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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
Divine Favor: Paladins are currently very strong, mainly because they can play their entire hand, play this card, and usually draw (from own experience) aprroximately 4-5 cards for only 3 mana, something that should cost 7-8 mana. This insane card draw also allows aggro paladin to fill the board the same turn they draw this many cards, which shouldn't be allowed. This will not effect control paladin, as they usually have a lot of cards in hand by other means, and would rarely play this card.
Leeroy Jenkins: This is a great finisher for many decks, mainly rogues, mainly aggro decks. I don't have anything against aggro, but this card seem very essential in many different aggro decks, and given blizzards reasoning for hall-of-faming Sylvanas and Ragnaros (they're played in many decks), I feel like it's time for Leeroy to follow them.
Mind Control Tech: I've got to say, I've always been a huge fan of MC-tech when I stole their Ysera... I've always hated the bugger when they stole my Ysera. I think we've all tried this very scenario, and my point is that this is a very frustrating card to play against. It's swing-potential is simply too huge and punishing.
Archives of Lordaeron
This expansion is focused around a fictive library/archive of Lordaeron telling stories of the area. Obviously, a library contains a lot of information, and a few informations from outside of Lordaeron may also come to life. But what's an archive without knowledge? Something to Ponder about...
Race Through Thousand Needles
The Shimmering Flats in Thousand Needles contains the Mirage Raceway, a raceway where Gnomes and Goblins compete to be the best of the best racers of Azeroth. They will do everything to stop one another to be on top of the podium when the goalline's been passed. They'll even go to the lengths of Stalling their counterpart through various tricks. This expansion is GvG inspired, but contains a lot more than just that, such as beasts, taurens, orcs and more.
Green Hills of Stranglethorn
The lushful jungle of Stranglethorn contains various beasts and pirates. It's the area of the Gurubashi Arena and the Stranglethorn Fishing Extravaganza. The Nesingwary Expedition, Venture Co. Company and Steamwheedle Cartel in Booty Bay are just some of the fortune hunters who've taken resident here. Last, but not least, this area is the home of the jungle trolls. This expansion does not contain a new keyword, but a new tribe-interaction. We're talking about Trolls, and the interaction is "If a Troll dies this turn..."
EDIT: Big thanks to waterwalker for the year-logo!
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.
League of Heroes
Nice theme.
Name rings too close to League of Explorers imo. I'd try some other name.
I feel like you could just replace Emulate with "copy". Mybe if Emulate was "Copy the effect of x" it could do, but rn I feel like it doesn't make much of a difference, at least with the card you chose to showcase.
Alter-ego seems like a pretty interesting keyword, though limited by flavour.
War of the Continents
So War/Peace is basically Choose One, only a bit more flavourful and restrictive in terms of theme, also neutral (heh, clever...). It's not the same thing, though, as War/Peace will always have only two options.
Goldshire Studios
Nope, no Overwatch from me.
I feel Stage-Left and Stage-Right are even more confusing than saying "the left/right-most card in your hand".
Script seems like a good mechanic, though isn't it not only too slow but also underpowered to pay 5 mana to do nothing when you play it? How would it fare if you got the first effect right away, then got the others at the end of your next turns? Though, the effect is quite powerful, so maybe it's alright.
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.
Thanks for the feedback, I'll try to adjust accordingly based on it.
1. Thanks :)
2. I agree with your point, and that is one of the things I was worrying about while developing the mechanic, as it is unfun to get rid of your opponents deck. I'll try to think of something else, or adjust the mechanic accordingly to make it somewhat fair, if you have any suggestions I'm open.
3. I mean, Blizzard did it before with Lifesteal, and technically even Recruit, so I think it should be fine taking the mechanic and making it a keyword. I don't know if I would want to call it Forgetful either, it just doesn't really fit the theme of the expansion as a whole, and if the mechanic means the same thing, isn't it fine to sacrifice some consistency for the sake of flavor? I believe it is.
4. I meant to make it common, derp on my part.
5. Thanks for the advice, that isn't something that crossed my mind when brainstorming this one, although it should have been kinda obvious. I'll make sure to be careful of that, if I make it that far lol.
Btw, any advice on my HoF picks? Those are something that I've had to really think over, and I'm not sure I'm picking the correct ones to go with my years overall plans.
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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
Oops, I did not know that Emulate would apply the text of the spell to the card. It actually seems better now.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
here
I'll be giving feedback to you guys soon enough.
Thanks for the feedback, and for that super awesome Year of the Chimera emblem!
I'll be taking a look at your stuff shortly!
Yeah, Emulate needs an update with its Tooltip. I can't currently make it "Copy" just, because of the "from your deck" which makes many cards with the mechanic way too wordy.
Stage-Left/Right is also currently up to debate.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
Oops, I did not know that Emulate would apply the text of the spell to the card. It actually seems better now.
That's not your fault. I should've included it initially.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Hello folks, I saw this challenge and decided to make an account to participate. And start designing custom Hearthstone cards for the first time. Hubris is fun!
In all seriousness, I threw together a submission and would be very grateful for any feedback. Sorry if I inadvertently copied someone else’s ideas. If I did, it was entirely accidental. Also, please forgive me for any formatting stuff. First time posting here, after all.
Year of the Val’kyr
Year of the Val’kyr is based around a series of three raids/areas from WoW. Each features the conflict between the “good guys” and the “bad guys” of each setting. It starts off with Assault on Black Temple, which highlights Illidan’s forces and those trying to preserve Outland. Second is Defense of Ulduar, which lets the player command either powerful Titans or the insidious forces of the Old Gods. Finally, it ends with Fall of the Nighthold, where the Nightborne and Legion wield ever-shifting arcane powers to fend off the increasingly desperate heroes.
Assault on Black Temple
Starting the year with an iconic raid, this set focuses on Illidan and his followers, who will go to any lengths to defend their territory and power. To this end, many of his followers are Relentless, which allows them to do things when they damage (but not kill) enemy minions. Naj’entus, for example, pins his victims down and forces their allies to waste time freeing them. On the other side, the heroes are a bit more deliberate, playing things more slowly to protect their allies and keep Outland from falling into chaos. Both sides also make use of punisher mechanics to keep their foes away.
Defense of Ulduar
Moving on, Ulduar highlights the power of the titans. Their keepers and spells produce single, powerful effects that allow them to defend Ulduar against any foe. When your opponent threatens Ulduar (by having more minions than you), the Titans rise to their full strength and crush the intruders. On the other hand, even this may not be enough to fight off the minions of the Old Gods, who fight with sinister, manipulative powers to subvert Ulduar.
