Question: would Choose One icons count as tokens for the submission? I've got a keyword idea that's mechanically similar. I don't NEED to make the options for it to be understandable though.
If your card does not require the tokens to be 100% understandable, then you're fine. Choose One shapeshifters like Druid of the Claw are understood immediately, as the original card informs you of the potential outcomes.
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
Question: would Choose One icons count as tokens for the submission? I've got a keyword idea that's mechanically similar. I don't NEED to make the options for it to be understandable though.
If your card does not require the tokens to be 100% understandable, then you're fine. Choose One shapeshifters like Druid of the Claw are understood immediately, as the original card informs you of the potential outcomes.
Hey, so you're online now. What about... the post directly above yours.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've been hard at work on my Year, although I don't have any banners created or anything like that. To be honest, I still haven't narrowed down exactly what my Year animal is lol :/ Oh and I apologize in advance: this is gonna be verbose. It's just my particular quirk *shrugs* I'll trim it down when I actually go to submit.
Year of the (Horned Animal)
It's going to be a horned creature of some kind, to quietly tie in with each of my expansions (personal demons = Demons have horns; Dragons have horns; "Devil's horns" is the Rock & Roll hand gesture). Titles are a major WIP, 'cause I can't think of any better names at the moment; if anyone has a suggestion, I'm all ears :)
The first expansion is A Tale of Trials (ATT). This expansion will be unique among Hearthstone expansions + Adventures in-that the stories and characters contained within do not come from one specific location (Blackrock Mountain, Journey to Un'goro), or refer to a particular event and its fallout (One Night in Karazhan, Knights of the Frozen Throne). Rather, they are nine separate stories from across Warcraft, unified by a common theme: overcoming one's personal demons and tackling adversity. Flavor comes from The Burdens of Shaohao animated video series from Mists of Panderia: in that story, Emperor Shaohao gained enlightenment by overcoming the Sha - Demon manifestations of negative emotions - that came from within him, and bettering himself as a person. In this expansion, each class has a Trial card, a brand new type of card that's kind of a reverse-Quest: you gain a benefit immediately, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or rule you must follow for the rest of the game. Unfortunately, I cannot show off my Trial cards as they have their own unique token elements (the Burdens) :(
Anyway, each class is represented by a particular Sha - Hatred, Arrogance, Despair, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it takes of you as a person to overcome that negative quality. For example, the Paladin's Sha is Despair: "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting." Their Trial provides multiple benefits to your minions, but you can only ever have ONE minion on the battlefield: if you summon a second, they are all destroyed. This creates a Solo Control Paladin archetype and deck-building challenge, playing the best value-minions you can and holding your ground against larger forces with defense and healing. In a fight against overwhelming odds, a Paladin must persevere in the face of despair and prove just how resilient the Light is!
^ Not that I can show you them :(
The second expansion is War of Sea andSky (WSS). "The Naga have waited long enough; after 10,000 years of plotting beneath the ocean waves, it's time the surface world understood the true depths of their power. The Dragons - ever prideful and mighty - will take to the skies and respond to their Challenge." Naga are a cunning and evil tribe that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! In a war against the surface, only the strongest will survive. They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion (or minions) from your opponent's hand is/are revealed; when your opponent summons that minion, the Challenge commences and they attack each other. Dragons and Naga both are prideful creatures: they would not back down from such a threat! The Keyword is basically the minion pointing to another and saying "I'm calling you out!" haha
The final expansion is Metal & Mayhem! (M&M) "E.T.C.'s back, and ready for an Encore! Battle to the beat and keep the metal going, but watch out for the Mech uprising! It's a Metalocalypse!" Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs, as Doctor Boom seeks to take over the world with his metal army and interrupts Elite Tauren Chieftain's concert in the process. It also adds two new Keywords: Upgrade is a powerful buff+Battlecry trigger that requires you to discard another copy of the same minion and pay its mana cost again. In essence, you're sacrificing the ability to have two of that minion on the battlefield in exchange for a single, dramatically improved version. Meanwhile, Encore is a Battlecry that also repeats the last Encore effect you played. Encore #1 is just a Battlecry, but Encore #2 would repeat Encore #1 in addition to its own effect, Encore #3 would repeat Encore #2 with its effect, and so on. It can create a messy, silly combination of effects but hey, Rock & Roll is a chaotic art form!
