I know I sound like a dick but can people use spoilers please? You don't have to show someone's entire post just to reply on one thing.
If you feel bad, I'll do it for you: @donovantx8, please use Spoilers when you reply to people.
Rollback Post to RevisionRollBack
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
The more I look to design cards for this competition the more it is bothering me about the ambiguity around when the year is set. If this was a real year it would not be treating un'goro, knights of the frozen throne and kobolds as standard because witchwood and the year of the raven exists but we don't have the full year of the raven to work with either.
personally I'm just going to be designing cards that work in synergy with all standard expansions unless mods confirm otherwise but it really is a niggle.
I think it's best to design the sets as if they were fairly far into the future with none of the current standard sets. And anyways I think it's best to design the sets of one year as existing together, without outside set influence, as it's a bit bad when half of the synergy cards of some theme rotate out, leaving the other half as useless.
Here's two keywords I'll use in sets in my year, which will be Year of the Mech. Here's the list of Mechs that Assemble can summon. It works like Adapt, you get three choices and get to summon one of them. The X in Celebrate can be a lot of things. For example, it could be Celebrate (A Spell), Celebrate (A 1-cost minion), Celebrate (A Mech) and so on.
Assemble is a really cool idea, also kudos for not being scared to re-design Discover. Celebrate seems like a weird choice for the word, though it depends on the theme of your set.
The set Celebrate will be on will be focused around a party held by Blingtron, so I felt like the word fit it.
welp, i'm kinda late to the party, but better late than never. Without further ado, ladies and gentleorcs, i present to you
this year, we have 3 very (i hope) interesting expansions, with mechanics unlike any this game has seen, to the point where we even break the way hearthstone works.
for appetizer, we have
THE SCOURGE OF IRON
Because someone who shall not be named *cough Toki cough* decided to mess with the timeline, The Iron Horde came to Azeroth smack dab when The Scourge decided to leave the Burning Legion and do their own thing. Sensing that Azeroth might be torn to pieces if the the factions went to war, Malfurion decided to use the Cenarion Circle to stop both players in their tracks, leading to a 3-way war.
The three factions work similarly to the one in Gagetzan, each having their unique play style, as well as a tri-class general to lead them. On top of that, cards within each faction share the card text among them. For exemple:
Any other minion that has Iron Horde written on the card text will be untargetable by spells or hero powers as long as Gromm remains on the field.
If your opponent doesn't kill the Keeper of the enclave, you will gain a mana crystal every time you play a card that is part of the Cenarion Circle.
This spell will basically be cast again for every friendly minion on the board that is part of the Scourge.
the three factions are as follows:
Scourge: Mage, Hunter, Shaman
Iron Horde: Warlock, Warrior, Rogue
Cenarion Circle: Priest, Paladin, Druid
Those faction will also be taken into consideration for future expansions. Also, there might or might not be a minion that will allow you to play cards form the other classes in your faction.
For the main course, we have
CLEANSING THE CURSE OF FLESH
You become a Mech, and you become a Mech, EVERYONE BECOMES A MECH! Lots and loths of mech synergy, as well as creating mech versions of existing cards, and a new keyword to top it all off.
In this exemple, in order to activatethe Stormwind Sentinel, the minion on his left must have a base health of 7 (e. g. Mossy Horror), and the one on his right must have a base attack of 7 (e. g. Stalagg). this keyword can also be a battlecry, deathrattle, end of turn affect etc.
and for desert, i give you
PRIMAL BREAK
This is where we break the deck building. This expansion would have 2 types of minions, Primals and Breaker. The thing is, you must have an equal number of each in your deck, and each of them only counts for half a card during deck building, so you can technically go over 30 cards. (for example, you can have 10 Primals, 10 Breaker, and 20 other cards in your deck) Then, at the start of the game, the player that goes first chooses which of the two types of minions he wants to keep, and the other player only keeps minions from the other faction. (If he keeps, for example, the Primals, all Breakers from their deck are destroyed, and all Primals from YOUR deck are destroyed as well, leaving each with 30 cards; if any cards from either hands is destroyed, you draw that many cards).
Each Primal will have a Breaker counterpart, and vice versa. While the Primals are more focused on healing and defense, the breakers are more agressive and focused on dealing damage. I'm not sue how crafting, disenchanting and getting from packs would work, i'd make it so that you get or loose both at the same time, but are not restricted to this when making your deck.
Hall of fame:
oh... oh, my... this is awkward... i haven't decided on those just yet... uhm... come back later?
And this is my year so far. Please tell me what you think, what you find too complicated or hard to understand, and why i should change the mechanic on my final expansion :P
In this exemple, in order to activatethe Stormwind Sentinel, the minion on his left must have a base health of 7 (e. g. Mossy Horror), and the one on his right must have a base attack of 7 (e. g. Stalagg). this keyword can also be a battlecry, deathrattle, end of turn affect etc.
I feel like it would make a lot more sense if the minion on the LEFT needed to match the Attack, and the minions on the RIGHT needed to match the Health, because Attack is on the left and Health is on the right.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
So, I decided to do a repost for our entry with some modification because it didn't get any respond last time:
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and taking animals await.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, limit the effect of spell generation in Priest and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have an AoE printed in every set and made the Wild format impossible to play around.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Ethereal Trader's card selection when you play it will be limited to 3 cards like Curious Glimmerroot.
Your opponent will be able to see both cards that you choose when it is their turn.
Persepholes's Gift of Decay will cause your opponent to draw cards.
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
Oh, I thought I had provided feedback on yours, but I guess I missed it in my super-long reply post. Sorry :(
Retroactively adding Legacy would be quite the undertaking, no? I'm not sure I agree with that decision, especially with "Spell Legacy": one could argue that cards like Violet Teacher become more difficult to understand at-a-glance when you remove the "whenever you cast a spell" phrase. Retroactively adding Elusive would be fine, though, and I think it's inevitable.
I remember the Shrines from a few months ago, and I loved them back then. It's a really neat way to put temporary enchantments onto the table. They're my favorite thing of your Year.
