Thank everyone so much for allows me to advance to Phase II of the competition (or, if I'm the Wild Card, thanks the Mods!). Here's a recap of my expansion and the cards that I made in the mean time:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
(yeah not sure which wording to go with. Also I wanted it to be 10 originally, but then if you keep it in your opening hand, you can play it on turn 5... maybe that's okay? Cuz it loses you an early game draw? Also don't love the name... couldn't think of something better though)
Arboreal Giant! :D (Or maybe just Forest Giant. ....Ancient Giant, like, based off the Ancients, Ancient of Lore, Ancient of War, etc?)
Arboreal Giant is great! And yeah even just Forest Giant is much better than stupid Tree Giant hahaha. Thanks man :D Think I could get away with it at 10 mana?
ps so glad you made it to phase 2, woohoo!!
High five!
Keeping or having it in your opening hand is a big sacrifice, but the payoff is definitely huge. But then you have to think of the other extreme: top decking the Giant. Then you have to compare it to Mountain Giant and Sea Giant; one can at least be played for the full 10 mana, the other is dead weight until you can draw two other cards to go with it.
There are thematic reasons to make it a 12 mana card (further bring up parallels to Mountain Giant, who also interacts with your hand), but, if you just want a consistent card, 10 mana would suffice.
Funnily enough, that makes it a super Nerubian Prophet. So now you have to worry about which WORDING to go with: wording established with the Prophet, wording established with the Giants, or highlighting your new Warming keyword.
Omg you're RIGHT. I totally forgot about Nerubian Prophet. Ughhhhh. Well... I kind of feel like the precedent of the giants' wording is the strongest. So here's where I'm at with it:
Thanks again for the name!! Btw have you posted any neutrals for feedback yet? :)
Don't want to show off the big mechanics for my set just yet because it'll ruin the surprise I'm trying to build up here, but here are a few cards I've done for the neutrals that don't involve the big reveal, so have at them.
Prepared Explorer: Seems a little bit Overpower. No Neutral Discover card have cost reduction, let alone a limit to the discover pool. Remove the cost reduction or knock off one stat point from the card and it seems fine.
Anubisath Sentinel: Seems balance. Compare with Sunwalker
Grizzled Explorer: I feel that this card is a little bit too swingy because it can between something like 3 1 cost minion and 3 Giants. I think limit the option a little bit would be better.
Unburied Drake: Seems good. A creative way to summon a 4 mana 5/6.
Fleshcursed Skulker: Worgen Greaser, you are back! Seems OK and would be something Blizzard print.
Okay, so I don't have a lot of cards made, but I just want to check up on what you guys think about this legendary.
Also, would including both her and Highborne Azshara be a bad idea? I mean, we've already gotten alternate versions of existing cards, so it should be ok? Edit: Him as well:
Azshara, Tide Queen: You might wanna change the stats so that people don't think it's a copy of Malygos. Anyways, I really like the weapon! You might want to word it as "After you cast a spell, lose 1 durability. Siphon: Gain Spell Damage +1" because putting the "After you cast..." part afterwards makes it look like it's part of the Siphon effect and because the wording is similar to Dalaran Aspirant. Regardless, this may become a bit too OTKish because this can just build-up in your hand as you cast spell after spell (especially in those Mage decks that produce hundreds of spells that produce even more spells); eventually, you can just Sharas'Dal and suddenly Fireball deals 15 freaking damage + the 5 attack of this weapon. Plus, your opponent can't do nothing about it.
Prince Farondis: Yeah, this can get out of hand pretty quickly. For one, the Undying Spectres are uncounterable and uninteractive because they are permanent. For another, this works best in those aggro decks that just spam weak minions and deal massive amounts of damage. I have a feeling that this is just gonna end up in one of those frustrating decks where you are just gonna lose a massive amount of damage per turn and you can do nothing about it. Also, you are left with 2 unfun situations: a) your board is filled with weak minions and you can do nothing about it or b) your taking about 4 damage per turn from this PER TURN and that is OP as heck. Imagine this with Face Hunter *shivers*.Any thoughts about my cards?
Token:
Tirisfal Archmage: Interesting design and prevent burst damage to face. Good job.
Silver Covenant Avenger: Paladin Secret worth about 1 mana but since you can pick and play around it, I think it is balanced. Although I'm confuse about the flavor? Something like Silver Hand Betrayer would be more appropriate.