Question: are you cool with the Keyword being called "Upgrade"? Spellstones say "upgrade them" as part of their mechanic, so I'll change the name if it bothers enough people.
Not sold on Lead Guitarist as a card; might come back to that slot later. Also sadly cannot show you my new version of Elite Tauren Chieftain, as his new Power Chords are - you guessed it - unique token elements :(
Hall of Fame
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (if they ever get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions.
Card #1: Divine Favor. Divine Favor is really strong as a reload tool, one that benefits aggressive Paladin players far more than their slower archetype brethren. The synergy is obvious: dump your entire hand out, and immediately refill it. I plan to replace this card in my first expansion with card draw that is more restricted based on the board state, so it can benefit the Control style of play better.
Card #2: Preparation. Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Card #3: Doomguard. This one is pretty straightforward: Charge is on its way out, being replaced with Rush as a more balanced mechanic. Doomguard is a particularly powerful and notorious Charge minion, especially now that there are "cheats" to get around his Battlecry. I feel the situation with Doomguard is coming to a head: either he'll eventually be nerfed back into line (like putting the Charge in his Battlecry), or he'll be rotated so he can keep his current stats and text. The more likely outcome is the latter, so I'm going with that.
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
@dropdead @thepowrofcheese Thanks guys, seems like I'm going with Hydra haha
@Tomerick88 The two first keywords seem cool, I'd like to see what's in store for them. The Fate card you showed reminds me a lot of Corruption and Corrupting Mist, which is not a good sign. If the other cards keep this trend going, the keyword might be a failure like Inspire. And Pets should have Taunt, otherwise the opponent can just hit your face and destroy your minion for free, just as they would Bolf.
@Shatterstar1998 It's not a banner bro, just send me the PNG icon and I'll do it. But I'll take baby goats as well.
@linkblade91 Damn, the whole trials thing, that's deep. lol Really nice ideas for all the three sets, especially the first and third ones. The latter looks like fun.
@NOVEX0R The card is pretty expensive and it takes some time before the curses actually start to matter; some take longer than others. It seems slow, especially since you can't play it as a topdeck. I don't think much would change if you were to up its Attack by 2 just to keep the stats in line with the big dragons.
So my plan is to create 2 cards from each expansion i want to do and these two are from a Tanaris themed expansion (haven't thought of a name yet) which will be mostly focused around time manipulation and interacting with your future and previous turns. Regardless i'm really not sure about the balance of both of these cards to be honest. You may have seen the first one already since i introduced it in an expansion i'm already making at the moment but i'm still using it since i like the design :P
@dropdead @thepowrofcheese Thanks guys, seems like I'm going with Hydra haha
@Tomerick88 The two first keywords seem cool, I'd like to see what's in store for them. The Fate card you showed reminds me a lot of Corruption and Corrupting Mist, which is not a good sign. If the other cards keep this trend going, the keyword might be a failure like Inspire. And Pets should have Taunt, otherwise the opponent can just hit your face and destroy your minion for free, just as they would Bolf.
@Shatterstar1998 It's not a banner bro, just send me the PNG icon and I'll do it. But I'll take baby goats as well.
@linkblade91 Damn, the whole trials thing, that's deep. lol Really nice ideas for all the three sets, especially the first and third ones. The latter looks like fun.
@NOVEX0R The card is pretty expensive and it takes some time before the curses actually start to matter; some take longer than others. It seems slow, especially since you can't play it as a topdeck. I don't think much would change if you were to up its Attack by 2 just to keep the stats in line with the big dragons.
Glad you find some of the ideas intriguing. Your thoughts on fate are probably my fault because of the example I showed. I plan for it to have a lot more flexibility than that.
With Pet I definitely don't want them all to have Taunt but the draw back of the Bolf effect is a worry. I will either stat them to compensate for that or I might change it so they auto attack minions that attack your hero rather than taking the damage.
The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.
The Main Mechanics would include.
The three schools of magic for Mage
Potentially more schools for other classes.
Expansion on the "Invoke" Keyword.
A massive 10 Mana Legendary Spell for each class.
