your last statement though, both effects are the same thing no? You play it, it deals 2 damage, then it destroys itself.
Yeah, I remembered the border but little else. It's basically a "tap" in magic, so of course, it's a popular idea. I may try something else. Thanks for the heads up.
Yes, that's the idea. Some cards will synergies (or hinder) with field-cards or have it as condition.
I understand what you mean now. Un'Goro and GVG weren't all that 'quirky' tho, apart from individual cards (and those would be of course in the set).
I don't see Galvanize ever becoming a keyword. The trigger is way too specific to ever really actually do anything unless it's a high health (soft) taunt minion, in which case it's already way too limited.
I really like that effect. Tho, instead of "topmost", just make it "next", "The next X you draw.". Can be a spell / minion / demon / weapon / +5 attack minion / 3 cost card etc. Now it can target anything, can have every effect and can happen at any point. Everything points to a good trigger. Also, I don't really like the name. Most people won't even know what it means. Always go for something simple in HS. Enhance, Improve, Boost etc
What I mean is, if you play your example card on turn 2. Do you have 0 mana left or 1 mana?
As for the new keywords:
Last Stand. That's a legendary-only effect and thus shouldn't be a trigger. I mean how many cards do you want to have with that keyword? This really shouldn't be a keyword or a common occurrence.
Why always so long? Just keep it simple: "At the start of your turn, draw a card from your deck that...". You could remove "from your deck", too. I can see the effect itself being used, but the applications are rarely good. If you want specific cards from your deck, you can't play any of these, unless they help you to get to them. "I need a board clear, so I can't play this!" Seems frustrating and clunky to play at times. It's also really slow effect.
Out of all I like Stabilize and Ameliorate the most.
The Bard was the class competiton winner before Nugling13's Werewolf, and it featured an almost exact copy of your Idle effect (I made a typo. The keyword is called Melody) . It's right here.
I still think Field may not be inventive enough, but depending on your effects (like your Warrior card), I'm willing to keep an open mind. It'll be interesting to see some anti-/pro-Field cards. (e.g. A Paladin spell that gives a minion +2/+2. It gives a minion +4/+4 if there is a Field in effect. This can be used to synergize with Field cards and against enemy Field cards).
As for Hearthstone charm, I mean the usually quarky, humourous spin they put on the themes. (e.g. A party at Karzahan instead of the raid in WoW, Naxxramus has a comedical Kel'Thuzad, the Crime Families in Gadgetzan, etc.).
Annnd I just added 2 new keywords. Your thoughts?
Anyways, thanks for the feedback! Here are my individual responses to each.
Resilient might just be a regular text then...good call though.
Galvanize basically means that if your opponent attacks with a minion after it attacked with another, a certain effect occurs. For example, if I attack with a Pirate and then attack with Patches the Pirate, then my enemy's Watchdog would get +1 Health because Patches is the 2nd minion I attacked with.
I might change Ameliorate to affect the topmost card (e.g. the topmost Totem will be affected by Totem Animator). Do you think that would work? Or do you think I should make it effect a random card in the player's hand?
I'll change it to your wording; thanks for the suggestion! Stabilize is made to help Elemental decks as well because you technically "played" an Elemental last turn. I'm confused about your last statement though, both effects are the same thing no? You play it, it deals 2 damage, then it destroys itself.
Yeah, I remembered the border but little else. It's basically a "tap" in magic, so of course, it's a popular idea. I may try something else. Thanks for the heads up.
Yes, that's the idea. Some cards will synergies (or hinder) with field-cards or have it as condition.
I understand what you mean now. Un'Goro and GVG weren't all that 'quirky' tho, apart from individual cards (and those would be of course in the set).
I don't see Galvanize ever becoming a keyword. The trigger is way too specific to ever really actually do anything unless it's a high health (soft) taunt minion, in which case it's already way too limited.
I really like that effect. Tho, instead of "topmost", just make it "next", "The next X you draw.". Can be a spell / minion / demon / weapon / +5 attack minion / 3 cost card etc. Now it can target anything, can have every effect and can happen at any point. Everything points to a good trigger. Also, I don't really like the name. Most people won't even know what it means. Always go for something simple in HS. Enhance, Improve, Boost etc
What I mean is, if you play your example card on turn 2. Do you have 0 mana left or 1 mana?
