@freddocino probably to increase the chance that Orc mechanic will work often, i'll do the same thing as blizzard did with Elementals to not be forced to copy, and then only change a bit, spells like "Me Smash!". I want many cards to be unique and at some point I can run out of ideas. But looking from the other side, I wouldn't want to force anyone to not play Orcs because of bigger profit for your enemy than for you. So i have to consider that. Other thing i still have to consider is which card I won't show, because i can show only 6.
As I promised, I will review your year today, but I have 2 questions. First is to you: when you play a resurgent card, does it activate its battlecry also at first time you play it, or only at second time? Second is to anyone: how do you make your custom expansion watermarks?
Question. Do we have to post our sets in order? What I mean by that is, does Phase II need to be expansion 1, Phase III to be expansion 2, and so on? Or are we allowed to work out of order, or change the order later?
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
First of all, thanks for everyone who gave me feedback so far. Even if I didn't reply to it, you can be sure I read it and took it into consideration.
Now, I'm not looking for more feedback for the cards or the setting of the expansions; I have that figured out already. What I wanted was your opinion on this logo. I'm not sure about the font or the colors and whether the overall look fits Hearthstone.
First of all, thanks for everyone who gave me feedback so far. Even if I didn't reply to it, you can be sure I read it and took it into consideration.
Now, I'm not looking for more feedback for the cards or the setting of the expansions; I have that figured out already. What I wanted was your opinion on this logo. I'm not sure about the font or the colors and whether the overall look fits Hearthstone.
You really need to change the color of the letters. Gold background makes the yellow letter hard to read.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Resurgent has the battlecry go off both times, I think there's some more explanation I need to do for the mechanic. The expansion watermarks come from Hearthcards.net, next to the box for card text you'll see it has the Classic set Swirl. If you click on that and go all the way to the bottom of the list, there are a bunch of custom watermarks that you can use for your cards.
Hey guys, I'm going to post my finished post here, and hopefully get some feedback on it before I move this to the submission thread.
Hello everyone! My name is Vision136, I'm new to the design side of the site, and I'd like to introduce you to...
The Year of The Golem!
(Thanks to NiRaSt for the year logo, very much appreciated!)
In the Year of the Golem, there are 3 expansions to be on the lookout for, but first, at the start of every year, there's a rotation of cards to the Hall of Fame, and based on my plans for the year, these are the 3 that are being rotated out:
#1 Gadgetzan Auctioneer: This guy has been a part of almost every single meta for as long as I can remember, and it’s time for him to move on, especially since I’m planning on bringing back Spare Parts, and his power could really be abused.
#2 Leeroy Jenkins: Oh boy, it’s been a long time coming for this guy. He’s got the biggest design limiting keyword in the game, and the way he’s played isn’t even the way he’s meant to be played, because people use him as a finisher, virtually eliminating the downside attached to him. With Leeroy in the HoF, I can create some more powerful attack buff cards, without fear of them being abused with Leeroy… until people start using Reckless Rocketeer.
#3 Mind Control Tech: This card has found it’s way back to meta time and time again, and it’s soul crushing every time it’s played for 1 of 2 players, and that’s not the kind of feeling that you want in Hearthstone, it’s just not fun. Moving this to the HoF will result in some more creative 3 drops being played, and increase the fun rate for everyone.
Now that we have that out of the way, let's move on to my first expansion...
Junkheap Jungle
Welcome to Junkheap Jungle, a place that has become severely cluttered over the past few years due to an influx of garbage and spare parts dumped there from nearby gnomish settlements. Of course, the wildlife in the jungle aren’t used to this and have had to learn how to dig for Spare Parts. That's right, Spare Parts are making a comeback in a couple different ways.
Rummaging Tiger is a midrange/late game element for parts druid, an archetype that I might plan on exploring, or even just midrange druid, because spare parts are great. It can even be used in wild for some sort of miracle/deathrattle druid including Gadgetzan Auctioneer(a card which is being moved to the HoF).
Kelsey Steelspark is going to be a great finisher/board clear for Parts mage, with an ok body and a great effect, she can end up being very similar to C'Thun, without all the crappy minions in the deck.
Now, here's my second expansion, the very spooky...
Mechs of the Maize
Now after journeying through that junkheap, we’re going to take a little detour through some nearby farmlands, and there’s something real weird going on. There’s an overabundance of mechs and similar types of creations, and the farmers that live there are astoundingly creepy, but so what? There’s not anything wrong with that(at least I hope there isn’t). What I do know is that the mechs and similar constructs have a new keyword for us, and that keyword is Reap. Reap means that whenever a minion with Reap attacks and kills another minion, something interesting occurs.
Nightlock Farmeris going to be a staple in tempo rogue, with a big early game body to make sure you have board presence early, without becoming oppressive. It showcases how Reap can be an upside or a downside.
Angry Scarecrow will be the main early game threat for aggressive mech decks, being one of the first cards to bring back mech synergy since LoE. With it’s potential 4 attack, it can take on some of the largest 3 drops, and even some 4 drops.
Whew! After that frightening experience, it’s time to move on to my third and final expansion...
In the Eye of the Observer
This expansion focuses on what comes from the Twisting Nether, or more specifically, the observers. Observers are creatures with plenty of eyes and tentacles to spare, and they’ve started to invade the material plane. In order to escape from these observers, some very powerful mages have banded together and created Unseen. Unseen is a keyword that prevents minions of a certain tribe from attacking or targeting the minion with Unseen.
Xhu’daggab the Freedis one of the first observers to come through into the material plane, and boy is it strong. Being unable to be targeted by Dragons, Elementals, and Murlocs, he can certainly throw down in Wild for sure, with the potential to be strong in standard as well. His Battlecry also makes for a great comeback mechanism, destroying an aggressive opponents board and maintaining a huge board presence by himself.
Custom Tailor Cloak is a perfect representation for Unseen, giving paladins and their light-fused minions the ability to protect themselves from the observers or whatever else they need protection from.
That’s it for the Year of the Golem! Thank you for reading through this if you made it this far, and I hope you enjoy my ideas. Good luck to everyone, and I will hopefully see you in the next round!
Question. Do we have to post our sets in order? What I mean by that is, does Phase II need to be expansion 1, Phase III to be expansion 2, and so on? Or are we allowed to work out of order, or change the order later?
We're fine with you changing the order later. I personally was considering myself a "No" on this, but does it really matter enough to get uppity about it? Not really.
