Ya'har, another Swahbuckler enters the fray! Is this something that happens every big comp? There's this one theme everyone seems to pick. On the class creation one was "Technomancer" or the like. The first expansions seems really solid, if i can make a sugestion, would be to change the keyword to "Buried". This way it could be used on other cards that don't depict treasures. You should also specify in the tooltip that they get arranged by color.
I was gonna say Sacrifice minions should't be able to activate if they have summoning sickness, but if they're like the Beetle, that won't be a problem. You should specify in the tooltip that Plague cards activate while they're in your hand. I also suggest you keep the cost relatively low, otherwise you'll start the game with a 6 mana plague that you can't get rid of. The cards themselves seem fine.
If what you say about Red Mana is true, Sunstrider is straight-up busted, especially with those stats (unless each class only has like maximum 5 or 6 cards that cost red mana). Thirst for power is kinda weak, unless paired with Sunstrider. I'd make it so your crystals are red for the turn (though i'm not entirely sure how the conversion works).
Treasures are going to be restricted—one per class (maybe more in one or two classes), maybe two or three neutrals— so they won't be widespread enough to warrant a keyword change (I also want to keep it focused on pirate stuff!) Not sure what you mean by color...? I already said they won't be able to be sacrificed if they have summoning sickness :P
Why would Sunstrider be busted? You have to put 30 cards in your deck, and 15 red mana cards is not possible especially with the number of cards we can have in a mini-expansion. You have to hobble yourself by restricting what you can actually reasonably play— if you split yourself 5 and 5 you wouldn't be able to play any high-impact cards because you wouldn't have anything more than 5 mana available. I'm certainly not going to print high power aggro cards— if anything it'll be early game taunts to protect against aggro.
Thirst for Power basically lets you play regular mana cards without building your deck too heavily around it. If it transformed your mana into red mana for the turn, it would be a different effect (although I will be printing a card like that).
Fancy seeing another Pirate expansion... guess everyone thinks its time for one lol. In terms of your vessels, I think they're basically Taunt minions that have can't attack; Taunt because their aura is powerful enough to pose a threat, and can't attack because basically it'll be rare that you'll have both your vessels out at exactly the same time, given that a vessel with board control will pretty much eradicate the board and make it hard to come back from behind—especially this Shaman one. In terms of a theme, I really like the pirate ship idea, but perhaps the board space icon could be more... detailed? Or indicative? It just looks like a black flag atm.
I bet a lot of decks won't use vessels, so the Rogue card is basically Spider Tank, which isn't all that inspiring, especially since the condition comes off a combo.
You know how your expansion works better than i do, so i'll take your word for it when it comes to the cards.
Yeah, i'll see waht i do about the vessels. I was thinking of making a steampunk expansion where big cities move around, mortal engines style if you know the series (haven't actually read the book, so no spoilers!) instead of pirates, because a lot of people chose that theme, but i don't want to overdo it with the mechs, what do you think?
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!
Well, this is awkward. I also chose the golem as my year symbol, but i might change it simply because of the fact that i don't really have any golems in (might change itto year of the mech or something). Your themes and cards seem to be fine for the most part, except for Corn Stalker. Mass Dispell costs 4 on its own, so if you take into account the added stats, it's basically 3 or 4 mana for 3/9. i'd make the card 3/4 at most, if your opponent has 4 minions, you'd get a 7/8 that silenced the opposing board. Also, here's my old logo if you want to use it:
You rly should think about the formating of your submissions guys, you are hurting each other in the end. You honestly think voters will read through all that "crap"? Not to mention when they r met with bunch of oversized images that get annoying after two submissions?
I dont mean to sound harsh, do make cool banners and write a back story, but dont take up three screens worth of space, use spoilers and smaller images. Not to mention the keywords, oh man ... if ppl have to read entire paragraphs of text to understand how your cards work ... yeah, thats not good.
I mean it's easy for me to talk from the side lines, i know very well it is a very hard job to make this content and you want to give it your best, but as i keep saying, know your audience. You are putting so much effort into this and it very well might be wasted, if you dont take these things into consideration as well. Im just trying to help you by pointing these things out, hope it will. Good luck to all of you ;-)
So I redid a LOT of my original design for the expansions I had created; some cards stayed the same but mixed around; someone gave me some really good advice and I just couldn't pass up the thought so i'm remaking my post and putting the new stuff. Please let me know what you think! All cards will be in the spoilers as to not take up too much room on the page so please look through em! Newly introduced mechanics will be outside the spoiler so people can look at those.
Year of the Sporebat
The Green Hills of Stranglethorn
You have had the 'honor' of being recruited by the best of the best when it comes to tracking and hunting, the one, the only, Hemet Nesingwary! However, before you move on to more exotic locales, Hemet must test your mettle and send you on his hunts throughout the beautiful (and dangerous) land of Stranglethorn Vale! In this jungle landscape you will encounter dangerous beasts, lethal flora, crazy jungle trolls, greedy goblins, pirates, and more! Time to prove you're worthy to be in the presence of such a legendary hunter!
The newest addition to keywords is...
Hunts are a new keyword attached to legendary cards (of any kind; minion, hero, spell, or weapon). Once they are drawn the hunt is started, spawning a fearsome creature for your opponent that you have been ordered to destroy. Once the hunt has been fulfilled, the legendary card that the hunt is attached to may be played. The text on the card would read Hunt: 'Creature Name'; and the creature assigned to the hunt would be summoned on your opponents battlefield. If your opponents battlefield is full your opponents right most minion will be destroyed and replaced by the fearsome beast. Hunts do activate off of starting hand, so any hunt beginning in your hand will trigger immediately.
Also, an example of what these Hunt cards would look like I mocked up the mage one. The wording is a little strange and I am unsure as if I should label it as Hunt:--- and then Completed:--- but I still want the card to have to be cast after the hunt is finished.
(If anyone is unsure, this spell would add 5 additional crystals on top of the mages original 10; I may make Gi'resh a 7/7 in order to make this more balanced. Also, removing/sapping Gi'resh would NOT complete the hunt, as the only way the hunt is over is when the beast is destroyed.)
A few notes; I am unsure as to if Gan'zulah should give +1/+1 or if he's fine as is and should just change it to damaged minions. Jungle strider seems fine.
Hills Like White Elekk
Congratulations! You have proven yourself more than capable and get to accompany Hemet to hunt some more dangerous game; this time in the faraway land of Outland. Based from Nagrand, it's up to you to navigate the harsh terrain and discover beasts beyond your wildest dreams, strange new beings, and frightening new creatures. These new lands may just hold some surprising allies; and some even more surprising enemies. Just try not to get sucked into the nature scene! Literally, don't let it suck you in, I hear some of the plants eat people out here.
Another new keyword! (This is actually the same one I had before)
A minion only keyword like Battlecry and Deathrattle, Entrap is much like Battlecry but is more powerful and more conditional. These cards require you to be careful with your board positioning as one wrong move may lead to awesome successes or humiliating failures.
