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.
Thanks for any feedback I could get.
really cool ideas; i can see why you'd want to HoF Divine Favour, but i don't think Battle Rage is that big a deal; i'm really curious to see what you do with resurgent.
regarding Ysera the Dreamer, i suggest you buff the attack and health to 5 and mention "only cards from your class".
a thing you could do for sleep is have the minion awaken after you play a ceartain type of card or do something (like Sleep(Minion), Sleep(Elemental), Sleep(Deal 3 damage), Sleep(Discard 2 cards), etc.)
could you take a look at my year? (it's in the banner in my footer)
Thanks for the feedback so far, fixed all of the major issues addressed.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Non Deathrattle, minion death synergy.
Powerful Loa Gods for each class.
New Deck Types for classes.
Lots of Beasts
Health as a resource
Introduction of the "Invoke" Keyword.
Second Set
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.
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)
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
ALLIANCE -> Paladin, Mage, Warrior
HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
SCOURGE -> Priest, Rogue
NIGHT ELVES -> Druid, Hunter
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
Leader: High Priestess Ishanah.
General theme: Healing.
Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
Leader: Voren'thal the seer.
General theme: Spell damage.
Gem: Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Gem: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Inner Fire: We can't make cost-effect high-health minions while this is in standard.
Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
Aight, so I guess I need to start posting something to get myself on track. So, here it is. It's...
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
New mechanic: Blight. Blighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
Thoughts? Feedback is appreciated! I'll be trying to give feedback back when possible.
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
Your years have quite a few serious problems:
You have the Linked Mechanic, but no showcase card with that keyword
The keyword Chain is too complicated (Tips: If you can't show explain the keyword in the tooltip using less than 2 lines, your keyword is too complicated)
You didn't specific whether or not the opponent will know that the other players will pick Primal or Breaker. This is extremely important because it give the opponent to see if/how to play until you play the first Primal and Breaker card
(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!
Your Splash effect need more clarification. Does the effect is one-time only? Does this effect different from minions to spells and weapons?
Thanks for the feedback so far, fixed all of the major issues addressed.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Non Deathrattle, minion death synergy.
Powerful Loa Gods for each class.
New Deck Types for classes.
Lots of Beasts
Health as a resource
Introduction of the "Invoke" Keyword.
Second Set
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.
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)
I really all three of your ideas and keywords. The only thing that I would adjust is Brutallus: He is horrifically weak for such a restriction. The reward needs to be more powerful.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
ALLIANCE -> Paladin, Mage, Warrior
HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
SCOURGE -> Priest, Rogue
NIGHT ELVES -> Druid, Hunter
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
Leader: High Priestess Ishanah.
General theme: Healing.
Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
Leader: Voren'thal the seer.
General theme: Spell damage.
Gem: Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Gem: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Inner Fire: We can't make cost-effect high-health minions while this is in standard.
Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
Trying to think of mage cards to put into the core set.
Will post global feedback when I can!
I remember this from the last Class Competition before you went with Chef. Last year, I made an expansion for the Expansion Creation Competition with a mechanic pretty much exactly like your Resources and Structures, Invasion of the Void with Void Orbs. You gather them, you spend them for effects, pretty much the same base idea, although different in many ways. This mechanic definitely works a lot better for an expansion than a class. Of course, that said, there are still a few things to answer. Are the Structures permanent? If they are, this could be problematic for both you and your opponent. If they're not permanent, how do you get rid of them? I see you thought of this for your other expansion though.
Grandmaster Vorpil also feels extremely situational and bad, because even with the faction's Gem, the only class that can use this effectively is Warlock and even then, not many Imps (that's not even thinking about their individual viability without this card), and not many ways to generate them either.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
So...you have a problem here, in-that the Gems appear to be unique token elements and thus prohibited for the first round. The same is true of your Hero card, as all Hero cards produce UTEs (their Hero Power) :(
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
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
ALLIANCE -> Paladin, Mage, Warrior
HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
SCOURGE -> Priest, Rogue
NIGHT ELVES -> Druid, Hunter
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
Leader: High Priestess Ishanah.
General theme: Healing.
Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
Leader: Voren'thal the seer.
General theme: Spell damage.
Gem: Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Gem: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Inner Fire: We can't make cost-effect high-health minions while this is in standard.
Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
Trying to think of mage cards to put into the core set.
Will post global feedback when I can!
My review is gonna be rules-aside. Keep that in mind.
The Craft of War
What I like:
Theme's very nice. Warcraft-y all the way, obviously.
I like the race-faction idea. Each race can have it's own flavour and playstyle that varies with each class. Lots of variety and potential.
Resources and structures are not bad at all. Though they need a bit of development.
Critiques:
Now, Structures could be too op based on what you've shown. They cannot be removed and offer a pretty good effect. Even if resources are not that easy to get, they're not that difficult either (Human Peasant). I know they still take up a slot in the battlefield and I know they don't really affect much in the board (though I say that based just on the Farm). Also how would you be able to keep track of your resources?