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
Hey guys, I'm going to post my finished post here, and hopefully get some feedback on it before I move this to the submission thread.
Hello everyone! My name is Vision136, I'm new to the design side of the site, and I'd like to introduce you to...
The Year of The Golem!
(Thanks to NiRaSt for the year logo, very much appreciated!)
In the Year of the Golem, there are 3 expansions to be on the lookout for, but first, at the start of every year, there's a rotation of cards to the Hall of Fame, and based on my plans for the year, these are the 3 that are being rotated out:
#1 Gadgetzan Auctioneer: This guy has been a part of almost every single meta for as long as I can remember, and it’s time for him to move on, especially since I’m planning on bringing back Spare Parts, and his power could really be abused.
#2 Leeroy Jenkins: Oh boy, it’s been a long time coming for this guy. He’s got the biggest design limiting keyword in the game, and the way he’s played isn’t even the way he’s meant to be played, because people use him as a finisher, virtually eliminating the downside attached to him. With Leeroy in the HoF, I can create some more powerful attack buff cards, without fear of them being abused with Leeroy… until people start using Reckless Rocketeer.
#3 Mind Control Tech: This card has found it’s way back to meta time and time again, and it’s soul crushing every time it’s played for 1 of 2 players, and that’s not the kind of feeling that you want in Hearthstone, it’s just not fun. Moving this to the HoF will result in some more creative 3 drops being played, and increase the fun rate for everyone.
Now that we have that out of the way, let's move on to my first expansion...
Junkheap Jungle
Welcome to Junkheap Jungle, a jungle that has become severely cluttered over the past few years due to an influx of garbage and spare parts dumped there from nearby gnomish settlements. Of course, the wildlife in the jungle aren’t used to this and have had to learn how to Rummage.Rummage is a keyword which adds a certain number of Spare Parts to your hand based on the condition.
Rummaging Tiger is a midrange/late game element for Rummage druid, an archetype that I might plan on exploring, or even just midrange druid, because spare parts are great. It can even be used in wild for some sort of miracle/deathrattle druid including Gadgetzan Auctioneer(a card which is being moved to the HoF).
Annoying Monkey is going to be a staple in Control hunter, a deck that has gotten a lot of tools, but hasn’t took off yet. Hopefully with this card it will secure the hunter’s midgame to prevent it from falling too far behind.
Now, here's my second expansion, the very spooky...
Mechs of the Maze
Now after journeying through that junkheap, we’re going to take a little detour through some nearby farmlands, and there’s something real weird going on. There’s an overabundance of mechs and similar types of creations, and the farmers that live there are astoundingly creepy, but so what? There’s not anything wrong with that(at least I hope there isn’t). What I do know is that the mechs and similar constructs have a new keyword for us, and that keyword is Reap. Reap means that whenever a minion with Reap attacks and kills another minion, something interesting occurs.
Nightlock Farmeris going to be a staple in tempo rogue, with a big early game body to make sure you have board presence early, without becoming oppressive. It showcases how Reap can be an upside or a downside.
Angry Scarecrow will be the main early game threat for aggressive mech decks, being one of the first cards to bring back mech synergy since LoE. With it’s potential 4 attack, it can take on some of the largest 3 drops, and even some 4 drops.
Whew! After that frightening experience, it’s time to move on to my third and final expansion...
In the Eye of the Observer
This expansion focuses on what comes from the Twisting Nether, or more specifically, the observers. Observers are creatures with plenty of eyes and tentacles to spare, and they’ve started to invade the material plane. In order to escape from these observers, some very powerful mages have banded together and created Unseen. Unseen is a keyword that prevents minions of a certain tribe from attacking or targeting the minion with Unseen.
Xhu’daggab the Freedis one of the first observers to come through into the material plane, and boy is it strong. Being unable to be targeted by Dragons, Elementals, and Murlocs, he can certainly throw down in Wild for sure, with the potential to be strong in standard as well. His Battlecry also makes for a great comeback mechanism, destroying an aggressive opponents board and maintaining a huge board presence by himself.
Custom Tailor Cloak is a perfect representation for Unseen, giving paladins and their light-fused minions the ability to protect themselves from the observers or whatever else they need protection from.
That’s it for the Year of the Golem! Thank you for reading through this if you made it this far, and I hope you enjoy my ideas. Good luck to everyone, and I will hopefully see you in the next round!
Looks good to me, although I would advise against hiding the cards + Keyword tooltips in the spoilers. It makes it seem like your post is just one big block of text, which will cause some people to lose interest. You can leave the card-explanation stuff in there, but have your selling points out where will everyone can see them! :)
(One really minor thing that bugs me is that you say "jungle" twice in one sentence practically back-to-back: "Welcome to Junkheap Jungle, a jungle that..." Just say "a place" or somethin' so it doesn't sound redundant lol :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
@freddocino from all the keywords you have created i like rest the most. As long as your enemy doesn't have mass board clears or hard removals, it's great because you lose nearly nothing (sometimes attack of few friendly minions) and gain big advantage on hand or board. Example cards are simple, as it should be, making this mechanic easy to understand. Resurgent is also good, you should keep combining your Resurgent cards with battlecries, but the example with taunt is fine too. The only problem can be with Sleep cards. The mechanic is fine itself, but hard to balance. F.ex. if you made an overstatted sleep minion for Priest, 3 cards would be enough to make a sick combo. I would really focus on this mechanic, because if you will be able to make Sleep minions great (and also balanced) you shouldn't have problems with other mechanics (you know what i mean)
Edit: Molten core is fine. Great support for Quest/Discard Warlock
@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.
Thanks for your review!
Regarding your stuff:
Sleep: I personally dislike this sort of mechanic, mostly because it is super uninteractive. Many decks can't do anything about it in any ways, unless they want to put extensive ressorces, in what will likely a mediocre benefit. Furthermore it severly benefits some classes more than others. Something like Hunter will have an extremely hard time doing anything about it, whereas this is barely a negative for Mage and Priest. If you absolutely want to go with it, i would severly be careful with which classes you make it for, and for the most times, i'd advise against cards that uses it on enemy minions.
Resurgent: This however is a really cool mechanic overall. I don't really worry about "resets" and how some might feel like it would be hard to implement. It could easily be fixed by simply having some sort of visual that shows whether it is the first or second time you play it. Overall a super cool and thought out keyword!