As for the new keywords:
Last Stand. That's a legendary-only effect and thus shouldn't be a trigger. I mean how many cards do you want to have with that keyword? This really shouldn't be a keyword or a common occurrence.
Why always so long? Just keep it simple: "At the start of your turn, draw a card from your deck that...". You could remove "from your deck", too. I can see the effect itself being used, but the applications are rarely good. If you want specific cards from your deck, you can't play any of these, unless they help you to get to them. "I need a board clear, so I can't play this!" Seems frustrating and clunky to play at times. It's also really slow effect.
Out of all I like Stabilize and Ameliorate the most.
Thanks for the feedback man! While you were typing, I changed Strategem because I thought it was too clunky. Your thoughts on the new keyword (Landmark)? I might've copied your idea. Just a bit. Lol.
Excited to see this coming to fruition! =D I knew this was coming, but it was only in the earliest stages of discussion when I left. I think it was a really great way to go to limit the number of cards in the expansion, and I think that'll make it a lot more manageable. I haven't decided yet whether I'll enter, maybe if I think of something really good both mechanically and thematically, but I look forward to seeing the other entries regardless!
One thing that I think everybody should take note of when deciding on their four initial showcase cards, though: Pay attention to how expansions have been revealed in the past.
Make sure that your choices of cards are both mechanically and thematically representative of your whole expansion, and I'd strongly recommend doing what TGT and WotOG did and have a "mascot legendary" up front. TGT had Justicar Trueheart, and WotOG had C'Thun. And, just like those, I don't think you should be too afraid of making your mascot "wacky". If it produces a ton of tokens or is super involved in the expansion's other themes, that's great! It's intriguing. As long as you don't go too crazy with that later on when you need to be designing simpler stuff.
I'd also say no more than two of your showcased initial cards should be class cards. With four cards you want to inspire ideas for all of the classes immediately. That's why expansion reveals in the past have almost always started off by showcasing mostly neutral cards. That's also why the "mascots" mentioned above were neutral. With no neutral cards or even only one, you're giving more of an idea of what to expect from the classes than from the expansion themes as a whole.
Speaking of which, don't get into new class mechanics yet. Save your new class mechanics for later. Right now should, again, be about the expansion as a whole. Like, for Un'Goro, Razorpetal Lasher would be something to showcase later because the Razorpetal mechanic is Rogue-exclusive, but if you want to showcase a class card then Envenom Weapon might be a way to show off the "new" Poisonous keyword that everybody will have access to in some way or another. I believe Verdant Longneck was the first class card we saw, and it was a perfect example of a class card showing off a more widely available concept; I definitely wouldn't show off Tortollan Forager early, and they didn't.
I have a few cards that show off 1 of the themes I'm planning on using which is spending mana during your opponents turn both with my Auto-cast keyword and without it. Anyone following the class creation thread would have seen the keyword in a class I never got around to finishing. I think it'll be cool to explore it with existing classes!
I was originally thinking of having an expansion in the twisting nether but given Sacrificial Pact exists I don't think any commonly used neutral demons can ever be a thing so now I have no absolutely clue what to go with haha. The idea behind the keyword is to reward smart and calculated plays, creating higher skill level decks so I shall try think of other mechanics that go well with that.
As the War of the Ancients rises, sargeras threatens Azeroth and the Mighty heroes are strugling to stop him. The common mortals strive to save their live in the journey to escape fierce soldiers of the Burning Legion.
Now when you know a little abou the lore i introduce to you the first legendary and a new Keyword, Venture:
The frail but smart Grummel Gummrl Ran leads the caravan through the dangerous land of Kalimdor.
First I'd like to say that I think venture is a hard keyword to make work and I wouldn't advise it unless you really know what your doing.
Onto the cards:
Gummrl Ran: This guy seems really really gimmicky and confusing. Say you play him and your opponent has 2 giants. Now the 2 giants will always be on the opposite side of the board to the turn player and since no one will really be willing to trade off Gummrl on their turn and give up the giants (as they no longer swap back over) they kinda just vanish from the game while still being on the field. I get the idea but the whole card just seems a bit weird to me.