This may not be the case but, I wouldn't make races work like Gadgetzan's gangs, since you already have a similar concept going in your second expansion. I'd rather have them connected by theme and similar mechanics. Maybe that's what you ment and I misunderstood you. Sorry if so.
Scramble for Shattrath
What I like:
Theme's good.
The Gem mechanic is not bad. I like the concept of an aura-like mechanic. There could even be cards that interact with them.
I like Grandmaster Vorpil. Nice showcase of both Gem mechanic and interactions with it.
Critiques:
Shadowcouncil gem feels similar to the Scryer gem. They have the same condition, though since both are magics (dark v arcane), I guess it's fine. Keep that in mind, though.
I'd showcase another card than Aldor Socialite. Make it have a more interesting effect than 'Put x Gem into play'. Maybe something that interacts with gems? Though this is more of a nitpick. Card's just fine.
Scryers sound cool and I wanna see em.
Don't have much to say because it's a bit of a weird mechanic.
Please show me the cooking expansion. That sounds cool. Though be careful, I think there's a lack of cooking art out there.
I have a question regarding watermarks. Is it necessary to create your own? Or is it allowed to use one of the stock custom watermarks from hearthcards? And if it is necessary, is it possible to add a created watermark to a hearthcards created card?
I have a question regarding watermarks. Is it necessary to create your own? Or is it allowed to use one of the stock custom watermarks from hearthcards? And if it is necessary, is it possible to add a created watermark to a hearthcards created card?
I'm using the stock watermarks from Hearthcards: the book for my A Tale of Trails expansion, trident for War of Sea and Sky, and Sulfuras for Metal & Mayhem (I'm pretending it's ETC's guitar-axe). If you want to make your own and you can then great, go for it; it's not a requirement, though. If the stock watermarks achieve what you want, then it doesn't matter much that they're from a premade list, you know? Same thing with the Year icons: you don't have to post a special icon.
Just don't use Blizzard watermarks like the GvG gear...or even worse, you leave it as the Classic swirl DX
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
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'm digging the ideas for these expansions. Alternate Universe stuff is totally something that Hearthstone has plenty of room to explore. I like the concept of the three factions. I would the way it's formatted on the cards seems kind of off to me. I don't know if there's a better way to do it, but it feels a little un-intuitive to me.
The idea of chaining minions is cool, but I think the complexity is definitely a concern. For one thing, I'm wondering how that would be presented in-game. I assume if you put a 2 Health minion next to a 2 Attack minion, there would have to be some visual indicator, however the chain would mean nothing if there's no Linked minion. Among other things, it is something that is pretty simple even though it takes a lengthy explanation. Thematically though it is something I'm interested in. I think the Curse of Flesh is a good place to expand upon mechs without making GvG 2.
Finally, I'm all for the Primal/Breaker idea. It's totally out-there and unique in a good way. I can definitely see this being something that people might not be as on board for, with that in mind. I think I would prefer a different example for a Breaker, just Magnaron being a Neutral Consecration + 1/2 sticks out. The downside of the deckbuilding restrictions, or the fact it might just be deleted from the game, doesn't immediately come to mind. Kind of a minor thing though, you could also just explain the given power level.
I'm sure this is just the start of what you have but I think saying more about the expansions themselves and the kind of themes around them could go a long way.
Thanks for the feedback so far, fixed all of the major issues addressed.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Non Deathrattle, minion death synergy.
Powerful Loa Gods for each class.
New Deck Types for classes.
Lots of Beasts
Health as a resource
Introduction of the "Invoke" Keyword.
Second Set
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.
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 have a great set-up here, it really gives a good idea of what you're planning things to look like. I like the idea behind Invoke, but I can't get over one thing: you need to click on a minion to attack with it. I'm just not sure how that's supposed to work out with invoke minions. Hethiss is just such a cool concept. I think it shows off the death syngery well.
Celestial Downfall seems really strong, but I think compared to Kun the power-level should be okay. I'm honestly just not sure what to think of Ethereal Merchant. It's interesting to say the least.
Sunwell expansions seems solid. I think it has a lot of generally liked themes. The important thing is to explore those areas deeper since they have, in some sense, been touched in game -- I think the example cards do a good job of this. Brutallus is just really cool.
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
ALLIANCE -> Paladin, Mage, Warrior
HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
SCOURGE -> Priest, Rogue
NIGHT ELVES -> Druid, Hunter
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
Leader: High Priestess Ishanah.
General theme: Healing.
Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
Leader: Voren'thal the seer.
General theme: Spell damage.
Gem: Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Gem: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Inner Fire: We can't make cost-effect high-health minions while this is in standard.
Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
Trying to think of mage cards to put into the core set.
Will post global feedback when I can!
