(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!
Alright, you got a solid theme and each area could definitely be in relation to Sporebats. Entrap is a really interesting keyword. Personally speaking I like each sets vibe so far. Splash is a pretty weak keyword though. I feel like 'bleed' effects don't really fit the hearthstone vibe. The only card with something remotely on that level is Curse of rafaam, a pretty forgettable card despite how strong it technically could be.
Although this is way different in execution, I just think having a delayed effect like that doesn't work. Other than that I have no real issues outside of my own lore nitpicks, such as Loque'nahak being a NPC from Scholazaar Basin. Which honestly, I would scrap Under the Sea and replace with Scholazaar, then you could have themes of it being Hemet Nesingwarys safari adventures, starting with Stranglethorn, then outland, then scholazaar. It's one of those details that fans of lore would appreciate. I would not show off neutral cards unless they are legendary at this stage, by the 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)
The druid legendary there, way too strong for 10 mana. I realize it's a legendary and legendarys need to be massive, but a full refresh on a board clear, which you can then go into kun, aviana, win the game. Yikes. Too much power for combo druid and ramping, big boy druid. So the last expansion, I can't make it connect to a cat. I realize that kobolds and catacombs is just there, but I think it'd be nice if thematically you make it tie in somehow. Cats being 'witch' pets or in this case mage pets for the arcane set, yeah I get that. A wizards pet, y'know. And for spirits, cats have a lot of lore around that real and fictional in WoW, so it makes sense. But the sunwell? No feline connections whatsoever.
Invoke is fantastic use of the 'on turn mana usage' effects. I think it would be a great keyword.
Brutallus means you need to have 10 of everything. Not good, it just wouldn't happen in warrior as it is. Maybe you got more to support that card but he needs a TON Of support to be remotely viable in the future. If you got the support he's an interesting deckbuilder. If you don't, I'd say can it and try to come up with something better. I wouldn't show off neutral cards in this stage unless they are legendary.
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.
First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.
The second set I just don't like it for what it is. WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.
Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.
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.
Bumping just in case :P
I don't know what all that has to do with rams, but dude I really like what you got so far. For the first set, two keywords sure is quite a lot to show off. Maybe pick one? I dunno, if you can make it work have at it my dude.
Normally I am against neutral cards for stage one, but the exception is unique effects or ones showing off your keyword in really great ways. Acadamy Steward is one of those cards. Just, utterly great and powerful design. Probably the best card I've seen. It's strong, but not too strong.
I love living fireball. If not just for the fact whether you know it or not, it reminds me of an old MTG card and it gives me the warm feeling of nostalgia. Plus it's a fun take on the rager effect. Give it charge and see what happens. Do you think perhaps you could do a Lion symbol for me? I notice you're the guy doing them and honestly that would be so awesome. <3
Yes I've made 3 new banners now, I just want to make them look good :3
So, I've made a quick update to my "Year of the Wendigo", revamped it quite a lot of it, and made the finishing touches, I wanna know what you think of what it is now:
Expansion 1: Hunters of Azeroth (HoA)
I'd make the banners bigger, but I don't want to fill too much space with that ;)
On the brutal Island of Blodanna there are two of the most prized things that you will want, your head, and their prize. Where Hunters and Beasts fight for survival and their dear prizes to be as rich as Screek McThil, but as everyone steals their faith in others, so you do with loot.
As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?
Planned Showcase Cards:
Expansion 2: The Phantom House (PH)
Jokes aside I could've used this banner lol
Banshees, Ghosts and lots of Pumps, these were the perfect ingredients to make the perfect Haunted House, but the owner of it forgot about the "Nocheaur Curse", which made the his house, now called The Phantom House, creepier than ever, but where does this house hold the mysteries? Will your heart hold enough pump before it pumps itself into this manor oblivion?
Now've changed Possess, it works now for one turn unless specified, it might be annoying, that's true, but might backfire the one that uses too, normally dead bodies can be possessed by ghosts, because a good scare can leave it vulnerable to even the little of the scratches.
Planned Showcase Cards:
Expansion 3: Murlocs off the Coast (MOTC)
After all that suffering, we REALLY want to go somewhere relaxing, right? It's not, but neither as bad as the others, you'll get to know the flora and fauna around here, and probably take a sunbath or two. Take a dive onto the sea, cause we're chilling in the deepest waters on the sea!
This Expansion features no new keyword, however it will have a lot of beauty and polarizing effects, because the sea is so unpredictable, it may throw a tantrum or be your best "friend", heh, who knows, they just dry in the sand.
Planned Showcase Cards:
So, what if this doesn't works? Well, I've got a few backup cards, extra things will be down below:
btw, think that P.E Journalism (Paranormal Effects) costed 4, I kinda messed up with the cost probably.
Also, Hall of Fame Cards:
Holy Wrath: Simple awnser, with [card]Molten Giant[/card] now in the Hall of Fame, it's pal is at most being usefull at dealing 12 damage to face, which is big enough, even though the draw is random, it still locks away from making high-cost cards or even shuffling cards inside your deck. It can't be changed without changing it's entire effect, so that's why its moving to Hall of Fame. Replaced by: Tuskarr Jouster.
Summoning Portal: Summoning Portal limits the design of copy or cost reducing cards, especially with Glinda Crowskin still beign in standard, it makes a lot of trouble wether to make another card that reduces costs or copies cards for further enchancement, even though it's too slow, it still limits the design of making diverse effects for minions. Replaced by: Imp Gang Boss.
Questing Adventurer: This minion is REALLY scary, even more with Witchwood still beign on Standard with Echo cards. As it limits design in both combos, cheap spells/minions AND Echo cards, this card is going to be moved to the Hall of Fame. Replaced by: Second-Rate Bruiser.
Another option would be Keeper of the Grove and change it back to a 2/4, but not sure not sure.
Phew! This took like 1 hour and 30 minutes to write, hope I don't have to edit something later :v
EDIT: Yes I had, oh for crying out loud.
Also could someone make a Wendigo Year Icon? I'd really appreciate it (and name it!)
I'd probably say drop the wendigo if you aren't going to keep it cohesive. With what you got right now I'd say go with a Nautilus. Creepy little sea beast that would fit these three ideas more thematically. (Not to mention super, duper giant ones exist in the ocean of WoW. You go inside ones brain in Vash'jr) Also Wendigos exist in WoW lore and your banner is definitely not a Wendigo. I like the consume effect. That warrior card is super, duper strong with Gorehowl, but I reckon you thought of that already. Might even be too strong, but who knows. Great for control.
Not a Fan of Possess. Sorry, it just seems kinda convoluted for me. The warlock spell name I hope is a placeholder. As a whole I'm not the biggest fan of what you got on show right now. I would change it up honestly. Scrap Possess and just focus on a spooky theme. Not every set needs a keyword
Third set is definitely more enjoyable for me. Seems like a lot of fun.
Year of the Scarab is named especially after the 1st expansion of the year - Desert of Andanus, which represents the most famous bug in Egypt. The 2nd one - Prisoners of Neverending Nightmare - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - Humans vs Undead, well it's a KaC of my year :P
Inner Fire - limiting design space and feels really unpleasant to play against. The card that will replace it is: Holy Champion. Solid card that can push mid-range priest to work.
Alexstrasza - I know this isn't that great card, but it still feels pretty unfair and enables the same kind of combos. Replacing it: our god and savior Yogg-Saron, Hope's End.
Divine Favor - Pretty popular choice. Unfair draw for unfair decks :P Replacement: A card in my set (Deserts of Andanus). You'll see it in 2nd phase since I'm still working on Paladin so it may change.
The Desert of Andanus opens a new year in Hearthstone, together with rotation of last year sets: Journey to Un'Goro with big adventures, and even bigger dinosaurs! Knights of the Frozen Throne with it's chilling atmosphere! And last but not least - Kobolds and Catacombs filled with deadly traps and wonderful treasures. Now, from the deepest depths of Azeroth a mysterious desert appears on the surface! Legends say about Queen Cleocadra, the one who cursed this land and vanished into the waters... Is she and her ancient empire a threat to the rest of the world? Go explore and find out!
Few words about the cards:
Midnight Screamer - Anubis-like creatures are the majority of cards with Ancient. This is a control tool that that is great tempo-swing. The flavor is that he screams at a minion, scaring it and causing it to back off.
Tomb Relic - A tool for mid-range/control Priest decks. I feel that Priest has the best flavor when playing buffs like Power Word: Shield, but lacks them in-game. That's why I want to print some buffs for Priest over this Hearthstone year.
Main themes of the expansion:
Ancient mechanic (not too much, just a little flavor and balance).
Curses.
Anubis-like creatures.
Druid: Big Minions with easier way to play/summon them.
Hunter: Spiders :O
Mage: Runebeak village.
Paladin: Divine Shield.
Priest: Big heals and minions, control-wise.
Rogue: Coins, board control and new win condition.
Shaman: Spell heavy decks, but still allowing minions.
Warlock: Mirages (more in 2nd phase if I get through).
Warrior: Big Warrior with new win condition.
After defeating the ancient queen of forgotten kingdom, the lifes of civilians of Azeroth were smooth as always... Well maybe not smooth but as always. But N'Zoth has a plan, he wants to take all the mortal beings into the sleeping city of Ny'alotha! Will you help our heroes tranform their nightmares into their strenght? Or do you prefer changing the nightmares into sweet dreams?
Better explanation: At the beginning the game is in a "normal realm", then after a realm is switched, board becomes either darker (Nightmare) or brighter (Dream). Some cards gain effects while a certain realm is active.
Few words about the cards:
Mind Reaper - Aggressive swarm tool for Hunters, with a showcase of how powerful being in a certain realm can be. Of course, it isn't as powerful as it seems due to only having 2 Health, which is often easy to deal with.
Two-Headed Watcher - Tool for switching realms, and a card that supports two-realms Druid archetype. I think I don't need to explain flavor :P
Main themes of the expansion:
Druid: Nightmare + Dream realm at once.
Hunter: Token beast Nightmare realm.
Mage: Dragons + Freeze.
Paladin: Dream realm control.
Priest: Dragons and Buffs on them.
Rogue: Destroying realms and board removal.
Shaman: Unspent Mana Crystals.
Warlock: Demons.
Warrior: Disabling enemy board.
Neutral: Switching realms tools + cards that interact with certain realms.
(I need a better art here)
After war between humans and orcs, goblins and gnomes, Azeroth and The Burning Legion, the next big war started. Lots of rotten flesh and shining armors; poisonous gas and big swords; living dead and taken lives... Who will win, and on which side are you?
Few words about the cards:
Stolen Plans - New Rogue archetype, with a card that fits Miracle Rogue, but I couldn't make it not fit. Revealing your opponents hand is really good, but for balancing you can't control when it'll be cast.
General Silverhandsome - A fpunny character with really strong mechanic. Paladin will be oriented around weapons so this legendary just fits and makes the deck playable. Also, I just want to look at his... big... armor...
Main themes of the expansion:
Druid: Return of the tokens.
Hunter: Effects lasting whole game, or at least few turns.
Mage: Spell Damage.
Paladin: Weapons.
Priest: Spell anti-synergy (with Spiteful Summoner rotated out, it is balanced).
Rogue: Gaining information.
Shaman: Debuffs.
Warlock: Sacrifice cards.
Warrior: Being a motherf***ing fortress (armor cards).
Thanks to everyone who helped me or/and voted for me :>
Stolen plans is really fun. Yeah I get it doesn't work thematically with your card, you even admit it. Silverhandsome needs a better name. It's kinda funny but I just don't see that going in Hearthstone.
So the dream/nightmare thing is going to always be on even if no one has any of those cards right? I think it adds something to keep track of but is going about it the wrong way. Would be poor to exist in the real hearthstone I think. I'm not a big fan of always on, flip flop effects like this. Not fun for me.
Dude, cover up the And of your first expansion name. Yeah, don't call it that. I would go with Sands of Silithus, which has all the symbolism you want to fit thematically, is lore relevant, and well doesn't have that in it. Other than that, it's my favorite of your sets. I love that kinda stuff and the cards work. The keyword works better there.
The three expansions in the Year of the Gryphon are:
• Greetings from the Great Seas (GftGS) (logo in progress) • Blood of the Zandalari (BotZ) (logo in progress) • Trouble at the Sunwell (TatS) (logo in progress)
Aggressive Paladin decks often make us of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in the Paladin class and will be moved to the Hall of Fame as other card draw methods should be considered for the class.
With ever-expanding ways to cheat out demons that would otherwise have large detrimental effects, Warlock as a class has become overall stronger than it has ever been. With finishers like Doomguard combined with cards like Carnivorous Cube and Warlock’s various friendly minion destruction cards, a Charge minion like Doomguard often threatens lethal damage with little counterplay. As such, Doomguard is rotating out of standard to make way for a more interactive Warlock playstyle.
Priest has been in a great spot for a long time, and its abundance of board clears and healing makes it easy to pilot a control deck with it. But cards like Inner Fire allow the class to defeat their opponent within one turn. Cards from the Year of the Raven support an Inner Fire archetype, but in some ways this Priest archetype can feel oppressive because of its predictable gameplan. For this reason, Inner Fire is being rotated out of the Classic set so that this archetype can be supported on a year-by-year basis.
So what's the first expansion? Well it's...
From the beaches around Kul'Tiras and the sunken depths of Sailgrave, to the sandy shores of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! (perhaps this should be the second expansion...)
This expansion will focus heavily on adding lots of new Pirates and new Pirate synergies, with conditions like "If you have a weapon equipped" being heavily emphasized on Pirate cards. Additionally, treasure and 'the deep' will play their part. The new keyword of this expansion is Treasure.
Treasure cards sort themselves by lowest Cost on top to highest Cost at the bottom of your deck if there is more than one of them, but they are always at the bottom of the deck. What are the advantages of Treasures? Well...
Thins your deck by ensuring your ‘useless’ spots in aggro decks are taken up by cards you may or may not use
Also thins your deck in control/combo decks so you can pursue your win condition more quickly
Makes you less angry about topdecks
Ensures fatigue decks get to their win condition/can plan out what they'll draw at the end of the match
Soft-counters Gnomeferatu/Other deck attacks
Will never appear in your opening hand or mulligan.
Treasures can also be used early on in the game if certain conditions are met—you'll be able to excavate that buried treasure by using cards like Blacksail Plunderer. Using Shimmering Riches you can try and accelerate your mana pool, but you'll have to be careful about wasting a turn to try and do it—remember you don't just draw these cards without some effort.
