Cost manipulation is another theme of this expansion. Don't worry, it's not done in a "cheat mana" kind of way. You'll see what I'm talking about when you see the cards.
Fel watcher can be helpful in many scenarios. For example if it costs 4 and you're up against a mill rogue you know he doesn't have Coldlight Oracle in his hand right now or If you're on turn 1 and it costs 3 you know you can safely coin out your 2-drop without it being removed.
Arcane Infuser could be a good addition to spell heavy decks in which you could try to setup your hand to maximize the mana reduction provided.
Here are some more resonance cards:
Both Phoenix and Phoenix Egg are collectable cards. This means you can put whatever you think synergizes more with your deck or both at the same time. Phoenix has elemental synergy while Phoenix Egg could be more useful for board flooding. Lifesayer is a redeemed doomsayer turned into conditional neutral healing.
And here are some cool neutrals I wanted to showcase as well:
This expansion has a lot more neutral legendaries than usual since every class only gets one legendary card. Here are the first three I'll be revealing:
Auto-cast has only been used in adventures so I'll explain it just in case some people don't know what it is. If a Hero power has Auto-cast it will always trigger at the start of the turn and spend the mana (if you have enough). This means that although your opponent has a cheaper Hero Power he has one less mana every turn. This could be extremely good against warlocks, making them burn cards and take 2 damage or with any class that has to target with their hero power since they don't get to choose the target. Just don't use it against hunter unless you really want them to have 1 less mana.
Sometimes it would really be game winning if your opponent had to hold on to a resonance for one more turn. Sometimes you need one more turn to set up your big resonance and increase it's effect. this card lets you do both at a very affordable mana cost.
I made this card based on the effect Illidan had before he was changed very early on in Hearthstone's history. He used to discard both hands and then had both players draw three cards. This version only shuffles the cards so you don't burn any win conditions but it can still be very powerful when used at the right time.
Ramping lets druid get ahead on the mana curve so it seems natural that they'd have some good big minions you want to play as early as possible. Huge taunts are good for stabilizing the board and there are plenty of them in the game already. That's why I designed this card using a different line of thought.
Giant Scarab is a very scary minion to leave uncontested. Every turn you get a new one for free (resonance activates even if you summoned the minion instead of playing it) so your opponent must remove the last one (the one that hasn't triggered its resonance yet) at some point if they don't want to be overwhelmed. Now get ready for druid's legendary card:
Wow, that's a pretty powerful effect! Your opponent must either trade into it or spend 10 mana on removal (if they have even reached 10 mana). A deck that relies on big minions won't care much about paying 10 mana for every card but most other decks would greatly suffer from this effect.
Tentalus' stats are a bit excessive for such a disruptive effect. I understand that it's 10s all the way down, but a sizable minion that forces your opponent to only take one action a turn is ehhhhhhh.
Tentalus' stats are a bit excessive for such a disruptive effect. I understand that it's 10s all the way down, but a sizable minion that forces your opponent to only take one action a turn is ehhhhhhh.
Well, nobody plays Faceless Behemoth for a reason. You're spending all your mana to play 1 card that isn't defensive. This means that you must be ahead in the game to be able to play it. If secret mage is beating me up, he's got 3 minions and 4 cards in hand tentalus is a terrible card to play. He'll just kill me or trade into it and I should have played a defensive card like spreading plague. Against control decks it isn't that much of a problem either. I spent 10 mana for it, you spend 10 mana to remove it and we're back where we started.
Shaman is getting some pretty cool overload cards (none of them actually have overload, they just synergize with cards that do and we got a lot of those already).
Power Overflow can be a huge tempo gain. If you don't like your outcome, just evolve it and get a better one (hopefully). Tide Oracle offers some protection and makes your opponent decide wether or not he wants to kill it to give you those sweet mana crystals back.
I said warlock had 2 other themes this expansion and one of them has to do with ramp (kind of).
Warlocks do love to get mad for a while. Have 1 less mana for 2 turns and then recover them right away. The full crazy combo would be to first use double Fleeting Madness, then play Mana Drain to give them less mana crystals and finally get the resonance to trigger on the next turn for maximum ramp potential. You could also run some of the other cards that destroy your mana crystals and completely hinder your opponent's resources.
First off, great job on the expansion. Really creative and original all around.
I think Resonance is a fantastic mechanic, from a gameplay standpoint and also thematically. Like some people said, however, it is really slow. Some cards are essentially stat sticks that do nothing on the turn they're played, making them even slower and worse than some deathrattles. That being said, I can see some of the cards working well in the end. Here's some more targeted feedback on cards that stood out to me, whether positively or negatively.