Do you have a better name than "Craft of War"? lol. I guess it's actually kind of perfect. I mean for a theme, the RTS throwback stuff is something I'm really into. The resource mechanic looks simple enough yet still interesting. I do question Structures being totally permanent though. Power-wise I think that's fine, it just seems a little off to me. Like mechanically I think them being Immune might make more sense, even though that makes no sense at all flavor-wise.
Shattrath has a whole lot going on, with reason. It isn't too much I don't think, but it's something to keep in mind. I don't know how much there is to say on the examples, as it's been pointed out, the token generation is an issue regarding the rules. A collectible class gem for one would probably be a safe bet. For the rest of the expansions, I like the way you've done the factions. The flavor is certainly very rich here.
And I'm sure you won't have any problem with a cooking themed expansion.
Aight, so I guess I need to start posting something to get myself on track. So, here it is. It's...
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
New mechanic: Blight. Blighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
Thoughts? Feedback is appreciated! I'll be trying to give feedback back when possible.
A tribe centered expansion definitely sounds interesting in the way you could make interactions, particularly with the keywords. Thematically though, I question Friendly Recruiter potentially being a Murloc or Beast or whatever, just looking at the guy. Muster is cool and I think it gives you a lot of options as well as diverse gameplay. I just think you should watch out for potentially clunky worded cards with this. Also something to consider might be how Elementals and Dragons, for instance, generally have unique tribe synergy, rather than requiring one to be on board, but I can see how Muster would be different enough.
Blight seems really fun and fitting, theme-wise. Infected Apprentice does seem a little too weak to me, considering you need to play 2 other minions for it to be a Spider Tank. Academy Steward does give a very good idea of how Sacrifice is meant to work, and its power level and all. Scholomance too is a nice idea for an expansion.
I will say I think your Hall of Fame choices are really smart, as they aren't devastatingly OP but they constrain design space, particularly for what you're designing. Although I'm not so sure if Thalnos is so much of an offender in this case.
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.
Thanks for any feedback I could get.
I didn't reciprocate your feedback; that's my bad :/
If part of Resurgent's strength is that it lets you replay Battlecries, I personally would like you to demonstrate that for one of your example cards. Your current example is by-all-accounts a 4-mana 3/4 with Taunt, and while yes the ability to spend that over two turns provides more flexibility than say Sen'jin Shieldmasta, it's still not really exciting enough to grab me, you know? Especially considering that you're trying to sell me on a turn-2 "do nothing" :P
Blackrock Mountain is my favorite Adventure of old 'cause I love Dragons, so Fuck Yeah I'm on board for a return to it...so long as there's more to this than just "Blackrock Mountain 2." I have this problem as well, considering how quickly "Dr. Boom's Mech uprising" could become GvG Part 2.
I will echo your concerns regarding Sleep and the overlap it would have with summoning sickness and/or Freeze. In particular, I'm worried of the potential for trapping minions in a state of perma-Sleep: a Sleep-based Control deck focused on filling your opponent's board with Sleeping minions could be really frustrating to go against. You're not going to bother with waking them, so it'll be entirely on your opponent to figure out how to wake them up; easier for a healer like the Priest or a Whirlwind Warrior, not-so-easy for someone like the Hunter.
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
A tribe centered expansion definitely sounds interesting in the way you could make interactions, particularly with the keywords. Thematically though, I question Friendly Recruiter potentially being a Murloc or Beast or whatever, just looking at the guy. Muster is cool and I think it gives you a lot of options as well as diverse gameplay. I just think you should watch out for potentially clunky worded cards with this. Also something to consider might be how Elementals and Dragons, for instance, generally have unique tribe synergy, rather than requiring one to be on board, but I can see how Muster would be different enough.
Blight seems really fun and fitting, theme-wise. Infected Apprentice does seem a little too weak to me, considering you need to play 2 other minions for it to be a Spider Tank. Academy Steward does give a very good idea of how Sacrifice is meant to work, and its power level and all. Scholomance too is a nice idea for an expansion.
I will say I think your Hall of Fame choices are really smart, as they aren't devastatingly OP but they constrain design space, particularly for what you're designing. Although I'm not so sure if Thalnos is so much of an offender in this case.
Thanks for the feedback! Seems I'm going the right route, so I'll be trying to improve on it. On the flavour of Draft, the idea is that Draft minions are recruited (drafted) into the tribe rather than turn into. I understand the flavour's weird, but there would be no other way to do it imo.
A quick review of yours:
I like the theme of Summer in Booty Bay, though the name I find kinda poor. Maybe something more energetic like "The Booty Bay summer spectacular" and such. On the keyword, Resurgent wouldn't really work imo since whenever you put something back into your hand, it becomes the original copy. I know it's a new keyword, but I find it hard to see it work. But if you're going with it, I'd go with something more interesting that showcases the Resurgent-Battlecry interaction you mentioned.
