Speaking of cards, because nobody is discussing cards right now. I've got 2 Warrior cards. The Warrior set in my expansion is supposed to represent the guardians and criminals of the Violet Hold. There's also a tiny Secret surrounding the Tirisfal Council here, but I don't want to spoil anything.
Regardless, be wary of the maniacal and mischievous miscreants locked within the cells of this magical prison! Do not approach any one of them as they are Armed and Dangerous!
(Yes, they both share the same art. Finding the art for this was bloody difficult)
(Awesome use of art, bee tee dubs)
So, in the case of Dangerous, the 4 damage to one minion and then the 1 damage to all other minions, does that happen concurrently, like a Swipe that hits both sides of the board, or sequentially, where the 4 damage is done first, and then the 1 damage to all is done afterwards? Because I feel you could do some wacky things with sticky Deathrattle minions if it's sequential, although, I assume by a lack of "Then" statement, it's concurrent.
Speaking of cards, because nobody is discussing cards right now. I've got 2 Warrior cards. The Warrior set in my expansion is supposed to represent the guardians and criminals of the Violet Hold. There's also a tiny Secret surrounding the Tirisfal Council here, but I don't want to spoil anything.
Regardless, be wary of the maniacal and mischievous miscreants locked within the cells of this magical prison! Do not approach any one of them as they are Armed and Dangerous!
(Yes, they both share the same art. Finding the art for this was bloody difficult)
Armed is a bit too strong in my opinion, the requirement is too simple. Dangerous, I like it, strong card, I think if it was "Deal 3 damage..." it would still be quite good for 3 mana.
Speaking of cards, because nobody is discussing cards right now. I've got 2 Warrior cards. The Warrior set in my expansion is supposed to represent the guardians and criminals of the Violet Hold. There's also a tiny Secret surrounding the Tirisfal Council here, but I don't want to spoil anything.
Regardless, be wary of the maniacal and mischievous miscreants locked within the cells of this magical prison! Do not approach any one of them as they are Armed and Dangerous!
(Yes, they both share the same art. Finding the art for this was bloody difficult)
(Awesome use of art, bee tee dubs)
So, in the case of Dangerous, the 4 damage to one minion and then the 1 damage to all other minions, does that happen concurrently, like a Swipe that hits both sides of the board, or sequentially, where the 4 damage is done first, and then the 1 damage to all is done afterwards? Because I feel you could do some wacky things with sticky Deathrattle minions if it's sequential, although, I assume by a lack of "Then" statement, it's concurrent.
Yes, it does in fact act like Swipe where the "deal 4 damage to a minion" and "deal 1 damage" effects happen simultaneously.
I have no idea if you're internal screaming is a positive or negative response though. XD
I hope I got the flavour across though: the idiom of "Armed and Dangerous", the fact that they synergize with each other, the sharing of the art, the sword and shield depiction, the offense/defense concept, and the idea that they're both 3 mana Warrior Commons.
Speaking of cards, because nobody is discussing cards right now. I've got 2 Warrior cards. The Warrior set in my expansion is supposed to represent the guardians and criminals of the Violet Hold. There's also a tiny Secret surrounding the Tirisfal Council here, but I don't want to spoil anything.
Regardless, be wary of the maniacal and mischievous miscreants locked within the cells of this magical prison! Do not approach any one of them as they are Armed and Dangerous!
(Yes, they both share the same art. Finding the art for this was bloody difficult)
Armed is a bit too strong in my opinion, the requirement is too simple. Dangerous, I like it, strong card, I think if it was "Deal 3 damage..." it would still be quite good for 3 mana.
Thanks for the feedback!
Armed: I compared it to Crush and Healing Wave, with the former seeing almost no play and the latter seeing moderate amount of play. It's also comparable to Greater Healing Potion, which is only 1 mana above 3 mana. Regardless, should I make you gain 12 Armor if you have a damaged minion instead?
Dangerous: Glad you liked it! I compared it to Swipe. As you can see, Enrage is going to be a theme in my Warrior set. In fact, these pretty much depict the central themes. Armor synergy cards and Enrage/Damaged synergy cards.