Example Cards:
Further into the expansion, expect legendary Treasures for each class and more Pirates (for each class!) That brings us to the second expansion of the Year of the Gryphon...
The isle of Zandalar is the ancestral home of the trolls, but Cataclysm has shattered their home in pieces, with the ancient Eldritch experiments of the Titans escaping from their magical prisons into the surface world. The thirst for blood of the Hakkari meets the murderous appetites of the Old God, G'Huun, with the noble troll race caught in the middle. What sacrifices must be made to help—or to hinder—the plague of blood?
Blood of the Zandalari is all about infection and sacrifice. Use your Plague cards to your advantage or to the detriment of your opponent, and time your Sacrifices to gain the most benefit. The decaying marshes underneath Zandalar also means new Deathrattle cards. @Vilegloom I seriously made this keyword before I came to the discussion thread so I'm sorry that it's the same thing as yours... That being said, here are your new keywords:
Sacrifice can be activated by double-tapping/clicking on a minion/weapon and then confirming your selection with a button. Let's do a run-down...
Sacrifice cards have base power levels that make it so that keeping them alive is more useful in certain situations than in others.
You can't attack with the minion on the same turn you Sacrifice it, and Sacrifice effects only work when the minion can attack—that includes Charge and Rush minions, however.
Plague cards are tough to utilize without the right deck—you need to be willing to lose some other cards in your hand to maintain the infection
Plague spread is random—not chosen.
Plague activates after you draw a card at the start of your turn, which means if your hand is full of plague it will transform the card you draw into it too! Don't hold onto your plague too long or it'll spread faster than you can get rid of it.
Drawing a Plague at the end of your turn is either a good or a bad thing... It depends.
Some plagues will be cast onto your opponent, just like Curse of Rafaam—another form of hand sabotage!
Blood Beetle can be used as a respectable life-gain card and a solid enough body. Its Sacrifice effect gives it some flexibility to act as a board clear, similar to Spirit Lash. Hakkari Blood Goblet can be used as a finisher— with 5 of these, you can potentially clear taunt minions and push 10 damage to your opponent's face. You'd better be careful about holding 4 or 5 plague cards, as the turn after they'll infect your whole hand.
Example Cards:
Expect more Plagues and more Sacrifices... delicious! What's the final expansion in the year of the Gryphon? Here it is...
Looks like some zealous Blood Elf mage has awakened a gigantic Eredar demon! Classic Kael'thas.¯\_(ツ)_/¯ What would we do without him! Ah well, guess we have to turn to some blood magic if we're going to bring this guy through the Sunwell!
This expansion is about a new type of Mana. Red Mana. It might also be about Divine Shields... who knows.
Your Mana tray is still limited to 10. That means...
You can have a maximum of 10 Red Mana, but if you have 10 Red Mana you can't have ANY regular Mana.
Some cards can use both regular or red mana to be played. These are indicated by a half-blue/half-red mana cost.
Since Red Mana cards will be an extremely limited pool compared to regular mana cards, they will be stronger. Perhaps by a lot.
Kael'thas Sunstrider, the grand villain of the expansion is also the quintessential legendary to get you into Red Mana. As a start of game effect, you can fill your deck with Red Mana cards rather than looking for meagre single crystals of it, or temporarily having it like with Thirst for Power. As a legendary minion, legendary generation effects mean he could pop into your hand in a normal mana deck—thus, he costs normal OR red mana (and is a highroll!).
Example Cards:
Expect some gnarly blood magic. Not as gnarly as the trolls, but still pretty gnarly.
So that's my year! I'd appreciate feedback and I will gladly return it :)
These are all interesting sets, but jeeze nothing fits gryphon at all. A few gryphons might be in Booty bay and around the seas, but like it has nothing to do with it. The red mana is really bad dude. Just don't do it. It's needlessly complex in adding a mechanic into hearthstone. I always try to keep my sets realistic. I often find flashy effects might get you votes but I do not agree with those people. It's just bad man. Also what's with the weird sunwell fascination. More than one person wants to tackle the Sunwell.
Sacrifice is really cool. PLague is begging to be broken by Thaurassian or something. Maybe not that specific card. Be really careful with duplication effects because they often power the strongest combo decks in the game.
Here it is, in full (minus this statement, obviously):
Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...
...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.
Enough of my bad humor; let's start this show:
Expansion #1:The Trials Within Us
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Ustells nine separates tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):
"Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."
As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!
The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)
Expansion #2:War of Sea and Sky
In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX
Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:
On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!
Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:
Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.
It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:
Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P
Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D
Hall of Fame 4:The Hall-ening
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:
Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.
Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.
And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.
Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning. LIke Kodos might be in Pandaria or kodo ancsestors or whatever. They carry people, that might fit the burden of burden but Like I dunno. Challenge sounds like something that is going to try and break combo effects and such. Killing low cost minions that exist. Really tough to gauge on whether I like that or not. I"m middle of the road. Cards that pull cards out from another persons deck are just rough to think about. I guess it's in the same vein of making them discard though, a very different round-about form of mill. THe gnomeferatu with a cost. I guess it's alright when I think it out like that.
Dr. Boom really knows his pyrotechnics, yeowch, that card man. Sounds like fun, seems strong at first but when I think it through, it actually might be solidly circumstantial. Spirit bouncer is really great, good showing of your effect. Power up sounds neat, but I'd drop it honestly. Spare parts really felt like that one-time deal in the mech heavy set, which E.T.C doesn't seem like it would be. Up to you, but personally I would focus on other themes and not even push a secondary keyword for this set because the one you do have is really strong thematically and works for Hearthstone.
Rogue getting some gutting from your removals, but I understand why you chose what you did. Divine Favor is a pretty common pick too, I suppose for obvious reasons. I think it's likely possible it would go for real.
And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am. I'm going to get my modified post about what I got in store up tomorrow for sure or the day after. I got busy again, lol. Got a good number of changes coming. Thanks to those few who did offer me some feedback on my OG Post. <3 all y'all out there. Peace for tonight. Keep being creative and fun.
Here it is, in full (minus this statement, obviously):
Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...
...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.
Enough of my bad humor; let's start this show:
Expansion #1:The Trials Within Us
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Ustells nine separates tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):
"Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."
As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!
The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)
Expansion #2:War of Sea and Sky
In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX
Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:
On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!
Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:
Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.
It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:
Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P
Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D
Hall of Fame 4:The Hall-ening
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:
Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.
Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.
And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.
Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning.
...
And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am.
It's pretty simple, actually, perhaps to the point of silliness: Kodos are horned animals.
The flavor for The Trials Within Us refers to personal demons (Demons have horns) and Burdens (Kodos are "beasts of burden").
Dragons have horns.
The Rock & Roll hand gesture is called "Devil's horns".
Maybe I'm not describing it well, but Challenge does not have anything to do with Milling effects, pulling from hand like Dirty Rat or anything like that. The single best similarity I can point to from within Hearthstone is Swamp King Dred, but more focused:
Step 1: You play a minion with Challenge.
Step 2: The game does a once-over of your opponent's hand, checking for a random minion that fits the criteria of the Challenge.
Step 3: The game shows both players the minion in question (if one was available), letting them know who has been Challenged.
Step 4: If and when your opponent plays the minion affected by the Challenge, your minion immediately attacks it. Because both players are aware of what will happen, there's a strategic decision to make: you benefit from spying on them and potentially causing them to hold off playing the minion, while your opponent has the initiative to disrupt your Challenge or play into it on purpose.
Don't worry about the nit-picking: we need to be told this stuff, right? I've already been agonizing about it for days, so talking it through with people definitely helps me.
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
First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.
Short answer
Because I wanted to. Want to fight me tough guy?
Still kinda short but slightly longer answer
I initially started designing the expansion as if I was a designing a full expansion which is where the connection comes from, but even then, thinking of enough cards to fit one of those themes is hard enough. I don't see why this is bad though, I feel they work well enough. I did my research on everything before I made the decision and stuck with it. Absolutely no one else seems to mind, so you have to take that into account. Of course though, what you would do and what I would do are two completely different things.
The second set I just don't like it for what it is. WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.
I feel that at this current stage of the game, the "it's not WoW" argument just objectively isn't valid anymore. Lots of people like to intentionally stray away from WoW lore when they make their sets. We did that for this set.
None of us are idiots, we knew exactly what we were doing when we chose the card. The Start of Game cards in the expansion also have their own effect when their played, so Prince Charming draws them, then you can activate the effect of the Start of Game cards when you play them. The only reason we couldn't showcase them is because they produce their own unique tokens and are you can't really explain it all on one card, like the Quests.
I thought showcasing Prince Charming would've made it obvious that there would be other Start of Game cards in this expansion. I thought the fact that you draw them also would've made it obvious that they have other effects.
Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.
I've never played Shadowverse before, so I didn't know this. I don't think Shatter knew either or else he would've said something about it.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
The remarks about Metal & Mayhem do worry me: perhaps I'm losing the forest for the trees, moving away from ETC and back into GvG. Maybe you were right to suggest ditching Power Up, Wishmaster...even more to think about lol DX
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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
This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...
YEAR OF THE RAM
Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
he 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-Mechs, 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 Beast, Murloc, Mech and Pirate) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
How does Draft Work?
Simple, when you play a card with draft, or you draft a minion, this will pop up
You just have to choose one of them and the Drafted minion is nor from that Tribe!
Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.
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
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 Blighted! Several cards interact with Blight and Blighted minions.
Many cards power-up from Deathrattle effects and friendly minions dying.
How does Sacrifice work?
Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath, when you choose a target to damage.
How does Blight work?
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
-->
Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
"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.
What's going into the Hall of Fame?
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
(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!
Alright, you got a solid theme and each area could definitely be in relation to Sporebats. Entrap is a really interesting keyword. Personally speaking I like each sets vibe so far. Splash is a pretty weak keyword though. I feel like 'bleed' effects don't really fit the hearthstone vibe. The only card with something remotely on that level is Curse of rafaam, a pretty forgettable card despite how strong it technically could be.
Although this is way different in execution, I just think having a delayed effect like that doesn't work. Other than that I have no real issues outside of my own lore nitpicks, such as Loque'nahak being a NPC from Scholazaar Basin. Which honestly, I would scrap Under the Sea and replace with Scholazaar, then you could have themes of it being Hemet Nesingwarys safari adventures, starting with Stranglethorn, then outland, then scholazaar. It's one of those details that fans of lore would appreciate. I would not show off neutral cards unless they are legendary at this stage, by the 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)
The druid legendary there, way too strong for 10 mana. I realize it's a legendary and legendarys need to be massive, but a full refresh on a board clear, which you can then go into kun, aviana, win the game. Yikes. Too much power for combo druid and ramping, big boy druid. So the last expansion, I can't make it connect to a cat. I realize that kobolds and catacombs is just there, but I think it'd be nice if thematically you make it tie in somehow. Cats being 'witch' pets or in this case mage pets for the arcane set, yeah I get that. A wizards pet, y'know. And for spirits, cats have a lot of lore around that real and fictional in WoW, so it makes sense. But the sunwell? No feline connections whatsoever.
Invoke is fantastic use of the 'on turn mana usage' effects. I think it would be a great keyword.
Brutallus means you need to have 10 of everything. Not good, it just wouldn't happen in warrior as it is. Maybe you got more to support that card but he needs a TON Of support to be remotely viable in the future. If you got the support he's an interesting deckbuilder. If you don't, I'd say can it and try to come up with something better. I wouldn't show off neutral cards in this stage unless they are legendary.
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.
First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.
The second set I just don't like it for what it is. WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.
Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.
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.
Bumping just in case :P
I don't know what all that has to do with rams, but dude I really like what you got so far. For the first set, two keywords sure is quite a lot to show off. Maybe pick one? I dunno, if you can make it work have at it my dude.
Normally I am against neutral cards for stage one, but the exception is unique effects or ones showing off your keyword in really great ways. Acadamy Steward is one of those cards. Just, utterly great and powerful design. Probably the best card I've seen. It's strong, but not too strong.
I love living fireball. If not just for the fact whether you know it or not, it reminds me of an old MTG card and it gives me the warm feeling of nostalgia. Plus it's a fun take on the rager effect. Give it charge and see what happens. Do you think perhaps you could do a Lion symbol for me? I notice you're the guy doing them and honestly that would be so awesome. <3
Yes I've made 3 new banners now, I just want to make them look good :3
So, I've made a quick update to my "Year of the Wendigo", revamped it quite a lot of it, and made the finishing touches, I wanna know what you think of what it is now:
Expansion 1: Hunters of Azeroth (HoA)
I'd make the banners bigger, but I don't want to fill too much space with that ;)
On the brutal Island of Blodanna there are two of the most prized things that you will want, your head, and their prize. Where Hunters and Beasts fight for survival and their dear prizes to be as rich as Screek McThil, but as everyone steals their faith in others, so you do with loot.
As brutality and blood spills everywhere, pilferers and carnivores stalk in the lands to capture their respective prize, as with the keyword itself, Consume is already in a few cards, like The Boogeymonster and Wind-up Burglebot, however, going a bit deeper isn't that bad, right?
Planned Showcase Cards:
Expansion 2: The Phantom House (PH)
Jokes aside I could've used this banner lol
Banshees, Ghosts and lots of Pumps, these were the perfect ingredients to make the perfect Haunted House, but the owner of it forgot about the "Nocheaur Curse", which made the his house, now called The Phantom House, creepier than ever, but where does this house hold the mysteries? Will your heart hold enough pump before it pumps itself into this manor oblivion?
Now've changed Possess, it works now for one turn unless specified, it might be annoying, that's true, but might backfire the one that uses too, normally dead bodies can be possessed by ghosts, because a good scare can leave it vulnerable to even the little of the scratches.
Planned Showcase Cards:
Expansion 3: Murlocs off the Coast (MOTC)
After all that suffering, we REALLY want to go somewhere relaxing, right? It's not, but neither as bad as the others, you'll get to know the flora and fauna around here, and probably take a sunbath or two. Take a dive onto the sea, cause we're chilling in the deepest waters on the sea!
This Expansion features no new keyword, however it will have a lot of beauty and polarizing effects, because the sea is so unpredictable, it may throw a tantrum or be your best "friend", heh, who knows, they just dry in the sand.
Planned Showcase Cards:
So, what if this doesn't works? Well, I've got a few backup cards, extra things will be down below:
btw, think that P.E Journalism (Paranormal Effects) costed 4, I kinda messed up with the cost probably.