These are the same 2 cards I showcased earlier; I believe they are just as balanced as I had them before and don't need much tinkering. I may make the Bog Strider a rare or give it 2 attack instead of 1 because it feels a little weak still. Maybe i'll cut out the Bog Strider in exchange for a spell because I realized I didn't include ANY spells.
Big Bad Basin
You've proved yourself, time and time again. Now it's time for the ultimate bloodsport. The highest of honors when it comes to trophy hunting. The 'crem de la crem'. An all expense paid trip to Northrend to hunt the most dangerous of all creatures in Scholazar Basin alongside the one and only, Hemet Nesingwary. You'll encounter all sorts of bizarre hunts, new weird locals, giant people, amazi... wait giant people? How long have they been here? Well, just looks like you'll have to work on being a little personable and make some friends while you're on your hunts!
I am unsure as to if I will add a new keyword this expansion. I am stuck between coming up with a new one, giving each class a legendary Beast or Titan (what I prefer) or bringing quests back and giving each class a new unique quest (also would be cool). I would love to take suggestions on what people would think
I loved Loque'nahak and I think he's okay balance wise, strong enough to be included, but not strong enough to be overwhelming; Horrorjaw i'm not really sold on. I love the warlock motif of stealing stats from destruction and that'll probably be the class identity during the expansion; but I feel like this is way to powerful and warlock ALWAYS gets strong legendaries. Maybe i'll drop it to a 2/2 or up to 9 mana or something; or if people really like it i'll leave it.
I won't go through my Hall of Fame nominees because I feel like it's moot to talk about them because they're so personal it's hard to get people to agree on them. Everyone's is just so different for different reasons so I feel as long as I give explanation it'll mostly be accepted. If people really want to know my nominees i'll edit this post to include them.
Thanks for your feedback! I do have to mention though that Mass Dispel has draw a card attached to it, making a mass silence worth about 3 mana. I will decrease the stats on The Corn Stalker, but not as drastically as you suggested, because if there aren't any minions on the other side of the board, then it would be rendered completely useless. But all things considered, thank you for allowing me to use your old logo, it's really appreciated, especially since I'm no good at photoshop.
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.
Any thoughts?
I think this is a really cool mechanic, the flavor works well with the mechanics and I think the trade-off in power is pretty exciting. Something that is a concern is that these all require you to have other legendary minions -- which Hearthstone has only done in cases where you're guaranteed to have them: C'Thun, and Stalagg and Feugen. It would feel pretty bad to open one of these, and not have the respective legendary or even epic in the priest case. Also, I think it's good that they still do something in case something happens to either of them, but it seems like a bit much right now considering you don't get them if you do have the ritual. I think they could be closer to some combo cards in this respect.
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?
Welcome to the club! You've got some pretty solid concepts for your expansions. Relentless is pretty unique considering how there are effects close to it but nothing quite exactly like it. I think the tooltip box for it could be condensed, for instance maybe something like 'if the enemy minion this attacks survives' and it could end with 'do something' like battlecry or deathrattle. Freya still seems a little weak to me, compared to Darkscale Healer, you pay 1 more for more healing and it to be repeated, but it has protocol. Do whatever with it, I just think it could be just a little stronger. Naj'entus seems good, the wording is clear but it feels like it could still be condensed in someway, maybe closer to Cave Hydra. Really cool effect though, that's pretty clever. I like the theme of Shattrath Preserver, it feels really fitting in pretty much every way. I would also say it could use a slight buff however. It should be relatively easy to play around and it doesn't get that much value until it proc's around twice or more. Overall really cool themes. You're touching on some really interesting mechanics and flavor that I don't see around a whole lot.
And wow, people are posting a lot very quickly. I'm going to try to go over a whole bunch more later so keep it coming.
Thanks for your feedback! I do have to mention though that Mass Dispel has draw a card attached to it, making a mass silence worth about 3 mana. I will decrease the stats on The Corn Stalker, but not as drastically as you suggested, because if there aren't any minions on the other side of the board, then it would be rendered completely useless. But all things considered, thank you for allowing me to use your old logo, it's really appreciated, especially since I'm no good at photoshop.
Yeah I took into consideration the card draw when I told you about the stat changes I also considered the fact that your opponent has around 3 or 4 minions at any given time Still I'm only one guy you should wait on feedback from others. Glad you like the logo
Okay, I know I haven't contributed to this thread at all, but I've been busy thinking about my own year. Any feedback would be appreciated and will be returned, including a new icon. Also, apologies to those who have something similar to me, especially linkblade91- I have a mechanic very similar to Encore. Now, without further ado...
THE YEAR OF THE FOX
Set 1: Shattrath: City of Secrets
At first glance, Shattrath City appears idyllic. Ruled by the divine naaru of the Sha'tar, the City of Light seems a gleaming bastion against evil. Beneath that unified façade, though, lies a bitter enmity. The city's two factions, the devout Aldor and the mystic Scryers, are at war for the favor of the Sha'tar and control of the city. Since their common allegiance keeps them from open warfare, they fight their battles with schemes and secrets, intrigue and espionage, each seeking an advantage over the other. Information is dearer than gold, secrets deadlier than any sword. And as the Light schemes against itself, a darker foe forms its own plots...
The new keyword Plan lets you form your own schemes, giving the information needed to, well, plan out future turns, and it promotes decision-making with the discard component. As the City of Secrets, Shattrath will also feature an emphasis on Secrets, including new Rogue Secrets. Information about, and manipulation of, the hand and deck will be prominent in the set's cards as well
Set 2: Discoveries in Dalaran
Not all learning has to be against someone, though. In Dalaran, Azeroth's capital of learning and research, the brightest minds in the land gather to make the next great breakthrough. Any and every field- magic, history, ice cream, you name it- is represented, and weird and wonderful experiments are carried out daily. The Light alone knows what kinds of wonders you'll see in the Violet Citadel's halls, and as the old saying goes, there's only one way to find out...
Knowledge builds upon itself, past discoveries informing new ones, and the Experiment keyword is no different. Most Experiment cards look like Modera; they perform an Experiment, leading to a unique result, and your future Experiments will replicate that result. Though most Experiments won't be as great as Modera's- she is an archmage- even small discoveries, when accumulated, can have a huge impact. In addition, the set will feature numerous funky build-around cards commemorating Dalaran's greatest breakthroughs.
Set 3: Azeroth's Last Stand
But all this talk of intrigue and learning is tiring. Let me tell you a truly thrilling tale, of a battle nearly unparalleled in scope, when Azeroth itself was at stake. An undead Scourge and demonic legions without number threatened to end all life on this world. The greatest heroes in Azeroth gathered to contend with them, and the war they fought was nothing short of legendary. Hear, now, of how our world struggled to survive, of the defeats it suffered, the victories it enjoyed, and the prices it paid to win them. All that remains now are the scars of their struggle and the tales of their deeds, so hear, and remember, so their memory can live on...