Spark Elemental: This would be a good card if the minion is literally anything BUT Elemental. Elementals mostly deride their synergy from PLAYING Elementals, not summoning them. I think this would be better as a Murloc or even Beast.
Mirage: A little overpower for a Neutral? Compare with Archmage. Knock off a stats point from the Mirage body and this would be balanced.
With the amount of sets being posted, I wouldn't really mind if mine doesn't get a review immediately. I still wanna post what I have so far though! And if you do want to give feedback - I'm especially unsure about balance xD
More info under the spoiler:
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Pushing for more control-style decks, this expansion includes the Dormant mechanic (as introduced by Sherazin, Corpse Flower), and 3 new keywords (really 2):
Elusive - This is simply 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 competition is just for fun... 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 (unless the effect is something both can see, as with SAMPLECARD). 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!
The sun icon 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. The icon doesn't appear on a card until the Warm count is at 1 or more.
Also: Huge shoutout to ZardozSpeaks for helping me with this graphic!!!
(yeah not sure which wording to go with. Also I wanted it to be 10 mana originally, but then if you keep it in your opening hand, you can play it on turn 5... maybe that's okay? Cuz it loses you an early game draw? Also don't love the name... couldn't think of something better though. Blossoming Giant? Thorny Giant? Earth Giant?)
Nexus Whelpling: Overpower. The types of deck that would run this minion would immediately spam the minion out immediately without the Chill effect being place. AND this minion has a semi-relevant tag! This need to be a 2 mana minion (stats adjust accordingly) for the downside to actually be a downside.
Blossoming Nymph: Balance.
Winter Wind Spirit: Balance.
Awoken Leviathan: Seems kind of useless since it isn't a Murloc in itself? It'd be more interesting if it's something of a tech card that awoke when the opponent / both players play Murloc.
Ice Shard Elemental: Seems balance, if a little bit on the weaker side.
Mithra, Springcaller: Ugh. More cards to push the game even faster. The problem is that every single decks (even Aggro) will put this card in their deck, aka Dr. Boom of this set. She need a cost increase (to 6-7 mana) to put more risk into playing her.
Made some updates. Darksayer has been removed. Ascend in Power from Skalvar now costs 1 instead of 2. A few new cards added.
Common:
(yes, I do realize Void Defender has a typo. I have no idea how I did that, or how I didn't notice)
Rare:
Epic:
Legendary:
Skalvar's Tokens
Pheran's Tokens
Notes:
Pheran cannot give you the class that you currently are (for example, Pheran will never offer your "New Class: Priest" if you're a Priest).
It will also change all class cards in your hand to your chosen class, even ones from classes that aren't your own. In the event that you choose a class and you have a class card in your hand from that class, that card will be changed (unless you're lucky enough to get the same card).
New card spotlight:
Basically how Soul Manipulator works is that you target a minion and while it's alive, all random targets target it. For example:
As with most cards of this nature, only card effects with eligible targets are effected, so you won't make your Ragnaros the Firelord hit a friendly minion.
I also have this card:
I don't have stats or an effect for it, but I just like the artwork too much to pass up on it.
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Click the image to go to my custom Time Traveler class.
ALSO, FOR THE LOVE OF GOD, SAVE YOUR ARTWORK IMAGES FOR YOUR CARDS INTO YOUR COMPUTER SO YOU HAVE EASY ACCESS TO THEM IF YOU NEED TO EDIT THE CARD!!!
I've been using the URL's of the cards for a little while now, and you have no idea how often I run into this problem because of it.
EDIT: And also question about my cards, are the images too small? I make the images that size because the quality of the card artwork look SO much better in that size.
Posting quick to show off my Hallow's End candy. Feedback would be appreciated, as would help with any art! I won't be able to make cards over the weekend but I'll try to give feedback.
All right, let's try this again. 2 new legendaries (with one of them being an OC because IDK who to use for that sort of effect).
Examiner Tae'thelan: Dirty Rat for Spells (obviously, targets are random)! I'm not entirely sure about his effect, nor am I sure about how well it fits with his character (from the little that I do know about him). I was originally going to have him have some sort of artifact-related effect, but decided to go with this instead because I didn't want too many tokens. He should be useful for disrupting some of the many spell-focused decks I expect to come out of the expansion.
Ly'lith: She's interesting because her dormant token has an effect! Not sure about balance (probably all over the place right now, including my other legendaries), but I feel like choosing between reviving her ASAP and waiting to get value from guaranteed spell-boosted AOEs is interesting at least.
