Yes I've come to the same conclusion on Weather and Terrain. I'm worried the effects are too similar and having them in the same expansion would be too confusing to new players. On the plus side I've been working with just Terrain and I'm quite happy with the design space it's giving me on its own.
Alright, I think I've got the banner, I'm not sure if it looks good though.
So, I already got the idea of two of my expansions, still trying to figure out what the third one will be about, but I've got a good amount of examples for it, especially when going to the "Year Flavour"
The first expansion will be "Hunters of Azeroth" and will get inside a brutal island, where Hunters and Beasts fight for survival and for exotic head trophies, as everyone can steal things from you, so can you. The Wendigo is described as an evil supernatural creature, cannibals and possessors of a great inner animal, as Wendigos are half-human, half-beast but still its not the minotaur.
As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?
I'm showing 3 cards because again, I've no idea what the 3rd expansion is going to be about tbh
The 2nd Expansion will have place in a haunted mansion (still no name), where ghosts wander around, unsuspected things happen and spirits start upping the pumping of your heart, will your heart hold enough to survive in this manor?
Ghosts can possess other foes, or commonly, non-living things, as their spirit goes, the corporeal body becomes bended, unable to make a new movement by itself, this keyword has been included in Kobold Barbarian, but here is commonly applied by other cards, just look how even the angel of death is an spirit too!
And yes, I had planned to make a random action every turn, because you could possess characters, but not sure how it'd be worded or coded.
Also I'll give feedback later, I'm all out of stuff and all in for joy, but kinda busy by that matter.
I'm currently thinking of going with the Year of the Imp, though that might be a bit too limiting in terms of themes. Regardless, the expansions I have in mind are:
Battle on Argus - An expansion themed around demons and the burning legion, set on the homeworld of the burning legion. In addition to a lot of demons, Azeroth's strongest warriors gather in this expansion to take on the legion. This means there might be some DH, Monk or allied race hero cards. Keeping with the timestream bending theme of the comp, cards from argus's past might be included, either way expect to see a lot of dranei and Argus natives too.
Professions of Azeroth - An expansion themed around all of the trainable professions in warcraft. Fishing, Pet Battles, Blacksmithing, Enchanting. Each class will probably have one or two professions assigned to them, while neutral cards will use the universal professions (fishing, first aid, archeology and cooking). Expect lots of cards which let you craft custom cards, and other unique interactions.
Hour of Twilight - The one expansion of the three that takes the warcraft lore in a more risky and experimental direction, this expansion focuses on the Twighlight Dragonflight, as well as their cousins in the Infinite and Nightmare dragonflights. After escaping to the Twighlight Realm, a void-infused dimension, the Twiglight Dragonflight stole the eggs of other dragons to twist into twighlight dragons through the powers of the void, and make their surprise attack on Azeroth. They're joined by Infinite Dragons and Nightmare Dragons in a attempt to take Azeroth over and free the old gods from their prison, eradicating all life other than the void-corrupted dragons. This expansion was the end goal of the Infinite Dragonflight destroying the original hearthstone year, directing hearthstone onto an alternate timeline where the Hour of Twighlight could take place.
I'm not really sure what cards to Hall of Fame - in fact I'm a little concerned that everyone will end up with the same choices for it, as there's likely a "best" three cards to put into the HOF.
Also, everyone else's expansion pitches so far look like they'll really kick ass. There's going to be a lot of tough competition this year it seems! I might take a close look at some of the cards soon when more start to get posted, for now I need to think about working on that showcase.
Edit: An example of what I'm thinking of for a DH hero, obviously not fully balanced yet.
1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.
2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.
3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.
Expansion #1: Festival of the Loa
The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!
Expansion #2: Highlander Trek
Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.
Expansion #3: Attack on Argus
The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!
I've been hard at work on my Year, although I don't have any banners created or anything like that. To be honest, I still haven't narrowed down exactly what my Year animal is lol :/ Oh and I apologize in advance: this is gonna be verbose. It's just my particular quirk *shrugs* I'll trim it down when I actually go to submit.
Year of the (Horned Animal)
It's going to be a horned creature of some kind, to quietly tie in with each of my expansions (personal demons = Demons have horns; Dragons have horns; "Devil's horns" is the Rock & Roll hand gesture). Titles are a major WIP, 'cause I can't think of any better names at the moment; if anyone has a suggestion, I'm all ears :)
The first expansion is A Tale of Trials (ATT). This expansion will be unique among Hearthstone expansions + Adventures in-that the stories and characters contained within do not come from one specific location (Blackrock Mountain, Journey to Un'goro), or refer to a particular event and its fallout (One Night in Karazhan, Knights of the Frozen Throne). Rather, they are nine separate stories from across Warcraft, unified by a common theme: overcoming one's personal demons and tackling adversity. Flavor comes from The Burdens of Shaohao animated video series from Mists of Panderia: in that story, Emperor Shaohao gained enlightenment by overcoming the Sha - Demon manifestations of negative emotions - that came from within him, and bettering himself as a person. In this expansion, each class has a Trial card, a brand new type of card that's kind of a reverse-Quest: you gain a benefit immediately, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or rule you must follow for the rest of the game. Unfortunately, I cannot show off my Trial cards as they have their own unique token elements (the Burdens) :(
Anyway, each class is represented by a particular Sha - Hatred, Arrogance, Despair, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it takes of you as a person to overcome that negative quality. For example, the Paladin's Sha is Despair: "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting." Their Trial provides multiple benefits to your minions, but you can only ever have ONE minion on the battlefield: if you summon a second, they are all destroyed. This creates a Solo Control Paladin archetype and deck-building challenge, playing the best value-minions you can and holding your ground against larger forces with defense and healing. In a fight against overwhelming odds, a Paladin must persevere in the face of despair and prove just how resilient the Light is!
^ Not that I can show you them :(
The second expansion is War of Sea andSky (WSS). "The Naga have waited long enough; after 10,000 years of plotting beneath the ocean waves, it's time the surface world understood the true depths of their power. The Dragons - ever prideful and mighty - will take to the skies and respond to their Challenge." Naga are a cunning and evil tribe that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! In a war against the surface, only the strongest will survive. They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion (or minions) from your opponent's hand is/are revealed; when your opponent summons that minion, the Challenge commences and they attack each other. Dragons and Naga both are prideful creatures: they would not back down from such a threat! The Keyword is basically the minion pointing to another and saying "I'm calling you out!" haha
The final expansion is Metal & Mayhem! (M&M) "E.T.C.'s back, and ready for an Encore! Battle to the beat and keep the metal going, but watch out for the Mech uprising! It's a Metalocalypse!" Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs, as Doctor Boom seeks to take over the world with his metal army and interrupts Elite Tauren Chieftain's concert in the process. It also adds two new Keywords: Upgrade is a powerful buff+Battlecry trigger that requires you to discard another copy of the same minion and pay its mana cost again. In essence, you're sacrificing the ability to have two of that minion on the battlefield in exchange for a single, dramatically improved version. Meanwhile, Encore is a Battlecry that also repeats the last Encore effect you played. Encore #1 is just a Battlecry, but Encore #2 would repeat Encore #1 in addition to its own effect, Encore #3 would repeat Encore #2 with its effect, and so on. It can create a messy, silly combination of effects but hey, Rock & Roll is a chaotic art form!