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I want a new title, but Flux won't let me have one,
...or how to shamelessly exploit people's nostalgia for the RTS games.
"In the Age of Chaos, four factions fight for dominance..."
§ Presentation §
Nostalgia overload! This expansion will be based on the 3 Warcraft RTSes. All cards will be named after WC1/2/3 units, abilities, object, or buldings. The latter being the focus of this new expansion which will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.
I chose the name "Structure" instead of "building" because the latter is more general, since not all WC3 "buildings" are buildings per se. Fun fact: two WC3 "buildings" are already in the game: Ancient of War and Ancient of Lore.
§ Example cards §
"Ready to work!"
NOTE: Resource values are put between square brackets to help the card's redability, similar to how cost values are put between parentheses.
§ Planned distribution of cards §
Reminder of what an expansion will contain (45 cards)
THE FIRST EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
What I plan (may change in future phases)
4 neutral Resource generation card, including one that can potentially go infinite
9 class-specific resource generators (1 per class)
3 neutral structures, including a legendary one
18 class-specific structures, 2 per class
1 neutral Structure destruction tech card, the only card capable of destroying them
The rest (10 cards) will be cards not directly related to the structure/resource mechanic
§ FAQ §
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.
#2 SCRAMBLE FOR SHATTRATH (SFS)
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
◎ Presentation ◎
The expansion will take place in the city of Shattrath, introduced in The Burning Crusade (first WoW expansion ever). Like before, I'm shamelessly exploiting people's nostalgia. The city of Shattrath, led by A'dal and the Sha'tar, is the theater of dark machinations emanating from four factions...
The noble Aldor, servants of the Naa'rus and masters of healing;
The clever Scryers, former allies of Kael'thas and masters of spells;
The cunning Consortium, an organisation of Ethereals and experts in skirmish attacks;
... and the evil Shadow Council, the original warlock organization founded by Gul'dan, who loves to summon demons.
UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTION PER DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader... as well as its own type of Ring.
Rings are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Rings give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Ring associated to it, with different ways of equipping them. In addition, each class will have its own collectible Ring. They will all cost (2).
The expansion will of course feature "cult" Shattrath NPCs such as A'dal, Griftah, Haris Pilton, Cro Threadstrong, etc...
◎ Factions ◎
THE ALDOR
The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west. (Source: Wowpedia)
Leader: High Priestess Ishanah.
General theme: Healing.
Ring: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.
THE SCRYERS
The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor. (Source: Wowpedia)
Leader: Voren'thal the seer.
General theme:Spell damage.
Ring:Spell Damage +1. Breaks after 3 spells cast.
THE CONSORTIUM
Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places. (Source: wowpedia)
Leader: Nexus-Prince Haramad.
General theme: Hero attack.
Ring: Your hero has +1 Attack. Breaks after 3 attacks.
THE SHADOW COUNCIL
The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Shadow Council is now split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who suceeded Gul'dan, the Shadow Council only wish to retake their former glory and re-build the Old Horde.
Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
General theme: Tokens.
Ring: Whenever you summon a minion, also summon a 1/1 Imp. Breaks after 3 spells cast.
◎ Example cards ◎
I chose to focus on the SCRYERS for the showcased cards, because they have the simplest mechanic.
NOTE: Rings are collectible and will all cost (2). Yes, collectible neutral (though factional) spells! However, most of the time you'll generate your faction's Rings through other cards.
◎ Planned distribution of cards ◎
Reminder of what an expansion will contain (45 cards)
THE FIRST EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
What I plan (may change in future phases)
4 collectible Rings, one per faction
9 class-specific collectible rings, not bound to a faction (1 per class)
4 neutral legendary Faction minions (1 per faction) that synergize with the rings
2 neutral ring generators, not bound to factions
The rest (26 cards) will mostly be cards that synergize with any or all faction's rings without being bound to them
#3 GORDO'S GARGANTUOUS FEAST (GGF)
...yup, Deathwing's chef is back!
Deviate Delight, Dragonbreath Chili, Juicy Bear Burger... Do these names make your mouth water? Gordo can cook them for you! After having worked as Deathwing's personal chef - and somehow survived to tell the tale - Gordo, Head Warchef (no, that's not a typo) of the Dragonmaw clan, now aspires to cook for a wider set of maws. Gordo has travelled across all of Draenor and then Azeroth to learn new recipes and bring you culinary perfection. Bon appétit!
🍖 Presentation 🍖
You don't change a winning team. Gordo was the hero of my Chef class for CCC#4 which finished second. However, this expansion won't feature the same mechanics. This expansion, will be based aroun Recipes. Recipes are spells that resembles Quests. Only spells can be Recipes.
But how does a Recipe spell work exactly? See below.
BEHOLD MY MAD MSPAINT SKILLZ!!!1
🍖 Example cards 🍖
🍖 Planned distribution of cards 🍖
Reminder of what an expansion will contain (45 cards)
THE FIRST EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
Inner Fire – When used in combination with other spells like Divine Spirit or Power Word: Shield, Inner Fire can potentially lead to an OTK. Many Priest combo decks relied on this interaction. However, the main problem of this card is that it limits design space because it prevents us from releasing minions with high base health relatively to their cost for the priest class or as neutral cards. Moving Inner Fire to the Hall of Fame will free this design space.
Mana Wyrm – Mana Wyrm is one of the most powerful –if not THE most poweful– 1-Cost minion in the game, and has been played in every aggressive Mage deck since the dawn of Hearthstone. It feels so unfair against some decks that many players concede as soon as they see their opponent playing it on turn 1. It also overshadows all other 1-Cost options for Mage. Moving Mana Wyrm to the Hall of Fame will force aggressive mage decks to consider other options for 1-Cost minions, and allow slower decks to breathe.
We also considered moving Sorcerer's Apprentice to the Hall of Fame, as the latter is used in both aggressive and combo variants of mage, however we decided against it because we consider her to be core to mage's class identity, she opens up more deck building possibilities than she closes them.
Archmage Antonidas – Dalaran's former ruler sees and has seen play in many mage decks over the years. However, since the release of Un'Goro, it has mostly been used as an OTK tool in combination with Sorcerer's Apprentice. In fact, it's one of the most potent OTK in the game since it is a potentially infinite source of damage, making it even harder to effectively counter, which feels extremely unfair to whomever is on the receiving side of this combo. For this reason, Antonidas will be moved to the Hall of Fame.