Maybe OP in miracle - if it is, I'll increase her cost and stats. That's my plan for avoiding brokenness in miracle for neutrals this expansion - making cards too unwieldy for it. Even though I love Miracle Rogue more than everything except Freeze Mage (pls don't hate me), it's becoming a real problem designing this expansion XD.
And my original 2, reworked:
Azshara: Should I write out Sharas'Dal, Specter of Tides like Medivh's Atiesh, or should I leave her as-is? Also, what do you think about this effect in general? Is it cool enough for Azshara? I feel like flavor-wise it's fine, but I'm worried it's not flashy or 'cool' enough for someone who's pretty much the flagship legendary of the expansion. I'm still on the fence about including Highborne-form Azshara, since I kind of want to but can't figure out any class for her to logically go into besides Mage, which already has Senegos. If anybody's wondering, Priest gets Vash'j.
I reworked Farondis so that his spirits do die out eventually (I didn't really want to, but hey, you got to make sacrifices for the sake of balance). And yes, I'm bringing Wither in as a keyword again, because I'll be using it often.
Edit: @Cogito: Thanks for offering to help earlier, and thanks as well for the feedback! I'll get to your cards ASAP. I also think that you're overrating how often you'd be able to Trigger Siphon on something like Sharas'Dal, since you have to wait until you draw and play the 9-cost Azshara, and by then you'd likely be through like half your deck, and you won't be including that many spells anyways.
Posting quick to show off my Hallow's End candy. Feedback would be appreciated, as would help with any art! I won't be able to make cards over the weekend but I'll try to give feedback.
Omg I'm totally in love with this. Each card has fantastic flavor (no pun intended) and works well in its class. However, I really really want rock candy to be changed to a spell. It just stands out as such an odd man out! Remember you can always use overload for a more powerful effect. Would say more but mobile sucks >.<
well done!!! Thisis definitely destined for the finals ;)
Posting quick to show off my Hallow's End candy. Feedback would be appreciated, as would help with any art! I won't be able to make cards over the weekend but I'll try to give feedback.
Personally, I REALLY like the flavor of these cards (no pun intended). Sugar Cookies gives you a sugar high making you stronger and more energetic. Cinnamon Ball is spicy, so it gives you more fire damage. Bubble Gum allows you to blow a shield up for yourself (though good luck trying to get inside of it without popping it). Refreshing Mint literally refreshes your Hero Power. Jawbreaker breaks your jaw so it enrages you like an Enrage minion. Dark Chocolate tastes bitter to some people so you essentially deal damage to your taste buds (figuratively of course).
The ones I'm kinda iffy about are Candied Apple, Crunchy Coin and Rock Candy. I don't understand how candied apples relates to Armor (Health I understand, but not quite Armor), though to do that, you'd have to get really creative and I see how that would be difficult to do. I don't really see how something being crunchy relates to delaying an effect, though it does fit the coin theme well. Was the idea supposed to be that it's a different coin so its weaker or it has a different effect? In the case of Rock Candy, I do like the idea of a candy being a minion instead of a spell, but it just seems a bit out of place given I don't think you can make a candy big enough to be a 2/2, or even a 1/1 for that matter. It would have to be a pretty big candy to do that. It does a decent job of fitting the "rock candy" theme well though.
The only candy that I think could maybe use an artwork change would be Rock Candy, though I think it may not be possible to find one that's better. This may be the best out there that makes sense.
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Click the image to go to my custom Time Traveler class.
Can't say much now cuz I'm on mobile but just needed to point out that your dormant token has the same art as my dormant token from phase one :p teeheeeee
Can't say much now cuz I'm on mobile but just needed to point out that your dormant token has the same art as my dormant token from phase one :p teeheeeee
Shhhhhh don't tell anyone.
Honestly though, it's way harder to find nice dormant art for tokens than I expected. I already had that art stored away and saw that you used it on a token, and it looked fine, so I was like 'Hey, let's just do that and hope nobody notices, because anything else I find will just look super out-of-place'.
Thank everyone so much for allows me to advance to Phase II of the competition (or, if I'm the Wild Card, thanks the Mods!). Here's a recap of my expansion and the cards that I made in the mean time:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it.
Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword.
Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine Slayer, Curious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!
Elven Sentinel seems cool, you can trade 1 health on the minion for 1 damage, so this works kind of like a Choose One card in that regard, which is what's cool about the Shaping mechanic.