Fireland's Call is also pretty cool as a theme. A bigger and better Ragnaros-themed expansion sounds fun, if you wanted to set it apart from Blackrock, maybe you could do something also related to Hyjal, since Rag tried to destroy the World Tree. The cards don't really excite me for the expansion, though. Maybe work on some new, cool mechanic or bring something more interesting with it.
There's not much to say about Tales of Wildhammer. I like the idea of the highlands aesthetic, so you got tha going. Sleep doesn't really fit the expansion imo, it doesn't feel like it belongs to this kind of aesthetic. Also the mechanic's a bit flawed. You have to damage your own minions or heal them to awaken them, but not all classes can do that, so some might be at a disadvantage. You'd need to make some cards to showcase the mechanics and aesthetic, though.
Alright, could I get some opinions on a keyword idea?
I'm going for Rest/ed
So the idea is a Rest card immediately ends your turn, so order is important. To be more than "Your turn ends," if you had any minions that could have attacked (green circle) but didn't before you played the Rest card, they gain a status effects, 'Rested,' for the next turn, which could have further card interactions.
So for example:
The idea being, you get to buff a minion for very cheap, because you won't be able to attack with them after you play Roost. As well, you could attack with the minion and then cast Roost on it, and it would still gain Rested since Windfury grants it a second attack.
Counting Sheep I'm thinking for an example card because it demonstrates both. You get to conditionally draw several cards for very little, but you can't play them that turn because of Rest. I'm not so sure about the balance because it is rather specific rather than something like 4-Mana Draw Three, Rest
Also, for the Resurgent minion, where you play the card twice with a battlecry, I was thinking
I had the idea initially, but kept reconsidering the balance. Particularly, if it were a 1/1, I can't think of a situation where you would play Elven Archer over this minion.
And of course, thanks for all the words I've received on my previous post!
Alright, could I get some opinions on a keyword idea?
I'm going for Rest/ed
So the idea is a Rest card immediately ends your turn, so order is important. To be more than "Your turn ends," if you had any minions that could have attacked (green circle) but didn't before you played the Rest card, they gain a status effects, 'Rested,' for the next turn, which could have further card interactions.
So for example:
The idea being, you get to buff a minion for very cheap, because you won't be able to attack with them after you play Roost. As well, you could attack with the minion and then cast Roost on it, and it would still gain Rested since Windfury grants it a second attack.
Counting Sheep I'm thinking for an example card because it demonstrates both. You get to conditionally draw several cards for very little, but you can't play them that turn because of Rest. I'm not so sure about the balance because it is rather specific rather than something like 4-Mana Draw Three, Rest
Also, for the Resurgent minion, where you play the card twice with a battlecry, I was thinking
I had the idea initially, but kept reconsidering the balance. Particularly, if it were a 1/1, I can't think of a situation where you would play Elven Archer over this minion.
And of course, thanks for all the words I've received on my previous post!
Depending on what you do with it, Rest/ed is definitely an interesting Keyword. It's kind of like Temporus, trading a penalty now for a strong opportunity afterward...although not as dramatic as giving your opponent back-to-back turns lol. I wonder if Counting Sheep could maybe be a Hunter card? It provides the class with much-needed card draw, but it requires them to do the very thing they don't want to do: not attack XD
I think I would avoid Elven Cannoneer. I appreciate that you are now showing us a Battlecry minion, but it's like you said: the overlap with Elven Archer is problematic. Being a 0-Attack minion that doesn't invite being removed like Target Dummy or Lorewalker Cho will also hurt its appeal, 'cause it'll take up space until it finds a way to die. What about something like a Resurgent version of Perdition's Blade? Sorry I'm being negative :(
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
Thanks for the feedback so far, fixed all of the major issues addressed.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Non Deathrattle, minion death synergy.
Powerful Loa Gods for each class.
New Deck Types for classes.
Lots of Beasts
Health as a resource
Introduction of the "Invoke" Keyword.
Second Set
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.
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)
Invoke is going to pose some gameplay problems, since every time you attack with a minion, you click on it, so how do you distingush between the two? I'd make it so every time you click on it, you get a choose-one style display. Eternal has something like that, but i can't remember exactly how it works.
Celestial Downfall is straight up busted; it's basically a 0 mana deal 8 damage to all minions (unless i missed something); also, you have a typo in the card.
You've already been told this, but brutallus is pretty weak, especially since you have 10 weapons in your deck.
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
ALLIANCE -> Paladin, Mage, Warrior
HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
SCOURGE -> Priest, Rogue
NIGHT ELVES -> Druid, Hunter
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
Leader: High Priestess Ishanah.
General theme: Healing.
Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
Leader: Voren'thal the seer.
General theme: Spell damage.
Gem: Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Gem: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Inner Fire: We can't make cost-effect high-health minions while this is in standard.
Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
Trying to think of mage cards to put into the core set.
Will post global feedback when I can!