But wait, there's more!
We've been moving cards into the Hall of Fame for the third time now. Mage was hit the hardest by these rotations since it lost 4 of its Classic cards (vs. 0 or 1 for all other classes), including its Classic legendary minion! For this reason, we're introducing 3 mage cards that were released during past expansions into mage's Classic set.
Freezing Potion (Mean Streets of Gadgetzan) – Freezing Potion has all the qualities that make a good Classic card. It uses a core part of mage's class indentity (freeze) in the simplest way possible. It opens up many deck building possiblities based around freeze effects but is not an auto-include in most or all Mage decks of a given playstyle.
Arcane Artificer (Kobolds & Catacombs) – Up to now, Arcane Artificer was played in so-called "Big Spell Mage". Indeed, Arcane Artificer opens up deck building possibilites for slow Mage decks based aroud high-Cost spells by increasing their longevity while, again, not being an auto-include in decks not built around it.
Rhonin (The Grand Tournament) – Rhonin is a well-rounded late-game minion who provides Mage with more card longevity. It can also be used in decks using multitudes of small spells, as he generates Arcane Missiles. Again, Rhonin is a simple minion who opens up deck building possibilities without being "mandatory". Making him the new Classic Mage legendary also bears symbolic significance: In the Warcraft universen Rhonin really did succeed to Antonidas as the ruler of Dalaran.
Thanks for joining us! We’re excited to share a new Hearthstone year with you, and we’ll see you in the Tavern!
Now, I need help for my cards. Previous feedback is contradictory so I have to ask again. Sorry guys.
You'll need to change your Hall of Fame because replacements are required to be corresponding to the rotating cards. For example, if you rotate out a Mage Common and a Priest Rare, you must replace them with another Mage Common and Priest Rare. Replacements are optional anyway though.
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Click the image to go to my custom Time Traveler class.
Okay, so, I've just submited and I wanted to take a bit of time to thank everyone and anyone who's given me feedback and helped me!
This has already been the best Big Comp experience I've had. I've made some really cool expansions (imo), I've had lots of fun making my own logos (finally managed to put my artistic skills into something hs-related) and making everyone's icons. I hope I can make it to the 2nd phase, but If that's not the case, still, I've had tons of fun.
I'll be around giving some feedback if I can, so just ask for it if you want some. Same goes for the Year Icons! If you want one, ask. I can even make it myself if there's no symbol to find online, so don't be shy!
This has already been the best Big Comp experience I've had. I've made some really cool expansions (imo), I've had lots of fun making my own logos (finally managed to put my artistic skills into something hs-related) and making everyone's icons. I hope I can make it to the 2nd phase, but If that's not the case, still, I've had tons of fun.
I'm glad that you're enjoying it so much :D There were some initial concerns regarding the amount of effort required and how well this Big Comp would be received, but it seems like it's going well so far ^_^ ...hopefully.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
This has already been the best Big Comp experience I've had. I've made some really cool expansions (imo), I've had lots of fun making my own logos (finally managed to put my artistic skills into something hs-related) and making everyone's icons. I hope I can make it to the 2nd phase, but If that's not the case, still, I've had tons of fun.
I'm glad that you're enjoying it so much :D There were some initial concerns regarding the amount of effort required and how well this Big Comp would be received, but it seems like it's going well so far ^_^ ...hopefully.
Now to just hope we don't get any of that unjustifiable "Ewww, why is this on the front page?" bullshit.
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Click the image to go to my custom Time Traveler class.
Here's draft 2 of my submission. I changed some example cards, rebranded Experiment, dropped Sortie, and did a general revision. Any feedback will be appreciated!
YEAR OFTHE FOX
Set 1: Shattrath: City of Secrets
At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans…
Battle in Shattrath may be a bit different than you’re used to. Maneuvers are political more often than tactical, and the fog of war is replaced by a tangled web of intrigue. If you’re to enter the city, you need to be familiar with its ways:
- New keyword Plan. It provides the means to, well, plan out future turns. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
Expertly edited visual example:
This is what Plan 4 would look like. Arcanologist is marked to be discarded. Water Elemental is the top card of the deck.
- Secrets. The set will include many cards that interact with Secrets and new Secret cards for each class (maybe…)
- Information. This expansion will feature cards that give information on and manipulate the hand and deck.
So for this set, CheeseEtc suggested doing Secrets for every class. I like the idea a lot- it'll help the set stand out and explores design space inaccessible in any other context- but I have a couple reservations. First, it would be awkward for submission. I would need 3 Secrets per class, but I only get to showcase 4 per, which means I focus exclusively on Secrets or skip most of them. Second, I'm worried about complexity. It might be hard to keep track of that many Secrets. Those are my thoughts, but please let me know what y'all think about the matter!
Set 2: Discoveries at Dalaran
Not all knowledge is against others, though. In Dalaran, Azeroth’s capital of learning and research, the brightest minds from every land gather to make the next great breakthrough. Any and every field- magic, alchemy, 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...
Dalaran sees no lack of wonderous discoveries and strange creations, but such things don’t come about overnight. They’re the culmination of countless iterations and improvements, with previous experiments informing current ones. Come in, and see just what these researchers are up to:
- New keyword Iterate. When you play a minion with Iterate, it’ll trigger the effect listed on the card. Then, it will trigger every other Iterate effect you’ve played earlier that game. To chronicle your discoveries, either player can hover your hero to see a list of your Iterate effects. The results get pretty wild, but then, so do experiments.
Explanatory example:
You play a minion with ‘Iterate: draw a card’: you draw a card. Next turn, you play Archmage Modera: you summon a 3/3 Elemental, then draw a card. Then you play another minion with ‘Iterate: draw a card’: you draw a card, then summon a 3/3 Elemental, then draw another card.
- Build-around cards. The set will have numerous funky Timmy cards for players to experiment with new decks.
Set 3: Azeroth's Last Stand
That’s enough of that; now it’s time for some real action. Let me tell you of Azeroth’s Third War, when all the world itself was under threat. Faced with an undead Scourge and the endless Burning Legion, Azeroth’s greatest heroes gathered in its defense, and the battle between them was as epic as you’d think. Armies enjoined, great foes felled, heroes made and lost: the story of this great war is rife with such tales, and you’d be sorry to miss the telling…
Numerous events make up the story of the Third War, various different legends that together form one great tale. Each event, in turn, is made up of the stories of those who fought in them, each attacking the others for control of the battlefield. Listen to the tales, and you’ll see how each of these stories unfolds:
- Legendary “event” spells. Each class will receive a powerful Legendary spell commemorating an event of the Third War. But as all victories have a cost, these spells will have significant drawbacks that must be built around to use the card fully.