Also, Hall of Fame Cards:
Holy Wrath: Simple awnser, with [card]Molten Giant[/card] now in the Hall of Fame, it's pal is at most being usefull at dealing 12 damage to face, which is big enough, even though the draw is random, it still locks away from making high-cost cards or even shuffling cards inside your deck. It can't be changed without changing it's entire effect, so that's why its moving to Hall of Fame. Replaced by: Tuskarr Jouster.
Summoning Portal: Summoning Portal limits the design of copy or cost reducing cards, especially with Glinda Crowskin still beign in standard, it makes a lot of trouble wether to make another card that reduces costs or copies cards for further enchancement, even though it's too slow, it still limits the design of making diverse effects for minions. Replaced by: Imp Gang Boss.
Questing Adventurer: This minion is REALLY scary, even more with Witchwood still beign on Standard with Echo cards. As it limits design in both combos, cheap spells/minions AND Echo cards, this card is going to be moved to the Hall of Fame. Replaced by: Second-Rate Bruiser.
Another option would be Keeper of the Grove and change it back to a 2/4, but not sure not sure.
Phew! This took like 1 hour and 30 minutes to write, hope I don't have to edit something later :v
EDIT: Yes I had, oh for crying out loud.
Also could someone make a Wendigo Year Icon? I'd really appreciate it (and name it!)
I'd probably say drop the wendigo if you aren't going to keep it cohesive. With what you got right now I'd say go with a Nautilus. Creepy little sea beast that would fit these three ideas more thematically. (Not to mention super, duper giant ones exist in the ocean of WoW. You go inside ones brain in Vash'jr) Also Wendigos exist in WoW lore and your banner is definitely not a Wendigo. I like the consume effect. That warrior card is super, duper strong with Gorehowl, but I reckon you thought of that already. Might even be too strong, but who knows. Great for control.
Not a Fan of Possess. Sorry, it just seems kinda convoluted for me. The warlock spell name I hope is a placeholder. As a whole I'm not the biggest fan of what you got on show right now. I would change it up honestly. Scrap Possess and just focus on a spooky theme. Not every set needs a keyword
Third set is definitely more enjoyable for me. Seems like a lot of fun.
Year of the Scarab is named especially after the 1st expansion of the year - Desert of Andanus, which represents the most famous bug in Egypt. The 2nd one - Prisoners of Neverending Nightmare - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - Humans vs Undead, well it's a KaC of my year :P
Inner Fire - limiting design space and feels really unpleasant to play against. The card that will replace it is: Holy Champion. Solid card that can push mid-range priest to work.
Alexstrasza - I know this isn't that great card, but it still feels pretty unfair and enables the same kind of combos. Replacing it: our god and savior Yogg-Saron, Hope's End.
Divine Favor - Pretty popular choice. Unfair draw for unfair decks :P Replacement: A card in my set (Deserts of Andanus). You'll see it in 2nd phase since I'm still working on Paladin so it may change.
The Desert of Andanus opens a new year in Hearthstone, together with rotation of last year sets: Journey to Un'Goro with big adventures, and even bigger dinosaurs! Knights of the Frozen Throne with it's chilling atmosphere! And last but not least - Kobolds and Catacombs filled with deadly traps and wonderful treasures. Now, from the deepest depths of Azeroth a mysterious desert appears on the surface! Legends say about Queen Cleocadra, the one who cursed this land and vanished into the waters... Is she and her ancient empire a threat to the rest of the world? Go explore and find out!
Few words about the cards:
Midnight Screamer - Anubis-like creatures are the majority of cards with Ancient. This is a control tool that that is great tempo-swing. The flavor is that he screams at a minion, scaring it and causing it to back off.
Tomb Relic - A tool for mid-range/control Priest decks. I feel that Priest has the best flavor when playing buffs like Power Word: Shield, but lacks them in-game. That's why I want to print some buffs for Priest over this Hearthstone year.
Main themes of the expansion:
Ancient mechanic (not too much, just a little flavor and balance).
Curses.
Anubis-like creatures.
Druid: Big Minions with easier way to play/summon them.
Hunter: Spiders :O
Mage: Runebeak village.
Paladin: Divine Shield.
Priest: Big heals and minions, control-wise.
Rogue: Coins, board control and new win condition.
Shaman: Spell heavy decks, but still allowing minions.
Warlock: Mirages (more in 2nd phase if I get through).
Warrior: Big Warrior with new win condition.
After defeating the ancient queen of forgotten kingdom, the lifes of civilians of Azeroth were smooth as always... Well maybe not smooth but as always. But N'Zoth has a plan, he wants to take all the mortal beings into the sleeping city of Ny'alotha! Will you help our heroes tranform their nightmares into their strenght? Or do you prefer changing the nightmares into sweet dreams?
Better explanation: At the beginning the game is in a "normal realm", then after a realm is switched, board becomes either darker (Nightmare) or brighter (Dream). Some cards gain effects while a certain realm is active.
Few words about the cards:
Mind Reaper - Aggressive swarm tool for Hunters, with a showcase of how powerful being in a certain realm can be. Of course, it isn't as powerful as it seems due to only having 2 Health, which is often easy to deal with.
Two-Headed Watcher - Tool for switching realms, and a card that supports two-realms Druid archetype. I think I don't need to explain flavor :P
Main themes of the expansion:
Druid: Nightmare + Dream realm at once.
Hunter: Token beast Nightmare realm.
Mage: Dragons + Freeze.
Paladin: Dream realm control.
Priest: Dragons and Buffs on them.
Rogue: Destroying realms and board removal.
Shaman: Unspent Mana Crystals.
Warlock: Demons.
Warrior: Disabling enemy board.
Neutral: Switching realms tools + cards that interact with certain realms.
(I need a better art here)
After war between humans and orcs, goblins and gnomes, Azeroth and The Burning Legion, the next big war started. Lots of rotten flesh and shining armors; poisonous gas and big swords; living dead and taken lives... Who will win, and on which side are you?
Few words about the cards:
Stolen Plans - New Rogue archetype, with a card that fits Miracle Rogue, but I couldn't make it not fit. Revealing your opponents hand is really good, but for balancing you can't control when it'll be cast.
General Silverhandsome - A fpunny character with really strong mechanic. Paladin will be oriented around weapons so this legendary just fits and makes the deck playable. Also, I just want to look at his... big... armor...
Main themes of the expansion:
Druid: Return of the tokens.
Hunter: Effects lasting whole game, or at least few turns.
Mage: Spell Damage.
Paladin: Weapons.
Priest: Spell anti-synergy (with Spiteful Summoner rotated out, it is balanced).
Rogue: Gaining information.
Shaman: Debuffs.
Warlock: Sacrifice cards.
Warrior: Being a motherf***ing fortress (armor cards).
Thanks to everyone who helped me or/and voted for me :>
Stolen plans is really fun. Yeah I get it doesn't work thematically with your card, you even admit it. Silverhandsome needs a better name. It's kinda funny but I just don't see that going in Hearthstone.
So the dream/nightmare thing is going to always be on even if no one has any of those cards right? I think it adds something to keep track of but is going about it the wrong way. Would be poor to exist in the real hearthstone I think. I'm not a big fan of always on, flip flop effects like this. Not fun for me.
Dude, cover up the And of your first expansion name. Yeah, don't call it that. I would go with Sands of Silithus, which has all the symbolism you want to fit thematically, is lore relevant, and well doesn't have that in it. Other than that, it's my favorite of your sets. I love that kinda stuff and the cards work. The keyword works better there.
The three expansions in the Year of the Gryphon are:
• Greetings from the Great Seas (GftGS) (logo in progress) • Blood of the Zandalari (BotZ) (logo in progress) • Trouble at the Sunwell (TatS) (logo in progress)
Aggressive Paladin decks often make us of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in the Paladin class and will be moved to the Hall of Fame as other card draw methods should be considered for the class.
With ever-expanding ways to cheat out demons that would otherwise have large detrimental effects, Warlock as a class has become overall stronger than it has ever been. With finishers like Doomguard combined with cards like Carnivorous Cube and Warlock’s various friendly minion destruction cards, a Charge minion like Doomguard often threatens lethal damage with little counterplay. As such, Doomguard is rotating out of standard to make way for a more interactive Warlock playstyle.
Priest has been in a great spot for a long time, and its abundance of board clears and healing makes it easy to pilot a control deck with it. But cards like Inner Fire allow the class to defeat their opponent within one turn. Cards from the Year of the Raven support an Inner Fire archetype, but in some ways this Priest archetype can feel oppressive because of its predictable gameplan. For this reason, Inner Fire is being rotated out of the Classic set so that this archetype can be supported on a year-by-year basis.
So what's the first expansion? Well it's...
From the beaches around Kul'Tiras and the sunken depths of Sailgrave, to the sandy shores of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! (perhaps this should be the second expansion...)
This expansion will focus heavily on adding lots of new Pirates and new Pirate synergies, with conditions like "If you have a weapon equipped" being heavily emphasized on Pirate cards. Additionally, treasure and 'the deep' will play their part. The new keyword of this expansion is Treasure.
Treasure cards sort themselves by lowest Cost on top to highest Cost at the bottom of your deck if there is more than one of them, but they are always at the bottom of the deck. What are the advantages of Treasures? Well...
Thins your deck by ensuring your ‘useless’ spots in aggro decks are taken up by cards you may or may not use
Also thins your deck in control/combo decks so you can pursue your win condition more quickly
Makes you less angry about topdecks
Ensures fatigue decks get to their win condition/can plan out what they'll draw at the end of the match
Soft-counters Gnomeferatu/Other deck attacks
Will never appear in your opening hand or mulligan.
Treasures can also be used early on in the game if certain conditions are met—you'll be able to excavate that buried treasure by using cards like Blacksail Plunderer. Using Shimmering Riches you can try and accelerate your mana pool, but you'll have to be careful about wasting a turn to try and do it—remember you don't just draw these cards without some effort.
Example Cards:
Further into the expansion, expect legendary Treasures for each class and more Pirates (for each class!) That brings us to the second expansion of the Year of the Gryphon...
The isle of Zandalar is the ancestral home of the trolls, but Cataclysm has shattered their home in pieces, with the ancient Eldritch experiments of the Titans escaping from their magical prisons into the surface world. The thirst for blood of the Hakkari meets the murderous appetites of the Old God, G'Huun, with the noble troll race caught in the middle. What sacrifices must be made to help—or to hinder—the plague of blood?
Blood of the Zandalari is all about infection and sacrifice. Use your Plague cards to your advantage or to the detriment of your opponent, and time your Sacrifices to gain the most benefit. The decaying marshes underneath Zandalar also means new Deathrattle cards. @Vilegloom I seriously made this keyword before I came to the discussion thread so I'm sorry that it's the same thing as yours... That being said, here are your new keywords:
Sacrifice can be activated by double-tapping/clicking on a minion/weapon and then confirming your selection with a button. Let's do a run-down...
Sacrifice cards have base power levels that make it so that keeping them alive is more useful in certain situations than in others.
You can't attack with the minion on the same turn you Sacrifice it, and Sacrifice effects only work when the minion can attack—that includes Charge and Rush minions, however.
Plague cards are tough to utilize without the right deck—you need to be willing to lose some other cards in your hand to maintain the infection
Plague spread is random—not chosen.
Plague activates after you draw a card at the start of your turn, which means if your hand is full of plague it will transform the card you draw into it too! Don't hold onto your plague too long or it'll spread faster than you can get rid of it.
Drawing a Plague at the end of your turn is either a good or a bad thing... It depends.
Some plagues will be cast onto your opponent, just like Curse of Rafaam—another form of hand sabotage!
Blood Beetle can be used as a respectable life-gain card and a solid enough body. Its Sacrifice effect gives it some flexibility to act as a board clear, similar to Spirit Lash. Hakkari Blood Goblet can be used as a finisher— with 5 of these, you can potentially clear taunt minions and push 10 damage to your opponent's face. You'd better be careful about holding 4 or 5 plague cards, as the turn after they'll infect your whole hand.
Example Cards:
Expect more Plagues and more Sacrifices... delicious! What's the final expansion in the year of the Gryphon? Here it is...
Looks like some zealous Blood Elf mage has awakened a gigantic Eredar demon! Classic Kael'thas.¯\_(ツ)_/¯ What would we do without him! Ah well, guess we have to turn to some blood magic if we're going to bring this guy through the Sunwell!
This expansion is about a new type of Mana. Red Mana. It might also be about Divine Shields... who knows.
Your Mana tray is still limited to 10. That means...
You can have a maximum of 10 Red Mana, but if you have 10 Red Mana you can't have ANY regular Mana.
Some cards can use both regular or red mana to be played. These are indicated by a half-blue/half-red mana cost.
Since Red Mana cards will be an extremely limited pool compared to regular mana cards, they will be stronger. Perhaps by a lot.
Kael'thas Sunstrider, the grand villain of the expansion is also the quintessential legendary to get you into Red Mana. As a start of game effect, you can fill your deck with Red Mana cards rather than looking for meagre single crystals of it, or temporarily having it like with Thirst for Power. As a legendary minion, legendary generation effects mean he could pop into your hand in a normal mana deck—thus, he costs normal OR red mana (and is a highroll!).
Example Cards:
Expect some gnarly blood magic. Not as gnarly as the trolls, but still pretty gnarly.
So that's my year! I'd appreciate feedback and I will gladly return it :)
These are all interesting sets, but jeeze nothing fits gryphon at all. A few gryphons might be in Booty bay and around the seas, but like it has nothing to do with it. The red mana is really bad dude. Just don't do it. It's needlessly complex in adding a mechanic into hearthstone. I always try to keep my sets realistic. I often find flashy effects might get you votes but I do not agree with those people. It's just bad man. Also what's with the weird sunwell fascination. More than one person wants to tackle the Sunwell.
Sacrifice is really cool. PLague is begging to be broken by Thaurassian or something. Maybe not that specific card. Be really careful with duplication effects because they often power the strongest combo decks in the game.
Here it is, in full (minus this statement, obviously):
Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...
...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.
Enough of my bad humor; let's start this show:
Expansion #1:The Trials Within Us
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Ustells nine separates tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):
"Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."
As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!
The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)
Expansion #2:War of Sea and Sky
In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX
Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:
On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!
Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:
Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.
It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:
Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P
Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D
Hall of Fame 4:The Hall-ening
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:
Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.
Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.
And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.
Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning. LIke Kodos might be in Pandaria or kodo ancsestors or whatever. They carry people, that might fit the burden of burden but Like I dunno. Challenge sounds like something that is going to try and break combo effects and such. Killing low cost minions that exist. Really tough to gauge on whether I like that or not. I"m middle of the road. Cards that pull cards out from another persons deck are just rough to think about. I guess it's in the same vein of making them discard though, a very different round-about form of mill. THe gnomeferatu with a cost. I guess it's alright when I think it out like that.
Dr. Boom really knows his pyrotechnics, yeowch, that card man. Sounds like fun, seems strong at first but when I think it through, it actually might be solidly circumstantial. Spirit bouncer is really great, good showing of your effect. Power up sounds neat, but I'd drop it honestly. Spare parts really felt like that one-time deal in the mech heavy set, which E.T.C doesn't seem like it would be. Up to you, but personally I would focus on other themes and not even push a secondary keyword for this set because the one you do have is really strong thematically and works for Hearthstone.
Rogue getting some gutting from your removals, but I understand why you chose what you did. Divine Favor is a pretty common pick too, I suppose for obvious reasons. I think it's likely possible it would go for real.
And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am. I'm going to get my modified post about what I got in store up tomorrow for sure or the day after. I got busy again, lol. Got a good number of changes coming. Thanks to those few who did offer me some feedback on my OG Post. <3 all y'all out there. Peace for tonight. Keep being creative and fun.
EHEM
here you go
Thanks for the feedback! I'll be giving you feedback whenever I can. Right now I'm super tired and it's so late over here, so I'll rest up and come at you full force!
If you don't like the icon I can try remaking it as you like :)
EDIT: Whoops, that's a Sporebat, I thought that was you! My bad! Lion it is!
This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...
YEAR OF THE RAM
Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
he 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-Mechs, 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 Beast, Murloc, Mech and Pirate) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
How does Draft Work?
Simple, when you play a card with draft, or you draft a minion, this will pop up
You just have to choose one of them and the Drafted minion is nor from that Tribe!
Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.
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
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 Blighted! Several cards interact with Blight and Blighted minions.
Many cards power-up from Deathrattle effects and friendly minions dying.
How does Sacrifice work?
Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath, when you choose a target to damage.
How does Blight work?
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
-->
Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
"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.
What's going into the Hall of Fame?
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
I thought I provided feedback, but I guess I didn't :( I'll correct that now:
You've got some spelling mistakes littered throughout, so I'd do one-last walk-through before posting :P
Dragon-Mechs? Fucking sold.
Using Draft as a Keyword seems like a mistake to me, and I think a person who plays a significant amount of Arena would be even more bothered about it than I am. I know it really makes sense for what you're going for, but Draft is already taken by them, you know? You "draft" cards to the team that is your deck; that terminology is pretty set in stone by this point. People even use it as their Keyword for Arena-focused expansions :/
As long as you avoid the second coming of Carnivorous Cube, I'm on board with Expansion #2. I love Deathrattles, so it seems fine to me.
Are you prohibited from showing us your special Neutral Weapon because it creates unique tokens? If not, I'm wondering why you hold it back considering you took the time to hype it specifically.
With Olaf Stoutstorm, are you barred from using cards with Overload, or is it that when you play an Overload card your crystals are protected? 'Cause while I quickly determined you meant the second thing, my initial interpretation was the former scenario, and that misunderstanding could backfire on you.
All of your Hall of Fame choices are solid picks considering your plans for the Year.
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
Here it is, in full (minus this statement, obviously):
Just so we're clear, I'm linkblade91. If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...
...Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.
Enough of my bad humor; let's start this show:
Expansion #1:The Trials Within Us
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separates tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic. Alas I cannot show them to you, as they have unique token elements and are thus prohibited in this 1st round :(
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. For example, the Paladin's Sha is Despair (the archetype is described in the spoiler below):
"Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."
As I said above, the Paladin's Sha is Despair: evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial. The Light's blessing provides multiple benefits (in the form of stat boosts and defensive Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls and healing. To defeat Despair, one must persevere!
The above cards play into this idea: Yrel, Light of Hope gains additional stats for each enemy minion, playing right into the 1-vs-Many playstyle. Meanwhile, the Sha of Despair is Eadric the Pure for the new age: it reduces the Attack of all other minions to 1...except you don't have any other minions! It's time your enemies knew Despair >:)
Expansion #2:War of Sea and Sky
In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. It's wings versus tails! ...wait Dragons have tails. It's wings versus scales! ...that doesn't work either. Just forget it: Dragon vs Naga, there can only be one; you get the idea DX
Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion from your opponent's hand is revealed; when your opponent summons that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred, but with specific criteria and an element of spying. As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:
On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races. The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!
Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:
Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process.
It adds two new Keywords: Power Up! is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form! Let check some cards out:
Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P
Dr. Boom's Creation is hopefully an example of the bombastic, silly, slightly-ridiculous flavor I'm looking for. His super-bots will help him take over the world!...1-4 damage at a time. I'd like to think that the effect animation is the Creation throwing Boom Bots at the enemy haha :D
Hall of Fame 4:The Hall-ening
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:
Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.
Divine Favor: It's between DF and Battle Rage, and I've been jumping back and forth for a couple days now. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.
And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.
Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning.
...
And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am.
It's pretty simple, actually, perhaps to the point of silliness: Kodos are horned animals.
The flavor for The Trials Within Us refers to personal demons (Demons have horns) and Burdens (Kodos are "beasts of burden").
Dragons have horns.
The Rock & Roll hand gesture is called "Devil's horns".
Maybe I'm not describing it well, but Challenge does not have anything to do with Milling effects, pulling from hand like Dirty Rat or anything like that. The single best similarity I can point to from within Hearthstone is Swamp King Dred, but more focused:
Step 1: You play a minion with Challenge.
Step 2: The game does a once-over of your opponent's hand, checking for a random minion that fits the criteria of the Challenge.
Step 3: The game shows both players the minion in question (if one was available), letting them know who has been Challenged.
Step 4: If and when your opponent plays the minion affected by the Challenge, your minion immediately attacks it. Because both players are aware of what will happen, there's a strategic decision to make: you benefit from spying on them and potentially causing them to hold off playing the minion, while your opponent has the initiative to disrupt your Challenge or play into it on purpose.
Don't worry about the nit-picking:
we need to be told this stuff, right? I've already been agonizing about it for days, so talking it through with people definitely helps me.
Awh, dude I misread challenge. I thought it pulled from the deck at first. My bad. Okay, Challenge disrupts the hand. Alright yeah I like it more like that. Also sorry about that weird friggin triple spoiler deep in there. I dunno, maybe I should not quote like 9 people at once.
First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.
Short answer
Because I wanted to. Want to fight me tough guy?
Still kinda short but slightly longer answer
I initially started designing the expansion as if I was a designing a full expansion which is where the connection comes from, but even then, thinking of enough cards to fit one of those themes is hard enough. I don't see why this is bad though, I feel they work well enough. I did my research on everything before I made the decision and stuck with it. Absolutely no one else seems to mind, so you have to take that into account. Of course though, what you would do and what I would do are two completely different things.
The second set I just don't like it for what it is. WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.
I feel that at this current stage of the game, the "it's not WoW" argument just objectively isn't valid anymore. Lots of people like to intentionally stray away from WoW lore when they make their sets. We did that for this set.
None of us are idiots, we knew exactly what we were doing when we chose the card. The Start of Game cards in the expansion also have their own effect when their played, so Prince Charming draws them, then you can activate the effect of the Start of Game cards when you play them. The only reason we couldn't showcase them is because they produce their own unique tokens and are you can't really explain it all on one card, like the Quests.
I thought showcasing Prince Charming would've made it obvious that there would be other Start of Game cards in this expansion. I thought the fact that you draw them also would've made it obvious that they have other effects.
Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.
I've never played Shadowverse before, so I didn't know this. I don't think Shatter knew either or else he would've said something about it.
Well, I guess it wasn't obvious to me that more of those cards would exist. .-. But that makes more sense then.
I just care about the whole package, not just mechanics. I'm not as bothered by the first thing anymore, it was just my first impression. I just am not a fan of sets that intentionally deviate, personally. I also realize not a lot care about lore, but it feels like you're intentionally harming your ideas here looking at tired old lore that's been interpreted hundreds of times over when you can focus on something more unique from this universe. Hearthstone has fun, but it still keeps everything WoW themed, even as loose as it is. You got this big wide playground and instead you chose somewhere else.
I guess in the grand scheme of the things if most don't care and you want to do this, then do it. I would never want to stop someone's fun and creativity. This'll be my last word on the matter to ya. Go enjoy yourselves,
This is my post so far, I'm open to any feedback. I'm just gonna leave this up here before I go to bed so there's plenty of time for it to gather feedback. Hope you enjoy!
Hello everybody! I am Vision136, I'm new to the designing side of the site, and I would like to present...
The Year Of The Golem!
That's right, a golem. Golems are large, mechanical, and intimidating constructs, and I'd like to mirror that in my 3 expansions for the year.
First off we have Junkheap Jungle, a jungle that has become cluttered over years of garbage and spare parts accumulating from nearby gnomish settlements. Of course, the creatures that usually live here aren't very happy with this change, and have had to adjust their daily routines to account for this influx of scrap metal. To do this they've needed to learn how to Rummage, digging through the garbage heaps to reach what they need. Rummage is a keyword which thins both players decks out, which might not sound great. You may say, "But Vision, I don't want to get rid of my deck, that's insane!". But not to worry my fellow players, because the beasts in Junkheap Jungle are very resourceful. So resourceful in fact, that they are able to bring back cards that have been Rummaged away.
Rummaging Tiger: This is one of many cards in the expansion which will allow you to take advantage of cards that have been Rummaged. Of course because the expansion takes place in a jungle, there has to be an underlying beast theme within the expansion.
Annoying Monkey: Being able to generate extra value, especially in hunter, is something that should never be underestimated. And with Annoying Monkey, you're almost always guaranteed to get something of large value.
Our next expansion is an interesting one, Mechs of the Maize. Parallel to a certain 1980's movie with a little twist, this expansion contains an assortment of horrifying mechs, in the form of scarecrows, golems, and other horrors, all taking place in a few small farming villages. And what could be more horrifying then a mech gone Haywire. Mechs with Haywire have a 50% chance to attack the wrong enemy, similar to some ogre friends of the past, but with the benefit of mech synergy and slightly boosted stats.
Angry Scarecrow: Just a simple, angry 2-drop, with a minimal downside. What's not to love? The perfect kick-starter for the mech package in most decks, if players decide to head that direction.
The CornStalker: An interesting finisher for some aggro/mech decks, with a terrific name! Silence is a pretty crazy mechanic, and attaching this large minion to it makes it seem even crazier! Definitely a card to watch out for if you're in danger of being defeated.
And now for our third and final expansion, In the Eye of the Observer. This expansion takes a look at what comes out of the Twisting Nether, and more specifically, the Observers. Observers are powerful demons, similar to Beholders in the D&D universe, with multiple eyes and plenty of tentacles, and a few of them have started to invade the world. To escape from these observers, a bunch of creatures and humanoids have collaborated with powerful mages to become Unseen. Unfortunately, observers know how to become Unseen as well, and are using that to their advantage. Minions that are Unseen are unable to be targeted by minions of a certain tribe, and are almost immune to them.
Xhu'daggab The Freed: A powerful comeback card for warlock, as you don't want to play this while you are ahead, you have a chance to destroy your own minions! The Unseen keyword also helps this out, as nothing with the given keywords can attack it, so you can push some extra damage if you need to with no fear of it being traded into.
Custom-TailoredCloak: A nice little protection card if you need a crucial minion to get those last few bits of damage in, and you can't let it be targeted by your opponents Cobalt Scalebane. Could end up being a very useful tech card.
Finally, we've come to that final part: The Hall of Fame rotation. What cards will be the lucky (or unlucky) candidates to move on from the classic set? See which they are in the spoiler.
#1: Leeroy Jenkins. It's only inevitable that this card gets moved to the HoF, because (this answer may seem redundant) it limits design, and overall an un-fun card to lose too. "Topdeck Leeroy again?!" "How did he get 20 damage from hand?!". With this card in the HoF, everyone can sleep easy... until people start running Reckless Rocketeer.
#2: Preparation. *sigh* This one pains me to move, as an avid miracle rogue supporter, but even I have to admit that this card severely restricts design space in rogue(see, I told you that answer was gonna get redundant). High-cost spells, or even 3 or 4 cost spells have to have their power level severely restricted, or else some bonkers combos are gonna happen, you saw what it did with Crystal Core. With Preparation out of the way, there can be some good rogue spells printed for once.
#3: Alexstrasza. Finally, our favorite freeze mage/combo deck/control priest dragon. It just keeps finding it's way back into the meta, and again, say it with me, restricts design space. No damage spells, or even charge minions, can be printed that can be combo'ed with Alexstrasza for an easy OTK. It also helps aggro deck out a little bit when they're running out of steam, they don't have to worry about a half Reno Jackson to get in the way of them finishing the game.
Well, if you made it this far, thanks for reading! I hope you enjoyed my ideas and want to see more. This is going to be an interesting competition, even if I don't make it in, and I wish everyone the best of luck!
Awh, dude I misread challenge. I thought it pulled from the deck at first. My bad. Okay, Challenge disrupts the hand. Alright yeah I like it more like that. Also sorry about that weird friggin triple spoiler deep in there. I dunno, maybe I should not quote like 9 people at once.
It's fine. Peeling off a bunch of quotes so it doesn't leave a mess of spoilers and stuff is a pain in the butt: you have to be very careful, and remove one spoiler at a time in its entirety. The safest way is to destroy the words within the spoiler, then destroy the spoiler itself, and then remove the box that gets left over. Don't try to remove a spoiler and something outside of it, or you'll pull the excess into the spoiler's leftover box and it'll get all fucked up.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've been kinda in a hurry these past three days, so I'm just gonna leave this here to see if I can get some feedback and come back after thursday to give mine and submit.
Welcome to the...
"Why a Hydra?", you might ask. There's a pretty simple explanation for this: so far, there's sort of a cycle going on with the Standard Years: first, we get an aquatic animal, then a terrestrial and a flying one. First, there was the Kraken, then the Mammoth, and later, the Raven, so it is fitting that we restart the cycle with another sea monster, right? It's worth noting the choice of the Hydra will have no influence whatsoever on the expansions, much like it has been so far.
