I love how the overall set looks; there are plenty of new ideas and innovation of existing mechanics.
Quick question; how does the Blight mechanic work? From my understanding, the initial blighting doesn't actually do anything, but instead acts as a marker for other cards, sort of like the counter manipulation mechanic from MTG.
Another question; is there any lore behind the tri-class groupings? Like in MSoG, you could imagine warriors, hunters and paladins working together in the Grimy Goons given that they could reliably use their physical strength to intimidate and extort while imposing an outwardly benevolent protection racket. Likewise, the Kabal consist of the classes who dabble in mystical arcane powers and the Jade Lotus has this mystical and mysterious sage-like environment where rogues, druids and shamans feel right at home. I'm just curious whether there is any external theme binding the tri-classes.
Ok, on to the feedback!
Mage :
1. Soulfire Drake doesn't feel like it has a home. Cheap mana cost but with weak stats and an effect that is rewarding in 2 or 3 turns means that most tempo or aggro mage decks would eschew it in favour of cheaper versions like Bloodmage Thalnos or Tainted Zealot. Sure it might survive longer, but often times spell damage is needed for that extra juice, not for those long games.
2. Dragon's Flame is a well-designed card with great flavor.
3. Shell Collection is interesting, but the stat buffing mechanic seems out of place in the Mage class. As for the actual effects, it provides more reliable long-term gain from spell damage by allowing choice and the buffing is a nice alternative.
4. Dragongem scholar is hard to evaluate given that spell damage itself is hard to judge, in this particular case. Btw, shouldn't dragongem scholar be a dragon? (It looks like on)
5. Protodrake Matriarch is a good draw on a stick and provides a way to get dragon synergy in lieu of stuffing more dragons into the deck, whilst also accelerating deck thinning. However, stats feel a bit weak. (Perhaps make it a 3/3?)
6. Spellbound planet is interesting because even one extra minion could tip the scale into increasing variance. Usually, you would have 2 to 3 dragons in your hand. While adapting two dragons twice or three dragons thrice sounds powerful in a non-groundbreaking way, there is a chance of giving big dragons (think Alexstraza) unfair combinations of adaptations like windfury AND stealth.
7. I'm gonna judge Risen Coldwing on how well it can do in a turn because thats probably how long it is going to last. One of the best case scenarios is this with Book of Spectres or Arcane Intellect against Midrange or Aggro decks and even then it feels kinda underwhelming cause on turn 8 or 9, if you can't clear their minions, you will be screwed. Underwhelming effect with risky RNG is not very convincing.
8. Building Death- you guys will have to explain it to me
9. Dragoncraft Lapis- I really like the design of a self-replicating value generator with reasonable restrictions. Very nice card
10. Celestion- I feel like Celestion can only be played against midrange(slow versions) or control decks as spending 8 mana on a turn doing nothing against faster paced decks will lead to a loss. However, unlike the Darkness which dissuades drawing and can be awakened on your opponent's turn to attack on you turn, or Sherazin which is a recurring threat, Celestion is just a destroyable big body which can only attack on the turn after it is awakened. Again, the problem with possibly wasting a whole turn is that the returns are not that impressive.
I hope that was not unnecessarily harsh.
Yes Blight acts as marker
About Tri-Class there isn't to much theme
Now Building Death is a lot like Maligos that can't be used the turn its played but can be very powerfull later
Hello and welcome to the second Community UPLOADED expansion Destination: Lammoned first one made you can check the other one right here https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/216966-cultist-of-the-circle-edge-a-hearthstone-custom #Sellout
Now the Mechanics
Gemstone/Legendary Spellstones are really powerfull and usually require some set up
Blight is a new mechanic some cards give Blight some trigger off Blighted minions Unvivid Madness is an example
The Return of Tri-Class and Hero Card every Tri-Class get a Hero Card as a legendary
Full Card Lists
Mage
Theme: Dragons, Spell Damage
Tokens
By Proto Drake Matriarch
Shaman
Theme: Weapons, Totems
Tokens
By Griefspike
Warrior
Theme: Deathrattles, Pirates
Tokens
By Superior Ape
Bananas, Big Banana, Deviate Banana, Rotten Banana
Blackmagic Forgery Example
By N'zoth Jasper
Warlock
Theme: Blight your and Enemy Minions
Druid
Theme: Blight your Minions, Token Druid
Tokens
By Tortoise Pack Leader
By Bearmaster
By Plaguespreader
By Ancient Amber
Priest
Theme: Low amounts of minions, Buffs
By Batstorm
By The Other Side
Auchenai Soulpriest
By Quartz Gem
And so on
Paladin
Theme: Blighting Enemy Minions, Curses
Tokens
By Plaguewick, Blightmaker
By Infested Pyrite
Hunter
Theme: When a Minion Attacks, 0 Attack Minions
By Gargoyle Marking
By Ambush
By Hill Manipulator
By Witch Hunter
Rogue
Theme: Elementals, Deck Manipulation
Tokens
By Elemental Summoning (Triggers if your deck has elementals of that cost)
Gemfinders
Theme: Gemstones
Blightbringers
Exploration Party
Tokens
By Badwaste Sapper
By Jinx
Common
Rare
Epic
Legendary
Please Leave any Feedback also we started this expansion before Witchwood was announced
Check out my Custom Expansion
Blasted Lands
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/220269-blasted-lands-custom-expansion-4-classes-complete
Check out my Custom Expansion
Blasted Lands
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/220269-blasted-lands-custom-expansion-4-classes-complete