You've already gotten plenty of feedback, so i'm gonna keep it short. I'd make it so the structures also require resources to activate, and if they can't get them, they're destroyed. This way, you're not worried about filling the board with structures and not having enough minions. I'd make it so they take the resources they need at the end of the turn, in the order they were played.
Aight, so I guess I need to start posting something to get myself on track. So, here it is. It's...
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
New mechanic: Blight. Blighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
Thoughts? Feedback is appreciated! I'll be trying to give feedback back when possible.
Like the ideas for the most part. i'd just make the Tide Revenant a Mech/Elemental, just to showcase a dual tribe class. IP also agree with the removal of Cult Master.
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
Your years have quite a few serious problems:
You have the Linked Mechanic, but no showcase card with that keyword
The keyword Chain is too complicated (Tips: If you can't show explain the keyword in the tooltip using less than 2 lines, your keyword is too complicated)
You didn't specific whether or not the opponent will know that the other players will pick Primal or Breaker. This is extremely important because it give the opponent to see if/how to play until you play the first Primal and Breaker card
Uhm, yeah, i did. the Stromwind Sentinel.
I really don't know how to make it easier to understand. What i could do is symplify the keyword, check the end of the post for that.
I think you misunderstood how it works. The first player chooses a faction (say, Primals), and the other player will play with the other faction (in this case, Breakers). Again, see the last paragraph of this post for changes on this one.
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'm digging the ideas for these expansions. Alternate Universe stuff is totally something that Hearthstone has plenty of room to explore. I like the concept of the three factions. I would the way it's formatted on the cards seems kind of off to me. I don't know if there's a better way to do it, but it feels a little un-intuitive to me.
The idea of chaining minions is cool, but I think the complexity is definitely a concern. For one thing, I'm wondering how that would be presented in-game. I assume if you put a 2 Health minion next to a 2 Attack minion, there would have to be some visual indicator, however the chain would mean nothing if there's no Linked minion. Among other things, it is something that is pretty simple even though it takes a lengthy explanation. Thematically though it is something I'm interested in. I think the Curse of Flesh is a good place to expand upon mechs without making GvG 2.
Finally, I'm all for the Primal/Breaker idea. It's totally out-there and unique in a good way. I can definitely see this being something that people might not be as on board for, with that in mind. I think I would prefer a different example for a Breaker, just Magnaron being a Neutral Consecration + 1/2 sticks out. The downside of the deckbuilding restrictions, or the fact it might just be deleted from the game, doesn't immediately come to mind. Kind of a minor thing though, you could also just explain the given power level.
I'm sure this is just the start of what you have but I think saying more about the expansions themselves and the kind of themes around them could go a long way.
I think this format is the best compromise, since the factions aren't a keyword, and i really want it to pop out at a glance when you look at the card.
Yeah, the current version of chaining is kinda complicated. i could simplify it as such:
It would reduce the complexity a lot, but i feel it would kinda restrict the power level of the cards i can make (the Stormind Sentinel in my post, for exemple, would probably have a linked of 4 or 5). Also, just to clarify something, linked is and aura effect that is permanently on the board, unless specified otherwise.
For the Primals/Breakers expansion, i could make it so that the cards are two faces of the same card, like how the worgens in witchwood work. But i feel this would restrict the deck building aspect a lot. I'm also not sure if this would qualify as a unique token, can I get a mod on this?
Alright, could I get some opinions on a keyword idea?
I'm going for Rest/ed
So the idea is a Rest card immediately ends your turn, so order is important. To be more than "Your turn ends," if you had any minions that could have attacked (green circle) but didn't before you played the Rest card, they gain a status effects, 'Rested,' for the next turn, which could have further card interactions.
So for example:
The idea being, you get to buff a minion for very cheap, because you won't be able to attack with them after you play Roost. As well, you could attack with the minion and then cast Roost on it, and it would still gain Rested since Windfury grants it a second attack.
Counting Sheep I'm thinking for an example card because it demonstrates both. You get to conditionally draw several cards for very little, but you can't play them that turn because of Rest. I'm not so sure about the balance because it is rather specific rather than something like 4-Mana Draw Three, Rest
Also, for the Resurgent minion, where you play the card twice with a battlecry, I was thinking
I had the idea initially, but kept reconsidering the balance. Particularly, if it were a 1/1, I can't think of a situation where you would play Elven Archer over this minion.
And of course, thanks for all the words I've received on my previous post!
If you are trying to define a word you should not really use that word in the definition. Your tool tips will need updating to actually explain what the keyword does.
my understanding is that you would not be able to use roost on a minion that had attacked because the card itself grants windfury. The process would be: has the minion already attacked? Yes. Card cannot be played.
if the minion already had windfury it would work as it would already have the chance to attack again.
its an interesting keyword but you need to work your explanation so it can fit in a tool tip.