So, rotation is upon us once again; this time, all the cards that we got in the Year of the Mammoth are going to Wild (plus three Classic cards I'm going to discuss down the line), so it means no more Un'Goro, Frozen Throne or Kobolds & Katacombs. I'm sure we're all pretty sad to lose such fun cards like Voidlord and Hadronox, but fear not mates, 'cus we're starting the Year of the Hydra with a pretty fun, whacky expansion that's all about flavor and cool, new interactions: ladies and gentleman, it's Lights, Cancer Cards, Action!
(The names of the sets are still subject to change. I probably won't be able to make banners in time for the first phase, but if I get past it, there's sure to be one for each expansion.)
LIGHTS, CARDS, ACTION!
The Mechannes Film Festival is being held at Ironforge for the first time ever! Envisioned by the filmmakers of Gnollywood as an opportunity to showcase the production of the nascent gnomish film industry, the event features all kinds of movies and is sure to keep everyone entertained for the entirety of its duration!
By the time the first expansion hits, the power level of decks is at its lowest, which means cards can be made less competitive and more fun and still see play, so we get to experiment with mechanics unlike anything you've seen before. Most of these will be one-of-a-kind and, maybe, who knows, they'll be further explored in the future. For that reason, there are no new keywords this time around. This is also gonna be the most light-hearted expansion in this Year, and with such a setting, expect lots of puns and references.
Abramm van Hellscream is a famous fictional figure in Azeroth. A Hunter whose name was inspired by the legendary family of Orcs, he made his first appearance on a novel by Brann Stoker (not to be confused with Brann Bronzebeard) as a sworn enemy of the Darkfallen, a group of vampiric, undead blood elves. Now he's getting his own feature film, filled to the brim with plotholes and cheap action sequences, just like it should be!
Flavor text: "Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?"
Mildly Annoyed Max is a long-running franchise set in an alternate Draenor, one which never came into contact with the Burning Legion. The Orcs in this world had their own Well of Eternity, which, upon being destroyed, sparked a war that sent society spiraling into chaos. In this dystopic future, gangs fight for control of the wastelands and the last reserves of Mana available.
Flavor text: "With or without him, most of the times, if you don't play on curve, you'll just lose anyway."
A SONG OF LIGHT AND DARKNESS
Following the whackiness of Lights, Cards, Action, we're going straight to Argus, sometime before the events of Legion, to join the fight against the Burning Legion!
Many people have crafted expansions around the Burning Legion before, so this time we're gonna set them aside and focus on the Naaru and their cosmic Army of the Light! Be prepared to fight alongside not only Draenei, but also mechanical constructs and interdimensional travelers! This is the closest it can get to sci-fi while keeping it lore-friendly.
A Song of Light and Darkness introduces the new keyword Relay, which works exactly like Explosive Runes. It's actually a pretty simple effect to understand, and by making it into a keyword, we can explore new interactions with it and improve the overall complexity of the cards, while still keeping them relatively simple and straightforward. This is what I'm aiming for with the two new keywords of the Year of the Raven. More on the second one later.
Arcane Channeler is more of a card for Wild Freeze Mage, where it has potentially devastating synergy with cards like Dragon's Fury, but in Standard, it's pretty tame.
Flavor text: "Ever wanted to rain Meteors at your opponent's face? Now you can."
Alleria Windrunner is a well-known character in the Warcraft lore. After she and her lover Turalyon disappeared in Outland, they joined the Army of the Light and battled for centuries in the Twisting Nether, where time passes way slower than in our reality. Somewhere in this timespan, she became able to tap into the power of the Void, and learned to harness it for noble purposes. Her effect is reminiscent of the Anduin DK's Hero Power, Voidform.
This is not a card I intend to keep; I just wanted to show the whole "Darkness" thing is not necessarily related to the Burning Legion.
Flavor text: "After all this time, she's still forever sworn to the Alliance, and now her sister is the Warchief of the Horde. Oh boy, their family reunions must be hella fun."
BEFORE THE SUNDERING
Last, but not least, we have Before the Sundering! This expansion continues on the trend of experimenting with unorthodox mechanics which started with Lights, Cards, Action, but takes it a step further in power level. It's also gonna feature lots of disruption and combo-oriented cards.
"Brann Bronzebeard is organizing a museum exhibit of the early history of Azeroth: everything that happened before the Great Sundering, up to the time the Pantheon stumbled upon the world, then dominated by the Old Gods and their Black Empire. Join him as we go back in time and learn the forgotten truth about the past!"
With such a long timespan to work with, you can expect to see lots of different flavors: younger versions of beloved characters in the WoW lore, trolls - the race which dominated the world long before the human kingdoms were even a thing - as well as titan-forged, night elves, pandaren and many others.
Now let's get to the new keyword, Foresee! It turns out that, much like we can look back at the past, some of the people then, those gifted with the Sight, are able to see us in turn, right here, right now. As was Relay, this is also a pretty simple effect, kinda like Hearthstone's own version of MtG's Scry, tweaked to fit the way the game works.
Tyr, the bravest of the titanic watchers, was a key piece in the game that led to the creation of the Dragon Aspects.
Flavor text: "After the proto-dragon Galakrond ate his hand, he replaced it with a silver prosthetic. But he already had silver skin, so I guess nothing changed after all."
Faceless Reflection is part of a trend you'll see in the Rogue cards in this set: turning gimmicks into viable, powerful strategies. It allows you to cheat during deckbuilding, something I've explored long ago with my Varangian class.
Flavor text: "The C'Thraxxi are the much bigger, clawed relatives of the squid-like faceless. Unlike their lesser brethren, they can not only transform into other minions, but spells and weapons as well. Makes perfect sense."
And to wrap it all up, the
HALL OF FAME
MANA WYRM
This card is everything a low-cost minion shouldn't be: it's hard to remove, as it has the best possible statline for its cost, and it can easily snowball out of control if left unchecked. I've always hated this card, even before it's version on steroids was printed for Shaman and created one of the worst, most stale metas the game's ever had. Anyone who ever faced a Mana Wyrm, Coin, Mana Wyrm on turn one probably hates it as well. Time to say goodbye to this piece of shitty design. Replacement: Arcane Artificer (It serves an entire different purporse whatsoever, but it's a Common on the same mana slot and provides the class with survivability after they lost their best defensive spell, Ice Block.)
DIVINE FAVOR
It's either this or Battle Rage. Both cards are very powerful draw engines, but Divine Favor can turn the tide of a game from what would seem like certain defeat. I just have to figure out which one will make things easier for me when I have to design cards for the future expansions. Replacement: Unidentified Maul (A low cost, reasonably powerful card to make Pally's Classic set a little bit less worse. There really aren't that many Rare cards which I think would be a fitting replacement for Divine Favor, so I guess this one will have to do.)
BLADE FLURRY
Cost changed to (2). Same reasoning behind the rotation of Molten Giant. Replacement: Dark Iron Skulker
This is my post so far, I'm open to any feedback. I'm just gonna leave this up here before I go to bed so there's plenty of time for it to gather feedback. Hope you enjoy!
Hello everybody! I am Vision136, I'm new to the designing side of the site, and I would like to present...
The Year Of The Golem!
That's right, a golem. Golems are large, mechanical, and intimidating constructs, and I'd like to mirror that in my 3 expansions for the year.
First off we have Junkheap Jungle, a jungle that has become cluttered over years of garbage and spare parts accumulating from nearby gnomish settlements. Of course, the creatures that usually live here aren't very happy with this change, and have had to adjust their daily routines to account for this influx of scrap metal. To do this they've needed to learn how to Rummage, digging through the garbage heaps to reach what they need. Rummage is a keyword which thins both players decks out, which might not sound great. You may say, "But Vision, I don't want to get rid of my deck, that's insane!". But not to worry my fellow players, because the beasts in Junkheap Jungle are very resourceful. So resourceful in fact, that they are able to bring back cards that have been Rummaged away.
Rummaging Tiger: This is one of many cards in the expansion which will allow you to take advantage of cards that have been Rummaged. Of course because the expansion takes place in a jungle, there has to be an underlying beast theme within the expansion.
Annoying Monkey: Being able to generate extra value, especially in hunter, is something that should never be underestimated. And with Annoying Monkey, you're almost always guaranteed to get something of large value.
Our next expansion is an interesting one, Mechs of the Maize. Parallel to a certain 1980's movie with a little twist, this expansion contains an assortment of horrifying mechs, in the form of scarecrows, golems, and other horrors, all taking place in a few small farming villages. And what could be more horrifying then a mech gone Haywire. Mechs with Haywire have a 50% chance to attack the wrong enemy, similar to some ogre friends of the past, but with the benefit of mech synergy and slightly boosted stats.
Angry Scarecrow: Just a simple, angry 2-drop, with a minimal downside. What's not to love? The perfect kick-starter for the mech package in most decks, if players decide to head that direction.
The CornStalker: An interesting finisher for some aggro/mech decks, with a terrific name! Silence is a pretty crazy mechanic, and attaching this large minion to it makes it seem even crazier! Definitely a card to watch out for if you're in danger of being defeated.
And now for our third and final expansion, In the Eye of the Observer. This expansion takes a look at what comes out of the Twisting Nether, and more specifically, the Observers. Observers are powerful demons, similar to Beholders in the D&D universe, with multiple eyes and plenty of tentacles, and a few of them have started to invade the world. To escape from these observers, a bunch of creatures and humanoids have collaborated with powerful mages to become Unseen. Unfortunately, observers know how to become Unseen as well, and are using that to their advantage. Minions that are Unseen are unable to be targeted by minions of a certain tribe, and are almost immune to them.
Xhu'daggab The Freed: A powerful comeback card for warlock, as you don't want to play this while you are ahead, you have a chance to destroy your own minions! The Unseen keyword also helps this out, as nothing with the given keywords can attack it, so you can push some extra damage if you need to with no fear of it being traded into.
Custom-TailoredCloak: A nice little protection card if you need a crucial minion to get those last few bits of damage in, and you can't let it be targeted by your opponents Cobalt Scalebane. Could end up being a very useful tech card.
Finally, we've come to that final part: The Hall of Fame rotation. What cards will be the lucky (or unlucky) candidates to move on from the classic set? See which they are in the spoiler.
#1: Leeroy Jenkins. It's only inevitable that this card gets moved to the HoF, because (this answer may seem redundant) it limits design, and overall an un-fun card to lose too. "Topdeck Leeroy again?!" "How did he get 20 damage from hand?!". With this card in the HoF, everyone can sleep easy... until people start running Reckless Rocketeer.
#2: Preparation. *sigh* This one pains me to move, as an avid miracle rogue supporter, but even I have to admit that this card severely restricts design space in rogue(see, I told you that answer was gonna get redundant). High-cost spells, or even 3 or 4 cost spells have to have their power level severely restricted, or else some bonkers combos are gonna happen, you saw what it did with Crystal Core. With Preparation out of the way, there can be some good rogue spells printed for once.
#3: Alexstrasza. Finally, our favorite freeze mage/combo deck/control priest dragon. It just keeps finding it's way back into the meta, and again, say it with me, restricts design space. No damage spells, or even charge minions, can be printed that can be combo'ed with Alexstrasza for an easy OTK. It also helps aggro deck out a little bit when they're running out of steam, they don't have to worry about a half Reno Jackson to get in the way of them finishing the game.
Well, if you made it this far, thanks for reading! I hope you enjoyed my ideas and want to see more. This is going to be an interesting competition, even if I don't make it in, and I wish everyone the best of luck!
I'll hit ya up; I should probably get to bed myself, so I'll do one for the road heh
"Junkheap Jungle" is a really novel theme, and the name is great. I can definitely see it for an expansion.
I despise Mill in all forms, so don't expect me to like Rummage. It just is what it is :/ Balance-wise, I'm concerned in the same way that I'm usually concerned about Mill strategies: if your opponent didn't sign up for this alternative gameplay tactic, and didn't bring ways to get those Rummaged cards back (while you did), they're really screwed.
I don't know if I'm comfortable with rebranding an old mechanic with a new name, even if it technically wasn't given a name the first time around. The "Ogre mechanic" from GvG - 50% chance to attack the wrong enemy - is unofficially named "Forgetful", because that's what it is called in the game's files. If Blizzard wanted to give the mechanic a Keyword, it stands to reason that they would follow their own phrasing and call it Forgetful...even if Haywire is a cool (and appropriate...and maybe even better) name.
Angry Scarecrow could get away with being a Common, if said Ogres were any indication of the mechanic's value.
A selective invisibility/untargetable/shroud mechanic is a really interesting way to go...so long as you rein it in. Printing a Beast expansion and a Mech expansion and following them with a card that has "Unseen: Beast, Mech" would be a major dick move lol D: You could be undermining your own Year, forcing players to drop cards from Expansions #1 and #2 because Exp. #3 nullified their collection. It's not a deal-breaker by any means, but it's something to be very mindful of.
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
Okay, I’ve got an issue that’s been pressing on my mind. Who said the year had to have anything to do with the expansions? Like for real, what relevance have hearthstone’s previous years had to the expansions? The only mammoth reference was in Un’Goro, the only Kraken reference was I guess a tentacle card or two from WotOG, maybe? Sure there are more than a few ravens in Witchwood, but that’s just to be expected from the expansion theme. Everyone seems fixated on making the name of the year relevant to all of the themes, and make all of the themes go together in some kind of storyline. Isn’t the point to make fun expansions with fun themes, not try and write some sort of narrative tale about what leads from one expansion to another? Hearthstone’s had recurring characters, but let’s be real here there was absolutely 0 narrative link between JTU, KFT, and K&C.
I can't sleep, so here's my set ideas. I was just trying to polish this presentation some and fix some of the problems I had.
Introducing:The Year of the Lion!
I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. I started with the idea of having a set of words to tie down to my creature, to build upon for each set.Those words were decided upon to be Strength, Honor, and Wisdom. Something that thematically fits a Lion and provides a broad base that gives me the opportunity to branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.
But First, What are we rotating?
1. Divine Favor: Paladins have had a long history of being able to rush minions out onto the board only for this card to keep them up in pace and card advantage. It's too strong of a draw tool in the current state of the game where it's easy to use. I think this is the number one card that needs to be removed from the game in the current state, as much as I do enjoy playing my weenie decks. It's just too good for aggro.
2. Doomsayer: Controversial pick, I know. I love this card, but I think having it around will hurt design space in the long run for standard. Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild.
3. Gadgetzan Auctioneer: Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild.
With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.