Cursed Arakkoa seems pretty well balanced as well, similar to Disciple of C'Thun ofc. My issue here is that the card is a bit powerful in the early game, which is when the effect is also the most broken. Aggro decks ran Argent Horserider, which is essentially the same effect but with Divine Shield a fair amount of the time, for 3 mana, so they might run this similarly for the mana discount, but I'm not sure. Study seems at first to be a slow mechanic, but it actually kind of incentivizes curving out with your minions and trying to get good hands with lower cost cards with the effect, so I'm not sure exactly how I feel about the card. You're much more likely to keep this in your opening hand than say, Ancient Protector, which might lead the card to be much more aggressive.
Lost Treant seems perfectly fine to me, it loses 1 attack from Primalfin Lookout for flexibility, which pushes a slower plant based deck.
Ancient Protector is great, it's a very powerful card that's terrible in a topdeck situation, but can save you if you draw well. This is the type of effect that makes Study cool, swingy cards that can make a big impact on the game, but not the turn they're drawn.
Reliquary Botanist is still great, a really nice example card for the set.
Corrupted Treant seems very ridiculous to me, because it doesn't specify friendly plants. This is more likely than not going to end up a soul-crushing tech card against stuff like Fungal Giant and I can't say I like that. It might need to go a bit more the way of Hemet Nesingwary to be a balanced card in my eyes.
Ice Revenant seems just fine, my only issue is with the art, since it's a screenshot. I'd look for some old WoW TCG art, there're definitely a few other better pics out there to use, don't have one on hand though.
I'd reword Obstructive Treant to "Quest and Side Quest rewards cannot be played" as Blizzard generally tends to write the target of auras like that before the effect, like with Mana Wraith.
Fungal Giant seems fine, nothing too special, but well balanced and a pretty good card.
Finley seems pretty OP, drawing 3 cards is worth ~5 mana, and after you increase their costs by (1) each I'd still make him cost 1 or 2 more to balance the effect. I think a 3 mana 2/3 would be good for the card.
Brann there is fine with me still, your example cards were all pretty great.
Illidan seems a little too powerful for me. Sure, it's a temporary effect, but it's almost always going to kill the minion, so i'd make the effect worth one or two more stats off of the body of the card, maybe go with a 6 mana 4/4?
Tae'thelan seems also a bit overpowered, as he's a Vanish that also messes with your opponent's minions. At this point, he also returns himself to your hand because of the wording, not sure if that's intentional. I'd personally make him like a 7 mana 2/2 that doesn't return himself, as right now it seems like a sort of soft Evolve/Devolve with a body, which is pretty good. He definitely should not return himself to your hand though, since this way he gets stuck as a tiny minion instead of being able to transform into something beefy in your hand.
@Cogito: I'm not gonna quote you because my computer randomly throws a psychotic laughing fit (AKA closes Google Chrome) whenever I try to quote a large post and type. That aside, let's get to your cards!
Lesser Rock Elemental: Not sure you need the 'lesser' in there, because there's no 'Greater' rock elemental to compare it to (I suppose Earth Elemental is a thing but earth and rock are different XD). That aside, it seems like a decent card for buff decks that'll probably see no constructed play, but every set has one of those.
Tirisfal Archmage: I like it! Encourages spells to be used for board control, and also has the bonus of acting as a psuedo-spell-taunt.
Silver Covenant Avenger: Seems really weak. A 3 mana 4/4 isn't that intimidating at all, and the Paladin Secrets can be surprisingly annoying to deal with. I almost feel like it should be a Paladin card outright, but that might be just me.
Spark Elemental: I like it. But you forgot to label it an Elemental -.-
Mirage: Now this is very interesting, and very flavourful as well. I was originally sorta skeptical of your Stabilise keyword, since it felt like it could be nothing more than a simple choose-one between spell+body and spell, but I'm slowly gaining faith XD.
A few little things: Both the Avenger and the Mirage seem a little too complex to be commons, which are meant to be simple. They look more like rare or even epic material to me.
Prepared Explorer would probably be playable even without the cost reduction effect applied to the card. That's not to say it's OP with it, just pointing that out.
Anubisath Guardian is decent, if a bit simple.
Grizzled Explorer I'm very conflicted on. On one hand, it seems balanced, but another part of me thinks the damage should be done to minions only to prevent stuff like free Pyroblasts on your opponent or something comparable of that damage.
Unburied Drake seems balanced, but also seems a bit weird (high quality criticism, I know).