Fall of the Nighthold
In the final set of the year, the Legion have invaded and brought the Nightborne to their cause. In the Nighthold, they can use the strange power of the Nightwell to change their powers to match any threat. With just a small investment of mana, the effects of a Nightborne card can cycle through a list (in a set order) to most effectively destroy their enemies. Meanwhile, the heroes of zeroth are forced to increasingly desperate measure to stave of the Legion, allowing to make dramatic, if potentially very risky, plays. (An aside to the powers that be: would it be possible to give Aluriel's second ability rush, even though the ability isn't evergreen?)
Hall of Fame
Preparation: While it makes perfect sense for what rogue was doing when HS was first released, this card has kept rogue from exploring anything too creative in terms of new spells, as any new spell technically cost 3 less than printed. Moving int to the Hall of Fame would also open new playspace for cost reduction (coins?).
Leeroy Jenkins: Since the beginning, Leeroy has been a go too win condition that is difficult to interact with, and often leads to the opponent effectively having 6-10 less life to start. Leeroy isn’t necessarily overpowered, he’s just better than most anything new, keeping those new cards from seeing play. Finally, the way he’s played means the fact that he has a (flavorful) drawback is entirely irrelevant.
Divine Favor: Not much needs to be said here other than that this card shouldn’t have existed in the first place, as aggro decks shouldn’t have a cheap, efficient way to negate one of their main drawbacks. This cards continued existence in standard has no real purpose other than making control cry for no real benefit.
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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
Oops, I did not know that Emulate would apply the text of the spell to the card. It actually seems better now.
For your and Shatterstars stuff.
Elusive: Blizzard have made several quality of life Keywords, and this one seems like the next on the list compared to Lifesteal and Poisonous. It's overall a fine keyword, although i'd recommend not to make TOO many cards with it, as it's a mechanic that goes against card interactions.
Cards, First Expansion: Xavius seems like a cool and interesting effect. I wouldn't want to jump to conclusion and call it broken, as it seems to be a card that would need playtesting. Good card overall. Feldrake has the same thing, simple, but interesting. Although personally i find it weird that a Feldrake has Divine Shield. It feels more like a card that would have Lifesteal, than one that would have Divine Shield.
Legacy: I'm a bit unsure how it works. It's like an Aura type of effect? I'd reword it to "Do something after you play x amount of cards in a turn". The wording currently seems like a Battlecry, but your card makes it seem like it is an Aura.
Cards, Second Expansion: Arthur seems... Fine. It seems weird for a Wise King to put down all his people, for whatever reason. The card also suffers from being extremely stall-ish, which would make it very annoying to play against. Prince Charming is a fully fine card, although i would like to see more "Start of Game" effects, as the first option in standard is currently just "Draw Baku".
Turns Active: We find it decent. It's not a particulary new sort of keyword, but we really like the execution on your Druid card. Keep that up, and it will be pretty good.
Cards, Third expansion: Like mentioned before, the druid card is pretty good, and we don't find it too strong. It encourages deckbuilding, and value plays, which is always good. Future Strike is a really cool card overall, and we find it balanced. There are two downsides with it however. It does not really seem like an expansion showcase card, which kinda drags it down for that. We don't really see anything new with it. Furthermore, it should probaly be "At the start of your next turn", as the current wording could be confused to be a permanent effect, where you get a wolf each turn for the remainder of the game. Which is pretty busted.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Hello folks, I saw this challenge and decided to make an account to participate. And start designing custom Hearthstone cards for the first time. Hubris is fun!
In all seriousness, I threw together a submission and would be very grateful for any feedback. Sorry if I inadvertently copied someone else’s ideas. If I did, it was entirely accidental. Also, please forgive me for any formatting stuff. First time posting here, after all.
Year of the Val’kyr
Year of the Val’kyr is based around a series of three raids/areas from WoW. Each features the conflict between the “good guys” and the “bad guys” of each setting. It starts off with Assault on Black Temple, which highlights Illidan’s forces and those trying to preserve Outland. Second is Defense of Ulduar, which lets the player command either powerful Titans or the insidious forces of the Old Gods. Finally, it ends with Fall of the Nighthold, where the Nightborne and Legion wield ever-shifting arcane powers to fend off the increasingly desperate heroes.
Assault on Black Temple
Starting the year with an iconic raid, this set focuses on Illidan and his followers, who will go to any lengths to defend their territory and power. To this end, many of his followers are Relentless, which allows them to do things when they damage (but not kill) enemy minions. Naj’entus, for example, pins his victims down and forces their allies to waste time freeing them. On the other side, the heroes are a bit more deliberate, playing things more slowly to protect their allies and keep Outland from falling into chaos. Both sides also make use of punisher mechanics to keep their foes away.
Defense of Ulduar
Moving on, Ulduar highlights the power of the titans. Their keepers and spells produce single, powerful effects that allow them to defend Ulduar against any foe. When your opponent threatens Ulduar (by having more minions than you), the Titans rise to their full strength and crush the intruders. On the other hand, even this may not be enough to fight off the minions of the Old Gods, who fight with sinister, manipulative powers to subvert Ulduar.
Fall of the Nighthold
In the final set of the year, the Legion have invaded and brought the Nightborne to their cause. In the Nighthold, they can use the strange power of the Nightwell to change their powers to match any threat. With just a small investment of mana, the effects of a Nightborne card can cycle through a list (in a set order) to most effectively destroy their enemies. Meanwhile, the heroes of zeroth are forced to increasingly desperate measure to stave of the Legion, allowing to make dramatic, if potentially very risky, plays. (An aside to the powers that be: would it be possible to give Aluriel's second ability rush, even though the ability isn't evergreen?)
Hall of Fame
Preparation: While it makes perfect sense for what rogue was doing when HS was first released, this card has kept rogue from exploring anything too creative in terms of new spells, as any new spell technically cost 3 less than printed. Moving int to the Hall of Fame would also open new playspace for cost reduction (coins?).
Leeroy Jenkins: Since the beginning, Leeroy has been a go too win condition that is difficult to interact with, and often leads to the opponent effectively having 6-10 less life to start. Leeroy isn’t necessarily overpowered, he’s just better than most anything new, keeping those new cards from seeing play. Finally, the way he’s played means the fact that he has a (flavorful) drawback is entirely irrelevant.