Caravan Wagon: This seems rather bad as it is also going to give your opponent cards but it also would be really frustrating to try and deal with if you wanted to remove it as it's essentially immune to minion attacks. Due to all that I'd make it a 1 mana 0/3 with the same effect. Makes it cheaper so if you don't mind also giving your opponent cards you can get it out earlier but it should also be less frustrating to try and remove.
Drought: This card is absolutely broken. It's basically 3 Volcanic Potions in 1 with the added effect of preventing your opponent from even playing cards with 2 or less health as they will just die at the end of the turn. It should cost at least 6 in my mind.
Regretful Pyromancer: This card does have some cool synergies with Northshire Cleric and they have the option of trading him into your stuff. Nice use of Venture.
Torn Fin Traveler: This guy is pretty bloody scary with how powerful some of the murloc buffs are, not to mention he draws a card that's probably really good in the deck he's in. I'd make him a 2/4 or even 2/3 looking at things like Tomb Spider.
First I'd like to say that I think venture is a hard keyword to make work and I wouldn't advise it unless you really know what your doing.
Onto the cards:
Gummrl Ran: This guy seems really really gimmicky and confusing. Say you play him and your opponent has 2 giants. Now the 2 giants will always be on the opposite side of the board to the turn player and since no one will really be willing to trade off Gummrl on their turn and give up the giants (as they no longer swap back over) they kinda just vanish from the game while still being on the field. I get the idea but the whole card just seems a bit weird to me.
Caravan Wagon: This seems rather bad as it is also going to give your opponent cards but it also would be really frustrating to try and deal with if you wanted to remove it as it's essentially immune to minion attacks. Due to all that I'd make it a 1 mana 0/3 with the same effect. Makes it cheaper so if you don't mind also giving your opponent cards you can get it out earlier but it should also be less frustrating to try and remove.
Drought: This card is absolutely broken. It's basically 3 Volcanic Potions in 1 with the added effect of preventing your opponent from even playing cards with 2 or less health as they will just die at the end of the turn. It should cost at least 6 in my mind.
Regretful Pyromancer: This card does have some cool synergies with Northshire Cleric and they have the option of trading him into your stuff. Nice use of Venture.
Torn Fin Traveler: This guy is pretty bloody scary with how powerful some of the murloc buffs are, not to mention he draws a card that's probably really good in the deck he's in. I'd make him a 2/4 or even 2/3 looking at things like Tomb Spider.
Gummrl Ran: Hmm... good point, should i make it at thr start of next turn instead? It would make that all minions are everyone's...
Caravan Wagon: I'll take that to mind... that's surely a good idea, i liked it that it has 0 atack so its hard to get rid off, (but maybe 5 health is to much).
Drought: whops, i made it 3 mana as an accident, i just took this card out of the "Make a Card" game and forgot to change it's cost, i initialy thought about making it 5 but i think as you say, 6 is good for this card.
Regretful Pyromancer: it's good that at least one card is good ;)
Torn Fin Traveler: You are the second person to think that, i wanted himTortollan Primalist style (i.e. you dont get the murloc, only its effect) should i write something like: "instead of drawing him gain his effect"? or just write under the card in the final submission that you dont get the murloc?
I have a few cards that show off 1 of the themes I'm planning on using which is spending mana during your opponents turn both with my Auto-cast keyword and without it. Anyone following the class creation thread would have seen the keyword in a class I never got around to finishing. I think it'll be cool to explore it with existing classes!
I was originally thinking of having an expansion in the twisting nether but given Sacrificial Pact exists I don't think any commonly used neutral demons can ever be a thing so now I have no absolutely clue what to go with haha. The idea behind the keyword is to reward smart and calculated plays, creating higher skill level decks so I shall try think of other mechanics that go well with that.
I like the Nether Rager because it is not that big of an impact, but the other seem an awful lot like secrets that you opponent cant play around beacause he doesnt know you have them.
Dimensius: I like the card a lot, like a lot. It has a realy cool efect. it bothers me with two things tho:
1, it has a real high health pool, and some classes like mage for example will have a hard time getting rid of it, maybe make it lover the cost and stats (especially health) a little?
2, it says that "whenever a spell" does that include your spells too? Was that your intention?
"Let those petty mortals have their grand tournament." Arthas said. "We'll host a contest of our own."