Straw Golem (3) - A Carrion Grub with a mech tag instead of beast. Unless mech decks come back, not sure it would see play.
Resonant Axe (1) - Busted card. The fact that you miss an attack when it's played is irrelevant. It's a 1 mana Fiery Win Axe.
Resonant Spark (2) - While some people have compared it to Headcrack (and I agree with this comparison), giving mages an infinite 2 damage card essentially could work for the class more than it does (or doesn't) for rogue. Not bad.
Wormhole (6) - With the clarification that it resummons the minion for the owner, this card is horrible. Entomb did something way better for the same cost, for example.
Wild Maniac (3) - Probably busted. I see it being played as a finisher alongside something like Starfire for 11 damage burst. We all remember the last time druids had a 2 card burst combo.
Giant Scarab (8) - Probably overpowered. There are higher priority targets for single target removal, so 10/14 stats for 8 mana might be a little much.
Piercing Shot (3) - I really like the design of this card. It's essentially an explosive trap activated at will for 1 mana more. Balanced imo.
Feral Chicken (1) - I think this card would be fantastic if it wasn't for Crackling Razormaw, which could potentially make it a completely busted 1-drop. If it's not followed up by CR, it's a great card for the class.
Stakes of the Hunter (1) - Probably busted. While it's obviously much more powerful in the mirror match, I think it does way too much for the mana cost.
Frost Crystal Storm (7) - Busted. No. Just no. It's a delayed but prolonged Blizzard for a mere 1 mana more. And alongside Frost Nova, it's a 3-turn stall.
Goldscale Summoner (6) - Undercosted or Overstatted (or both). Imagine paying 6 mana to get a 4/5 body and a Ysera, or a Deathwing. There's a reason Dragonhatcher costs 9 and is statted 2/4.
Goldscale Templar (2) - Decent card and balanced.
Goldscale Consort/Drake/Guardian (3/4/5) - A little boring/underwhelming.
Echoes of Glory (10) - 10 mana do nothing. Pseudo time warp for your opponent.
Echoes of Command (8) - Really powerful but really slow, and easily played around with the 2-turn clock.
Illegal Activities (1) - Great card. The combo suffix makes it more useful/playable in late game.
Gnomish Infiltrator (3) - Broken if it sticks.
Knocking Blow (5) - Bad in most cases unless you're just trying to move past a taunt. Sap essentially does the same thing for 3 mana less, Assassinate does something better for the same cost, and Vanish is potentially better if the opponent's hand can't accommodate his whole board.
Echoes of Darkness (2) - Great if it resolves, but easily played around.
Kaleesa the Shadowless (4) - Useful card if there was actually a top card of your deck. Whenever you draw a card, it's randomly pulled from the remaining pool of cards in your deck, so there's really no top card. So in order for this to work, they'd have to redesign how cards are drawn or something.
Tide Oracle (3) - A little awkward to pull off, especially since it has taunt and can be killed on your opponent's turn. Maybe remove the taunt and give it an extra attack?
Power Overflow (1) - Love this card. Very versatile. Use it to smooth out your mana curve or combo it with a lot of overload for some potential tempo swing.
Echoes of Silence (4) - Aside from making me think of the Foo Fighters album, really underwhelming and easy to play around. Compare it to Mass Dispel.
Fel Ritual (2) - This card needed to be a thing 3 expansions ago.
Turriok the Immovable (8) - Good hard removal target.
Death Cheater (4) - Love the design of this card.
Confident Knight (2) - Probably busted if going first.
Animated Corpse (6) - Huge tempo loss and fodder for cards like Twisted Nether.
Chromie (4) - Aside from the actual resonance mechanic, probably the most interesting card in the set.
And again, really great set overall. I look forward to seeing more of it, or revisions.
Wow thanks for all that feedback, I really appreciate it.
Straw Golem isn't particulary designed for constructed and would be better for arena. i used the card mainly to show a basic example of how resonance works.
Resonant Axe will probably be changed to only gain +1 durability. I'm not changing anything until all the cards are revealed but it shouldn't take to long.
I don't think wormhole is that horrible because of its flexibility. You can use it on a friendly minion to summon it later when it could be more impactful. Plus you trigger deathrattles so that could also benefit you.
Hmm the days of force of Nature were long ago so I'm not sure a similar combo that does less damage without possibilities of being extended for more damage potential would be that broken nowadays.
It's easy to look at Stakes of the Hunt and just see a one mana removal + heal but you have to take into account that most decks don't run any beasts so you'd be using it on your own minions. And in a world where Dark Pact exists I don't see how this is broken.
Frost Crystal Storm could be upped to 8 mana or more. It's true that with frost nova it could be too powerful.
Bear in mind that if your Ysera died you're already in turn 10 or more. The original resurrect for priest was a spell that costed 2 mana and technically 2 mana for a ysera is a lot better than 6 mana for a ysera and a 4/5. Dragonhatcher doesn't have that death requirement and needs to be killed to not summon more dragons so it's understandable that it costs 9.
Knocking Blow negates a draw for your opponent. If he's in topdeck mode it could be game winning. Plus it works great with Gnomish Infiltrator.
I think there IS a top card of your deck. Just look at the text of Tracking
Tide oracle having taunt is what makes it good. Overloaded mana crystals are overloaded since you play the card that creates them up to the end of your next turn so if you Overload for 3 and then you play Tide Oracle when your opponent tries to kill it it will actually unlock them. Since it has taunt if your opponent doesn't want to unlock your mana crystals he'll have to refrain from attacking.
Echoes of Silence having Resonance (2) is what makes it good. You should play it ahead of time so when your opponent wants to play a minion with a good effect he can't because it'd be silenced.
Once again thanks for all your feedback. I've been a bit busy but I'm revealing some more cards right now.
THREE "MEME" NEUTRAL LEGENDARIES THAT COULD ACTUALLY BE GOOD
The title is pretty self-explanatory so let's get right to the cards.
Susan would be used to protect your minions early on in the game and if your health is getting low you could always just trade her to lose taunt. Her low health means she's very vulnerable to board clears so your opponent can get rid of her easily.
You can use it for pretty much everything so a very versatile card that doesn't excel at any of the things it does to make it balanced.
He never misses, well, most of the time. Ok, he has never actually landed a shot on the target he's aiming at. However he's very good at hitting everything else so just use him to clear the board with style.
Honestly I have to agree with Wormhole, it looks very underwhelming considering it returns for it's owner, I mean, it's easily compared to Moat Lurker, you could easily make this cost (4) or even (3), I get the versatility though, but you ain't risking it just to trigger a Deathrattle twice when you can just (play) Play Dead.
Susan could have 2 Attack though, still, pretty good card actually, looks fun and actually not memey.
Wallace "Trueshot" (Heh, I see what you did there) could be busted on Buffadin, however you have to make it survive one turn to trigger it's effect so it's fine as it is.
Knocking Blow could cost (4), it's similar to Sap or even Recycle, which the latter never saw play, but this denies a draw, so it's actually really good.
Fel Ritual doesn't needs "have", otherwise easily one of the best cards of this expansion.
Threathening Roar could cost (1), since you also take damage equal to it's attack, something like Obliterate but you need to do something with anticipation.
Wild Maniac looks cool, but as GideonEtc said, it's pretty combo-affordable, should have less Health, but again, looks good as a combo-enabler.
Lookin' good! Heck, maybe Lookin' Incredible but that doesn't rhymes XD.
Hmm I'll have to give some more thought to Wormhole then. You guys might be right.
Balancing Knocking Blow is very hard because there are no effects that deny draws from your opponent in the game so it's hard to put a line. You could also take into account that you might already run 2 Sap and 2 Vanish so you're getting 2 extra cards that do something similar if you put them in your deck.
I think you're right on Fel Ritual. I'll change it soon.
Obliterate has a requrement, playing the Lich King. It's not a collectable card because it would be broken if it were. Besides if Threatening Roar costed 1 you could play it with claw for a 2 mana 2 damage to all enemy minions gain 2 armor and 2 attack which is crazy. With a second claw things get even worse so I think 2 mana is pretty fair.
Some of you might recognize this card because I presented it to a WCDC (the one that required your card to have 3 keywords). It didn't get to the finals or anything but I think it deserves to be highlighted here (I'll do a final card dump in the end to show some of the "not that exciting" cards). It rewards correctly predicting your opponent's hand in a meaningful way, which I think is pretty cool.
A negative resonance was something I wanted to explore while designing this expansion. Even if you don't silence it later, it'd be basically the same as a yeti and it has elemental synergy so it's pretty good.
A very scary card if it gets out of control. Decks that don't rely too much on their minions could use it as pseudo removal or you could just run it in a murloc deck and benefit from the synergies.
I always thought the Forbidden mechanic from Old Gods was very interesting but the cards were a bit underwhelming in power level so they never saw much play. Therefore this expansion has some more cards that work in a similar way, like Forbidden Oracle.