This expansion introduces the keyword Sortie, taking effect when a minion engages with another. It encourages trading and minion interaction as opposed to simply hitting face, leading to fights for control of the battlefield like those in the Third War. In addition, some of the greatest events of that war are commemorated with powerful Legendary spells, one for each class. But just as victory comes with a cost, these spells have significant drawbacks that you'll need to build around. Tactical positional cards and cards that draft 1/1 Rushing Soldiers for your hand will also be featured to further recreate those epic battles.
Hall of Fame Entries
Divine Favor- This has long been one of Hearthstone's least popular cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making it too strong against the control decks that it should be weak to.
Nozdormu- Though not exactly problematic for the meta, this Dragon Aspect has numerous problems with its design. It discourages strategizing, often leads to frustrating misplays, and can only really be used to cheat your opponent out of his/her turn. Such a card isn't something that we need to deal with.
I haven't decided on the third yet. Will edit in once I think of something.
Okay, I know I haven't contributed to this thread at all, but I've been busy thinking about my own year. Any feedback would be appreciated and will be returned, including a new icon. Also, apologies to those who have something similar to me, especially linkblade91- I have a mechanic very similar to Encore. Now, without further ado...
THE YEAR OF THE FOX
Set 1: Shattrath: City of Secrets
At first glance, Shattrath City appears idyllic. Ruled by the divine naaru of the Sha'tar, the City of Light seems a gleaming bastion against evil. Beneath that unified façade, though, lies a bitter enmity. The city's two factions, the devout Aldor and the mystic Scryers, are at war for the favor of the Sha'tar and control of the city. Since their common allegiance keeps them from open warfare, they fight their battles with schemes and secrets, intrigue and espionage, each seeking an advantage over the other. Information is dearer than gold, secrets deadlier than any sword. And as the Light schemes against itself, a darker foe forms its own plots...
The new keyword Plan lets you form your own schemes, giving the information needed to, well, plan out future turns, and it promotes decision-making with the discard component. As the City of Secrets, Shattrath will also feature an emphasis on Secrets, including new Rogue Secrets. Information about, and manipulation of, the hand and deck will be prominent in the set's cards as well
Set 2: Discoveries in Dalaran
Not all learning has to be against someone, though. In Dalaran, Azeroth's capital of learning and research, the brightest minds in the land gather to make the next great breakthrough. Any and every field- magic, history, ice cream, you name it- is represented, and weird and wonderful experiments are carried out daily. The Light alone knows what kinds of wonders you'll see in the Violet Citadel's halls, and as the old saying goes, there's only one way to find out...
Knowledge builds upon itself, past discoveries informing new ones, and the Experiment keyword is no different. Most Experiment cards look like Modera; they perform an Experiment, leading to a unique result, and your future Experiments will replicate that result. Though most Experiments won't be as great as Modera's- she is an archmage- even small discoveries, when accumulated, can have a huge impact. In addition, the set will feature numerous funky build-around cards commemorating Dalaran's greatest breakthroughs.
Set 3: Azeroth's Last Stand
But all this talk of intrigue and learning is tiring. Let me tell you a truly thrilling tale, of a battle nearly unparalleled in scope, when Azeroth itself was at stake. An undead Scourge and demonic legions without number threatened to end all life on this world. The greatest heroes in Azeroth gathered to contend with them, and the war they fought was nothing short of legendary. Hear, now, of how our world struggled to survive, of the defeats it suffered, the victories it enjoyed, and the prices it paid to win them. All that remains now are the scars of their struggle and the tales of their deeds, so hear, and remember, so their memory can live on...
This expansion introduces the keyword Sortie, taking effect when a minion engages with another. It encourages trading and minion interaction as opposed to simply hitting face, leading to fights for control of the battlefield like those in the Third War. In addition, some of the greatest events of that war are commemorated with powerful Legendary spells, one for each class. But just as victory comes with a cost, these spells have significant drawbacks that you'll need to build around. Tactical positional cards and cards that draft 1/1 Rushing Soldiers for your hand will also be featured to further recreate those epic battles.
Hall of Fame Entries
Divine Favor- This has long been one of Hearthstone's least popular cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making it too strong against the control decks that it should be weak to.
Nozdormu- Though not exactly problematic for the meta, this Dragon Aspect has numerous problems with its design. It discourages strategizing, often leads to frustrating misplays, and can only really be used to cheat your opponent out of his/her turn. Such a card isn't something that we need to deal with.
I haven't decided on the third yet. Will edit in once I think of something.
Hey, the symbol of the year doesn't show that much of a Fox.
Try using this one, if you want. I'll be giving you some feedback soon enough.
@Vilegloom That icon is great! And thanks in advance for your feedback, though I don't think I'll be able to return it until later tonight at the earliest.
Ok, here are only few first ideas, you can tell me what do you think about it. I'm writing from phone, so i can't do anything more than just WRITE
I didn't look at any cards or names from discussion or submission topic, so nothing is copied from anyone here. If there's something similar to someone's ideas - my apologies
Year name : Year of The Orc
First expansion: Rise of the Horde
In this expansion i want to use cleave mechanic for more cards, combining it with other effects. If someone doesn't know what cleave is: "Also deals damage to adjacent minions while attacking". Other thing is to make a new minion type - of course Orc. I'm thinking about their mechanic, and the only way is "If your opponent controls an Orc,..." but i'm not sure if i can create enough orcs with some drawback and spells/minions to give it to your opponent (for ideas of this mechanic look below)
Example: (6) 4/5 - Stealth, Cleave. After this kills a minion gain +1/+1
2nd example: (1) 0/5 - at the start of the turn, give this minion to your opponent, reduce its health by (1) and deal 2 damage to their hero [Orc] - yes, i know about some priest combos on wild with Potion of Madness, Divine Spirit, Inner Fire, etc. so 5 health is the most i can give this minion
3rd example (Druid spell): Me Smash! (4)Choose one: give a friendly Orc to your opponent and destroy it at the end of your next turn or take control of an enemy Orc until end of your turn
Second expansion: Rises and Falls of Hellscreams
Of course, this expansion is a story of Grommash Hellscream and his son, Garrosh Currently no ideas of mechanics or cards for this expansion
Edit: first idea, but not showing any core mechanics of the set: Kairozdormu - (8) 7/7 - Battlecry: Discover 3 cards your opponent played this game. They cost (0)
Next ideas - core mechanics this time - Victim and Sacrifice.
Victim - Deal damage to your hero for additional effect. Example: (6) 5/7Taunt. Victim (3): Gain +3 health
Sacrifice - similar to victim, but this minion deals damage to HIMSELF to gain additional effect. Example: (4) 2/5 Charge. Sacrifice (2): Gain +2 attack.
Second and third cards are the most simple examples of this mechanics, so i'll answer some questions: yes, there will be many interesting cards using this mechanics and yes, there will be some complicated and powerful cards using this mechanic
Third expansion: Lost Secrets of Dalaran
New mechanic: Runes
Each class gets a legendary minion with effect: Start of Game: Shuffle 5 [class name] Runes to your deck. Each class gets also exactly 2 cards supporting rune decks. All runes for one class have the same cost. Runes for different classes always have different cost.