I don't see why Fleshcursed Skulker doesn't just have 3 Health as almost 100%, it's basically that. It's a like if a minion had "Enrage: Die". Why wouldn't that just have 1 Health?
Ethereal Armorer is pretty interesting, though some weapons would be much better to get. Hammer of Twilight gives you a free 4/2, and Gorehowl already has 1 Durability so its basically unchanged and you get a 4/3 and a 3 mana discount with it.
Tol'vir Ritualist I kinda like.
Tomb Rager I like simply because of the Tomb Raider reference, though I don't see the point of the Deathrattle when it just Enbalms itself anyway. Yes, it can be summoned randomly through other means to bypass the Battlecry, but designing a card effect for that purpose seems very strange to me.
Titanforged Giant is basically a class card disguised as a Neutral card (like Grim Patron or Molten Giant), as you'd play it pretty much exclusively in Priest. The only time I think you could really ever consider this in a non-Priest deck would be in Reno (which Priest already has an advantage in because of Raza the Chained).
As for Oltaron, while I do like the idea of an automatic win method in HS, I don't think it's possible to make one without it being either completely useless or absolutely broken. Like this in Rogue with Gang Up and then draw a bunch of cards... yeah.
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Click the image to go to my custom Time Traveler class.
As for Oltaron, while I do like the idea of an automatic win method in HS, I don't think it's possible to make one without it being either completely useless or absolutely broken. Like this in Rogue with Gang Up and then draw a bunch of cards... yeah.
I actually feel like this is very weak. You need to play him twice (assuming that you have N'zoth), losing two whole turns for an 8/12 with no immediate impact - assuming you even survive that long. Then, you need to have him not get hexed/sapped/entombed. Then, you actually have to get him killed, which is a lot to ask with his 12 health. By then, you've either already won the game because your opponent let an 8/12 live for a while, or you're dead.
So, still working on some other Neutrals, touching up some details, nudging some numbers, but, I have the rest of the (Neutral) Whitewing cards ready in their first draft. As a refresher, the Whitewing is a Rare card that breaks the 2 card maximum and buffs itself off of that limiter removal. It's below the spoiler. As an aside, a little fun note, given who the card is based on, and its nature of "Feel free to throw as many of these as the packs give you into your deck," the Whitewing has two alternate artworks, depicting the original Pegasus Sisters. For the sake of the competition, the middle card will be the one on display.
Among the Neutral Cards, this archetype has four "support" cards: two rares, an epic, and a legendary.
Notes on the individual cards below the spoiler.
Since the Whitewing is a 3 cost card, the Trainee is to give the archetype a Turn 1 play, that curves immediately into a Turn 2 play. It doesn't snowball as wildly out of control, given the low health, and the neutral tempo that comes from a Turn 2 hero power replacing a minion instead of adding onto the board. You could Coin out two Trainees on Turn 1, and then on Turn 2 have two 4/4's as well as the effect of your hero power, but that's a major hand investment.
The Sniper and the Lieutenant have diametrically opposite purposes, depending on the state of the game: if your hand is clogged with Whitewings, the Sniper allows you to spend those resources to do respectable damage with a vanilla body. The Lieutenant makes up for any hand flooding with poor card draw to refill your hand, or at least cycle itself. The wording here is tricky, though; I want to get across that the Sniper can only discard the original, 3 mana 3/3 Whitewing, while the Lieutenant can give you any card of the archetype. Or maybe, for simplicity's sake, the Lieutenant should only give the 3 mana 3/3.
The Commander is intended to be a huge enabler for the archetype. For the simplicity of math, despite the impracticality of the turn, on Turn 10 you could play the Commander, and then immediately follow it up with three Whitewings, giving you a board of (at minimum) one 4/5 and three 5/5's. Or, rather, three 6/6's.
The 3 mana Whitewings are the only ones who give and receive the synergy stat buffs; the Trainee, Sniper, and Lieutenant do not give or receive any +1/+1 effects. The Commander is unique, in that she GIVES +1/+1 while she's in play, but doesn't, herself, receive +1/+1
Enter the Dark Portal and fight in the vast areas of Outland!
Core Theme: Demons, Burning Crusade and Outland NPCs and characters!
New Keyword:
You don't actually attack, it's just the way to trigger it. Can't be used if the minion can't attack, that means not the turn it is played or if it is frozen.