@Cogito_Ergo_Sum - Over the top negative response, like groaning at a bad pun, only it was to a set up for a clever but still bad joke. (Again, I mean it in the nicest way)
While we're on the topic of new cards, I suppose I have a confession to make: I'm using this week's card design competition as a sounding board for one of the themes in my Druid class. I ain't even sure if I'll be making it to Phase IV where I get to actually act upon it in a competitive capacity. But, given Dark Wispers and Wisps of the Old Gods, and the buffs Druid gives to their whole side of the field, I thought a neat theme to explore (in addition to Choose One, Transforming minions) would be Wisps.
Edit: seeing those names in purple text is making me realize how much dust I'm going to be burning reaaaal soon.
Ditto, most of the KoFT cards are pretty cool so far (no pun intended). They'll clearly pushing new archetypes (Divine Shield Pally, Freeze Shaman, Taunt Druid) and trying new ideas (Fatespinner). I'm especially a fan of Corpsetaker! Also, because I'm a Jimmy player, I'm totally going to try to make the Princes work.
Worse case scenario we battle the Lich King. That's pretty awesome if you ask me.Also, we're getting Hero Cards daily from now on. So huzzah!
I would've preferred the Divine Shield Paladin theme if the weapon was more like this:
This was a card I made quite a few months ago when I tried to give them a good late-game weapon (I made this before Vinecleaver came out), where I also had a Divine Shield Paladin theme. I like this better because Light's Sorrow just gets in the way of a lot of cards and also requires a lot of waiting and setup to work. This simply fits in like a charm.
Good luck with making the Princes work. You're going to need every bit of it you can get.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
@Cogito_Ergo_Sum - Over the top negative response, like groaning at a bad pun, only it was to a set up for a clever but still bad joke. (Again, I mean it in the nicest way)
While we're on the topic of new cards, I suppose I have a confession to make: I'm using this week's card design competition as a sounding board for one of the themes in my Druid class. I ain't even sure if I'll be making it to Phase IV where I get to actually act upon it in a competitive capacity. But, given Dark Wispers and Wisps of the Old Gods, and the buffs Druid gives to their whole side of the field, I thought a neat theme to explore (in addition to Choose One, Transforming minions) would be Wisps.
I still have no idea if my cards are good or not XD. I nerfed Armed to make you gain 12 armor if you have a damaged minion just in case.Wisp Caller: Wow, that is one strong Wisp card! That's basically some sort of fusion between an Alleycat and a Haunted Creeper. I think it's just at the point between being balanced and OP. I would certainly hate to face this in Token Druid though... Commune with Nature: Okay, so basically this is an Enchanted Raven with a Battlecry that gives all your Wisps +1/+1. I'm not sure if that's powercreep or not, but let's ignore that for now. If it weren't for Wisp Caller, I'd think this would be a balanced, great Wisp synergy card. However, now it looks frighteningly aggressive if more Wisp sources were added. Maybe make this cost 2 mana? A 2 mana 2/2 minion that gives your Wisps +1/+1 sounds fair (Yes, I know it's a spell, but I'm making a comparison here).
I would put these into my wild egg druid deck so fast!
A lot of people are running wild token druid just like standard, with innervate, fledglings, hydras. SO WRONG. it's all about 1 drops, eggs, and knife jugglers. Why not add tons of zero drops to trigger those knives? I'm not exactly sure what I'd cut to get these in, probably my Enchanted Ravens, maybe even my haunted creepers.
Wisp Caller is maybe OP. I'm not sure Commune with Nature is OP, depends how many wisp generators you add beyond this.
I personally really like Armed and Dangerous, Dangerous more so. But definitely keep Armed, it's an important component to the theme, and it's so flavourful. I wouldn't worry about Armed being too over the top at 12 Armour; all the good Warrior armour gain cards have another, sometimes more important element attached to them; Shield Block has the cycle, Shieldmaiden, Ancient Shieldbearer, and Alley Armorsmith all have a respectable body attached to them, and Bash had the 3 damage. Armed just giving you a bunch of armour for 3 mana, even without a downside, is fine so long as you don't go over the top and completely invalidate Bring It On! which is an admitted tight rope walk because boy that card is barely valid as is.
Edit: You know, when you put it like that, I realize just how nuts Wisp Caller can get, because, spoilers, there IS going to be one more source of Wisps in the Druid set. Changes will be made come the next round (Commune with Nature becoming 2 Mana, Wisp Caller only giving one Wisp with her Deathrattle instead of two)
(Funnily enough, I did think of Commune With Nature as a sort of alternative to Enchanted Raven. At first I kinda thought I'd get away with it given "It'd feel so awful to get this 2 mana card with no other Wisp in play" and the general power level of similar statted cards in different rarities. But then "Oh, wait, there's going to be a LOT MORE sources of Wisps now...")
