@Jstt (Don't know if you'll see it here but I'll try anyway)
"-WIP (I'm a bit tired and it took me really long to create this so far. Since I can't save it somewhere else I just post it like this. I will create the third one!)"
Posting an entire Big Comp submission in full and getting everything just right is a heavy undertaking, but next time please don't post an incomplete entry with the intent to add a significant amount of content later. You're doing yourself a disservice by showcasing an incomplete product, and you're technically subverting our rules regarding edits. Editing in the Submission thread should be saved for much smaller stuff, like spelling/grammar mistakes, formatting issues, swapping out a card for a better-worded/more balanced version of it, etc.
A more appropriate move would have been to leave the tab open if possible, or post what parts you had done here in the Discussion thread, where half-realized stuff is part of the expectation. You could have then copy-paste'd it over to the Submission thread, touched it up and finished your entry at a later time.
I'm sorry and you're right... It's hard to think when you're really tired xD Next time I'm sure to do that! Thanks for the heads-up and the warning.
I've always liked the idea of multi-tribe decks, so Tribes Royale is exciting. Draft makes sense to me, though the name might be a problem for the Arena reason, especially if lots of people are taking issue. Maybe change it to Enlist or Conscript or something. Also, the letter 'T' is missing at the very beginning of the first spoiler.
The Scholomance is one of the most unique ideas I've seen. Not many people are doing undead, much less an undead school, and you managed to take a normally dark subject and make it kind of lighthearted. Academy Steward seems weak- compare Gnomish Inventor- but I guess it would depend on the context of the rest of the set. Sacrifice and Blight themselves aren't too original, but they still have plenty of interesting design space. Also, question: how would Blight work when multiple minions are summoned at the same time? Would they all become Blighted, or just the one?
Wizz-con is a pun, so automatic points there, and I also like the Spell Damage theme. Olaf Stoutstorm is especially interesting, though you might consider changing "can't Overload" to "don't Overload" to avoid confusion.
Not much else to say. Your themes are solid, and the example cards do a great job of showcasing the set's mechanics. I'd vote for this.
Thanks for the feedback! On that a few things:
You're the first one I've seen to get the flavour of Draft. I don't know if that's good or not.
Minions will only get Blighted if they're played, not summoned, next to a Blighted minion.
Glad you liked the icon :)
Onto yours:
Shattrath: City of Secrets
Though Plan is an interesting mechanic, very strategic for Hearthstone, I don't see how it would work. I get how it works, but I can't see it working in actual Hearthstone, especially with a lot of cards Planned . Maybe if you gave a visual example it'd be better.
Discoveries in Dalaran
I can't evaluate Experiment because there is nothing to. I get the idea, but I don't actuallt know what it does. What happens the first time you experiment? Is it like Discover? What follows?
Azeroth's Last Stand
Sortie is a nice keyword. Though, it triggers before hitting the minion, no? And since it's When it attacks, it only triggers one, correct?
@anyone, please review my year. It's below, in its nearly-final form, only before a few minor corrections (if they would be needed). Also PLEASE WRITE IF IT'S NOT TOO LONG AND IF IT ISN'T TOO HARD TO READ IT. That's important for me
Year Of The Orc
Hundred years ago, somewhere in the dark Universe there was a land called Draenor. Hundreds of Orcs lived there, forming small, and then bigger clans. Clans were meeting each other one time a year, during their sacred fest, Kosh'harg. During one of this fests began a story which lasts until today. Story of the mighty Horde...
1st Expansion: Rise of the Horde
In this world there was someone another. Someone mysterious. Draenei. They were trading resources with orcs, but they weren't friends (or enemies) Ner'zhul, supported by Gul'Dan called every single clan to fight together and destroy their "deadly enemy". They didn't know that Kil'Jaeden deceived them, offering unlimited power. Gul'Dan realised it too late, when he was left with nothing...
When the war began, orcs were only winning. One day, elements stopped listening to Shamans. They needed another help, and they got it. They got Warlocks, but not only them. Also creatures five times bigger then orcs joined their army. Look how strong are they!
These green creatures were unstoppable. Oh, wait. My memory is not that good as when i was young. Yes, green. They drank blood of a demon, awakening unstoppable rage inside them. They destroyed everything belonging to draenei on their path. So fast. Let's take a look, why
Now you see why did they won so fast. They could Cleave and also damage adjacent minions. But Cleave was only for mighty ones. Others were just drunk
Yes, they looked like this one. Even worse. (i can't show 7th card, so i only put image, which is going to be on this card, called Drunk Orc)
After draenei were defeated, rage was still inside orcs. They started to attack each other.
Now look at this new archetype of minions. If your enemy controls an orc, they do something special. Isn't it simple? And what's that Curse? Well, there wasn't enough food for all orcs on Draenor, because the planet was dying. During the war, crops didn't grow because noone could take care of them. Orcs were dying too. So this Curse destroys minions at the end of your next turn. Not at the start, it wouldn't be as powerful
Orcs had to run away from Draenor. But someone who drank the blood was going to free them from it's power, and rebuild the mighty Horde. And his son was going to nearly destroy it. Once again.
2nd expansion: Rises and Falls of Hellscreams
The Portal was opened on both sides. A wave of Orcs flooded Azeroth. They had their new home. But they found other, strange creatures here. They were smaller than orcs, thinner and white. Orcs began to fight with them. Every single person could become their prey, but even thousand humans killed couldn't stop their bloodlust. Look, how strong was it
After Stormwind fell down, humans started fighting brutally and stronger. They finally defeated Orcs and put them into special camps. Orgrimm Doomhammer sacrified his life to free Orcs from these camps, like Grommash did to free Orcs from Mannoroth's blood. That's what Heroes can do to make your minions stronger
After the Cataclysm began, Thrall had to save Azeroth, becoming new Aspect of Earth (together with other Shamans. He couldn't lead the Horde so he had to choose a new leader. Choice wasn't simple, but he finally chose Garrosh Hellscream. It probably wasn't the best choice possible...
3rd expansion: Lost Secrets of Dalaran
If Horde wasn't enough, next problem appeared soon. The Plague. Kel'Thuzad needed one of Medivh's tomes to summon his overlord, Archimonde. Defense of Dalaran fell down fast and Archimonde destroyed the city after he was summoned. Small pieces of mighty towers and arcane tomes got spread to nearby places.
After a few years an expedition found a cave. They got very deep into it and they found light. They came closer, curious what might it be. And they saw exactly 45 bright runes, 5 of each from 9 light colours. There were Runes of Fire, Ice, Arcanity, Forest, Wild, Blood and probably everything possible. What were this Runes? Probably pieces of Dalaran towers and fragments of knowledge from books stored in this city. How did they get there? I don't know. But i can tell you how can they get into your deck, and how do they work.
Many minions can feel their Magic Power or even control it, basing on their own power. For example, Khadgar can control it, and Blue Wyrm only feels it
Technical notes:
Sacrifice and Victim are NOT considered battlecries so cards like Brann Bronzebeard or Blubber Baron don't work with those mechanics.