Hey, folks. I've made a watermark for my second expansion and i want your opinion on how it looks (just the watermarks, not the cards themselves). I have one card without text and one with:
Okay, so here's an update to my Year of the Ram. Balance is not final, feedback is apprecriated!
Original post:
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
New mechanic: Blight. Blighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
DRAFT - Seems like the flavour's a bit weird. I'll be specifying that minions that are Drafted are not turned into a certain tribe, but rather recruited into it.
DRAFT will also now only allow you to choose between the Beast, Mech, Murloc, and Pirate tribe tag. Dragons and Elementals will still have new interactions with these tribes, but won't be able to be chosen for Draft. Same goes for Totems and Demons, since they're class-specific.
Will be considering changing Tide Revenantinto an Elemental/Mech dual-tribe card to showcase said mechanic (dual tribes), even if revenants are not Mechs.
No change to the cards. They're perfect to showcase, imo.
Still no idea for a cool Necromancer mechanic. I'm on it.
Card changes: Infected Apprentice has been replaced with Skeletal Guard for a more interesting showcase of Blight.
NEW!
"WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"
That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?
Recurring theme of spells! Many cards interact with spells in some way or another!
Spell Damage synergy!
An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
Maybe- cards that allow for Spell only decks, similar to Rhok'delar.
really cool ideas; i can see why you'd want to HoF Divine Favour, but i don't think Battle Rage is that big a deal; i'm really curious to see what you do with resurgent.
regarding Ysera the Dreamer, i suggest you buff the attack and health to 5 and mention "only cards from your class".
a thing you could do for sleep is have the minion awaken after you play a ceartain type of card or do something (like Sleep(Minion), Sleep(Elemental), Sleep(Deal 3 damage), Sleep(Discard 2 cards), etc.)
could you take a look at my year? (it's in the banner in my footer)
Thanks for the feedback so far, fixed all of the major issues addressed.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Second Set
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.
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
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)
YEAR OF THE INFERNAL
The Craft of War
[Wacraft-RTS-themed expansion]
Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:
Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.
(Races are just flavor unlike Gadgetzan gangs and my next concept)
EXAMPLE CARDS
Scramble for Shattrath
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
The expansion will feature two intertwined mechanics:
Presentation of each faction:
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...
EXAMPLE CARDS
Gordo's Gargantuous Feast
No clear idea what I'll do here, but it's gonna be cooking themed!
CARDS I WANT TO ROTATE
Trying to think of mage cards to put into the core set.
Will post global feedback when I can!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Aight, so I guess I need to start posting something to get myself on track. So, here it is. It's...
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
Thoughts? Feedback is appreciated! I'll be trying to give feedback back when possible.
Your years have quite a few serious problems:
Your Splash effect need more clarification. Does the effect is one-time only? Does this effect different from minions to spells and weapons?
I really all three of your ideas and keywords. The only thing that I would adjust is Brutallus: He is horrifically weak for such a restriction. The reward needs to be more powerful.
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 remember this from the last Class Competition before you went with Chef. Last year, I made an expansion for the Expansion Creation Competition with a mechanic pretty much exactly like your Resources and Structures, Invasion of the Void with Void Orbs. You gather them, you spend them for effects, pretty much the same base idea, although different in many ways. This mechanic definitely works a lot better for an expansion than a class. Of course, that said, there are still a few things to answer. Are the Structures permanent? If they are, this could be problematic for both you and your opponent. If they're not permanent, how do you get rid of them? I see you thought of this for your other expansion though.
Grandmaster Vorpil also feels extremely situational and bad, because even with the faction's Gem, the only class that can use this effectively is Warlock and even then, not many Imps (that's not even thinking about their individual viability without this card), and not many ways to generate them either.
Click the image to go to my custom Time Traveler class.
So...you have a problem here, in-that the Gems appear to be unique token elements and thus prohibited for the first round. The same is true of your Hero card, as all Hero cards produce UTEs (their Hero Power) :(
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
My review is gonna be rules-aside. Keep that in mind.
The Craft of War
What I like:
Critiques:
Scramble for Shattrath
What I like:
Critiques:
Please show me the cooking expansion. That sounds cool. Though be careful, I think there's a lack of cooking art out there.
I have a question regarding watermarks. Is it necessary to create your own? Or is it allowed to use one of the stock custom watermarks from hearthcards? And if it is necessary, is it possible to add a created watermark to a hearthcards created card?
Think a BEAR like me can help? Misha
I'm using the stock watermarks from Hearthcards: the book for my A Tale of Trails expansion, trident for War of Sea and Sky, and Sulfuras for Metal & Mayhem (I'm pretending it's ETC's guitar-axe). If you want to make your own and you can then great, go for it; it's not a requirement, though. If the stock watermarks achieve what you want, then it doesn't matter much that they're from a premade list, you know? Same thing with the Year icons: you don't have to post a special icon.