This expansion is about the Spectral Trials- the Lich King's response to the Argent Tournament and a way for him to prepare his minions for the upcoming battle. All undead will gather at Icecrown- death knights, liches, abominations and ghouls- in order to fight for the ultimate honor of leading the Lich King's forces into battle. However, there are spies at the Trials- Forsaken and memebers of the grand tournament will both try to sabotage the Spectral Trials, so that the Lich King is easier defeated later.
One of the competitors is the fierce lich Zaros, whose knowledge of dark magic allows him to easily resurrect after being defeated:
Zaros has a dual use- he's a revivable token and he's also a source of pseudo-permanent spell damage, though tricky to use since if you play a non-damaging spell first you'll resurrect him and lose the bonus.
This expansion also introduces a new mechanic:
X can be either nothing (so it triggers whenever ANY minion dies), a tribe (only triggers when a Beast/Murloc/ Demon dies) or something else (friendly/enemy/battlecry/deathrattle minion etc.).
Here are some more cards:
Feedback would be greatly appreciated! Also, this is an expansion I already started a while ago, so question to mods: is it OK if I participate in the competition with cards I've already created or do I have to design new ones for each Phase?
Seeing how enormous of a screw up One Night in Karazhan was, would it be a good idea to go back with a Return to Karazhan themed expansion?
I'm not sure what you mean, seeing as how ONiK was a hugely popular adventure and had a number of cards that are used by many classes today. But sure, you are free to make a Karazhan expansion. Just make it unique enough that people would vote for it.
I though this will be another CDC, but maybe this one's better by even a ton. I'm thinking of doing an adventure revolving around Ahn'Qiraj. I'm still not sure what keyword would be the best, but if neccessary, I'll do some custom art for bosses and maybe even cards.
Now off-topic, I'm still not that great at GIMP. I might do decent work, but I don't know how to switch layers there. Is there any way to do so?
You can't do an adventure. This is an expansion comp, and they are 2 different things (also they've done an adventure competition before!)
I feel like one of the biggest challenges for me will be familiarizing myself with WoW lore. That's mostly why I'm tempted to go with winterspring stuff, since I already taught myself that :P also, trying to "Hearthstone-ify" something in WoW is a struggle, although I guess I could always go the way of Mean Streets and take something from WoW and completely rethink it/make original lore.
Well...I'm having a hard time with keywords. Your thoughts? (I'll think of the flavour later...)
From the top 3 i'd say Resilient is the best but its super overused now.
I do like the Stabilize mechanic... Lets see what you can do with that!
My idea for a mechanic
So much design space can come out of such a mechanic imo. Planning to make stuff that'll be like "Recover a random spell" or "Recover a 5-Cost minion" or even "Recover an enemy minion" (for all you Priest and Rogue thieves out there ;) )
@Zence Recover is a Great Mechanic Idea. I really like the versatility, sounds like it fits right at home in Hearthstone as well.
Demons, Eredar, Broken ones and more Burning Crusade NPCs and Mobs
New keyword: You trigger it by picking up the card and target YOUR OWN HERO (arrow will turn green).
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.
@Zukuu Idle is an interesting Keyword to navigate. Fields, of course, have been done before. The idea of a constant effect has crossed my mind before. Personally it's not something I want to do, but it is pretty interesting to see. Soul Stealer is a pretty great card. I Really like the flavor and it seems balanced. Spore Walker is good for showing off your new mechanic. As is the Field you chose. It's a strong one, but not that strong all things considered. Magtheridon seems fair. Although I would put him at 7 health, if only for the fact I need to put Gorehowl into his skull to feel complete with lore considering that's how he has died TWICE. He needs to be 7 health. He needs to be.
I have a few cards that show off 1 of the themes I'm planning on using which is spending mana during your opponents turn both with my Auto-cast keyword and without it. Anyone following the class creation thread would have seen the keyword in a class I never got around to finishing. I think it'll be cool to explore it with existing classes!
I was originally thinking of having an expansion in the twisting nether but given Sacrificial Pact exists I don't think any commonly used neutral demons can ever be a thing so now I have no absolutely clue what to go with haha. The idea behind the keyword is to reward smart and calculated plays, creating higher skill level decks so I shall try think of other mechanics that go well with that.