Curse lasts until the END of your next turn to improve synergies with Orcs
I created my year "Year of the Wisp" and I have seen the custom year emblems by the others. Can someone please tell me how they got them and if you are able to make one and you read this message, do you also want to make one for me? :)
To Year of the Orc and Year of the Wisp above, you need an animal. Wisps are ghosts, specifically night elf spirits. Orcs are humanoid creatures, not animals.
I will voluntarily be light on explanations this time to test if my new mechanics are intuitive.
The Great Wars (TGW)
(renamed from "The Craft of war")
A small FAQ to answer previous feedback questions
Q: Aren't resources too complicated to obtain?
In my 45-cards expansion, there will be 4 neutral resource generators + one resource generator per class. A good Structure deck will of course need to play several resource generators to be consistent but hopefully the effects gained are worth it. Also, I will feature a card that can permanently generate resources each turn (spoiler: by replacing the hero power when the game starts) but I can't feature it here because of the no-tokens rule.
Q: Can Structures be removed? Isn't that a problem?
No. Like dormant cards (Sherazin, Seed, etc.), they can't be removed by normal effect but I plan to make one or two special cards to remove some of them. I know it's scary, but the effects are (I think) manageable and it's not like they can be played for free. A deck must be built around them to work!
Q: Do Structures take up a minion slot? Isn't that a problem?
Yes they do take up a minion slot but it would be a problem only in fringe cases. Even "swarm" decks rarely use all 7 minion slots and it's not like you'll play thousands of Structures either! Playable Structure decks would only need a few structures.
Scramble for Shattrath (SFS)
There will be 4 factions, each with its own Ring. Featured is Scryers
Rings are collectible. Yes, collectible neutral (though factional) spells! However, most of the time you'll generate your faction's Rings through other cards.
Unlike Gadgetzan gangs, all classes can use any faction, but two cards from different factions can't be in the same deck!
I need to choose between Voren'thal and Pilton. Yes, I know it should be "many" on Vorenthal, will fix it later.
Gordo's Gluttonous Feast (GGF)
Recipe is a spell-only keyword. After you played a Recipe spell, the recipe goes into your secret/quest slots. There's a counter for them like quests.
Resources and Structures aren't the most original things, but I think you do it in a unique way, and they're good ideas. It encourages unique deckbuilding and decision-making with respect to your resources. Right now, though, the expac seems solely about Resources/Structures. At least mentioning another mechanical or archetypal direction, maybe combining it with a Resource/Structure card, could help fill out the set a bit more. The current example cards are a bit plain, though their design is fine, and they demonstrate the mechanics well.
The new take on factions in SfS is neat, and I like the Rings a lot. I would go with Voren'thal. His is the more interesting design, I think, and it lets you show off something other than Rings. And the setting, of course, is brilliant.
As for GGF, a cooking-themed expansion is awesome. I'm unsure of how Recipe works; do you get the spell back, or just repeat the effect? I'm guessing the former for the sake of targeted effects, though it could be made clearer. Either way, the mechanic's flavorful (pun intended) and interesting. I'd show Flamewaiter because it's hilarious and, again, lets you show off something else.
To Year of the Orc and Year of the Wisp above, you need an animal. Wisps are ghosts, specifically night elf spirits. Orcs are humanoid creatures, not animals.
In the description in first post Orc is one of 100 example year names, so i think that it's not against the rules, but i may be wrong
To Year of the Orc and Year of the Wisp above, you need an animal. Wisps are ghosts, specifically night elf spirits. Orcs are humanoid creatures, not animals.
In the description in first post Orc is one of 100 example year names, so i think that it's not against the rules, but i may be wrong
Well if they don't want the animal rule to be a thing, fine. They might let it slide, but they aren't animals. I never looked at that list before, so I reckon I should.
And this is what I see at a glance for things that are not animals.
Not to mention you have Boogeyman (Not an animal to begin with) and Cerberus. They have never used a specifically named creature so I doubt it would happen.
I would definitely rule out Dragons, Silithid, Qiraji myself personally speaking. They are all super intelligent, have cultures, the insectoids have their own form of writing. As for Demon, it's really broad. There are some animalistic demons like Felhunters and some clearly not, like succubi, voidwalkers, etc. It's a mixed bag. Selkies are seals that can turn into humans, kinda weird.
It included more non-animals than animals. Now I actually don't know how hard this rule is. If the mods going to let non-animals slide by or be disqualified. I suppose that is up to the mods. I would say I guess wait until one of them confirms it, but as it stands to me there are a ton of things that aren't animals on the list.
To Year of the Orc and Year of the Wisp above, you need an animal. Wisps are ghosts, specifically night elf spirits. Orcs are humanoid creatures, not animals.
In the description in first post Orc is one of 100 example year names, so i think that it's not against the rules, but i may be wrong
A kraken isen't part of the Chinese Zodiac, and neither is a Raven. Do whatever you feel like, as long as it isn't offensive.
If Year of the Orc is what you want to do, or Year of the Human is. Then certainly go for it.
Public Mod Note
(Phoenixfeather):
Oooh... Year of the Wisp, spooky
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
I will voluntarily be light on explanations this time to test if my new mechanics are intuitive.
The Great Wars (TGW)
(renamed from "The Craft of war")
A small FAQ to answer previous feedback questions
Q: Aren't resources too complicated to obtain?
In my 45-cards expansion, there will be 4 neutral resource generators + one resource generator per class. A good Structure deck will of course need to play several resource generators to be consistent but hopefully the effects gained are worth it. Also, I will feature a card that can permanently generate resources each turn (spoiler: by replacing the hero power when the game starts) but I can't feature it here because of the no-tokens rule.
Q: Can Structures be removed? Isn't that a problem?
No. Like dormant cards (Sherazin, Seed, etc.), they can't be removed by normal effect but I plan to make one or two special cards to remove some of them. I know it's scary, but the effects are (I think) manageable and it's not like they can be played for free. A deck must be built around them to work!
Q: Do Structures take up a minion slot? Isn't that a problem?
Yes they do take up a minion slot but it would be a problem only in fringe cases. Even "swarm" decks rarely use all 7 minion slots and it's not like you'll play thousands of Structures either! Playable Structure decks would only need a few structures.
Scramble for Shattrath (SFS)
There will be 4 factions, each with its own Ring. Featured is Scryers
Rings are collectible. Yes, collectible neutral (though factional) spells! However, most of the time you'll generate your faction's Rings through other cards.
Unlike Gadgetzan gangs, all classes can use any faction, but two cards from different factions can't be in the same deck!
I need to choose between Voren'thal and Pilton. Yes, I know it should be "many" on Vorenthal, will fix it later.
Gordo's Gluttonous Feast (GGF)
Recipe is a spell-only keyword. After you played a Recipe spell, the recipe goes into your secret/quest slots. There's a counter for them like quests.
Resources and Structures aren't the most original things, but I think you do it in a unique way, and they're good ideas. It encourages unique deckbuilding and decision-making with respect to your resources. Right now, though, the expac seems solely about Resources/Structures. At least mentioning another mechanical or archetypal direction, maybe combining it with a Resource/Structure card, could help fill out the set a bit more. The current example cards are a bit plain, though their design is fine, and they demonstrate the mechanics well.
