What is Light? To some, the light is where they seek refuge.
To others, the light is the fuel to their hatred.
Some fight against the light,
Vowing to destroy what had once saved them.
Others still fight in the light's name, resisting the calls of deep power.
Power beyond any mortal's imagination.
Yet, everyone has a wish.
A weakness.
Power, Fame, or even Beauty.
It will only be a matter of time before
Even the purest of souls
Even the most noble of knights
Even the most loyal of followers,
Will fall prey to their weaknesses
And reveal
The Secrets of the lightkeeper.
Hello everyone! Today I have something to share with you guys. Since priest is one of my favourite classes, I decided, instead of doing the usual regular expansion, why not dedicate a full 135 card expansion to the priest class? This new expansion aims to bring new concepts to Hearthstone and to the Priest class.
New concepts have arrived!
Yes, you did see that correctly. I did add weapons to the new expansion and the priest class. Before you flame me, one of the core reasons why I created this expansion was to push new concepts that might be intresting if they were added into hearthstone. Anyways, its my expansion, so I add what I want :D
New Keyword: Rejuvenate
Table of contents:
Common - 25 /50
Rare - 29 /37
Epic - 20 /28
Legendary - 10/20
Without further ado, here are the cards!
Common:
Rare:
Epic
Legendary:
I'll try to add cards daily until the expansion is complete, but for now enjoy! Feedback and suggestions are appreciated.
Changelog:
2/10/2017 (Update 1)
Changed several cards( Typo errors, etc)
Added Rejuvenate keyword.
Added Rebelious Healing, Mind Distortion, Lightbender, Luminia Erit, Agent of Velen, Velen's touch, and Soothsayer Zavix.
4/10/2017 (Update 2)
Added Shadow Word: Demise, Eternal Silence, Determiniation, Firemane Angel, Kirlin'tor Mystic, Revitalising Sprit, Gloomy Medic and Andarius, Keeper of Death.
I'm so far impressed with these cards, and some of them are thematically great for Priest. However, I have a few gripes:
Dragon should be capitalized, as in "If you're holding a Dragon,"
Attack and Health should always be capitalized if they're gaining that as an attribute; it's fine if "This attacks a random enemy" or something, but otherwise those are always capitalized
You can fit 3 images on a line if you keep them at 250px (240px inside the spoiler) and put three to a line
Non-Legendary cards shouldn't have proper names— for example, "Lucy Goldloot" is a proper name and shouldn't be a common card with that name
Try to keep as few lines of text as you can— 4 lines is fine as long as you can keep the text at its normal size. If it can't be done with the current effect, consider pruning that text and rebalancing the other stats to keep it balanced
Some of the Epic minions have more interesting effects than some of the Legendary ones, consider swapping them
Specific notes:
Rastakhan would target himself and become a 7/9 with +3 Health on all other friendlies as well. You should reword this to "Give your other minions +3 Health." I really like the concept of adding Shadow Words to your hand and it was one I was exploring myself, so good on you for coming out with it first. However, you should capitalize it— "Shadow Word" vs. "Shadow word" in some of your cards. Holy Aura doesn't seem that flavorful (why would a Holy Aura kill something?) and the fact that you can just trade into something big to fulfill this requirement makes it a much more flexible tool than other Priest removal cards— something that Priest shouldn't have!
You also have two 4-Cost Secrets in this expansion so far, which is interesting— I can see there's a spot for 4-Cost secrets, but I'm not sure Priest is the place for them. Additionally, the effects seem altogether too weak to be played, especially when Priest is known for having to be more reactive than passive on turn 4 (Priest of the Feast, Shadow Word: Pain/Death on something and a 1-cost play) and usually is trying to stabilize rather than build a conditional board buff (like that secret you have that gives your minions elusive).
All in all I'm liking the direction of this so far, not seeing too much in terms of a cohesive theme, and am ambivalent towards priest weapons and secrets, but it's a good start! Keep it up.