Some good old RNG (In controlled amounts)
Third and Final Set
The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.
The Main Mechanics would include
Late game high Mana cost cards with massive effects.
Legendary Weapon for three classes, Quest for three classes, Hero Card for three classes.
Hall of Fame
At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)
I decided to put the whole Thunderdrome idea on hold, at least for a little while (mostly because of how similar to TGT the concept was) and try to think of different settings. I came up with these:
"The Mechannes Film Festival is being held at Ironforge for the first time ever! Envisioned by the filmmakers of Gnollywood as an opportunity to showcase the production of the nascent gnomish film industry, the event features all kinds of movies and is sure to keep everyone entertained for the entirety of its duration!"
"After being driven away from their homeland of Argus, the Draenei travelled through the Twisting Nether for millenia, fleeing from the Burning Legion, until they finally arrived on the world which would come to be known as Draenor. These are the untold stories of their journey and the alien worlds they visited."
"Brann Bronzebeard is organizing a museum exhibit of the early history of Azeroth: everything that happened before the Great Sundering, up to the time the Pantheon happened upon the world, then dominated by the Old Gods and their Black Empire. Join him as we go back in time and learn the forgotten truth about the past!"
This last one would be an adaptation of the expansion I'm already working on. None of them have names yet, and there's much to figure out about each one, but it's a starting point and I'd like your opinion on them.
Apologies if this has been answered but which previous expansions are to be considered standard for the competition? Are we working with Witchwood and assuming the previous ones have rotated out or what?
In collaboration with Shatterstar1998, I present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether (yeah, it's not just a vortex that destroys all minions. It's actually a zone), where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate after you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul and you've pretty much got the idea. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (after you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
Yes, I did just do a Time Traveler class for the last Class Competition, but screw it.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, as it removes the need for Priest to have an AoE printed in every set.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormuwill be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
In collaboration with Shatterstar1998, I present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether (yeah, it's not just a vortex that destroys all minions. It's actually a zone), where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate after you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul and you've pretty much got the idea. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (after you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
Yes, I did just do a Time Traveler class for the last Class Competition, but screw it.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, as it removes the need for Priest to have an AoE printed in every set.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormuwill be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
So, what does everyone think?
First of all: I love the idea of collectible dormant cards. I'm mad at myself I didn't think about it :(
Second: I like the ideas for sets and cards you've made, but Persepholes is the weirdest card of all. Doesn't this card just win your opponent a fatigue game? If I understand correctly, your opponent cast Naturalize so you draw 2 cards for each minion destroyed. If I'm wrong then correct me, but this card is better for your enemy than for you - and it costs 10 mana!
Yeah, that was weird to me too. I knew the intention was the your opponent would draw the cards, but because they're picking the Naturalize option on their turn, it would draw cards for "their opponent", which would be you. It is clarified however that you're opponent is supposed to draw the cards.
Edit: I think maybe the idea was that the Naturalize would be cast from Persepholes perspective as you control it, so "Persepholes' opponent" would draw the cards. I don't know for sure.
In collaboration with Shatterstar1998, I present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether (yeah, it's not just a vortex that destroys all minions. It's actually a zone), where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate after you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul and you've pretty much got the idea. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (after you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
Yes, I did just do a Time Traveler class for the last Class Competition, but screw it.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, as it removes the need for Priest to have an AoE printed in every set.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormuwill be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
So, what does everyone think?
First of all: I love the idea of collectible dormant cards. I'm mad at myself I didn't think about it :(
Second: I like the ideas for sets and cards you've made, but Persepholes is the weirdest card of all. Doesn't this card just win your opponent a fatigue game? If I understand correctly, your opponent cast Naturalize so you draw 2 cards for each minion destroyed. If I'm wrong then correct me, but this card is better for your enemy than for you - and it costs 10 mana!
Yeah, that was weird to me too. I knew the intention was the your opponent would draw the cards, but because they're picking the Naturalize option on their turn, it would draw cards for "their opponent", which would be you. It is clarified however that you're opponent is supposed to draw the cards.
Edit: I think maybe the idea was that the Naturalize would be cast from Persepholes perspective as you control it, so "Persepholes' opponent" would draw the cards. I don't know for sure.
