Great work, really like the idea of per-class C'Thun-type gods. I also like the idea of a card that generates Deadly Poison for the weapon (Gorgon's Companion), since I was a big fan of the Kingsbane deck, hope Blizzard incorporates something similar into the next expansion while Kingsbane is still in standard (Cavern Poisonfinder?).
I didn't go through this in detail, but man, cool cards, cool artworks, really nice work. I would love to play poseidon mage. :) Only thing which made me wonder: i thought priest legendary Hestia is kind of more suitable to rogue and vice versa for Hermes. You know, steal priest and i 1-turn immunity effect for rogue
Oh my gods. Yes. I mean gods. As always, Yuvalito's work is amazing as always. Nothing is overly complex, and everything is simple, flavorful, and most of all, fun. I see a lot of references to Magic the Gathering (Namely Theros) and a bit of Greek Mythology that I love...
Oh my gods. Yes. I mean gods. As always, Yuvalito's work is amazing as always. Nothing is overly complex, and everything is simple, flavorful, and most of all, fun. I see a lot of references to Magic the Gathering (Namely Theros) and a bit of Greek Mythology that I love...
Also, a tribute for your "Gods Theme"
Iris, Goddess of Rainbows (From the Artist Class)
Thank you :) Iris looks awesome.
Rollback Post to RevisionRollBack
Some of my creations are below, sorted from new to old
This is absolutely a great work, no more words. It's very inspiring for whole community of hearthstone. I have a question: how do you create cards and design? What programs do you use, if I can ask?
This is absolutely a great work, no more words. It's very inspiring for whole community of hearthstone. I have a question: how do you create cards and design? What programs do you use, if I can ask?
I use Hearthcards, its really easy to use.
When I design sets, I start by thinking about an intersting theme that I can find a lot of good art for, and about a mechanic that is both simple, new, balanced, and can be presented on a large amount of cards.
I then brainstorm interesting designs on my iphone's notes. After I have a solid base for the expansion, I go to Hearthcards and build the cards themselves, giving them flavour, art and names.
I download the cards I make to my computer and sort them by class (and neutrals by rarity). Then , I fill the holes in my designs (For example, I look at my Paladin folder and see that I lack 1 epic and 1 commom. I then try to design them. If not enough Paladin cards include my new mechanic, I try to add it to those cards, too).
When all the cards are made, I go over them and fix imbalances that i missed at first. And when I think its good enough I upload it to here using Imgur.
I hope that helps, and sorry for my bad english :)
Rollback Post to RevisionRollBack
Some of my creations are below, sorted from new to old
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Your card set and idea are absolutely fantastic and brilliant. Your Mechanic seems initially a little derivative of Quest, but the way you implemented them is so great both in flavor and gameplay that I don't really mind. A more detailed review will be coming but for now you inspired me to create this card:
Druid: Your Druid set is solid. The theme of ramping is implemented really well into your God and the card set. Even the outlier enforces the theme of life. 8/10.
Problematic cards:
Blossoming Troop: Seems way too complicated for a Common card. I'd bump it to Rare or even Epic in place of Battle Centaur (Power of the Wild) or Life's Legacy (Gang Up)
Swords to Plowshare: 1 mana draw a card without downside is not allowed in Hearthstone as it will be in every single deck. The devs specifically nerfed Flare to avoid this.
Okhun: Typo. Name should be "Bane of Heroes".
Demeter: She seems... weak compare to Kun the Forgotten King + Aviana given that you have to upgrade her and you'll have to wait until the next turn to spend the 20 mana. Druid don't have problem with draw or health gain, so the 2 cards combo are much easier to pull off than this card.
Hunter: What is this? Actually viable late-game for Hunter? Color me surprise! I love every single one of these cards!!! 9,5/10
Review:
Rarity of these are all wrong to me. Web Trap, Monstrosity and Seige Elephants are not complex enough for their rarity while Supreme Huntress, Sharp Instinct and Lurking Snake are way too complex. I'd bump Seige Elephants and Monstrosity to Common (Acidic Swamp Ooze and Cave Hydra), Web Trap to Rare (Venomstrike Trap) while bumping up Sharp Instinct to Rare and Supreme Huntress and Lurking Snake to Epic.
Artemis: This is the only card of the entire Hunter set I have problem with. 21 burst in one is way to much, even if you have to earn 6 favors. She is also the "fastest" and best standalone God (unlike the other Gods who need follow up or really slow). I'd change the Wolf to only have Rush instead of Charge.
Mage: The Triton theme is prevalent in the card set, but none of the cards have the iconic class mechanic or theme from the Classic set (namely Flame, Freeze and Arcane spells). 6/10.