- On-attack triggers. Wars are generally about attacking, so this set will feature minions that care about attacking or being attacked.
- Tactical positioning. In honor of the strategy of war, position-based cards will have a greater presence in this set.
Hall of Fame Inductees
Divine Favor- This has long been one of Hearthstone's most hated cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making the archetype 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.
Cold Blood[card]- [card]Power Overwhelming was rotated for its excessive burst potential, and Cold Blood has the same issue. Giving it the boot will open up considerable design space, alleviating fears of OTK or making aggressive Rogue decks too strong.
So for this set, CheeseEtc suggested doing Secrets for every class. I like the idea a lot- it'll help the set stand out and explores design space inaccessible in any other context- but I have a couple reservations. First, it would be awkward for submission. I would need 3 Secrets per class, but I only get to showcase 4 per, which means I focus exclusively on Secrets or skip most of them. Second, I'm worried about complexity. It might be hard to keep track of that many Secrets. Those are my thoughts, but please let me know what y'all think about the matter!
I definitely think Secrets for every class is a bad idea, not just because of the 4 card rule, but even in a full expansion and if this were to hypothetically be added to the game. Pretty much exactly the reasons you said. You have to introduce 3 Secrets per class in the set, and I agree it would make it hard to try to take note of every Secret. It already gets harder the more Secrets are added (especially in Wild).
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Click the image to go to my custom Time Traveler class.
This expansion brings us to the Firelands, back to Blackrock to expand upon the adventure since Hearthstone's got a lot of new stuff since its release. There will be plenty of Dragons, as well as Elemental synergy now that it's been implemented. There are no new Keywords (hey, Old Gods didn't have any...) but new mechanics as a focus on top of the reiterated tribal synergy. Particularly there will be synergy with Class-specific cards, in light of Nefarion's chromatic experimentation, or just simply the different Dragonflights. My examples:
The idea here is the show the new mechanics from Ysera, the Dreamer, and kind of Dragon stuff. The stats have been upped for fringe cases (also supports the theory of Reno Jackson secretly being dragon), but I kept the same wording as several classes will have similar things going, and there are Neutral counters such as The Darkness. As well I want to make it a point across the whole Year to shore up different archetypes for classes that tend to fall off and get forgotten without sturdy support.
Potential alternate to Molten Core:
This shows off Elemental synergy as well as support for Battlecry Shaman decks.
Something Something Booty Bay Summer
Working on the title... a lot of people are going for this location, but the focus here is more on the Summer theme than anything (hence it being the summer expansion, also the previous would be April, like BRM). The expansion brings two(!) new keywords:
Basically, Resurgent cards 'bounce' back to your hand when you first try to play one, and then it will no longer have the Keyword. I'm not sure if I should reword the tooltip. The power of this is that you can bank mana, paying more for it before to get a cheaper card later (like Primordial Glyph) and notably, Battlecries will activate each time they are played, so you get to have the battlecry twice, and in some cases target multiple characters which no card currently allows, yet this would still be consistent with that.
Bounty I haven't introduced before. I have reworked the effect a lot since I came up with it, and as a result I'm not certain that the flavor is still there, but I have yet to come up with a more fitting word. With Bounty you can get potentially significant value if you are able to play two cards with the same Cost consecutively. And this is every two cards, so playing three cards with the same Cost, one after the other, would activate any Bountiestwice. This synergizes particularly well with Resurgent, since you can activate any Bounty by playing one Resurgent card twice.
The cards:
SunkenBladehas a lot of different things going on. The point of it exemplifying Resurgent is basically in it having a lot of different uses. I think it's best to just let it sink in (haha). Dancing Flame (where's the purple?) I think provides more of a sense of the Summer-y theme, going of off the Brazier of the Dancing Flame, from WoW's Midsummer Fire Festival — speaking of, this is why it's not an Elemental, but if people feel like it should be, that's a change I can make. Although in this instance, Bounty does not make as much thematic sense.
Other Bounty cards:
Tales from the Wildhammers(/Wildhammer Clan?)
I just want the abbreviation to be TFW, to be honest.Sleep has since been totally just scrapped I wasn't really sure where to go with Rest, but for now I think I'm just going to stick with it.
There's a lot I could do about this. I was considering them just not being keywords (i.e. one card having 'Your turn ends' and another having '...every minion that did not attack last turn...') but I think it's mechanically unique enough to justify it. I'm not sure if they could have clearer wording—Rested is simply just a Status effect that doesn't affect anything other than cards that will have effects based on Rested minions. effect. Rest makes it so that the order of your turn must be particular, and as well if you choose not to attack with a minion, you could get a bonus on the following turn.
On top of these I'm thinking on emphasizing Hero Power synergy, outside of Inspire effects (probably), rather building upon your Hero Power. This would hopefully give slower decks a win condition beyond using their Death Knight cards, or really just a reason not to play them—having alternatives is nice. As well I was thinking of adding more Quests just for some mechanical diversity, or just interesting stuff, building upon other things, like Hagatha. I'm not sure if there's much point in bringing this up, however, since I would not be able to showcase one.
Current examples:
CountingSheep is now a hunter card, cause sheep, duh. Really thought, it was mentioned it's a good way to give hunters draw since they lack it, but it doesn't give it out for free. I was going to remove Rest from the card and only have the Rested synergy, but I still think it would be best to have a card with both on it. Hopefully the balance is there. I was also looking at having it be "minions that Rested last turn" but I'm not sure how clear that was, and there is a mechanical difference.
AerieMountaineeris what I'm thinking about when I say building upon your Hero Power. Some cards would have kind of an aura effect, adding something passive to your Hero Power, but it is still mechanically different as once you activate your HP any passives wouldn't apply until the next turn, and of course your Hero Power can be replaced.
So this is mostly what I'm thinking of right now, please any thoughts. Thanks for everything that's been said so far, it has really shaped where I am taking this, and of course I'll be still looking at what you guys are posting.