New type of Spell:
There will be one Field per class. Example:
Commons
Comments / FAQ:
Netherling: Token:
Traveling Merchant: When you play this on turn 5 and draw a card on that turn, you will draw a 5 cost card from your deck (if possible). If you play this and then draw your card on the next turn, you will draw a 6 cost card.
Rares
Comments / FAQ:
Etheral Soul-Trader: If you control a Demon, you will discover a Demon. If you control a Pirate, you will discover a Pirate etc. If you don't have a tribe minion, it does nothing.
Epics
Comments / FAQ:
Shadowmoon Observer: The "back" of the cards will have a glow depending on the type of card. e.g. Minions are brown, spells are blue and weapons are black. You do not see anything else.
Ashentongue Elder: Penalizes both players. The first card will have a normal cost. The second card you play will cost +2. The third +4 etc. This makes combos and hand-vomiting harder.
Legendaries
Comments / FAQ:
Exarch Nasuun: Destroys all "tokens" IF they were summoned by another card, e.g. Imp Gang Boss, Free From Amber, Twin Emperor Vek'Lor or Forbidden Portal or even demons summed by the Dark Portal. Does NOT affect Paladin dudes (since it doesn't come from another card).
Kil'Jaeden: Automatically puts the Field into play. Portal can summon ANY demon (including class demons, apart from non-collectible).
It's too much to comment on every card so I'm looking for specific feedback and will return the same:
Is the theme coherent to you?
Which 4 cards do you find the most interesting / should I showcase?
Which cards are 'broken'?
Anything else that stands out (in one way or another)?
BUMP. It would be lovely to get some feedback on these cards. I've just waken up, so in a half an hour or so I will start to gove feedback to whatever was posted in pages 3-6.
Who is unaware of my expansion, The Critters Carnival:
THE CRITTERS CARNIVAL
The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic. New tribes will also be introduced.
A NEW MECHANIC!
So, how does this mechanic work? Well, X is replaced with a tribe. Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
SHOW ME WHAT YOU GOT!
Imp-irate - If you're playing against Pirates and draw this card, it is likely to be summoned for free! As tech-related cards aren't common in class cards, I've chosen to make it a ordinary card, a simple 3/2 with Stealth.
Warribbit Commander - This card is a nod to the once mighty Warsong Commander. If played on a board without Murlocs, it will gain charge, as will Murlocs played after it. Such ability can see too powerful, but the restriction of having to play it on a board without Murlocs makes up for the ability, furthermore Warrior won't receive any more Murlocs (I don't want to create a Murloc+Pirate aggro abomination).
Enchanted Sheep - I really like this card conceptually, this poor sheep serves as bait for a Dragon. Which will be summoned faster after the sheep is devoured. It also is a Beast with Dragon interaction.
Mad Ape Corp. Representative - At a first glance this card seems crazy powerful, but in order for his ability to trigger you have to play on a board without any Beasts, which is not the standard for any Hunter decks around. I reckon this restriction makes the card properly balanced.
TOKEN (Mad Ape):
What is Hearthstone without some nice pop culture reference every now and then? Making a nod to Steve Irwin, this Legendary minion has potential to shine in this expansion, lots of Beasts around!
I thought it is really flavorful. The Hydra, the mythtical creature that has to be slain cautiously, for when you cut one of its heads, to will grow back to replace the one decapitaded. I've made lots of different versions of it, trying to find the one with the best Cost + Stats. I ended up with a 7-Mana 6/5, do you think this is OK?
I really like this card as it is right now. Not sure if the Token has the optimal text, but I think is quite clear.
And now, the one giving me balace nightmares pun intented and the one I am the more unconfident about: Eranikus
All the Nightmare cards:
Rollback Post to RevisionRollBack
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Thank everyone so much for allows me to advance to Phase II of the competition (or, if I'm the Wild Card, thanks the Mods!). Here's a recap of my expansion and the cards that I made in the mean time:
Rebuilding the Outland - A Hearthstone expansion
Flavor
After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.
Mechanic:
A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill
Keywords:
Commons:
Elven Archer
Rare:
Epic:
Legendary:
Flame of Azzinoth
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Made some updates. Darksayer has been removed. Ascend in Power from Skalvar now costs 1 instead of 2. A few new cards added.
Common:
(yes, I do realize Void Defender has a typo. I have no idea how I did that, or how I didn't notice)
Rare:
Epic:
Legendary:
Skalvar's Tokens
Pheran's Tokens
Notes:
New card spotlight:
Basically how Soul Manipulator works is that you target a minion and while it's alive, all random targets target it. For example:
As with most cards of this nature, only card effects with eligible targets are effected, so you won't make your Ragnaros the Firelord hit a friendly minion.