Runes are poweful spells that have a stated effect (they can be secrets too) and draw a card
Example: Mage Legendary - Khadgar's Chosen: (8) 8/8 - Start of Game: Shuffle 5 Mage Runes to your deck
2nd example: Neutral Legendary - Khadgar, Mayor of Dalaran: (7) 5/6 - Battlecry: Draw and cast two runes from your deck (targets chosen randomly)
3rd example: (5) 1/1 - Battlecry: Gain +1/+1 and Spell Damage +1 for each Rune you played this game
Example of a rune: Arcane Rune (8) - Draw 4 cards and reduce their cost by (2). Then, draw a card
I'm waiting for feedback, it can be about anything (card names, balance, mechanics, spelling or card text, etc.)
Edit: (8) at the beginning of card text means, of course, that this card costs 8 mana; maybe someone didn't know it
Arena thingy expansion: I don't like this for rougly the same reasons as Sinti.
EDIT:
#1 Nice, but what's the central theme?
#2 Same as #1, also I believe the effect is called "Pierce". Allera is a literal OTK in Miracle rogue
#3 Meh. Be careful with titan art, there's almost none.
@Tomerick88
Weather & Terrains: I would only do one of those, don't overload your audience with new keywords. Good idea on paper, waiting for the execution.
Fate: Cut the colon on your Fate spells, it' redundant and makes your card look better. Looks nice, but maybe not enough for an expansion?
Pet: Calling such an effect "Pet" is super weird (is Bolf Ramshield a pet? lel). Give it another name like "Arcane Shield" or some shit. Same issue as the previous expansion, the card you gave as an example didn't conveince me.
@linkblade
ATT: Looks ok on paper, but I really think you should find a way around this restriction and show us a Burden with everything on it, because the two cards you've shown are random and don't showcase your expansion (Sha is broken btw). Looks like you've been hoist with by own petard with the token restriction :p
WSS: I like the Naga tribe mechanic, but not Challenge looks very underpowered.
M&M: Both mechanics look cool. I'd make Encore a simple, non-colon keyword like "Encore. Battlecry: Do X" or "Battlecry(Encore): Do X". Be careful about mech & music arts, there aren't many that could fit HS out there.
@Novexor
Andanus: Flavor is cool, concept is alright but not exceptional. Shorten the explanation on the keyword.
Neverending Nightmare: The concept could be cool but you should simplify it.
HvsU : Lacks a concept that makes it unique. Silverhandsome is a super standalone card though.
@Soulbattle
Troll expa: TOKENS!
Arcane Unbound: Too focused on mage. The idea is good, but I don't like the example Grimore (too complicated)
Sunwell: Alright, but not exceptional.
@Demonx(z)95
Nightmare Nether: Simplify the keyword textbox. Cards are good but do not like central mechanics.
Once upon...: Legacy looks like a weak mechanic.
Caverns of Time: Coll as it is
@Larry Moments
HOA: Looks alright.
PH: Possess is too complicated, and you can"t really build an expansion around it. I suggest you find a new mechanic.
MOTC: I think you should still have central mechanics. Also Mako Raider is a neutral Mindblast. Hunter and Mage with Mindblast is broken.
@ColinthePyro
Loa: I like the ideas of spells with tribes, but "Voodoo" doesn't sound like one. Also most Loas are already Beasts.
Trek: It's cool
Argus: Not convinced. The infuse cards you've shown is extremely underpowered. Also don't try to make discolock viable. Blizzard tried and didn't succeed.
@Wishmaster333
Dragonblight: Oh crap those equipment cards are like my gems
Stormwind: Except when put on Taunt minions, duelist does not sound exciting. Blood of The Ancient One uses "merge".
Veil: Same thing, on top of wording issues: "Restore 6 Health to hero" + "Gain 5 Armor".
@MurderyUnicorn
Ighaluk Crag: The mechanic you named "prophecy" is starting to be overdone...destroying mana crystals????
Pirates vs Ninja: Lol, love the flavor. The Ninja you showcased isn't cool enough though.
Black Temple: Love the Mana Shield mechanic!
@Nirast
Scourge of Iron: Looks cool and original! But it's gonna trigger some WoD PTSD in some of us
Curse of Flesh: That is... weird. Also there's the problem of lack of mech art.
Pirate stuff. I like the Vessel concept, but the rules about them must be simplified. Why not just make them hero cards that restore your previous hero when destroyed?
@Sillyraptor
Into the Outland: Looks cool.
Sea: Splash as a mechanic has issues. Not a fan.
Stranglethorn: There doesn't seem to be a central mechanic. Loquenahak is OP as fuck!
@freddoccino
Booty Bay: I don't get the point of resurgent. Your card is practically a 4mana 3/4 taunt?
Firelands Call: Ysera has the no-tokens-allowed issue. What's the general theme mechanically?
Wildhammer: Sleep looks weak. Be careful there isn't many WH art out there
More:
Rest sounds like a weak mechanic.
@Vilegloom
Tribes Royale: Nice. I'd put both effects under a single Muste. Draft doesn't make sense lore-wise. A human can't become a murloc!
Scholomance. Nice. Not sure I get how Blight works. Triggers each time you play a minion around it?
Wizz:Oh crap my Scryers have spell damage synergy too. More serioysly it's cool, and it's an aspect of you class I liked during CCC#4
@Viridian
I'll need one of those banners when I will be set on a creature pls
Great seas: Best expansion I've seen so far. Good job! Only criticism is that it should be precised on the keyword that the treasures are sorted by cost
Zandalari: Very good too
Sunwell: copied blizz lel damn I wish I knew how to use photoshop too!
Best year I've seen so far after mine
@thepowerofchoose
Pirates: Nice. I'd make the ships into actual dormant minions.
Lost in Time: Nice. This fade is an interesting mechanic.
Technodome: It's the Invoke mechanic from the Summoner from CCC#4. Also, same issue with mech arts
@Vision136
#1 Rummage is nearly-identical to Roast from my Chef class (check signature). You certainly had the idea independently of me, but I won't vote for this.
#2 The effect is unofficially called "forgetful" not sure you can build an expac around this
#3 Unseen is interesting. Good expac!
Alright, I've stopped in the middle of page 15. I will do the rest tomorrow (even tough it's already technically "tomorrow") alongside posting my own crap along the way
Also just a question for the mods, when it says no unique token generation what does that mean for cards that require a token? I'm a little confused and one of my keywords is predicated on creating a token creature attached to the specific card and i just didn't know if was okay to make cards for that.
Also just a question for the mods, when it says no unique token generation what does that mean for cards that require a token? I'm a little confused and one of my keywords is predicated on creating a token creature attached to the specific card and i just didn't know if was okay to make cards for that.