I'm so far impressed with these cards, and some of them are thematically great for Priest. However, I have a few gripes:
Dragon should be capitalized, as in "If you're holding a Dragon,"
Attack and Health should always be capitalized if they're gaining that as an attribute; it's fine if "This attacks a random enemy" or something, but otherwise those are always capitalized
You can fit 3 images on a line if you keep them at 250px (240px inside the spoiler) and put three to a line
Non-Legendary cards shouldn't have proper names— for example, "Lucy Goldloot" is a proper name and shouldn't be a common card with that name
Try to keep as few lines of text as you can— 4 lines is fine as long as you can keep the text at its normal size. If it can't be done with the current effect, consider pruning that text and rebalancing the other stats to keep it balanced
Some of the Epic minions have more interesting effects than some of the Legendary ones, consider swapping them
Specific notes:
Rastakhan would target himself and become a 7/9 with +3 Health on all other friendlies as well. You should reword this to "Give your other minions +3 Health." I really like the concept of adding Shadow Words to your hand and it was one I was exploring myself, so good on you for coming out with it first. However, you should capitalize it— "Shadow Word" vs. "Shadow word" in some of your cards. Holy Aura doesn't seem that flavorful (why would a Holy Aura kill something?) and the fact that you can just trade into something big to fulfill this requirement makes it a much more flexible tool than other Priest removal cards— something that Priest shouldn't have!
You also have two 4-Cost Secrets in this expansion so far, which is interesting— I can see there's a spot for 4-Cost secrets, but I'm not sure Priest is the place for them. Additionally, the effects seem altogether too weak to be played, especially when Priest is known for having to be more reactive than passive on turn 4 (Priest of the Feast, Shadow Word: Pain/Death on something and a 1-cost play) and usually is trying to stabilize rather than build a conditional board buff (like that secret you have that gives your minions elusive).
All in all I'm liking the direction of this so far, not seeing too much in terms of a cohesive theme, and am ambivalent towards priest weapons and secrets, but it's a good start! Keep it up.
Hi, thanks for your feedback! Really appreciate it.
The first few mistakes you pointed out were oversights on my part, I'll fix it when I upload the next set of cards( Probably tmr or later).
"Some of the Epic minions have more interesting effects than some of the Legendary ones, consider swapping them. "
Examples? Sorry if it sounds rude, but I'm still new to the card creation scene and I'm not too great with balancing rarity.
Rastakhan was an oversight , I'll fix it the next time I upload cards along side the other cards. Holy Aura is just one of those cards that don't make any sense, but maybe I'll nerf/rename it. The 4-cost secrets and the weapons were meant to push for new mechanics that would normally not be in the priest class. As for the reactive part, I have somemore secrets coming up that would fit into priest's traditional style of play.
Once again, thank you for your feedback! It really means alot :)
Well here we have it. For those that thought this project was dead, nope, it's still alive. The reason why I coudn't upload any more cards was because I had some personal and family issues that I had to deal with. Anyways, since they've been resolved, here are the cards! From now on, I'll include a little explanation as to why I added these cards.
Besides having a cool art, I felt that a card like this might be a traditional break from your usual Shadow Word spells that destroy enemy minions and instead have this card destroy a friendly minion with a slight upside. Egg priest synergy, anyone?
The main problem with Rejuvenate(at least from my point of view) was that they're basically Inspires (hence the addition of cards like Gloomy Medic ) This card frees the restrictions of Rejuvenate and have their effects triggered instantly. Other than that, basically a Play Dead.
An all-round versitile card that can deal instant damage along side healing your hero for a small amount. Plus, it's a Weapon.
Already being able to get a maximum of 3 1/3s and a 5/3 body for 5 mana isn't bad, but when they're Northshire Clerics, this card can provide quite abit of value. The only downside is it's low health, but if used correctly, Devout Worshipper can provide huge value.
Unlike Frozen Clone, where you can get some jacked up sh*t that has little to no synergy with your deck, Spells more often than not have effects that both parties can use (unless your opponent had the smart idea of putting Totemic Might in his or her deck, in which, well, tough luck.
Being able to have an instant effect on the board and putting pressure on your opponent is definitely a good thing. Soulreaper Thanos is basically 2 deadly shots with an extra 3/5 body attached. We already see cards like Obsidian Statue being played alot, and this card shares some similarities with that card.
So far the weapons that I added don't really have a lasting impact on the board that much. Sure, stuff like Shining Star might have a decent impact, but is rather limited and restrictive. With Malicious Sabre, this weapon not only has a decent cost, but can pressure your opponent and force them to make moves that they might not normally make.
A versatile tool with the power to either buff your own minions or weaken your opponent's minions down to a fraction of their original health, making it easier to take them down.
What could be more fun than RNG? No seriously, since Rejuvenate minions have decent effects, this card isn't half bad. Comparable to Servant of Kalimos.
Just a side note, it summons a copy of the minion AFTER it's been healed. INFINITE VALUE!!!@!!111!!!111
The main problem with Moat Lurker, IMO, is it's inconsistency and high cost. Remove both of those, and it might not have a bad concept/effect. Borrowed time is more consistent and is a cheap , if not temporary, form of removal.
A new concept that I'm trying to push is summoning minions from your hand.( no hate plz). Expect to see more cards like this.
7/7s, anybody?
While priest has many forms of cheap removal already, it has few cheap spells that both provide some form of recovery and at the same time has an impact on the board. While Holy Fire may fufill this purpose, its high cost locks out many other cards that you could have played this game.
This is honestly one of my favourite cards in the game. If played correctly, it's basically a C'Thun that actually leaves some breathing space in terms of deck-building. If not, it's still a 10/10.
What is Light? To some, the light is where they seek refuge.
To others, the light is the fuel to their hatred.
Some fight against the light,
Vowing to destroy what had once saved them.
Others still fight in the light's name, resisting the calls of deep power.
Power beyond any mortal's imagination.
Yet, everyone has a wish.
A weakness.
Power, Fame, or even Beauty.
It will only be a matter of time before
Even the purest of souls
Even the most noble of knights
Even the most loyal of followers,
Will fall prey to their weaknesses
And reveal
The Secrets of the lightkeeper.
Hello everyone! Today I have something to share with you guys. Since priest is one of my favourite classes, I decided, instead of doing the usual regular expansion, why not dedicate a full 135 card expansion to the priest class? This new expansion aims to bring new concepts to Hearthstone and to the Priest class.
New concepts have arrived!
Yes, you did see that correctly. I did add weapons to the new expansion and the priest class. Before you flame me, one of the core reasons why I created this expansion was to push new concepts that might be intresting if they were added into hearthstone. Anyways, its my expansion, so I add what I want :D
New Keyword: Rejuvenate
Table of contents:
Common - 25 /50
Rare - 29 /37
Epic - 20 /28
Legendary - 10/20
Without further ado, here are the cards!
Common:
Rare:
Epic
Legendary:
I'll try to add cards daily until the expansion is complete, but for now enjoy! Feedback and suggestions are appreciated.
Changelog:
2/10/2017 (Update 1)
4/10/2017 (Update 2)
18/10/2017 (Update 3) (Sorry for long wait!)
24/10/2017 (Update 4)
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
I'm so far impressed with these cards, and some of them are thematically great for Priest. However, I have a few gripes:
Specific notes:
Rastakhan would target himself and become a 7/9 with +3 Health on all other friendlies as well. You should reword this to "Give your other minions +3 Health." I really like the concept of adding Shadow Words to your hand and it was one I was exploring myself, so good on you for coming out with it first. However, you should capitalize it— "Shadow Word" vs. "Shadow word" in some of your cards. Holy Aura doesn't seem that flavorful (why would a Holy Aura kill something?) and the fact that you can just trade into something big to fulfill this requirement makes it a much more flexible tool than other Priest removal cards— something that Priest shouldn't have!
You also have two 4-Cost Secrets in this expansion so far, which is interesting— I can see there's a spot for 4-Cost secrets, but I'm not sure Priest is the place for them. Additionally, the effects seem altogether too weak to be played, especially when Priest is known for having to be more reactive than passive on turn 4 (Priest of the Feast, Shadow Word: Pain/Death on something and a 1-cost play) and usually is trying to stabilize rather than build a conditional board buff (like that secret you have that gives your minions elusive).
All in all I'm liking the direction of this so far, not seeing too much in terms of a cohesive theme, and am ambivalent towards priest weapons and secrets, but it's a good start! Keep it up.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
"Some of the Epic minions have more interesting effects than some of the Legendary ones, consider swapping them. "
Examples? Sorry if it sounds rude, but I'm still new to the card creation scene and I'm not too great with balancing rarity.
Rastakhan was an oversight , I'll fix it the next time I upload cards along side the other cards. Holy Aura is just one of those cards that don't make any sense, but maybe I'll nerf/rename it. The 4-cost secrets and the weapons were meant to push for new mechanics that would normally not be in the priest class. As for the reactive part, I have somemore secrets coming up that would fit into priest's traditional style of play.
Once again, thank you for your feedback! It really means alot :)
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Reveal #1: 7 new cards and a New Keyword revealed!
New cards:
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Commenting so that I can track this as it goes. Seems cool so far! With this many cards, there's bound to be some fun avenues this goes down!
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
Reveal #2
New cards:
On a related note, I'm genuinely suprised that no one flamed me for Pirate Priest. And I should stop adding so many rares so quick.
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Reveal #3: Sorry for long wait!
Well here we have it. For those that thought this project was dead, nope, it's still alive. The reason why I coudn't upload any more cards was because I had some personal and family issues that I had to deal with. Anyways, since they've been resolved, here are the cards! From now on, I'll include a little explanation as to why I added these cards.
Besides having a cool art, I felt that a card like this might be a traditional break from your usual Shadow Word spells that destroy enemy minions and instead have this card destroy a friendly minion with a slight upside. Egg priest synergy, anyone?
The main problem with Rejuvenate(at least from my point of view) was that they're basically Inspires (hence the addition of cards like Gloomy Medic ) This card frees the restrictions of Rejuvenate and have their effects triggered instantly. Other than that, basically a Play Dead.
An all-round versitile card that can deal instant damage along side healing your hero for a small amount. Plus, it's a Weapon.
Already being able to get a maximum of 3 1/3s and a 5/3 body for 5 mana isn't bad, but when they're Northshire Clerics, this card can provide quite abit of value. The only downside is it's low health, but if used correctly, Devout Worshipper can provide huge value.
Unlike Frozen Clone, where you can get some jacked up sh*t that has little to no synergy with your deck, Spells more often than not have effects that both parties can use (unless your opponent had the smart idea of putting Totemic Might in his or her deck, in which, well, tough luck.
Being able to have an instant effect on the board and putting pressure on your opponent is definitely a good thing. Soulreaper Thanos is basically 2 deadly shots with an extra 3/5 body attached. We already see cards like Obsidian Statue being played alot, and this card shares some similarities with that card.
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3
Reveal #4
So far the weapons that I added don't really have a lasting impact on the board that much. Sure, stuff like Shining Star might have a decent impact, but is rather limited and restrictive. With Malicious Sabre, this weapon not only has a decent cost, but can pressure your opponent and force them to make moves that they might not normally make.
A versatile tool with the power to either buff your own minions or weaken your opponent's minions down to a fraction of their original health, making it easier to take them down.
What could be more fun than RNG? No seriously, since Rejuvenate minions have decent effects, this card isn't half bad. Comparable to Servant of Kalimos.
Just a side note, it summons a copy of the minion AFTER it's been healed. INFINITE VALUE!!!@!!111!!!111
Kabal Chemist but with a more instant impact.
The main problem with Moat Lurker, IMO, is it's inconsistency and high cost. Remove both of those, and it might not have a bad concept/effect. Borrowed time is more consistent and is a cheap , if not temporary, form of removal.
A new concept that I'm trying to push is summoning minions from your hand.( no hate plz). Expect to see more cards like this.
7/7s, anybody?
While priest has many forms of cheap removal already, it has few cheap spells that both provide some form of recovery and at the same time has an impact on the board. While Holy Fire may fufill this purpose, its high cost locks out many other cards that you could have played this game.
This is honestly one of my favourite cards in the game. If played correctly, it's basically a C'Thun that actually leaves some breathing space in terms of deck-building. If not, it's still a 10/10.
Tales of Azeroth- 150+ card expansion!
I do cards and stuff. I'm cool, right? :3