I also have this card:
I don't have stats or an effect for it, but I just like the artwork too much to pass up on it.
Click the image to go to my custom Time Traveler class.
ALSO, FOR THE LOVE OF GOD, SAVE YOUR ARTWORK IMAGES FOR YOUR CARDS INTO YOUR COMPUTER SO YOU HAVE EASY ACCESS TO THEM IF YOU NEED TO EDIT THE CARD!!!
I've been using the URL's of the cards for a little while now, and you have no idea how often I run into this problem because of it.
EDIT: And also question about my cards, are the images too small? I make the images that size because the quality of the card artwork look SO much better in that size.
Click the image to go to my custom Time Traveler class.
Posting quick to show off my Hallow's End candy. Feedback would be appreciated, as would help with any art! I won't be able to make cards over the weekend but I'll try to give feedback.
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
All right, let's try this again. 2 new legendaries (with one of them being an OC because IDK who to use for that sort of effect).
Examiner Tae'thelan: Dirty Rat for Spells (obviously, targets are random)! I'm not entirely sure about his effect, nor am I sure about how well it fits with his character (from the little that I do know about him). I was originally going to have him have some sort of artifact-related effect, but decided to go with this instead because I didn't want too many tokens. He should be useful for disrupting some of the many spell-focused decks I expect to come out of the expansion.
Ly'lith: She's interesting because her dormant token has an effect! Not sure about balance (probably all over the place right now, including my other legendaries), but I feel like choosing between reviving her ASAP and waiting to get value from guaranteed spell-boosted AOEs is interesting at least.
Maybe OP in miracle - if it is, I'll increase her cost and stats. That's my plan for avoiding brokenness in miracle for neutrals this expansion - making cards too unwieldy for it. Even though I love Miracle Rogue more than everything except Freeze Mage
(pls don't hate me), it's becoming a real problem designing this expansion XD.And my original 2, reworked:
Azshara: Should I write out Sharas'Dal, Specter of Tides like Medivh's Atiesh, or should I leave her as-is? Also, what do you think about this effect in general? Is it cool enough for Azshara? I feel like flavor-wise it's fine, but I'm worried it's not flashy or 'cool' enough for someone who's pretty much the flagship legendary of the expansion. I'm still on the fence about including Highborne-form Azshara, since I kind of want to but can't figure out any class for her to logically go into besides Mage, which already has Senegos. If anybody's wondering, Priest gets Vash'j.
I reworked Farondis so that his spirits do die out eventually (I didn't really want to, but hey, you got to make sacrifices for the sake of balance). And yes, I'm bringing Wither in as a keyword again, because I'll be using it often.
Edit: @Cogito: Thanks for offering to help earlier, and thanks as well for the feedback! I'll get to your cards ASAP. I also think that you're overrating how often you'd be able to Trigger Siphon on something like Sharas'Dal, since you have to wait until you draw and play the 9-cost Azshara, and by then you'd likely be through like half your deck, and you won't be including that many spells anyways.
Why Rogue is my favourite class:
My submission for this week's card design competition.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click the image to go to my custom Time Traveler class.
@Mewdrops
Can't say much now cuz I'm on mobile but just needed to point out that your dormant token has the same art as my dormant token from phase one :p teeheeeee
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
That was awesome! Good luck to everyone!
And my final exams week ended one hour ago, time to do something creative!
Shhhhhh don't tell anyone.Why Rogue is my favourite class:
My submission for this week's card design competition.
Here are my opinions:
Also, here's a bump for my Neutral cards:
@Cogito: I'm not gonna quote you because my computer randomly throws a psychotic laughing fit (AKA closes Google Chrome) whenever I try to quote a large post and type. That aside, let's get to your cards!
Lesser Rock Elemental: Not sure you need the 'lesser' in there, because there's no 'Greater' rock elemental to compare it to (I suppose Earth Elemental is a thing but earth and rock are different XD). That aside, it seems like a decent card for buff decks that'll probably see no constructed play, but every set has one of those.
Tirisfal Archmage: I like it! Encourages spells to be used for board control, and also has the bonus of acting as a psuedo-spell-taunt.
Silver Covenant Avenger: Seems really weak. A 3 mana 4/4 isn't that intimidating at all, and the Paladin Secrets can be surprisingly annoying to deal with. I almost feel like it should be a Paladin card outright, but that might be just me.