Problematic cards:
Water Shaper: I don't know where this card will fit in. It is worse than Arcane Artificer as the Mage deck that want the effect will usually use board clears or Secret while the Mage deck that can cast cheap spells are Tempo / burn decks.
Triton Enforcer: Unclear wording. Do you mean that the Mage has to control the Murloc / Pirate or do they just need to have it in their deck / hand somewhere? If it is the first one then the wording should be: "If you control a Murloc or Pirate..." (Nesting Roc).
Paladin: Seems balance but somewhat boring. The artwork is what saved the set for me. 6/10.
Problematic cards:
Citadel Phalanx: Way too powerful in a rotation with Call to Arms and Genn Greymane. I'd drop the Health to 4.
Athena: Too long wording. Should just be "At the end of your turn..." (Ragnaros the Firelord)
Priest: The card set seems to set out to frustrate both players as much as possible. That is my kind of Priest but prepare for the complaint from other people if these cards managed to find a way into viable Priest decks. Edit: However, many of the cards are pack fillers or significantly problematic. 7/10 (changed from 9/10).
Twilight Sphinx: Wording is all really weird. I'd see the wording of Thoughtsteal for this card.
Prophecy: Seems like a pack filler? The wording is a mess. It should be: "Give the last minion in your deck +4/+4."
Generosity: Seems like another pack filler as no one would want to give your opponent resources.
Cryptic Seer: I literally have no idea what this card's effect is.
Hestia: This card is really problematic for class with little direct removal like Druid, Mage or Shaman. When fully upgraded, it is basically: "Did you remember to save your Polymorph, Hex or Naturalize? No? Then I won." I'd change it to 7/6 to be more vulnerable to Big Game Hunter.
Rogue: Amazing theme but don't seems to push the class in a different direction. 8/10
Problematic cards:
Flurry: Too weak compare to Cheap Shot (a card that don't see play)
Agent of Hermes: The body is WAAAAY to strong for such a strong effect. I'd drop 2 stat point off her.
Epeigus the Traitor: Too weak compare to Giant Wasp. The draw effect is only usable in Mill Rogue and even then they wouldn't run this card over Coldlight Oracle
Shaman: Now this is a stand out. Use a lot of the neglected Shaman mechanic and took it into an exciting direction. The 10/10 rating is also for the additional fact of no unclear or clunky wording and balance power level.
Warlock: A really interesting implementation of familiar theme that managed to make them fresh. 8/10,
Problematic cards:
Impress Hades: I know that Warlock supposed to have worse cards, but this seems excessive? Not only card draw in Warlock is valued less than in Mage (Arcane Intellect), this card required you to destroy a friendly minion (debatable whether good or bad) and took 2 damage (which is definately bad in Warlock), for 3 mana? I'd drop the cost to 2.
Whip of Eternity: Will not see any play as Warlock has much better option like Defile and Hellfire.
Rarity is again screwing up here. Dark Chanter would be more fitting as Epic than Whip of Eternity.
Warrior: Seems middle of the road. Not as boring as Paladin, still keep with the themes of the class unlike Mage but not as exciting as Hunter and Shaman. 7/10. Ares is the saving grace of the set.
Harsh Training is way too simple to be an Epic. I'd swap its rarity with Thirsty Sword.
Neutral: WAAAAY too many good card draw. Flameskin Boar, Hill Basilisk, Sphinx Tyrant and Heroic Mount are all viable draw options. This will push Aggro and Combo deck way too much in one direction and left control (which the Gods supposed to promote) failing to keep up.
PS: Upon further inspection of the set, I realized that Priest, Paladin and Hunter has less cards that earned Favours than the other classes (Priest has 0 class cards that earned Favours while their God require 2 more Favors to upgrade). I think these decisions while making this balance for gameplay reason really break enjoyment of the set. Just imagine if the stronger Quests like The Caverns Below, Open the Waygate or Fire Plume's Heart cost 2 mana to play instead of 1. Sure, it would make them on par (AKA not seeing play) like the other Quests, but it would break immersion. And this is not to mention this is just speculation about the God's Power Level. I'd nerf Hestia and Artemis but making them easier to fully upgrade by slotting in more effects that earned Favours for Priest and Hunter while adjust Hestia to have the upgrade condition like the other Gods.
Really cool idea! Congrats!
thank you guys :)
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
I predicted Sound the Bells. Kinda..
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
I want to perfect this expansion, so I need your help. Are there any cards that need changing in your opinion?
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Great work, really like the idea of per-class C'Thun-type gods. I also like the idea of a card that generates Deadly Poison for the weapon (Gorgon's Companion), since I was a big fan of the Kingsbane deck, hope Blizzard incorporates something similar into the next expansion while Kingsbane is still in standard (Cavern Poisonfinder?).