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
The role Chair Millhouse plays in this expansion is similar to that of C'Thun in WOG. The card is given to players for free, and if you want to build a deck around it, you need several other cards that refer to Chair Millhouse by name.
Further Introduction:
Chair Millhouse hosts the whole conference with the assistance of other assembly staff. Whenever someone calls for help, Millhouse arrives at no time.
The speakers at the assembly are all elites in the field of arcane arts and sciences. Their experiments and predictions are accurate and precise, often down to the exact digit they desire.
Researchers specializing in other subjects, such as medical science and zoology, also come to the assembly, willing to conduct some interdisciplinary surveys with the attendees.
People who're not part of the academic circle are allowed in the assembly as well. These outsiders come here just to meet the most intelligent people of Azeroth and make friends.
The assembly welcomes anyone who's interested in arcane arts and sciences. Come and join us in the academic discussions at the Arcane Art Assembly of Azeroth!
Neutral
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry. Thus, not only Millificent Manastorm's effect triggers, all those "Battlecry: If Chair Millhouse is shuffled into your deck" effects also trigger if you play these minions when Millhouse is on board.
Q:Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q:Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q:Doomsaver can technically be immune if 2 of them are on the battlefield. Is that intended?
A: Yes. Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, etc. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
A: Firstly, Menagerie Warden's battlecry triggers and you get a copy of Bethekk. Secondly, both Bethekks get +3/+3 because Menagerie Warden is a 5/5 minion.
Q: What happens if I play Fen Strider when I have 8 Armor?
A: The effect would not trigger because Druid doesn't have any 8-cost spell.
Hunter
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Arcane Strafe seems a bit OP comparing to Hellfire. How is it balanced?
A: First of all, warlock spells are often worse than spells from other classes (see Darkbomb and Quick Shot for instance). And in the case where you don't control any minion, Arcane Strafe is worse than Hellfire.
Q: Summoning a 5 mana minion for 2 mana only? What the hell are you doing with Dinner Time?
A: Firstly, Starving Buzzard is an overnerfed minion. It is worth about 4 mana only. Secondly, Starving Buzzard summoned in your opponent's turn is merely a 3/2 beast without an effect. Your opponent can remove it easily without giving you extra card draw. Thirdly, the secret itself is quite situational. I suppose only quest hunter might run this card.
Q: Wolf Pack would give hunter infinite resources. How could such things exist?
A:Deathstalker Rexxar also gives hunter infinite resources. And I'm making this card because I want Grimy Goons hunter to be a thing.
Mage
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How is Combustion supposed to work?
A: If you have Spell Damge +1, it gives a minoin +3/+3.
Q:Brightwing has significantly huge value when played with Meteor. Do you feel the need to nerf the card?
A: Frankly speaking, I'm also concerned about the balance. I've discussed the card with some other people; they told me that a 7 mana 16/16 that requires a 2-card combo is not broken since the minion summoned does not have charge. They compared the combo with Doppelgangster into Evolve, which creates approximately 13/13 value on average. The BrightwingMeteor combo is 1 mana higher, and the 16/16 minion can also be removed by single target removals. Nevertheless, I'm still not sure whether this card is OP. Perhaps a nerf is needed in later patches.
Q:Learning Craze seems OP. How is it balanced?
A: I compared it with Arcane Blast. When you don't have Spell Damage, both spells are worth 1 mana. When you have Spell Damage +1, Arcane Blast turns into a Shadow Bolt which is worth 3 mana, and Learning Craze turns into an Arcane Intellect which is also worth 3 mana.
Paladin
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Comcentration has incredibly broken synergy with Bolf Ramshield. Why on hell did you make that card?
A: First of all, Bolf Ramshield is a wild card, and wild aggro decks are relatively faster than standard decks; if you manage to survive until turn 9 as a paladin, it's most likely that you've already won the game. Secondly, control decks that can't kill you by turn 9 all have their own method to deal with an Immune Bolf Ramshield: Doomsayer, Twisting Nether, Brawl, Vanish, etc. The only deck that can't deal with this guy is Jade Druid; but Jade Druid does need some punishment since it auto-wins the match against control decks. Thus, I think this combo is acceptable.