The new take on factions in SfS is neat, and I like the Rings a lot. I would go with Voren'thal. His is the more interesting design, I think, and it lets you show off something other than Rings. And the setting, of course, is brilliant.
As for GGF, a cooking-themed expansion is awesome. I'm unsure of how Recipe works; do you get the spell back, or just repeat the effect? I'm guessing the former for the sake of targeted effects, though it could be made clearer. Either way, the mechanic's flavorful (pun intended) and interesting. I'd show Flamewaiter because it's hilarious and, again, lets you show off something else.
Thanks for feedback! For the recipes, it's indeed the former. I guess I should make it clearer on the keyword.
As for Structures, I have others in store.
Are those any better? There's some kind of buildaround required for them
Alright, I made some edits to my previous ideas and I'm hoping that these are a little bit better:
So I changed Rummage to something different then mill, and edited the card containing it accordingly:
I originally had Rummaging Tigermuch stronger than Toshley, then remembered that there's a lot of value in Spare Parts. I'm hoping that the new version of Rummage is a little bit more fun than the previous version.
Next, in expansion #2, I'm going to be changing the name at some point, since Mech's of the Maize just doesn't seem like a solid enough expansion idea. I'm still working on something to set this expansion apart from other ones, because I don't think that Mech synergy alone is enough to make a viable expansion around. I did edit my previous cards from this expansion though, so they should be more balanced:
I do have to admit, I am excited that I'm doing this, it's really fun receiving feedback, and working on a bunch of new ideas, and the support that others have been giving me is amazing. Just wanted to put that out there, and I'd love to hear your feedback on my revised ideas.
My year is finished, card images will be done on Sunday. I only have to think about an epilogue, and try to shorten it where possible. I can "trade" with someone who could reviev my year, tomorrow i have time for other years' revievs, and i can reviev this person's year.
Edit: anyone who does year icons, could you make a Year of the Orc icon, please. It can be just a common SMOrc emote on it
Alright, I made some edits to my previous ideas and I'm hoping that these are a little bit better:
So I changed Rummage to something different then mill, and edited the card containing it accordingly:
I originally had Rummaging Tigermuch stronger than Toshley, then remembered that there's a lot of value in Spare Parts. I'm hoping that the new version of Rummage is a little bit more fun than the previous version.
Next, in expansion #2, I'm going to be changing the name at some point, since Mech's of the Maize just doesn't seem like a solid enough expansion idea. I'm still working on something to set this expansion apart from other ones, because I don't think that Mech synergy alone is enough to make a viable expansion around. I did edit my previous cards from this expansion though, so they should be more balanced:
I do have to admit, I am excited that I'm doing this, it's really fun receiving feedback, and working on a bunch of new ideas, and the support that others have been giving me is amazing. Just wanted to put that out there, and I'd love to hear your feedback on my revised ideas.
Totally on board for Rummage being related to Spare Parts, but I'm quite biased given my enjoyment of the Mech tribe and the fact that I'm doing my own thing with Spare Parts hehe ^_^
Edit: I don't remember what cards you were planning to rotate (I don't have time to check right now), but if you're bringing back Spare Parts you might want to do what I'm doing and consider giving Gadgetzan Auctioneer the boot to Wild. He'll dominate your expansion otherwise.
I think Expansion #2 can still be Mech-focused, if you found a way to take advantage of those Spare Parts you'd been generating from the previous expansion to help enrich its thematic and mechanical identity. Maybe something like "you've collected all of this junk from the jungle, but now it has formed together into trash-mech monsters! Rise of the Mecha-Zombies! D:" *shrugs* Just throwin' out ideas.
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
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
Set Fire to the Rain
Everything was fine on Azeroth. Ahune the Frostlord was chilling in the hail, and Neptulon the Tidehunter was cooling in the rain. But everything changed when the fire Elementals attacked! They didn't want none of those weird weather types, with weak arguments such as "It's literally killing us" and "We're already at the borderline of extinction after the many times' adventures murdered us". Truly pathetic.
The expansion includes two new Weather Keywords. Weathers are basically "aura effects" that lasts for an amount of turns that is descriped on the cards that summon the weathers. At the end of each players turn, this counter goes down by 1, and does its special effects. Those include:
Rain works as a Board preserving effect, that will likely see play in faster decks than Hail, as it enforces Board control, instead of destroying it.
Hail works as a control effect, that diminishes board control, at the cost of a bit of Health, and some trouble keeping board control yourself.
The Fire Elementals want none of those tho, so they remove the Weather, and gains a bonus when they do. It functions both as tech cards against weather decks, but also as a quick strong effect for Weather decks.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.
The expansion features a new keyword, and a new type of cards. Stitched cards! For those that does not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!
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 Pictures
From the creators of movies such as "They came from beyond the moon" and "Six-Gun Killer", comes a hearthstone expansion unlike any other. The studio, that originally came from Overwatch invites YOU! to come see everything behind the scenes.
We'll bring it to life with a brand new keyword, that will be featured in a most legendary of manners.
Script is the new one type of keyword. 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.
Another prominent feature for the expansion, is hand positioning cards. Some cards will care about being left-most in your hand (Basically your oldest cards), and Right-Most in hand (Which is basically your latest drawn cards).
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competion and your invaluable feedback.
I will voluntarily be light on explanations this time to test if my new mechanics are intuitive.
The Great Wars (TGW)
(renamed from "The Craft of war")
A small FAQ to answer previous feedback questions
Q: Aren't resources too complicated to obtain?
In my 45-cards expansion, there will be 4 neutral resource generators + one resource generator per class. A good Structure deck will of course need to play several resource generators to be consistent but hopefully the effects gained are worth it. Also, I will feature a card that can permanently generate resources each turn (spoiler: by replacing the hero power when the game starts) but I can't feature it here because of the no-tokens rule.
Q: Can Structures be removed? Isn't that a problem?
No. Like dormant cards (Sherazin, Seed, etc.), they can't be removed by normal effect but I plan to make one or two special cards to remove some of them. I know it's scary, but the effects are (I think) manageable and it's not like they can be played for free. A deck must be built around them to work!
Q: Do Structures take up a minion slot? Isn't that a problem?
Yes they do take up a minion slot but it would be a problem only in fringe cases. Even "swarm" decks rarely use all 7 minion slots and it's not like you'll play thousands of Structures either! Playable Structure decks would only need a few structures.
Scramble for Shattrath (SFS)
There will be 4 factions, each with its own Ring. Featured is Scryers
Rings are collectible. Yes, collectible neutral (though factional) spells! However, most of the time you'll generate your faction's Rings through other cards.
Unlike Gadgetzan gangs, all classes can use any faction, but two cards from different factions can't be in the same deck!
I need to choose between Voren'thal and Pilton. Yes, I know it should be "many" on Vorenthal, will fix it later.
Gordo's Gluttonous Feast (GGF)
Recipe is a spell-only keyword. After you played a Recipe spell, the recipe goes into your secret/quest slots. There's a counter for them like quests.
Resources and Structures aren't the most original things, but I think you do it in a unique way, and they're good ideas. It encourages unique deckbuilding and decision-making with respect to your resources. Right now, though, the expac seems solely about Resources/Structures. At least mentioning another mechanical or archetypal direction, maybe combining it with a Resource/Structure card, could help fill out the set a bit more. The current example cards are a bit plain, though their design is fine, and they demonstrate the mechanics well.