Divine Favor: Not much needs to be said here other than that this card shouldn’t have existed in the first place, as aggro decks shouldn’t have a cheap, efficient way to negate one of their main drawbacks. This cards continued existence in standard has no real purpose other than making control cry for no real benefit.
First thing I want to say is welcome aboard. Always nice to get some new competitors for these competitions. For someone who just joined the site, you've pretty much got the formatting down.
For Assault on the Black Temple, the Relentless keyword seems like a pretty good idea, although High Warlord Na'jentus seems a bit confusing in wording. At first, I thought the effect would affect minions adjacent to Highlord himself, but then I saw the negative effect and poor statline for the Cost, which makes me question if the effect is supposed to hit minions adjacent to the attack target. If it does, then the current wording may be a bit confusing, although it may also be hard to fix. Shattrath Preserver joins the list of Silverback Patriarch powercreeps (there are about 10 in them in the game at this point), although it seems a bit weak compared to Benevolent Djinn. The artwork also looks a little bit weird because there's no background behind the character.
Protocol is an interesting keyword (although in the case of Freya, you wrote a dash after the keyword instead of a colon). Speaking of Freya, she seems a little bit weak because the effect happens at the start of your turn and you want the effect to go, your opponent needs to already have some minions, meaning it's normally not difficult to kill Freya before her effect goes off. I assume Malignant Illusion is supposed to summon the minion. If so, you should probably use "Summon" instead of "Create". It also does seem a little bit weak compared to Flanking Strike, just a little bit.
Fall of the Nighthold looks pretty cool, although I still don't really understand how Shift works. At Any Cost! should probably also specify from your hand, and I think you could lower its Cost to 1.
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.
I've managed to put the text in 4 lines. Now I still missing the cards names, I'll start working on that.
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 absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
Oops, I did not know that Emulate would apply the text of the spell to the card. It actually seems better now.
For your and Shatterstars stuff.
Elusive: Blizzard have made several quality of life Keywords, and this one seems like the next on the list compared to Lifesteal and Poisonous. It's overall a fine keyword, although i'd recommend not to make TOO many cards with it, as it's a mechanic that goes against card interactions.
Cards, First Expansion: Xavius seems like a cool and interesting effect. I wouldn't want to jump to conclusion and call it broken, as it seems to be a card that would need playtesting. Good card overall. Feldrake has the same thing, simple, but interesting. Although personally i find it weird that a Feldrake has Divine Shield. It feels more like a card that would have Lifesteal, than one that would have Divine Shield.
Legacy: I'm a bit unsure how it works. It's like an Aura type of effect? I'd reword it to "Do something after you play x amount of cards in a turn". The wording currently seems like a Battlecry, but your card makes it seem like it is an Aura.
Cards, Second Expansion: Arthur seems... Fine. It seems weird for a Wise King to put down all his people, for whatever reason. The card also suffers from being extremely stall-ish, which would make it very annoying to play against. Prince Charming is a fully fine card, although i would like to see more "Start of Game" effects, as the first option in standard is currently just "Draw Baku".
Turns Active: We find it decent. It's not a particulary new sort of keyword, but we really like the execution on your Druid card. Keep that up, and it will be pretty good.
Cards, Third expansion: Like mentioned before, the druid card is pretty good, and we don't find it too strong. It encourages deckbuilding, and value plays, which is always good. Future Strike is a really cool card overall, and we find it balanced. There are two downsides with it however. It does not really seem like an expansion showcase card, which kinda drags it down for that. We don't really see anything new with it. Furthermore, it should probaly be "At the start of your next turn", as the current wording could be confused to be a permanent effect, where you get a wolf each turn for the remainder of the game. Which is pretty busted.
To answer some of your questions:
Elusive will be more prominent here than it was in previous sets, but it's not intended to play a main role in the expansion like Inspire or Discover. Instead, it's more like Lifesteal or Rush where it's more of a supporting role.
Yes, Legacy is an Aura effect. They can trigger multiple times per turn and there are a bunch of different types of Legacies to come up as well. Admittedly, I never thought of that flavor thing with Arthur.
For context, Start of Game effects in this expansion will also have effects that activate when you play them, where Prince Charming comes in. We couldn't showcase one because they produce their own unique tokens and there's no possible way we'd be able to fit it all in one card. If you could see the one we have right now, you would understand.
Yeah, I missed the wording on Future Strike, although I think anyone who sees it would just assume that it's on your next turn only because if it was permanent, it would obviously be extremely broken. Judging by our current score in the Submission Topic, I think everyone got the idea that it happens on your next turn only.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
Draft and Muster: The first keywords seems okay-ish. Muster has been used normally for a long time, and several cards already write that wording, without it being a keyword. Draft seems the same, although i'm not sure i like it being limited. Why can a human be a Murloc, but not a Demon? But....
Cards, first expansion: Tide Revenant is an excellent example of why Muster needs to be a Keyword. I don't understand why it needs a Pirate, and why the Pirate gives Taunt, but i don't really care either. Really cool card. Friendly Recruiter however is... Weird. Why can he be a Murloc, Dragon or Beast? Also, poor neutral Elemental synergies.
Blight: Blight feels... Weird. Because it does nothing on it's own, and every interaction with it is different. It also seems weird that despite a minion being blighted, it doesn't suffer anything from it. Actually, your current example cards actually makes it a bonus to be blighted.
Sacrifice: This seems fine, and pretty well executed. You promptly showed how it works nicely, and it seems like something that could be in the game.
Cards, second expansion: Skeletal Guard seems just fine. A decent card to show off the mechanic, although Blight being positive seems weird. Also, Taunt is not that great, so it could probaly be a 2/4. Does it give itself Taunt tho? Academy Steward is a decent card, although it is VERY weak. It needs to stay alive atleast 2 turns, to be worth it, and it does nothing to protect itself. Could probaly do with 5 or 6 Health.
Cards, Third Expansion: Living Fireball is pretty good. I can't say a lot more than that. Maybe you should drag "Spell" down a line, to not have an Orphan (single word line). It just simply looks better. Olaf Stoutstorm seems very nice aswell. Encourages deck-building, and i don't think it is too strong, unless you give Shaman some burst spells, which could prove to make it very dangerous. Overall pretty good.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Hello folks, I saw this challenge and decided to make an account to participate. And start designing custom Hearthstone cards for the first time. Hubris is fun!
