First off.....I was too lazy to come up with a logo unlike with my other sets, but I might update this later to include it!
Now onto the main thing: An expansion that focuses on Night Elves, Blood Elves, the Nightborne, and all other things that hide in the closet! While there isn't an overall story/motif to it unlike the others, the general gist is that SOMETHING EVIL!!! (when isn't it?) stirs and only the protectors of the night can...well, protect!
First off, new keywords:
Forgetful and Elusive aren't actually anything new - they're both present in many cards, but have been given the Keyword treatment to prevent text box clutter. In point of fact, Elusive and Forgetful were both used by many other custom sets on here, but I still wanted to specify it.
Roll, on the other hand is definitely new! Just how it says, when you play a card with "Roll" on it, it rolls a dice! Something obviously happens depending on the number rolled and the respective card. Most Rolls on minions act like Battlecries - they trigger immediately after being played, but don't ACTUALLY count as Battlecries. That said, there are variations.
A recent tradition in Hearthstone has been giving players neat little Freebies upon the release of a new set, usually in the form of a Legendary. We of course had C'thun, the Death Knights, and most recently Marin and the Legendary Weapons. In this set....YOU GET FOUR LEGENDARY MINIONS! ....Granted, you need all four in a deck for them to actually do anything, but here they are!
The Illidari Council is like a significantly improved Feugen and Stalagg, as in they can't be Silenced since the effect is a Battlecry. Still though, needing all four rather mediocre minions in there is a necessity to get the boon, which of course...
Is an Illidan Hero Card! "Powerful" doesn't really do it justice, huh? Granted, he's extremely costly and instead of giving 5 Armor he TAKES 5 Health....but a weapon that gives you Immune AND Lifesteal? Instantly re-summoning the entire Council, even if there's already one or more on the field? That godamn Hero Power of his? Pretty much. But again, getting him out is an investment that takes time and effort. Would you go for it?
THE OLD GODS HAVE RETURNED! That's what's been bumping around in your closet. However, unlike the last time, you can't just outright play them - nope, this time you have to meet their conditions. You must be worthy! And if you are, you'll find them to be significantly more powerful this time around.
To play N'zoth, you have to pretty much be at death's door. Hence he works best with classes that have excellent Health control, like Mages, Priests and Warlocks. But once he's out, he can pretty much steal damn near everything your opponent has. It would be a pretty cool, and ironic inside joke if your opponent has a Deathwing when you play him.
Y'shaarj on the other hand simply takes time to get out - there's no real way to speed it up unless your opponent has some way of reducing the Heart's durability. Since he's the most "certain" to come out, he has the safest effect.
C'thun is pretty much the ultimate card to have in a Kabal-type deck, but ONLY if you've exhausted all the other cards that have the same requirement. Once he's played, he gives you a pretty ridiculous deck advantage.
When you summon Sara, your opponent immediately gains control of her. At that point, you simply have to kill her to automatically have Yogg-Saron summoned on your side. There's....a lot of ways to do that, some insanely cheap. As a result, Yogg is probably the most consistent of them all, but his effect also has a bit of reliance on the opponent: He copies THEIR spells as well, but all they have to do is not play any to reduce his effect by half.
Hogger is back! Better than ever? You be the judge.
Jandice Barov is likely the most useful card in this set, for obvious reasons. She can be like a second Hogger the Horrible! Suddenly, all your dreams came true.
Hakkar has a sort of "inverted Recruit" effect, wherein he actually permanently steals your opponent's minion. He's also rather squishy for his cost, so you'll need to build up the sort of board that ensures he can stick around for a while.
Nightborne Pyreshaper is likely the most powerful Spell Damage minion so far. Unfortunately, her Roll will only bear fruit half the time, meaning her mediocre stats you'll have to contend with unless you have another shot next turn.
The Emcee is the card I mentioned before - anytime there is a Roll effect in a card, he makes the die roll twice, activating twice for most. Mind you, he doesn't repeat the effect, merely rolls twice.