Question: are you cool with the Keyword being called "Upgrade"? Spellstones say "upgrade them" as part of their mechanic, so I'll change the name if it bothers enough people.
Not sold on Lead Guitarist as a card; might come back to that slot later. Also sadly cannot show you my new version of Elite Tauren Chieftain, as his new Power Chords are - you guessed it - unique token elements :(
Hall of Fame
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (if they ever get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions.
Card #1: Divine Favor. Divine Favor is really strong as a reload tool, one that benefits aggressive Paladin players far more than their slower archetype brethren. The synergy is obvious: dump your entire hand out, and immediately refill it. I plan to replace this card in my first expansion with card draw that is more restricted based on the board state, so it can benefit the Control style of play better.
Card #2: Preparation. Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Card #3: Doomguard. This one is pretty straightforward: Charge is on its way out, being replaced with Rush as a more balanced mechanic. Doomguard is a particularly powerful and notorious Charge minion, especially now that there are "cheats" to get around his Battlecry. I feel the situation with Doomguard is coming to a head: either he'll eventually be nerfed back into line (like putting the Charge in his Battlecry), or he'll be rotated so he can keep his current stats and text. The more likely outcome is the latter, so I'm going with that.
Even as someone who has been dealing with crazy mechanic, I'm still seriously confuse about the Encore mechanic. Will the new / old effect show up in the card itself? How will keep track of all the Encore effect?
And yes, the Upgrade keyword bother me, but for a more simple reason: It has nothing to do with music. I think that you rename it to something like Chorus (A group singing in unison) or Consonant (Groups of tones that are harmonious when sounded together as in a chord)
Thank you for the feedback. I talked about this a bit with Shadows beforehand, and I think I might include a little UI piece that reminds everyone what Encore you have "stored". Or it'll be on the next card, like you mentioned. Either-way, it won't be 100% on you to remember what the previous Encore was. Oh and let me clarify just to be sure: you're not repeating every Encore previously played throughout the game, Shudderwock-style. Only the most recent Encore triggers again.
As for Upgrade, it's not supposed to be music-related: Metal & Mayhem is about ETC's Rock & Roll, sure, but it's also about Dr. Boom's Mech uprising that's interrupting the concert. Encore is a Keyword for the music side, while Upgrade is a Keyword for the Mechs. Kind of like how Rush and Echo have nothing to do with each other: for the most part Rush is the Gilnean Keyword while Echo is the Keyword for the "bad guys."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.
2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.
3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.
Expansion #1: Festival of the Loa
The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!
Expansion #2: Highlander Trek
Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.
Expansion #3: Attack on Argus
The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!
Any feedback is greatly appreciated!
What exactly are the Voodoo spells supposed to mean? (also, you misspelled "Voodoo")
Does Resilience activate on both player's turns or just your turn? I also feel this keyword doesn't work as well for Hearthstone as you might think, because most minions generally don't last very long.
Infuse also doesn't feel like it has enough space to make it a keyword in my opinion. As for Sargeras, "discard" should start with a lowercase "d" unless it's the first word in its effect (compare Succubus to Howlfiend for example). It also should just say "summon it" instead of "summon it instead" like Silverware Golem, and the "instead" part implies that the card is no longer discarded and thus doesn't contribute to the effects of Lakkari Sacrifice or Blood-Queen Lana'thel.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.
2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.
3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.
Expansion #1: Festival of the Loa
The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!
Expansion #2: Highlander Trek
Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.
Expansion #3: Attack on Argus
The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!
Any feedback is greatly appreciated!
What exactly are the Voodoo spells supposed to mean? (also, you misspelled "Voodoo")
Does Resilience activate on both player's turns or just your turn? I also feel this keyword doesn't work as well for Hearthstone as you might think, because most minions generally don't last very long.
Infuse also doesn't feel like it has enough space to make it a keyword in my opinion. As for Sargeras, "discard" should start with a lowercase "d" unless it's the first word in its effect (compare Succubus to Howlfiend for example). It also should just say "summon it" instead of "summon it instead" like Silverware Golem, and the "instead" part implies that the card is no longer discarded and thus doesn't contribute to the effects of Lakkari Sacrifice or Blood-Queen Lana'thel.
For Voodoo: A Bonfire Elemental is part of the elemental tribe, which has synergy with each other. A voodoo spell is a spell with the tribe voodoo on it that has synergy with other voodoo spells. Example: (ignore balance its a work in progress)
For Resilient and Infuse, I'm planning on making a bunch of cards that enable more survivability for minions without being too frustrating for your opponent. I just didn't have enough space within the 6 card limit to show them. Thanks for the feedback, I'll fix the spelling errors and such. I'll try to work on my explanations for the keywords come submission time :)
One of my expansions features a keyword that "evolves" minions when a condition is met, with a transformation effect. Therefore, I feel it's necessary to use tokens to illustrate it.
I can't put tokens even if I describe what the token does in the original card text (like in Druid of the Claw)
One of my expansions features a keyword that "evolves" minions when a condition is met, with a transformation effect. Therefore, I feel it's necessary to use tokens to illustrate it.
I can't put tokens even if I describe what the token does in the original card text (like in Druid of the Claw)
If the card is understandable without its Tokens(Like Druid of the Claw), then you can use it as an example card for this phase.
But that still doesn't allow you to post the tokens. Strict no tokens for this phase.
Excited to introduce the very early stages of my idea.
"It has been said that something as small as the flutter of a butterfly's wing can ultimately cause a typhoon halfway around the world"
I have the makings of three expansion themes that tie into this theory.
One is a concept around Terrain and Weather effects
The second is looking into the concept of Fate and will have a time/space theme
The third is much more loose in terms of theme so far but it will revolve around the idea of pets. Loyal companions that will die to protect you. They all have a bolf ramshield effect and offer a buff to your hero as long as they survive. There will be a legendary pet for each class in this expansion. Non legendary pets may/may not exist too not sure yet.
So there you have it. Am I on a decent track folks before I commit more effort to these ideas?
The Weather and Terrain Keywords/effects sound good, but I'd find a way to trim down Terrain's explanation. "Does something at the end of every turn; can be replaced by another Terrain." should hopefully get it down to two lines.
Fate is okay, but I think I'd need more flavor description and the like to be sold on the idea. For now it seems kind of empty *shrugs*
Pets are neat, and as long as you don't allow a player to flood the board with Pets you should be able to contain it from being too ridiculous. Something to keep in mind, though, is that Bolf Ramshield was easily played around by attacking the player's face; his 3-Attack was completely useless to his defensive game. It really cut into Bolf's potential strength, and by today's standards he's quite bad.
@linkblade91 Damn, the whole trials thing, that's deep. lol Really nice ideas for all the three sets, especially the first and third ones. The latter looks like fun.
I need help balancing the stat-line of this minion, please. Ancient (X): At the start of your turn, while in your hand, the countdown reduces by 1. When it reaches 0, the effect triggers when played. I want it to be balanced, yet fitting for the art. Edit: Effect works just like Kazakus one.