This card lets you search for specific cards at an escalating cost. Unless you want to draw a cheap card what you draw has to be really worth it (for example drawing reno for 6 mana is not bad at all) for you to spend so much mana on drawing 1 card. You wont be able to play that card on the same turn you drew it since you spend all your mana so your opponent has a turn to react.
The other Forbidden cards I've designed have a new twist. They're secrets so they spend your mana on your opponent's turn!
These cards work because the game remembers how many mana crystals you didn't spend all the way to the start of your next turn. They all have escalating effects that are more powerful than normal secrets since you have to save up mana so they're more risky to play. A clever opponent might see that you didn't spend practically any mana during your turn and think that you have played one of these secrets but you could just be bluffing and have another secret instead. Overall i think they're pretty interactive and really take secrets to the next level.
Only 2 priest cards have been revealed so far so I think it's time to show 3 more of them, all of which use resonance.
Serene Meditation offers more flexible healing at the cost of a one turn delay. This way depending on the matchup you can decide which healing cards benefit you more. The fact that it's a spell makes it have more synergies than you would think. Any deck that runs Lyra and Radiant Elementals would be happy to run this card as would Big Priest to upgrade the spellstone and gain more survivability.
Petrify is a very flexible and valuable card. You can remove anything with Shadow Word Pain, trade with your minions without them receiving damage, reduce the amount of damage your opponent can deal to you or even steal any minion with Cabal Shadow Priest. It's a pretty good card, too good maybe? i don't know so I'd like to know your opinion on this one.
Many people have said that minions with resonance seemed underwhelming. Well, here's one that certainly doesn't. You can just use it to heal one of your minions or you could heal one of your opponent's to try to steal it next turn if the Mind Harvester survives. To all that say that this card is overpowered consider that Embrace Darkness has this effect guaranteed for 2 more mana and it's rarely played. You're paying 2 less mana for a decent flexible minion and a chance to get the effect if you protect it well which I think is pretty balanced.
When Un'goro first came out I was really impressed by the fact that Stegodon, the token of Spikeridged Steed, was a collectable card too and now I decided to go one step further.
You might think I'm only doing this to spare making some tokens but I really think it's a really nice way to relate cards in a set. Swamp murloc is good in murloc decks, a midrange hunter or recruit druid could run sated bear and sated dragon is very good in just any dragon deck, in recruit warrior or summoned by Dragonhatcher.
Shaman's design this expansion is all about totems and elementals.
Note: I know air elemental already exists but I actually designed this card before Un'goro (it won a mini competition about designing an elemental when elementals weren't even a thing) so maybe blizzard should be the one to change the name haha (not really).
Totem Infuser is just a nice way to reward you for playing totems, since +1/+1 on minions with 0 attack is a big deal. Resonant Totem can basically be thought as a barrier your opponent must break to start dealing damage to you. If it isn't destroyed you can pay 1 mana to resummon it and gain more value from it.
These next 2 cards seem nearly identical but they have their differences.
These cards do not transform into random elementals/totems, they transform into the other version of the card. This means they are effectively healed at the start of each of your turns which is pretty good. They are both collectable once again so you could run the elemental version or the totem version or both depending on what your deck needs the most.
Note: I'm aware that both cards having the same art is confusing but I couldn't find art that fit the card better than this.
Finally I'm going to reveal shaman's legendary card.
This card really makes you want to mix up totems and elementals in a deck although it can work pretty well played on turn 10 + hero power. If your opponent doesn't expect it you could trade a whole board for free and if you manage to protect your totems well it can be very hard to deal with.
That's all of the shaman cards for this expansion. This is the first class that has had all of its cards revealed so far but more will be sure to follow soon.
I didn't know what I was thinking when I made this card but when I saw the end result I knew it would change hearthstone's history forever. So many deck building options, so much skill involved to play it successfully and so much potential with future expansions. This was by far the best card in the whole set, if not in the whole game. This card is in fact so amazing that you have to prepare yourself both physically and mentally before you take a look at it so I've hidden it in the spoiler down below. Take a deep breath, relax and get ready to be amazed at this great new card.
This is a joke, of course but Air Rager is indeed one of the cards from my expansion. The ultimate rager, even worse than magma rager, requires it to be buffed just to not die instantly. You could run it for the memes but it would be also interesting to get it from an evolve or a devolve so it would change the game (albeit in a minor way) just by existing.
That is a cool rouge legendary.
SOME NEUTRAL CARDS
Cost manipulation is another theme of this expansion. Don't worry, it's not done in a "cheat mana" kind of way. You'll see what I'm talking about when you see the cards.