The card text should changed then, because of "Take 10 damage" part. If Persepholes casts Naturalize, then she also takes 10 damage not opponent :/
I think in that case, it's just already implied that you're the one taking the 10 damage.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Year of the Scarab is named especially after the 1st expansion of the year - <font color="orange">Desert of Andanus</font>, which represents the most famous bug in Egypt. The 2nd one - <font color="purple">Prisoners of Neverending Nightmare</font> - has a lot of flying creatures and monsters, and Scarab also can fly and be at once in a Dream, and in a Nightmare. The last - <font color="blue">Attack on Undercity</font>, as a place undercity has a lot of bugs just creeping around, but also has a hard armor, just like this animal.
The most famous desert on Azeroth is Uldum, but legends say about a hidden from the surface world desert named Andanus. After war of the ancients, it was hidden underground by Queen Cleocadra with the power from N'Zoth. Now, wanderers from all over the world say that this mysterious place has been revealed to the mortal eyes, and the treasures await for new owner. However, the ancient queen has cursed everything there! Do you have enough courage to steal her good?
For the "demo" of this expansion, you decided to go to the nearest tomb. Not big at all, ruined, smelly tomb. But at the entrance a new threat appears! It's a <font color="green">Treasure Scarab</font> protecting the artifacts hidden inside!
(Few words about the card: Midrange beast that also is a card draw. Made with a thought of new players and their lust for shiny, animated cards. This card was also the one that gave me idea for an expansion, and later for a Hearthstone roster animal. I fell in love with the art+stats combination.)
After a short battle (you are pretty strong adventurer after all) you enter the tomb. Skeletons, bones, bugs, spiders and... TREASURE! You take as many artifacts as you can handle and head out. But someone blocked the exit, end he seems big... and strong... and handsome... It's a boss! Well, time to get your hands dirty. You drop the valuables and take a hold of your sword ( ͡° ͜ʖ ͡°), ready to battle!
(Few words about the card: The first (but not main) legendary of the set. Also known as "Ultimate Token Destroyer". I personally think that Druid will take the most out of this card with its new archetype in this expansion (big minions with big stats, and the legendary to combo with them), but Warrior might see a place for it too. The place this card shines the most is arena. If it survives one or two turns, you just won the board game.)
You won. Congrats. You get the treasure, leave and live happily ever after! ...do you?
Soooo, what do you think about the format? Because I dunno if I want to continue like this with the other expansions or just make it short and to the point.
I like when people try to tell a story, but I feel that you should just put the "Few words about the card" into a spoiler tag so it will not ruin the immersion of the story.
I've been hard at work on my Year, although I don't have any banners created or anything like that. To be honest, I still haven't narrowed down exactly what my Year animal is lol :/ Oh and I apologize in advance: this is gonna be verbose. It's just my particular quirk *shrugs* I'll trim it down when I actually go to submit.
Year of the (Horned Animal)
It's going to be a horned creature of some kind, to quietly tie in with each of my expansions (personal demons = Demons have horns; Dragons have horns; "Devil's horns" is the Rock & Roll hand gesture). Titles are a major WIP, 'cause I can't think of any better names at the moment; if anyone has a suggestion, I'm all ears :)
The first expansion is A Tale of Trials (ATT). This expansion will be unique among Hearthstone expansions + Adventures in-that the stories and characters contained within do not come from one specific location (Blackrock Mountain, Journey to Un'goro), or refer to a particular event and its fallout (One Night in Karazhan, Knights of the Frozen Throne). Rather, they are nine separate stories from across Warcraft, unified by a common theme: overcoming one's personal demons and tackling adversity. Flavor comes from The Burdens of Shaohao animated video series from Mists of Panderia: in that story, Emperor Shaohao gained enlightenment by overcoming the Sha - Demon manifestations of negative emotions - that came from within him, and bettering himself as a person. In this expansion, each class has a Trial card, a brand new type of card that's kind of a reverse-Quest: you gain a benefit immediately, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or rule you must follow for the rest of the game. Unfortunately, I cannot show off my Trial cards as they have their own unique token elements (the Burdens) :(
Anyway, each class is represented by a particular Sha - Hatred, Arrogance, Despair, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it takes of you as a person to overcome that negative quality. For example, the Paladin's Sha is Despair: "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting." Their Trial provides multiple benefits to your minions, but you can only ever have ONE minion on the battlefield: if you summon a second, they are all destroyed. This creates a Solo Control Paladin archetype and deck-building challenge, playing the best value-minions you can and holding your ground against larger forces with defense and healing. In a fight against overwhelming odds, a Paladin must persevere in the face of despair and prove just how resilient the Light is!