Q: How does Unsung Hero work?
A: It silences the target first; then it gives the minion an effect identical with Blessing of Wisdom.
Shaman
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Farseer Nobundo seems pretty OP. Imagine that 2 mana 7/7 for instance. How is it balanced?
A: 4 mana 7/7 doesn't see any play nowadays because shamans don't like its overload. I estimate that in the current meta the drawback of overload might be of same value with spending mana directly.
Q: Does Voodoo Researcher give windfury to Chair Millhouse permanently?
A: No. The windfury gets removed after Millhouse is shuffled into your deck.
Warlock
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How does Dark Acupuncturist work?
A: If your hero is killed by its battlecry, it revive your hero and set its Health to 15. Like Alexstrasza, your health cap does not change.
Forest Protector isn't a Plant because then she will be too hard to remove if you chain summoning her.
Rare:
Epic:
Legendary
Tae'thelan is the leader of the Reliquary, a Horde rival to the League of Explorer. Similar yet different in many ways, while the League focusing on creating more resources such as Elise adding cards, Brann and Finley drawing and Reno is healing, Tae'thelan can also create more resources but also capable of disrupt his enemy's play.
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
The role Chair Millhouse plays in this expansion is similar to that of C'Thun in WOG. The card is given to players for free, and if you want to build a deck around it, you need several other cards that refer to Chair Millhouse by name.
Further Introduction:
Chair Millhouse hosts the whole conference with the assistance of other assembly staff. Whenever someone calls for help, Millhouse arrives at no time.
The speakers at the assembly are all elites in the field of arcane arts and sciences. Their experiments and predictions are accurate and precise, often down to the exact digit they desire.
Researchers specializing in other subjects, such as medical science and zoology, also come to the assembly, willing to conduct some interdisciplinary surveys with the attendees.
People who're not part of the academic circle are allowed in the assembly as well. These outsiders come here just to meet the most intelligent people of Azeroth and make friends.
The assembly welcomes anyone who's interested in arcane arts and sciences. Come and join us in the academic discussions at the Arcane Art Assembly of Azeroth!
Neutral
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry. Thus, not only Millificent Manastorm's effect triggers, all those "Battlecry: If Chair Millhouse is shuffled into your deck" effects also trigger if you play these minions when Millhouse is on board.
Q:Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q:Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q:Doomsaver can technically be immune if 2 of them are on the battlefield. Is that intended?
A: Yes. Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, etc. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
A: Firstly, Menagerie Warden's battlecry triggers and you get a copy of Bethekk. Secondly, both Bethekks get +3/+3 because Menagerie Warden is a 5/5 minion.
Q: What happens if I play Fen Strider when I have 8 Armor?
A: The effect would not trigger because Druid doesn't have any 8-cost spell.
Hunter
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Arcane Strafe seems a bit OP comparing to Hellfire. How is it balanced?
A: First of all, warlock spells are often worse than spells from other classes (see Darkbomb and Quick Shot for instance). And in the case where you don't control any minion, Arcane Strafe is worse than Hellfire.
Q: Summoning a 5 mana minion for 2 mana only? What the hell are you doing with Dinner Time?
A: Firstly, Starving Buzzard is an overnerfed minion. It is worth about 4 mana only. Secondly, Starving Buzzard summoned in your opponent's turn is merely a 3/2 beast without an effect. Your opponent can remove it easily without giving you extra card draw. Thirdly, the secret itself is quite situational. I suppose only quest hunter might run this card.
Q: Wolf Pack would give hunter infinite resources. How could such things exist?
A:Deathstalker Rexxar also gives hunter infinite resources. And I'm making this card because I want Grimy Goons hunter to be a thing.
Mage
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How is Combustion supposed to work?
A: If you have Spell Damge +1, it gives a minoin +3/+3.
Q:Brightwing has significantly huge value when played with Meteor. Do you feel the need to nerf the card?
A: Frankly speaking, I'm also concerned about the balance. I've discussed the card with some other people; they told me that a 7 mana 16/16 that requires a 2-card combo is not broken since the minion summoned does not have charge. They compared the combo with Doppelgangster into Evolve, which creates approximately 13/13 value on average. The BrightwingMeteor combo is 1 mana higher, and the 16/16 minion can also be removed by single target removals. Nevertheless, I'm still not sure whether this card is OP. Perhaps a nerf is needed in later patches.
