Hello! It's been a while (A loooooong while) since I posted anything up in here. I guess you could say the community got tired of my trite creations, and I got tired of them even more so. So for a while now, I've been thinking IF I should even come back and if I do, I'll have to cobble together something relatively impressive. So with that, I made an expansion that includes fucking everything! Or at least, a whole bunch of good stuff.
Return of the Legion! is based largely off the WoW Legion expansion, though there's quite a few throwback to the Burning Legion's shenanigans of old. Some of the goodies you'll find in this custom expansion:
142 collectible cards - 99 class cards (11 each) and 43 neutral cards.
Among the neutral pack is the return of multi-class cards called Faction Cards: Scryers, Aldor, and the Burning Legion. There's a fourth Faction as well, the Illidari, though they're a little bit different than the rest.
Neutral Demons! Poor Illidan and Malchezar will no longer be so lonely here. There's LOTS of Demons and Demon synergy in this pack.
A focus on technical cards and effects that might be viewed as a little bit weird. I always want to dissuade players from playing Facetard, so I try to come up with unique and technical ideas inspired by other CCGs I've played over the years.
The introduction of a new card type: Structures! Structures are notable grounds or sanctuaries for each individual class that in some way both protects them and gives them a boon. Here's a look at a one such structure:
Structures aren't quite minions, but they do play by similar rules - they gave Health (or Armor in this case, always 20) and they occupy a place on the board, but that's where the similarities end. Structures aren't affected by things that affect minions, whether it be spells, hero powers, or other minion effects (that means Silence doesn't work either!). You can imagine them as giant walls that protect your hero and minions - to get rid of them, you have to brute force your way through them. And as the above image indicates, they have Taunt! Though a Structure's Taunt isn't prioritized, thus if you have a minion with Taunt as well, they're open to attack.
And for the hell of it, this comes with a brand new hero as well:
Complete the full 142 set, and unlock Sargeras, Champion of the Pantheon as an alternate Warrior hero!
The Dreamgrove is SORT OF like a mix between Brann Bronzebeard and Fandral Staghelm. You COULD get both Choose Ones, OR you can get the same effect twice. Your choice!
Keeper Remulos sticks to the same Adapts from Un'goro (as does every other Adapt card in the set!)
Ironwood Guard is a bit weird. He TECHNICALLY has 15 "Health" (10 of it is Armor), but this in itself is a catch. Armor can't be healed - once he loses the 10, he can't ever get it back. And currently (and as of this set), there's no way to give Armor to minions. This guy is unique to the set and the only minion that has this.
Bark Speaker is the first minion in here with a Health cost. While the concept has been up on Hearthcards for a while, this set will make HEAVY and technical use of it (Oi, Demons eh!).
Charged Star Shot's "unpreventable damage" pierces through Divine Shield and Immune. The only way to stop it is to counter it in some form.
Mage is the only class in the set with a serious (obsessive) focus on Structure synergy. Almost all the cards in the set are designed to boost what your Structure can do.
For that same reason, I decided NOT to give Mage a new Legendary minion, and instead opted for a new Hero card in the form of Azshara. She's insanely powerful with an emphasis on board control and longevity, but at the cost of giving you 0 Armor.
The Legion Hexmage is the odd duck out. There are only two Hex cards to Discover: Worthless Junk and the Legion Fel Mineral. There is a 1 in 6 chance to get the mineral (out of 3!). After that, it's entirely up to the player to find ways to bolster their number of Minerals to 3. Exodia Mage perhaps!?
Hmmm....possibly, though I wouldn't call it OTK just yet. Malygos almost never sees play in Druid decks due to a lack of firm damage spells. You have Starfall, Wrath, and....well lol, that's about it really.
I do like that you bring it up though. This is exactly the sort of stuff I like to inspire what my creations. :3 A Malygos + Druid Spell Damage deck would be pretty wild!
But all in all, I'd say Hands of Tranquility is slow enough to prevent the sort of systematic abuse that plagues Jade Druids at the moment. It takes two whole turns for that card's beef to kick in, which is enough time for a skilled opponent to prepare themselves unless your plan is foolproof.
It's funny; Paladin is one of my favorite classes to play, yet I went with a wholly boring approach for Paladin this time around. Rather than reinvent the wheel, I decided to bring BACK a wheel that's been out of play for a very, very very long time: Silver Hand Paladin! It kind of fits with the theme of VS the Burning Legion anyway.
Sanctum of Light is basically a build in Muster for Battle. It does have a tiny disadvantage though - if you have a good weapon equipped, you won't want to use your Hero Power since it'll replace it with the crappy basic weapon.
Turalyon is also a back to the basic card - a Paladin legendary that's all about giving you a whopping bang for your buck. He's super pricy, but like Tirion, he does quite a bit with that.
IF you aren't interested in the Silver Hand approach with this set, you do get some alternative flavors with The General's Command, as that gets rid of your base Recruits in favor of beefier, better Paladins. Though as you might figure, these get nothing from buffs that are aimed squarely at the Recruits.
There's even a new Murloc if you're into that sort of thing!
I hate to post here before you've finished showing off everything (looks pretty cool so far), but I'm not sure Legion Hexmage would work the way you've described according to the current game mechanics. If the card reads 'discover' then you are given a choice of up to three cards from a certain defined cardpool.. thus if you only have 2 cards in that pool, the discover mechanic will give you a choice of only those 2 cards meaning a player will chose Legion Fel Mineral every time unless he's blind or just trying to obtain 0-cost spell value from gadgetzan/flamewalker. Think about how playing Eternal Servitude for Priest after only 1 minion died will only give you the option of summoning that one minion. Therefore, currently players would have a 100% chancebof getting the mineral put of 2 options... I would recommend making the card just add a junk or crystal card to your hand randomly after inspire, so at least it's a 50/50. Would still suck to lose to this though.. I mean if this lives 1 turn and combos with Coldarra Drake the opponent could just lose to pure coin flips.
Anyway, I can delete this post or request a mod to do it if you want it out the way, but I thought I'd let you know. I LOVE what you did with structures though, very well thought out and seems amazing :))
I guess I didn't explain it well, but to put in slightly better words.....when you hit Discover, you have a choice of three cards. However, out of those three, there's only a 50/50 chance you'll see the Mineral. Hence, half the time you'll only be seeing three Worthless Junks.
THAT SAID, those Worthless Junks aren't quite as worthless as they look either! They technically don't do anything, but they still count for something when you play them! For example, you can use them to buff Wyrms. Or even better if your opponent is a Mage, it's a beautiful way to get rid of a pesky Counterspell. And while I haven't gotten around to posting them yet, there IS another use for them with the Scryer Faction cards.
There's obviously infinitely better stuff to play with, but for a player willing to risk their whole strategy on the Hexmage I like to think the rest of the set gives them back-up options. I just have to post the rest of it now! XD
So it took this expansion half the classes to finally get into weird and interesting territory! XD I always liked the idea of toying with Priest norms, and this is no different. These priest cards have a greater emphasis on enemy sabotage and the usage of Elementals, something that was very lightly touched on in Un'goro but not much more than that.
The full ramifications of Holy Water Recipe are a bit lost so far! There have been very few Health-cost cards in the set so far, but as I continue the post more stuff - specifically Neutrals, you'll see this card has the potential to be a bit OP. Hence the rather high cost! So please lol...don't judge this card until after I post everything!
Mental Anguish lets you keep the card you destroyed, naturally!
While it's probably obvious, I'll still clarify, Shadow Elementals do NOT cost mana when they're summoned automatically. They just show up on the board like Nerubians, then deal their damage.
Abbess of Flames is an experimental card - most Elemental-synergy cards focus around YOU playing the Elemental, not your opponent! I'm curious how this one would fly.
Purify? Meet Disco Inferno! Well....in Disco's defense, this card IS a very cheap card draw if your opponent has no minions.
Rogues get a brand new concept in the form of Poison cards. As you can see, they're a tiny bit different than Xaril's Toxins. Rather than simply "slightly better Spare Parts", Poisons are cheap low-tier Secrets with a steady supply. Being so low-cost and coming in decent quantities, they're perfect for Combos and continue the saboteur tradition.
Hall of Shadows is probably the first GENUINE Rogue healing card. They desperately needed it. Playing it automatically guarantees your Hero 20 Health restored along with a few Poisons.
Rogues are also getting a bit of a Mech makeover emphasis with the Annoy-o-Bot X3000 and Felshift, and cards that give out Spare Parts (the same from GvG however - no changes there!). While the X3000 is hardly the beefiest Taunt minion around, it IS the most annoying with the two Annoy-o-Trons it spawns. Silence required!
Poisons in general are better than Spare Parts....but IF you're in need for Spare Parts for whatever reason, like needing to quickly Freeze something scary to buy time or a quick Stealth, the Tone-deaf DJ will exchange your Poisons for Spare Parts.
Steal Intel permanently removes the card from your opponent's deck, kind of like the Gnomeferatu. Though in this case, it's a low-cost card that you get to keep.
Shammies also get back into the Spare Parts game a tiny bit, though not quite as far as Rogues. Primarily, Spare Parts return as just another reward for Totem synergy.
For the most part though, it's the same Elemental game for them. Just giving them more tools to play with. Though with cards like Elemental Control and Coming of the Elements, I tried to give them some cross-synergy between Totems and Elementals.
Gurok was actually originally supposed to be Smolderon, but the lack of any kind of resembling artwork prevented that. I might post the rejected card idea a bit later! Though in terms of visuals, even though his effect is a near-dupe of Ragnaros the effect dumps rocks on enemies!
Amalgamation combines EVERYTHING. Obviously, this is damn-near OTK if you're combining Deathrattle minions, as not only will it activate them, but their Deathrattles then get moved to the Hideous Mutant. The only drawback is that it's random, so you'll need some tiny board control to get what you want.
The Formless is one of my faves from this set....if I do say so myself. It has crap stats, but its "Everything!" minion type means it has synergy with ANYTHING. Murlocs, Mechs, Elementals, everything. Multiple times over if board conditions allow it.
Warlocks unfortunately get arguably the weakest Legendary minion in the set, but that's only because with so many Neutral demons in it they already are getting a bigger boon than the other classes. That said, with quite a few low-mana high-health cost cards around, a good Warlock player can still get a good bit of mileage out of Fleshbane.
Demonic Influence only works on cards that HAVE a Health cost - it's not gonna swap all of them and suddenly a 5-cost card costs 0 mana but 5 Health.
Kill Jaeden is one of those "highly technical" cards I alluded to. Very difficult to use, but a skilled player and solid strategy can make a goldmine out of it.
No Murlocs for Locks this time, but they do get a Murloc costume! In a way, that's probably infinitely better since ANY minion can become a Murloc!
If anyone's curious, the Smashlock is drinking Caraway Burnwine.
Genn Greyman is incredibly powerful, but also likely the most difficult Legendary to use right in the entire set. On the flip side....he can Transform back and forth! Transformation is a full on resurgence, hence he loses any damage and de/buffs (except of course Silence). Hence with just two mana per turn, he can fully restore himself. BUT to use his real power, Curse of the Moon, requires greasing and maneuvering. Even after transformation, he can only attack once per turn (unless you can tweak that). And of course in Worgen Form, he's more vulnerable. Still, I made him because I saw some amazing control combos in skilled Warrior players!
Slaughter kills all enemies that weren't played from a hand DIRECTLY, so that includes things like transformations (like poor Worgen Genn above) and mostly token minions. Especially powerful against Shamans and Paladins!
Two-Hand Specialization + Shalug'doom = insanely OP? Possibly! Though it's not like there's lack of reliable weapon removals out there. And it's a slow combo at that unless you can decrease the cost of one of them.
The Fast and Furious is amazing if you can somehow buff his Health without playing cards to buff his health (like from a Stormwind Champion).
I took a few liberties with class alignments, wanting to pair them from a Hearthstone practical standpoint rather than a WoW lore specific one.
Each Faction is species-specific: Aldor are Draenei, Scryers are Blood Elves, and Burning Legion are Satyrs.
If you're playing a Scyrers deck....it might be good to keep a Legion Hexmage around! Those Worthless Junks might have found their worth.
For Orelis to get his extra buff, he needs the FULL package - not just Attack or Health, and it has to be +1/+1 SPECIFICALLY - not +2/+2 or +5/+5. It might seem constrained, but there's a lot of cards that can already give him the required buff.
There's a fourth Faction, the Illidari, but there's a trick to playing them. They'll be shown off in the Neutral Legendaries section.
And they always come back. The Horde and Alliance can count on that.
Also slight mistake on my part, Xavius is supposed to be a Demon type. It's been fixed!
Legendaries are coming up.....and it's gonna be a ALOT. There's technically only 5 Legendary neutrals, but the sheer number of tokens involved is gonna put a drain on really old PCs and browsers lol. I apologize.