In all seriousness, I threw together a submission and would be very grateful for any feedback. Sorry if I inadvertently copied someone else’s ideas. If I did, it was entirely accidental. Also, please forgive me for any formatting stuff. First time posting here, after all.
Year of the Val’kyr
Year of the Val’kyr is based around a series of three raids/areas from WoW. Each features the conflict between the “good guys” and the “bad guys” of each setting. It starts off with Assault on Black Temple, which highlights Illidan’s forces and those trying to preserve Outland. Second is Defense of Ulduar, which lets the player command either powerful Titans or the insidious forces of the Old Gods. Finally, it ends with Fall of the Nighthold, where the Nightborne and Legion wield ever-shifting arcane powers to fend off the increasingly desperate heroes.
Assault on Black Temple
Starting the year with an iconic raid, this set focuses on Illidan and his followers, who will go to any lengths to defend their territory and power. To this end, many of his followers are Relentless, which allows them to do things when they damage (but not kill) enemy minions. Naj’entus, for example, pins his victims down and forces their allies to waste time freeing them. On the other side, the heroes are a bit more deliberate, playing things more slowly to protect their allies and keep Outland from falling into chaos. Both sides also make use of punisher mechanics to keep their foes away.
Defense of Ulduar
Moving on, Ulduar highlights the power of the titans. Their keepers and spells produce single, powerful effects that allow them to defend Ulduar against any foe. When your opponent threatens Ulduar (by having more minions than you), the Titans rise to their full strength and crush the intruders. On the other hand, even this may not be enough to fight off the minions of the Old Gods, who fight with sinister, manipulative powers to subvert Ulduar.
Fall of the Nighthold
In the final set of the year, the Legion have invaded and brought the Nightborne to their cause. In the Nighthold, they can use the strange power of the Nightwell to change their powers to match any threat. With just a small investment of mana, the effects of a Nightborne card can cycle through a list (in a set order) to most effectively destroy their enemies. Meanwhile, the heroes of zeroth are forced to increasingly desperate measure to stave of the Legion, allowing to make dramatic, if potentially very risky, plays. (An aside to the powers that be: would it be possible to give Aluriel's second ability rush, even though the ability isn't evergreen?)
Hall of Fame
Preparation: While it makes perfect sense for what rogue was doing when HS was first released, this card has kept rogue from exploring anything too creative in terms of new spells, as any new spell technically cost 3 less than printed. Moving int to the Hall of Fame would also open new playspace for cost reduction (coins?).
Leeroy Jenkins: Since the beginning, Leeroy has been a go too win condition that is difficult to interact with, and often leads to the opponent effectively having 6-10 less life to start. Leeroy isn’t necessarily overpowered, he’s just better than most anything new, keeping those new cards from seeing play. Finally, the way he’s played means the fact that he has a (flavorful) drawback is entirely irrelevant.
Divine Favor: Not much needs to be said here other than that this card shouldn’t have existed in the first place, as aggro decks shouldn’t have a cheap, efficient way to negate one of their main drawbacks. This cards continued existence in standard has no real purpose other than making control cry for no real benefit.
First thing I want to say is welcome aboard. Always nice to get some new competitors for these competitions. For someone who just joined the site, you've pretty much got the formatting down.
For Assault on the Black Temple, the Relentless keyword seems like a pretty good idea, although High Warlord Na'jentus seems a bit confusing in wording. At first, I thought the effect would affect minions adjacent to Highlord himself, but then I saw the negative effect and poor statline for the Cost, which makes me question if the effect is supposed to hit minions adjacent to the attack target. If it does, then the current wording may be a bit confusing, although it may also be hard to fix. Shattrath Preserver joins the list of Silverback Patriarch powercreeps (there are about 10 in them in the game at this point), although it seems a bit weak compared to Benevolent Djinn. The artwork also looks a little bit weird because there's no background behind the character.
Protocol is an interesting keyword (although in the case of Freya, you wrote a dash after the keyword instead of a colon). Speaking of Freya, she seems a little bit weak because the effect happens at the start of your turn and you want the effect to go, your opponent needs to already have some minions, meaning it's normally not difficult to kill Freya before her effect goes off. I assume Malignant Illusion is supposed to summon the minion. If so, you should probably use "Summon" instead of "Create". It also does seem a little bit weak compared to Flanking Strike, just a little bit.
Fall of the Nighthold looks pretty cool, although I still don't really understand how Shift works. At Any Cost! should probably also specify from your hand, and I think you could lower its Cost to 1.
Thanks for the advice.
As you say, I realize Naj'entus is a bit confusing, I was already thinking of ways to fix him when I posted (perhaps "minions adjacent to the victim?"). And yeah, I wasn't terribly happy with the preserver, either. I was thinking about changing it to apply a similar effect to all of your minions, or something like that ("whenever a friendly minion survives damage, restore x health to your hero").
Good catch on the malignant illusion wording, that was just my MtG instincts slipping through. As for it's balance, any advice? Simple stat increases seem a little weird, and I want to maximize the "evil double aspect, not just have be a kill spell.
And then there's Shift. I was pretty sure this was going to be a problem, but the idea is that a minion with shift comes in with the first ability in the list active. Then you can pay x mana while its on the board (by clicking on the card, or something), to cycle it to the next mode on the list.
So, Aluriel comes in as a 5/5 with the freeze ability, but if you pay 3 mana she loses the freeze ability and gets the stat boost. If you pay 3 more mana, she loses that and deals the 2 damage. 3 more and she goes back to the top.
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.
Draft and Muster: The first keywords seems okay-ish. Muster has been used normally for a long time, and several cards already write that wording, without it being a keyword. Draft seems the same, although i'm not sure i like it being limited. Why can a human be a Murloc, but not a Demon? But....
Cards, first expansion: Tide Revenant is an excellent example of why Muster needs to be a Keyword. I don't understand why it needs a Pirate, and why the Pirate gives Taunt, but i don't really care either. Really cool card. Friendly Recruiter however is... Weird. Why can he be a Murloc, Dragon or Beast? Also, poor neutral Elemental synergies.
Blight: Blight feels... Weird. Because it does nothing on it's own, and every interaction with it is different. It also seems weird that despite a minion being blighted, it doesn't suffer anything from it. Actually, your current example cards actually makes it a bonus to be blighted.
Sacrifice: This seems fine, and pretty well executed. You promptly showed how it works nicely, and it seems like something that could be in the game.