Fel watcher can be helpful in many scenarios. For example if it costs 4 and you're up against a mill rogue you know he doesn't have Coldlight Oracle in his hand right now or If you're on turn 1 and it costs 3 you know you can safely coin out your 2-drop without it being removed.
Arcane Infuser could be a good addition to spell heavy decks in which you could try to setup your hand to maximize the mana reduction provided.
Here are some more resonance cards:
Both Phoenix and Phoenix Egg are collectable cards. This means you can put whatever you think synergizes more with your deck or both at the same time. Phoenix has elemental synergy while Phoenix Egg could be more useful for board flooding. Lifesayer is a redeemed doomsayer turned into conditional neutral healing.
And here are some cool neutrals I wanted to showcase as well:
Check out my Hearthstone expansion: The Shifting Sands
Fel watcher looks like a skill-based card. gg
3 NEUTRAL LEGENDARIES
This expansion has a lot more neutral legendaries than usual since every class only gets one legendary card. Here are the first three I'll be revealing:
Auto-cast has only been used in adventures so I'll explain it just in case some people don't know what it is. If a Hero power has Auto-cast it will always trigger at the start of the turn and spend the mana (if you have enough). This means that although your opponent has a cheaper Hero Power he has one less mana every turn. This could be extremely good against warlocks, making them burn cards and take 2 damage or with any class that has to target with their hero power since they don't get to choose the target. Just don't use it against hunter unless you really want them to have 1 less mana.
Sometimes it would really be game winning if your opponent had to hold on to a resonance for one more turn. Sometimes you need one more turn to set up your big resonance and increase it's effect. this card lets you do both at a very affordable mana cost.
I made this card based on the effect Illidan had before he was changed very early on in Hearthstone's history. He used to discard both hands and then had both players draw three cards. This version only shuffles the cards so you don't burn any win conditions but it can still be very powerful when used at the right time.
Check out my Hearthstone expansion: The Shifting Sands
2 HIGH COST DRUID MINIONS
Ramping lets druid get ahead on the mana curve so it seems natural that they'd have some good big minions you want to play as early as possible. Huge taunts are good for stabilizing the board and there are plenty of them in the game already. That's why I designed this card using a different line of thought.
Giant Scarab is a very scary minion to leave uncontested. Every turn you get a new one for free (resonance activates even if you summoned the minion instead of playing it) so your opponent must remove the last one (the one that hasn't triggered its resonance yet) at some point if they don't want to be overwhelmed. Now get ready for druid's legendary card:
Wow, that's a pretty powerful effect! Your opponent must either trade into it or spend 10 mana on removal (if they have even reached 10 mana). A deck that relies on big minions won't care much about paying 10 mana for every card but most other decks would greatly suffer from this effect.
Note: I rate Tentalus 10/10
Check out my Hearthstone expansion: The Shifting Sands
Tentalus' stats are a bit excessive for such a disruptive effect. I understand that it's 10s all the way down, but a sizable minion that forces your opponent to only take one action a turn is ehhhhhhh.
Check out my Hearthstone expansion: The Shifting Sands
WARLOCK/SHAMAN SUBTHEMES
Shaman is getting some pretty cool overload cards (none of them actually have overload, they just synergize with cards that do and we got a lot of those already).
Power Overflow can be a huge tempo gain. If you don't like your outcome, just evolve it and get a better one (hopefully). Tide Oracle offers some protection and makes your opponent decide wether or not he wants to kill it to give you those sweet mana crystals back.
I said warlock had 2 other themes this expansion and one of them has to do with ramp (kind of).
Warlocks do love to get mad for a while. Have 1 less mana for 2 turns and then recover them right away. The full crazy combo would be to first use double Fleeting Madness, then play Mana Drain to give them less mana crystals and finally get the resonance to trigger on the next turn for maximum ramp potential. You could also run some of the other cards that destroy your mana crystals and completely hinder your opponent's resources.
Check out my Hearthstone expansion: The Shifting Sands
First off, great job on the expansion. Really creative and original all around.
I think Resonance is a fantastic mechanic, from a gameplay standpoint and also thematically. Like some people said, however, it is really slow. Some cards are essentially stat sticks that do nothing on the turn they're played, making them even slower and worse than some deathrattles. That being said, I can see some of the cards working well in the end. Here's some more targeted feedback on cards that stood out to me, whether positively or negatively.
Straw Golem (3) - A Carrion Grub with a mech tag instead of beast. Unless mech decks come back, not sure it would see play.
Resonant Axe (1) - Busted card. The fact that you miss an attack when it's played is irrelevant. It's a 1 mana Fiery Win Axe.