The rule means that of your 6 submission cards, none of them can make tokens. However if your keyword does make tokens (like Adapt) then you can show some or all of them. IMO I'd only show a few of it would have a lot to give the gist of it rather than overwhelm the viewers.
Arena thingy expansion: I don't like this for rougly the same reasons as Sinti.
EDIT:
#1 Nice, but what's the central theme?
#2 Same as #1, also I believe the effect is called "Pierce". Allera is a literal OTK in Miracle rogue
#3 Meh. Be careful with titan art, there's almost none.
@Tomerick88
Weather & Terrains: I would only do one of those, don't overload your audience with new keywords. Good idea on paper, waiting for the execution.
Fate: Cut the colon on your Fate spells, it' redundant and makes your card look better. Looks nice, but maybe not enough for an expansion?
Pet: Calling such an effect "Pet" is super weird (is Bolf Ramshield a pet? lel). Give it another name like "Arcane Shield" or some shit. Same issue as the previous expansion, the card you gave as an example didn't conveince me.
@linkblade
ATT: Looks ok on paper, but I really think you should find a way around this restriction and show us a Burden with everything on it, because the two cards you've shown are random and don't showcase your expansion (Sha is broken btw). Looks like you've been hoist with by own petard with the token restriction :p
WSS: I like the Naga tribe mechanic, but not Challenge looks very underpowered.
M&M: Both mechanics look cool. I'd make Encore a simple, non-colon keyword like "Encore. Battlecry: Do X" or "Battlecry(Encore): Do X". Be careful about mech & music arts, there aren't many that could fit HS out there.
@Novexor
Andanus: Flavor is cool, concept is alright but not exceptional. Shorten the explanation on the keyword.
Neverending Nightmare: The concept could be cool but you should simplify it.
HvsU : Lacks a concept that makes it unique. Silverhandsome is a super standalone card though.
@Soulbattle
Troll expa: TOKENS!
Arcane Unbound: Too focused on mage. The idea is good, but I don't like the example Grimore (too complicated)
Sunwell: Alright, but not exceptional.
@Demonx(z)95
Nightmare Nether: Simplify the keyword textbox. Cards are good but do not like central mechanics.
Once upon...: Legacy looks like a weak mechanic.
Caverns of Time: Coll as it is
@Larry Moments
HOA: Looks alright.
PH: Possess is too complicated, and you can"t really build an expansion around it. I suggest you find a new mechanic.
MOTC: I think you should still have central mechanics. Also Mako Raider is a neutral Mindblast. Hunter and Mage with Mindblast is broken.
@ColinthePyro
Loa: I like the ideas of spells with tribes, but "Voodoo" doesn't sound like one. Also most Loas are already Beasts.
Trek: It's cool
Argus: Not convinced. The infuse cards you've shown is extremely underpowered. Also don't try to make discolock viable. Blizzard tried and didn't succeed.
@Wishmaster333
Dragonblight: Oh crap those equipment cards are like my gems
Stormwind: Except when put on Taunt minions, duelist does not sound exciting. Blood of The Ancient One uses "merge".
Veil: Same thing, on top of wording issues: "Restore 6 Health to hero" + "Gain 5 Armor".
@MurderyUnicorn
Ighaluk Crag: The mechanic you named "prophecy" is starting to be overdone...destroying mana crystals????
Pirates vs Ninja: Lol, love the flavor. The Ninja you showcased isn't cool enough though.
Black Temple: Love the Mana Shield mechanic!
@Nirast
Scourge of Iron: Looks cool and original! But it's gonna trigger some WoD PTSD in some of us
Curse of Flesh: That is... weird. Also there's the problem of lack of mech art.
Pirate stuff. I like the Vessel concept, but the rules about them must be simplified. Why not just make them hero cards that restore your previous hero when destroyed?
@Sillyraptor
Into the Outland: Looks cool.
Sea: Splash as a mechanic has issues. Not a fan.
Stranglethorn: There doesn't seem to be a central mechanic. Loquenahak is OP as fuck!
@freddoccino
Booty Bay: I don't get the point of resurgent. Your card is practically a 4mana 3/4 taunt?
Firelands Call: Ysera has the no-tokens-allowed issue. What's the general theme mechanically?
Wildhammer: Sleep looks weak. Be careful there isn't many WH art out there
More:
Rest sounds like a weak mechanic.
@Vilegloom
Tribes Royale: Nice. I'd put both effects under a single Muste. Draft doesn't make sense lore-wise. A human can't become a murloc!
Scholomance. Nice. Not sure I get how Blight works. Triggers each time you play a minion around it?
Wizz:Oh crap my Scryers have spell damage synergy too. More serioysly it's cool, and it's an aspect of you class I liked during CCC#4
@Viridian
I'll need one of those banners when I will be set on a creature pls
Great seas: Best expansion I've seen so far. Good job! Only criticism is that it should be precised on the keyword that the treasures are sorted by cost
Zandalari: Very good too
Sunwell: copied blizz lel damn I wish I knew how to use photoshop too!
Best year I've seen so far after mine
@thepowerofchoose
Pirates: Nice. I'd make the ships into actual dormant minions.
Lost in Time: Nice. This fade is an interesting mechanic.
Technodome: It's the Invoke mechanic from the Summoner from CCC#4. Also, same issue with mech arts
@Vision136
#1 Rummage is nearly-identical to Roast from my Chef class (check signature). You certainly had the idea independently of me, but I won't vote for this.
#2 The effect is unofficially called "forgetful" not sure you can build an expac around this
#3 Unseen is interesting. Good expac!
Alright, I've stopped in the middle of page 15. I will do the rest tomorrow (even tough it's already technically "tomorrow") alongside posting my own crap along the way
I mean, if you think about it, does Draft actually not make sense? The whole thing is that they don't turn into that tribe, they get recruited by it.
I know many people say it doesn't make any sense, but I don't really want to ditch Draft as I think it can offer some cool cards.
Thoughts? By the way, I can make that Year Banner for you if you want as soon as you reveal the year or you tell me what it's about. Feedback's also coming.
ATT: Looks ok on paper, but I really think you should find a way around this restriction and show us a Burden with everything on it, because the two cards you've shown are random and don't showcase your expansion (Sha is broken btw). Looks like you've been hoist with by own petard with the token restriction :p
WSS: I like the Naga tribe mechanic, but not Challenge looks very underpowered.
M&M: Both mechanics look cool. I'd make Encore a simple, non-colon keyword like "Encore. Battlecry: Do X" or "Battlecry(Encore): Do X". Be careful about mech & music arts, there aren't many that could fit HS out there.
Thanks for that quick word. I'll try to reciprocate when the opportunity arises; kind of busy with some other non-HearthPwn stuff.
ATT (Now TWU) - Any suggestions how I'd get around the no-token rules? You're also looking at older stuff, by the way: I already dropped Warrior of Light, for example, and I spoke of the Paladin's Trial in a spoiler in my actual not-ready submission post. That's why I picked two Paladin cards: to hopefully shed some light on at least one of the Trials and the archetype it inspires. I can still drop Yrel for another Sha, if that would help.
