Turns out I forgot to reveal a neutral legendary in my post earlier.
Removal and value at the same time, Kilrogg Deadeye is a very good card for all kinds of control decks. Every once in a while he can discover himself for the ultimate value!
Probably OP. 4/7 is a body for a strong five cost minion, this means that the battlecry effect costs 2, better than an Execute. Not on kilrogg also allows you to discover a card that can break the game.
Turns out I forgot to reveal a neutral legendary in my post earlier.
Removal and value at the same time, Kilrogg Deadeye is a very good card for all kinds of control decks. Every once in a while he can discover himself for the ultimate value!
Probably OP. 4/7 is a body for a strong five cost minion, this means that the battlecry effect costs 2, better than an Execute. Not on kilrogg also allows you to discover a card that can break the game.
I think it's not overpowered. Let's take The Lich King as a comparison. 8/8 Taunt for 8 are premium stats already. If you were to design a spell that gave you one of his random cards it would be worth at least 4 mana (look at arfus). This way you could think the lich king is broken because the card has a combined value of 12 mana and only costs 8. However, what we're not counting here is that expensive cards need more relative power than low cost ones because they limit you more in regards to what else you can play that turn. You can play 10 1 cost cards in a turn but you can only play one expensive card a turn so they need to be more impactful to be playable.
THE BEST CARD IN THE SET BY FAR (FOR REAL THIS TIME)
Here it is, the moment you've all been waiting for. The reveal of warlock's legendary card: Zaruk the Helldealer.
And what is 'The Devil's Pact', you may ask? Well, I wouldn't advise you to make a pact with the Devil but here it is.
And the Clauses, what are they? Fine fine, don't tell me I didn't try to warn you. There is no way for you to return now, see you in hell.
If you manage to cast The Devil's Pact you will have to choose from one of these spells to add to your hand. Notice how it says choose a NEW clause, that means you can't use the same one twice so each time less options will be available. Then you must play it before the end of your turn, what that means is that the end turn button will turn red and until you play the card you won't be able to end your turn. To make this always possible Clauses always cost 0, even if you try to increase their cost and if your time runs out they will be cast automatically and then your turn will end.
Once you play a Clause The Devil's Pact will be cast again at the start of your next turn allowing you to choose a Clause you have never used before. This means that eventually you'll have to choose the Shadow Clause, which will destroy both heroes and end the game in a tie. The other Clauses have very powerful effects that affect both players in the same way and the only difference is that you choose when to play them and in what order. You see, you're not the only one making a pact with the devil, your opponent has helped you do it as well by allowing Zaruk to live for a turn.
You might think that once the Pact is played there's no going back but there is a way to cheat the Devil. If you manage to discard your Clause you can't play it and the Pact won't be cast again at the start of your next turn. It surely is a risky strategy but it can allow you to gain some of the benefits of the Clauses while not being forced to end the game in 4 turns.
Sorry for the delay but I've been very busy with exams and whatnot. Here's the last card of the set.
It looks very similar to Kobold Monk and it was designed mere hours before it was revealed. Since I also made the card a bit worse (I overvalued the effect) and Kobold Monk isn't even played at all I decided to start a card design competition in which you design a card to replace it. Here are the rules:
Your card must be a neutral epic minion.
Your card must not use any mechanics from sets older than Knights of the Frozen Throne (no Kobolds or Witchwood).
Your card must use the hourglass logo as its expansion symbol (look under custom in hearthcards set logos).
That's pretty much it. You are not forced to use Resonance or any of the other mechanics implemented in the set but you are allowed to do it if you want. If you're finding it hard to come up with ideas try looking at other cards in the set and create a card that synergizes well with some of them.
The way I thought I'd organize this is the following. This thread will serve as a discussion thread where you can post your potential submissions and give feedback to others. I'll also make a separate thread for submissions (here) that will work in a similar way to WCDCs. For the finals it depends. If there aren't that many submissions I'll just put everyone there in order by most votes earned in the submission thread. If somehow there's a big enough number of submissions I'll select some for the finals using an algorithm similar to the one used in WCDCs but I don't think it'll be necessary.
The winner card will replace Proto-Drake but other than that I can't offer any kind of reward. The other finalists will also be mentioned in the original post and their cards will appear in a separate section.
Alright then, I'm really looking forward to what cards you come up with so good luck and may the best win.