Just don't use Blizzard watermarks like the GvG gear...or even worse, you leave it as the Classic swirl DX
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
Thanks :) Exactly what I needed to know.
Think a BEAR like me can help? Misha
I'm digging the ideas for these expansions. Alternate Universe stuff is totally something that Hearthstone has plenty of room to explore. I like the concept of the three factions. I would the way it's formatted on the cards seems kind of off to me. I don't know if there's a better way to do it, but it feels a little un-intuitive to me.
The idea of chaining minions is cool, but I think the complexity is definitely a concern. For one thing, I'm wondering how that would be presented in-game. I assume if you put a 2 Health minion next to a 2 Attack minion, there would have to be some visual indicator, however the chain would mean nothing if there's no Linked minion. Among other things, it is something that is pretty simple even though it takes a lengthy explanation. Thematically though it is something I'm interested in. I think the Curse of Flesh is a good place to expand upon mechs without making GvG 2.
Finally, I'm all for the Primal/Breaker idea. It's totally out-there and unique in a good way. I can definitely see this being something that people might not be as on board for, with that in mind. I think I would prefer a different example for a Breaker, just Magnaron being a Neutral Consecration + 1/2 sticks out. The downside of the deckbuilding restrictions, or the fact it might just be deleted from the game, doesn't immediately come to mind. Kind of a minor thing though, you could also just explain the given power level.
I'm sure this is just the start of what you have but I think saying more about the expansions themselves and the kind of themes around them could go a long way.
You have a great set-up here, it really gives a good idea of what you're planning things to look like. I like the idea behind Invoke, but I can't get over one thing: you need to click on a minion to attack with it. I'm just not sure how that's supposed to work out with invoke minions. Hethiss is just such a cool concept. I think it shows off the death syngery well.
Celestial Downfall seems really strong, but I think compared to Kun the power-level should be okay. I'm honestly just not sure what to think of Ethereal Merchant. It's interesting to say the least.
Sunwell expansions seems solid. I think it has a lot of generally liked themes. The important thing is to explore those areas deeper since they have, in some sense, been touched in game -- I think the example cards do a good job of this. Brutallus is just really cool.
Do you have a better name than "Craft of War"? lol. I guess it's actually kind of perfect. I mean for a theme, the RTS throwback stuff is something I'm really into. The resource mechanic looks simple enough yet still interesting. I do question Structures being totally permanent though. Power-wise I think that's fine, it just seems a little off to me. Like mechanically I think them being Immune might make more sense, even though that makes no sense at all flavor-wise.
Shattrath has a whole lot going on, with reason. It isn't too much I don't think, but it's something to keep in mind. I don't know how much there is to say on the examples, as it's been pointed out, the token generation is an issue regarding the rules. A collectible class gem for one would probably be a safe bet. For the rest of the expansions, I like the way you've done the factions. The flavor is certainly very rich here.
And I'm sure you won't have any problem with a cooking themed expansion.
A tribe centered expansion definitely sounds interesting in the way you could make interactions, particularly with the keywords. Thematically though, I question Friendly Recruiter potentially being a Murloc or Beast or whatever, just looking at the guy. Muster is cool and I think it gives you a lot of options as well as diverse gameplay. I just think you should watch out for potentially clunky worded cards with this. Also something to consider might be how Elementals and Dragons, for instance, generally have unique tribe synergy, rather than requiring one to be on board, but I can see how Muster would be different enough.
Blight seems really fun and fitting, theme-wise. Infected Apprentice does seem a little too weak to me, considering you need to play 2 other minions for it to be a Spider Tank. Academy Steward does give a very good idea of how Sacrifice is meant to work, and its power level and all. Scholomance too is a nice idea for an expansion.
I will say I think your Hall of Fame choices are really smart, as they aren't devastatingly OP but they constrain design space, particularly for what you're designing. Although I'm not so sure if Thalnos is so much of an offender in this case.
I didn't reciprocate your feedback; that's my bad :/
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
Thanks for the feedback! Seems I'm going the right route, so I'll be trying to improve on it. On the flavour of Draft, the idea is that Draft minions are recruited (drafted) into the tribe rather than turn into. I understand the flavour's weird, but there would be no other way to do it imo.
A quick review of yours:
I like the theme of Summer in Booty Bay, though the name I find kinda poor. Maybe something more energetic like "The Booty Bay summer spectacular" and such. On the keyword, Resurgent wouldn't really work imo since whenever you put something back into your hand, it becomes the original copy. I know it's a new keyword, but I find it hard to see it work. But if you're going with it, I'd go with something more interesting that showcases the Resurgent-Battlecry interaction you mentioned.
Fireland's Call is also pretty cool as a theme. A bigger and better Ragnaros-themed expansion sounds fun, if you wanted to set it apart from Blackrock, maybe you could do something also related to Hyjal, since Rag tried to destroy the World Tree. The cards don't really excite me for the expansion, though. Maybe work on some new, cool mechanic or bring something more interesting with it.