WSS - Personally I think Challenge's value is harder to gauge in the theoretical. What's the empirical value of spying on a minion in your opponent's hand, using Challenge like you're playing Go Fish? What about the potential wherein the Challenge gets them to hold off on playing said minion, perhaps disrupting their combo? What about the potential for the Keyword's second part (the auto-attack) to act as a Rush-esque clear you set up in advance? Without actually being able to test it, I can't say for certain how good it actually is :/
M&M - Wouldn't pulling back on Encore to make it "Encore. Battlecry: X" cause its own problems? In particular, I'm worried that would mean I'd have to open up the definition such that it would repeat the last Battlecry instead of the last Encore, to make sense; that's a huge difference with major implications.
Edit: Okay, this is the Paladin's Trial card, and the Burden it produces (balance not finalized); I don't see how I can show the former without the latter, 'cause it's a pretty important token. Much like a Quest's Reward, you can't fully understand the Trial card without knowing about the penalty that comes with it.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Hey guys! I had a question, since I'm finishing the details of my set before submitting (probably tomorrow)
Would this be disqualified? I mean it has a token, but isn't necesary, since it should work like Deck of Wonders and so on.
Sorry it took longer than I expected: was looking for someone else to bounce the answer off of, yay or nay. Shadows and I agree that your base card explains it well enough that you can get by without the token.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I figured it out: I'll just reword the Trial card for now. The rules state that the example cards don't have to continue existing in their current form, so it's not even a subversion of the rules. Bam:
Crisis averted; I have a Trial card to show as an example. The obvious answers are the hardest for me >_>
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
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Can't do.
But i can make all the other phases 2 weeks if you like :P
I want a new title, but Flux won't let me have one,
You know how your expansion works better than i do, so i'll take your word for it when it comes to the cards.
Yeah, i'll see waht i do about the vessels. I was thinking of making a steampunk expansion where big cities move around, mortal engines style if you know the series (haven't actually read the book, so no spoilers!) instead of pirates, because a lot of people chose that theme, but i don't want to overdo it with the mechs, what do you think?
Well, this is awkward. I also chose the golem as my year symbol, but i might change it simply because of the fact that i don't really have any golems in (might change itto year of the mech or something). Your themes and cards seem to be fine for the most part, except for Corn Stalker. Mass Dispell costs 4 on its own, so if you take into account the added stats, it's basically 3 or 4 mana for 3/9. i'd make the card 3/4 at most, if your opponent has 4 minions, you'd get a 7/8 that silenced the opposing board. Also, here's my old logo if you want to use it:
You rly should think about the formating of your submissions guys, you are hurting each other in the end. You honestly think voters will read through all that "crap"? Not to mention when they r met with bunch of oversized images that get annoying after two submissions?
I dont mean to sound harsh, do make cool banners and write a back story, but dont take up three screens worth of space, use spoilers and smaller images. Not to mention the keywords, oh man ... if ppl have to read entire paragraphs of text to understand how your cards work ... yeah, thats not good.
I mean it's easy for me to talk from the side lines, i know very well it is a very hard job to make this content and you want to give it your best, but as i keep saying, know your audience. You are putting so much effort into this and it very well might be wasted, if you dont take these things into consideration as well. Im just trying to help you by pointing these things out, hope it will. Good luck to all of you ;-)
- Click Here To Join Us On Discord! -
So I redid a LOT of my original design for the expansions I had created; some cards stayed the same but mixed around; someone gave me some really good advice and I just couldn't pass up the thought so i'm remaking my post and putting the new stuff. Please let me know what you think! All cards will be in the spoilers as to not take up too much room on the page so please look through em! Newly introduced mechanics will be outside the spoiler so people can look at those.
Year of the Sporebat
The Green Hills of Stranglethorn
You have had the 'honor' of being recruited by the best of the best when it comes to tracking and hunting, the one, the only, Hemet Nesingwary! However, before you move on to more exotic locales, Hemet must test your mettle and send you on his hunts throughout the beautiful (and dangerous) land of Stranglethorn Vale! In this jungle landscape you will encounter dangerous beasts, lethal flora, crazy jungle trolls, greedy goblins, pirates, and more! Time to prove you're worthy to be in the presence of such a legendary hunter!
The newest addition to keywords is...
Hunts are a new keyword attached to legendary cards (of any kind; minion, hero, spell, or weapon). Once they are drawn the hunt is started, spawning a fearsome creature for your opponent that you have been ordered to destroy. Once the hunt has been fulfilled, the legendary card that the hunt is attached to may be played. The text on the card would read Hunt: 'Creature Name'; and the creature assigned to the hunt would be summoned on your opponents battlefield. If your opponents battlefield is full your opponents right most minion will be destroyed and replaced by the fearsome beast. Hunts do activate off of starting hand, so any hunt beginning in your hand will trigger immediately.
Also, an example of what these Hunt cards would look like I mocked up the mage one. The wording is a little strange and I am unsure as if I should label it as Hunt:--- and then Completed:--- but I still want the card to have to be cast after the hunt is finished.
(If anyone is unsure, this spell would add 5 additional crystals on top of the mages original 10; I may make Gi'resh a 7/7 in order to make this more balanced. Also, removing/sapping Gi'resh would NOT complete the hunt, as the only way the hunt is over is when the beast is destroyed.)
A few notes; I am unsure as to if Gan'zulah should give +1/+1 or if he's fine as is and should just change it to damaged minions. Jungle strider seems fine.
Hills Like White Elekk
Congratulations! You have proven yourself more than capable and get to accompany Hemet to hunt some more dangerous game; this time in the faraway land of Outland. Based from Nagrand, it's up to you to navigate the harsh terrain and discover beasts beyond your wildest dreams, strange new beings, and frightening new creatures. These new lands may just hold some surprising allies; and some even more surprising enemies. Just try not to get sucked into the nature scene! Literally, don't let it suck you in, I hear some of the plants eat people out here.
Another new keyword! (This is actually the same one I had before)
A minion only keyword like Battlecry and Deathrattle, Entrap is much like Battlecry but is more powerful and more conditional. These cards require you to be careful with your board positioning as one wrong move may lead to awesome successes or humiliating failures.
These are the same 2 cards I showcased earlier; I believe they are just as balanced as I had them before and don't need much tinkering. I may make the Bog Strider a rare or give it 2 attack instead of 1 because it feels a little weak still. Maybe i'll cut out the Bog Strider in exchange for a spell because I realized I didn't include ANY spells.
Big Bad Basin
You've proved yourself, time and time again. Now it's time for the ultimate bloodsport. The highest of honors when it comes to trophy hunting. The 'crem de la crem'. An all expense paid trip to Northrend to hunt the most dangerous of all creatures in Scholazar Basin alongside the one and only, Hemet Nesingwary. You'll encounter all sorts of bizarre hunts, new weird locals, giant people, amazi... wait giant people? How long have they been here? Well, just looks like you'll have to work on being a little personable and make some friends while you're on your hunts!