Resonant Spark (2) - While some people have compared it to Headcrack (and I agree with this comparison), giving mages an infinite 2 damage card essentially could work for the class more than it does (or doesn't) for rogue. Not bad.
Wormhole (6) - With the clarification that it resummons the minion for the owner, this card is horrible. Entomb did something way better for the same cost, for example.
Wild Maniac (3) - Probably busted. I see it being played as a finisher alongside something like Starfire for 11 damage burst. We all remember the last time druids had a 2 card burst combo.
Giant Scarab (8) - Probably overpowered. There are higher priority targets for single target removal, so 10/14 stats for 8 mana might be a little much.
Piercing Shot (3) - I really like the design of this card. It's essentially an explosive trap activated at will for 1 mana more. Balanced imo.
Feral Chicken (1) - I think this card would be fantastic if it wasn't for Crackling Razormaw, which could potentially make it a completely busted 1-drop. If it's not followed up by CR, it's a great card for the class.
Stakes of the Hunter (1) - Probably busted. While it's obviously much more powerful in the mirror match, I think it does way too much for the mana cost.
Frost Crystal Storm (7) - Busted. No. Just no. It's a delayed but prolonged Blizzard for a mere 1 mana more. And alongside Frost Nova, it's a 3-turn stall.
Goldscale Summoner (6) - Undercosted or Overstatted (or both). Imagine paying 6 mana to get a 4/5 body and a Ysera, or a Deathwing. There's a reason Dragonhatcher costs 9 and is statted 2/4.
Goldscale Templar (2) - Decent card and balanced.
Goldscale Consort/Drake/Guardian (3/4/5) - A little boring/underwhelming.
Echoes of Glory (10) - 10 mana do nothing. Pseudo time warp for your opponent.
Echoes of Command (8) - Really powerful but really slow, and easily played around with the 2-turn clock.
Illegal Activities (1) - Great card. The combo suffix makes it more useful/playable in late game.
Gnomish Infiltrator (3) - Broken if it sticks.
Knocking Blow (5) - Bad in most cases unless you're just trying to move past a taunt. Sap essentially does the same thing for 3 mana less, Assassinate does something better for the same cost, and Vanish is potentially better if the opponent's hand can't accommodate his whole board.
Echoes of Darkness (2) - Great if it resolves, but easily played around.
Kaleesa the Shadowless (4) - Useful card if there was actually a top card of your deck. Whenever you draw a card, it's randomly pulled from the remaining pool of cards in your deck, so there's really no top card. So in order for this to work, they'd have to redesign how cards are drawn or something.
Tide Oracle (3) - A little awkward to pull off, especially since it has taunt and can be killed on your opponent's turn. Maybe remove the taunt and give it an extra attack?
Power Overflow (1) - Love this card. Very versatile. Use it to smooth out your mana curve or combo it with a lot of overload for some potential tempo swing.
Echoes of Silence (4) - Aside from making me think of the Foo Fighters album, really underwhelming and easy to play around. Compare it to Mass Dispel.
Fel Ritual (2) - This card needed to be a thing 3 expansions ago.
Turriok the Immovable (8) - Good hard removal target.
Death Cheater (4) - Love the design of this card.
Confident Knight (2) - Probably busted if going first.
Animated Corpse (6) - Huge tempo loss and fodder for cards like Twisted Nether.
Chromie (4) - Aside from the actual resonance mechanic, probably the most interesting card in the set.
And again, really great set overall. I look forward to seeing more of it, or revisions.
Wow thanks for all that feedback, I really appreciate it.
Straw Golem isn't particulary designed for constructed and would be better for arena. i used the card mainly to show a basic example of how resonance works.
Resonant Axe will probably be changed to only gain +1 durability. I'm not changing anything until all the cards are revealed but it shouldn't take to long.
I don't think wormhole is that horrible because of its flexibility. You can use it on a friendly minion to summon it later when it could be more impactful. Plus you trigger deathrattles so that could also benefit you.
Hmm the days of force of Nature were long ago so I'm not sure a similar combo that does less damage without possibilities of being extended for more damage potential would be that broken nowadays.
It's easy to look at Stakes of the Hunt and just see a one mana removal + heal but you have to take into account that most decks don't run any beasts so you'd be using it on your own minions. And in a world where Dark Pact exists I don't see how this is broken.
Frost Crystal Storm could be upped to 8 mana or more. It's true that with frost nova it could be too powerful.