Sorry I haven't been able to give proper feedback yet. I've actually been caught up trying to get our C3 event ready (Central Creativity Convention) on another site, doing a podcast episode, and organizing the revival of a collaboration video game. Kind of bad luck that the first round of this comp and C3 overlap, and I think unless I manage to get it done tomorrow by the deadline I'm probably not gonna be able to finish my entry.
@freddocino probably to increase the chance that Orc mechanic will work often, i'll do the same thing as blizzard did with Elementals to not be forced to copy, and then only change a bit, spells like "Me Smash!". I want many cards to be unique and at some point I can run out of ideas. But looking from the other side, I wouldn't want to force anyone to not play Orcs because of bigger profit for your enemy than for you. So i have to consider that. Other thing i still have to consider is which card I won't show, because i can show only 6.
As I promised, I will review your year today, but I have 2 questions. First is to you: when you play a resurgent card, does it activate its battlecry also at first time you play it, or only at second time? Second is to anyone: how do you make your custom expansion watermarks?
Question. Do we have to post our sets in order? What I mean by that is, does Phase II need to be expansion 1, Phase III to be expansion 2, and so on? Or are we allowed to work out of order, or change the order later?
Click the image to go to my custom Time Traveler class.
First of all, thanks for everyone who gave me feedback so far. Even if I didn't reply to it, you can be sure I read it and took it into consideration.
Now, I'm not looking for more feedback for the cards or the setting of the expansions; I have that figured out already. What I wanted was your opinion on this logo. I'm not sure about the font or the colors and whether the overall look fits Hearthstone.
You really need to change the color of the letters. Gold background makes the yellow letter hard to read.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Resurgent has the battlecry go off both times, I think there's some more explanation I need to do for the mechanic. The expansion watermarks come from Hearthcards.net, next to the box for card text you'll see it has the Classic set Swirl. If you click on that and go all the way to the bottom of the list, there are a bunch of custom watermarks that you can use for your cards.
Hey guys, I'm going to post my finished post here, and hopefully get some feedback on it before I move this to the submission thread.
Hello everyone! My name is Vision136, I'm new to the design side of the site, and I'd like to introduce you to...
The Year of The Golem!
(Thanks to NiRaSt for the year logo, very much appreciated!)
In the Year of the Golem, there are 3 expansions to be on the lookout for, but first, at the start of every year, there's a rotation of cards to the Hall of Fame, and based on my plans for the year, these are the 3 that are being rotated out:
#1 Gadgetzan Auctioneer: This guy has been a part of almost every single meta for as long as I can remember, and it’s time for him to move on, especially since I’m planning on bringing back Spare Parts, and his power could really be abused.
#2 Leeroy Jenkins: Oh boy, it’s been a long time coming for this guy. He’s got the biggest design limiting keyword in the game, and the way he’s played isn’t even the way he’s meant to be played, because people use him as a finisher, virtually eliminating the downside attached to him. With Leeroy in the HoF, I can create some more powerful attack buff cards, without fear of them being abused with Leeroy… until people start using Reckless Rocketeer.
#3 Mind Control Tech: This card has found it’s way back to meta time and time again, and it’s soul crushing every time it’s played for 1 of 2 players, and that’s not the kind of feeling that you want in Hearthstone, it’s just not fun. Moving this to the HoF will result in some more creative 3 drops being played, and increase the fun rate for everyone.
Now that we have that out of the way, let's move on to my first expansion...
Junkheap Jungle
Welcome to Junkheap Jungle, a place that has become severely cluttered over the past few years due to an influx of garbage and spare parts dumped there from nearby gnomish settlements. Of course, the wildlife in the jungle aren’t used to this and have had to learn how to dig for Spare Parts. That's right, Spare Parts are making a comeback in a couple different ways.
Rummaging Tiger is a midrange/late game element for parts druid, an archetype that I might plan on exploring, or even just midrange druid, because spare parts are great. It can even be used in wild for some sort of miracle/deathrattle druid including Gadgetzan Auctioneer(a card which is being moved to the HoF).
Kelsey Steelspark is going to be a great finisher/board clear for Parts mage, with an ok body and a great effect, she can end up being very similar to C'Thun, without all the crappy minions in the deck.
Now, here's my second expansion, the very spooky...
Mechs of the Maize
Now after journeying through that junkheap, we’re going to take a little detour through some nearby farmlands, and there’s something real weird going on. There’s an overabundance of mechs and similar types of creations, and the farmers that live there are astoundingly creepy, but so what? There’s not anything wrong with that(at least I hope there isn’t). What I do know is that the mechs and similar constructs have a new keyword for us, and that keyword is Reap. Reap means that whenever a minion with Reap attacks and kills another minion, something interesting occurs.
Nightlock Farmer is going to be a staple in tempo rogue, with a big early game body to make sure you have board presence early, without becoming oppressive. It showcases how Reap can be an upside or a downside.
Angry Scarecrow will be the main early game threat for aggressive mech decks, being one of the first cards to bring back mech synergy since LoE. With it’s potential 4 attack, it can take on some of the largest 3 drops, and even some 4 drops.
Whew! After that frightening experience, it’s time to move on to my third and final expansion...
In the Eye of the Observer
This expansion focuses on what comes from the Twisting Nether, or more specifically, the observers. Observers are creatures with plenty of eyes and tentacles to spare, and they’ve started to invade the material plane. In order to escape from these observers, some very powerful mages have banded together and created Unseen. Unseen is a keyword that prevents minions of a certain tribe from attacking or targeting the minion with Unseen.
Xhu’daggab the Freed is one of the first observers to come through into the material plane, and boy is it strong. Being unable to be targeted by Dragons, Elementals, and Murlocs, he can certainly throw down in Wild for sure, with the potential to be strong in standard as well. His Battlecry also makes for a great comeback mechanism, destroying an aggressive opponents board and maintaining a huge board presence by himself.
Custom Tailor Cloak is a perfect representation for Unseen, giving paladins and their light-fused minions the ability to protect themselves from the observers or whatever else they need protection from.
That’s it for the Year of the Golem! Thank you for reading through this if you made it this far, and I hope you enjoy my ideas. Good luck to everyone, and I will hopefully see you in the next round!
We're fine with you changing the order later. I personally was considering myself a "No" on this, but does it really matter enough to get uppity about it? Not really.