The new take on factions in SfS is neat, and I like the Rings a lot. I would go with Voren'thal. His is the more interesting design, I think, and it lets you show off something other than Rings. And the setting, of course, is brilliant.
As for GGF, a cooking-themed expansion is awesome. I'm unsure of how Recipe works; do you get the spell back, or just repeat the effect? I'm guessing the former for the sake of targeted effects, though it could be made clearer. Either way, the mechanic's flavorful (pun intended) and interesting. I'd show Flamewaiter because it's hilarious and, again, lets you show off something else.
Thanks for feedback! For the recipes, it's indeed the former. I guess I should make it clearer on the keyword.
As for Structures, I have others in store.
Are those any better? There's some kind of buildaround required for them
Yeah, those are better. My gut says The Dark Portal, though some might still be sore over Cubelock, and it feels odd -to me at least - to bring back Recruit without it being confirmed evergreen. Forge isn't as flashy, but it would be the safer option, I think.
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
Set Fire to the Rain
Everything was fine on Azeroth. Ahune the Frostlord was chilling in the hail, and Neptulon the Tidehunter was cooling in the rain. But everything changed when the fire Elementals attacked! They didn't want none of those weird weather types, with weak arguments such as "It's literally killing us" and "We're already at the borderline of extinction after the many times' adventures murdered us". Truly pathetic.
The expansion includes two new Weather Keywords. Weathers are basically "aura effects" that lasts for an amount of turns that is descriped on the cards that summon the weathers. At the end of each players turn, this counter goes down by 1, and does its special effects. Those include:
Rain works as a Board preserving effect, that will likely see play in faster decks than Hail, as it enforces Board control, instead of destroying it.
Hail works as a control effect, that diminishes board control, at the cost of a bit of Health, and some trouble keeping board control yourself.
The Fire Elementals want none of those tho, so they remove the Weather, and gains a bonus when they do. It functions both as tech cards against weather decks, but also as a quick strong effect for Weather decks.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.
The expansion features a new keyword, and a new type of cards. Stitched cards! For those that does not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!
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 Pictures
From the creators of movies such as "They came from beyond the moon" and "Six-Gun Killer", comes a hearthstone expansion unlike any other. The studio, that originally came from Overwatch invites YOU! to come see everything behind the scenes.
We'll bring it to life with a brand new keyword, that will be featured in a most legendary of manners.
Script is the new one type of keyword. 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.
Another prominent feature for the expansion, is hand positioning cards. Some cards will care about being left-most in your hand (Basically your oldest cards), and Right-Most in hand (Which is basically your latest drawn cards).
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competion and your invaluable feedback.
Mentioned this before, but I'll mention it again, image quality. Weather effects are interesting, but they have very limited design space, although I suppose that didn't stop Gwent from doing the same thing.
Just to make sure we're on the same page, Sharpshooter effects the left-most card that's a spell, and the spell doesn't have to be the left-most card. So, even if there are some cards to the left of that spell, as long as none of them are spells, it gains the bonus, right? Also, how would it work with Secrets like Snipe or Explosive Trap?
Alright, I think I figured out my second expansion and it's keyword, and although it is similar to other peoples keywords, this makes a lot of sense with my expansion as a whole.
I know that Reap is the exact same as a few other keywords that were already submitted, but I think that it really fits the expansion well. Any feedback on this last idea is appreciated, because I'm planning on finalizing my post tomorrow and actually posting it.
Edit: Derp, forgot to actually put down that my second expansion is still Mech's of the Maize, and that it's meant to be kind of farm/cult/mech related.
@anyone, please review my year. It's below, in its nearly-final form, only before a few minor corrections (if they would be needed). Also PLEASE WRITE IF IT'S NOT TOO LONG AND IF IT ISN'T TOO HARD TO READ IT. That's important for me
Reminder!!! I'm writing from phone, so i can't paste any images, bold text or even change font.
YEAR OF THE ORC
Y'er been on a journey for the whole year. Relax. Stay a while and listen!
Hundred years ago, somewhere in the dark Universe there was a land called Draenor. Hundreds of Orcs lived there, forming small, and then bigger clans. Clans were meeting each other one time a year, during their sacred fest, Kosh'harg. During one of this fests began a story which lasts until today. Story of the mighty Horde...
1st Expansion: RISE OF THE HORDE
(...)
In this world there was someone another. Someone mysterious. Draenei. They were trading resources with orcs, but they weren't friends (or enemies) Ner'zhul, supported by Gul'Dan called every single clan to fight together and destroy their "deadly enemy". They didn't know that Kil'Jaeden deceived them, offering unlimited power. Gul'Dan realised it too late, when he was left with nothing...
When the war began, orcs were only winning. One day, elements stopped listening to Shamans. They needed another help, and they got it. They got Warlocks, but not only them. Also creatures five times bigger then orcs joined their army. Oh, look how strong are they!
(Druid card)
Me Smash! (4) - Choose one: Take control of an enemy Orc until the end of your turn or give a friendly Orc to your opponent and Curse him.
Oooh! Curse! What's this? And why would you give a friend to your enemy? Wait a while...
These green creatures were unstoppable. Oh, wait. My memory is not that good as when i was young. Yes, green. They drank blood of a demon, also awakening unstoppable rage inside them. They destroyed everything belonging to draenei on their path. So fast. Let's take a look, why
(Warrior card)
Grommash, the Posessed. (6) 4/5 - Cleave. Rush. After this attacks and kills a minion, gain +1/+1
Now you see why did they won so fast. They could Cleave and also damage adjacent minions. But Cleave was only for mighty ones. Others were just drunk
(Warlock card)
Drunk Orc (1) 0/5 - at the start of your give this minion to your opponent. It loses 1 health and deals 2 damage to your hero.
But after draenei were defeated, rage was still inside orcs. They started to attack each other.
Now look at this new archetype of minions. If your enemy controls an orc, they do something special. Isn't it simple? And what's that Curse? Well, there wasn't enough food for all orcs on Draenor, because the planet was dying. During the war, crops didn't grow because noone could take care of them. Orcs were dying too. So this Curse destroys minions at the end of your next turn. Not at the start, it would be too complicated. And not that powerful
Orcs had to run away from Draenor. But someone who drank the blood was going to free them from it's power, and rebuild the mighty Horde. And his son was going to nearly destroy it. Once again.
2nd expansion: RISES AND FALLS OF HELLSCREAMS
The Portal was opened on both sides. A wave of Orcs flooded Azeroth. They had their new home. But they found other, strange creatures here. They were smaller than orcs, thinner and white. Orcs began to fight with them. Every single person could become their victim for powers, which Orcs believed in. Look how strong is this mechanic
Victim - minion can deal (X) damage to himself to gain a special bonus (also for other minions)
Example - (4) 4/4 - Victim (3): Give your minions +1 attack
After Stormwind fell down, humans started fighting brutally and stronger. They finally defeated Orcs and put them into special camps. Orgrimm Doomhammer sacrified his life to free Orcs from these camps, like Grommash did to free Orcs from Mannoroth's blood. That's what Heroes can do to make your minions stronger
Sacrifice: Deal (X) damage to your Hero for a special bonus
Example: (6) 5/7 -Taunt. Sacrifice (3): Gain +3 Health
(...)