I didn't go through this in detail, but man, cool cards, cool artworks, really nice work. I would love to play poseidon mage. :) Only thing which made me wonder: i thought priest legendary Hestia is kind of more suitable to rogue and vice versa for Hermes. You know, steal priest and i 1-turn immunity effect for rogue
Oh my gods. Yes. I mean gods. As always, Yuvalito's work is amazing as always.
Nothing is overly complex, and everything is simple, flavorful, and most of all, fun. I see a lot of references to Magic the Gathering (Namely Theros) and a bit of Greek Mythology that I love...
Also, a tribute for your "Gods Theme"
Iris, Goddess of Rainbows (From the Artist Class)
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
This is absolutely a great work, no more words. It's very inspiring for whole community of hearthstone. I have a question: how do you create cards and design? What programs do you use, if I can ask?
I use Hearthcards, its really easy to use.
When I design sets, I start by thinking about an intersting theme that I can find a lot of good art for, and about a mechanic that is both simple, new, balanced, and can be presented on a large amount of cards.
I then brainstorm interesting designs on my iphone's notes. After I have a solid base for the expansion, I go to Hearthcards and build the cards themselves, giving them flavour, art and names.
I download the cards I make to my computer and sort them by class (and neutrals by rarity). Then , I fill the holes in my designs (For example, I look at my Paladin folder and see that I lack 1 epic and 1 commom. I then try to design them. If not enough Paladin cards include my new mechanic, I try to add it to those cards, too).
When all the cards are made, I go over them and fix imbalances that i missed at first. And when I think its good enough I upload it to here using Imgur.
I hope that helps, and sorry for my bad english :)
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Fantastic cards, you really should work on Blizzard team. Apart Sound the Bells!, you have also predicted Zap!
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Your card set and idea are absolutely fantastic and brilliant. Your Mechanic seems initially a little derivative of Quest, but the way you implemented them is so great both in flavor and gameplay that I don't really mind. A more detailed review will be coming but for now you inspired me to create this card:
Witchwood Piper
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
More detailed review:
Druid: Your Druid set is solid. The theme of ramping is implemented really well into your God and the card set. Even the outlier enforces the theme of life. 8/10.
Problematic cards:
Hunter: What is this? Actually viable late-game for Hunter? Color me surprise! I love every single one of these cards!!! 9,5/10
Review:
Mage: The Triton theme is prevalent in the card set, but none of the cards have the iconic class mechanic or theme from the Classic set (namely Flame, Freeze and Arcane spells). 6/10.
Problematic cards:
Paladin: Seems balance but somewhat boring. The artwork is what saved the set for me. 6/10.
Problematic cards:
Priest: The card set seems to set out to frustrate both players as much as possible. That is my kind of Priest but prepare for the complaint from other people if these cards managed to find a way into viable Priest decks. Edit: However, many of the cards are pack fillers or significantly problematic. 7/10 (changed from 9/10).
Problematic cards:
Rogue: Amazing theme but don't seems to push the class in a different direction. 8/10
Problematic cards:
Shaman: Now this is a stand out. Use a lot of the neglected Shaman mechanic and took it into an exciting direction. The 10/10 rating is also for the additional fact of no unclear or clunky wording and balance power level.
Warlock: A really interesting implementation of familiar theme that managed to make them fresh. 8/10,
Problematic cards:
Warrior: Seems middle of the road. Not as boring as Paladin, still keep with the themes of the class unlike Mage but not as exciting as Hunter and Shaman. 7/10. Ares is the saving grace of the set.
Neutral: WAAAAY too many good card draw. Flameskin Boar, Hill Basilisk, Sphinx Tyrant and Heroic Mount are all viable draw options. This will push Aggro and Combo deck way too much in one direction and left control (which the Gods supposed to promote) failing to keep up.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
PS: Upon further inspection of the set, I realized that Priest, Paladin and Hunter has less cards that earned Favours than the other classes (Priest has 0 class cards that earned Favours while their God require 2 more Favors to upgrade). I think these decisions while making this balance for gameplay reason really break enjoyment of the set. Just imagine if the stronger Quests like The Caverns Below, Open the Waygate or Fire Plume's Heart cost 2 mana to play instead of 1. Sure, it would make them on par (AKA not seeing play) like the other Quests, but it would break immersion. And this is not to mention this is just speculation about the God's Power Level. I'd nerf Hestia and Artemis but making them easier to fully upgrade by slotting in more effects that earned Favours for Priest and Hunter while adjust Hestia to have the upgrade condition like the other Gods.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community: