Thanks! Don't worry, I'm picking simple cards so I don't need a lot of space for comment. About Hakkar's Fanatic I created it a bit weaker than the Totem Golem because I really hate that card. The 4 Health makes it a crazy turn 2, or even 1 xD
Here's my second go at my submission post, now updated with my Phase III classes (Mage, Priest and Rogue) added in. How does it look?
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Final few decisions to make... will be submitting tonight. Would love to hear your opinions on these! :D
I got feedback that the first version felt weak for 3 mana. Is the draw too much...? I think it works flavor-wise (the witch streals your battlecry and draws a card from it kinda) but unsure on balance etc.... I'm also planning to showcase this one so its important ;D
These may be too strong. I am considering Kil'jaeden as an 8/8 and the Seductress as a 5/5.
Final few decisions to make... will be submitting tonight. Would love to hear your opinions on these! :D
I got feedback that the first version felt weak for 3 mana. Is the draw too much...? I think it works flavor-wise (the witch streals your battlecry and draws a card from it kinda) but unsure on balance etc.... I'm also planning to showcase this one so its important ;D
These may be too strong. I am considering Kil'jaeden as an 8/8 and the Seductress as a 5/5.
Thanks again!!! ^___^
The second Wicked Witchcraft feels weird as a Secret (because of the draw), but I think is closer along-lines of Mage Secret power level as spells are usually worth more than minion Battlecries (comparing to Counterspell). Not really sure if Kil'Jaeden even needs a change, but I feel like being an 8/8 would be okay especially as 10-cost cards normally stay in your hand multiple turns unless you top-deck them at the perfect moment.
I personally think Naga Seductress is fine as a 5/6 as it's very reliant on your opponent triggering your own Secrets, which in turn requires you to have them and it has to stay alive at least one turn to really make usage out of it. Not to mention, we do have 5 mana 5/6's with upsides already: Usher of Souls, Ethereal Peddler, Drakonid Operative and from my set, Grimforest Guardian. I think some people just look at vanilla stats with upside effects and judge cards too quickly from that.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Hey everyone, here I am feedback begging again... Cant return the favor unfortunately :(
Shaman goes Horde (ofcourse..)
Overall thoughts? Wording? Names of the cards? Balance? Showcase cards?
THANKS A LOT!!!
Chain Heal seems okay, but I'm not sure how balanced/playable. Comparing it to the removed Priest card, Fade, it seems like an okay way of giving your own minions Taunt. I think it's maybe a bit too win-more to be effectively good considering it heals EVERY minion.
Tauren Staff Wielder seems a little bit weak when compared to Ogre Magi, but I do quite like the idea.
Clan Spiritualist is a pretty cool card and a nice twist on the Spell Damage mechanic, a mechanic which admittedly isn't really explored very much in Hearthstone (I think Team 5 is probably playing it safe with Spell Damage as too much can be problematic). If 1-mana Spirit Claws was viable even if you were just relying on getting a Wrath of Air Totem, this should be okay enough to see at least some play.
How does Primalist Battlestaff work? Do you target your weapon with a healing effect (as with anything like a Hot Spring Guardian) and restore 1 missing Durability for each?
Clan Convoker could probably be worded as "Battlecry: For each Spell Damage you have, summon a copy of this minion." The current wording is okay, but I think that other wording would make it a little easier to read.
With Clan Supporter, do minions with healing also benefit from the Spell Damage, or is it just spells? Regardless, it looks kinda bad when compared to Darkshire Alchemist.
Primalist Thurloga seems SCARY strong. Being able to summon 1/7 Taunts each turn, even the turn you summon it seems VERY powerful to me. Maybe it being targetable by hard removal does weaken it a bit, but the ability is still pretty strong.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Final few decisions to make... will be submitting tonight. Would love to hear your opinions on these! :D
I got feedback that the first version felt weak for 3 mana. Is the draw too much...? I think it works flavor-wise (the witch streals your battlecry and draws a card from it kinda) but unsure on balance etc.... I'm also planning to showcase this one so its important ;D
These may be too strong. I am considering Kil'jaeden as an 8/8 and the Seductress as a 5/5.
Thanks again!!! ^___^
Wicked Witchcraft: I like the rightmost version. It's a nice cycle in case the Battlecries aren't particularly too effective.
Kil'jaeden, Burning Lord: You don't have to make this an 8/8. Although I personally would've got rid of the Elusive and made him a 10/10.
Naga Seductress: Seems fine as it is. Drakonid Operative is a 5/6 class card with a situational effect. So, yeah it's fine.
Hey everyone, here I am feedback begging again... Cant return the favor unfortunately :( Shaman goes Horde (ofcourse..)
Overall thoughts? Wording? Names of the cards? Balance? Showcase cards? THANKS A LOT!!!
Chain Heal: It's a nice defensive card, but I don't think the Overload is necessary because it effects ALL minions. It's essentially a Circle of Healing with Taunt or an Ancestral Healing on all minions. It's fine as a 1-cost spell. Maybe you could make it Overload: (1) if you're a bit afraid of it's power. Tauren Staff Wielder: Cool! Spell Damage and the Horde's theme! Me likely! Clan Spiritualist: Awesome! I've always thought we needed more inventive ways to play Spell Damage! I think it's balanced when compared to Crypt Lord. Primalist Battlestaff: ...what. Errr...the wording is a unclear here. Do you target the weapon or does the buff happen simultaneously as you heal your hero? Does it give your weapon +1 Durability per heal or ? Why doesn't "weapons" have an apostrophe? WHAT DOES THIS DO?! Clan Convoker: It's an excellent effect, and I love how you're dealing with Spell Damage, but the diction is awkward. How about "Summon a copy of this for each Spell Damage you have."? (Compare to Shield Slam). Clan Supporter: Seems like a solid healing card! It can probably be a 5/6 when compared to Darkshire Alchemist and Jinyu Waterspeaker though. Primalist Thurloga: ...That's seems a bit too OP, not gonna lie. Alright, let's do some math. You can summon a 5-cost card (8 stats (4 mana) + 3 effects worth 0.5 mana each = 5.5 mana) with your Hero Power with the drawback that the Legendary loses...1 stat when compared to Eldritch Horror. Okay so, for a 2.5 mana loss (0.5 mana's worth of stat loss + 2 mana Hero Power), you can summon a 5 mana minion. Every turn. And the Totem is a big Taunt that protects your Legendary. And heals it. Yeah, that's too strong to say the least. Maybe nerf this to a 5/7?
Here's my second go at my submission post, now updated with my Phase III classes (Mage, Priest and Rogue) added in. How does it look?
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Crated by Pheran the Shapeshfiter
Looks great!
Just a few things that I've noticed:
In the "Other Neutral Cards" spoiler, you've misspelled "Created" in "Crated by Pheran the Shapeshifter."
There's a random bullet point next to the spoiler of the "List of Shot Cards" and "Notes of Icaria".
There's a really weird break between your Keyword explanation, Phase IV Classes, Phase III Classes, and Neutral cards. Try to use a Horizontal line? Like this:
While the Druid set was loosely defined to places in and near Dalaran, the Warrior set is specifically about a special little place within Dalaran: The Violet Hold. The Violet Hold is essentially a prison for maleficent mages and criminal casters! However, surrounding this penitentiary, there are stalwart, strong Warrior and Mages devoted to keeping the safety of Dalaran's inhabitants. They guard the Violet Hold to make sure no one goes in or out (alive, that is).
Curiously, despite the fact that these guards have wandered in the open outside the Violet Hold, no one has really managed to get a close glimpse of them. Is it magic? Well yeah, duh, we're in Dalaran. But who are these people? There are rumors that are part of an old group called the Council of Tirisfal, an order of mages founded by High Elves; the organization's purpose was to search and destroy dark magical beings within Azeroth, namely Demons. But the the Tirisfal Council has disbanded centuries ago! All of the Trisfalen are dead except Medivh. There is no way that any of them are still alive...right?
Regardless, the citizens of Dalaran just remain happy to know that there are those willing to risk their life for their own. They praise the guards' efforts and thank each and every one of them, including General Dotinasanwho is hailed as one of the best Warriors and Mages of their time. He looks a bit familiar though...
(Enchant doesn't appear in the Warrior set; similarly, Hunters won't have any Stabilize cards. Originally, there was a Warrior card that had "Enchant Enrage minion: "Battlecry: Deal 1 damage to itself", but I had to cut some cards, and I chose a Warrior weapon over it because my expansion doesn't have many weapons in it.)
Warrior's Themes
Armor Synergy
Enraged/Damaged Synergy
Some Quick Clarifications:
Armed and Dangerous: These cards are based off of the saying "Armed and Dangerous" as in "This criminal is armed and dangerous.", and these spells represent the criminal side of the Violet Hold. They both have the same Cost, Rarity, and Art. Also, they both do something extra if you fulfill a requirement. Finally, they synergize with each other, but they best synergize when you play Armed, then Dangerous.
General Dotinasan: His name ("Dotinasan") is an anagram. I'll give you a hint. Look at his stats.
*Bump* Just doing the final touches on the Shaman set before I release them, and all my class cards for this phase will finally be done! (and just in time before I try some. I'M GOING TO MAKE THE 3 PRINCES DECK WORK GOSH DARN IT! (How to tell if a player is a Johnny Player.)
Here's my second go at my submission post, now updated with my Phase III classes (Mage, Priest and Rogue) added in. How does it look?
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Crated by Pheran the Shapeshfiter
Looks great!
Just a few things that I've noticed:
In the "Other Neutral Cards" spoiler, you've misspelled "Created" in "Crated by Pheran the Shapeshifter."
There's a random bullet point next to the spoiler of the "List of Shot Cards" and "Notes of Icaria".
There's a really weird break between your Keyword explanation, Phase IV Classes, Phase III Classes, and Neutral cards. Try to use a Horizontal line? Like this:
Any thoughts on my Warrior set?
I fixed the spelling error in the Neutral cards spoiler. I've accidentally spelled "Shapeshiter" without the f a few times before. Really awkward. The bullet point thing automatically happens if you try to Spoiler anything with bullet points. You need to do some unorthodox method to bypass this and show up normally. The lines thing is a pretty good suggestion. I probably should change my submission post to include that.
As for your cards, they all look pretty good. None of them stand out as blatantly broken or underpowered. The only one that seems a bit worrying would be Tirisfal Sentinel in Control Warrior. In old school Control Warrior back when Justicar Trueheart was still in Standard, it was perfectly normal to see a Warrior gain over 30 Armor over the course of the game and unlike Ozruk, this doesn't require any set-up. You just play as Control Warrior normally plays and bam, you could have a 6/20+ Taunt minion. Probably not THAT big of a deal and Control Warrior hasn't been a meta deck (at least in Standard, not sure about Wild) for a long time, but I just figured I let you know. Rolfsen's Ripper also might be a little bit too powerful when compared to Assassin's Blade or Obsidiran Shard, granted neither of those cards see extensive play. Seeing Stabilize on a weapon is pretty cool though.
Now, I'm going to do the smart thing and actually plan and make cards ahead of time for Phase V.
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Click the image to go to my custom Time Traveler class.
Shamans! In an expansion that focuses heavily on magic, of course I'm gonna focus on the Elementals! Additionally, with most of my set focusing on the main city of Dalaran, I've decided to make this set more about the other cities in side the NATION of Dalaran (apparently Dalaran is also the name of a nation that Dalaran (the city) is the captial of. Dang it Blizzard.) Some of these little towns are levitating islands around Dalaran. Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
What few people know, however, is that one of floating buildings is Krasustrasz's Land. It's a Secret little island holding some Shamans learning the ways of becoming an Ascendant, a mortal who has ascended to becoming a Elemental. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! Who is Krasustrasz?
First, you should know who Krasus and Korialstrasz are. In WoW lore, they are both Dragons. However, Krasus is, in fact, a future self of Korialstasz flung back thousands of years back to when Krasus was Korialstasz, so now they both exist at the same time. Is this confusing? It should. It's time travel. Blame Blizzard for this. Anyways, skipping some things that Korialstasz and Krasus did such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor, Krasus was killed when he sacrificed himself when he had to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons (I couldn't make half of this up if I wanted to). Anyways, so with the whole time theme going on, what if there was a Krasus/Krialstrasz who travelled to the future? What if he became a Dragon Ascendant? What if he became Krasustrasz, Reborn?
It's a Secret little island holding some Shamans learning the ways of becoming an Ascendant, a mortal who has ascended to becoming a mortal.
What,
Anyway, yay, Shaman! My favorite class! Here's some feedback!
Totem Animator - It's perfect. Love it. Fire Nova Sentry - An interesting card that isn't quite spell damage but still boosts your spells. How does this work with Volcano? Does it trigger after the spell resolves, or after every tick? Cool card overall. Gust of Wind - Hrm, I'm not a huge fan of the 'if you didn't play an Elemental'. It's real wordy and somewhat backwards compared to how Hearthstone prints cards. If you're gonna keep it, word it as "If you didn't play an Elemental last turn, Overload:(2)". As far as balance, that's a real cheap way to draw a bunch of cards, with or without the overload. I'd make the overload (3) at least, but honestly I'd rather see it as a draw 2 instead. 3 cards is a lot. Shaman's Anthology - Shaman need a better Discover, and I like this one. However, if its removing Overload, I'd like to see this spell have Overload:(1). Shaman pack a lot of burst, after all, and this could easily see play in a Malygos type deck. This is basically a better Shadow Visions in mid-late game since you can try to tune what spells you already cast. Earthquake - High damage spell that is highly dependent on placement with high overload. I like it. Might be better as an Epic because its quite good in arena. Tidal Ascendant - Here's where your wording gets confusing. It has Elemental synergy, it has placement synergy, it has Stabilize, That's a lot going on. It's also extremely OP if you played the elemental. At least up the cost. Possibly rework or remove the Stabilize. Definitely reword it. Krasustrasz, Reborn - I know some of this character's lore and could not follow your explanation of him. And how does a future, not-dead dragon disguise itself as an elemental? Also..his name is Korialstrasz. Krasus is the name for his elven disguise. That aside, this is just...broken. Yes, I'd love to Hex 3 separate enemies for 6 mana! Would Jade Lightning give me 3 Jade Golems for 7 mana? The positioning effect is cool for other cards, but its gimmicky for the legendary, and way too good with that statline. This NEEDS to cost more, period. At least 5. Or the effect reworked.
Hope I helped! I'm trying to post my updates tonight, and hopefully will submit soon. tomorrow, definitely tomorrow. Hopefully.
Here's my second go at my submission post, now updated with my Phase III classes (Mage, Priest and Rogue) added in. How does it look?
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Crated by Pheran the Shapeshfiter
Looks great!
Just a few things that I've noticed:
In the "Other Neutral Cards" spoiler, you've misspelled "Created" in "Crated by Pheran the Shapeshifter."
There's a random bullet point next to the spoiler of the "List of Shot Cards" and "Notes of Icaria".
There's a really weird break between your Keyword explanation, Phase IV Classes, Phase III Classes, and Neutral cards. Try to use a Horizontal line? Like this:
Any thoughts on my Warrior set?
I fixed the spelling error in the Neutral cards spoiler. I've accidentally spelled "Shapeshiter" without the f a few times before. Really awkward. The bullet point thing automatically happens if you try to Spoiler anything with bullet points. You need to do some unorthodox method to bypass this and show up normally. The lines thing is a pretty good suggestion. I probably should change my submission post to include that.
As for your cards, they all look pretty good. None of them stand out as blatantly broken or underpowered. The only one that seems a bit worrying would be Tirisfal Sentinel in Control Warrior. In old school Control Warrior back when Justicar Trueheart was still in Standard, it was perfectly normal to see a Warrior gain over 30 Armor over the course of the game and unlike Ozruk, this doesn't require any set-up. You just play as Control Warrior normally plays and bam, you could have a 6/20+ Taunt minion. Probably not THAT big of a deal and Control Warrior hasn't been a meta deck (at least in Standard, not sure about Wild) for a long time, but I just figured I let you know. Rolfsen's Ripper also might be a little bit too powerful when compared to Assassin's Blade or Obsidiran Shard, granted neither of those cards see extensive play. Seeing Stabilize on a weapon is pretty cool though.
Now, I'm going to do the smart thing and actually plan and make cards ahead of time for Phase V.
"The bullet point thing automatically happens if you try to Spoiler anything with bullet points."
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Thanks for the feedback!
Tirisfal Sentinel: I modeled her after Shield Slam. According to that spell, a Armor-synergy card would be at 'balanced' level if you had 3 Armor (e.g. Shield Slam = 2 mana, Deal 3 damage like Darkbomb; General Dotinasan = 4 mana, deal 3 damage to all minions like Hellfire). So, I made her a 6 mana 6/3 so that if you had 3 Armor, you would have a 6 mana 6/6 with Taunt ('balanced'). Regardless, should I nerf her?
Rolfsen's Ripper: Weapons are REALLY difficult to balance. I referred to Charged Hammer, which didn't see any play. Should I nerf this to 2/3 anyways?
What do you think of my Shaman set?
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Thanks! Don't worry, I'm picking simple cards so I don't need a lot of space for comment. About Hakkar's Fanatic I created it a bit weaker than the Totem Golem because I really hate that card. The 4 Health makes it a crazy turn 2, or even 1 xD
Okay, Submission it's done because I'm going out all this week and I can't work on my expansion if I'm not at home. Wish me luck :)
Here's my second go at my submission post, now updated with my Phase III classes (Mage, Priest and Rogue) added in. How does it look?
INVASION OF THE VOID
(special thanks to Livienna for making the banner)
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
(special thanks to Cogito_Ergo_Sum for making the image)
Druid
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Full list of Druid cards:
Choice Cards:
Choice cards for Eerie Wispers
Choice cards for Grimforest Guardian
Tokens
Created by Haunted Forest
Created by Nightcaller
Hunter
List of Shot cards:
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Crated by Pheran the Shapeshfiter
Click the image to go to my custom Time Traveler class.
I want a new title, but Flux won't let me have one,
Well, this is a little bit awkward... Just a little bit.
EDIT: And also this.
Click the image to go to my custom Time Traveler class.
I want a new title, but Flux won't let me have one,
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:
Click the image to go to my custom Time Traveler class.
Final few decisions to make... will be submitting tonight. Would love to hear your opinions on these! :D
I got feedback that the first version felt weak for 3 mana. Is the draw too much...? I think it works flavor-wise (the witch streals your battlecry and draws a card from it kinda) but unsure on balance etc.... I'm also planning to showcase this one so its important ;D
These may be too strong. I am considering Kil'jaeden as an 8/8 and the Seductress as a 5/5.
Thanks again!!! ^___^
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click the image to go to my custom Time Traveler class.
Click the image to go to my custom Time Traveler class.
Tauren Staff Wielder: Cool! Spell Damage and the Horde's theme! Me likely!
Clan Spiritualist: Awesome! I've always thought we needed more inventive ways to play Spell Damage! I think it's balanced when compared to Crypt Lord.
Primalist Battlestaff: ...what. Errr...the wording is a unclear here. Do you target the weapon or does the buff happen simultaneously as you heal your hero? Does it give your weapon +1 Durability per heal or ? Why doesn't "weapons" have an apostrophe? WHAT DOES THIS DO?!
Clan Convoker: It's an excellent effect, and I love how you're dealing with Spell Damage, but the diction is awkward. How about "Summon a copy of this for each Spell Damage you have."? (Compare to Shield Slam).
Clan Supporter: Seems like a solid healing card! It can probably be a 5/6 when compared to Darkshire Alchemist and Jinyu Waterspeaker though.
Primalist Thurloga: ...That's seems a bit too OP, not gonna lie. Alright, let's do some math. You can summon a 5-cost card (8 stats (4 mana) + 3 effects worth 0.5 mana each = 5.5 mana) with your Hero Power with the drawback that the Legendary loses...1 stat when compared to Eldritch Horror. Okay so, for a 2.5 mana loss (0.5 mana's worth of stat loss + 2 mana Hero Power), you can summon a 5 mana minion. Every turn. And the Totem is a big Taunt that protects your Legendary. And heals it. Yeah, that's too strong to say the least. Maybe nerf this to a 5/7?
Any thoughts on my Warrior set?
Click the image to go to my custom Time Traveler class.
Shamans! In an expansion that focuses heavily on magic, of course I'm gonna focus on the Elementals! Additionally, with most of my set focusing on the main city of Dalaran, I've decided to make this set more about the other cities in side the NATION of Dalaran (apparently Dalaran is also the name of a nation that Dalaran (the city) is the captial of. Dang it Blizzard.) Some of these little towns are levitating islands around Dalaran. Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
What few people know, however, is that one of floating buildings is Krasustrasz's Land. It's a Secret little island holding some Shamans learning the ways of becoming an Ascendant, a mortal who has ascended to becoming a Elemental. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! Who is Krasustrasz?
First, you should know who Krasus and Korialstrasz are. In WoW lore, they are both Dragons. However, Krasus is, in fact, a future self of Korialstasz flung back thousands of years back to when Krasus was Korialstasz, so now they both exist at the same time. Is this confusing? It should. It's time travel. Blame Blizzard for this. Anyways, skipping some things that Korialstasz and Krasus did such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor, Krasus was killed when he sacrificed himself when he had to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons (I couldn't make half of this up if I wanted to). Anyways, so with the whole time theme going on, what if there was a Krasus/Krialstrasz who travelled to the future? What if he became a Dragon Ascendant? What if he became Krasustrasz, Reborn?
Shaman's Themes:
Some Quick Clarifications
@Cogito_Ergo_Sum
What,
Anyway, yay, Shaman! My favorite class! Here's some feedback!
Totem Animator - It's perfect. Love it.
Fire Nova Sentry - An interesting card that isn't quite spell damage but still boosts your spells. How does this work with Volcano? Does it trigger after the spell resolves, or after every tick? Cool card overall.
Gust of Wind - Hrm, I'm not a huge fan of the 'if you didn't play an Elemental'. It's real wordy and somewhat backwards compared to how Hearthstone prints cards. If you're gonna keep it, word it as "If you didn't play an Elemental last turn, Overload:(2)". As far as balance, that's a real cheap way to draw a bunch of cards, with or without the overload. I'd make the overload (3) at least, but honestly I'd rather see it as a draw 2 instead. 3 cards is a lot.
Shaman's Anthology - Shaman need a better Discover, and I like this one. However, if its removing Overload, I'd like to see this spell have Overload:(1). Shaman pack a lot of burst, after all, and this could easily see play in a Malygos type deck. This is basically a better Shadow Visions in mid-late game since you can try to tune what spells you already cast.
Earthquake - High damage spell that is highly dependent on placement with high overload. I like it. Might be better as an Epic because its quite good in arena.
Tidal Ascendant - Here's where your wording gets confusing. It has Elemental synergy, it has placement synergy, it has Stabilize, That's a lot going on. It's also extremely OP if you played the elemental. At least up the cost. Possibly rework or remove the Stabilize. Definitely reword it.
Krasustrasz, Reborn - I know some of this character's lore and could not follow your explanation of him. And how does a future, not-dead dragon disguise itself as an elemental? Also..his name is Korialstrasz. Krasus is the name for his elven disguise. That aside, this is just...broken. Yes, I'd love to Hex 3 separate enemies for 6 mana! Would Jade Lightning give me 3 Jade Golems for 7 mana? The positioning effect is cool for other cards, but its gimmicky for the legendary, and way too good with that statline. This NEEDS to cost more, period. At least 5. Or the effect reworked.
Hope I helped! I'm trying to post my updates
tonight, and hopefully will submit soon.tomorrow, definitely tomorrow. Hopefully.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 bullet point thing automatically happens if you try to Spoiler anything with bullet points."
List of Shot cards:
Notes about Icaria:
Thanks for the feedback!
What do you think of my Shaman set?