Also note that I know this card won't be allowed to be showcased this phase, but it is a main legendary of one of my exp.
Tokens:
So this is a 10-mana Legendary minion that has to sit in your hand for a bare minimum of 4 turns to activate the Kazakus-like effect? If that's the case, I would consider 2/12 to be a horrendous stat-line. Some of these effects require the game to continue going for a while to be truly impactful, and playing a 2/12 on turn-10 is a dramatic loss of "tempo". That's especially true if you go for the positive "curses" (that sounds weird), as your opponent will get to take advantage of them first; after all, you just spent your entire turn activating the effects to begin with.
I don't have much on an actual answer as-to what her statline should be, but at least make her a 4/12 or something.
The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.
The Main Mechanics would include.
The three schools of magic for Mage
Potentially more schools for other classes.
Expansion on the "Invoke" Keyword.
A massive 10 Mana Legendary Spell for each class.
Some good old RNG (In controlled amounts)
Third and Final Set
The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.
The Main Mechanics would include
Late game high Mana cost cards with massive effects.
Legendary Weapon for three classes, Quest for three classes, Hero Card for three classes.
Hall of Fame
At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)
You're not allowed to make your Year the "Year of the Phoenix"; only Phoenixfeather is allowed to call it that. It's hidden deep within the rules on page 1.
...well, maybe that's not true :P Anyway:
Did you forget to tell us what Invoke is? Maybe I missed it somewhere.
One of the key weaknesses of the Druid class is that they lack good area clears: cards like Swipe and Starfall are lacking in AoE damage, and that's on purpose. I would be wary of Celestial Downfall, even if it's a 10-mana Legendary spell. Especially considering that you made it "free" with the Kun-like mana refresh.
If you're going to include deck-building Reno/Baku/Genn-esque cards in your third expansion, I would definitely elaborate further on what those are. There's a reason we were showed Baku + Genn immediately: they're very dramatic, help set the tone of The Witchwood in a major way, and people love cards like them. You'd be doing yourself a disservice to name-drop their existence without saying more.
I decided to put the whole Thunderdrome idea on hold, at least for a little while (mostly because of how similar to TGT the concept was) and try to think of different settings. I came up with these:
"The Mechannes Film Festival is being held at Ironforge for the first time ever! Envisioned by the filmmakers of Gnollywood as an opportunity to showcase the production of the nascent gnomish film industry, the event features all kinds of movies and is sure to keep everyone entertained for the entirety of its duration!"
"After being driven away from their homeland of Argus, the Draenei travelled through the Twisting Nether for millenia, fleeing from the Burning Legion, until they finally arrived on the world which would come to be known as Draenor. These are the untold stories of their journey and the alien worlds they visited."
"Brann Bronzebeard is organizing a museum exhibit of the early history of Azeroth: everything that happened before the Great Sundering, up to the time the Pantheon happened upon the world, then dominated by the Old Gods and their Black Empire. Join him as we go back in time and learn the forgotten truth about the past!"
This last one would be an adaptation of the expansion I'm already working on. None of them have names yet, and there's much to figure out about each one, but it's a starting point and I'd like your opinion on them.
The film expansion sounds very amusing: you could even have each class focus on a specific film genre, like Warriors are War movies and Rogues are Heist movies.
Be careful with the second one. It sounds like you're adding in a ton of brand-new stuff, focusing your attention on these "alien worlds" that are not necessarily a part of the established universe. Don't lose the forest for the trees, and move too far away from what we came here to see; i.e.: Warcraft, its locations, its events and its characters in card game form.
Revisiting the Old Gods means the third expansion could very easily become "Whisper of the Old Gods, Part 2" if you're not careful, you know what I mean? Or a mixture of WOG with The League of Explorers. As long as you balance it out with the other pieces you should be fine, but it's something to keep in mind.
Year of the Scarab is named especially after the 1st expansion of the year - Desert of Andanus, which represents the most famous bug in Egypt. The 2nd one - Prisoners of Neverending Nightmare - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - Attack on Undercity, as a place undercity has a lot of bugs just creeping around, but also has a hard armor, just like this animal.
The most famous desert on Azeroth is Uldum, but legends say about a hidden from the surface world desert named Andanus. After war of the ancients, it was hidden underground by Queen Cleocadra with the power from N'Zoth. Now, wanderers from all over the world say that this mysterious place has been revealed to the mortal eyes, and the treasures await for new owner. However, the ancient queen has cursed everything there! Do you have enough courage to steal her good?
For the "demo" of this expansion, you decided to go to the nearest tomb. Not big at all, ruined, smelly tomb. But at the entrance a new threat appears! It's a Treasure Scarab protecting the artifacts hidden inside!
(Few words about the card: Midrange beast that also is a card draw. Made with a thought of new players and their lust for shiny, animated cards. This card was also the one that gave me idea for an expansion, and later for a Hearthstone roster animal. I fell in love with the art+stats combination.)
After a short battle (you are pretty strong adventurer after all) you enter the tomb. Skeletons, bones, bugs, spiders and... TREASURE! You take as many artifacts as you can handle and head out. But someone blocked the exit, end he seems big... and strong... and handsome... It's a Son of the Fallen! Well, time to get your hands dirty. You drop the valuables and take a hold of your sword ( ͡° ͜ʖ ͡°), ready to battle!
(Few words about the card: The first (but not main) legendary of the set. Also known as "Ultimate Token Destroyer". I personally think that Druid will take the most out of this card with its new archetype in this expansion (big minions with big stats, and the legendary to combo with them), but Warrior might see a place for it too. The place this card shines the most is arena. If it survives one or two turns, you just won the board game.)
You won. Congrats. You get the treasure, leave and live happily ever after! ...do you?
Soooo, what do you think about the format? Because I dunno if I want to continue like this with the other expansions or just make it short and to the point.
My concern with the format is that creating a "demo" for all three expansions will balloon your entry for the first round far beyond what people would like to read. I should know, considering how insanely verbose my post is lel.
Something else that concerns me is that this desert treasure hunt expansion has a serious Kobolds & Catacombs-meets-The League of Explorers vibe. Maybe that's just part-in-parcel with how you've described it in the "demo", but the thematic overlap is definitely present.
Posting my ideas real quick. No art or cards yet, hopefully Sunday or next week. I'm also at work and can't see anyone's pictures that they posted, so no feedback yet, sorry!
My submission will be the Year of the Piranha!
My first expansion is Brigands of Booty Bay (name pending). This is a heavily Pirate themed expansion with buccaneers and Naga and sea monsters. The standout idea is a new card type: Ships! Using the Location card template, Ships are kinda like the Cannon from Witchwood. It's a passive, 1 Mana Cost 'minion' that starts in your opening hand like a Quest. Various cards can interact with it, and make it give effects over the coarse of the game. Positioning is key to maximize its effects!