Under Once Upon a Time in Azeroth, you say "...taking animals await". I assume you mean "talking animals" haha :P
Nightmare King Xavius concerns me, if you can combo the death of an Elusive minion with his summoning. He could also balloon to serious "Raid Boss" territory, especially in Wild (*cough* Mal'Ganis's effects *cough*).
Rollback Post to RevisionRollBack
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
In this exemple, in order to activatethe Stormwind Sentinel, the minion on his left must have a base health of 7 (e. g. Mossy Horror), and the one on his right must have a base attack of 7 (e. g. Stalagg). this keyword can also be a battlecry, deathrattle, end of turn affect etc.
I feel like it would make a lot more sense if the minion on the LEFT needed to match the Attack, and the minions on the RIGHT needed to match the Health, because Attack is on the left and Health is on the right.
The way i envisioned it, it's meant to be a nice flow of numbers. In my example, the minions would be 2/7 7/7 7/4. I was also thinking like connecting multiple cables into one another, with the Attack being one end, the the Health being another. (do you get what i mean?)
I know I sound like a dick but can people use spoilers please? You don't have to show someone's entire post just to reply on one thing.
If you feel bad, I'll do it for you: @donovantx8, please use Spoilers when you reply to people.
Easier said than done when you're doing so on your phone.
I personally wouldn't recommend trying to browse Hearthpwn on your phone, but that's just me. I remember when I logged into Hearthpwn via my phone and there was literally no log-out button, so I thought I was stuck being logged in forever.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
After some feedback here and elsewhere, it seems my Metal & Mayhem expansion has some rather-complicated Keywords that might backfire on me; namely Upgrade's (admittedly-confusing) attempts to "build tall" instead of wide like Murlocs. Encore is staying, but I'm changing Upgrade into Power Up!:
I'm bringing back Spare Parts, obviously. So for example, if you were to play Armor Plating on a Mech with Power Up!, they would trigger the Keyword and its effect (like "Gain +1/+1 and Divine Shield") instead of just gaining the +1 Health. Edit2: Here's what that could look like:
I'm also changing up my example cards:
An example of Encore in-action: Spirit Bouncer would cast Ancestral Spirit on himself and repeat the last Encore you triggered (like, "Gain +2 Attack" or whatever). The next Encore minion you play would also benefit from Ancestral Spirit, along with their own effect. This third minion would not trigger the "Gain +2 Attack", as Encore only repeats the most-recent one.
Dr. Boom's Creation is supposed to be an example of the bombastic nature of the expansion, as well as being a play on the old Dr. Boom and his Boom Bots. His super-bots will help him take over this world!
Edit: Or there's Epicus Maximus, who was going to be my "Marin the Fox": the silly Legendary handed out to everyone to get them into the spirit of things heh
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
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories.
The two cards we have here demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have an AoE printed in every set and made the Wild format impossible to play around.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
Does this count as "token-generating"? If so, that's fine, but it's one of the key cards for one of my expansions:
I would definitely say so, as it's not immediately clear what happens to your minions. I can assume that they become spells that say "summon X", but it's not expressed in a way that leaves no doubt. I'd also be concerned with just how much work that would require on Blizzard's part. If my assumption was correct as-to how it functioned, you'd have to make a spell version of literally every minion in the game, seemingly forever.
If they were just random spells like what Shatterstar said above me, then that would be fine...but you'd have to say that.
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
After some feedback here and elsewhere, it seems my Metal & Mayhem expansion has some rather-complicated Keywords that might backfire on me; namely Upgrade's (admittedly-confusing) attempts to "build tall" instead of wide like Murlocs. Encore is staying, but I'm changing Upgrade into Power Up!:
I'm bringing back Spare Parts, obviously. So for example, if you were to play Armor Plating on a Mech with Power Up!, they would trigger the Keyword and its effect (like "Gain +1/+1 and Divine Shield") instead of just gaining the +1 Health. Edit2: Here's what that could look like:
I'm also changing up my example cards:
An example of Encore in-action: Spirit Bouncer would cast Ancestral Spirit on himself and repeat the last Encore you triggered (like, "Gain +2 Attack" or whatever). The next Encore minion you play would also benefit from Ancestral Spirit, along with their own effect. This third minion would not trigger the "Gain +2 Attack", as Encore only repeats the most-recent one.
Dr. Boom's Creation is supposed to be an example of the bombastic nature of the expansion, as well as being a play on the old Dr. Boom and his Boom Bots. His super-bots will help him take over this world!
Edit: Or there's Epicus Maximus, who was going to be my "Marin the Fox": the silly Legendary handed out to everyone to get them into the spirit of things heh
I think that's really cool; I had been thinking of how cool it would be for Spare Parts to return, but didn't end up planing anything. Power Up! is even particularly interesting because it nullifies the RNG element from them. I think the example card does a good job of showing the value of the effect, and the balance seems right to me. I think it would be good to emphasize the role of spare parts that you're planing since there isn't an example that generates them.
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await.
The two cards we have here demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have an AoE printed in every set and made the Wild format impossible to play around.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
The themes you guys have chosen are really cool, and the flavor of them really comes out in the cards. All of these look pretty solid to me. I would point out that both examples for the second expansion showcase the one keyword, albeit in pretty different ways. And unless I'm understanding it wrong, I feel like Forest Shrine is too strong at 3 mana, considering your opponent can't interact with it, so you're guaranteed the Fandral effect the turn you play it and your next turn. Even though it goes away, Fandral was never really expected to stick for so long. Other than that I think these are really interesting and give a good idea of what the expansions will bring!