Q:Learning Craze seems OP. How is it balanced?
A: I compared it with Arcane Blast. When you don't have Spell Damage, both spells are worth 1 mana. When you have Spell Damage +1, Arcane Blast turns into a Shadow Bolt which is worth 3 mana, and Learning Craze turns into an Arcane Intellect which is also worth 3 mana.
Paladin
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Comcentration has incredibly broken synergy with Bolf Ramshield. Why on hell did you make that card?
A: First of all, Bolf Ramshield is a wild card, and wild aggro decks are relatively faster than standard decks; if you manage to survive until turn 9 as a paladin, it's most likely that you've already won the game. Secondly, control decks that can't kill you by turn 9 all have their own method to deal with an Immune Bolf Ramshield: Doomsayer, Twisting Nether, Brawl, Vanish, etc. The only deck that can't deal with this guy is Jade Druid; but Jade Druid does need some punishment since it auto-wins the match against control decks. Thus, I think this combo is acceptable.
Q: How does Unsung Hero work?
A: It silences the target first; then it gives the minion an effect identical with Blessing of Wisdom.
Shaman
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Farseer Nobundo seems pretty OP. Imagine that 2 mana 7/7 for instance. How is it balanced?
A: 4 mana 7/7 doesn't see any play nowadays because shamans don't like its overload. I estimate that in the current meta the drawback of overload might be of same value with spending mana directly.
Q: Does Voodoo Researcher give windfury to Chair Millhouse permanently?
A: No. The windfury gets removed after Millhouse is shuffled into your deck.
Warlock
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How does Dark Acupuncturist work?
A: If your hero is killed by its battlecry, it revive your hero and set its Health to 15. Like Alexstrasza, your health cap does not change.
I'll only talk about your 3 new classes then: Paladin, Mage and Warlock.
Combustion - I guess if you have Spell Damage +1 the minion would get +3/+3? I am not fond of the idea of Spell Damage increasing a buff, not really flavorful in my opinion.
Learning Craze - Mage does not need 1-Mana cycle, that would simply make mage even more disgusting drawing its whole deck quicker and hitting you in the face with its Pyroblast. Not only that, your 1-Mana card can easily draw 2 cards with Bloodmage Thalnos or Cult Sorcerer. Again, I am not fond of the idea of Spell Damage increasing a buff, not really flavorful in my opinion.
Flame Orb - I think it is a nice card, but just not strong enough to have ranked viability.
Murky - I think it would help the 1-Health archetype way too much and help creating a disgusting Aggro Paladin. It's the only card you've shown that I completely don't like.
Netherlord - I think it is overpriced. Two 6/6s for 10 isn't that powerful. You can highroll (Around 7.6% chances of getting a Tirion not considering the 6/6s added by your expansion, but there aren't that many thus far) a Tirion Fordring, Cabal Trafficker is also pretty good, but pretty much everything else will be just a 6/6 body. I would drop its cost to 9.
Mummification - You already have Dark Acupuncturist, which I consider a better card, so I don't see why would you need a card with such a similar effect.
Honestly guys, I know everyone is excited about continuing their expansions, but the poll threads should be about the current entries from this and the last polls. Adding potential future cards could sway votes. The discussion thread should have been left unlocked to allow additional conversation.
Honestly guys, I know everyone is excited about continuing their expansions, but the poll threads should be about the current entries from this and the last polls. Adding potential future cards could sway votes. The discussion thread should have been left unlocked to allow additional conversation.
Which is why I waited until the poll with my expansion finished before I posted my cards :P.
Honestly guys, I know everyone is excited about continuing their expansions, but the poll threads should be about the current entries from this and the last polls. Adding potential future cards could sway votes. The discussion thread should have been left unlocked to allow additional conversation.
Yeah, I expressed this in the last thread, and because of that I hid things in spoilers without any "LOOK AT THIS SPOILER" tactics. I think for the next rounds poll, we should leave the discussion thread unlocked, maybe just remove the sticky pin from it, so it drops down the page, letting the polls have first billing.
Well, this happened: Nerubian Unraveler vs
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:
(Awesome use of art, bee tee dubs)
So, in the case of Dangerous, the 4 damage to one minion and then the 1 damage to all other minions, does that happen concurrently, like a Swipe that hits both sides of the board, or sequentially, where the 4 damage is done first, and then the 1 damage to all is done afterwards? Because I feel you could do some wacky things with sticky Deathrattle minions if it's sequential, although, I assume by a lack of "Then" statement, it's concurrent.