Cards, second expansion: Skeletal Guard seems just fine. A decent card to show off the mechanic, although Blight being positive seems weird. Also, Taunt is not that great, so it could probaly be a 2/4. Does it give itself Taunt tho? Academy Steward is a decent card, although it is VERY weak. It needs to stay alive atleast 2 turns, to be worth it, and it does nothing to protect itself. Could probaly do with 5 or 6 Health.
Cards, Third Expansion: Living Fireball is pretty good. I can't say a lot more than that. Maybe you should drag "Spell" down a line, to not have an Orphan (single word line). It just simply looks better. Olaf Stoutstorm seems very nice aswell. Encourages deck-building, and i don't think it is too strong, unless you give Shaman some burst spells, which could prove to make it very dangerous. Overall pretty good.
Thanks for the feedback! On that, a few things:
Draft: I chose Murlocs, Pirates, Beasts and Mechs because they are all neutral tribes. Demons, even though some are neutral, mostly belong to Warlock. Dragons and Elementals, though, have a very specific kind of synergy with each other (in-hand, if played last turn). There will be more Elemental and Dragon synergy, but they will also interact with other tribes. The flavour of the keyword is that they don't turn into said tribe but rather are recruited/drafted into it. These tribes do need reinforcements, after all.
Blight: The reason of blight being positive is very similar to how Forsaken were all about Blighted ground back in W3. Necromancers spread the Blight of the Scourge and use it for their cause. Scholomance is full of necromancer, so there's that. They're basically turning other minions into infected lackeys, turning them undead.
Skeletal Guard: It does not. Other minions that are Blighted (played next to Skeletal Guard, for example) will gain Taunt after being Blighted.
Hello folks, I saw this challenge and decided to make an account to participate. And start designing custom Hearthstone cards for the first time. Hubris is fun!
In all seriousness, I threw together a submission and would be very grateful for any feedback. Sorry if I inadvertently copied someone else’s ideas. If I did, it was entirely accidental. Also, please forgive me for any formatting stuff. First time posting here, after all.
Year of the Val’kyr
Year of the Val’kyr is based around a series of three raids/areas from WoW. Each features the conflict between the “good guys” and the “bad guys” of each setting. It starts off with Assault on Black Temple, which highlights Illidan’s forces and those trying to preserve Outland. Second is Defense of Ulduar, which lets the player command either powerful Titans or the insidious forces of the Old Gods. Finally, it ends with Fall of the Nighthold, where the Nightborne and Legion wield ever-shifting arcane powers to fend off the increasingly desperate heroes.
Assault on Black Temple
Starting the year with an iconic raid, this set focuses on Illidan and his followers, who will go to any lengths to defend their territory and power. To this end, many of his followers are Relentless, which allows them to do things when they damage (but not kill) enemy minions. Naj’entus, for example, pins his victims down and forces their allies to waste time freeing them. On the other side, the heroes are a bit more deliberate, playing things more slowly to protect their allies and keep Outland from falling into chaos. Both sides also make use of punisher mechanics to keep their foes away.
Defense of Ulduar
Moving on, Ulduar highlights the power of the titans. Their keepers and spells produce single, powerful effects that allow them to defend Ulduar against any foe. When your opponent threatens Ulduar (by having more minions than you), the Titans rise to their full strength and crush the intruders. On the other hand, even this may not be enough to fight off the minions of the Old Gods, who fight with sinister, manipulative powers to subvert Ulduar.
Fall of the Nighthold
In the final set of the year, the Legion have invaded and brought the Nightborne to their cause. In the Nighthold, they can use the strange power of the Nightwell to change their powers to match any threat. With just a small investment of mana, the effects of a Nightborne card can cycle through a list (in a set order) to most effectively destroy their enemies. Meanwhile, the heroes of zeroth are forced to increasingly desperate measure to stave of the Legion, allowing to make dramatic, if potentially very risky, plays. (An aside to the powers that be: would it be possible to give Aluriel's second ability rush, even though the ability isn't evergreen?)
Hall of Fame
Preparation: While it makes perfect sense for what rogue was doing when HS was first released, this card has kept rogue from exploring anything too creative in terms of new spells, as any new spell technically cost 3 less than printed. Moving int to the Hall of Fame would also open new playspace for cost reduction (coins?).
Leeroy Jenkins: Since the beginning, Leeroy has been a go too win condition that is difficult to interact with, and often leads to the opponent effectively having 6-10 less life to start. Leeroy isn’t necessarily overpowered, he’s just better than most anything new, keeping those new cards from seeing play. Finally, the way he’s played means the fact that he has a (flavorful) drawback is entirely irrelevant.
Divine Favor: Not much needs to be said here other than that this card shouldn’t have existed in the first place, as aggro decks shouldn’t have a cheap, efficient way to negate one of their main drawbacks. This cards continued existence in standard has no real purpose other than making control cry for no real benefit.
First thing I want to say is welcome aboard. Always nice to get some new competitors for these competitions. For someone who just joined the site, you've pretty much got the formatting down.
For Assault on the Black Temple, the Relentless keyword seems like a pretty good idea, although High Warlord Na'jentus seems a bit confusing in wording. At first, I thought the effect would affect minions adjacent to Highlord himself, but then I saw the negative effect and poor statline for the Cost, which makes me question if the effect is supposed to hit minions adjacent to the attack target. If it does, then the current wording may be a bit confusing, although it may also be hard to fix. Shattrath Preserver joins the list of Silverback Patriarch powercreeps (there are about 10 in them in the game at this point), although it seems a bit weak compared to Benevolent Djinn. The artwork also looks a little bit weird because there's no background behind the character.
Protocol is an interesting keyword (although in the case of Freya, you wrote a dash after the keyword instead of a colon). Speaking of Freya, she seems a little bit weak because the effect happens at the start of your turn and you want the effect to go, your opponent needs to already have some minions, meaning it's normally not difficult to kill Freya before her effect goes off. I assume Malignant Illusion is supposed to summon the minion. If so, you should probably use "Summon" instead of "Create". It also does seem a little bit weak compared to Flanking Strike, just a little bit.
Fall of the Nighthold looks pretty cool, although I still don't really understand how Shift works. At Any Cost! should probably also specify from your hand, and I think you could lower its Cost to 1.
Thanks for the advice.
As you say, I realize Naj'entus is a bit confusing, I was already thinking of ways to fix him when I posted (perhaps "minions adjacent to the victim?"). And yeah, I wasn't terribly happy with the preserver, either. I was thinking about changing it to apply a similar effect to all of your minions, or something like that ("whenever a friendly minion survives damage, restore x health to your hero").