The second expansion is Lost in Time. The Infinite Flight is wrecking the timelines, and various villains throughout history are making a comeback. Every class will had a historic villain as their Legendary, such as Mannorath, Prince Arthas, and Queen Aszhara. There is also a new keyword: Fade: (X)
Fade appears on minions. At the start of your turn, the number goes down by 1. When it hits 0, the minion leaves the game. Specifically though, it doesn't die. This can be used to give you temporary overstated minions, or new ways to remove threats. Other cards may bring back Faded minions. Still other cards in the set involve time-displaced creatures and events from history.
After that more 'serious' and lore-heavy themes, the last expansion will be more fun and goofy. It is Enter the Technodome! Basically it's BattleBots. Goblins vs Gnomes meets The Grand Tournament. Lots of Mechs that buff or weaken other Mechs, and other fun gizmos. Inspire may make a comeback for this expansion.
Enter the Technodome also has a new keyword: Tinker(X). If you play a card with Tinker, you can choose if you want to spend (X) more mana. If you do, you get a bonus. So a (1) 1/2 could also be a (10) 10/11 depending on when it's played and if you pay the cost. Lots of flexibility by making cards with multiple uses.
I love the Ships idea, and I wish I had thought of that for my Sea vs Sky expansion; could'a had some ship vs airship action haha.
I also like Fade: as you noted, it grants the player additional value but instills a time-limit on the minion, and that creates skill-tests as they look for the best window of opportunity. It also plays into your opponent's decision-making, where they have to decide if they're going to kill a Fade minion and remove the problem, or leave it alone and let it Fade-out on its own.
Your Tinker example sounds like Forbidden Ancient, which IIRC never saw much play. Using all of your mana for an average-statted vanilla minion just wasn't worth it. As long as you provide more versatility and some cool reasons for spending the additional mana, you should be able to avoid this pitfall. And hey, I love Mechs, and so I'll always get behind another person's Mech expansion :)
Alright, I think I've got the banner, I'm not sure if it looks good though.
So, I already got the idea of two of my expansions, still trying to figure out what the third one will be about, but I've got a good amount of examples for it, especially when going to the "Year Flavour"
The first expansion will be "Hunters of Azeroth" and will get inside a brutal island, where Hunters and Beasts fight for survival and for exotic head trophies, as everyone can steal things from you, so can you. The Wendigo is described as an evil supernatural creature, cannibals and possessors of a great inner animal, as Wendigos are half-human, half-beast but still its not the minotaur.
As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?
I'm showing 3 cards because again, I've no idea what the 3rd expansion is going to be about tbh
The 2nd Expansion will have place in a haunted mansion (still no name), where ghosts wander around, unsuspected things happen and spirits start upping the pumping of your heart, will your heart hold enough to survive in this manor?
Ghosts can possess other foes, or commonly, non-living things, as their spirit goes, the corporeal body becomes bended, unable to make a new movement by itself, this keyword has been included in Kobold Barbarian, but here is commonly applied by other cards, just look how even the angel of death is an spirit too!
And yes, I had planned to make a random action every turn, because you could possess characters, but not sure how it'd be worded or coded.
Also I'll give feedback later, I'm all out of stuff and all in for joy, but kinda busy by that matter.
The banner is definitely more legible, so that's a good thing.
Both of your current expansions have a (very) dark tone, so my recommendation for a third expansion would be to lighten things up. Blizzard tends to follow the same course, with 1-2 serious sets and 1-2 lighthearted sets.
Keep in mind that Kobold Barbarian - and by extension Possessed minions - use up their attack for the turn with their effect. Kobold Barbarian has +1 Attack as a bonus for having no control over him; if you apply Possess on other minions, they would have no such benefit. I would be very careful about how prevalent Possess is in your set, as losing control of your minions - seemingly forever - could quickly become extremely frustrating to deal with. Maybe knock Possess down to where it only lasts one turn, and you regain control of the minion the turn after.
I'm currently thinking of going with the Year of the Imp, though that might be a bit too limiting in terms of themes. Regardless, the expansions I have in mind are:
Battle on Argus - An expansion themed around demons and the burning legion, set on the homeworld of the burning legion. In addition to a lot of demons, Azeroth's strongest warriors gather in this expansion to take on the legion. This means there might be some DH, Monk or allied race hero cards. Keeping with the timestream bending theme of the comp, cards from argus's past might be included, either way expect to see a lot of dranei and Argus natives too.
Professions of Azeroth - An expansion themed around all of the trainable professions in warcraft. Fishing, Pet Battles, Blacksmithing, Enchanting. Each class will probably have one or two professions assigned to them, while neutral cards will use the universal professions (fishing, first aid, archeology and cooking). Expect lots of cards which let you craft custom cards, and other unique interactions.
Hour of Twilight - The one expansion of the three that takes the warcraft lore in a more risky and experimental direction, this expansion focuses on the Twighlight Dragonflight, as well as their cousins in the Infinite and Nightmare dragonflights. After escaping to the Twighlight Realm, a void-infused dimension, the Twiglight Dragonflight stole the eggs of other dragons to twist into twighlight dragons through the powers of the void, and make their surprise attack on Azeroth. They're joined by Infinite Dragons and Nightmare Dragons in a attempt to take Azeroth over and free the old gods from their prison, eradicating all life other than the void-corrupted dragons. This expansion was the end goal of the Infinite Dragonflight destroying the original hearthstone year, directing hearthstone onto an alternate timeline where the Hour of Twighlight could take place.
I'm not really sure what cards to Hall of Fame - in fact I'm a little concerned that everyone will end up with the same choices for it, as there's likely a "best" three cards to put into the HOF.
Also, everyone else's expansion pitches so far look like they'll really kick ass. There's going to be a lot of tough competition this year it seems! I might take a close look at some of the cards soon when more start to get posted, for now I need to think about working on that showcase.
Edit: An example of what I'm thinking of for a DH hero, obviously not fully balanced yet.
I wouldn't worry too much about a homogenized set of Hall of Fame'd cards: while there seems to be a small amount of overlap, on the whole we all appear to be going in our own directions. Classic is a huge set of cards, which leaves a lot of space for differing opinions.
Anywho:
I feel like Burning Legion-related expansions + cards are a common direction people like to go, so if you're committed to this route I highly recommend that you lean in hard on your unique selling points. Adding in side-classes like the Monk, the Demon Hunter, etc. as Hero cards is a worthwhile idea, and lets Hearthstone get around its current worry of blowing up the game with a tenth class.
The second expansion is my favorite of yours, and I can really get behind the inherent lightheartedness that comes with focusing on craftsmanship and enjoyable side-quest activities.
Be careful with how far you go into the Infinite Dragonflight's attempts to "free the old gods from their prison". Otherwise, your expansion might become "Whisper of the Old Gods, but with Dragons", you know? There's a bit of a "pot calling the kettle black" situation here considering my third expansion could be considered "Goblins vs Gnomes, but with Rock & Roll", but still lol. Other than that, I like that you'll be pulling in the Big Comp's flavor into your Year, and bringing everything to a head.
One last thing: Hero cards like your Illidan produce unique token elements (namely the Hero Power), so unfortunately you will not be able to showcase them in this first round. I have the same problem with my Quest-like cards :(
1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.
2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.