After some feedback here and elsewhere, it seems my Metal & Mayhem expansion has some rather-complicated Keywords that might backfire on me; namely Upgrade's (admittedly-confusing) attempts to "build tall" instead of wide like Murlocs. Encore is staying, but I'm changing Upgrade into Power Up!:
I'm bringing back Spare Parts, obviously. So for example, if you were to play Armor Plating on a Mech with Power Up!, they would trigger the Keyword and its effect (like "Gain +1/+1 and Divine Shield") instead of just gaining the +1 Health. Edit2: Here's what that could look like:
I'm also changing up my example cards:
An example of Encore in-action: Spirit Bouncer would cast Ancestral Spirit on himself and repeat the last Encore you triggered (like, "Gain +2 Attack" or whatever). The next Encore minion you play would also benefit from Ancestral Spirit, along with their own effect. This third minion would not trigger the "Gain +2 Attack", as Encore only repeats the most-recent one.
Dr. Boom's Creation is supposed to be an example of the bombastic nature of the expansion, as well as being a play on the old Dr. Boom and his Boom Bots. His super-bots will help him take over this world!
Edit: Or there's Epicus Maximus, who was going to be my "Marin the Fox": the silly Legendary handed out to everyone to get them into the spirit of things heh
I think that's really cool; I had been thinking of how cool it would be for Spare Parts to return, but didn't end up planing anything. Power Up! is even particularly interesting because it nullifies the RNG element from them. I think the example card does a good job of showing the value of the effect, and the balance seems right to me. I think it would be good to emphasize the role of spare parts that you're planing since there isn't an example that generates them.
Thanks :) I'm gonna have to do a rewrite of my verbose explanations as it is (to hopefully trim them down) so I'll definitely remember to bring up the return of Spare Parts. I really like Spare Parts: I find it fun when you generate a bunch and use them strategically, tinkering with the situation to come out ahead. Reminds me of Rocket from Guardians of the Galaxy, quickly fashioning a weapon out of nearby junk heh.
Rollback Post to RevisionRollBack
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
(All feedback would be awesome, i'm still working through this and a LOT of stuff is WIP and subject to change)
Hall of Fame
Currently i'm between a few cards to move into hall of fame, some of them may be controversial, but I believe for the most part i can explain them well. First off, Pyroblast and Mind Control. I love them I really do, but I believe that with all the issues they caused regarding Spiteful Summoner and future cards I intend on making (one of my expansions is planning on being card pull from deck dependent) I feel like they're very limiting and quite powerful. Not to mention, both classes have ways of casting these at extremely discounted ways with both Sorcerer's Apprentice and Radiant Elemental in each class and having access to Primordial Glyph and Shadow Visions its extremely easy to get multiple. My case is mostly for Pyroblast to move on as I believe its time that mage had some more creative finishing methods other than a big 10 damage spell.
Next is Shadowstep. Don't get me wrong, I love miracle rogue with all my heart; it's the first deck I made and I climbed with it as far as it could take me, however, I believe that without it Miracle Rogue isn't in that bad of a spot, and I just think that with it still in standard it makes it hard to print powerful minions for Rogue. Besides, with the introduction of Echo I believe it can lead to some pretty nifty design and make the rogue class more than just Miracle.
Another slightly controversial card, Murloc Warleader and or Murloc Tidecaller. Again cards I adore but time and time again we see Murloc decks come in each expansion, however, with the amount of cool murlocs/murloc support that get printed throughout every single expansion that has released, these 2 are included in every deck and their power level is extremely high. I believe it makes it harder to create cards with Murloc synergy because these cards exist (mostly war leader) as if I were to make larger bulky murlocs, they may be taken advantage of with Warleaders buff. This is subject to change because I really like murlocs and I know how much decks outside of murloc paladin struggle; but in trying to make other murloc based cards the power level of these two cards just shoot through the roof.
Other cards I am thinking but do not have long explanations for are: Nourish, Frothing Berserker, Gurubashi Berserker, and Alexstrasza. Depending on how I set up my expansions Frothing Berserker is extremely limiting and I feel its a card that is a prime win condition for warrior and they can do better. Same with Nourish, Hand Druid never really took off (except for this expansion) and I feel like druid has a lot of card draw and ramp without it. The others I have iffy explanations for so eh.
Now onto my expansions!
The three I have lined up are! Into the Outland, Under da Sea (Placeholder name will explain below), and The Green Hills of Stranglethorn
Starting with Into the Outland
This expansion journeys into the harsh world of the Outland! Full of exotic and dangerous creatures, fel corrupted orcs, and new exciting locales; the world is your oyster, so long as it doesn't swallow you whole... With the expansion comes a new keyword!
This is currently a placeholder name AND is a minion only keyword; there will be handbuff spells though that give this keyword to cards in hand
Example Cards:
So far I have a few class identities that I am pushing for at the moment that I will not divulge until I hammer out the rest of the class identities that I am pushing for this expansion
Next up: Under da Sea! (Probably will change this to The Great Blue Sea or something I haven't decided yet)
So adventurers have conquered the land! But they have no idea what lurks for them under the waves of the ocean... Naga! Murlocs! Bears! Bears? This expansion takes players to the bottom of the ocean where they will have the chance to collect amazing and powerful cards! We will see classes get cards they don't usually get; am I hearing murlocs for warlocks, beasts for priests, DRAW FOR HUNTERS? Yes and no I'm not going to give it all away! As with last year, we get another new keyword!
This pretty much causes a sort of 'bleed' effect that carries over one turn.
Now onto the cards!
Again, I have class identities that I am trying to push a little bit in these cards, although the warlock identity is subject to change, and again I won't divulge these yet because of the lack of all of them being present at the moment (i'm looking at you warrior, hunter, and paladin); but this post WILL update once I set them in stone!
Finally, my last expansion; The Green Hills of Stranglethorn!
Our wonderful and amazing friend Hemet Nesingwary is back and better than ever! Ready to take us through his adventures in Stranglethorn, Nagrand, the other... Nagrand, Highmountain, Valley of the Four Winds, and Scholazar Basin! And while Hemet is a skilled hunter, the forests are still full of crazy beasts, bloodthirsty locals, and an assortment of dangerous flora, so watch your step!
Now unfortunately, there isn't a new keyword for this expansion (yet) but I am currently in the process of either adding another new keyword OR a new tribe!
But anyway, here are my amazing examples!
EDIT: Mudskipper is supposed to be 3 mana. Still a weaker card though so will probably replace with a flashier card.