Good catch on the malignant illusion wording, that was just my MtG instincts slipping through. As for it's balance, any advice? Simple stat increases seem a little weird, and I want to maximize the "evil double aspect, not just have be a kill spell.
And then there's Shift. I was pretty sure this was going to be a problem, but the idea is that a minion with shift comes in with the first ability in the list active. Then you can pay x mana while its on the board (by clicking on the card, or something), to cycle it to the next mode on the list.
So, Aluriel comes in as a 5/5 with the freeze ability, but if you pay 3 mana she loses the freeze ability and gets the stat boost. If you pay 3 more mana, she loses that and deals the 2 damage. 3 more and she goes back to the top.
The more I think about, the more Malignant Illusion actually seems fine. I initially thought it was weak when I compared it to Flanking Strike, but then I remember that it would also copy any useful effects the minions has, which could make a big impact. Of course, I also thought about Fire Plume Phoenix, which actually has seen a little bit of play. Getting a 3/3 copy of The Lich King or something else with a very beneficial effect is nothing to scoff it even if it is a 3/3.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Here are a few edits of some of my cards. I gave Freya a bit more durability and shifted her ability to end of turn to “guarantee” activation. I (hopefully) cleared up Naj’entus a bit, and gave him a little more health. I redid the Shift text box for some clarity. Finally, I did a full rework on Shattrath Preserver, hoping to make her a bit more distinct. Thoughts?
I absolutely guarantee that Script is inspired by Saga from MTG.
I would like to point out that the image quality for Clockwork Repeater and Mysterious Cervidae appears to dipped a bit, but I'm sure you can fix it. I feel that Alter Ego is a very weird keyword and has very limited design space, and it may be hard to understand. I'm not really sure how Captain Azeroth works. As far as I can tell, you play and get a Choose One interface of whether or not the activate the effect, and then if you do, you return a friendly minion to your hand and play the card for a lower Cost. It's a bit convoluted. I also don't know why Battlecries don't trigger. I mean, you are still playing them from your hand, right? I'm also admittedly not a big fan of Emulate because it feels a bit unfair for both players.
The War/Peace mechanic is actually pretty interesting, so there's that. Although I don't think people want another way for Mages to generate Ice Block, Mysterious Cervidae seems pretty balanced. Although not original, I am still a fan of the multi-class stitched cards. Though I have a question about the stitched cards? Does Mysterious Cervidae count as both a Mage and Hunter card for the purposes of this competition? Does it take up one of the available card slots for both classes?
I do like Goldshire Studios. The Script mechanic, although probably hard to balance, is pretty cool. I think the Stage Left/Right mechanics are a little bit weird, but you could make some pretty cool stuff out of it. Question about Here's Malfy! though: Is the Windfury permanent?
Click the image to go to my custom Time Traveler class.
here
I'll be giving feedback to you guys soon enough.
Year of the Panthera
Hall of fame:
Divine Favor: Paladins are currently very strong, mainly because they can play their entire hand, play this card, and usually draw (from own experience) aprroximately 4-5 cards for only 3 mana, something that should cost 7-8 mana. This insane card draw also allows aggro paladin to fill the board the same turn they draw this many cards, which shouldn't be allowed. This will not effect control paladin, as they usually have a lot of cards in hand by other means, and would rarely play this card.
Leeroy Jenkins: This is a great finisher for many decks, mainly rogues, mainly aggro decks. I don't have anything against aggro, but this card seem very essential in many different aggro decks, and given blizzards reasoning for hall-of-faming Sylvanas and Ragnaros (they're played in many decks), I feel like it's time for Leeroy to follow them.
Mind Control Tech: I've got to say, I've always been a huge fan of MC-tech when I stole their Ysera... I've always hated the bugger when they stole my Ysera. I think we've all tried this very scenario, and my point is that this is a very frustrating card to play against. It's swing-potential is simply too huge and punishing.
Archives of Lordaeron
This expansion is focused around a fictive library/archive of Lordaeron telling stories of the area. Obviously, a library contains a lot of information, and a few informations from outside of Lordaeron may also come to life. But what's an archive without knowledge? Something to Ponder about...
Race Through Thousand Needles
The Shimmering Flats in Thousand Needles contains the Mirage Raceway, a raceway where Gnomes and Goblins compete to be the best of the best racers of Azeroth. They will do everything to stop one another to be on top of the podium when the goalline's been passed. They'll even go to the lengths of Stalling their counterpart through various tricks. This expansion is GvG inspired, but contains a lot more than just that, such as beasts, taurens, orcs and more.
Green Hills of Stranglethorn
The lushful jungle of Stranglethorn contains various beasts and pirates. It's the area of the Gurubashi Arena and the Stranglethorn Fishing Extravaganza. The Nesingwary Expedition, Venture Co. Company and Steamwheedle Cartel in Booty Bay are just some of the fortune hunters who've taken resident here. Last, but not least, this area is the home of the jungle trolls. This expansion does not contain a new keyword, but a new tribe-interaction. We're talking about Trolls, and the interaction is "If a Troll dies this turn..."
EDIT: Big thanks to waterwalker for the year-logo!
League of Heroes
War of the Continents
Goldshire Studios
Thanks for the feedback, I'll try to adjust accordingly based on it.
1. Thanks :)
2. I agree with your point, and that is one of the things I was worrying about while developing the mechanic, as it is unfun to get rid of your opponents deck. I'll try to think of something else, or adjust the mechanic accordingly to make it somewhat fair, if you have any suggestions I'm open.
3. I mean, Blizzard did it before with Lifesteal, and technically even Recruit, so I think it should be fine taking the mechanic and making it a keyword. I don't know if I would want to call it Forgetful either, it just doesn't really fit the theme of the expansion as a whole, and if the mechanic means the same thing, isn't it fine to sacrifice some consistency for the sake of flavor? I believe it is.
4. I meant to make it common, derp on my part.
5. Thanks for the advice, that isn't something that crossed my mind when brainstorming this one, although it should have been kinda obvious. I'll make sure to be careful of that, if I make it that far lol.
Btw, any advice on my HoF picks? Those are something that I've had to really think over, and I'm not sure I'm picking the correct ones to go with my years overall plans.
Thanks for your feedback! I will be looking at Shatterstar and your submission shortly.