Bear in mind that if your Ysera died you're already in turn 10 or more. The original resurrect for priest was a spell that costed 2 mana and technically 2 mana for a ysera is a lot better than 6 mana for a ysera and a 4/5. Dragonhatcher doesn't have that death requirement and needs to be killed to not summon more dragons so it's understandable that it costs 9.
Knocking Blow negates a draw for your opponent. If he's in topdeck mode it could be game winning. Plus it works great with Gnomish Infiltrator.
I think there IS a top card of your deck. Just look at the text of Tracking
Tide oracle having taunt is what makes it good. Overloaded mana crystals are overloaded since you play the card that creates them up to the end of your next turn so if you Overload for 3 and then you play Tide Oracle when your opponent tries to kill it it will actually unlock them. Since it has taunt if your opponent doesn't want to unlock your mana crystals he'll have to refrain from attacking.
Echoes of Silence having Resonance (2) is what makes it good. You should play it ahead of time so when your opponent wants to play a minion with a good effect he can't because it'd be silenced.
Once again thanks for all your feedback. I've been a bit busy but I'm revealing some more cards right now.
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THREE "MEME" NEUTRAL LEGENDARIES THAT COULD ACTUALLY BE GOOD
The title is pretty self-explanatory so let's get right to the cards.
Susan would be used to protect your minions early on in the game and if your health is getting low you could always just trade her to lose taunt. Her low health means she's very vulnerable to board clears so your opponent can get rid of her easily.
You can use it for pretty much everything so a very versatile card that doesn't excel at any of the things it does to make it balanced.
He never misses, well, most of the time. Ok, he has never actually landed a shot on the target he's aiming at. However he's very good at hitting everything else so just use him to clear the board with style.
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Honestly I have to agree with Wormhole, it looks very underwhelming considering it returns for it's owner, I mean, it's easily compared to Moat Lurker, you could easily make this cost (4) or even (3), I get the versatility though, but you ain't risking it just to trigger a Deathrattle twice when you can just (play) Play Dead.
Susan could have 2 Attack though, still, pretty good card actually, looks fun and actually
notmemey.Wallace "Trueshot" (Heh, I see what you did there) could be busted on Buffadin, however you have to make it survive one turn to trigger it's effect so it's fine as it is.
Knocking Blow could cost (4), it's similar to Sap or even Recycle, which the latter never saw play, but this denies a draw, so it's actually really good.
Fel Ritual doesn't needs "have", otherwise easily one of the best cards of this expansion.
Threathening Roar could cost (1), since you also take damage equal to it's attack, something like Obliterate but you need to do something with anticipation.
Wild Maniac looks cool, but as GideonEtc said, it's pretty combo-affordable, should have less Health, but again, looks good as a combo-enabler.
Lookin' good! Heck, maybe Lookin' Incredible but that doesn't rhymes XD.
The joke is you.
Hmm I'll have to give some more thought to Wormhole then. You guys might be right.
Balancing Knocking Blow is very hard because there are no effects that deny draws from your opponent in the game so it's hard to put a line. You could also take into account that you might already run 2 Sap and 2 Vanish so you're getting 2 extra cards that do something similar if you put them in your deck.
I think you're right on Fel Ritual. I'll change it soon.
Obliterate has a requrement, playing the Lich King. It's not a collectable card because it would be broken if it were. Besides if Threatening Roar costed 1 you could play it with claw for a 2 mana 2 damage to all enemy minions gain 2 armor and 2 attack which is crazy. With a second claw things get even worse so I think 2 mana is pretty fair.
Thanks for your feedback. More cards on the way!
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MORE NEUTRALS
Let's get some more reveals going, shall we?
Some of you might recognize this card because I presented it to a WCDC (the one that required your card to have 3 keywords). It didn't get to the finals or anything but I think it deserves to be highlighted here (I'll do a final card dump in the end to show some of the "not that exciting" cards). It rewards correctly predicting your opponent's hand in a meaningful way, which I think is pretty cool.
A negative resonance was something I wanted to explore while designing this expansion. Even if you don't silence it later, it'd be basically the same as a yeti and it has elemental synergy so it's pretty good.
A very scary card if it gets out of control. Decks that don't rely too much on their minions could use it as pseudo removal or you could just run it in a murloc deck and benefit from the synergies.
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THE RETURN OF FORBIDDEN
I always thought the Forbidden mechanic from Old Gods was very interesting but the cards were a bit underwhelming in power level so they never saw much play. Therefore this expansion has some more cards that work in a similar way, like Forbidden Oracle.
This card lets you search for specific cards at an escalating cost. Unless you want to draw a cheap card what you draw has to be really worth it (for example drawing reno for 6 mana is not bad at all) for you to spend so much mana on drawing 1 card. You wont be able to play that card on the same turn you drew it since you spend all your mana so your opponent has a turn to react.