After the Cataclysm began, Thrall had to save Azeroth, becoming new Aspect of Earth (together with other Shamans. He couldn't lead the Horde so he had to choose a new leader. Choice wasn't simple, but he finally chose Garrosh Hellscream. It probably wasn't the best choice possible...
3rd expansion: LOST SECRETS OF DALARAN
If Horde wasn't enough, next problem appeared soon. The Plague. Kel'Thuzad needed one of Medivh's tomes to summon his overlord, Archimonde. Defense of Dalaran fell down fast and Archimonde destroyed the city after he was summoned. Small pieces of mighty towers and arcane tomes got spread to nearby places.
After a few years an expedition found a cave. They got very deep into it and they found light. They came closer, curious what might it be. And they saw exactly 45 bright runes, 5 of each from 9 light colours. There were Runes of Fire, Ice, Arcanity, Forest, Wild, Blood and probably everything possible. What were this Runes? Probably pieces of Dalaran towers and fragments of knowledge from books stored in this city.
How did they get there? I don't know. But i know how can they get into your deck and how do they work. Each class gets a legendary which shuffles 5 Runes (with this class's colour) into your deck. Each class has a different cost of these Runes, but they all cost the same for a single class.
Many minions can feel their Magic Power or even control it, basing on their own power.
For example, Khadgar can control it
Khadgar, Mayor of Dalaran - (6) 5/5 - Battlecry: Draw and cast two runes from your deck (targets chosen randomly).
And Blue Wyrm only feels it
Blue Wyrm - (5) 1/1 - Battlecry: Gain +1/+1 for each Rune you cast this game
Edit: i'll finish it later because now i have no time (and i also want to rest a while)
Technical notes:
Sacrifice and Victim are NOT considered battlecries so cards like Brann Bronzebeard or Blubber Baron don't work with those mechanics.
Curse lasts until the END of your next turn to improve synergies with Orcs
You've really done a great job going into the description for everything. I imagine with the images it would be a lot more digestible, and make the story bits stand out more prominently. As of now they flow into the revelation of the cards very well. Something you might want to be careful of is the thematic similarity between the first two expansions. The mechanics are different enough, but it's important to be able to tell one card comes from one expansion vs the other. I don't know if you plan on the Orc tag being retroactively applied, for instance Warsong Commander would have it, when the syngery seems pretty specific and unique to your expansion, as well as Orcs being a pretty big race in general. If it's not the case, I would suggest something like "Chaos Orc" which goes well with the theme of them having drank the blood. I would say all your example cards seem simple enough, and give a good idea of the value of these effects. This may be an instance of there not yet being images, but some of the class cards don't feel particularly connected to their class, except for the mechanics of the card. Sometimes it's enough, but it's something to think about. I like the flavor of the third expansion. It feels like a good direction behind the other two expansions. And finally, on the choice of Orc for the year's 'animal', I don't really have a problem with it, but if you're looking for other suggestions you could have an animal tied closely to orcs, such as kodos or dire wolves. I'd like to see how this turns out with everything finalized.
The Year of the Tortoise has come to the tavern! And with it, three expansions (loosely) related to this ancient reptile.
THE ALIGNMENT
Something unsual is happening in the skies: Azeroth, Draenor and many other planets are forming a perfect line. This strange phenomenon has made several constellations take a physicall form, and they are ready to join the battle!
But that's not all! At the very same time, the few Eredar that did not succumb to the mischeavous forces of Sargeras, now known as Draenei, are escaping Argus to find a new home. Will they succeed?
Of course, if not positioned correctly, constellations are just stars. So, in this expansion, positioning will be really important. Both adjacent minions and opposing ones will be important, so be careful!
What does this expansion have to do with tortoises, you ask? Well, ancient cosmologies used to believe that the Earth was resting over an infinite pile of turtles. So, expect a Tortoise with a planet in her back to be in this expansion.
DEPTHS OF THE GREAT SEA
There's an old Tauren saying: "Only by looking at the infinite calm of the Great Sea you can know who you really are".
It's not as calm as they say, however! Countless dangers lie in the bottom of this huge mass of salty water: enormous beasts whose weird aspect is only matched by their ferocity, sunken temples with ancient curses waiting to be awaken, fearsome nagas plotting to get their revenge and, well... there are murlocs too.
This expansion features the keyword Dive. When you Dive, your hero will be covered in bubbles until the start of your next turn. By itself, this does nothing, but you can use it to activate certain effects.
Tortoises live underwater. Pretty obvious in this case.
PATHS OF DESTINY
The astronomers of Azeroth discovered something terrible: a great Fel Meteor was leading directly towards their world. The Horde and the Alliance stoped their fights, and the best socerers of both factions worked together in order to stop the catastrophe. All their work was sterile, as the deadly comet finally fell over the planet.
Its impact was so great that it broke the space-time continuum and generated multiple timelines. In some of them, all life in Azeroth was forever extinguished. In others, the few survivors were devoured by the countless hordes of Felhounds that emerged of the meteor. In a bunch of timelines, however, some heroes met their Fate and assured that Azeroth had a Future.
This expansion features two keyword that are closely related: Fate and Future. It works similar to Quests: when a minion mets the requirement indicated by their Fate, they transform into the minion described by their Future.
It also works for Hero cards: when you play a Hero with Fate, it does nothing. It's only after you meet the requirements that you transform. So, it's kind of a Quest with a Hero card as reward, except that you play the reward right away and doesn't start in your hand.
Tortoises live very long and this expansion is about future.
Nice job connecting everything to your animal. I think the first expansion has a lot going for it thematically, to support its lack of a keyword (which is totally fine, a good thing even imo). I would say make sure the specific mechanics, like positioning, get enough support. Your example cards reflect this. I like both of them and I think they give a good idea of what's coming. You may want to consider talking about them briefly just because I feel like the use of their abilities could be easy to miss. Diving is cool, good examples. And I think the little blurb about the theme of the expansion goes a long way considering both example cards show off the keyword in its two uses. I would say Hammerhead could be a 5/5 because of its condition. Hero cards from a different time — very cool, although Hero cards technically break the no unique tokens rule, with their Hero Power. I think it would be fine to just mention your plan with them and how fate could be used with them as well as minions, since your other example also shows Fate/Future. Also, it was not immediately clear to me that Charge was significant on the Apprentice because Future means they transform. It's clear enough in the description, but maybe a little reiteration here after the cards are shown. Overall some really neat mechanics and a good diversity of plans.
Thanks for feedback! For the recipes, it's indeed the former. I guess I should make it clearer on the keyword.
As for Structures, I have others in store.
Are those any better? There's some kind of buildaround required for them
The Dark Portal is pretty iconic, but as mentioned it feels a little to close to what's already in the game. Since the effect is repeated and the thing's permanent I imagine the deck would look different as you'd want more demons, but if you don't have plans for changing it maybe just touch a little on it since I think most people will have that association. That being said, I don't personally feel like the structure you had before was a bad example; it gave a good idea of the power level which I think for something as unique as structures is particularly important to show. Coming out with the big flashier example might not have the same effect, even though it's scaled appropriately.