Alter-Ego is probaly poorly worded. I initially wanted to word it as "Transform" so people understand that the card it replaces does NOT come back. This is also why Battlecries wouldn't work, as you're not "playing" the minion, but rather transforming a different one into it.
I don't see how Emulate is unfair to either of the players. You can still see what the card Emulates. It just doesn't have that big Joust Reveal thingy that Seeping Oozeling has. It will just update the wording or the stats on the card, when the Emulate triggers.
Let's say you draw the Clockwork Repeater, and the Emulated card is Mirror Image. The text on the card (like on uidentified cards) would look like this:
The Stitched cards interaction is currently something we should debate with the remaining mods, i'll get back to you with that one.
Yes, the Windfury is permanent. We're currently trying to balance it against Doomhammer.
I want a new title, but Flux won't let me have one,
Oops, I did not know that Emulate would apply the text of the spell to the card. It actually seems better now.
Click the image to go to my custom Time Traveler class.
Thanks for the feedback, and for that super awesome Year of the Chimera emblem!
I'll be taking a look at your stuff shortly!
Yeah, Emulate needs an update with its Tooltip. I can't currently make it "Copy" just, because of the "from your deck" which makes many cards with the mechanic way too wordy.
Stage-Left/Right is also currently up to debate.
I want a new title, but Flux won't let me have one,
That's not your fault. I should've included it initially.
I want a new title, but Flux won't let me have one,
Hello folks, I saw this challenge and decided to make an account to participate. And start designing custom Hearthstone cards for the first time. Hubris is fun!
In all seriousness, I threw together a submission and would be very grateful for any feedback. Sorry if I inadvertently copied someone else’s ideas. If I did, it was entirely accidental. Also, please forgive me for any formatting stuff. First time posting here, after all.
Year of the Val’kyr
Year of the Val’kyr is based around a series of three raids/areas from WoW. Each features the conflict between the “good guys” and the “bad guys” of each setting. It starts off with Assault on Black Temple, which highlights Illidan’s forces and those trying to preserve Outland. Second is Defense of Ulduar, which lets the player command either powerful Titans or the insidious forces of the Old Gods. Finally, it ends with Fall of the Nighthold, where the Nightborne and Legion wield ever-shifting arcane powers to fend off the increasingly desperate heroes.
Assault on Black Temple
Starting the year with an iconic raid, this set focuses on Illidan and his followers, who will go to any lengths to defend their territory and power. To this end, many of his followers are Relentless, which allows them to do things when they damage (but not kill) enemy minions. Naj’entus, for example, pins his victims down and forces their allies to waste time freeing them. On the other side, the heroes are a bit more deliberate, playing things more slowly to protect their allies and keep Outland from falling into chaos. Both sides also make use of punisher mechanics to keep their foes away.
Defense of Ulduar
Moving on, Ulduar highlights the power of the titans. Their keepers and spells produce single, powerful effects that allow them to defend Ulduar against any foe. When your opponent threatens Ulduar (by having more minions than you), the Titans rise to their full strength and crush the intruders. On the other hand, even this may not be enough to fight off the minions of the Old Gods, who fight with sinister, manipulative powers to subvert Ulduar.
Fall of the Nighthold
In the final set of the year, the Legion have invaded and brought the Nightborne to their cause. In the Nighthold, they can use the strange power of the Nightwell to change their powers to match any threat. With just a small investment of mana, the effects of a Nightborne card can cycle through a list (in a set order) to most effectively destroy their enemies. Meanwhile, the heroes of zeroth are forced to increasingly desperate measure to stave of the Legion, allowing to make dramatic, if potentially very risky, plays. (An aside to the powers that be: would it be possible to give Aluriel's second ability rush, even though the ability isn't evergreen?)
Hall of Fame
Preparation: While it makes perfect sense for what rogue was doing when HS was first released, this card has kept rogue from exploring anything too creative in terms of new spells, as any new spell technically cost 3 less than printed. Moving int to the Hall of Fame would also open new playspace for cost reduction (coins?).
Leeroy Jenkins: Since the beginning, Leeroy has been a go too win condition that is difficult to interact with, and often leads to the opponent effectively having 6-10 less life to start. Leeroy isn’t necessarily overpowered, he’s just better than most anything new, keeping those new cards from seeing play. Finally, the way he’s played means the fact that he has a (flavorful) drawback is entirely irrelevant.
Divine Favor: Not much needs to be said here other than that this card shouldn’t have existed in the first place, as aggro decks shouldn’t have a cheap, efficient way to negate one of their main drawbacks. This cards continued existence in standard has no real purpose other than making control cry for no real benefit.
Image Credits:
https://www.artstation.com/artwork/VYREn
https://wow.gamepedia.com/File:High_Warlord_Najentus_TCG.jpg
http://omniversal-battlefield.wikia.com/wiki/Freya
https://www.pinterest.com/pin/155866837075865191/
https://www.pinterest.com/pin/387591111675867545/
http://wowwiki.wikia.com/wiki/Money
For your and Shatterstars stuff.
Elusive: Blizzard have made several quality of life Keywords, and this one seems like the next on the list compared to Lifesteal and Poisonous. It's overall a fine keyword, although i'd recommend not to make TOO many cards with it, as it's a mechanic that goes against card interactions.
Cards, First Expansion: Xavius seems like a cool and interesting effect. I wouldn't want to jump to conclusion and call it broken, as it seems to be a card that would need playtesting. Good card overall. Feldrake has the same thing, simple, but interesting. Although personally i find it weird that a Feldrake has Divine Shield. It feels more like a card that would have Lifesteal, than one that would have Divine Shield.
Legacy: I'm a bit unsure how it works. It's like an Aura type of effect? I'd reword it to "Do something after you play x amount of cards in a turn". The wording currently seems like a Battlecry, but your card makes it seem like it is an Aura.
Cards, Second Expansion: Arthur seems... Fine. It seems weird for a Wise King to put down all his people, for whatever reason. The card also suffers from being extremely stall-ish, which would make it very annoying to play against. Prince Charming is a fully fine card, although i would like to see more "Start of Game" effects, as the first option in standard is currently just "Draw Baku".
Turns Active: We find it decent. It's not a particulary new sort of keyword, but we really like the execution on your Druid card. Keep that up, and it will be pretty good.