First Expansion, The Barren Wildlands: The Barrens is a tough place to live. It's a place where everything and everyone wants to kill you. If the tough savanna conditions don't get to you, surely the numerous wild creatures and inhabitants will. It has everything from centaur, quillboar, wild elementals, beasts, pirates, to even the horde and Alliance at war all inhabiting the same space in these massive swaths of land. The current idea is to still give a number of the classes an unique passive weapon that degrades over time. You'll certainly need all the help you can get if you want to survive out there.
Ice Shield: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing.
Gold Road Merchant: Even merchants need to protect themselves out there. It gives rogue an early game control option that also feeds into their Combo stratagem. Was unsure of how to balance this, but I think it works quite nicely as is. I thought thematically this fit rogue very well, and I got a nice bonus of the art having a savanna plains behind the central character.
Second Expansion, Siege Of Stormwind: Time to head on out to war!What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme of honorable and dishonorable warfare. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow!
Duelist: It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion. I think this would be a welcome addition to the Hearthstone key-word roster.
The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.
Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card.
Third Expansion, Beneath The Veil: Slow down and listen for a while. Patience is a virtue after-all. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have one theme being that of learning things(Or taking things!) from the other classes.
Enlightened Monk: I said this last time, but yeah this could potentially be a common. Probably should be. Good early game card that might need a few tweaks. Anyway, the idea was that delayed effects are neat, so let's experiment with some of those around the expansion.
Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here.
So, there we go. Any comments, criticisms, etc are always welcomed.
Okay, I’ve got an issue that’s been pressing on my mind. Who said the year had to have anything to do with the expansions? Like for real, what relevance have hearthstone’s previous years had to the expansions? The only mammoth reference was in Un’Goro, the only Kraken reference was I guess a tentacle card or two from WotOG, maybe? Sure there are more than a few ravens in Witchwood, but that’s just to be expected from the expansion theme. Everyone seems fixated on making the name of the year relevant to all of the themes, and make all of the themes go together in some kind of storyline. Isn’t the point to make fun expansions with fun themes, not try and write some sort of narrative tale about what leads from one expansion to another? Hearthstone’s had recurring characters, but let’s be real here there was absolutely 0 narrative link between JTU, KFT, and K&C.
No one did. In fact they specifically said it didn't. I just think if you can make your animal fit your year, it helps with the overall aesthetic of it. To me, we're designing a year and that means it needs to flow just right or what's the point, y'know. I might be alone in my views but hey I think it helps. Take my Year of the Lion.
Not only do I have core themes and ideas becoming of a lion but notice aesthetically each area I focus on, has Lions or is related to lions in some manner not just through metaphor. Lions live in the Barrens. The lion is the symbol of Stormwind. The Quillen are stone creatures that are rather lion-like in aesthetic. It's a minor detail, something I'm not even sure everyone would pick up on. I may be the only one that cares when looking at my year as a whole, but ultimately it does matter to me so I focused on it.
I can't sleep, so here's my set ideas. I was just trying to polish this presentation some and fix some of the problems I had.
Introducing:The Year of the Lion!
I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. I started with the idea of having a set of words to tie down to my creature, to build upon for each set.Those words were decided upon to be Strength, Honor, and Wisdom. Something that thematically fits a Lion and provides a broad base that gives me the opportunity to branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.
But First, What are we rotating?
1. Divine Favor: Paladins have had a long history of being able to rush minions out onto the board only for this card to keep them up in pace and card advantage. It's too strong of a draw tool in the current state of the game where it's easy to use. I think this is the number one card that needs to be removed from the game in the current state, as much as I do enjoy playing my weenie decks. It's just too good for aggro.
2. Doomsayer: Controversial pick, I know. I love this card, but I think having it around will hurt design space in the long run for standard. Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild.
3. Gadgetzan Auctioneer: Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild.
With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.
First Expansion, The Barren Wildlands: The Barrens is a tough place to live. It's a place where everything and everyone wants to kill you. If the tough savanna conditions don't get to you, surely the numerous wild creatures and inhabitants will. It has everything from centaur, quillboar, wild elementals, beasts, pirates, to even the horde and Alliance at war all inhabiting the same space in these massive swaths of land. The current idea is to still give a number of the classes an unique passive weapon that degrades over time. You'll certainly need all the help you can get if you want to survive out there.
Ice Shield: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing.
Gold Road Merchant: Even merchants need to protect themselves out there. It gives rogue an early game control option that also feeds into their Combo stratagem. Was unsure of how to balance this, but I think it works quite nicely as is. I thought thematically this fit rogue very well, and I got a nice bonus of the art having a savanna plains behind the central character.
Second Expansion, Siege Of Stormwind: Time to head on out to war!What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme of honorable and dishonorable warfare. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow!
Duelist: It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion. I think this would be a welcome addition to the Hearthstone key-word roster.
The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.
Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card.
Third Expansion, Beneath The Veil: Slow down and listen for a while. Patience is a virtue after-all. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have one theme being that of learning things(Or taking things!) from the other classes.
Enlightened Monk: I said this last time, but yeah this could potentially be a common. Probably should be. Good early game card that might need a few tweaks. Anyway, the idea was that delayed effects are neat, so let's experiment with some of those around the expansion.
Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here.
So, there we go. Any comments, criticisms, etc are always welcomed.
The Barren Wildlands
Ice Shield should probably be an epic card.
Is Gold Road Merchant's effect a 'Whenever', Battlecry or Deathrattle? Specify.
Siege Of Stormwind
The Seamstress just in case, specify it's two random cards from your hand. That aside, I don't feel it fits Warlock that well, you could make it a neutral perhaps. Also, cost can go off to more than (10)?
If you can sew any card, how do spells and weapons affect the equation? They become Battlecries I suppose.
Duelist I kinda actually like, though it doesn't seem to offer a lot of synergy potential.
Beneath The Veil
Both cards seem fine, but imo you should showcase some cool mechanic or archetype you have planned for this expansion; if you have one, that is. They just don't excite me for the expansion that much.
This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...
YEAR OF THE RAM
Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
he 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-Mechs, 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 Beast, Murloc, Mech and Pirate) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
How does Draft Work?
Simple, when you play a card with draft, or you draft a minion, this will pop up
You just have to choose one of them and the Drafted minion is nor from that Tribe!
Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.
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
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 Blighted! Several cards interact with Blight and Blighted minions.
Many cards power-up from Deathrattle effects and friendly minions dying.
How does Sacrifice work?
Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath, when you choose a target to damage.
How does Blight work?
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
-->
Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
"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.
What's going into the Hall of Fame?
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
I thought I provided feedback, but I guess I didn't :( I'll correct that now:
You've got some spelling mistakes littered throughout, so I'd do one-last walk-through before posting :P
Dragon-Mechs? Fucking sold.
Using Draft as a Keyword seems like a mistake to me, and I think a person who plays a significant amount of Arena would be even more bothered about it than I am. I know it really makes sense for what you're going for, but Draft is already taken by them, you know? You "draft" cards to the team that is your deck; that terminology is pretty set in stone by this point. People even use it as their Keyword for Arena-focused expansions :/
As long as you avoid the second coming of Carnivorous Cube, I'm on board with Expansion #2. I love Deathrattles, so it seems fine to me.
Are you prohibited from showing us your special Neutral Weapon because it creates unique tokens? If not, I'm wondering why you hold it back considering you took the time to hype it specifically.
With Olaf Stoutstorm, are you barred from using cards with Overload, or is it that when you play an Overload card your crystals are protected? 'Cause while I quickly determined you meant the second thing, my initial interpretation was the former scenario, and that misunderstanding could backfire on you.
All of your Hall of Fame choices are solid picks considering your plans for the Year.
This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...
YEAR OF THE RAM
Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
he 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-Mechs, 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 Beast, Murloc, Mech and Pirate) a new tribe tag for it!
New build-around cards that will lead to some new wacky tribe-combination decks!
How does Draft Work?
Simple, when you play a card with draft, or you draft a minion, this will pop up
You just have to choose one of them and the Drafted minion is nor from that Tribe!
Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.
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
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 Blighted! Several cards interact with Blight and Blighted minions.
Many cards power-up from Deathrattle effects and friendly minions dying.
How does Sacrifice work?
Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath, when you choose a target to damage.
How does Blight work?
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
-->
Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
"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.
What's going into the Hall of Fame?
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
I thought I provided feedback, but I guess I didn't :( I'll correct that now:
You've got some spelling mistakes littered throughout, so I'd do one-last walk-through before posting :P
Dragon-Mechs? Fucking sold.
Using Draft as a Keyword seems like a mistake to me, and I think a person who plays a significant amount of Arena would be even more bothered about it than I am. I know it really makes sense for what you're going for, but Draft is already taken by them, you know? You "draft" cards to the team that is your deck; that terminology is pretty set in stone by this point. People even use it as their Keyword for Arena-focused expansions :/
As long as you avoid the second coming of Carnivorous Cube, I'm on board with Expansion #2. I love Deathrattles, so it seems fine to me.
Are you prohibited from showing us your special Neutral Weapon because it creates unique tokens? If not, I'm wondering why you hold it back considering you took the time to hype it specifically.
With Olaf Stoutstorm, are you barred from using cards with Overload, or is it that when you play an Overload card your crystals are protected? 'Cause while I quickly determined you meant the second thing, my initial interpretation was the former scenario, and that misunderstanding could backfire on you.
All of your Hall of Fame choices are solid picks considering your plans for the Year.
3. Fair enough. I'll think of synonims I can use for it. Any help ideas?
4. Now that you mention it, maybe I should consider Hall-ing Naturalize instead of Wyrm. It doesn't allow for big and powerful Deathrattle minions.
5. Actually, I've not designed it yet. I guess it would do stuff in a similar manner to Olaf Stoutstorm.
6. He protects you crystals from Overloading. You can still play the spells, only you don't overload from them.
Hi everyone, I'm working on a new mechanic: Rituals.
Rituals are Legendary Spells, these Rituals need Deck Pre-construction in order to unlock its full potential. You must have certain cards in your hand or deck at the moment that you use the Ritual, those cards will be discarded. If you don't have them the Ritual will have a less powerful effect. Some examples:
If Lord Jaraxxus and Sacrificial Pact are in your hand or deck at the moment you use this Ritual, both cards will be discarded and you will get the reward (although you won't draw a demon).
These are other Rituals. For now I think I'm going to use just classic and basic card for Rituals, but not all of them will require a class legendary.
Tell me your thoughts, I think the text on the Priest and Shaman's Rituals are a bit long.
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
League of Heroes
Ya'll like superheroes and villains, right? Well then this expansion will be the one for you.
Introducing two new keywords:
Alter-Ego lets you replace one of your already on board minions, for one with Alter-Ego in hand with the same or lower Mana Cost for no price! You choose yourself whether you want to make it use it's Alter-Ego, or just play it normally. Note that Battlecries aren't triggered when Alter-Ego is used.
Emulate might seem familiar, as it is to a large degree the same thing that Seeping Oozeling does. Except for the whole "reveal" part. This effect can also copy stats, Mana Costs and more. And can be triggered from drawing it, like with Unidentied Weapon, ETC.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria!
A new Keyword, and "Drum rolls" Stitched cards.
Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.
Goldshire Studios
Ya'll played Overwatch i believe? Well, if you do, you probaly remember the movie posters, where all the movies are made by Goldshire Studios.
We'll bring it to life, with THREE (two sorta) new keywords.
Stage-Left/Right are pretty explainatory. The left-most and Right-most card in your hand. They trigger a Battlecry-ish effect, if their conditions are meet.
Script is the new one tho. You get a sequence of effects, where they trigger at the start of your turn, one after one. Those effects are super powerful, but slow as hell.
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Hi everyone, I'm working on a new mechanic: Rituals.
Rituals are Legendary Spells, these Rituals need Deck Pre-construction in order to unlock its full potential. You must have certain cards in your hand or deck at the moment that you use the Ritual, those cards will be discarded. If you don't have them the Ritual will have a less powerful effect. Some examples:
If Lord Jaraxxus and Sacrificial Pact are in your hand or deck at the moment you use this Ritual, both cards will be discarded and you will get the reward (although you won't draw a demon).
These are other Rituals. For now I think I'm going to use just classic and basic card for Rituals, but not all of them will require a class legendary.
Tell me your thoughts, I think the text on the Priest and Shaman's Rituals are a bit long.
Unfortunately, your Shaman and Priest rituals break an unwritten but very widespread rule of Hearthstone card design: Cards with 5 or more lines. There are currently no cards in the game with 5 or more lines, and your Priest ritual even has 6. As a general rule of thumb, if a card has 5 or more lines of text, you need to either find a way to shorten the length of the text, or scrap the card entirely and make something else. While this won't get you disqualified, very few people will vote for you if you have a card with 5 or more lines of text. If you look at Saiben's post in the Submission Topic, he has no upvotes so far, and I think a big part of why is because one of his example cards has 5 lines of text, so it's not believable as a card.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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Alright, you got a solid theme and each area could definitely be in relation to Sporebats. Entrap is a really interesting keyword. Personally speaking I like each sets vibe so far. Splash is a pretty weak keyword though. I feel like 'bleed' effects don't really fit the hearthstone vibe. The only card with something remotely on that level is Curse of rafaam, a pretty forgettable card despite how strong it technically could be.
Although this is way different in execution, I just think having a delayed effect like that doesn't work. Other than that I have no real issues outside of my own lore nitpicks, such as Loque'nahak being a NPC from Scholazaar Basin. Which honestly, I would scrap Under the Sea and replace with Scholazaar, then you could have themes of it being Hemet Nesingwarys safari adventures, starting with Stranglethorn, then outland, then scholazaar. It's one of those details that fans of lore would appreciate. I would not show off neutral cards unless they are legendary at this stage, by the way.
The druid legendary there, way too strong for 10 mana. I realize it's a legendary and legendarys need to be massive, but a full refresh on a board clear, which you can then go into kun, aviana, win the game. Yikes. Too much power for combo druid and ramping, big boy druid. So the last expansion, I can't make it connect to a cat. I realize that kobolds and catacombs is just there, but I think it'd be nice if thematically you make it tie in somehow. Cats being 'witch' pets or in this case mage pets for the arcane set, yeah I get that. A wizards pet, y'know. And for spirits, cats have a lot of lore around that real and fictional in WoW, so it makes sense. But the sunwell? No feline connections whatsoever.
Invoke is fantastic use of the 'on turn mana usage' effects. I think it would be a great keyword.
Brutallus means you need to have 10 of everything. Not good, it just wouldn't happen in warrior as it is. Maybe you got more to support that card but he needs a TON Of support to be remotely viable in the future. If you got the support he's an interesting deckbuilder. If you don't, I'd say can it and try to come up with something better. I wouldn't show off neutral cards in this stage unless they are legendary.
First set. Why are the Emerald Dream and the Twisting Nether connected? They have nothing to do with each other. I would focus on the twisting nether and drop the emerald nightmare/emerald dream stuff. You only got 45 cards, if you can't come up with enough for one single cohesive set idea, I would drop both ideas and do something else entirely.
The second set I just don't like it for what it is. WOW has it's own real history you could do with a set like that if you wanted to keep it the same thematically. It's literally full of lore, you don't need to go to outside sources. If you want some help there I can come up with something. For Prince charming, I would replace 'Start of game' with 'Discover' or some other keyword. Pretty much every start of game card is not in there because of its stat-line but because of the effect that already happened. You're tutoring a bad/decent stat-line card out of the deck and I'm not sure that's what you want to do ever in this game.
Third set: The time limited cards are interesting. I'm not sure if they would work for hearthstone, but I'd be eager to see what else you come up with. Nice grab from Shadowverse and other games which use similar cards. They take up space like a minion, but aren't minions.
I don't know what all that has to do with rams, but dude I really like what you got so far. For the first set, two keywords sure is quite a lot to show off. Maybe pick one? I dunno, if you can make it work have at it my dude.
Normally I am against neutral cards for stage one, but the exception is unique effects or ones showing off your keyword in really great ways. Acadamy Steward is one of those cards. Just, utterly great and powerful design. Probably the best card I've seen. It's strong, but not too strong.
I love living fireball. If not just for the fact whether you know it or not, it reminds me of an old MTG card and it gives me the warm feeling of nostalgia. Plus it's a fun take on the rager effect. Give it charge and see what happens. Do you think perhaps you could do a Lion symbol for me? I notice you're the guy doing them and honestly that would be so awesome. <3
Quot
e from LarryMoments >>
I'd probably say drop the wendigo if you aren't going to keep it cohesive. With what you got right now I'd say go with a Nautilus. Creepy little sea beast that would fit these three ideas more thematically. (Not to mention super, duper giant ones exist in the ocean of WoW. You go inside ones brain in Vash'jr) Also Wendigos exist in WoW lore and your banner is definitely not a Wendigo. I like the consume effect. That warrior card is super, duper strong with Gorehowl, but I reckon you thought of that already. Might even be too strong, but who knows. Great for control.
Not a Fan of Possess. Sorry, it just seems kinda convoluted for me. The warlock spell name I hope is a placeholder. As a whole I'm not the biggest fan of what you got on show right now. I would change it up honestly. Scrap Possess and just focus on a spooky theme. Not every set needs a keyword
Third set is definitely more enjoyable for me. Seems like a lot of fun.
Stolen plans is really fun. Yeah I get it doesn't work thematically with your card, you even admit it. Silverhandsome needs a better name. It's kinda funny but I just don't see that going in Hearthstone.
So the dream/nightmare thing is going to always be on even if no one has any of those cards right? I think it adds something to keep track of but is going about it the wrong way. Would be poor to exist in the real hearthstone I think. I'm not a big fan of always on, flip flop effects like this. Not fun for me.
Dude, cover up the And of your first expansion name. Yeah, don't call it that. I would go with Sands of Silithus, which has all the symbolism you want to fit thematically, is lore relevant, and well doesn't have that in it. Other than that, it's my favorite of your sets. I love that kinda stuff and the cards work. The keyword works better there.
These are all interesting sets, but jeeze nothing fits gryphon at all. A few gryphons might be in Booty bay and around the seas, but like it has nothing to do with it. The red mana is really bad dude. Just don't do it. It's needlessly complex in adding a mechanic into hearthstone. I always try to keep my sets realistic. I often find flashy effects might get you votes but I do not agree with those people. It's just bad man. Also what's with the weird sunwell fascination. More than one person wants to tackle the Sunwell.
Sacrifice is really cool. PLague is begging to be broken by Thaurassian or something. Maybe not that specific card. Be really careful with duplication effects because they often power the strongest combo decks in the game.
Again you're another person who picks a neat animal but I'll be darned as if I know why a Kodo works here. If you can make it work, sure gimme that reasoning. LIke Kodos might be in Pandaria or kodo ancsestors or whatever. They carry people, that might fit the burden of burden but Like I dunno. Challenge sounds like something that is going to try and break combo effects and such. Killing low cost minions that exist. Really tough to gauge on whether I like that or not. I"m middle of the road. Cards that pull cards out from another persons deck are just rough to think about. I guess it's in the same vein of making them discard though, a very different round-about form of mill. THe gnomeferatu with a cost. I guess it's alright when I think it out like that.
Dr. Boom really knows his pyrotechnics, yeowch, that card man. Sounds like fun, seems strong at first but when I think it through, it actually might be solidly circumstantial. Spirit bouncer is really great, good showing of your effect. Power up sounds neat, but I'd drop it honestly. Spare parts really felt like that one-time deal in the mech heavy set, which E.T.C doesn't seem like it would be. Up to you, but personally I would focus on other themes and not even push a secondary keyword for this set because the one you do have is really strong thematically and works for Hearthstone.
Rogue getting some gutting from your removals, but I understand why you chose what you did. Divine Favor is a pretty common pick too, I suppose for obvious reasons. I think it's likely possible it would go for real.
And, yeesh, that was a lot of replying. I hope you don't mind my nit-pick nature. IT's who I am. I'm going to get my modified post about what I got in store up tomorrow for sure or the day after. I got busy again, lol. Got a good number of changes coming. Thanks to those few who did offer me some feedback on my OG Post. <3 all y'all out there. Peace for tonight. Keep being creative and fun.
It's pretty simple, actually, perhaps to the point of silliness: Kodos are horned animals.
Maybe I'm not describing it well, but Challenge does not have anything to do with Milling effects, pulling from hand like Dirty Rat or anything like that. The single best similarity I can point to from within Hearthstone is Swamp King Dred, but more focused:
Don't worry about the nit-picking: we need to be told this stuff, right? I've already been agonizing about it for days, so talking it through with people definitely helps me.
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
Because I wanted to. Want to fight me tough guy?
Still kinda short but slightly longer answer
I initially started designing the expansion as if I was a designing a full expansion which is where the connection comes from, but even then, thinking of enough cards to fit one of those themes is hard enough. I don't see why this is bad though, I feel they work well enough. I did my research on everything before I made the decision and stuck with it. Absolutely no one else seems to mind, so you have to take that into account. Of course though, what you would do and what I would do are two completely different things.
I feel that at this current stage of the game, the "it's not WoW" argument just objectively isn't valid anymore. Lots of people like to intentionally stray away from WoW lore when they make their sets. We did that for this set.
None of us are idiots, we knew exactly what we were doing when we chose the card. The Start of Game cards in the expansion also have their own effect when their played, so Prince Charming draws them, then you can activate the effect of the Start of Game cards when you play them. The only reason we couldn't showcase them is because they produce their own unique tokens and are you can't really explain it all on one card, like the Quests.
I thought showcasing Prince Charming would've made it obvious that there would be other Start of Game cards in this expansion. I thought the fact that you draw them also would've made it obvious that they have other effects.
I've never played Shadowverse before, so I didn't know this. I don't think Shatter knew either or else he would've said something about it.
Click the image to go to my custom Time Traveler class.
The remarks about Metal & Mayhem do worry me: perhaps I'm losing the forest for the trees, moving away from ETC and back into GvG. Maybe you were right to suggest ditching Power Up, Wishmaster...even more to think about lol 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
This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...
YEAR OF THE RAM
Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
he 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?
How does Draft Work?
Simple, when you play a card with draft, or you draft a minion, this will pop up
You just have to choose one of them and the Drafted minion is nor from that Tribe!
Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.
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
How does Sacrifice work?
Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath, when you choose a target to damage.
How does Blight work?
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
-->
Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
"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?
What's going into the Hall of Fame?
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master: Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm: One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
EHEM
here you go
Thanks for the feedback! I'll be giving you feedback whenever I can. Right now I'm super tired and it's so late over here, so I'll rest up and come at you full force!
If you don't like the icon I can try remaking it as you like :)
EDIT: Whoops, that's a Sporebat, I thought that was you! My bad! Lion it is!
here you go
I thought I provided feedback, but I guess I didn't :( I'll correct that now:
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
Awh, dude I misread challenge. I thought it pulled from the deck at first. My bad. Okay, Challenge disrupts the hand. Alright yeah I like it more like that. Also sorry about that weird friggin triple spoiler deep in there. I dunno, maybe I should not quote like 9 people at once.
Well, I guess it wasn't obvious to me that more of those cards would exist. .-. But that makes more sense then.
I just care about the whole package, not just mechanics. I'm not as bothered by the first thing anymore, it was just my first impression. I just am not a fan of sets that intentionally deviate, personally. I also realize not a lot care about lore, but it feels like you're intentionally harming your ideas here looking at tired old lore that's been interpreted hundreds of times over when you can focus on something more unique from this universe. Hearthstone has fun, but it still keeps everything WoW themed, even as loose as it is. You got this big wide playground and instead you chose somewhere else.
I guess in the grand scheme of the things if most don't care and you want to do this, then do it. I would never want to stop someone's fun and creativity. This'll be my last word on the matter to ya. Go enjoy yourselves,
Thanks @vilegloom for the killer icon dude.
This is my post so far, I'm open to any feedback. I'm just gonna leave this up here before I go to bed so there's plenty of time for it to gather feedback. Hope you enjoy!
Hello everybody! I am Vision136, I'm new to the designing side of the site, and I would like to present...
The Year Of The Golem!
That's right, a golem. Golems are large, mechanical, and intimidating constructs, and I'd like to mirror that in my 3 expansions for the year.
First off we have Junkheap Jungle, a jungle that has become cluttered over years of garbage and spare parts accumulating from nearby gnomish settlements. Of course, the creatures that usually live here aren't very happy with this change, and have had to adjust their daily routines to account for this influx of scrap metal. To do this they've needed to learn how to Rummage, digging through the garbage heaps to reach what they need. Rummage is a keyword which thins both players decks out, which might not sound great. You may say, "But Vision, I don't want to get rid of my deck, that's insane!". But not to worry my fellow players, because the beasts in Junkheap Jungle are very resourceful. So resourceful in fact, that they are able to bring back cards that have been Rummaged away.
Rummaging Tiger: This is one of many cards in the expansion which will allow you to take advantage of cards that have been Rummaged. Of course because the expansion takes place in a jungle, there has to be an underlying beast theme within the expansion.
Annoying Monkey: Being able to generate extra value, especially in hunter, is something that should never be underestimated. And with Annoying Monkey, you're almost always guaranteed to get something of large value.
Our next expansion is an interesting one, Mechs of the Maize. Parallel to a certain 1980's movie with a little twist, this expansion contains an assortment of horrifying mechs, in the form of scarecrows, golems, and other horrors, all taking place in a few small farming villages. And what could be more horrifying then a mech gone Haywire. Mechs with Haywire have a 50% chance to attack the wrong enemy, similar to some ogre friends of the past, but with the benefit of mech synergy and slightly boosted stats.
Angry Scarecrow: Just a simple, angry 2-drop, with a minimal downside. What's not to love? The perfect kick-starter for the mech package in most decks, if players decide to head that direction.
The Corn Stalker: An interesting finisher for some aggro/mech decks, with a terrific name! Silence is a pretty crazy mechanic, and attaching this large minion to it makes it seem even crazier! Definitely a card to watch out for if you're in danger of being defeated.
And now for our third and final expansion, In the Eye of the Observer. This expansion takes a look at what comes out of the Twisting Nether, and more specifically, the Observers. Observers are powerful demons, similar to Beholders in the D&D universe, with multiple eyes and plenty of tentacles, and a few of them have started to invade the world. To escape from these observers, a bunch of creatures and humanoids have collaborated with powerful mages to become Unseen. Unfortunately, observers know how to become Unseen as well, and are using that to their advantage. Minions that are Unseen are unable to be targeted by minions of a certain tribe, and are almost immune to them.
Xhu'daggab The Freed: A powerful comeback card for warlock, as you don't want to play this while you are ahead, you have a chance to destroy your own minions! The Unseen keyword also helps this out, as nothing with the given keywords can attack it, so you can push some extra damage if you need to with no fear of it being traded into.
Custom-Tailored Cloak: A nice little protection card if you need a crucial minion to get those last few bits of damage in, and you can't let it be targeted by your opponents Cobalt Scalebane. Could end up being a very useful tech card.
Finally, we've come to that final part: The Hall of Fame rotation. What cards will be the lucky (or unlucky) candidates to move on from the classic set? See which they are in the spoiler.
#1: Leeroy Jenkins. It's only inevitable that this card gets moved to the HoF, because (this answer may seem redundant) it limits design, and overall an un-fun card to lose too. "Topdeck Leeroy again?!" "How did he get 20 damage from hand?!". With this card in the HoF, everyone can sleep easy... until people start running Reckless Rocketeer.
#2: Preparation. *sigh* This one pains me to move, as an avid miracle rogue supporter, but even I have to admit that this card severely restricts design space in rogue(see, I told you that answer was gonna get redundant). High-cost spells, or even 3 or 4 cost spells have to have their power level severely restricted, or else some bonkers combos are gonna happen, you saw what it did with Crystal Core. With Preparation out of the way, there can be some good rogue spells printed for once.
#3: Alexstrasza. Finally, our favorite freeze mage/combo deck/control priest dragon. It just keeps finding it's way back into the meta, and again, say it with me, restricts design space. No damage spells, or even charge minions, can be printed that can be combo'ed with Alexstrasza for an easy OTK. It also helps aggro deck out a little bit when they're running out of steam, they don't have to worry about a half Reno Jackson to get in the way of them finishing the game.
Well, if you made it this far, thanks for reading! I hope you enjoyed my ideas and want to see more. This is going to be an interesting competition, even if I don't make it in, and I wish everyone the best of luck!
It's fine. Peeling off a bunch of quotes so it doesn't leave a mess of spoilers and stuff is a pain in the butt: you have to be very careful, and remove one spoiler at a time in its entirety. The safest way is to destroy the words within the spoiler, then destroy the spoiler itself, and then remove the box that gets left over. Don't try to remove a spoiler and something outside of it, or you'll pull the excess into the spoiler's leftover box and it'll get all fucked up.