I am unsure as to if I will add a new keyword this expansion. I am stuck between coming up with a new one, giving each class a legendary Beast or Titan (what I prefer) or bringing quests back and giving each class a new unique quest (also would be cool). I would love to take suggestions on what people would think
I loved Loque'nahak and I think he's okay balance wise, strong enough to be included, but not strong enough to be overwhelming; Horrorjaw i'm not really sold on. I love the warlock motif of stealing stats from destruction and that'll probably be the class identity during the expansion; but I feel like this is way to powerful and warlock ALWAYS gets strong legendaries. Maybe i'll drop it to a 2/2 or up to 9 mana or something; or if people really like it i'll leave it.
I won't go through my Hall of Fame nominees because I feel like it's moot to talk about them because they're so personal it's hard to get people to agree on them. Everyone's is just so different for different reasons so I feel as long as I give explanation it'll mostly be accepted. If people really want to know my nominees i'll edit this post to include them.
Let me know what you guys think!
Weekly Card Design Competition 10.15
pls no
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Just a few quick things
I think this is a really cool mechanic, the flavor works well with the mechanics and I think the trade-off in power is pretty exciting. Something that is a concern is that these all require you to have other legendary minions -- which Hearthstone has only done in cases where you're guaranteed to have them: C'Thun, and Stalagg and Feugen. It would feel pretty bad to open one of these, and not have the respective legendary or even epic in the priest case. Also, I think it's good that they still do something in case something happens to either of them, but it seems like a bit much right now considering you don't get them if you do have the ritual. I think they could be closer to some combo cards in this respect.
Welcome to the club! You've got some pretty solid concepts for your expansions. Relentless is pretty unique considering how there are effects close to it but nothing quite exactly like it. I think the tooltip box for it could be condensed, for instance maybe something like 'if the enemy minion this attacks survives' and it could end with 'do something' like battlecry or deathrattle. Freya still seems a little weak to me, compared to Darkscale Healer, you pay 1 more for more healing and it to be repeated, but it has protocol. Do whatever with it, I just think it could be just a little stronger. Naj'entus seems good, the wording is clear but it feels like it could still be condensed in someway, maybe closer to Cave Hydra. Really cool effect though, that's pretty clever. I like the theme of Shattrath Preserver, it feels really fitting in pretty much every way. I would also say it could use a slight buff however. It should be relatively easy to play around and it doesn't get that much value until it proc's around twice or more. Overall really cool themes. You're touching on some really interesting mechanics and flavor that I don't see around a whole lot.
And wow, people are posting a lot very quickly. I'm going to try to go over a whole bunch more later so keep it coming.
Yeah I took into consideration the card draw when I told you about the stat changes I also considered the fact that your opponent has around 3 or 4 minions at any given time Still I'm only one guy you should wait on feedback from others. Glad you like the logo
Okay, I know I haven't contributed to this thread at all, but I've been busy thinking about my own year. Any feedback would be appreciated and will be returned, including a new icon. Also, apologies to those who have something similar to me, especially linkblade91- I have a mechanic very similar to Encore. Now, without further ado...
THE YEAR OF THE FOX
Set 1: Shattrath: City of Secrets
At first glance, Shattrath City appears idyllic. Ruled by the divine naaru of the Sha'tar, the City of Light seems a gleaming bastion against evil. Beneath that unified façade, though, lies a bitter enmity. The city's two factions, the devout Aldor and the mystic Scryers, are at war for the favor of the Sha'tar and control of the city. Since their common allegiance keeps them from open warfare, they fight their battles with schemes and secrets, intrigue and espionage, each seeking an advantage over the other. Information is dearer than gold, secrets deadlier than any sword. And as the Light schemes against itself, a darker foe forms its own plots...
The new keyword Plan lets you form your own schemes, giving the information needed to, well, plan out future turns, and it promotes decision-making with the discard component. As the City of Secrets, Shattrath will also feature an emphasis on Secrets, including new Rogue Secrets. Information about, and manipulation of, the hand and deck will be prominent in the set's cards as well
Set 2: Discoveries in Dalaran
Not all learning has to be against someone, though. In Dalaran, Azeroth's capital of learning and research, the brightest minds in the land gather to make the next great breakthrough. Any and every field- magic, history, ice cream, you name it- is represented, and weird and wonderful experiments are carried out daily. The Light alone knows what kinds of wonders you'll see in the Violet Citadel's halls, and as the old saying goes, there's only one way to find out...
Knowledge builds upon itself, past discoveries informing new ones, and the Experiment keyword is no different. Most Experiment cards look like Modera; they perform an Experiment, leading to a unique result, and your future Experiments will replicate that result. Though most Experiments won't be as great as Modera's- she is an archmage- even small discoveries, when accumulated, can have a huge impact. In addition, the set will feature numerous funky build-around cards commemorating Dalaran's greatest breakthroughs.
Set 3: Azeroth's Last Stand
But all this talk of intrigue and learning is tiring. Let me tell you a truly thrilling tale, of a battle nearly unparalleled in scope, when Azeroth itself was at stake. An undead Scourge and demonic legions without number threatened to end all life on this world. The greatest heroes in Azeroth gathered to contend with them, and the war they fought was nothing short of legendary. Hear, now, of how our world struggled to survive, of the defeats it suffered, the victories it enjoyed, and the prices it paid to win them. All that remains now are the scars of their struggle and the tales of their deeds, so hear, and remember, so their memory can live on...
This expansion introduces the keyword Sortie, taking effect when a minion engages with another. It encourages trading and minion interaction as opposed to simply hitting face, leading to fights for control of the battlefield like those in the Third War. In addition, some of the greatest events of that war are commemorated with powerful Legendary spells, one for each class. But just as victory comes with a cost, these spells have significant drawbacks that you'll need to build around. Tactical positional cards and cards that draft 1/1 Rushing Soldiers for your hand will also be featured to further recreate those epic battles.
Hall of Fame Entries
Divine Favor- This has long been one of Hearthstone's least popular cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making it too strong against the control decks that it should be weak to.
Nozdormu- Though not exactly problematic for the meta, this Dragon Aspect has numerous problems with its design. It discourages strategizing, often leads to frustrating misplays, and can only really be used to cheat your opponent out of his/her turn. Such a card isn't something that we need to deal with.
I haven't decided on the third yet. Will edit in once I think of something.
Hey, the symbol of the year doesn't show that much of a Fox.
Try using this one, if you want. I'll be giving you some feedback soon enough.
@Vilegloom That icon is great! And thanks in advance for your feedback, though I don't think I'll be able to return it until later tonight at the earliest.
Ok, here are only few first ideas, you can tell me what do you think about it. I'm writing from phone, so i can't do anything more than just WRITE
I didn't look at any cards or names from discussion or submission topic, so nothing is copied from anyone here. If there's something similar to someone's ideas - my apologies
Year name : Year of The Orc
First expansion: Rise of the Horde
In this expansion i want to use cleave mechanic for more cards, combining it with other effects. If someone doesn't know what cleave is: "Also deals damage to adjacent minions while attacking". Other thing is to make a new minion type - of course Orc. I'm thinking about their mechanic, and the only way is "If your opponent controls an Orc,..." but i'm not sure if i can create enough orcs with some drawback and spells/minions to give it to your opponent (for ideas of this mechanic look below)
Example: (6) 4/5 - Stealth, Cleave. After this kills a minion gain +1/+1
2nd example: (1) 0/5 - at the start of the turn, give this minion to your opponent, reduce its health by (1) and deal 2 damage to their hero [Orc] - yes, i know about some priest combos on wild with Potion of Madness, Divine Spirit, Inner Fire, etc. so 5 health is the most i can give this minion
3rd example (Druid spell): Me Smash! (4)Choose one: give a friendly Orc to your opponent and destroy it at the end of your next turn or take control of an enemy Orc until end of your turn
Second expansion: Rises and Falls of Hellscreams
Of course, this expansion is a story of Grommash Hellscream and his son, Garrosh Currently no ideas of mechanics or cards for this expansion
Edit: first idea, but not showing any core mechanics of the set: Kairozdormu - (8) 7/7 - Battlecry: Discover 3 cards your opponent played this game. They cost (0)
Next ideas - core mechanics this time - Victim and Sacrifice.
Victim - Deal damage to your hero for additional effect. Example: (6) 5/7Taunt. Victim (3): Gain +3 health
Sacrifice - similar to victim, but this minion deals damage to HIMSELF to gain additional effect. Example: (4) 2/5 Charge. Sacrifice (2): Gain +2 attack.
Second and third cards are the most simple examples of this mechanics, so i'll answer some questions: yes, there will be many interesting cards using this mechanics and yes, there will be some complicated and powerful cards using this mechanic
Third expansion: Lost Secrets of Dalaran
New mechanic: Runes
Each class gets a legendary minion with effect: Start of Game: Shuffle 5 [class name] Runes to your deck. Each class gets also exactly 2 cards supporting rune decks. All runes for one class have the same cost. Runes for different classes always have different cost.
Runes are poweful spells that have a stated effect (they can be secrets too) and draw a card
Example: Mage Legendary - Khadgar's Chosen: (8) 8/8 - Start of Game: Shuffle 5 Mage Runes to your deck
2nd example: Neutral Legendary - Khadgar, Mayor of Dalaran: (7) 5/6 - Battlecry: Draw and cast two runes from your deck (targets chosen randomly)
3rd example: (5) 1/1 - Battlecry: Gain +1/+1 and Spell Damage +1 for each Rune you played this game
Example of a rune: Arcane Rune (8) - Draw 4 cards and reduce their cost by (2). Then, draw a card
I'm waiting for feedback, it can be about anything (card names, balance, mechanics, spelling or card text, etc.)
Edit: (8) at the beginning of card text means, of course, that this card costs 8 mana; maybe someone didn't know it
VERY quick rewievs from all years so far
(I'm only going to comment fleshed-out ideas)
@waterwalker
Arena thingy expansion: I don't like this for rougly the same reasons as Sinti.EDIT:
@Tomerick88
@linkblade
@Novexor
@Soulbattle
@Demonx(z)95
@Larry Moments
@ColinthePyro
@Wishmaster333
@MurderyUnicorn
@Nirast
@Sillyraptor
@freddoccino
More:
Rest sounds like a weak mechanic.
@Vilegloom
Oh crap my Scryers have spell damage synergy too.More serioysly it's cool, and it's an aspect of you class I liked during CCC#4@Viridian
I'll need one of those banners when I will be set on a creature pls
copied blizz leldamn I wish I knew how to use photoshop too!Best year I've seen so far after mine
@thepowerofchoose
@Vision136
Alright, I've stopped in the middle of page 15. I will do the rest tomorrow (even tough it's already technically "tomorrow") alongside posting my own crap along the way
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Also just a question for the mods, when it says no unique token generation what does that mean for cards that require a token? I'm a little confused and one of my keywords is predicated on creating a token creature attached to the specific card and i just didn't know if was okay to make cards for that.
Weekly Card Design Competition 10.15
The rule means that of your 6 submission cards, none of them can make tokens. However if your keyword does make tokens (like Adapt) then you can show some or all of them. IMO I'd only show a few of it would have a lot to give the gist of it rather than overwhelm the viewers.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I mean, if you think about it, does Draft actually not make sense? The whole thing is that they don't turn into that tribe, they get recruited by it.
I know many people say it doesn't make any sense, but I don't really want to ditch Draft as I think it can offer some cool cards.
Thoughts? By the way, I can make that Year Banner for you if you want as soon as you reveal the year or you tell me what it's about. Feedback's also coming.
Hey guys! I had a question, since I'm finishing the details of my set before submitting (probably tomorrow)
Would this be disqualified? I mean it has a token, but isn't necesary, since it should work like Deck of Wonders and so on.
The joke is you.
Thanks for that quick word. I'll try to reciprocate when the opportunity arises; kind of busy with some other non-HearthPwn stuff.
ATT (Now TWU) - Any suggestions how I'd get around the no-token rules? You're also looking at older stuff, by the way: I already dropped Warrior of Light, for example, and I spoke of the Paladin's Trial in a spoiler in my actual not-ready submission post. That's why I picked two Paladin cards: to hopefully shed some light on at least one of the Trials and the archetype it inspires. I can still drop Yrel for another Sha, if that would help.
WSS - Personally I think Challenge's value is harder to gauge in the theoretical. What's the empirical value of spying on a minion in your opponent's hand, using Challenge like you're playing Go Fish? What about the potential wherein the Challenge gets them to hold off on playing said minion, perhaps disrupting their combo? What about the potential for the Keyword's second part (the auto-attack) to act as a Rush-esque clear you set up in advance? Without actually being able to test it, I can't say for certain how good it actually is :/
M&M - Wouldn't pulling back on Encore to make it "Encore. Battlecry: X" cause its own problems? In particular, I'm worried that would mean I'd have to open up the definition such that it would repeat the last Battlecry instead of the last Encore, to make sense; that's a huge difference with major implications.
Edit: Okay, this is the Paladin's Trial card, and the Burden it produces (balance not finalized); I don't see how I can show the former without the latter, 'cause it's a pretty important token. Much like a Quest's Reward, you can't fully understand the Trial card without knowing about the penalty that comes with it.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Sorry it took longer than I expected: was looking for someone else to bounce the answer off of, yay or nay. Shadows and I agree that your base card explains it well enough that you can get by without the token.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I figured it out: I'll just reword the Trial card for now. The rules state that the example cards don't have to continue existing in their current form, so it's not even a subversion of the rules. Bam:
Crisis averted; I have a Trial card to show as an example. The obvious answers are the hardest for me >_>
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3