Beasts are going to be extremely integral to this expansion. Every class will be getting at LEAST one beast and one beast support card. Certain classes like hunter will obviously get more; whereas a class like druid may get a couple of dangerous flora cards, shaman will get some voodoo slinging trolls, and warrior may get some Gurubashi/Ogre arena goers, but no matter what; BEASTS EVERYWHERE; and Hemet may make yet ANOTHER appearance. Again, not all the details of this are finalized, I may end up scrapping this whole thought if it ends up being mostly disliked.
As always, Feel free to go through my expansions! I will go through when I have the time and leave responses back to the stuff i'm able to go over! Thank you and godspeed!
(All feedback would be awesome, i'm still working through this and a LOT of stuff is WIP and subject to change)
Hall of Fame
Currently i'm between a few cards to move into hall of fame, some of them may be controversial, but I believe for the most part i can explain them well. First off, Pyroblast and Mind Control. I love them I really do, but I believe that with all the issues they caused regarding Spiteful Summoner and future cards I intend on making (one of my expansions is planning on being card pull from deck dependent) I feel like they're very limiting and quite powerful. Not to mention, both classes have ways of casting these at extremely discounted ways with both Sorcerer's Apprentice and Radiant Elemental in each class and having access to Primordial Glyph and Shadow Visions its extremely easy to get multiple. My case is mostly for Pyroblast to move on as I believe its time that mage had some more creative finishing methods other than a big 10 damage spell.
Next is Shadowstep. Don't get me wrong, I love miracle rogue with all my heart; it's the first deck I made and I climbed with it as far as it could take me, however, I believe that without it Miracle Rogue isn't in that bad of a spot, and I just think that with it still in standard it makes it hard to print powerful minions for Rogue. Besides, with the introduction of Echo I believe it can lead to some pretty nifty design and make the rogue class more than just Miracle.
Another slightly controversial card, Murloc Warleader and or Murloc Tidecaller. Again cards I adore but time and time again we see Murloc decks come in each expansion, however, with the amount of cool murlocs/murloc support that get printed throughout every single expansion that has released, these 2 are included in every deck and their power level is extremely high. I believe it makes it harder to create cards with Murloc synergy because these cards exist (mostly war leader) as if I were to make larger bulky murlocs, they may be taken advantage of with Warleaders buff. This is subject to change because I really like murlocs and I know how much decks outside of murloc paladin struggle; but in trying to make other murloc based cards the power level of these two cards just shoot through the roof.
Other cards I am thinking but do not have long explanations for are: Nourish, Frothing Berserker, Gurubashi Berserker, and Alexstrasza. Depending on how I set up my expansions Frothing Berserker is extremely limiting and I feel its a card that is a prime win condition for warrior and they can do better. Same with Nourish, Hand Druid never really took off (except for this expansion) and I feel like druid has a lot of card draw and ramp without it. The others I have iffy explanations for so eh.
Now onto my expansions!
The three I have lined up are! Into the Outland, Under da Sea (Placeholder name will explain below), and The Green Hills of Stranglethorn
Starting with Into the Outland
This expansion journeys into the harsh world of the Outland! Full of exotic and dangerous creatures, fel corrupted orcs, and new exciting locales; the world is your oyster, so long as it doesn't swallow you whole... With the expansion comes a new keyword!
This is currently a placeholder name AND is a minion only keyword; there will be handbuff spells though that give this keyword to cards in hand
Example Cards:
So far I have a few class identities that I am pushing for at the moment that I will not divulge until I hammer out the rest of the class identities that I am pushing for this expansion
Next up: Under da Sea! (Probably will change this to The Great Blue Sea or something I haven't decided yet)
So adventurers have conquered the land! But they have no idea what lurks for them under the waves of the ocean... Naga! Murlocs! Bears! Bears? This expansion takes players to the bottom of the ocean where they will have the chance to collect amazing and powerful cards! We will see classes get cards they don't usually get; am I hearing murlocs for warlocks, beasts for priests, DRAW FOR HUNTERS? Yes and no I'm not going to give it all away! As with last year, we get another new keyword!
This pretty much causes a sort of 'bleed' effect that carries over one turn.
Now onto the cards!
Again, I have class identities that I am trying to push a little bit in these cards, although the warlock identity is subject to change, and again I won't divulge these yet because of the lack of all of them being present at the moment (i'm looking at you warrior, hunter, and paladin); but this post WILL update once I set them in stone!
Finally, my last expansion; The Green Hills of Stranglethorn!
Our wonderful and amazing friend Hemet Nesingwary is back and better than ever! Ready to take us through his adventures in Stranglethorn, Nagrand, the other... Nagrand, Highmountain, Valley of the Four Winds, and Scholazar Basin! And while Hemet is a skilled hunter, the forests are still full of crazy beasts, bloodthirsty locals, and an assortment of dangerous flora, so watch your step!
Now unfortunately, there isn't a new keyword for this expansion (yet) but I am currently in the process of either adding another new keyword OR a new tribe!
But anyway, here are my amazing examples!
Beasts are going to be extremely integral to this expansion. Every class will be getting at LEAST one beast and one beast support card. Certain classes like hunter will obviously get more; whereas a class like druid may get a couple of dangerous flora cards, shaman will get some voodoo slinging trolls, and warrior may get some Gurubashi/Ogre arena goers, but no matter what; BEASTS EVERYWHERE; and Hemet may make yet ANOTHER appearance. Again, not all the details of this are finalized, I may end up scrapping this whole thought if it ends up being mostly disliked.
As always, Feel free to go through my expansions! I will go through when I have the time and leave responses back to the stuff i'm able to go over! Thank you and godspeed!