I know what to do and I still mess it up a lot.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've been kinda in a hurry these past three days, so I'm just gonna leave this here to see if I can get some feedback and come back after thursday to give mine and submit.
Welcome to the...
"Why a Hydra?", you might ask. There's a pretty simple explanation for this: so far, there's sort of a cycle going on with the Standard Years: first, we get an aquatic animal, then a terrestrial and a flying one. First, there was the Kraken, then the Mammoth, and later, the Raven, so it is fitting that we restart the cycle with another sea monster, right? It's worth noting the choice of the Hydra will have no influence whatsoever on the expansions, much like it has been so far.
So, rotation is upon us once again; this time, all the cards that we got in the Year of the Mammoth are going to Wild (plus three Classic cards I'm going to discuss down the line), so it means no more Un'Goro, Frozen Throne or Kobolds & Katacombs. I'm sure we're all pretty sad to lose such fun cards like Voidlord and Hadronox, but fear not mates, 'cus we're starting the Year of the Hydra with a pretty fun, whacky expansion that's all about flavor and cool, new interactions: ladies and gentleman, it's Lights,
CancerCards, Action!(The names of the sets are still subject to change. I probably won't be able to make banners in time for the first phase, but if I get past it, there's sure to be one for each expansion.)
LIGHTS, CARDS, ACTION!
The Mechannes Film Festival is being held at Ironforge for the first time ever! Envisioned by the filmmakers of Gnollywood as an opportunity to showcase the production of the nascent gnomish film industry, the event features all kinds of movies and is sure to keep everyone entertained for the entirety of its duration!
By the time the first expansion hits, the power level of decks is at its lowest, which means cards can be made less competitive and more fun and still see play, so we get to experiment with mechanics unlike anything you've seen before. Most of these will be one-of-a-kind and, maybe, who knows, they'll be further explored in the future. For that reason, there are no new keywords this time around. This is also gonna be the most light-hearted expansion in this Year, and with such a setting, expect lots of puns and references.
Abramm van Hellscream is a famous fictional figure in Azeroth. A Hunter whose name was inspired by the legendary family of Orcs, he made his first appearance on a novel by Brann Stoker (not to be confused with Brann Bronzebeard) as a sworn enemy of the Darkfallen, a group of vampiric, undead blood elves. Now he's getting his own feature film, filled to the brim with plotholes and cheap action sequences, just like it should be!
Flavor text: "Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?"
Mildly Annoyed Max is a long-running franchise set in an alternate Draenor, one which never came into contact with the Burning Legion. The Orcs in this world had their own Well of Eternity, which, upon being destroyed, sparked a war that sent society spiraling into chaos. In this dystopic future, gangs fight for control of the wastelands and the last reserves of Mana available.
Flavor text: "With or without him, most of the times, if you don't play on curve, you'll just lose anyway."
A SONG OF LIGHT AND DARKNESS
Following the whackiness of Lights, Cards, Action, we're going straight to Argus, sometime before the events of Legion, to join the fight against the Burning Legion!
Many people have crafted expansions around the Burning Legion before, so this time we're gonna set them aside and focus on the Naaru and their cosmic Army of the Light! Be prepared to fight alongside not only Draenei, but also mechanical constructs and interdimensional travelers! This is the closest it can get to sci-fi while keeping it lore-friendly.
A Song of Light and Darkness introduces the new keyword Relay, which works exactly like Explosive Runes. It's actually a pretty simple effect to understand, and by making it into a keyword, we can explore new interactions with it and improve the overall complexity of the cards, while still keeping them relatively simple and straightforward. This is what I'm aiming for with the two new keywords of the Year of the Raven. More on the second one later.
Arcane Channeler is more of a card for Wild Freeze Mage, where it has potentially devastating synergy with cards like Dragon's Fury, but in Standard, it's pretty tame.
Flavor text: "Ever wanted to rain Meteors at your opponent's face? Now you can."
Alleria Windrunner is a well-known character in the Warcraft lore. After she and her lover Turalyon disappeared in Outland, they joined the Army of the Light and battled for centuries in the Twisting Nether, where time passes way slower than in our reality. Somewhere in this timespan, she became able to tap into the power of the Void, and learned to harness it for noble purposes. Her effect is reminiscent of the Anduin DK's Hero Power, Voidform.
This is not a card I intend to keep; I just wanted to show the whole "Darkness" thing is not necessarily related to the Burning Legion.
Flavor text: "After all this time, she's still forever sworn to the Alliance, and now her sister is the Warchief of the Horde. Oh boy, their family reunions must be hella fun."
BEFORE THE SUNDERING
Last, but not least, we have Before the Sundering! This expansion continues on the trend of experimenting with unorthodox mechanics which started with Lights, Cards, Action, but takes it a step further in power level. It's also gonna feature lots of disruption and combo-oriented cards.
"Brann Bronzebeard is organizing a museum exhibit of the early history of Azeroth: everything that happened before the Great Sundering, up to the time the Pantheon stumbled upon the world, then dominated by the Old Gods and their Black Empire. Join him as we go back in time and learn the forgotten truth about the past!"
With such a long timespan to work with, you can expect to see lots of different flavors: younger versions of beloved characters in the WoW lore, trolls - the race which dominated the world long before the human kingdoms were even a thing - as well as titan-forged, night elves, pandaren and many others.
Now let's get to the new keyword, Foresee! It turns out that, much like we can look back at the past, some of the people then, those gifted with the Sight, are able to see us in turn, right here, right now. As was Relay, this is also a pretty simple effect, kinda like Hearthstone's own version of MtG's Scry, tweaked to fit the way the game works.
Tyr, the bravest of the titanic watchers, was a key piece in the game that led to the creation of the Dragon Aspects.
Flavor text: "After the proto-dragon Galakrond ate his hand, he replaced it with a silver prosthetic. But he already had silver skin, so I guess nothing changed after all."
Faceless Reflection is part of a trend you'll see in the Rogue cards in this set: turning gimmicks into viable, powerful strategies. It allows you to cheat during deckbuilding, something I've explored long ago with my Varangian class.
Flavor text: "The C'Thraxxi are the much bigger, clawed relatives of the squid-like faceless. Unlike their lesser brethren, they can not only transform into other minions, but spells and weapons as well. Makes perfect sense."
And to wrap it all up, the
HALL OF FAME
MANA WYRM
This card is everything a low-cost minion shouldn't be: it's hard to remove, as it has the best possible statline for its cost, and it can easily snowball out of control if left unchecked. I've always hated this card, even before it's version on steroids was printed for Shaman and created one of the worst, most stale metas the game's ever had. Anyone who ever faced a Mana Wyrm, Coin, Mana Wyrm on turn one probably hates it as well. Time to say goodbye to this piece of shitty design. Replacement: Arcane Artificer (It serves an entire different purporse whatsoever, but it's a Common on the same mana slot and provides the class with survivability after they lost their best defensive spell, Ice Block.)
DIVINE FAVOR
It's either this or Battle Rage. Both cards are very powerful draw engines, but Divine Favor can turn the tide of a game from what would seem like certain defeat. I just have to figure out which one will make things easier for me when I have to design cards for the future expansions. Replacement: Unidentified Maul (A low cost, reasonably powerful card to make Pally's Classic set a little bit less worse. There really aren't that many Rare cards which I think would be a fitting replacement for Divine Favor, so I guess this one will have to do.)
BLADE FLURRY
Cost changed to (2). Same reasoning behind the rotation of Molten Giant. Replacement: Dark Iron Skulker
Alright, that's it, finally.
I'll hit ya up; I should probably get to bed myself, so I'll do one for the road heh
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Okay, I’ve got an issue that’s been pressing on my mind. Who said the year had to have anything to do with the expansions? Like for real, what relevance have hearthstone’s previous years had to the expansions? The only mammoth reference was in Un’Goro, the only Kraken reference was I guess a tentacle card or two from WotOG, maybe? Sure there are more than a few ravens in Witchwood, but that’s just to be expected from the expansion theme. Everyone seems fixated on making the name of the year relevant to all of the themes, and make all of the themes go together in some kind of storyline. Isn’t the point to make fun expansions with fun themes, not try and write some sort of narrative tale about what leads from one expansion to another? Hearthstone’s had recurring characters, but let’s be real here there was absolutely 0 narrative link between JTU, KFT, and K&C.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I can't sleep, so here's my set ideas. I was just trying to polish this presentation some and fix some of the problems I had.
Introducing: The Year of the Lion!
I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. I started with the idea of having a set of words to tie down to my creature, to build upon for each set.Those words were decided upon to be Strength, Honor, and Wisdom. Something that thematically fits a Lion and provides a broad base that gives me the opportunity to branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.
But First, What are we rotating?
1. Divine Favor: Paladins have had a long history of being able to rush minions out onto the board only for this card to keep them up in pace and card advantage. It's too strong of a draw tool in the current state of the game where it's easy to use. I think this is the number one card that needs to be removed from the game in the current state, as much as I do enjoy playing my weenie decks. It's just too good for aggro.
2. Doomsayer: Controversial pick, I know. I love this card, but I think having it around will hurt design space in the long run for standard. Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild.
3. Gadgetzan Auctioneer: Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild.
With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.
First Expansion, The Barren Wildlands: The Barrens is a tough place to live. It's a place where everything and everyone wants to kill you. If the tough savanna conditions don't get to you, surely the numerous wild creatures and inhabitants will. It has everything from centaur, quillboar, wild elementals, beasts, pirates, to even the horde and Alliance at war all inhabiting the same space in these massive swaths of land. The current idea is to still give a number of the classes an unique passive weapon that degrades over time. You'll certainly need all the help you can get if you want to survive out there.
Ice Shield: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing.
Gold Road Merchant: Even merchants need to protect themselves out there. It gives rogue an early game control option that also feeds into their Combo stratagem. Was unsure of how to balance this, but I think it works quite nicely as is. I thought thematically this fit rogue very well, and I got a nice bonus of the art having a savanna plains behind the central character.
Second Expansion, Siege Of Stormwind: Time to head on out to war! What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme of honorable and dishonorable warfare. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow!
Duelist: It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion. I think this would be a welcome addition to the Hearthstone key-word roster.
The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.
Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card.
Third Expansion, Beneath The Veil: Slow down and listen for a while. Patience is a virtue after-all. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have one theme being that of learning things(Or taking things!) from the other classes.
Enlightened Monk: I said this last time, but yeah this could potentially be a common. Probably should be. Good early game card that might need a few tweaks. Anyway, the idea was that delayed effects are neat, so let's experiment with some of those around the expansion.
Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here.
So, there we go. Any comments, criticisms, etc are always welcomed.
No one did. In fact they specifically said it didn't. I just think if you can make your animal fit your year, it helps with the overall aesthetic of it. To me, we're designing a year and that means it needs to flow just right or what's the point, y'know. I might be alone in my views but hey I think it helps. Take my Year of the Lion.
Not only do I have core themes and ideas becoming of a lion but notice aesthetically each area I focus on, has Lions or is related to lions in some manner not just through metaphor. Lions live in the Barrens. The lion is the symbol of Stormwind. The Quillen are stone creatures that are rather lion-like in aesthetic. It's a minor detail, something I'm not even sure everyone would pick up on. I may be the only one that cares when looking at my year as a whole, but ultimately it does matter to me so I focused on it.
The Barren Wildlands
Siege Of Stormwind
Beneath The Veil
3. Fair enough. I'll think of synonims I can use for it. Any help ideas?
4. Now that you mention it, maybe I should consider Hall-ing Naturalize instead of Wyrm. It doesn't allow for big and powerful Deathrattle minions.
5. Actually, I've not designed it yet. I guess it would do stuff in a similar manner to Olaf Stoutstorm.
6. He protects you crystals from Overloading. You can still play the spells, only you don't overload from them.
Hi everyone, I'm working on a new mechanic: Rituals.
Rituals are Legendary Spells, these Rituals need Deck Pre-construction in order to unlock its full potential. You must have certain cards in your hand or deck at the moment that you use the Ritual, those cards will be discarded. If you don't have them the Ritual will have a less powerful effect. Some examples:
If Lord Jaraxxus and Sacrificial Pact are in your hand or deck at the moment you use this Ritual, both cards will be discarded and you will get the reward (although you won't draw a demon).
These are other Rituals. For now I think I'm going to use just classic and basic card for Rituals, but not all of them will require a class legendary.
Tell me your thoughts, I think the text on the Priest and Shaman's Rituals are a bit long.
Card creator, just for fun
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
League of Heroes
Ya'll like superheroes and villains, right? Well then this expansion will be the one for you.
Introducing two new keywords:
Alter-Ego lets you replace one of your already on board minions, for one with Alter-Ego in hand with the same or lower Mana Cost for no price! You choose yourself whether you want to make it use it's Alter-Ego, or just play it normally. Note that Battlecries aren't triggered when Alter-Ego is used.
Emulate might seem familiar, as it is to a large degree the same thing that Seeping Oozeling does. Except for the whole "reveal" part. This effect can also copy stats, Mana Costs and more. And can be triggered from drawing it, like with Unidentied Weapon, ETC.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria!
A new Keyword, and "Drum rolls" Stitched cards.
Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.
Goldshire Studios
Ya'll played Overwatch i believe? Well, if you do, you probaly remember the movie posters, where all the movies are made by Goldshire Studios.
We'll bring it to life, with THREE (two sorta) new keywords.
Stage-Left/Right are pretty explainatory. The left-most and Right-most card in your hand. They trigger a Battlecry-ish effect, if their conditions are meet.
Script is the new one tho. You get a sequence of effects, where they trigger at the start of your turn, one after one. Those effects are super powerful, but slow as hell.
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
I want a new title, but Flux won't let me have one,
Unfortunately, your Shaman and Priest rituals break an unwritten but very widespread rule of Hearthstone card design: Cards with 5 or more lines. There are currently no cards in the game with 5 or more lines, and your Priest ritual even has 6. As a general rule of thumb, if a card has 5 or more lines of text, you need to either find a way to shorten the length of the text, or scrap the card entirely and make something else. While this won't get you disqualified, very few people will vote for you if you have a card with 5 or more lines of text. If you look at Saiben's post in the Submission Topic, he has no upvotes so far, and I think a big part of why is because one of his example cards has 5 lines of text, so it's not believable as a card.
Click the image to go to my custom Time Traveler class.