Spark Elemental: I like it. But you forgot to label it an Elemental -.-
Mirage: Now this is very interesting, and very flavourful as well. I was originally sorta skeptical of your Stabilise keyword, since it felt like it could be nothing more than a simple choose-one between spell+body and spell, but I'm slowly gaining faith XD.
A few little things: Both the Avenger and the Mirage seem a little too complex to be commons, which are meant to be simple. They look more like rare or even epic material to me.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Click the image to go to my custom Time Traveler class.
Why Rogue is my favourite class:
My submission for this week's card design competition.
So, still working on some other Neutrals, touching up some details, nudging some numbers, but, I have the rest of the (Neutral) Whitewing cards ready in their first draft. As a refresher, the Whitewing is a Rare card that breaks the 2 card maximum and buffs itself off of that limiter removal. It's below the spoiler. As an aside, a little fun note, given who the card is based on, and its nature of "Feel free to throw as many of these as the packs give you into your deck," the Whitewing has two alternate artworks, depicting the original Pegasus Sisters. For the sake of the competition, the middle card will be the one on display.
Among the Neutral Cards, this archetype has four "support" cards: two rares, an epic, and a legendary.
Notes on the individual cards below the spoiler.
Since the Whitewing is a 3 cost card, the Trainee is to give the archetype a Turn 1 play, that curves immediately into a Turn 2 play. It doesn't snowball as wildly out of control, given the low health, and the neutral tempo that comes from a Turn 2 hero power replacing a minion instead of adding onto the board. You could Coin out two Trainees on Turn 1, and then on Turn 2 have two 4/4's as well as the effect of your hero power, but that's a major hand investment.
The Sniper and the Lieutenant have diametrically opposite purposes, depending on the state of the game: if your hand is clogged with Whitewings, the Sniper allows you to spend those resources to do respectable damage with a vanilla body. The Lieutenant makes up for any hand flooding with poor card draw to refill your hand, or at least cycle itself. The wording here is tricky, though; I want to get across that the Sniper can only discard the original, 3 mana 3/3 Whitewing, while the Lieutenant can give you any card of the archetype. Or maybe, for simplicity's sake, the Lieutenant should only give the 3 mana 3/3.
The Commander is intended to be a huge enabler for the archetype. For the simplicity of math, despite the impracticality of the turn, on Turn 10 you could play the Commander, and then immediately follow it up with three Whitewings, giving you a board of (at minimum) one 4/5 and three 5/5's. Or, rather, three 6/6's.
The 3 mana Whitewings are the only ones who give and receive the synergy stat buffs; the Trainee, Sniper, and Lieutenant do not give or receive any +1/+1 effects. The Commander is unique, in that she GIVES +1/+1 while she's in play, but doesn't, herself, receive +1/+1
THE BRUNING CRUSADE IS COMING!
Enter the Dark Portal and fight in the vast areas of Outland!
You don't actually attack, it's just the way to trigger it. Can't be used if the minion can't attack, that means not the turn it is played or if it is frozen.
There will be one Field per class.
Example:
Commons
Comments / FAQ:
Rares
Comments / FAQ:
Epics
Comments / FAQ:
Legendaries
Comments / FAQ:
It's too much to comment on every card so I'm looking for specific feedback and will return the same:
I wondered how I could make 21 cards, and now I literally have 97 neutral cards and none of them are Legendaries.
Dang it.
BUMP. It would be lovely to get some feedback on these cards. I've just waken up, so in a half an hour or so I will start to gove feedback to whatever was posted in pages 3-6.
Who is unaware of my expansion, The Critters Carnival:
THE CRITTERS CARNIVAL
The theme expansion are Tribes (e.g. Beasts) and how they interact not only with themselves, but with each other as well. So don't expect Murlocs that only works Murlocs nor Dragons that only work with Dragons. This idea was inspired on The Curator mechanic. New tribes will also be introduced.
A NEW MECHANIC!
So, how does this mechanic work? Well, X is replaced with a tribe. Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike battlecry, Exhibit triggers after the minion is played, so they can affect themselves.
SHOW ME WHAT YOU GOT!
TOKEN (Mad Ape):
What is Hearthstone without some nice pop culture reference every now and then? Making a nod to Steve Irwin, this Legendary minion has potential to shine in this expansion, lots of Beasts around!
pun intentedand the one I am the more unconfident about: EranikusAll the Nightmare cards: