This is an expansion that I entered into our currently ongoing (at the time of this thread being posted) Expansion Creation Competition. I was eliminated in Phase IV and made it to the first runner-up spot. Overall, this ranked fifth place out of the competition as only the top 4 of the Phase IV poll makes it to Phase V, the final phase. This however does not mean that my expansion will cease in production. I do still intend on making cards for this expansion. As the competition gives you a smaller number of cards compared to full competitions, I will be short of quite a few cards.
As most of my creations are, this is mostly original to Hearthstone but some little tidbits of Warcraft are still put in and some WoW artwork is used.
I give special thanks to all the people who gave feedback and helped me on this project: Livienna, Cogito_Ergo_Sum, SnorlaxBR, Broeck1, ShadowsOfSense and more (if I forgot to list anyone, I'm sorry, I appreciate your help as well).
Reminder: Many of these cards were made before a lot of the KotFT set was revealed. All entries in the competition started production before KotFT was officially revealed.
(special thanks to Livienna for making this banner for me)
This expansion had a theme to be darker and more serious than most card sets we had in the game at the time. The expansion introduces the Void Orb mechanic.
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:
(Credit goes to Cogito_Ergo_Sum for making this image)
The cards:
Druid (7 cards)
Choice Cards:
Choice cards for Eerie Wispers
Choice cards for Grimforest Guardian
Tokens
Created by Haunted Forest
Created by Nightcaller
One of Druid's themes for expansion was Choose One synergy cards. As of right now, the only card that actually has any Choose One synergy and mentions the mechanic without using it is the obvious Fandral Staghelm. Lorewise, Leyara is the Lieutenant to Fandral Staghelm in WoW so her effect is intended to synergize with Fandral.
Hunter (7 cards)
Hunters have a small theme of Greek mythology in this set with cards like Nether Chimera, Underworld Cerberus and Maximillion, a chimera, a cerberus and a pegasus respectively. Underworld Cerberus acts as a Foe Reaper 4000/Magnataur Alpha that also works during your opponent's turn. Maxmillion acts as a card draw engine for Hunters which is an aspect they lack in. As you normally run a lot of Beasts in Hunter, drawing more than 1 card should happen often enough to consider running this. It curves perfectly from Savannah Highmane.
Pitfall Trap does not trigger if both minions die, similar to how Competitive Spirit only triggers if you control no minions at the start of your turn.
Do not fear as Mages don't have any random spell generation in this expansion... well except for Servant of the Dark One which comes from the Legendary. Mages in this expansion get a mechanic that benefits upon casting unique spells with Sorceress of Darkflames becoming a cheap 5/5 Taunt minion and Arithela granting you a badass upgrade if you cast 10 of them. This is supported by Flames of Fury which can count as two spells for this. One for the initial casting, and another for the Rimefire Bolt token created by it. This also counts as two spells for their primary Void Orb generator, Magician of Midnight who also buffs your other spells. They also gain Arithela's Thronekeeper as a Secret synergy card as well as a new Secret, Soul Explosion.
Paladin (2 cards)
I was eliminated before I could really continue my Paladin set for the competition. That's why there's only two cards. Doombreaker was made so Paladins would have a viable late game weapon and has obvious synergy with Darkfallen Champion as a lot of the Paladin class in general does.
Priest (7 cards)
Priest is given a lot of little themes with this expansion. They have summoning and resurrecting in the form of Shadow Silhouettes, Shadow Gate and Vivifica Nekros, a small Deathrattle theme supported by Shadow Silhouettes and Twilight Cleric. They also gain not one but two 2-drops in this expansion: Grim Shadowseer and Wretched Soulstriker.
Yes, Shadow Gate is identical to Eternal Servitude. Eternal Prophet for life!
Rogue (7 cards)
Tokens:
Created by Stern Inventor
In this expansion, Rogue gets some Stealth synergy cards as supported by Stalker Scout to get more of them, Stern Inventor which gives you a cheap spell to combo with and give a minion Stealth (which then allows you to target any minion with Shadow Sensei), Rogue Outcast to reduce their cost, and then their Legendary Fyriand Elar which can destroy anything and become a huge Stealth minion.
Rogue also gains a playable weapon to put in their deck plus a Void Orb generator, Dual-Sided Blade (made before Shadowblade was revealed). Plus, an AoE spell, Flying Daggers.
Shaman (2 cards)
Shaman is another class I didn't have the opportunity to complete because I was eliminated. Darwinist refers to Darwinism, the theory of evolution. Hand of God was a first-draft Shaman card for Void Orbs. It does use MTG artwork (Lightning Strike), but the artwork was just too perfect to pass up.
Warlock (1 card)
Tokens:
Created by Mult-Imp-ly
Warlock is the third class and final class I couldn't finish before getting eliminated. I only have one card made at this time, Mult-Imp-ly (obvious pun on "multiply") with the token Splitting Imp-age (further pun on "splitting image").
Warrior (7 cards)
Tokens
Created by Ruby Scytheguard
Warriors in this set are mostly themed around damaging and self-damaging effects. Blood Magic acts as a way to duplicate a damaged friendly minion. Brute Fighter gives you Void Orbs upon taking damage which it can easily do thanks to its 3/6 statline. Champion of the Grave will give one of your damaged minions +2/+2. Flail Fire allows you to repeatedly deal 1 damage to everything to trigger effects as well as the potential to deal significant damage to enemies. Icaria then is a pretty interesting Legendary for Warriors.
Icaria does not activate on damage effects of cards like Acolyte of Pain or Grim Patron, or otherwise it would be a bit of a mess. If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their hands but will die upon being put into the battlefield out of their hand. It will display the attack buff of Enraged minions in your hand as well as the red aura, but Spiteful Smith will not buff your weapon's Attack while it's in your hand.
Ruby Scytheguard is a reference to RWBY, specifically the character Ruby Rose, by the name of the minion. The name of the weapon, Darkrose Scythe is a reference to her weapon, Crescent Rose. Its effect box also contains the show's signature line, "It's also a gun" referring to how many characters in RWBY have weapons that are also guns.
Question 1: What dimensions do you use when inserting an image?
Question 2: What colours do you use for colouring the name of the cards (common,rare,epic,legendary)?
1. 200 x 272 for the smaller size, good for massive card dumps and collections. 250 x 339 for the larger size, good for small card pools. If you change the first number, the second number should automatically change to what you need. For Legendaries, the numbers will be slightly different, but it's not too bad.
2. Only the Legendary color is available in the color selection for card names (Orange) and even then I don't use it. The link below will tell you about using the rarity colors for cards of which aren't found in the color selection area. People have been using this before colors were added.
I like the Void Orb mechanic, but I do not think you have taken it far enough. Instead of saying "Spend any amount of Void Orbs" , You could have just said "Spend Void Orbs and .....". You could have saved yourself a lot of space and explained it in the mechanic box since every card basically says the same thing. Also you do not need to restrict players from spending odd amounts of orbs when the rewards are even based. Really well-designed cards allow players to make misplays. It helps them learn in the long run. You might for example change Mad Dash (Rogue) to work like Lock and Load. You play Mad Dash then you start allocating orbs on other cards which let's say buff your minions health (because we might want control rogue to be a thing) and at the end of your turn you then draw your cards based on how many orbs spent. This let's the player decide if they want that extra odd numbered buff for his minion or just save it for later. It is more dynamic and fits the combo aspect of rogue more naturally.
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This is an expansion that I entered into our currently ongoing (at the time of this thread being posted) Expansion Creation Competition. I was eliminated in Phase IV and made it to the first runner-up spot. Overall, this ranked fifth place out of the competition as only the top 4 of the Phase IV poll makes it to Phase V, the final phase. This however does not mean that my expansion will cease in production. I do still intend on making cards for this expansion. As the competition gives you a smaller number of cards compared to full competitions, I will be short of quite a few cards.
As most of my creations are, this is mostly original to Hearthstone but some little tidbits of Warcraft are still put in and some WoW artwork is used.
I give special thanks to all the people who gave feedback and helped me on this project: Livienna, Cogito_Ergo_Sum, SnorlaxBR, Broeck1, ShadowsOfSense and more (if I forgot to list anyone, I'm sorry, I appreciate your help as well).
Reminder: Many of these cards were made before a lot of the KotFT set was revealed. All entries in the competition started production before KotFT was officially revealed.
(special thanks to Livienna for making this banner for me)
This expansion had a theme to be darker and more serious than most card sets we had in the game at the time. The expansion introduces the Void Orb mechanic.
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:
(Credit goes to Cogito_Ergo_Sum for making this image)
The cards:
Druid (7 cards)
Choice Cards:
Choice cards for Eerie Wispers
Choice cards for Grimforest Guardian
Tokens
Created by Haunted Forest
Created by Nightcaller
One of Druid's themes for expansion was Choose One synergy cards. As of right now, the only card that actually has any Choose One synergy and mentions the mechanic without using it is the obvious Fandral Staghelm. Lorewise, Leyara is the Lieutenant to Fandral Staghelm in WoW so her effect is intended to synergize with Fandral.
Hunter (7 cards)
Hunters have a small theme of Greek mythology in this set with cards like Nether Chimera, Underworld Cerberus and Maximillion, a chimera, a cerberus and a pegasus respectively. Underworld Cerberus acts as a Foe Reaper 4000/Magnataur Alpha that also works during your opponent's turn. Maxmillion acts as a card draw engine for Hunters which is an aspect they lack in. As you normally run a lot of Beasts in Hunter, drawing more than 1 card should happen often enough to consider running this. It curves perfectly from Savannah Highmane.
Pitfall Trap does not trigger if both minions die, similar to how Competitive Spirit only triggers if you control no minions at the start of your turn.
List of Shot cards for Hooded Sharpshooter:
Mage (7 cards)
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Do not fear as Mages don't have any random spell generation in this expansion... well except for Servant of the Dark One which comes from the Legendary. Mages in this expansion get a mechanic that benefits upon casting unique spells with Sorceress of Darkflames becoming a cheap 5/5 Taunt minion and Arithela granting you a badass upgrade if you cast 10 of them. This is supported by Flames of Fury which can count as two spells for this. One for the initial casting, and another for the Rimefire Bolt token created by it. This also counts as two spells for their primary Void Orb generator, Magician of Midnight who also buffs your other spells. They also gain Arithela's Thronekeeper as a Secret synergy card as well as a new Secret, Soul Explosion.
Paladin (2 cards)
I was eliminated before I could really continue my Paladin set for the competition. That's why there's only two cards. Doombreaker was made so Paladins would have a viable late game weapon and has obvious synergy with Darkfallen Champion as a lot of the Paladin class in general does.
Priest (7 cards)
Priest is given a lot of little themes with this expansion. They have summoning and resurrecting in the form of Shadow Silhouettes, Shadow Gate and Vivifica Nekros, a small Deathrattle theme supported by Shadow Silhouettes and Twilight Cleric. They also gain not one but two 2-drops in this expansion: Grim Shadowseer and Wretched Soulstriker.
Yes, Shadow Gate is identical to Eternal Servitude. Eternal Prophet for life!
Rogue (7 cards)
Tokens:
Created by Stern Inventor
In this expansion, Rogue gets some Stealth synergy cards as supported by Stalker Scout to get more of them, Stern Inventor which gives you a cheap spell to combo with and give a minion Stealth (which then allows you to target any minion with Shadow Sensei), Rogue Outcast to reduce their cost, and then their Legendary Fyriand Elar which can destroy anything and become a huge Stealth minion.
Rogue also gains a playable weapon to put in their deck plus a Void Orb generator, Dual-Sided Blade (made before Shadowblade was revealed). Plus, an AoE spell, Flying Daggers.
Shaman (2 cards)
Shaman is another class I didn't have the opportunity to complete because I was eliminated. Darwinist refers to Darwinism, the theory of evolution. Hand of God was a first-draft Shaman card for Void Orbs. It does use MTG artwork (Lightning Strike), but the artwork was just too perfect to pass up.
Warlock (1 card)
Tokens:
Created by Mult-Imp-ly
Warlock is the third class and final class I couldn't finish before getting eliminated. I only have one card made at this time, Mult-Imp-ly (obvious pun on "multiply") with the token Splitting Imp-age (further pun on "splitting image").
Warrior (7 cards)
Tokens
Created by Ruby Scytheguard
Warriors in this set are mostly themed around damaging and self-damaging effects. Blood Magic acts as a way to duplicate a damaged friendly minion. Brute Fighter gives you Void Orbs upon taking damage which it can easily do thanks to its 3/6 statline. Champion of the Grave will give one of your damaged minions +2/+2. Flail Fire allows you to repeatedly deal 1 damage to everything to trigger effects as well as the potential to deal significant damage to enemies. Icaria then is a pretty interesting Legendary for Warriors.
Icaria does not activate on damage effects of cards like Acolyte of Pain or Grim Patron, or otherwise it would be a bit of a mess. If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their hands but will die upon being put into the battlefield out of their hand. It will display the attack buff of Enraged minions in your hand as well as the red aura, but Spiteful Smith will not buff your weapon's Attack while it's in your hand.
Blood Magic falls in line with Molten Reflection as Blood Warriors does with Echo of Medivh.
Ruby Scytheguard is a reference to RWBY, specifically the character Ruby Rose, by the name of the minion. The name of the weapon, Darkrose Scythe is a reference to her weapon, Crescent Rose. Its effect box also contains the show's signature line, "It's also a gun" referring to how many characters in RWBY have weapons that are also guns.
Neutral (21 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
Created by Pheran the Shapeshfiter
Click the image to go to my custom Time Traveler class.
Didn't you already have a thread for this?
Mod Working Reaaaaally Hardly
Click the image to go to my custom Time Traveler class.
Mod Working Reaaaaally Hardly
Click the image to go to my custom Time Traveler class.
Do you plan to make more Neutrals as well? Seems that some of your class cards can use more Neutral supports.
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.
Vivifica Nekros is awesome!
How do you do the whole card creator thing I did it on a card creator app bu5 how do you do it proffessionally
Click the image to go to my custom Time Traveler class.
I like the Void Orb mechanic, but I do not think you have taken it far enough. Instead of saying "Spend any amount of Void Orbs" , You could have just said "Spend Void Orbs and .....". You could have saved yourself a lot of space and explained it in the mechanic box since every card basically says the same thing. Also you do not need to restrict players from spending odd amounts of orbs when the rewards are even based. Really well-designed cards allow players to make misplays. It helps them learn in the long run. You might for example change Mad Dash (Rogue) to work like Lock and Load. You play Mad Dash then you start allocating orbs on other cards which let's say buff your minions health (because we might want control rogue to be a thing) and at the end of your turn you then draw your cards based on how many orbs spent. This let's the player decide if they want that extra odd numbered buff for his minion or just save it for later. It is more dynamic and fits the combo aspect of rogue more naturally.