Fel Slayer might be hard to stomach at first - a 9 cost 1/1 that doesn't gain any boosts from effects. But if you're running a Demon-intensive decks, Battlecries can pile up for her one after another. Keep in mind that it's random, and not all Battlecries are user-friendly.
Because Roll is such an....well, RNG mechanic, we had to have cards like the two Spiritualists in there to balance it out. But other than that, nothing stands out here all that much.
Fall of Azshara is like an "invisible Quest." Once it's played, the effect remains. Regardless of the circumstance, when your hero is down to 10 Health or below, the destroyed minion is automatically re-summoned to where it originally was - destroy an enemy minion, it's summoned on your opponent's side; friendly minion, on yours.
Eyes that Pierce allows you see your opponent's Secrets by merely mousing over them, just like your. But only their current ones - any they play AFTER you played the card are, well, secret.
Silvermoon Beach Bunny discovers an Expansion pack! Now, expansion ONLY - NOT Adventures! Click on a pack, and you get a random card from that set. (From ANY class)
So Mordecai is an absurd one! On one hand, for 7 mana, you get a 6/8 AND an 8/8 Demon....which you have damn near no chance of actually reliably controlling. That said, with that 7 mana cost, you most definitely can Silence Snuggles and get some major value out of Mordecai.
Felstorm will also hit friendly minions, so....obviously it works best when you have none!
Touch The Light obviously doesn't just create Build-A-Beast! I merely didn't want to create 30 Hero Power spells lol. I figured just a single example should do it.
Moonwarden adds spells from any class.
Behold Blue Moon Priestess - a value minion if there ever was such a thing.
If you have no minions necessary to play Nightwarder, you simply won't be able to. It's no different than if you had no mana.
The Traditional Spy uses her feminine wiles to accomplish her evil ends! Resist!
Brew a Better Poison works a lot like Kazakus, but you only get to Discover two three-card sets instead of three. Once your poison has been brewed up, it's automatically cast.
Lady of Bones can get the Deathrattle of ANY collectible minion.
Lots of Immunity with this set! I'm trying to emphasize Hunter archery with this set, and by nature Archery is a long-rate combat form that theoretically deals no damage to you.
Kinship COULD possibly be incredibly OP if the conditions are created for it. But then again, it IS just Durability, not Attack. If it was Attack, that'd be a whole other story.
Slight mistake on Bow of Sylvanas. It was one of the first cards I made for this set and it's supposed to say "Your hero is Immune and Forgetful when attacking." It will be fixed before the rest of the set is up.
I like the concept of the expansion and most parts of it but the same goes the other way around at times. The Roll mechanic in general i feel is to dependant on RNG, although you have these 2 cards that give you even/odd roles it doesn't really matter since with nearly all roll cards it depends if you through a high number, so while you might get an odd number it's still a 1 which barely does anything then. You should try to have more of these cards like a Legendary that allows you to chose what you want to roll or something cause atm it's more like Joust but you have even less control over it. It's litteraly a dice roll. Other than that the cards and flavour are mostly great, though i don't understand where you're trying to go with Druid and Hunter. At Hunter you first have some Beast synergie cards but then Secret Synergie and then cards that work with Weapons, always try to decide what you want to do with the class before you start making cards. Although it was clear to me you tried to go with a Weapon Rogue and i think something like a spell/steal Priest. Those are the only things i have against it, the other stuff is really good though. Try to keep up the good stuff! :P
I like the concept of the expansion and most parts of it but the same goes the other way around at times. The Roll mechanic in general i feel is to dependant on RNG, although you have these 2 cards that give you even/odd roles it doesn't really matter since with nearly all roll cards it depends if you through a high number, so while you might get an odd number it's still a 1 which barely does anything then. You should try to have more of these cards like a Legendary that allows you to chose what you want to roll or something cause atm it's more like Joust but you have even less control over it. It's litteraly a dice roll. Other than that the cards and flavour are mostly great, though i don't understand where you're trying to go with Druid and Hunter. At Hunter you first have some Beast synergie cards but then Secret Synergie and then cards that work with Weapons, always try to decide what you want to do with the class before you start making cards. Although it was clear to me you tried to go with a Weapon Rogue and i think something like a spell/steal Priest. Those are the only things i have against it, the other stuff is really good though. Try to keep up the good stuff! :P
This set is very RNG heavy. For example, compare with this one - which has quite little of it. That's sort of one of those themes/playstyles I decide on before I make it. Return of the Legion had a lot of very straightforward cards. This one is all about randomness. Next one will be all about choice, from Discover to cards that have their effects scale based on how much mana you put into them and so forth.
Shana is the result of failure on poor lil Arfus's part. A more reliable way to get a single Death Knight card and with slightly better stats to boot. All in all, quite fit for a Legendary!
Originally, The Dynamic Duo's effect was interchangeable. Unfortunately there was no real way to write that effect down without cluttering up the text box, hence the Inspire became a permanent one-time deal and the minion was downgraded to a Common. Still, worked well enough to make the cut!
At first I wasn't sure to include Adam Eternum as he's a wee bit on the OP side as a 6/6 for 3. But ultimately, I think his effect balances it out just enough.
Same with Despair. It's an immensely powerful weapon, but it's a mold of two types of Warrior styles - control which favors Armor, and pirate which favors weapons. That I think is balance enough.
Water Dancer makes every elemental conditional card trigger as if you played at least one elemental each turn.
In the case of something like Amalgamated Elemancy, Water Dancer will trigger as only ONE Elemental. To get further boosts, you actually needed to have played more yourself.
Sensory Magic is the first (and so far only) Secret for Shamans. BUT....it's a tricky one. As it's the only Shammy secret, opponents know exactly what it is. As a result, they'll specifically play less important Secrets just to get rid of it, or perhaps not play any at all. To that effect, it MIGHT work as a deterrent. I personally think it makes for a useful control/psychological tool.
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First off.....I was too lazy to come up with a logo unlike with my other sets, but I might update this later to include it!
Now onto the main thing: An expansion that focuses on Night Elves, Blood Elves, the Nightborne, and all other things that hide in the closet! While there isn't an overall story/motif to it unlike the others, the general gist is that SOMETHING EVIL!!! (when isn't it?) stirs and only the protectors of the night can...well, protect!
First off, new keywords:
So with that, the card index! Will be updated as they're added:
FREEBIES
NEUTRAL
Legendary
Epic
Rare
Common
MAGE
WARLOCK
DRUID
PRIEST
ROGUE
HUNTER
PALADIN
WARRIOR
SHAMAN
Freebie Cards
Illidan Hero Card
Neutral Legendaries
Neutral Epics
Neutral Rares
Neutral Commons
MAGE
Legendary
Epic
Rare
Common
WARLOCK
Legendary
Epic
Rare
Common
DRUID
Legendary
Epic
Rare
Common
PRIEST
Legendary
Epic
Rare
Common
ROGUE
Legendary
Epic
Rare
Common
HUNTER
Legendary
Epic
Rare
Common
I like the concept of the expansion and most parts of it but the same goes the other way around at times. The Roll mechanic in general i feel is to dependant on RNG, although you have these 2 cards that give you even/odd roles it doesn't really matter since with nearly all roll cards it depends if you through a high number, so while you might get an odd number it's still a 1 which barely does anything then. You should try to have more of these cards like a Legendary that allows you to chose what you want to roll or something cause atm it's more like Joust but you have even less control over it. It's litteraly a dice roll. Other than that the cards and flavour are mostly great, though i don't understand where you're trying to go with Druid and Hunter. At Hunter you first have some Beast synergie cards but then Secret Synergie and then cards that work with Weapons, always try to decide what you want to do with the class before you start making cards. Although it was clear to me you tried to go with a Weapon Rogue and i think something like a spell/steal Priest. Those are the only things i have against it, the other stuff is really good though. Try to keep up the good stuff! :P
PALADIN
Legendary
Epic
Rare
Common
WARRIOR
Legendary
Epic
Rare
Common
SHAMAN
Legendary
Epic
Rare
Common