Not giving my full opinion of everything, I just thought I would get this out there right away:
Dampscale Mudskipper is a conditional 4 mana 5/4, which would be one of the worst cards every made. I don't know what purpose it serves. We already have unconditional 4 mana 5/4s with upside effects that don't see play. I really don't understand this. It also looks like it should be a Beast.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
(All feedback would be awesome, i'm still working through this and a LOT of stuff is WIP and subject to change)
Hall of Fame
Currently i'm between a few cards to move into hall of fame, some of them may be controversial, but I believe for the most part i can explain them well. First off, Pyroblast and Mind Control. I love them I really do, but I believe that with all the issues they caused regarding Spiteful Summoner and future cards I intend on making (one of my expansions is planning on being card pull from deck dependent) I feel like they're very limiting and quite powerful. Not to mention, both classes have ways of casting these at extremely discounted ways with both Sorcerer's Apprentice and Radiant Elemental in each class and having access to Primordial Glyph and Shadow Visions its extremely easy to get multiple. My case is mostly for Pyroblast to move on as I believe its time that mage had some more creative finishing methods other than a big 10 damage spell.
Next is Shadowstep. Don't get me wrong, I love miracle rogue with all my heart; it's the first deck I made and I climbed with it as far as it could take me, however, I believe that without it Miracle Rogue isn't in that bad of a spot, and I just think that with it still in standard it makes it hard to print powerful minions for Rogue. Besides, with the introduction of Echo I believe it can lead to some pretty nifty design and make the rogue class more than just Miracle.
Another slightly controversial card, Murloc Warleader and or Murloc Tidecaller. Again cards I adore but time and time again we see Murloc decks come in each expansion, however, with the amount of cool murlocs/murloc support that get printed throughout every single expansion that has released, these 2 are included in every deck and their power level is extremely high. I believe it makes it harder to create cards with Murloc synergy because these cards exist (mostly war leader) as if I were to make larger bulky murlocs, they may be taken advantage of with Warleaders buff. This is subject to change because I really like murlocs and I know how much decks outside of murloc paladin struggle; but in trying to make other murloc based cards the power level of these two cards just shoot through the roof.
Other cards I am thinking but do not have long explanations for are: Nourish, Frothing Berserker, Gurubashi Berserker, and Alexstrasza. Depending on how I set up my expansions Frothing Berserker is extremely limiting and I feel its a card that is a prime win condition for warrior and they can do better. Same with Nourish, Hand Druid never really took off (except for this expansion) and I feel like druid has a lot of card draw and ramp without it. The others I have iffy explanations for so eh.
Now onto my expansions!
The three I have lined up are! Into the Outland, Under da Sea (Placeholder name will explain below), and The Green Hills of Stranglethorn
Starting with Into the Outland
This expansion journeys into the harsh world of the Outland! Full of exotic and dangerous creatures, fel corrupted orcs, and new exciting locales; the world is your oyster, so long as it doesn't swallow you whole... With the expansion comes a new keyword!
This is currently a placeholder name AND is a minion only keyword; there will be handbuff spells though that give this keyword to cards in hand
Example Cards:
So far I have a few class identities that I am pushing for at the moment that I will not divulge until I hammer out the rest of the class identities that I am pushing for this expansion
Next up: Under da Sea! (Probably will change this to The Great Blue Sea or something I haven't decided yet)
So adventurers have conquered the land! But they have no idea what lurks for them under the waves of the ocean... Naga! Murlocs! Bears! Bears? This expansion takes players to the bottom of the ocean where they will have the chance to collect amazing and powerful cards! We will see classes get cards they don't usually get; am I hearing murlocs for warlocks, beasts for priests, DRAW FOR HUNTERS? Yes and no I'm not going to give it all away! As with last year, we get another new keyword!
This pretty much causes a sort of 'bleed' effect that carries over one turn.
Now onto the cards!
Again, I have class identities that I am trying to push a little bit in these cards, although the warlock identity is subject to change, and again I won't divulge these yet because of the lack of all of them being present at the moment (i'm looking at you warrior, hunter, and paladin); but this post WILL update once I set them in stone!
Finally, my last expansion; The Green Hills of Stranglethorn!
Our wonderful and amazing friend Hemet Nesingwary is back and better than ever! Ready to take us through his adventures in Stranglethorn, Nagrand, the other... Nagrand, Highmountain, Valley of the Four Winds, and Scholazar Basin! And while Hemet is a skilled hunter, the forests are still full of crazy beasts, bloodthirsty locals, and an assortment of dangerous flora, so watch your step!
Now unfortunately, there isn't a new keyword for this expansion (yet) but I am currently in the process of either adding another new keyword OR a new tribe!
But anyway, here are my amazing examples!
Beasts are going to be extremely integral to this expansion. Every class will be getting at LEAST one beast and one beast support card. Certain classes like hunter will obviously get more; whereas a class like druid may get a couple of dangerous flora cards, shaman will get some voodoo slinging trolls, and warrior may get some Gurubashi/Ogre arena goers, but no matter what; BEASTS EVERYWHERE; and Hemet may make yet ANOTHER appearance. Again, not all the details of this are finalized, I may end up scrapping this whole thought if it ends up being mostly disliked.
As always, Feel free to go through my expansions! I will go through when I have the time and leave responses back to the stuff i'm able to go over! Thank you and godspeed!
Not giving my full opinion of everything, I just thought I would get this out there right away:
Dampscale Mudskipper is a conditional 4 mana 5/4, which would be one of the worst cards every made. I don't know what purpose it serves. We already have unconditional 4 mana 5/4s with upside effects that don't see play. I really don't understand this. It also looks like it should be a Beast.
That card was supposed to be a 3 mana card I must have accidentally made it cost 4 whoops; gotta fix that. You're right it's extremely weak as a 4 cost card. And as far as it's tribe, it's strange because it's a gorloc, so technically an offshoot of a murloc but it's not, so if anything it may get the murloc tag.
Alright, more feedback is coming, I just want to out down what I've got so far.
The Year of the Salamander
For the Hall of Fame, I don't have so many ideas, but I'm thinking Divine Favor and Battle Rage as they can be problematic. I'm looking mostly at classic card design that would prevent ideas I have, but I'm going to have to keep looking on that,
The Expansions:
Summer in Booty Bay-This is the more lighthearted expansion that's basically supposed to be summer themed. Elements of Booty Bay will definitely come out, but that and the STV area aren't necessarily the focus.
New Keyword: Resurgent
Resurgent makes it so that you have to play a minion twice for it to stick. The power in this is that it can allow you to 'bank' mana, for instance, you could play Pool Pony on turn 2 and have it do nothing, but on turn three you would have a good taunt minion and 1 mana to work with.
Another advantage for this is when a Resurgent minion has a battlecry; you can use it twice.
For another example card, I have:
This doesn't show much except for 'Pirates' which I feel should be expected, although it also adds reason to the Hall of Fame choices.
The Firelands' Call- This is kind of a 'return to Blackrock Mountain' expansion reasons being: BRM only ever had an adventure where Naxx is tied to the themes from The Grand Tournament and Knights of the Frozen Throne, as well as League of Explorers having some continuation in Journey to Un'Goro. On top of that, Elementals have since been introduced as a tribe and they're prevalent in the area.
Here are the cards I have to show for now:
Ysera, the Dreameris something I designed a while back for a WCDC and I always wanted to expand upon the theme, especially now that there are more cards in this vein like the Princes or Baku and Genn. As well, like in BRM there's gonna be lots of awesome dragons!
Tales from the Wildhammer-This one is focused around the Highlands kind of aesthetic; folklore, rolling hills, etc. I haven't yet finalized any cards for this, because I've been working on the keyword.
New Keyword: Sleep
My issues with this are that 1) 'Sleeping' is kind of in the game as Summoning Sickness, though it's never really named and 2) I'm pretty sure it's just too strong. My thoughts would be making interaction with the sleeping that is in the game, but then there isn't much that separates it from Freeze. Alternatively, it could be used as more of a drawback (i.e. overstatted Taunt minion that is sleeping) rather than something as simple as "Put a minion to Sleep". But I'm really not sure here.
So there you have it, The Year of the Salamander, because salamanders are amphibious, associated with fire and flames, and uh... they can regenerate, like trolls, and there are trolls in the Hinterlands... yeah.
If you feel bad, I'll do it for you: @donovantx8, please use Spoilers when you reply to people.
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
The set Celebrate will be on will be focused around a party held by Blingtron, so I felt like the word fit it.
Sadly I'm ultra busy with my work so I can't participate on this Big Comp, two in a row... :(.
At least I'll be following your expansions and doing the Weekly Competitions.
I know I sound like a dick but can people use spoilers please? You don't have to show someone's entire post just to reply on one thing.
If you feel bad, I'll do it for you: @donovantx8, please use Spoilers when you reply to people.
welp, i'm kinda late to the party, but better late than never. Without further ado, ladies and gentleorcs, i present to you
this year, we have 3 very (i hope) interesting expansions, with mechanics unlike any this game has seen, to the point where we even break the way hearthstone works.
for appetizer, we have
THE SCOURGE OF IRON
Because someone who shall not be named *cough Toki cough* decided to mess with the timeline, The Iron Horde came to Azeroth smack dab when The Scourge decided to leave the Burning Legion and do their own thing. Sensing that Azeroth might be torn to pieces if the the factions went to war, Malfurion decided to use the Cenarion Circle to stop both players in their tracks, leading to a 3-way war.
The three factions work similarly to the one in Gagetzan, each having their unique play style, as well as a tri-class general to lead them. On top of that, cards within each faction share the card text among them. For exemple:
Any other minion that has Iron Horde written on the card text will be untargetable by spells or hero powers as long as Gromm remains on the field.
If your opponent doesn't kill the Keeper of the enclave, you will gain a mana crystal every time you play a card that is part of the Cenarion Circle.
This spell will basically be cast again for every friendly minion on the board that is part of the Scourge.
the three factions are as follows:
Scourge: Mage, Hunter, Shaman
Iron Horde: Warlock, Warrior, Rogue
Cenarion Circle: Priest, Paladin, Druid
Those faction will also be taken into consideration for future expansions. Also, there might or might not be a minion that will allow you to play cards form the other classes in your faction.
For the main course, we have
CLEANSING THE CURSE OF FLESH
You become a Mech, and you become a Mech, EVERYONE BECOMES A MECH! Lots and loths of mech synergy, as well as creating mech versions of existing cards, and a new keyword to top it all off.
In this exemple, in order to activatethe Stormwind Sentinel, the minion on his left must have a base health of 7 (e. g. Mossy Horror), and the one on his right must have a base attack of 7 (e. g. Stalagg). this keyword can also be a battlecry, deathrattle, end of turn affect etc.
and for desert, i give you
PRIMAL BREAK
This is where we break the deck building. This expansion would have 2 types of minions, Primals and Breaker. The thing is, you must have an equal number of each in your deck, and each of them only counts for half a card during deck building, so you can technically go over 30 cards. (for example, you can have 10 Primals, 10 Breaker, and 20 other cards in your deck) Then, at the start of the game, the player that goes first chooses which of the two types of minions he wants to keep, and the other player only keeps minions from the other faction. (If he keeps, for example, the Primals, all Breakers from their deck are destroyed, and all Primals from YOUR deck are destroyed as well, leaving each with 30 cards; if any cards from either hands is destroyed, you draw that many cards).
Each Primal will have a Breaker counterpart, and vice versa. While the Primals are more focused on healing and defense, the breakers are more agressive and focused on dealing damage. I'm not sue how crafting, disenchanting and getting from packs would work, i'd make it so that you get or loose both at the same time, but are not restricted to this when making your deck.
Hall of fame:
oh... oh, my... this is awkward... i haven't decided on those just yet... uhm... come back later?
And this is my year so far. Please tell me what you think, what you find too complicated or hard to understand, and why i should change the mechanic on my final expansion :P
I feel like it would make a lot more sense if the minion on the LEFT needed to match the Attack, and the minions on the RIGHT needed to match the Health, because Attack is on the left and Health is on the right.
Click the image to go to my custom Time Traveler class.