3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.
Expansion #1: Festival of the Loa
The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!
Expansion #2: Highlander Trek
Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.
Expansion #3: Attack on Argus
The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!
Any feedback is greatly appreciated!
A Kodo would be a perfect horned animal for my Year! I might have to ape your idea lol :P Speaking of which, a big ol' lol that we both plan to rotate Divine Favor, and that we both plan to introduce a new draw-card based on the board :)
Anyway, on to the expansions:
Voodoo is spelled with four Os, so a minor fix there unless that was intentional. Also, I'm bummed that you didn't show us an example of a Voodoo spell; do they all produce unique token elements? My Trial cards are very important to my first expansion, but the rules prevent me from showing them in this round; if you're not being similarly held back, I'd be interested in seeing one of these special cards.
I think the second expansion looks fine, and Resilience is an interesting Keyword. No complaints here...although showing two Taurens with Resilience seems redundant.
I honestly groan at the idea of continuing the existence of Discard. The people who like Discardlock are a very-small minority, and Blizzard seems to have finally decided to take the Warlock in a new direction (namely self-damage, like with Deathweb Spider). More power to you if you can elevate the Discard mechanic to a level that people will appreciate, but I personally would be concerned.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
1. The main reason I didn't post my voodoo spell is because I haven't been able to balance any of them yet, but if you're interested here are a couple:
3. Someone on youtube had the idea to let you choose which card you want to discard; I'm going to try and balance that, maybe in a zoo fashion? Discard is a secondary theme for my expansion anyway, and its in the final round (which I probably won't make) so I'm not going to worry too much about it.
Someone on youtube had the idea to let you choose which card you want to discard
Unfortunately with the existence of Silverware Golem and Clutchmother Zavas (and Fist of Jaraxxus to a lesser degree), balancing this effect is going to be next to impossible unless it's a one-time effect. I think Team 5 shot themselves in the foot a little bit with those two cards, because they basically confirm that this effect will never happen.
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Click the image to go to my custom Time Traveler class.
Someone on youtube had the idea to let you choose which card you want to discard
Unfortunately with the existence of Silverware Golem and Clutchmother Zavas (and Fist of Jaraxxus to a lesser degree), balancing this effect is going to be next to impossible unless it's a one-time effect. I think Team 5 shot themselves in the foot a little bit with those two cards, because they basically confirm that this effect will never happen.
True, but both of those cards will have rotated by the time the new year comes around, right? Thats why we're HOFing cards as well.
I'm trying to make some cards to get the ideas flowing, which has been pretty hard so far, and I don't expect it to get much better. I think the second expansion, the one with the Draeneis in space, is gonna be the hardest to keep lore-friendly. I'd like to know your opinion of what might work and what probably will not, and also what are the best cards to showcase during the first phase.
For the first expansion, we have the title character of a very questionable movie, the comic relief of another one, a tabloid photographer and a film critic. This is gonna be the fun, lighthearted expansion, so expect lots of puns and jokes (and also a big focus on flavor and top-down designs).
"Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?" "He's, without a doubt, the worst parrot you've never heard of." "He's your biggest fan. He'll follow you until you love him."
"He wonders why he doesn't get invited to press screenings anymore."
Then, we have the third expansion, which tells of events that happened before the Great Sundering, from things that happened immediately before, during the War of the Ancients, to the time when the Titans had just arrived in Azeroth. We're gonna see lots of Trolls and Mogu, which were the dominant empires on Azeroth for a long while, but also Pandaren, Night Elves, titan-forged and Qiraji, as well as past versions of well-known, beloved lore characters.
This expansion is already halfway done, as I first started work on it months ago, so what I'm gonna do is filter through the existing cards and adapt the best of them to fit the competition's standards. If you want to check them all out, just click here.
""And remember kids, after you go to the bathroom, don't forget to wash your brains!" Says a lot about the anatomy of the Qiraji." "When the Thunder King set out to conquer the empires of the "lesser" races, huge battles were fought. So many were crushed under the might of the Mogu Empire; the ones who were not so lucky were forced into slavery." "Aman'Thul, the Highfather himself, reached down through Azeroth's skies and heaved the Old God, Y'Shaarj, from the surface of the world. Then came Anduin, and he cast Eternal Servitude and... here we go again."
@ColinThePyro The first expansion reminds me a lot of one I've seen before which, if I recall, was the winner of a previous competition. That is not a bad thing per se, but it might affect people's judgment during the vote phase.
Anyway, unless you plan on making lots of cards with Resilience effects that activate after a huge delay (like Resilience (3) or higher), if I were you, I'd just get rid of the keyword and write it as "Battlecry: At the start of your next turn..." or something like that. If that's the case, however, chances are it's too slow to even work. :/
Also, when you say "take two damage at the start of your turns" as in Infuse, do you mean your hero or the minions affected? And when you cast Spell of a Fear on a minion, does it work like it would if you were to give Immune to a Taunt minion, in which case the minion can't attack the Taunt but can still go face?
I do plan on making some Resilience cards that take 3+, but all the ones I have so far involve tokens and thus weren't eligible. For Infuse, it damages the minion, not your hero. For Spell of Fear, affected minions can still go face if there's no taunt minion.
Hey guys! I am excited to get back into competitions by going ahead and jumping into this. These are always fun, even if I tend to not make it past the first few rounds. As always I am excited to hear your feedback on my ideas and give my own for yours ( Something I'll get to once I get this posted, probably tomorrow because it's getting late here now and I haven't looked through the thread yet).
Introducing:The Year of the Lion! I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. The Lion symbol of Stormwind is pretty iconic in of itself. I started with the idea of having a set of words to represent my Year themes and chose the creature later. Those words were decided upon to be Strength, Honor, and Wisdom. From those I can branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.
But First, What are we rotating?
1. Innervate: With Molten Giant being rotated the Hearthstone team has shown they are not afraid to unnerf cards to allow stronger combos to exist in wild. This card rotating has the same design philosophy behind it, while also opening up some new avenues for Standard in Druid. It will go back to its original state of providing two mana crystals to preserve and open up new combos in wild, while not having too much power.
2. Doomsayer: Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild. I think having some new tools and new combos arising instead of focusing on the same kind of tropes could work well.
3. Gadgetzan Auctioneer: Yeah, it definitely seems like I'm targeting long staying combo decks with all of my choices. This card is no different. This specific kind of Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild.
With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.
First Expansion, Might Of The Dragonflight: The dragons of Azeroth have faced many numerous hard years as of late. They have been forced to adapt and grow new resolve, strengthening themselves. The dragons of Azeroth are looking to show the other races they are still a force to be reckoned with. This set will focus on the five different dragon flights and how they fit into each of the nine classes. I think it's a broad enough theme that I can keep it varied, but have good core ideas. And we're introducing a new card type in a way, Equipment. They are a passive card type, and I think it is the next logical step after Weapons to broaden their scope. These new cards will help you weather the onslaught that faces you. These cards take the same slot as a weapon would. You have to use them wisely though, as they lose a bit of their magic at the end of each of your turns.
Frost Ward: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing. I wasn't quite sure on how to balance this or the concept in general but here's the idea.