@Turkeybag Jeeze and people say now that decks are easy to auto-pilot :P. I'm just messing. I like the idea of the keyword. Nether Rager is a wonderful addition to the rager family and seems fair. Counter attack is awesome. Avalanche sounds like a fun card to play around and a good tool for a control shaman deck. Summon a bunch of garbage to destroy your opponents better minions. Like those four 1/1 murlocs. I am not a fan of dimensius the All Devouring. When it's on board it forces you to use your mana to counter things you might not want to even be countering. Does it work as in you don't get those mana crystals on your own turn? Because otherwise the card is stupidly powerful and if it's the latter it's hard to balance and situational.
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Quickly popping in here to answer a few concerns.
You can re-use old ideas to some extent: Obviously, we don't want just a re submission of a past class jammed into the expansion format, but you're perfectly alright to use old ideas. I know many people take their cards designed in these big competitions and submit them occasionally to the Weekly Comps, so going the other way around is perfectly acceptable.
Teams are as of right now a no go: Now that doesn't mean that you can't collaborate with others! We've always supported getting ideas from people who help you, even entire cards with their permission (as long as you credit them). However, we have scaled down the competition to make it more manageable, and when you win the victory will be your own.
A Last Note on Themes: Remember that as an expansion, you are not regulated to one keyword. In fact, if you subscribe to one mechanic you will definitely find yourself running out of creative steam later on. Remember in Journey to Ungoro, we saw both Adapt and Quests introduced, as well as new mechanics for every class. Mean Streets of Gadgetzan introduced Jade Golems, "Hand buff" mechanics, a flushing out of the "one copy in your deck" mechanic, and tri-class cards. Your 4 cards for this expansion should be showcasing at least 2 different gameplay styles that compliment each other, because that's what expansions do.
Excited to see this coming to fruition! =D
I knew this was coming, but it was only in the earliest stages of discussion when I left. I think it was a really great way to go to limit the number of cards in the expansion, and I think that'll make it a lot more manageable. I haven't decided yet whether I'll enter, maybe if I think of something really good both mechanically and thematically, but I look forward to seeing the other entries regardless!
One thing that I think everybody should take note of when deciding on their four initial showcase cards, though:
Pay attention to how expansions have been revealed in the past.
Make sure that your choices of cards are both mechanically and thematically representative of your whole expansion, and I'd strongly recommend doing what TGT and WotOG did and have a "mascot legendary" up front. TGT had Justicar Trueheart, and WotOG had C'Thun. And, just like those, I don't think you should be too afraid of making your mascot "wacky". If it produces a ton of tokens or is super involved in the expansion's other themes, that's great! It's intriguing. As long as you don't go too crazy with that later on when you need to be designing simpler stuff.
I'd also say no more than two of your showcased initial cards should be class cards. With four cards you want to inspire ideas for all of the classes immediately. That's why expansion reveals in the past have almost always started off by showcasing mostly neutral cards. That's also why the "mascots" mentioned above were neutral. With no neutral cards or even only one, you're giving more of an idea of what to expect from the classes than from the expansion themes as a whole.
Speaking of which, don't get into new class mechanics yet. Save your new class mechanics for later. Right now should, again, be about the expansion as a whole. Like, for Un'Goro, Razorpetal Lasher would be something to showcase later because the Razorpetal mechanic is Rogue-exclusive, but if you want to showcase a class card then Envenom Weapon might be a way to show off the "new" Poisonous keyword that everybody will have access to in some way or another. I believe Verdant Longneck was the first class card we saw, and it was a perfect example of a class card showing off a more widely available concept; I definitely wouldn't show off Tortollan Forager early, and they didn't.
Oh! By the way mods, are you gonna advertise this on the front page or...?
I have a few cards that show off 1 of the themes I'm planning on using which is spending mana during your opponents turn both with my Auto-cast keyword and without it. Anyone following the class creation thread would have seen the keyword in a class I never got around to finishing. I think it'll be cool to explore it with existing classes!