Oh, I thought I had provided feedback on yours, but I guess I missed it in my super-long reply post. Sorry :(
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
The way i envisioned it, it's meant to be a nice flow of numbers. In my example, the minions would be 2/7 7/7 7/4. I was also thinking like connecting multiple cables into one another, with the Attack being one end, the the Health being another. (do you get what i mean?)
Easier said than done when you're doing so on your phone.
I personally wouldn't recommend trying to browse Hearthpwn on your phone, but that's just me. I remember when I logged into Hearthpwn via my phone and there was literally no log-out button, so I thought I was stuck being logged in forever.
Click the image to go to my custom Time Traveler class.
After some feedback here and elsewhere, it seems my Metal & Mayhem expansion has some rather-complicated Keywords that might backfire on me; namely Upgrade's (admittedly-confusing) attempts to "build tall" instead of wide like Murlocs. Encore is staying, but I'm changing Upgrade into Power Up!:
I'm bringing back Spare Parts, obviously. So for example, if you were to play Armor Plating on a Mech with Power Up!, they would trigger the Keyword and its effect (like "Gain +1/+1 and Divine Shield") instead of just gaining the +1 Health. Edit2: Here's what that could look like:
I'm also changing up my example cards:
An example of Encore in-action: Spirit Bouncer would cast Ancestral Spirit on himself and repeat the last Encore you triggered (like, "Gain +2 Attack" or whatever). The next Encore minion you play would also benefit from Ancestral Spirit, along with their own effect. This third minion would not trigger the "Gain +2 Attack", as Encore only repeats the most-recent one.
Dr. Boom's Creation is supposed to be an example of the bombastic nature of the expansion, as well as being a play on the old Dr. Boom and his Boom Bots. His super-bots will help him take over this world!
Edit: Or there's Epicus Maximus, who was going to be my "Marin the Fox": the silly Legendary handed out to everyone to get them into the spirit of things heh
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
Does this count as "token-generating"? If so, that's fine, but it's one of the key cards for one of my expansions:
Wait, does she transform the minions into random spells or specific ones? This card is eligible if it is the former.
Repost our entry with some major tweak:
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories.
The two cards we have here demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I would definitely say so, as it's not immediately clear what happens to your minions. I can assume that they become spells that say "summon X", but it's not expressed in a way that leaves no doubt. I'd also be concerned with just how much work that would require on Blizzard's part. If my assumption was correct as-to how it functioned, you'd have to make a spell version of literally every minion in the game, seemingly forever.
If they were just random spells like what Shatterstar said above me, then that would be fine...but you'd have to say that.
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
I think that's really cool; I had been thinking of how cool it would be for Spare Parts to return, but didn't end up planing anything. Power Up! is even particularly interesting because it nullifies the RNG element from them. I think the example card does a good job of showing the value of the effect, and the balance seems right to me. I think it would be good to emphasize the role of spare parts that you're planing since there isn't an example that generates them.
The themes you guys have chosen are really cool, and the flavor of them really comes out in the cards. All of these look pretty solid to me. I would point out that both examples for the second expansion showcase the one keyword, albeit in pretty different ways. And unless I'm understanding it wrong, I feel like Forest Shrine is too strong at 3 mana, considering your opponent can't interact with it, so you're guaranteed the Fandral effect the turn you play it and your next turn. Even though it goes away, Fandral was never really expected to stick for so long. Other than that I think these are really interesting and give a good idea of what the expansions will bring!
Thanks :) I'm gonna have to do a rewrite of my verbose explanations as it is (to hopefully trim them down) so I'll definitely remember to bring up the return of Spare Parts. I really like Spare Parts: I find it fun when you generate a bunch and use them strategically, tinkering with the situation to come out ahead. Reminds me of Rocket from Guardians of the Galaxy, quickly fashioning a weapon out of nearby junk heh.
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
So i am introducing...
(All feedback would be awesome, i'm still working through this and a LOT of stuff is WIP and subject to change)
Hall of Fame
Currently i'm between a few cards to move into hall of fame, some of them may be controversial, but I believe for the most part i can explain them well. First off, Pyroblast and Mind Control. I love them I really do, but I believe that with all the issues they caused regarding Spiteful Summoner and future cards I intend on making (one of my expansions is planning on being card pull from deck dependent) I feel like they're very limiting and quite powerful. Not to mention, both classes have ways of casting these at extremely discounted ways with both Sorcerer's Apprentice and Radiant Elemental in each class and having access to Primordial Glyph and Shadow Visions its extremely easy to get multiple. My case is mostly for Pyroblast to move on as I believe its time that mage had some more creative finishing methods other than a big 10 damage spell.
Next is Shadowstep. Don't get me wrong, I love miracle rogue with all my heart; it's the first deck I made and I climbed with it as far as it could take me, however, I believe that without it Miracle Rogue isn't in that bad of a spot, and I just think that with it still in standard it makes it hard to print powerful minions for Rogue. Besides, with the introduction of Echo I believe it can lead to some pretty nifty design and make the rogue class more than just Miracle.
Another slightly controversial card, Murloc Warleader and or Murloc Tidecaller. Again cards I adore but time and time again we see Murloc decks come in each expansion, however, with the amount of cool murlocs/murloc support that get printed throughout every single expansion that has released, these 2 are included in every deck and their power level is extremely high. I believe it makes it harder to create cards with Murloc synergy because these cards exist (mostly war leader) as if I were to make larger bulky murlocs, they may be taken advantage of with Warleaders buff. This is subject to change because I really like murlocs and I know how much decks outside of murloc paladin struggle; but in trying to make other murloc based cards the power level of these two cards just shoot through the roof.
Other cards I am thinking but do not have long explanations for are: Nourish, Frothing Berserker, Gurubashi Berserker, and Alexstrasza. Depending on how I set up my expansions Frothing Berserker is extremely limiting and I feel its a card that is a prime win condition for warrior and they can do better. Same with Nourish, Hand Druid never really took off (except for this expansion) and I feel like druid has a lot of card draw and ramp without it. The others I have iffy explanations for so eh.
Now onto my expansions!