Pit Stinger: A simple design for Druid, a class that fits the theme of the card I built. It's a solid mid-game card that works as a soft-taunt, forcing your opponent to trade into it, or you'll get to sack something more powerful with the dragon that lays in wait. You could also hide it behind a beefy taunt or two, giving you a powerful removal tool.
Second Expansion, Siege Of Stormwind: Our next expansion is something that I think is a pretty cool concept. Lore-wise Orgrimmar has been sacked recently and the latest book entices the idea but doesn't go through with it. What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow. Of course, you could also use spells to help you out.
Duelist: I think the keyword explains itself. It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion.
The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.
Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card.
Third Expansion, Beneath The Veil: Slow down and listen for a while. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have a sub-theme of learning things from the other classes. I also have a new keyword here, again something that works thematically I think. Restraint means that your minion has a delayed effect that triggers on the start of your next turn.
Restraint: I think the idea of delayed effects will give me some fun space to work around. The card I showed off doesn't particularly fit that fully at the moment as I'm still tweaking ideas and it's likely that won't be the one I choose to show off.
Enlightened Monk: It was supposed to be common, but It doesn't really matter at the moment. It just gets the concept across and shows a bit of the versatility of the keyword I came up with. Good early game card. Might need a slight tweak or two if I keep it.
Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here.
1. Innervate: With Molten Giant being rotated the Hearthstone team has shown they are not afraid to unnerf cards to allow stronger combos to exist in wild. This card rotating has the same design philosophy behind it, while also opening up some new avenues for Standard in Druid. It will go back to its original state of providing two mana crystals to preserve and open up new combos in wild, while not having too much power.
I'm not a mod, but I would say no to rotating Basic cards. Basic cards provide the backbone for the class and are necessary for the new player experience. Rotating a Basic card would provide a more severe disadvantage for the class than a Classic card and would make it even harder for new players to get into the game, something which is already problematic enough at the moment.
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Click the image to go to my custom Time Traveler class.
I realized none of my expansions currently have any unique keywords, and while I'd rather it stay like that, as I prefer to work within these constraints, I think at least one of them should introduce something completely different, so I decided to create a unique card type for the last one, Azeroth Before the Sundering.
They're called Tales (name is subject to change) and they work much like Sagas from Magic: The Gathering. They come with their own keyword, Countdown (X). Basically what happens is: when you play them, it triggers Countdown (1), just like a Battlecry. Subsequent effects trigger at the start of your following turns. At the end of the turn in which the last effect triggered, the card is destroyed and any aura effects it might have had stop.
The Aqir-Troll War was an event in which all the troll tribes rallied against the Aqir, an insectoid race that worshipped the Old Gods and the ancestors of the Nerubian, Aqir and Klaxxi.
The Elemental Sundering took place way before this war, and was a conflict between Ragnaros and Thunderaan, an Elemental Prince of Air, the wielder of Thunderfury. In the end, Ragnaros killed him (but not forever, as he would revive after millenia) and absorbed his strength.
I have no clue how to balance these things which is why I'm asking for help. That said, there's no way I'm removing the aura effect from the Warrior card because I want Patron to be viable again in Wild, even if it's shit.
I realized none of my expansions currently have any unique keywords, and while I'd rather it stay like that, as I prefer to work within these constraints, I think at least one of them should introduce something completely different, so I decided to create a unique card type for the last one, Azeroth Before the Sundering.
They're called Tales (name is subject to change) and they work much like Sagas from Magic: The Gathering. They come with their own keyword, Countdown (X). Basically what happens is: when you play them, it triggers Countdown (1), just like a Battlecry. Subsequent effects trigger at the start of your following turns. At the end of the turn in which the last effect triggered, the card is destroyed and any aura effects it might have had stop.
The Aqir-Troll War was an event in which all the troll tribes rallied against the Aqir, an insectoid race that worshipped the Old Gods and the ancestors of the Nerubian, Aqir and Klaxxi.
The Elemental Sundering took place way before this war, and was a conflict between Ragnaros and Thunderaan, an Elemental Prince of Air, the wielder of Thunderfury. In the end, Ragnaros killed him (but not forever, as he would revive after millenia) and absorbed his strength.
I have no clue how to balance these things which is why I'm asking for help. That said, there's no way I'm removing the aura effect from the Warrior card because I want Patron to be viable again in Wild, even if it's shit.
I'm sorry to say this but it's probably best at this stage rather than later.
For me these cards are way too complicated and I don't really see the necessity for using the different format over a spell other than that it gives you more space to do more than 4 lines of text which has been a longstanding restriction on other card creation
Just my thoughts, others may love it, but you'd need to do a lot to convince me of this concept.
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@shatterstar1998
Yes I've come to the same conclusion on Weather and Terrain. I'm worried the effects are too similar and having them in the same expansion would be too confusing to new players. On the plus side I've been working with just Terrain and I'm quite happy with the design space it's giving me on its own.
Alright, I think I've got the banner, I'm not sure if it looks good though.
So, I already got the idea of two of my expansions, still trying to figure out what the third one will be about, but I've got a good amount of examples for it, especially when going to the "Year Flavour"
The first expansion will be "Hunters of Azeroth" and will get inside a brutal island, where Hunters and Beasts fight for survival and for exotic head trophies, as everyone can steal things from you, so can you. The Wendigo is described as an evil supernatural creature, cannibals and possessors of a great inner animal, as Wendigos are half-human, half-beast
but still its not the minotaur.As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?
I'm showing 3 cards because again, I've no idea what the 3rd expansion is going to be about tbh
The 2nd Expansion will have place in a haunted mansion (still no name), where ghosts wander around, unsuspected things happen and spirits start upping the pumping of your heart, will your heart hold enough to survive in this manor?
Ghosts can possess other foes, or commonly, non-living things, as their spirit goes, the corporeal body becomes bended, unable to make a new movement by itself, this keyword has been included in Kobold Barbarian, but here is commonly applied by other cards, just look how even the angel of death is an spirit too!
And yes, I had planned to make a random action every turn, because you could possess characters, but not sure how it'd be worded or coded.
Also I'll give feedback later, I'm all out of stuff and all in for joy, but kinda busy by that matter.
The joke is you.
I'm currently thinking of going with the Year of the Imp, though that might be a bit too limiting in terms of themes. Regardless, the expansions I have in mind are:
Battle on Argus - An expansion themed around demons and the burning legion, set on the homeworld of the burning legion. In addition to a lot of demons, Azeroth's strongest warriors gather in this expansion to take on the legion. This means there might be some DH, Monk or allied race hero cards. Keeping with the timestream bending theme of the comp, cards from argus's past might be included, either way expect to see a lot of dranei and Argus natives too.
Professions of Azeroth - An expansion themed around all of the trainable professions in warcraft. Fishing, Pet Battles, Blacksmithing, Enchanting. Each class will probably have one or two professions assigned to them, while neutral cards will use the universal professions (fishing, first aid, archeology and cooking). Expect lots of cards which let you craft custom cards, and other unique interactions.