This is a card I made ages ago, so I updated it with the expansion symbol and Elemental tribe. The italicized text is really unnecessary, but it makes the effect more "punchy" when you read it. It's the difference between "This is every type of minion. Cool" and "THIS MINION IS A MURLOC-DEMON-DRAGON-BEAST-PIRATE-MECH-ELEMENTAL-TOTEM! THAT IS AWESOME!" while still keeping the actual ability concise.
This is a card I made ages ago, so I updated it with the expansion symbol and Elemental tribe. The italicized text is really unnecessary, but it makes the effect more "punchy" when you read it. It's the difference between "This is every type of minion. Cool" and "THIS MINION IS A MURLOC-DEMON-DRAGON-BEAST-PIRATE-MECH-ELEMENTAL-TOTEM! THAT IS AWESOME!" while still keeping the actual ability concise.
Cool card, I really like it. By the way, the submission topic is up.
Alright, so I made this card recently, not sure if too powerfull, but actually handable. You can swarm the board and then if everything survives, the Death Affiliated gets bigger.
Kinda wrote "the" Death Affiliated because it will only give the one that gave the effect, so if you summon another one, it won't buff both of them, unless you played a minion after.
Alright, so I made this card recently, not sure if too powerfull, but actually handable. You can swarm the board and then if everything survives, the Death Affiliated gets bigger.
Kinda wrote "the" Death Affiliated because it will only give the one that gave the effect, so if you summon another one, it won't buff both of them, unless you played a minion after.
It's cool but I think the effect won't pay off most of the time. This is because if your opponent destroys the Death Affiliated or the minions you summoned later the Resonance won't do anything. Maybe the Resonance those minions get should do something more powerful or something that doesn't require the Death Affiliated to be alive. The idea of a minion that gives Resonances to other minions is neat and something I hadn't even thought of until now so yeah, I see potential.
Alright, so I made this card recently, not sure if too powerfull, but actually handable. You can swarm the board and then if everything survives, the Death Affiliated gets bigger.
Kinda wrote "the" Death Affiliated because it will only give the one that gave the effect, so if you summon another one, it won't buff both of them, unless you played a minion after.
It's cool but I think the effect won't pay off most of the time. This is because if your opponent destroys the Death Affiliated or the minions you summoned later the Resonance won't do anything. Maybe the Resonance those minions get should do something more powerful or something that doesn't require the Death Affiliated to be alive. The idea of a minion that gives Resonances to other minions is neat and something I hadn't even thought of until now so yeah, I see potential.
I actually thought before of making them gain +1/+1 only, like an Addled Grizzly but slower, then I realized, why don't make this minion grow up? And then I made this version. Probably making it gain like a buff would be fine, heck, maybe even a bigger version of it. Actually, why I am even talking about this, I have them right here XD
Made a bigger Sporebat, not sure if original, but fits somewhat well into the expansion.
Alright, so I made this card recently, not sure if too powerfull, but actually handable. You can swarm the board and then if everything survives, the Death Affiliated gets bigger.
Kinda wrote "the" Death Affiliated because it will only give the one that gave the effect, so if you summon another one, it won't buff both of them, unless you played a minion after.
It's cool but I think the effect won't pay off most of the time. This is because if your opponent destroys the Death Affiliated or the minions you summoned later the Resonance won't do anything. Maybe the Resonance those minions get should do something more powerful or something that doesn't require the Death Affiliated to be alive. The idea of a minion that gives Resonances to other minions is neat and something I hadn't even thought of until now so yeah, I see potential.
I actually thought before of making them gain +1/+1 only, like an Addled Grizzly but slower, then I realized, why don't make this minion grow up? And then I made this version. Probably making it gain like a buff would be fine, heck, maybe even a bigger version of it. Actually, why I am even talking about this, I have them right here XD
Made a bigger Sporebat, not sure if original, but fits somewhat well into the expansion.
The new Death Affiliated is certainly more powerful but to me it seems too wordy and complex. I really like Sporebat Matriarch's simpler version of the effect with more of an impact (+2/+2 instead of +1/+1) but maybe it costs too much for an effect that benefits from playing cards after this one. I'd probably drop the resonance effect on itself and make it cheaper so that you can really pose multiple threats that your opponent has to destroy if they want to stop you from getting those buffs. If you made it expensive because you don't want any crazy combos I wouldn't worry about it too much since your opponent always has a turn to react, that's the thing with Resonance.
The moment has finally come. You've had some great suggestions for many cards and here are the first round of changes inspired by them:
Resonant Axe was way too powerful with Upgrade and could be a broken tool for pirate warrior. Now the card is more control focused allowing you to kill up to 4 Health minions on turn 2 if you play it on turn one and follow it with Slam.
Frost Crystal Storm could allow you to Freeze your opponent's minions for 3 consecutive turns when used with Frost Nova. This nerf to its cost means that's no longer doable unless you reduce the cost of cards in your hand, meaning that it takes more commitment to play it.
Wormhole was terribly overprized so its cost has been reduced to 4 to make it more viable. The text has also been updated to clarify that it's the owner of the minion that gets the copy.
Mana-Powered Hound had very good stats that could make it broken if it wasn't answered immediately, especially in arena. Bringing its Health down means it's easier to deal with it overall and it can't get that many trades if it survives.
There are 3 more cards that have been changed but only to correct mistakes or to improve the wording. Here are the updated versions.
That's all for now. If you have more feedback about cards you think should be changed now is the time to tell me.
The moment has finally come. You've had some great suggestions for many cards and here are the first round of changes inspired by them:
Resonant Axe was way too powerful with Upgrade and could be a broken tool for pirate warrior. Now the card is more control focused allowing you to kill up to 4 Health minions on turn 2 if you play it on turn one and follow it with Slam.
Frost Crystal Storm could allow you to Freeze your opponent's minions for 3 consecutive turns when used with Frost Nova. This nerf to its cost means that's no longer doable unless you reduce the cost of cards in your hand, meaning that it takes more commitment to play it.
Wormhole was terribly overprized so its cost has been reduced to 4 to make it more viable. The text has also been updated to clarify that it's the owner of the minion that gets the copy.
Mana-Powered Hound had very good stats that could make it broken if it wasn't answered immediately, especially in arena. Bringing its Health down means it's easier to deal with it overall and it can't get that many trades if it survives.
There are 3 more cards that have been changed but only to correct mistakes or to improve the wording. Here are the updated versions.
That's all for now. If you have more feedback about cards you think should be changed now is the time to tell me.
Sorry again, but mana powered hound is less broken than before but it's too strong. +2 tempo on turn 4 could be a problem. in facts, this card is a 3 6/6 on turn 4, if you don't contest him before. but it's difficult for many classes. what do you think about?
It's not a 6/6, it's a 4/6 that then loses attack based on how many mana crystals you spend. Even then it likely wouldn't have that much health since your opponent can trade into it for free if you play it on turn 3. This means that on the best case scenario it's a 4/6 if your opponent doesn't attack it and then you don't play anything on turn 4. Given that Tar Creeper is a 3/5 with Taunt during your opponent's turn regardless of the mana you spend later I don't think the card is overpowered now.
It's not a 6/6, it's a 4/6 that then loses attack based on how many mana crystals you spend. Even then it likely wouldn't have that much health since your opponent can trade into it for free if you play it on turn 3. This means that on the best case scenario it's a 4/6 if your opponent doesn't attack it and then you don't play anything on turn 4. Given that Tar Creeper is a 3/5 with Taunt during your opponent's turn regardless of the mana you spend later I don't think the card is overpowered now.
I don't know how but I totally forgot about the card design competition. It's not a big deal though and since only 3 people participated I'll be adding all of them to the original post under a special section as well as reviewing them briefly here.
SHAPELESS ONE BY MUROCAGGROB
Well, well, what do we have here? Isn't that Nightmare Amalgam in the flesh? It's kind of funny that a custom card that wanted to replace a custom card that was made by blizzard gets made by blizzard as well. I think this shows that this card is a great design and that you're in line with what the official designers are thinking.
SPOREBAT MATRIARCH BY LARRYMOMENTS
This card hits the line in many ways. Design wise the idea of making a card that gives other cards a Resonance when you summon them is great and I don't know how I didn't think about it before. Flavor wise it makes a lot of sense related to Sporebat since it essentialy makes any minion you summon have the Sporebat effect. From a gameplay perspective it offers interesting scenarios where you might have to choose if you want to kill the Matriarch and let the buffs trigger or if you want to kill the other minions but leave the Matriarch to buff more stuff in the future. Overall just a great card.
INFINITE INVADER BY ZANYWOOP
I find this card very interesting. I've always liked "overpowered" cards with negative effects (I mean overpowered in the sense that without the negative effect this card would be too powerful). Because it's a Dragon it's not so bad that you're holding it in your hand from early on and it has a decent body. The Hero Power change is very interesting because it acts as a way to stop you from using it temporarily. There's a lot of skill involved in when to sacrifice a minion and return to your original Hero Power. You could also even put this in a deck that synergizes with destroying friendly minions, maybe with eggs or you could run potion of madness to destroy an enemy minion again. A very well designed card.
Finally I wanted to congratulate all 3 participants. Although you weren't many I can certainly say that all of the cards you submitted were excelent designs and of a very high quality overall.
Check out my Hearthstone expansion: The Shifting Sands
THE BEST CARD IN THE SET BY FAR (FOR REAL THIS TIME)
Here it is, the moment you've all been waiting for. The reveal of warlock's legendary card: Zaruk the Helldealer.
And what is 'The Devil's Pact', you may ask? Well, I wouldn't advise you to make a pact with the Devil but here it is.
And the Clauses, what are they? Fine fine, don't tell me I didn't try to warn you. There is no way for you to return now, see you in hell.
If you manage to cast The Devil's Pact you will have to choose from one of these spells to add to your hand. Notice how it says choose a NEW clause, that means you can't use the same one twice so each time less options will be available. Then you must play it before the end of your turn, what that means is that the end turn button will turn red and until you play the card you won't be able to end your turn. To make this always possible Clauses always cost 0, even if you try to increase their cost and if your time runs out they will be cast automatically and then your turn will end.
Once you play a Clause The Devil's Pact will be cast again at the start of your next turn allowing you to choose a Clause you have never used before. This means that eventually you'll have to choose the Shadow Clause, which will destroy both heroes and end the game in a tie. The other Clauses have very powerful effects that affect both players in the same way and the only difference is that you choose when to play them and in what order. You see, you're not the only one making a pact with the devil, your opponent has helped you do it as well by allowing Zaruk to live for a turn.
You might think that once the Pact is played there's no going back but there is a way to cheat the Devil. If you manage to discard your Clause you can't play it and the Pact won't be cast again at the start of your next turn. It surely is a risky strategy but it can allow you to gain some of the benefits of the Clauses while not being forced to end the game in 4 turns.
Check out my Hearthstone expansion: The Shifting Sands
Shadow..... And what if your hero is immune
New Meta: Zaruk The Helldealer+ violet illusionist
Check out my Hearthstone expansion: The Shifting Sands
LAST CARD REVEAL AND CARD DESIGN COMPETITION
Sorry for the delay but I've been very busy with exams and whatnot. Here's the last card of the set.
It looks very similar to Kobold Monk and it was designed mere hours before it was revealed. Since I also made the card a bit worse (I overvalued the effect) and Kobold Monk isn't even played at all I decided to start a card design competition in which you design a card to replace it. Here are the rules:
That's pretty much it. You are not forced to use Resonance or any of the other mechanics implemented in the set but you are allowed to do it if you want. If you're finding it hard to come up with ideas try looking at other cards in the set and create a card that synergizes well with some of them.
The way I thought I'd organize this is the following. This thread will serve as a discussion thread where you can post your potential submissions and give feedback to others. I'll also make a separate thread for submissions (here) that will work in a similar way to WCDCs. For the finals it depends. If there aren't that many submissions I'll just put everyone there in order by most votes earned in the submission thread. If somehow there's a big enough number of submissions I'll select some for the finals using an algorithm similar to the one used in WCDCs but I don't think it'll be necessary.
The winner card will replace Proto-Drake but other than that I can't offer any kind of reward. The other finalists will also be mentioned in the original post and their cards will appear in a separate section.
Alright then, I'm really looking forward to what cards you come up with so good luck and may the best win.
Check out my Hearthstone expansion: The Shifting Sands
This is a card I made ages ago, so I updated it with the expansion symbol and Elemental tribe. The italicized text is really unnecessary, but it makes the effect more "punchy" when you read it. It's the difference between "This is every type of minion. Cool" and "THIS MINION IS A MURLOC-DEMON-DRAGON-BEAST-PIRATE-MECH-ELEMENTAL-TOTEM! THAT IS AWESOME!" while still keeping the actual ability concise.
Check out my Hearthstone expansion: The Shifting Sands
Alright, so I made this card recently, not sure if too powerfull, but actually handable. You can swarm the board and then if everything survives, the Death Affiliated gets bigger.
Kinda wrote "the" Death Affiliated because it will only give the one that gave the effect, so if you summon another one, it won't buff both of them, unless you played a minion after.
The joke is you.
Check out my Hearthstone expansion: The Shifting Sands
The joke is you.
Check out my Hearthstone expansion: The Shifting Sands
BALANCE CHANGES: ROUND 1
The moment has finally come. You've had some great suggestions for many cards and here are the first round of changes inspired by them:
Resonant Axe was way too powerful with Upgrade and could be a broken tool for pirate warrior. Now the card is more control focused allowing you to kill up to 4 Health minions on turn 2 if you play it on turn one and follow it with Slam.
Frost Crystal Storm could allow you to Freeze your opponent's minions for 3 consecutive turns when used with Frost Nova. This nerf to its cost means that's no longer doable unless you reduce the cost of cards in your hand, meaning that it takes more commitment to play it.
Wormhole was terribly overprized so its cost has been reduced to 4 to make it more viable. The text has also been updated to clarify that it's the owner of the minion that gets the copy.
Mana-Powered Hound had very good stats that could make it broken if it wasn't answered immediately, especially in arena. Bringing its Health down means it's easier to deal with it overall and it can't get that many trades if it survives.
There are 3 more cards that have been changed but only to correct mistakes or to improve the wording. Here are the updated versions.
That's all for now. If you have more feedback about cards you think should be changed now is the time to tell me.
Check out my Hearthstone expansion: The Shifting Sands
It's not a 6/6, it's a 4/6 that then loses attack based on how many mana crystals you spend. Even then it likely wouldn't have that much health since your opponent can trade into it for free if you play it on turn 3. This means that on the best case scenario it's a 4/6 if your opponent doesn't attack it and then you don't play anything on turn 4. Given that Tar Creeper is a 3/5 with Taunt during your opponent's turn regardless of the mana you spend later I don't think the card is overpowered now.
Check out my Hearthstone expansion: The Shifting Sands
REMEMBER THAT COMPETITION?
I don't know how but I totally forgot about the card design competition. It's not a big deal though and since only 3 people participated I'll be adding all of them to the original post under a special section as well as reviewing them briefly here.
SHAPELESS ONE BY MUROCAGGROB
Well, well, what do we have here? Isn't that Nightmare Amalgam in the flesh? It's kind of funny that a custom card that wanted to replace a custom card that was made by blizzard gets made by blizzard as well. I think this shows that this card is a great design and that you're in line with what the official designers are thinking.
SPOREBAT MATRIARCH BY LARRYMOMENTS
This card hits the line in many ways. Design wise the idea of making a card that gives other cards a Resonance when you summon them is great and I don't know how I didn't think about it before. Flavor wise it makes a lot of sense related to Sporebat since it essentialy makes any minion you summon have the Sporebat effect. From a gameplay perspective it offers interesting scenarios where you might have to choose if you want to kill the Matriarch and let the buffs trigger or if you want to kill the other minions but leave the Matriarch to buff more stuff in the future. Overall just a great card.
INFINITE INVADER BY ZANYWOOP
I find this card very interesting. I've always liked "overpowered" cards with negative effects (I mean overpowered in the sense that without the negative effect this card would be too powerful). Because it's a Dragon it's not so bad that you're holding it in your hand from early on and it has a decent body. The Hero Power change is very interesting because it acts as a way to stop you from using it temporarily. There's a lot of skill involved in when to sacrifice a minion and return to your original Hero Power. You could also even put this in a deck that synergizes with destroying friendly minions, maybe with eggs or you could run potion of madness to destroy an enemy minion again. A very well designed card.
Finally I wanted to congratulate all 3 participants. Although you weren't many I can certainly say that all of the cards you submitted were excelent designs and of a very high quality overall.
Check out my Hearthstone expansion: The Shifting Sands
JUST A QUICK ANNOUNCEMENT
Hey guys, I've recently began work on my second expansion, Dreams of Steel.
It uses Resonance and it's a direct follow-up to The Shifting Sands so I really recommend you check it out.
Check out my Hearthstone expansion: The Shifting Sands
Zyurg... Can't wait for 100 card hands
Wished to be pink.
Then did.
Then fired myself.
Then did again.