@Cogito_Ergo_Sum - Over the top negative response, like groaning at a bad pun, only it was to a set up for a clever but still bad joke. (Again, I mean it in the nicest way)
While we're on the topic of new cards, I suppose I have a confession to make: I'm using this week's card design competition as a sounding board for one of the themes in my Druid class. I ain't even sure if I'll be making it to Phase IV where I get to actually act upon it in a competitive capacity. But, given Dark Wispers and Wisps of the Old Gods, and the buffs Druid gives to their whole side of the field, I thought a neat theme to explore (in addition to Choose One, Transforming minions) would be Wisps.
Click the image to go to my custom Time Traveler class.
Wisp Caller: Wow, that is one strong Wisp card! That's basically some sort of fusion between an Alleycat and a Haunted Creeper. I think it's just at the point between being balanced and OP. I would certainly hate to face this in Token Druid though...
Commune with Nature: Okay, so basically this is an Enchanted Raven with a Battlecry that gives all your Wisps +1/+1. I'm not sure if that's powercreep or not, but let's ignore that for now. If it weren't for Wisp Caller, I'd think this would be a balanced, great Wisp synergy card. However, now it looks frighteningly aggressive if more Wisp sources were added. Maybe make this cost 2 mana? A 2 mana 2/2 minion that gives your Wisps +1/+1 sounds fair (Yes, I know it's a spell, but I'm making a comparison here).
I would put these into my wild egg druid deck so fast!
A lot of people are running wild token druid just like standard, with innervate, fledglings, hydras. SO WRONG. it's all about 1 drops, eggs, and knife jugglers. Why not add tons of zero drops to trigger those knives? I'm not exactly sure what I'd cut to get these in, probably my Enchanted Ravens, maybe even my haunted creepers.
Wisp Caller is maybe OP. I'm not sure Commune with Nature is OP, depends how many wisp generators you add beyond this.
I personally really like Armed and Dangerous, Dangerous more so. But definitely keep Armed, it's an important component to the theme, and it's so flavourful. I wouldn't worry about Armed being too over the top at 12 Armour; all the good Warrior armour gain cards have another, sometimes more important element attached to them; Shield Block has the cycle, Shieldmaiden, Ancient Shieldbearer, and Alley Armorsmith all have a respectable body attached to them, and Bash had the 3 damage. Armed just giving you a bunch of armour for 3 mana, even without a downside, is fine so long as you don't go over the top and completely invalidate Bring It On! which is an admitted tight rope walk because boy that card is barely valid as is.
Edit: You know, when you put it like that, I realize just how nuts Wisp Caller can get, because, spoilers, there IS going to be one more source of Wisps in the Druid set. Changes will be made come the next round (Commune with Nature becoming 2 Mana, Wisp Caller only giving one Wisp with her Deathrattle instead of two)
(Funnily enough, I did think of Commune With Nature as a sort of alternative to Enchanted Raven. At first I kinda thought I'd get away with it given "It'd feel so awful to get this 2 mana card with no other Wisp in play" and the general power level of similar statted cards in different rarities. But then "Oh, wait, there's going to be a LOT MORE sources of Wisps now...")
I heard that you wanna discuss some cards...
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
Further Introduction:
Neutral
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry. Thus, not only Millificent Manastorm's effect triggers, all those "Battlecry: If Chair Millhouse is shuffled into your deck" effects also trigger if you play these minions when Millhouse is on board.
Q: Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q: Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q: Doomsaver can technically be immune if 2 of them are on the battlefield. Is that intended?
A: Yes. Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, etc. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
Druid
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: What happens if you play Menagerie Warden on Bethekk?
A: Firstly, Menagerie Warden's battlecry triggers and you get a copy of Bethekk. Secondly, both Bethekks get +3/+3 because Menagerie Warden is a 5/5 minion.
Q: What happens if I play Fen Strider when I have 8 Armor?
A: The effect would not trigger because Druid doesn't have any 8-cost spell.
Hunter
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Arcane Strafe seems a bit OP comparing to Hellfire. How is it balanced?
A: First of all, warlock spells are often worse than spells from other classes (see Darkbomb and Quick Shot for instance). And in the case where you don't control any minion, Arcane Strafe is worse than Hellfire.