Hour of Twilight - The one expansion of the three that takes the warcraft lore in a more risky and experimental direction, this expansion focuses on the Twighlight Dragonflight, as well as their cousins in the Infinite and Nightmare dragonflights. After escaping to the Twighlight Realm, a void-infused dimension, the Twiglight Dragonflight stole the eggs of other dragons to twist into twighlight dragons through the powers of the void, and make their surprise attack on Azeroth. They're joined by Infinite Dragons and Nightmare Dragons in a attempt to take Azeroth over and free the old gods from their prison, eradicating all life other than the void-corrupted dragons. This expansion was the end goal of the Infinite Dragonflight destroying the original hearthstone year, directing hearthstone onto an alternate timeline where the Hour of Twighlight could take place.
I'm not really sure what cards to Hall of Fame - in fact I'm a little concerned that everyone will end up with the same choices for it, as there's likely a "best" three cards to put into the HOF.
Also, everyone else's expansion pitches so far look like they'll really kick ass. There's going to be a lot of tough competition this year it seems! I might take a close look at some of the cards soon when more start to get posted, for now I need to think about working on that showcase.
Edit: An example of what I'm thinking of for a DH hero, obviously not fully balanced yet.
Heres mine:
First off, the HOF:
1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.
2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.
3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.
Expansion #1: Festival of the Loa
The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!
Expansion #2: Highlander Trek
Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.
Expansion #3: Attack on Argus
The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!
Any feedback is greatly appreciated!
Unpopular opinion: Rogue is OP
Thank you for the feedback. I talked about this a bit with Shadows beforehand, and I think I might include a little UI piece that reminds everyone what Encore you have "stored". Or it'll be on the next card, like you mentioned. Either-way, it won't be 100% on you to remember what the previous Encore was. Oh and let me clarify just to be sure: you're not repeating every Encore previously played throughout the game, Shudderwock-style. Only the most recent Encore triggers again.
As for Upgrade, it's not supposed to be music-related: Metal & Mayhem is about ETC's Rock & Roll, sure, but it's also about Dr. Boom's Mech uprising that's interrupting the concert. Encore is a Keyword for the music side, while Upgrade is a Keyword for the Mechs. Kind of like how Rush and Echo have nothing to do with each other: for the most part Rush is the Gilnean Keyword while Echo is the Keyword for the "bad guys."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
What exactly are the Voodoo spells supposed to mean? (also, you misspelled "Voodoo")
Does Resilience activate on both player's turns or just your turn? I also feel this keyword doesn't work as well for Hearthstone as you might think, because most minions generally don't last very long.
Infuse also doesn't feel like it has enough space to make it a keyword in my opinion. As for Sargeras, "discard" should start with a lowercase "d" unless it's the first word in its effect (compare Succubus to Howlfiend for example). It also should just say "summon it" instead of "summon it instead" like Silverware Golem, and the "instead" part implies that the card is no longer discarded and thus doesn't contribute to the effects of Lakkari Sacrifice or Blood-Queen Lana'thel.
Click the image to go to my custom Time Traveler class.
For Voodoo: A Bonfire Elemental is part of the elemental tribe, which has synergy with each other. A voodoo spell is a spell with the tribe voodoo on it that has synergy with other voodoo spells. Example: (ignore balance its a work in progress)
For Resilient and Infuse, I'm planning on making a bunch of cards that enable more survivability for minions without being too frustrating for your opponent. I just didn't have enough space within the 6 card limit to show them. Thanks for the feedback, I'll fix the spelling errors and such. I'll try to work on my explanations for the keywords come submission time :)
Unpopular opinion: Rogue is OP
Hi, I have one question.
One of my expansions features a keyword that "evolves" minions when a condition is met, with a transformation effect. Therefore, I feel it's necessary to use tokens to illustrate it.
I can't put tokens even if I describe what the token does in the original card text (like in Druid of the Claw)
If the card is understandable without its Tokens(Like Druid of the Claw), then you can use it as an example card for this phase.
But that still doesn't allow you to post the tokens. Strict no tokens for this phase.
For following phases, you can use Tokens however.
I want a new title, but Flux won't let me have one,
"Deep" is a good thing, I hope ^_^
So this is a 10-mana Legendary minion that has to sit in your hand for a bare minimum of 4 turns to activate the Kazakus-like effect? If that's the case, I would consider 2/12 to be a horrendous stat-line. Some of these effects require the game to continue going for a while to be truly impactful, and playing a 2/12 on turn-10 is a dramatic loss of "tempo". That's especially true if you go for the positive "curses" (that sounds weird), as your opponent will get to take advantage of them first; after all, you just spent your entire turn activating the effects to begin with.
I don't have much on an actual answer as-to what her statline should be, but at least make her a 4/12 or something.
You're not allowed to make your Year the "Year of the Phoenix"; only Phoenixfeather is allowed to call it that. It's hidden deep within the rules on page 1.
...well, maybe that's not true :P Anyway:
The banner is definitely more legible, so that's a good thing.
I wouldn't worry too much about a homogenized set of Hall of Fame'd cards: while there seems to be a small amount of overlap, on the whole we all appear to be going in our own directions. Classic is a huge set of cards, which leaves a lot of space for differing opinions.
Anywho:
A Kodo would be a perfect horned animal for my Year! I might have to ape your idea lol :P Speaking of which, a big ol' lol that we both plan to rotate Divine Favor, and that we both plan to introduce a new draw-card based on the board :)
Anyway, on to the expansions:
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@linkblade91
1. The main reason I didn't post my voodoo spell is because I haven't been able to balance any of them yet, but if you're interested here are a couple:
3. Someone on youtube had the idea to let you choose which card you want to discard; I'm going to try and balance that, maybe in a zoo fashion? Discard is a secondary theme for my expansion anyway, and its in the final round (which I probably won't make) so I'm not going to worry too much about it.
Unpopular opinion: Rogue is OP
Unfortunately with the existence of Silverware Golem and Clutchmother Zavas (and Fist of Jaraxxus to a lesser degree), balancing this effect is going to be next to impossible unless it's a one-time effect. I think Team 5 shot themselves in the foot a little bit with those two cards, because they basically confirm that this effect will never happen.
Click the image to go to my custom Time Traveler class.
True, but both of those cards will have rotated by the time the new year comes around, right? Thats why we're HOFing cards as well.
Unpopular opinion: Rogue is OP
I'm trying to make some cards to get the ideas flowing, which has been pretty hard so far, and I don't expect it to get much better. I think the second expansion, the one with the Draeneis in space, is gonna be the hardest to keep lore-friendly. I'd like to know your opinion of what might work and what probably will not, and also what are the best cards to showcase during the first phase.
For the first expansion, we have the title character of a very questionable movie, the comic relief of another one, a tabloid photographer and a film critic. This is gonna be the fun, lighthearted expansion, so expect lots of puns and jokes (and also a big focus on flavor and top-down designs).
"Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?"
"He's, without a doubt, the worst parrot you've never heard of."
"He's your biggest fan. He'll follow you until you love him."
"He wonders why he doesn't get invited to press screenings anymore."