The three I have lined up are! Into the Outland, Under da Sea (Placeholder name will explain below), and The Green Hills of Stranglethorn
Starting with Into the Outland
This expansion journeys into the harsh world of the Outland! Full of exotic and dangerous creatures, fel corrupted orcs, and new exciting locales; the world is your oyster, so long as it doesn't swallow you whole... With the expansion comes a new keyword!
This is currently a placeholder name AND is a minion only keyword; there will be handbuff spells though that give this keyword to cards in hand
Example Cards:
So far I have a few class identities that I am pushing for at the moment that I will not divulge until I hammer out the rest of the class identities that I am pushing for this expansion
Next up: Under da Sea! (Probably will change this to The Great Blue Sea or something I haven't decided yet)
So adventurers have conquered the land! But they have no idea what lurks for them under the waves of the ocean... Naga! Murlocs! Bears! Bears? This expansion takes players to the bottom of the ocean where they will have the chance to collect amazing and powerful cards! We will see classes get cards they don't usually get; am I hearing murlocs for warlocks, beasts for priests, DRAW FOR HUNTERS? Yes and no I'm not going to give it all away! As with last year, we get another new keyword!
This pretty much causes a sort of 'bleed' effect that carries over one turn.
Now onto the cards!
Again, I have class identities that I am trying to push a little bit in these cards, although the warlock identity is subject to change, and again I won't divulge these yet because of the lack of all of them being present at the moment (i'm looking at you warrior, hunter, and paladin); but this post WILL update once I set them in stone!
Finally, my last expansion; The Green Hills of Stranglethorn!
Our wonderful and amazing friend Hemet Nesingwary is back and better than ever! Ready to take us through his adventures in Stranglethorn, Nagrand, the other... Nagrand, Highmountain, Valley of the Four Winds, and Scholazar Basin! And while Hemet is a skilled hunter, the forests are still full of crazy beasts, bloodthirsty locals, and an assortment of dangerous flora, so watch your step!
Now unfortunately, there isn't a new keyword for this expansion (yet) but I am currently in the process of either adding another new keyword OR a new tribe!
But anyway, here are my amazing examples!
EDIT: Mudskipper is supposed to be 3 mana. Still a weaker card though so will probably replace with a flashier card.
Beasts are going to be extremely integral to this expansion. Every class will be getting at LEAST one beast and one beast support card. Certain classes like hunter will obviously get more; whereas a class like druid may get a couple of dangerous flora cards, shaman will get some voodoo slinging trolls, and warrior may get some Gurubashi/Ogre arena goers, but no matter what; BEASTS EVERYWHERE; and Hemet may make yet ANOTHER appearance. Again, not all the details of this are finalized, I may end up scrapping this whole thought if it ends up being mostly disliked.
As always, Feel free to go through my expansions! I will go through when I have the time and leave responses back to the stuff i'm able to go over! Thank you and godspeed!
Weekly Card Design Competition 10.15
Not giving my full opinion of everything, I just thought I would get this out there right away:
Dampscale Mudskipper is a conditional 4 mana 5/4, which would be one of the worst cards every made. I don't know what purpose it serves. We already have unconditional 4 mana 5/4s with upside effects that don't see play. I really don't understand this. It also looks like it should be a Beast.
Click the image to go to my custom Time Traveler class.
That card was supposed to be a 3 mana card I must have accidentally made it cost 4 whoops; gotta fix that. You're right it's extremely weak as a 4 cost card. And as far as it's tribe, it's strange because it's a gorloc, so technically an offshoot of a murloc but it's not, so if anything it may get the murloc tag.
Weekly Card Design Competition 10.15
Alright, more feedback is coming, I just want to out down what I've got so far.
The Year of the Salamander
For the Hall of Fame, I don't have so many ideas, but I'm thinking Divine Favor and Battle Rage as they can be problematic. I'm looking mostly at classic card design that would prevent ideas I have, but I'm going to have to keep looking on that,
The Expansions:
Summer in Booty Bay - This is the more lighthearted expansion that's basically supposed to be summer themed. Elements of Booty Bay will definitely come out, but that and the STV area aren't necessarily the focus.
New Keyword: Resurgent
Resurgent makes it so that you have to play a minion twice for it to stick. The power in this is that it can allow you to 'bank' mana, for instance, you could play Pool Pony on turn 2 and have it do nothing, but on turn three you would have a good taunt minion and 1 mana to work with.
Another advantage for this is when a Resurgent minion has a battlecry; you can use it twice.
For another example card, I have:
This doesn't show much except for 'Pirates' which I feel should be expected, although it also adds reason to the Hall of Fame choices.
The Firelands' Call - This is kind of a 'return to Blackrock Mountain' expansion reasons being: BRM only ever had an adventure where Naxx is tied to the themes from The Grand Tournament and Knights of the Frozen Throne, as well as League of Explorers having some continuation in Journey to Un'Goro. On top of that, Elementals have since been introduced as a tribe and they're prevalent in the area.
Here are the cards I have to show for now:
Ysera, the Dreamer is something I designed a while back for a WCDC and I always wanted to expand upon the theme, especially now that there are more cards in this vein like the Princes or Baku and Genn. As well, like in BRM there's gonna be lots of awesome dragons!
Tales from the Wildhammer - This one is focused around the Highlands kind of aesthetic; folklore, rolling hills, etc. I haven't yet finalized any cards for this, because I've been working on the keyword.
New Keyword: Sleep
My issues with this are that 1) 'Sleeping' is kind of in the game as Summoning Sickness, though it's never really named and 2) I'm pretty sure it's just too strong. My thoughts would be making interaction with the sleeping that is in the game, but then there isn't much that separates it from Freeze. Alternatively, it could be used as more of a drawback (i.e. overstatted Taunt minion that is sleeping) rather than something as simple as "Put a minion to Sleep". But I'm really not sure here.
So there you have it, The Year of the Salamander, because salamanders are amphibious, associated with fire and flames, and uh... they can regenerate, like trolls, and there are trolls in the Hinterlands... yeah.
Thanks for any feedback I could get.