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
Set Fire to the Rain
Everything was fine on Azeroth. Ahune the Frostlord was chilling in the hail, and Neptulon the Tidehunter was cooling in the rain. But everything changed when the fire Elementals attacked! They didn't want none of those weird weather types, with weak arguments such as "It's literally killing us" and "We're already at the borderline of extinction after the many times' adventures murdered us". Truly pathetic.
The expansion includes two new Weather Keywords. Weathers are basically "aura effects" that lasts for an amount of turns that is descriped on the cards that summon the weathers. At the end of each players turn, this counter goes down by 1, and does its special effects. Those include:
Rain works as a Board preserving effect, that will likely see play in faster decks than Hail, as it enforces Board control, instead of destroying it.
Hail works as a control effect, that diminishes board control, at the cost of a bit of Health, and some trouble keeping board control yourself.
The Fire Elementals want none of those tho, so they remove the Weather, and gains a bonus when they do. It functions both as tech cards against weather decks, but also as a quick strong effect for Weather decks.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.
The expansion features a new keyword, and a new type of cards. Stitched cards! For those that does not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!
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 Pictures
From the creators of movies such as "They came from beyond the moon" and "Six-Gun Killer", comes a hearthstone expansion unlike any other. The studio, that originally came from Overwatch invites YOU! to come see everything behind the scenes.
We'll bring it to life with a brand new keyword, that will be featured in a most legendary of manners.
Script is the new one type of keyword. 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.
Another prominent feature for the expansion, is hand positioning cards. Some cards will care about being left-most in your hand (Basically your oldest cards), and Right-Most in hand (Which is basically your latest drawn cards).
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competion and your invaluable feedback.
A Chimaera's pretty clever, although I'm compelled to point out that chimaeras in WoW are kinda different. Not a huge deal. I think Weathers are a good direction of aura effects, seeing as the implementation could go in any of many ways. I'm not sure if it's mentioned, but does on cancel the other? As for the examples, Hailmaker does a good job showing the value, although it is specific to the three turns as well as Hail. I don't think the power level is something that's critical to display in this case. I like that Weather Wrecker actually has subtle synergy with weather effects. War/Peace is a cool duality effect. I think Border Patrol is actually a really strong example in this case to suggest its use is more "what do I need in this match-up?" vs "I want to play a peace deck," if that makes any sense. Just shores up what could make a big difference in the design of the keyword. Cervidae looks like good value, makes sense thematically as well as mechanically. But not a beast? Goldshire is a fun idea. There are a couple of ways I think you could go about selling it. It might just be me but bringing up the Overwatch connection puts it a little out of place, rather than something like the two movie titles and being able to go "I see what you're doing." Kind of a small thing, totally up to you guys. Script works out well for something that could easily have been too complex. And the example shows it well — it seems really, really strong. Maybe it even makes Savagery work. Both examples show Worgens! I don't know if that's an issue, but it might make the theme a little unclear. And as pointed out, the first thing I thought of with Sharpshooter was Explosive Trap. If it gets spell damage on play, it might be something to clarify, thought this also kind telecasts what secret you just played, unless non-damaging spells aren't affected. Also, I'm impressed by the use of the Alliance watermark. Looks like a good collaborative effort, the thought behind everything shows.
Is the apostrophe in there for a reason? Shouldn't it just be "Mechs of the Maize"? I keep seeing you type it that way but I haven't figured out why yet :P
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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I'm sorry and you're right... It's hard to think when you're really tired xD Next time I'm sure to do that! Thanks for the heads-up and the warning.
Edit: Finished it. (wasn't able to sleep ): )
Thanks for the feedback! On that a few things:
Onto yours:
Shattrath: City of Secrets
Though Plan is an interesting mechanic, very strategic for Hearthstone, I don't see how it would work. I get how it works, but I can't see it working in actual Hearthstone, especially with a lot of cards Planned . Maybe if you gave a visual example it'd be better.
Discoveries in Dalaran
I can't evaluate Experiment because there is nothing to. I get the idea, but I don't actuallt know what it does. What happens the first time you experiment? Is it like Discover? What follows?
Azeroth's Last Stand
Sortie is a nice keyword. Though, it triggers before hitting the minion, no? And since it's When it attacks, it only triggers one, correct?
Hope to see your next rendition of the post :)
@anyone, please review my year. It's below, in its nearly-final form, only before a few minor corrections (if they would be needed). Also PLEASE WRITE IF IT'S NOT TOO LONG AND IF IT ISN'T TOO HARD TO READ IT. That's important for me
Year Of The Orc
Hundred years ago, somewhere in the dark Universe there was a land called Draenor. Hundreds of Orcs lived there, forming small, and then bigger clans. Clans were meeting each other one time a year, during their sacred fest, Kosh'harg. During one of this fests began a story which lasts until today. Story of the mighty Horde...
1st Expansion: Rise of the Horde
In this world there was someone another. Someone mysterious. Draenei. They were trading resources with orcs, but they weren't friends (or enemies) Ner'zhul, supported by Gul'Dan called every single clan to fight together and destroy their "deadly enemy". They didn't know that Kil'Jaeden deceived them, offering unlimited power. Gul'Dan realised it too late, when he was left with nothing...
When the war began, orcs were only winning. One day, elements stopped listening to Shamans. They needed another help, and they got it. They got Warlocks, but not only them. Also creatures five times bigger then orcs joined their army. Look how strong are they!
These green creatures were unstoppable. Oh, wait. My memory is not that good as when i was young. Yes, green. They drank blood of a demon, awakening unstoppable rage inside them. They destroyed everything belonging to draenei on their path. So fast. Let's take a look, why
Now you see why did they won so fast. They could Cleave and also damage adjacent minions. But Cleave was only for mighty ones. Others were just drunk
Yes, they looked like this one. Even worse. (i can't show 7th card, so i only put image, which is going to be on this card, called Drunk Orc)
After draenei were defeated, rage was still inside orcs. They started to attack each other.
Now look at this new archetype of minions. If your enemy controls an orc, they do something special. Isn't it simple? And what's that Curse? Well, there wasn't enough food for all orcs on Draenor, because the planet was dying. During the war, crops didn't grow because noone could take care of them. Orcs were dying too. So this Curse destroys minions at the end of your next turn. Not at the start, it wouldn't be as powerful
Orcs had to run away from Draenor. But someone who drank the blood was going to free them from it's power, and rebuild the mighty Horde. And his son was going to nearly destroy it. Once again.
2nd expansion: Rises and Falls of Hellscreams
The Portal was opened on both sides. A wave of Orcs flooded Azeroth. They had their new home. But they found other, strange creatures here. They were smaller than orcs, thinner and white. Orcs began to fight with them. Every single person could become their prey, but even thousand humans killed couldn't stop their bloodlust. Look, how strong was it
After Stormwind fell down, humans started fighting brutally and stronger. They finally defeated Orcs and put them into special camps. Orgrimm Doomhammer sacrified his life to free Orcs from these camps, like Grommash did to free Orcs from Mannoroth's blood. That's what Heroes can do to make your minions stronger
After the Cataclysm began, Thrall had to save Azeroth, becoming new Aspect of Earth (together with other Shamans. He couldn't lead the Horde so he had to choose a new leader. Choice wasn't simple, but he finally chose Garrosh Hellscream. It probably wasn't the best choice possible...