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
Looks good to me, although I would advise against hiding the cards + Keyword tooltips in the spoilers. It makes it seem like your post is just one big block of text, which will cause some people to lose interest. You can leave the card-explanation stuff in there, but have your selling points out where will everyone can see them! :)
(One really minor thing that bugs me is that you say "jungle" twice in one sentence practically back-to-back: "Welcome to Junkheap Jungle, a jungle that..." Just say "a place" or somethin' so it doesn't sound redundant lol :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
@freddocino from all the keywords you have created i like rest the most. As long as your enemy doesn't have mass board clears or hard removals, it's great because you lose nearly nothing (sometimes attack of few friendly minions) and gain big advantage on hand or board. Example cards are simple, as it should be, making this mechanic easy to understand. Resurgent is also good, you should keep combining your Resurgent cards with battlecries, but the example with taunt is fine too. The only problem can be with Sleep cards. The mechanic is fine itself, but hard to balance. F.ex. if you made an overstatted sleep minion for Priest, 3 cards would be enough to make a sick combo. I would really focus on this mechanic, because if you will be able to make Sleep minions great (and also balanced) you shouldn't have problems with other mechanics (you know what i mean)
Edit: Molten core is fine. Great support for Quest/Discard Warlock
Thanks for your review!
Regarding your stuff:
Sleep: I personally dislike this sort of mechanic, mostly because it is super uninteractive. Many decks can't do anything about it in any ways, unless they want to put extensive ressorces, in what will likely a mediocre benefit. Furthermore it severly benefits some classes more than others. Something like Hunter will have an extremely hard time doing anything about it, whereas this is barely a negative for Mage and Priest. If you absolutely want to go with it, i would severly be careful with which classes you make it for, and for the most times, i'd advise against cards that uses it on enemy minions.
Resurgent: This however is a really cool mechanic overall. I don't really worry about "resets" and how some might feel like it would be hard to implement. It could easily be fixed by simply having some sort of visual that shows whether it is the first or second time you play it. Overall a super cool and thought out keyword!
I want a new title, but Flux won't let me have one,
Ok, my submission's layout is ready! Here it is!
YEAR OF THE SCORPION
Now, I need help for my cards. Previous feedback is contradictory so I have to ask again. Sorry guys.
(original post)
The Great wars
First card is gonna be Peasant, but I need help for the structure. Note that the Dark Portal now recruits any minion, not just a demon.
Shattrath
Again, must choose
Gordo's Feast
I would like to have this posted before Monday. I will review sets tomorrow!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@CheeseEtc
You'll need to change your Hall of Fame because replacements are required to be corresponding to the rotating cards. For example, if you rotate out a Mage Common and a Priest Rare, you must replace them with another Mage Common and Priest Rare. Replacements are optional anyway though.
Click the image to go to my custom Time Traveler class.
Okay, so, I've just submited and I wanted to take a bit of time to thank everyone and anyone who's given me feedback and helped me!
This has already been the best Big Comp experience I've had. I've made some really cool expansions (imo), I've had lots of fun making my own logos (finally managed to put my artistic skills into something hs-related) and making everyone's icons. I hope I can make it to the 2nd phase, but If that's not the case, still, I've had tons of fun.
I'll be around giving some feedback if I can, so just ask for it if you want some. Same goes for the Year Icons! If you want one, ask. I can even make it myself if there's no symbol to find online, so don't be shy!
I'm glad that you're enjoying it so much :D There were some initial concerns regarding the amount of effort required and how well this Big Comp would be received, but it seems like it's going well so far ^_^ ...hopefully.
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
Now to just hope we don't get any of that unjustifiable "Ewww, why is this on the front page?" bullshit.
Click the image to go to my custom Time Traveler class.
Here's draft 2 of my submission. I changed some example cards, rebranded Experiment, dropped Sortie, and did a general revision. Any feedback will be appreciated!
YEAR OFTHE FOX
Set 1: Shattrath: City of Secrets
At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans…
Battle in Shattrath may be a bit different than you’re used to. Maneuvers are political more often than tactical, and the fog of war is replaced by a tangled web of intrigue. If you’re to enter the city, you need to be familiar with its ways:
- New keyword Plan. It provides the means to, well, plan out future turns. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
Expertly edited visual example:
This is what Plan 4 would look like. Arcanologist is marked to be discarded. Water Elemental is the top card of the deck.
- Secrets. The set will include many cards that interact with Secrets and new Secret cards for each class (maybe…)
- Information. This expansion will feature cards that give information on and manipulate the hand and deck.
So for this set, CheeseEtc suggested doing Secrets for every class. I like the idea a lot- it'll help the set stand out and explores design space inaccessible in any other context- but I have a couple reservations. First, it would be awkward for submission. I would need 3 Secrets per class, but I only get to showcase 4 per, which means I focus exclusively on Secrets or skip most of them. Second, I'm worried about complexity. It might be hard to keep track of that many Secrets. Those are my thoughts, but please let me know what y'all think about the matter!
Set 2: Discoveries at Dalaran
Not all knowledge is against others, though. In Dalaran, Azeroth’s capital of learning and research, the brightest minds from every land gather to make the next great breakthrough. Any and every field- magic, alchemy, 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...
Dalaran sees no lack of wonderous discoveries and strange creations, but such things don’t come about overnight. They’re the culmination of countless iterations and improvements, with previous experiments informing current ones. Come in, and see just what these researchers are up to:
- New keyword Iterate. When you play a minion with Iterate, it’ll trigger the effect listed on the card. Then, it will trigger every other Iterate effect you’ve played earlier that game. To chronicle your discoveries, either player can hover your hero to see a list of your Iterate effects. The results get pretty wild, but then, so do experiments.
Explanatory example:
You play a minion with ‘Iterate: draw a card’: you draw a card. Next turn, you play Archmage Modera: you summon a 3/3 Elemental, then draw a card. Then you play another minion with ‘Iterate: draw a card’: you draw a card, then summon a 3/3 Elemental, then draw another card.
- Build-around cards. The set will have numerous funky Timmy cards for players to experiment with new decks.