Q: Summoning a 5 mana minion for 2 mana only? What the hell are you doing with Dinner Time?
A: Firstly, Starving Buzzard is an overnerfed minion. It is worth about 4 mana only. Secondly, Starving Buzzard summoned in your opponent's turn is merely a 3/2 beast without an effect. Your opponent can remove it easily without giving you extra card draw. Thirdly, the secret itself is quite situational. I suppose only quest hunter might run this card.
Q: Wolf Pack would give hunter infinite resources. How could such things exist?
A: Deathstalker Rexxar also gives hunter infinite resources. And I'm making this card because I want Grimy Goons hunter to be a thing.
Mage
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How is Combustion supposed to work?
A: If you have Spell Damge +1, it gives a minoin +3/+3.
Q: Brightwing has significantly huge value when played with Meteor. Do you feel the need to nerf the card?
A: Frankly speaking, I'm also concerned about the balance. I've discussed the card with some other people; they told me that a 7 mana 16/16 that requires a 2-card combo is not broken since the minion summoned does not have charge. They compared the combo with Doppelgangster into Evolve, which creates approximately 13/13 value on average. The Brightwing Meteor combo is 1 mana higher, and the 16/16 minion can also be removed by single target removals. Nevertheless, I'm still not sure whether this card is OP. Perhaps a nerf is needed in later patches.
Q: Learning Craze seems OP. How is it balanced?
A: I compared it with Arcane Blast. When you don't have Spell Damage, both spells are worth 1 mana. When you have Spell Damage +1, Arcane Blast turns into a Shadow Bolt which is worth 3 mana, and Learning Craze turns into an Arcane Intellect which is also worth 3 mana.
Paladin
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Comcentration has incredibly broken synergy with Bolf Ramshield. Why on hell did you make that card?
A: First of all, Bolf Ramshield is a wild card, and wild aggro decks are relatively faster than standard decks; if you manage to survive until turn 9 as a paladin, it's most likely that you've already won the game. Secondly, control decks that can't kill you by turn 9 all have their own method to deal with an Immune Bolf Ramshield: Doomsayer, Twisting Nether, Brawl, Vanish, etc. The only deck that can't deal with this guy is Jade Druid; but Jade Druid does need some punishment since it auto-wins the match against control decks. Thus, I think this combo is acceptable.
Q: How does Unsung Hero work?
A: It silences the target first; then it gives the minion an effect identical with Blessing of Wisdom.
Shaman
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Farseer Nobundo seems pretty OP. Imagine that 2 mana 7/7 for instance. How is it balanced?
A: 4 mana 7/7 doesn't see any play nowadays because shamans don't like its overload. I estimate that in the current meta the drawback of overload might be of same value with spending mana directly.
Q: Does Voodoo Researcher give windfury to Chair Millhouse permanently?
A: No. The windfury gets removed after Millhouse is shuffled into your deck.
Warlock
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How does Dark Acupuncturist work?
A: If your hero is killed by its battlecry, it revive your hero and set its Health to 15. Like Alexstrasza, your health cap does not change.
THERE IS NO GAME.
Regardless whether or not I'll advance to the next round, I want to finish my expansion. So, here's a few cards that I want opinion on:
Edit: Mechanic:
Hunter: Plant / Secret synergy:
Token:
Mage: Freeze synergy / minions with the same name / Elemental synergy:
Token:
Shaman: Elemental / Totem synergy:
Warlock: Discard / Hero Damage synergy:
Token:
The Neutral set:
Commons:
Elven Archer
Forest Protector isn't a Plant because then she will be too hard to remove if you chain summoning her.
Rare:
Epic:
Legendary
Tae'thelan is the leader of the Reliquary, a Horde rival to the League of Explorer. Similar yet different in many ways, while the League focusing on creating more resources such as Elise adding cards, Brann and Finley drawing and Reno is healing, Tae'thelan can also create more resources but also capable of disrupt his enemy's play.
Token from Ancient Seed:
Edit: Add 2 more Mage cards:
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:
Honestly guys, I know everyone is excited about continuing their expansions, but the poll threads should be about the current entries from this and the last polls. Adding potential future cards could sway votes. The discussion thread should have been left unlocked to allow additional conversation.
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
Results are revealed, and the Discussion and Submission topics for Phase IV are up!
You can find me here! Good luck everyone!