3rd expansion: Lost Secrets of Dalaran
If Horde wasn't enough, next problem appeared soon. The Plague. Kel'Thuzad needed one of Medivh's tomes to summon his overlord, Archimonde. Defense of Dalaran fell down fast and Archimonde destroyed the city after he was summoned. Small pieces of mighty towers and arcane tomes got spread to nearby places.
After a few years an expedition found a cave. They got very deep into it and they found light. They came closer, curious what might it be. And they saw exactly 45 bright runes, 5 of each from 9 light colours. There were Runes of Fire, Ice, Arcanity, Forest, Wild, Blood and probably everything possible. What were this Runes? Probably pieces of Dalaran towers and fragments of knowledge from books stored in this city. How did they get there? I don't know. But i can tell you how can they get into your deck, and how do they work.
Many minions can feel their Magic Power or even control it, basing on their own power. For example, Khadgar can control it, and Blue Wyrm only feels it
Technical notes:
Sacrifice and Victim are NOT considered battlecries so cards like Brann Bronzebeard or Blubber Baron don't work with those mechanics.
Curse lasts until the END of your next turn to improve synergies with Orcs
I created my year "Year of the Wisp" and I have seen the custom year emblems by the others. Can someone please tell me how they got them and if you are able to make one and you read this message, do you also want to make one for me? :)
To Year of the Orc and Year of the Wisp above, you need an animal. Wisps are ghosts, specifically night elf spirits. Orcs are humanoid creatures, not animals.
@CheeseEtc Thanks for the feedback!
Resources and Structures aren't the most original things, but I think you do it in a unique way, and they're good ideas. It encourages unique deckbuilding and decision-making with respect to your resources. Right now, though, the expac seems solely about Resources/Structures. At least mentioning another mechanical or archetypal direction, maybe combining it with a Resource/Structure card, could help fill out the set a bit more. The current example cards are a bit plain, though their design is fine, and they demonstrate the mechanics well.
The new take on factions in SfS is neat, and I like the Rings a lot. I would go with Voren'thal. His is the more interesting design, I think, and it lets you show off something other than Rings. And the setting, of course, is brilliant.
As for GGF, a cooking-themed expansion is awesome. I'm unsure of how Recipe works; do you get the spell back, or just repeat the effect? I'm guessing the former for the sake of targeted effects, though it could be made clearer. Either way, the mechanic's flavorful (pun intended) and interesting. I'd show Flamewaiter because it's hilarious and, again, lets you show off something else.
In the description in first post Orc is one of 100 example year names, so i think that it's not against the rules, but i may be wrong
Well if they don't want the animal rule to be a thing, fine. They might let it slide, but they aren't animals. I never looked at that list before, so I reckon I should.
And this is what I see at a glance for things that are not animals.
Anubisath, Banshee, Boggle, Centaur, Changeling, Cyclops, Djinn, Draenei, Drogbar, Dryad, Dwarf, Elf, Etheral, Fairy, Geist, Ghost, Gnome, Giant, Goblin, Golem, Gorgon, Imp, Kelpie, Kobold, Leprechaun, Mech, Mermaid, Minotaur, Muse, Naga, Nerubian, N'raqi,, Nymph, Ogre, Orc, Satyr, Shade, Siren, Sprite, Succubi, Sylph, TItan, Tol'vir, Totem, Troll, Trent, Undead, Val'kyr, Vampire, Wisp, Wraith, Zombie.
Debatable ones are: Dragon, Selkie, Silithid, Qiraji, Demon
Not to mention you have Boogeyman (Not an animal to begin with) and Cerberus. They have never used a specifically named creature so I doubt it would happen.
I would definitely rule out Dragons, Silithid, Qiraji myself personally speaking. They are all super intelligent, have cultures, the insectoids have their own form of writing. As for Demon, it's really broad. There are some animalistic demons like Felhunters and some clearly not, like succubi, voidwalkers, etc. It's a mixed bag. Selkies are seals that can turn into humans, kinda weird.
It included more non-animals than animals. Now I actually don't know how hard this rule is. If the mods going to let non-animals slide by or be disqualified. I suppose that is up to the mods. I would say I guess wait until one of them confirms it, but as it stands to me there are a ton of things that aren't animals on the list.
Dragons is one of the only ones that actually makes sense though, as it's part of the Chinese Zodiac.
Click the image to go to my custom Time Traveler class.
A kraken isen't part of the Chinese Zodiac, and neither is a Raven. Do whatever you feel like, as long as it isn't offensive.
If Year of the Orc is what you want to do, or Year of the Human is. Then certainly go for it.
I want a new title, but Flux won't let me have one,
Thanks for feedback! For the recipes, it's indeed the former. I guess I should make it clearer on the keyword.
As for Structures, I have others in store.
Are those any better? There's some kind of buildaround required for them
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Alright, I made some edits to my previous ideas and I'm hoping that these are a little bit better:
So I changed Rummage to something different then mill, and edited the card containing it accordingly:
I originally had Rummaging Tiger much stronger than Toshley, then remembered that there's a lot of value in Spare Parts. I'm hoping that the new version of Rummage is a little bit more fun than the previous version.
Next, in expansion #2, I'm going to be changing the name at some point, since Mech's of the Maize just doesn't seem like a solid enough expansion idea. I'm still working on something to set this expansion apart from other ones, because I don't think that Mech synergy alone is enough to make a viable expansion around. I did edit my previous cards from this expansion though, so they should be more balanced:
I do have to admit, I am excited that I'm doing this, it's really fun receiving feedback, and working on a bunch of new ideas, and the support that others have been giving me is amazing. Just wanted to put that out there, and I'd love to hear your feedback on my revised ideas.
My year is finished, card images will be done on Sunday. I only have to think about an epilogue, and try to shorten it where possible. I can "trade" with someone who could reviev my year, tomorrow i have time for other years' revievs, and i can reviev this person's year.
Edit: anyone who does year icons, could you make a Year of the Orc icon, please. It can be just a common SMOrc emote on it
Totally on board for Rummage being related to Spare Parts, but I'm quite biased given my enjoyment of the Mech tribe and the fact that I'm doing my own thing with Spare Parts hehe ^_^
Edit: I don't remember what cards you were planning to rotate (I don't have time to check right now), but if you're bringing back Spare Parts you might want to do what I'm doing and consider giving Gadgetzan Auctioneer the boot to Wild. He'll dominate your expansion otherwise.
I think Expansion #2 can still be Mech-focused, if you found a way to take advantage of those Spare Parts you'd been generating from the previous expansion to help enrich its thematic and mechanical identity. Maybe something like "you've collected all of this junk from the jungle, but now it has formed together into trash-mech monsters! Rise of the Mecha-Zombies! D:" *shrugs* Just throwin' out ideas.
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
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
Feedback plz.
Set Fire to the Rain
Everything was fine on Azeroth. Ahune the Frostlord was chilling in the hail, and Neptulon the Tidehunter was cooling in the rain. But everything changed when the fire Elementals attacked! They didn't want none of those weird weather types, with weak arguments such as "It's literally killing us" and "We're already at the borderline of extinction after the many times' adventures murdered us". Truly pathetic.
The expansion includes two new Weather Keywords. Weathers are basically "aura effects" that lasts for an amount of turns that is descriped on the cards that summon the weathers. At the end of each players turn, this counter goes down by 1, and does its special effects. Those include:
Rain works as a Board preserving effect, that will likely see play in faster decks than Hail, as it enforces Board control, instead of destroying it.
Hail works as a control effect, that diminishes board control, at the cost of a bit of Health, and some trouble keeping board control yourself.
The Fire Elementals want none of those tho, so they remove the Weather, and gains a bonus when they do. It functions both as tech cards against weather decks, but also as a quick strong effect for Weather decks.
War of the Continents
Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.
The expansion features a new keyword, and a new type of cards. Stitched cards! For those that does not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!
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 Pictures
From the creators of movies such as "They came from beyond the moon" and "Six-Gun Killer", comes a hearthstone expansion unlike any other. The studio, that originally came from Overwatch invites YOU! to come see everything behind the scenes.
We'll bring it to life with a brand new keyword, that will be featured in a most legendary of manners.
Script is the new one type of keyword. 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.
Another prominent feature for the expansion, is hand positioning cards. Some cards will care about being left-most in your hand (Basically your oldest cards), and Right-Most in hand (Which is basically your latest drawn cards).
Thanks for reading through this all.
Feedback would be most apperciated, and will be returned.
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competion and your invaluable feedback.
I want a new title, but Flux won't let me have one,
Yeah, those are better. My gut says The Dark Portal, though some might still be sore over Cubelock, and it feels odd -to me at least - to bring back Recruit without it being confirmed evergreen. Forge isn't as flashy, but it would be the safer option, I think.
Mentioned this before, but I'll mention it again, image quality. Weather effects are interesting, but they have very limited design space, although I suppose that didn't stop Gwent from doing the same thing.
Just to make sure we're on the same page, Sharpshooter effects the left-most card that's a spell, and the spell doesn't have to be the left-most card. So, even if there are some cards to the left of that spell, as long as none of them are spells, it gains the bonus, right? Also, how would it work with Secrets like Snipe or Explosive Trap?
Click the image to go to my custom Time Traveler class.
Alright, I think I figured out my second expansion and it's keyword, and although it is similar to other peoples keywords, this makes a lot of sense with my expansion as a whole.
I know that Reap is the exact same as a few other keywords that were already submitted, but I think that it really fits the expansion well. Any feedback on this last idea is appreciated, because I'm planning on finalizing my post tomorrow and actually posting it.
Edit: Derp, forgot to actually put down that my second expansion is still Mech's of the Maize, and that it's meant to be kind of farm/cult/mech related.
You've really done a great job going into the description for everything. I imagine with the images it would be a lot more digestible, and make the story bits stand out more prominently. As of now they flow into the revelation of the cards very well. Something you might want to be careful of is the thematic similarity between the first two expansions. The mechanics are different enough, but it's important to be able to tell one card comes from one expansion vs the other. I don't know if you plan on the Orc tag being retroactively applied, for instance Warsong Commander would have it, when the syngery seems pretty specific and unique to your expansion, as well as Orcs being a pretty big race in general. If it's not the case, I would suggest something like "Chaos Orc" which goes well with the theme of them having drank the blood. I would say all your example cards seem simple enough, and give a good idea of the value of these effects. This may be an instance of there not yet being images, but some of the class cards don't feel particularly connected to their class, except for the mechanics of the card. Sometimes it's enough, but it's something to think about. I like the flavor of the third expansion. It feels like a good direction behind the other two expansions. And finally, on the choice of Orc for the year's 'animal', I don't really have a problem with it, but if you're looking for other suggestions you could have an animal tied closely to orcs, such as kodos or dire wolves. I'd like to see how this turns out with everything finalized.
Nice job connecting everything to your animal. I think the first expansion has a lot going for it thematically, to support its lack of a keyword (which is totally fine, a good thing even imo). I would say make sure the specific mechanics, like positioning, get enough support. Your example cards reflect this. I like both of them and I think they give a good idea of what's coming. You may want to consider talking about them briefly just because I feel like the use of their abilities could be easy to miss. Diving is cool, good examples. And I think the little blurb about the theme of the expansion goes a long way considering both example cards show off the keyword in its two uses. I would say Hammerhead could be a 5/5 because of its condition. Hero cards from a different time — very cool, although Hero cards technically break the no unique tokens rule, with their Hero Power. I think it would be fine to just mention your plan with them and how fate could be used with them as well as minions, since your other example also shows Fate/Future. Also, it was not immediately clear to me that Charge was significant on the Apprentice because Future means they transform. It's clear enough in the description, but maybe a little reiteration here after the cards are shown. Overall some really neat mechanics and a good diversity of plans.
The Dark Portal is pretty iconic, but as mentioned it feels a little to close to what's already in the game. Since the effect is repeated and the thing's permanent I imagine the deck would look different as you'd want more demons, but if you don't have plans for changing it maybe just touch a little on it since I think most people will have that association. That being said, I don't personally feel like the structure you had before was a bad example; it gave a good idea of the power level which I think for something as unique as structures is particularly important to show. Coming out with the big flashier example might not have the same effect, even though it's scaled appropriately.
A Chimaera's pretty clever, although I'm compelled to point out that chimaeras in WoW are kinda different. Not a huge deal. I think Weathers are a good direction of aura effects, seeing as the implementation could go in any of many ways. I'm not sure if it's mentioned, but does on cancel the other? As for the examples, Hailmaker does a good job showing the value, although it is specific to the three turns as well as Hail. I don't think the power level is something that's critical to display in this case. I like that Weather Wrecker actually has subtle synergy with weather effects. War/Peace is a cool duality effect. I think Border Patrol is actually a really strong example in this case to suggest its use is more "what do I need in this match-up?" vs "I want to play a peace deck," if that makes any sense. Just shores up what could make a big difference in the design of the keyword. Cervidae looks like good value, makes sense thematically as well as mechanically. But not a beast? Goldshire is a fun idea. There are a couple of ways I think you could go about selling it. It might just be me but bringing up the Overwatch connection puts it a little out of place, rather than something like the two movie titles and being able to go "I see what you're doing." Kind of a small thing, totally up to you guys. Script works out well for something that could easily have been too complex. And the example shows it well — it seems really, really strong.
Maybe it even makes Savagery work.Both examples show Worgens! I don't know if that's an issue, but it might make the theme a little unclear. And as pointed out, the first thing I thought of with Sharpshooter was Explosive Trap. If it gets spell damage on play, it might be something to clarify, thought this also kind telecasts what secret you just played, unless non-damaging spells aren't affected. Also, I'm impressed by the use of the Alliance watermark. Looks like a good collaborative effort, the thought behind everything shows.Is the apostrophe in there for a reason? Shouldn't it just be "Mechs of the Maize"? I keep seeing you type it that way but I haven't figured out why yet :P
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