Cards, Third expansion: Like mentioned before, the druid card is pretty good, and we don't find it too strong. It encourages deckbuilding, and value plays, which is always good. Future Strike is a really cool card overall, and we find it balanced. There are two downsides with it however. It does not really seem like an expansion showcase card, which kinda drags it down for that. We don't really see anything new with it. Furthermore, it should probaly be "At the start of your next turn", as the current wording could be confused to be a permanent effect, where you get a wolf each turn for the remainder of the game. Which is pretty busted.
I want a new title, but Flux won't let me have one,
First thing I want to say is welcome aboard. Always nice to get some new competitors for these competitions. For someone who just joined the site, you've pretty much got the formatting down.
For Assault on the Black Temple, the Relentless keyword seems like a pretty good idea, although High Warlord Na'jentus seems a bit confusing in wording. At first, I thought the effect would affect minions adjacent to Highlord himself, but then I saw the negative effect and poor statline for the Cost, which makes me question if the effect is supposed to hit minions adjacent to the attack target. If it does, then the current wording may be a bit confusing, although it may also be hard to fix. Shattrath Preserver joins the list of Silverback Patriarch powercreeps (there are about 10 in them in the game at this point), although it seems a bit weak compared to Benevolent Djinn. The artwork also looks a little bit weird because there's no background behind the character.
Protocol is an interesting keyword (although in the case of Freya, you wrote a dash after the keyword instead of a colon). Speaking of Freya, she seems a little bit weak because the effect happens at the start of your turn and you want the effect to go, your opponent needs to already have some minions, meaning it's normally not difficult to kill Freya before her effect goes off. I assume Malignant Illusion is supposed to summon the minion. If so, you should probably use "Summon" instead of "Create". It also does seem a little bit weak compared to Flanking Strike, just a little bit.
Fall of the Nighthold looks pretty cool, although I still don't really understand how Shift works. At Any Cost! should probably also specify from your hand, and I think you could lower its Cost to 1.
Click the image to go to my custom Time Traveler class.
I've managed to put the text in 4 lines. Now I still missing the cards names, I'll start working on that.
Any thoughts?
Card creator, just for fun
To answer some of your questions:
Click the image to go to my custom Time Traveler class.
Draft and Muster: The first keywords seems okay-ish. Muster has been used normally for a long time, and several cards already write that wording, without it being a keyword. Draft seems the same, although i'm not sure i like it being limited. Why can a human be a Murloc, but not a Demon? But....
Cards, first expansion: Tide Revenant is an excellent example of why Muster needs to be a Keyword. I don't understand why it needs a Pirate, and why the Pirate gives Taunt, but i don't really care either. Really cool card. Friendly Recruiter however is... Weird. Why can he be a Murloc, Dragon or Beast? Also, poor neutral Elemental synergies.
Blight: Blight feels... Weird. Because it does nothing on it's own, and every interaction with it is different. It also seems weird that despite a minion being blighted, it doesn't suffer anything from it. Actually, your current example cards actually makes it a bonus to be blighted.
Sacrifice: This seems fine, and pretty well executed. You promptly showed how it works nicely, and it seems like something that could be in the game.
Cards, second expansion: Skeletal Guard seems just fine. A decent card to show off the mechanic, although Blight being positive seems weird. Also, Taunt is not that great, so it could probaly be a 2/4. Does it give itself Taunt tho? Academy Steward is a decent card, although it is VERY weak. It needs to stay alive atleast 2 turns, to be worth it, and it does nothing to protect itself. Could probaly do with 5 or 6 Health.
Cards, Third Expansion: Living Fireball is pretty good. I can't say a lot more than that. Maybe you should drag "Spell" down a line, to not have an Orphan (single word line). It just simply looks better. Olaf Stoutstorm seems very nice aswell. Encourages deck-building, and i don't think it is too strong, unless you give Shaman some burst spells, which could prove to make it very dangerous. Overall pretty good.
I want a new title, but Flux won't let me have one,
Thanks for the advice.
As you say, I realize Naj'entus is a bit confusing, I was already thinking of ways to fix him when I posted (perhaps "minions adjacent to the victim?"). And yeah, I wasn't terribly happy with the preserver, either. I was thinking about changing it to apply a similar effect to all of your minions, or something like that ("whenever a friendly minion survives damage, restore x health to your hero").
Good catch on the malignant illusion wording, that was just my MtG instincts slipping through. As for it's balance, any advice? Simple stat increases seem a little weird, and I want to maximize the "evil double aspect, not just have be a kill spell.
And then there's Shift. I was pretty sure this was going to be a problem, but the idea is that a minion with shift comes in with the first ability in the list active. Then you can pay x mana while its on the board (by clicking on the card, or something), to cycle it to the next mode on the list.
So, Aluriel comes in as a 5/5 with the freeze ability, but if you pay 3 mana she loses the freeze ability and gets the stat boost. If you pay 3 more mana, she loses that and deals the 2 damage. 3 more and she goes back to the top.
Thanks for the feedback! On that, a few things:
Draft: I chose Murlocs, Pirates, Beasts and Mechs because they are all neutral tribes. Demons, even though some are neutral, mostly belong to Warlock. Dragons and Elementals, though, have a very specific kind of synergy with each other (in-hand, if played last turn). There will be more Elemental and Dragon synergy, but they will also interact with other tribes. The flavour of the keyword is that they don't turn into said tribe but rather are recruited/drafted into it. These tribes do need reinforcements, after all.
Blight: The reason of blight being positive is very similar to how Forsaken were all about Blighted ground back in W3. Necromancers spread the Blight of the Scourge and use it for their cause. Scholomance is full of necromancer, so there's that. They're basically turning other minions into infected lackeys, turning them undead.
Skeletal Guard: It does not. Other minions that are Blighted (played next to Skeletal Guard, for example) will gain Taunt after being Blighted.
The more I think about, the more Malignant Illusion actually seems fine. I initially thought it was weak when I compared it to Flanking Strike, but then I remember that it would also copy any useful effects the minions has, which could make a big impact. Of course, I also thought about Fire Plume Phoenix, which actually has seen a little bit of play. Getting a 3/3 copy of The Lich King or something else with a very beneficial effect is nothing to scoff it even if it is a 3/3.
Click the image to go to my custom Time Traveler class.
Uuuh, mods, can we have 3 weeks like other phases pls?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Here are a few edits of some of my cards. I gave Freya a bit more durability and shifted her ability to end of turn to “guarantee” activation. I (hopefully) cleared up Naj’entus a bit, and gave him a little more health. I redid the Shift text box for some clarity. Finally, I did a full rework on Shattrath Preserver, hoping to make her a bit more distinct. Thoughts?