There's not much to say about Tales of Wildhammer. I like the idea of the highlands aesthetic, so you got tha going. Sleep doesn't really fit the expansion imo, it doesn't feel like it belongs to this kind of aesthetic. Also the mechanic's a bit flawed. You have to damage your own minions or heal them to awaken them, but not all classes can do that, so some might be at a disadvantage. You'd need to make some cards to showcase the mechanics and aesthetic, though.
Alright, could I get some opinions on a keyword idea?
I'm going for Rest/ed
So the idea is a Rest card immediately ends your turn, so order is important. To be more than "Your turn ends," if you had any minions that could have attacked (green circle) but didn't before you played the Rest card, they gain a status effects, 'Rested,' for the next turn, which could have further card interactions.
So for example:
The idea being, you get to buff a minion for very cheap, because you won't be able to attack with them after you play Roost. As well, you could attack with the minion and then cast Roost on it, and it would still gain Rested since Windfury grants it a second attack.
Counting Sheep I'm thinking for an example card because it demonstrates both. You get to conditionally draw several cards for very little, but you can't play them that turn because of Rest. I'm not so sure about the balance because it is rather specific rather than something like 4-Mana Draw Three, Rest
Also, for the Resurgent minion, where you play the card twice with a battlecry, I was thinking
I had the idea initially, but kept reconsidering the balance. Particularly, if it were a 1/1, I can't think of a situation where you would play Elven Archer over this minion.
And of course, thanks for all the words I've received on my previous post!
Depending on what you do with it, Rest/ed is definitely an interesting Keyword. It's kind of like Temporus, trading a penalty now for a strong opportunity afterward...although not as dramatic as giving your opponent back-to-back turns lol. I wonder if Counting Sheep could maybe be a Hunter card? It provides the class with much-needed card draw, but it requires them to do the very thing they don't want to do: not attack XD
I think I would avoid Elven Cannoneer. I appreciate that you are now showing us a Battlecry minion, but it's like you said: the overlap with Elven Archer is problematic. Being a 0-Attack minion that doesn't invite being removed like Target Dummy or Lorewalker Cho will also hurt its appeal, 'cause it'll take up space until it finds a way to die. What about something like a Resurgent version of Perdition's Blade? Sorry I'm being negative :(
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
Invoke is going to pose some gameplay problems, since every time you attack with a minion, you click on it, so how do you distingush between the two? I'd make it so every time you click on it, you get a choose-one style display. Eternal has something like that, but i can't remember exactly how it works.
Celestial Downfall is straight up busted; it's basically a 0 mana deal 8 damage to all minions (unless i missed something); also, you have a typo in the card.
You've already been told this, but brutallus is pretty weak, especially since you have 10 weapons in your deck.
Everything else seems fine.
You've already gotten plenty of feedback, so i'm gonna keep it short. I'd make it so the structures also require resources to activate, and if they can't get them, they're destroyed. This way, you're not worried about filling the board with structures and not having enough minions. I'd make it so they take the resources they need at the end of the turn, in the order they were played.
Like the ideas for the most part. i'd just make the Tide Revenant a Mech/Elemental, just to showcase a dual tribe class. IP also agree with the removal of Cult Master.
I think this format is the best compromise, since the factions aren't a keyword, and i really want it to pop out at a glance when you look at the card.
Yeah, the current version of chaining is kinda complicated. i could simplify it as such:
It would reduce the complexity a lot, but i feel it would kinda restrict the power level of the cards i can make (the Stormind Sentinel in my post, for exemple, would probably have a linked of 4 or 5). Also, just to clarify something, linked is and aura effect that is permanently on the board, unless specified otherwise.
For the Primals/Breakers expansion, i could make it so that the cards are two faces of the same card, like how the worgens in witchwood work. But i feel this would restrict the deck building aspect a lot. I'm also not sure if this would qualify as a unique token, can I get a mod on this?
If you are trying to define a word you should not really use that word in the definition. Your tool tips will need updating to actually explain what the keyword does.
my understanding is that you would not be able to use roost on a minion that had attacked because the card itself grants windfury. The process would be: has the minion already attacked? Yes. Card cannot be played.
if the minion already had windfury it would work as it would already have the chance to attack again.
its an interesting keyword but you need to work your explanation so it can fit in a tool tip.
Hey, folks. I've made a watermark for my second expansion and i want your opinion on how it looks (just the watermarks, not the cards themselves). I have one card without text and one with:
Okay, so here's an update to my Year of the Ram. Balance is not final, feedback is apprecriated!
Original post:
The Year of the Ram
But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
Expansion 1
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it!
Spoiler (click to hide)
This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Expansion 2
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
Spoiler (click to hide)
In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see
Expansion 3: In development
Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.
Hall of Fame contenders
Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.
NEW!
"WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"
That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?