I was originally thinking of having an expansion in the twisting nether but given Sacrificial Pact exists I don't think any commonly used neutral demons can ever be a thing so now I have no absolutely clue what to go with haha. The idea behind the keyword is to reward smart and calculated plays, creating higher skill level decks so I shall try think of other mechanics that go well with that.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Now it's my turn:
Introducing:
(i'm too, not that good at banners)
As the War of the Ancients rises, sargeras threatens Azeroth and the Mighty heroes are strugling to stop him. The common mortals strive to save their live in the journey to escape fierce soldiers of the Burning Legion.
Now when you know a little abou the lore i introduce to you the first legendary and a new Keyword, Venture:
The frail but smart Grummel Gummrl Ran leads the caravan through the dangerous land of Kalimdor.
Mod Working Reaaaaally Hardly
@Otovent
First I'd like to say that I think venture is a hard keyword to make work and I wouldn't advise it unless you really know what your doing.
Onto the cards:
Gummrl Ran: This guy seems really really gimmicky and confusing. Say you play him and your opponent has 2 giants. Now the 2 giants will always be on the opposite side of the board to the turn player and since no one will really be willing to trade off Gummrl on their turn and give up the giants (as they no longer swap back over) they kinda just vanish from the game while still being on the field. I get the idea but the whole card just seems a bit weird to me.
Caravan Wagon: This seems rather bad as it is also going to give your opponent cards but it also would be really frustrating to try and deal with if you wanted to remove it as it's essentially immune to minion attacks. Due to all that I'd make it a 1 mana 0/3 with the same effect. Makes it cheaper so if you don't mind also giving your opponent cards you can get it out earlier but it should also be less frustrating to try and remove.
Drought: This card is absolutely broken. It's basically 3 Volcanic Potions in 1 with the added effect of preventing your opponent from even playing cards with 2 or less health as they will just die at the end of the turn. It should cost at least 6 in my mind.
Regretful Pyromancer: This card does have some cool synergies with Northshire Cleric and they have the option of trading him into your stuff. Nice use of Venture.
Torn Fin Traveler: This guy is pretty bloody scary with how powerful some of the murloc buffs are, not to mention he draws a card that's probably really good in the deck he's in. I'd make him a 2/4 or even 2/3 looking at things like Tomb Spider.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Mod Working Reaaaaally Hardly
I have a few questions:
1) From what I've read so far I understand I would be allowed to enter the competition with the custom expansion I've already started. Is that right?
2) I thought this was the discussion topic, so why is everybody submitting their entries already? Should I do so as well?
Thanks in advance.
My (custom) expansion:
Return to Outland (Black temple + Burning Legion cards)- Complete
Mod Working Reaaaaally Hardly
Mod Working Reaaaaally Hardly
I'll have a go too:
Welcome to:
"Let those petty mortals have their grand tournament." Arthas said. "We'll host a contest of our own."
This expansion is about the Spectral Trials- the Lich King's response to the Argent Tournament and a way for him to prepare his minions for the upcoming battle. All undead will gather at Icecrown- death knights, liches, abominations and ghouls- in order to fight for the ultimate honor of leading the Lich King's forces into battle. However, there are spies at the Trials- Forsaken and memebers of the grand tournament will both try to sabotage the Spectral Trials, so that the Lich King is easier defeated later.
One of the competitors is the fierce lich Zaros, whose knowledge of dark magic allows him to easily resurrect after being defeated:
Zaros has a dual use- he's a revivable token and he's also a source of pseudo-permanent spell damage, though tricky to use since if you play a non-damaging spell first you'll resurrect him and lose the bonus.
This expansion also introduces a new mechanic:
X can be either nothing (so it triggers whenever ANY minion dies), a tribe (only triggers when a Beast/Murloc/ Demon dies) or something else (friendly/enemy/battlecry/deathrattle minion etc.).
Here are some more cards:
Feedback would be greatly appreciated! Also, this is an expansion I already started a while ago, so question to mods: is it OK if I participate in the competition with cards I've already created or do I have to design new ones for each Phase?
My (custom) expansion:
Return to Outland (Black temple + Burning Legion cards)- Complete
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
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I feel like one of the biggest challenges for me will be familiarizing myself with WoW lore. That's mostly why I'm tempted to go with winterspring stuff, since I already taught myself that :P also, trying to "Hearthstone-ify" something in WoW is a struggle, although I guess I could always go the way of Mean Streets and take something from WoW and completely rethink it/make original lore.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist