Hello Hearthpwn peoples! I'm working on the expansion but right now I have deleted 15 cards to make more space for more available cards to other archetypes than just aggro. control decks, but for some fun ideas and deck synergies. Check out my card creations! (15%) Once I complete them, I'll organize them all into one box.
This was intentional because some card arts are really nice (and I'm lazy to find new one), and I'm currently using power creep meta nowadays. Just point out some of the problems and I can fix my cards up (and yes, a mistake needs to be removed immediately from my creations, thanks alot).
If you're not pointing out which cards are problematic, then I won't able to improve my next cards. Once again, thanks for checking out my problems!
There are a few grammatical errors, but i think the more important thing is fitting the card effects to how card texts in hearthstone are written for consistency.
I'd write them this way instead:
Fire Plume Prince: Very large text and slightly confusing, do you have them in your hand or on the field? in the case of hand I'd write something like this:
If you have 4 cards with "Flame", "Fire" or "Pyro" in their name in your hand, destroy all enemy minions.
Grave Behemoth: nothing mayor here, just remember that keywords (Battlecry, Taunt, Divine Shield, Deathrattle) should start with a captial letter. So in this case the word "deathrattle" in the card's effect should be "Deathrattle"
Snipe: silence and destroying at the same time would be considered wrong. Make it like Earth Shock so it first silences then destroys. it's nothing mayor but clarity is important for these types of cards. I actually like this card a lot.
Crystaline Seer: should be something like:
At the end of your turn, summon a 3/2 copy of a random Deathrattle minion that died this game.
Hellfire Ruler: this one is too hard to narrow down. the text is too large for what a hearthstone card is supposed to have. I think you should reconsider the length of the effect.
Divine Bond: Should be:
Give a friendly minion and a random friendly minion +3/+3 until one of them dies.
Granite Golem: Can be shortened easily like this:
Both players draw 2 cards instead of 1 at the start of their turn.
Balance/Fix changes: Buff:Darkwater's Skeleton stat change from 1/1 to 1/3, Nerf:Hellfire Ruler stat change from 5/9 to 5/7, text added: Except Charge. Buff:Cavern Leviathan stat change from 3/7 to 3/8. Buff/fix:The Wind Deity now grants minion from windfury 2+/2+, stat change from 2/6 to 3/6. Buf/Nerf: Southsea Quatermaster now limits weapon range to Shaman, Paladin, and Warrior non-legendary weapon (It was from any class including legendary). Buff/Nerf: Hunter's Bow now only silence enemy minion. Nerf: Dread Watcher stat change from 6/4 to 4/5. Nerf: Granite Golem stat change from 5/6 to 5/5. Nerf: Bone text change: from "2 health, draw a card" to "2 health"
Balance/Fix Changes: Rework: Now Giant Slime can take damage to summon Slimes. Fix: Bounty Hunter's text Fix: I entirely organized the thread!
New Cards Now that I've reached 25% of my expansion (40+ cards out of 140) Let me introduce you to first class being completed in this expansion with a new archetype to Shaman, The "Seven" Shaman.
The goal is to get a good hand and use minion or spell to reduce mana of 7-Cost minions, while there are some good supporters to aid this heavy-cost deck. You will be able to summon 7-Cost minions on turn 4 or 6 earlier on and keep pressuring them even in late game, one of weakness of this deck is it lacks of tempo as shaman only received minions and spells based on 7-Cost minions.
The new card (like Jaraxxus) is here! with a new keyword. Also don't forget to use my poll that can help me in the future!
It is 9 mana neutral card, so anyone can become The Mecha!
Three main things to know about this guy:
The Mecha can supports their desired minion with the Gadgets from his Hero Power.
The new hero is durable as he can attack enemies while being Immune.
The win condition is transform the Gadgets or keep up the pace with strong minions and your weapon (and probably rng on your side as your hand and deck will be replaced with a Mecha cards).
For usage of the Gadgets, here are the three examples: Give Infantry Robot a Windfury, to have his effect triggers twice. Give Auto Turret a Ward, so the opponent will force to use his hard removal. Give Guard Robot a Taunt, as the player can use Dog Robot for double taunt, much stronger than Sludge Belcher.
It all comes to your plan with the Gadgets.
The Mecha
Minions from Hero Power
Minions
Spells
Tokens
And that's it!
I made this up due to I have lost many great arts for my custom class, didn't want to start way all over again.
I just have one question, what is the point in reusing the art from official HS cards? It kinda lessens the end effect the cards have, since it feels very lazy.
Hello Hearthpwn peoples! I'm working on the expansion but right now I have deleted 15 cards to make more space for more available cards to other archetypes than just aggro. control decks, but for some fun ideas and deck synergies. Check out my card creations! (15%) Once I complete them, I'll organize them all into one box.
I like elementals and totems.
I like elementals and totems.
I like elementals and totems.
You are aware that most of these card arts are already used in game by other cards?
there's a lot of incorrect wording and most cards seem extremely OP
Why u hav to be mad? is only card gaem.
This was intentional because some card arts are really nice (and I'm lazy to find new one), and I'm currently using power creep meta nowadays. Just point out some of the problems and I can fix my cards up (and yes, a mistake needs to be removed immediately from my creations, thanks alot).
If you're not pointing out which cards are problematic, then I won't able to improve my next cards. Once again, thanks for checking out my problems!
I like elementals and totems.
There are a few grammatical errors, but i think the more important thing is fitting the card effects to how card texts in hearthstone are written for consistency.
I'd write them this way instead:
Fire Plume Prince: Very large text and slightly confusing, do you have them in your hand or on the field? in the case of hand I'd write something like this:
If you have 4 cards with "Flame", "Fire" or "Pyro" in their name in your hand, destroy all enemy minions.
Grave Behemoth:
nothing mayor here, just remember that keywords (Battlecry, Taunt, Divine Shield, Deathrattle) should start with a captial letter. So in this case the word "deathrattle" in the card's effect should be "Deathrattle"
Snipe: silence and destroying at the same time would be considered wrong. Make it like Earth Shock so it first silences then destroys. it's nothing mayor but clarity is important for these types of cards. I actually like this card a lot.
Crystaline Seer: should be something like:
At the end of your turn, summon a 3/2 copy of a random Deathrattle minion that died this game.
just needed to add "copy".
Chittering Tunneler: should be:
Discover a 7-Cost card from your deck, draw it.
For reference: Jeweled Scarab
Hellfire Ruler: this one is too hard to narrow down. the text is too large for what a hearthstone card is supposed to have. I think you should reconsider the length of the effect.
Divine Bond: Should be:
Give a friendly minion and a random friendly minion +3/+3 until one of them dies.
Granite Golem: Can be shortened easily like this:
Both players draw 2 cards instead of 1 at the start of their turn.
I hope this info helps :)
Why u hav to be mad? is only card gaem.
Your info does indeed helps me a lot, super thanks!
I'm working on it now!
I like elementals and totems.
Another day, Another card. But let me introduce the keyword first.
Example for Surge: Questing Adventurer
I like elementals and totems.
Sorry for the delay, but for the celebration of Happy New Year, I've made 3 Legendary minions.
Happy New Year!
I like elementals and totems.
Balance/Fix changes:
Buff:Darkwater's Skeleton stat change from 1/1 to 1/3,
Nerf:Hellfire Ruler stat change from 5/9 to 5/7, text added: Except Charge.
Buff:Cavern Leviathan stat change from 3/7 to 3/8.
Buff/fix:The Wind Deity now grants minion from windfury 2+/2+, stat change from 2/6 to 3/6.
Buf/Nerf: Southsea Quatermaster now limits weapon range to Shaman, Paladin, and Warrior non-legendary weapon (It was from any class including legendary).
Buff/Nerf: Hunter's Bow now only silence enemy minion.
Nerf: Dread Watcher stat change from 6/4 to 4/5.
Nerf: Granite Golem stat change from 5/6 to 5/5.
Nerf: Bone text change: from "2 health, draw a card" to "2 health"
New cards:
No legendary today.
I like elementals and totems.
New Keyword
Example: Knuckles
New cards
I like elementals and totems.
Balance/Fix Changes:
Rework: Now Giant Slime can take damage to summon Slimes.
Fix: Bounty Hunter's text
Fix: I entirely organized the thread!
New Cards
Now that I've reached 25% of my expansion (40+ cards out of 140) Let me introduce you to first class being completed in this expansion with a new archetype to Shaman, The "Seven" Shaman.
The goal is to get a good hand and use minion or spell to reduce mana of 7-Cost minions, while there are some good supporters to aid this heavy-cost deck. You will be able to summon 7-Cost minions on turn 4 or 6 earlier on and keep pressuring them even in late game, one of weakness of this deck is it lacks of tempo as shaman only received minions and spells based on 7-Cost minions.
I like elementals and totems.
The new card (like Jaraxxus) is here! with a new keyword. Also don't forget to use my poll that can help me in the future!
It is 9 mana neutral card, so anyone can become The Mecha!
Three main things to know about this guy:
For usage of the Gadgets, here are the three examples:
Give Infantry Robot a Windfury, to have his effect triggers twice.
Give Auto Turret a Ward, so the opponent will force to use his hard removal.
Give Guard Robot a Taunt, as the player can use Dog Robot for double taunt, much stronger than Sludge Belcher.
It all comes to your plan with the Gadgets.
The Mecha
Minions from Hero Power
Minions
Spells
Tokens
And that's it!
I made this up due to I have lost many great arts for my custom class, didn't want to start way all over again.
I like elementals and totems.
I just have one question, what is the point in reusing the art from official HS cards? It kinda lessens the end effect the cards have, since it feels very lazy.
- Click Here To Join Us On Discord! -
Alright, since this suggestion is keep coming to me, I'll change them.
Thanks for your feedback!
I like elementals and totems.
I was new to card creations, so I haven't aware of my mistakes. But right now, I'm pretty much happy with the feed backs I have.
And for some cards, I'll be taking another break for planning a good set for certain class. Probably a week or less.
I like elementals and totems.