Then, we have the third expansion, which tells of events that happened before the Great Sundering, from things that happened immediately before, during the War of the Ancients, to the time when the Titans had just arrived in Azeroth. We're gonna see lots of Trolls and Mogu, which were the dominant empires on Azeroth for a long while, but also Pandaren, Night Elves, titan-forged and Qiraji, as well as past versions of well-known, beloved lore characters.
This expansion is already halfway done, as I first started work on it months ago, so what I'm gonna do is filter through the existing cards and adapt the best of them to fit the competition's standards. If you want to check them all out, just click here.
""And remember kids, after you go to the bathroom, don't forget to wash your brains!" Says a lot about the anatomy of the Qiraji."
"When the Thunder King set out to conquer the empires of the "lesser" races, huge battles were fought. So many were crushed under the might of the Mogu Empire; the ones who were not so lucky were forced into slavery."
"Aman'Thul, the Highfather himself, reached down through Azeroth's skies and heaved the Old God, Y'Shaarj, from the surface of the world. Then came Anduin, and he cast Eternal Servitude and... here we go again."
@ColinThePyro The first expansion reminds me a lot of one I've seen before which, if I recall, was the winner of a previous competition. That is not a bad thing per se, but it might affect people's judgment during the vote phase.
Anyway, unless you plan on making lots of cards with Resilience effects that activate after a huge delay (like Resilience (3) or higher), if I were you, I'd just get rid of the keyword and write it as "Battlecry: At the start of your next turn..." or something like that. If that's the case, however, chances are it's too slow to even work. :/
Also, when you say "take two damage at the start of your turns" as in Infuse, do you mean your hero or the minions affected? And when you cast Spell of a Fear on a minion, does it work like it would if you were to give Immune to a Taunt minion, in which case the minion can't attack the Taunt but can still go face?
@waterwalker
I do plan on making some Resilience cards that take 3+, but all the ones I have so far involve tokens and thus weren't eligible. For Infuse, it damages the minion, not your hero. For Spell of Fear, affected minions can still go face if there's no taunt minion.
Unpopular opinion: Rogue is OP
Hey guys! I am excited to get back into competitions by going ahead and jumping into this. These are always fun, even if I tend to not make it past the first few rounds. As always I am excited to hear your feedback on my ideas and give my own for yours ( Something I'll get to once I get this posted, probably tomorrow because it's getting late here now and I haven't looked through the thread yet).
Introducing: The Year of the Lion! I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. The Lion symbol of Stormwind is pretty iconic in of itself. I started with the idea of having a set of words to represent my Year themes and chose the creature later. Those words were decided upon to be Strength, Honor, and Wisdom. From those I can branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.
But First, What are we rotating?
1. Innervate: With Molten Giant being rotated the Hearthstone team has shown they are not afraid to unnerf cards to allow stronger combos to exist in wild. This card rotating has the same design philosophy behind it, while also opening up some new avenues for Standard in Druid. It will go back to its original state of providing two mana crystals to preserve and open up new combos in wild, while not having too much power.
2. Doomsayer: Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild. I think having some new tools and new combos arising instead of focusing on the same kind of tropes could work well.
3. Gadgetzan Auctioneer: Yeah, it definitely seems like I'm targeting long staying combo decks with all of my choices. This card is no different. This specific kind of Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild.
With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.
First Expansion, Might Of The Dragonflight: The dragons of Azeroth have faced many numerous hard years as of late. They have been forced to adapt and grow new resolve, strengthening themselves. The dragons of Azeroth are looking to show the other races they are still a force to be reckoned with. This set will focus on the five different dragon flights and how they fit into each of the nine classes. I think it's a broad enough theme that I can keep it varied, but have good core ideas. And we're introducing a new card type in a way, Equipment. They are a passive card type, and I think it is the next logical step after Weapons to broaden their scope. These new cards will help you weather the onslaught that faces you. These cards take the same slot as a weapon would. You have to use them wisely though, as they lose a bit of their magic at the end of each of your turns.
Frost Ward: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing. I wasn't quite sure on how to balance this or the concept in general but here's the idea.
Pit Stinger: A simple design for Druid, a class that fits the theme of the card I built. It's a solid mid-game card that works as a soft-taunt, forcing your opponent to trade into it, or you'll get to sack something more powerful with the dragon that lays in wait. You could also hide it behind a beefy taunt or two, giving you a powerful removal tool.
Second Expansion, Siege Of Stormwind: Our next expansion is something that I think is a pretty cool concept. Lore-wise Orgrimmar has been sacked recently and the latest book entices the idea but doesn't go through with it. What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow. Of course, you could also use spells to help you out.
Duelist: I think the keyword explains itself. It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion.
The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.
Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card.
Third Expansion, Beneath The Veil: Slow down and listen for a while. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have a sub-theme of learning things from the other classes. I also have a new keyword here, again something that works thematically I think. Restraint means that your minion has a delayed effect that triggers on the start of your next turn.
Restraint: I think the idea of delayed effects will give me some fun space to work around. The card I showed off doesn't particularly fit that fully at the moment as I'm still tweaking ideas and it's likely that won't be the one I choose to show off.
Enlightened Monk: It was supposed to be common, but It doesn't really matter at the moment. It just gets the concept across and shows a bit of the versatility of the keyword I came up with. Good early game card. Might need a slight tweak or two if I keep it.
Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here.
I'm not a mod, but I would say no to rotating Basic cards. Basic cards provide the backbone for the class and are necessary for the new player experience. Rotating a Basic card would provide a more severe disadvantage for the class than a Classic card and would make it even harder for new players to get into the game, something which is already problematic enough at the moment.
Click the image to go to my custom Time Traveler class.
I realized none of my expansions currently have any unique keywords, and while I'd rather it stay like that, as I prefer to work within these constraints, I think at least one of them should introduce something completely different, so I decided to create a unique card type for the last one, Azeroth Before the Sundering.
They're called Tales (name is subject to change) and they work much like Sagas from Magic: The Gathering. They come with their own keyword, Countdown (X). Basically what happens is: when you play them, it triggers Countdown (1), just like a Battlecry. Subsequent effects trigger at the start of your following turns. At the end of the turn in which the last effect triggered, the card is destroyed and any aura effects it might have had stop.
The Aqir-Troll War was an event in which all the troll tribes rallied against the Aqir, an insectoid race that worshipped the Old Gods and the ancestors of the Nerubian, Aqir and Klaxxi.
The Elemental Sundering took place way before this war, and was a conflict between Ragnaros and Thunderaan, an Elemental Prince of Air, the wielder of Thunderfury. In the end, Ragnaros killed him (but not forever, as he would revive after millenia) and absorbed his strength.
I have no clue how to balance these things which is why I'm asking for help. That said, there's no way I'm removing the aura effect from the Warrior card because I want Patron to be viable again in Wild, even if it's shit.
I'm sorry to say this but it's probably best at this stage rather than later.
For me these cards are way too complicated and I don't really see the necessity for using the different format over a spell other than that it gives you more space to do more than 4 lines of text which has been a longstanding restriction on other card creation
Just my thoughts, others may love it, but you'd need to do a lot to convince me of this concept.