The other Forbidden cards I've designed have a new twist. They're secrets so they spend your mana on your opponent's turn!
These cards work because the game remembers how many mana crystals you didn't spend all the way to the start of your next turn. They all have escalating effects that are more powerful than normal secrets since you have to save up mana so they're more risky to play. A clever opponent might see that you didn't spend practically any mana during your turn and think that you have played one of these secrets but you could just be bluffing and have another secret instead. Overall i think they're pretty interactive and really take secrets to the next level.
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3 PRIEST RESONANCE CARDS
Only 2 priest cards have been revealed so far so I think it's time to show 3 more of them, all of which use resonance.
Serene Meditation offers more flexible healing at the cost of a one turn delay. This way depending on the matchup you can decide which healing cards benefit you more. The fact that it's a spell makes it have more synergies than you would think. Any deck that runs Lyra and Radiant Elementals would be happy to run this card as would Big Priest to upgrade the spellstone and gain more survivability.
Petrify is a very flexible and valuable card. You can remove anything with Shadow Word Pain, trade with your minions without them receiving damage, reduce the amount of damage your opponent can deal to you or even steal any minion with Cabal Shadow Priest. It's a pretty good card, too good maybe? i don't know so I'd like to know your opinion on this one.
Many people have said that minions with resonance seemed underwhelming. Well, here's one that certainly doesn't. You can just use it to heal one of your minions or you could heal one of your opponent's to try to steal it next turn if the Mind Harvester survives. To all that say that this card is overpowered consider that Embrace Darkness has this effect guaranteed for 2 more mana and it's rarely played. You're paying 2 less mana for a decent flexible minion and a chance to get the effect if you protect it well which I think is pretty balanced.
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WHO ATE MY MURLOC?
When Un'goro first came out I was really impressed by the fact that Stegodon, the token of Spikeridged Steed, was a collectable card too and now I decided to go one step further.
You might think I'm only doing this to spare making some tokens but I really think it's a really nice way to relate cards in a set. Swamp murloc is good in murloc decks, a midrange hunter or recruit druid could run sated bear and sated dragon is very good in just any dragon deck, in recruit warrior or summoned by Dragonhatcher.
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Tournament Attendee power creep. (Kappa)
I love the forbidden cards. I've always wanted a mechanic that makes use of your leftover mana crystals, and that's such a clever way to do it.
TOTEM/ELEMENTAL SHAMAN
Shaman's design this expansion is all about totems and elementals.
Note: I know air elemental already exists but I actually designed this card before Un'goro (it won a mini competition about designing an elemental when elementals weren't even a thing) so maybe blizzard should be the one to change the name haha (not really).
Totem Infuser is just a nice way to reward you for playing totems, since +1/+1 on minions with 0 attack is a big deal. Resonant Totem can basically be thought as a barrier your opponent must break to start dealing damage to you. If it isn't destroyed you can pay 1 mana to resummon it and gain more value from it.
These next 2 cards seem nearly identical but they have their differences.
These cards do not transform into random elementals/totems, they transform into the other version of the card. This means they are effectively healed at the start of each of your turns which is pretty good. They are both collectable once again so you could run the elemental version or the totem version or both depending on what your deck needs the most.
Note: I'm aware that both cards having the same art is confusing but I couldn't find art that fit the card better than this.
Finally I'm going to reveal shaman's legendary card.
This card really makes you want to mix up totems and elementals in a deck although it can work pretty well played on turn 10 + hero power. If your opponent doesn't expect it you could trade a whole board for free and if you manage to protect your totems well it can be very hard to deal with.
That's all of the shaman cards for this expansion. This is the first class that has had all of its cards revealed so far but more will be sure to follow soon.
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THE BEST CARD IN THE SET BY FAR
I didn't know what I was thinking when I made this card but when I saw the end result I knew it would change hearthstone's history forever. So many deck building options, so much skill involved to play it successfully and so much potential with future expansions. This was by far the best card in the whole set, if not in the whole game. This card is in fact so amazing that you have to prepare yourself both physically and mentally before you take a look at it so I've hidden it in the spoiler down below. Take a deep breath, relax and get ready to be amazed at this great new card.
This is a joke, of course but Air Rager is indeed one of the cards from my expansion. The ultimate rager, even worse than magma rager, requires it to be buffed just to not die instantly. You could run it for the memes but it would be also interesting to get it from an evolve or a devolve so it would change the game (albeit in a minor way) just by existing.
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