Set 3: Azeroth's Last Stand
That’s enough of that; now it’s time for some real action. Let me tell you of Azeroth’s Third War, when all the world itself was under threat. Faced with an undead Scourge and the endless Burning Legion, Azeroth’s greatest heroes gathered in its defense, and the battle between them was as epic as you’d think. Armies enjoined, great foes felled, heroes made and lost: the story of this great war is rife with such tales, and you’d be sorry to miss the telling…
Numerous events make up the story of the Third War, various different legends that together form one great tale. Each event, in turn, is made up of the stories of those who fought in them, each attacking the others for control of the battlefield. Listen to the tales, and you’ll see how each of these stories unfolds:
- Legendary “event” spells. Each class will receive a powerful Legendary spell commemorating an event of the Third War. But as all victories have a cost, these spells will have significant drawbacks that must be built around to use the card fully.
- On-attack triggers. Wars are generally about attacking, so this set will feature minions that care about attacking or being attacked.
- Tactical positioning. In honor of the strategy of war, position-based cards will have a greater presence in this set.
Hall of Fame Inductees
Divine Favor- This has long been one of Hearthstone's most hated cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making the archetype 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.
Cold Blood[card]- [card]Power Overwhelming was rotated for its excessive burst potential, and Cold Blood has the same issue. Giving it the boot will open up considerable design space, alleviating fears of OTK or making aggressive Rogue decks too strong.
I definitely think Secrets for every class is a bad idea, not just because of the 4 card rule, but even in a full expansion and if this were to hypothetically be added to the game. Pretty much exactly the reasons you said. You have to introduce 3 Secrets per class in the set, and I agree it would make it hard to try to take note of every Secret. It already gets harder the more Secrets are added (especially in Wild).
Click the image to go to my custom Time Traveler class.
Here's an update:
Year of the Salamander
The Firelord's Call
(other fancy titles coming... hopefully)
This expansion brings us to the Firelands, back to Blackrock to expand upon the adventure since Hearthstone's got a lot of new stuff since its release. There will be plenty of Dragons, as well as Elemental synergy now that it's been implemented. There are no new Keywords (hey, Old Gods didn't have any...) but new mechanics as a focus on top of the reiterated tribal synergy. Particularly there will be synergy with Class-specific cards, in light of Nefarion's chromatic experimentation, or just simply the different Dragonflights. My examples:
The idea here is the show the new mechanics from Ysera, the Dreamer, and kind of Dragon stuff. The stats have been upped for fringe cases (also supports the theory of Reno Jackson secretly being dragon), but I kept the same wording as several classes will have similar things going, and there are Neutral counters such as The Darkness. As well I want to make it a point across the whole Year to shore up different archetypes for classes that tend to fall off and get forgotten without sturdy support.
Potential alternate to Molten Core:
This shows off Elemental synergy as well as support for Battlecry Shaman decks.
Something Something Booty Bay Summer
Working on the title... a lot of people are going for this location, but the focus here is more on the Summer theme than anything (hence it being the summer expansion, also the previous would be April, like BRM). The expansion brings two(!) new keywords:
Basically, Resurgent cards 'bounce' back to your hand when you first try to play one, and then it will no longer have the Keyword. I'm not sure if I should reword the tooltip. The power of this is that you can bank mana, paying more for it before to get a cheaper card later (like Primordial Glyph) and notably, Battlecries will activate each time they are played, so you get to have the battlecry twice, and in some cases target multiple characters which no card currently allows, yet this would still be consistent with that.
Bounty I haven't introduced before. I have reworked the effect a lot since I came up with it, and as a result I'm not certain that the flavor is still there, but I have yet to come up with a more fitting word. With Bounty you can get potentially significant value if you are able to play two cards with the same Cost consecutively. And this is every two cards, so playing three cards with the same Cost, one after the other, would activate any Bounties twice. This synergizes particularly well with Resurgent, since you can activate any Bounty by playing one Resurgent card twice.
The cards:
Sunken Blade has a lot of different things going on. The point of it exemplifying Resurgent is basically in it having a lot of different uses. I think it's best to just let it sink in (haha). Dancing Flame (where's the purple?) I think provides more of a sense of the Summer-y theme, going of off the Brazier of the Dancing Flame, from WoW's Midsummer Fire Festival — speaking of, this is why it's not an Elemental, but if people feel like it should be, that's a change I can make. Although in this instance, Bounty does not make as much thematic sense.
Other Bounty cards:
Tales from the Wildhammers(/Wildhammer Clan?)
I just want the abbreviation to be TFW, to be honest.Sleep has since been totally just scrapped I wasn't really sure where to go with Rest, but for now I think I'm just going to stick with it.There's a lot I could do about this. I was considering them just not being keywords (i.e. one card having 'Your turn ends' and another having '...every minion that did not attack last turn...') but I think it's mechanically unique enough to justify it. I'm not sure if they could have clearer wording—Rested is simply just a Status effect that doesn't affect anything other than cards that will have effects based on Rested minions. effect. Rest makes it so that the order of your turn must be particular, and as well if you choose not to attack with a minion, you could get a bonus on the following turn.
On top of these I'm thinking on emphasizing Hero Power synergy, outside of Inspire effects (probably), rather building upon your Hero Power. This would hopefully give slower decks a win condition beyond using their Death Knight cards, or really just a reason not to play them—having alternatives is nice. As well I was thinking of adding more Quests just for some mechanical diversity, or just interesting stuff, building upon other things, like Hagatha. I'm not sure if there's much point in bringing this up, however, since I would not be able to showcase one.
Current examples:
Counting Sheep is now a hunter card, cause sheep, duh. Really thought, it was mentioned it's a good way to give hunters draw since they lack it, but it doesn't give it out for free. I was going to remove Rest from the card and only have the Rested synergy, but I still think it would be best to have a card with both on it. Hopefully the balance is there. I was also looking at having it be "minions that Rested last turn" but I'm not sure how clear that was, and there is a mechanical difference.
Aerie Mountaineer is what I'm thinking about when I say building upon your Hero Power. Some cards would have kind of an aura effect, adding something passive to your Hero Power, but it is still mechanically different as once you activate your HP any passives wouldn't apply until the next turn, and of course your Hero Power can be replaced.
So this is mostly what I'm thinking of right now, please any thoughts. Thanks for everything that's been said so far, it has really shaped where I am taking this, and of course I'll be still looking at what you guys are posting.
Sorry I haven't been able to give proper feedback yet. I've actually been caught up trying to get our C3 event ready (Central Creativity Convention) on another site, doing a podcast episode, and organizing the revival of a collaboration video game. Kind of bad luck that the first round of this comp and C3 overlap, and I think unless I manage to get it done tomorrow by the deadline I'm probably not gonna be able to finish my entry.
;-;