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?
If that is how Primal and Breaker work, then I'm sorry but you need to redesign the mechanic. Now your playstyle is suddenly decided by a literal coin flip. Taking how the Mage Quest Open the Waygate work with 17% of the Quest completed because of a coin flip and now apply to an entire expansion and card set is NOT a good idea and just asking to be disliked.
Now the Linked effect is easier to understand, although if it is more limited than previously. I think you can go forward if you really want to focus on Mech that expansion.
Reposting for the final round of feedback before submission:
Change:
Prince Charming is now the showcase card instead of The Perfect Crime.
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories that will widely affect the game. Each class will receive a powerful Start of Game effect as showcased by their support card Prince Charming.
Arthur, Wise King demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
Special thanks to Vilegloom for creating the Year of the Dragon icon as well as everyone who gave their wise and much-appreciated opinions.
Any chance I could get a Piranha, if it's not too hard?
Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.
Edit: I tried making the icon this time, so I made a third one. Though it's not as good as the other two, maybe you like it more, idk.
Any chance I could get a Piranha, if it's not too hard?
Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.
dude, you're fast! how to you make the glow around the edges? (i assume you use photoshop)
Any chance I could get a Piranha, if it's not too hard?
Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.
dude, you're fast! how to you make the glow around the edges? (i assume you use photoshop)
Not vilegloom but made a symbol for my own set, and the glow's pretty easy to do in paint.net. Once you have whatever symbol you choose on the thing, you just need to select it, invert selection (Ctrl + I) to select everything but it and then go to Effects > Photo > Glow and adjust the settings on it until you have something that looks good.
dude, you're fast! how to you make the glow around the edges? (i assume you use photoshop)
Yup, Photoshop. I use an empty sign for the Year, take a png of whatever animal it is and use the effect of Outer Glow on it. And, since I already have it as a psd I can copy and paste that effect on the other ideas for years. Then I color overlay the black of the symbol with brown, and there you go.
Any chance I could get a Piranha, if it's not too hard?
Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.
Edit: I tried making the icon this time, so I made a third one. Though it's not as good as the other two, maybe you like it more, idk.
Awesome! Thank you! The first is my favorite. But if it's not too much trouble, could you try to make one with bigger teeth?
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?
If that is how Primal and Breaker work, then I'm sorry but you need to redesign the mechanic. Now your playstyle is suddenly decided by a literal coin flip. Taking how the Mage Quest Open the Waygate work with 17% of the Quest completed because of a coin flip and now apply to an entire expansion and card set is NOT a good idea and just asking to be disliked.
Now the Linked effect is easier to understand, although if it is more limited than previously. I think you can go forward if you really want to focus on Mech that expansion.
That's the whole point, you go into the game with two play styles and at the start of the game you're left with only one. But i think i'm gonna scrap the idea simply because of how complicated it is to easily explain and implement (i was thinking of going with steampunk warcraft, but i feel that's too many mechs, since the previous expanion is heavily focused on mechs, what do you think?)
dude, you're fast! how to you make the glow around the edges? (i assume you use photoshop)
Yup, Photoshop. I use an empty sign for the Year, take a png of whatever animal it is and use the effect of Outer Glow on it. And, since I already have it as a psd I can copy and paste that effect on the other ideas for years. Then I color overlay the black of the symbol with brown, and there you go.
Reposting for the final round of feedback before submission:
Change:
Prince Charming is now the showcase card instead of The Perfect Crime.
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories that will widely affect the game. Each class will receive a powerful Start of Game effect as showcased by their support card Prince Charming.
Arthur, Wise King demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
Special thanks to Vilegloom for creating the Year of the Dragon icon as well as everyone who gave their wise and much-appreciated opinions.
Overall, it's pretty good. Legacy is a nice keyword with a lot of potential, and the themes are quite nice. I find it kinda hard to review the cards with that keyword, though.
On the Active keyword, are all cards like this untargetable? Maybe you should specify. Though I see Enchanted Forest Shrine as broken. The last card to have that effect was Fandral Staghelm, a Legendary card. Also making it untargetable is a bit too much imo.
Also, banner's a bit too big. I'd shorten it or just use the Year icon.
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:
Hey, so question. You know how some entries have their own year icons?
Like this:
Could someone make one for Year of the Dragon?
Click the image to go to my custom Time Traveler class.
Reposting for the final round of feedback before submission:
Change:
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and talking animals await with their untold stories that will widely affect the game. Each class will receive a powerful Start of Game effect as showcased by their support card Prince Charming.
Arthur, Wise King demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example like the showcase card The Perfect Crime. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
Token:
(Created by Future Strike)
A few other cards that we created as back ups:
Some clarification:
Special thanks to Vilegloom for creating the Year of the Dragon icon as well as everyone who gave their wise and much-appreciated opinions.
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:
Is is good?
I'll give it a shot as soon as I get home. If you have any preference for a certain head, PM me.
Holy crap, that's awesome. Yes it's great.
Click the image to go to my custom Time Traveler class.
Not needed. Vilegloom beat you by a few seconds.
Click the image to go to my custom Time Traveler class.
I also love it. Thank you so much. I'll edit into the post right away.
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:
Choose your champion.
Sadly Scarabs are not as cool :(
If anyone else would like one, give me a hoot.
Since there's some super kind people with way better image skills than me can I ask for a Butterfly too? I can offer positive vibes in return.
Any chance I could get a Piranha, if it's not too hard?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Damn wingspan.
Wanted to crop the head of the mean-looking one to make it bigger but it didn't come out well. If they don't meet expectations I can try making another one later.
Edit: I tried making the icon this time, so I made a third one. Though it's not as good as the other two, maybe you like it more, idk.
dude, you're fast! how to you make the glow around the edges? (i assume you use photoshop)
Not vilegloom but made a symbol for my own set, and the glow's pretty easy to do in paint.net. Once you have whatever symbol you choose on the thing, you just need to select it, invert selection (Ctrl + I) to select everything but it and then go to Effects > Photo > Glow and adjust the settings on it until you have something that looks good.
Yup, Photoshop. I use an empty sign for the Year, take a png of whatever animal it is and use the effect of Outer Glow on it. And, since I already have it as a psd I can copy and paste that effect on the other ideas for years. Then I color overlay the black of the symbol with brown, and there you go.
Awesome! Thank you! The first is my favorite. But if it's not too much trouble, could you try to make one with bigger teeth?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
That's the whole point, you go into the game with two play styles and at the start of the game you're left with only one. But i think i'm gonna scrap the idea simply because of how complicated it is to easily explain and implement (i was thinking of going with steampunk warcraft, but i feel that's too many mechs, since the previous expanion is heavily focused on mechs, what do you think?)
could you give methe empty year icon?
Overall, it's pretty good. Legacy is a nice keyword with a lot of potential, and the themes are quite nice. I find it kinda hard to review the cards with that keyword, though.
On the Active keyword, are all cards like this untargetable? Maybe you should specify. Though I see Enchanted Forest Shrine as broken. The last card to have that effect was Fandral Staghelm, a Legendary card. Also making it untargetable is a bit too much imo.
Also, banner's a bit too big. I'd shorten it or just use the Year icon.
Have fun :)