^ Not that I can show you them :(
The second expansion is War of Sea andSky (WSS). "The Naga have waited long enough; after 10,000 years of plotting beneath the ocean waves, it's time the surface world understood the true depths of their power. The Dragons - ever prideful and mighty - will take to the skies and respond to their Challenge." Naga are a cunning and evil tribe that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! In a war against the surface, only the strongest will survive. They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion (or minions) from your opponent's hand is/are revealed; when your opponent summons that minion, the Challenge commences and they attack each other. Dragons and Naga both are prideful creatures: they would not back down from such a threat! The Keyword is basically the minion pointing to another and saying "I'm calling you out!" haha
The final expansion is Metal & Mayhem! (M&M) "E.T.C.'s back, and ready for an Encore! Battle to the beat and keep the metal going, but watch out for the Mech uprising! It's a Metalocalypse!" Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs, as Doctor Boom seeks to take over the world with his metal army and interrupts Elite Tauren Chieftain's concert in the process. It also adds two new Keywords: Upgrade is a powerful buff+Battlecry trigger that requires you to discard another copy of the same minion and pay its mana cost again. In essence, you're sacrificing the ability to have two of that minion on the battlefield in exchange for a single, dramatically improved version. Meanwhile, Encore is a Battlecry that also repeats the last Encore effect you played. Encore #1 is just a Battlecry, but Encore #2 would repeat Encore #1 in addition to its own effect, Encore #3 would repeat Encore #2 with its effect, and so on. It can create a messy, silly combination of effects but hey, Rock & Roll is a chaotic art form!
Question: are you cool with the Keyword being called "Upgrade"? Spellstones say "upgrade them" as part of their mechanic, so I'll change the name if it bothers enough people.
Not sold on Lead Guitarist as a card; might come back to that slot later. Also sadly cannot show you my new version of Elite Tauren Chieftain, as his new Power Chords are - you guessed it - unique token elements :(
Hall of Fame
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (if they ever get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions.
Card #1: Divine Favor. Divine Favor is really strong as a reload tool, one that benefits aggressive Paladin players far more than their slower archetype brethren. The synergy is obvious: dump your entire hand out, and immediately refill it. I plan to replace this card in my first expansion with card draw that is more restricted based on the board state, so it can benefit the Control style of play better.
Card #2: Preparation. Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Card #3: Doomguard. This one is pretty straightforward: Charge is on its way out, being replaced with Rush as a more balanced mechanic. Doomguard is a particularly powerful and notorious Charge minion, especially now that there are "cheats" to get around his Battlecry. I feel the situation with Doomguard is coming to a head: either he'll eventually be nerfed back into line (like putting the Charge in his Battlecry), or he'll be rotated so he can keep his current stats and text. The more likely outcome is the latter, so I'm going with that.
Even as someone who has been dealing with crazy mechanic, I'm still seriously confuse about the Encore mechanic. Will the new / old effect show up in the card itself? How will keep track of all the Encore effect?
And yes, the Upgrade keyword bother me, but for a more simple reason: It has nothing to do with music. I think that you rename it to something like Chorus (A group singing in unison) or Consonant (Groups of tones that are harmonious when sounded together as in a chord)
So my plan is to create 2 cards from each expansion i want to do and these two are from a Tanaris themed expansion (haven't thought of a name yet) which will be mostly focused around time manipulation and interacting with your future and previous turns. Regardless i'm really not sure about the balance of both of these cards to be honest. You may have seen the first one already since i introduced it in an expansion i'm already making at the moment but i'm still using it since i like the design :P
Time Bomb need a clarification number to how much damage it is going to deal into its card text in order for less experienced player to keep track of (especially for a Common card)
The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.
The Main Mechanics would include.
The three schools of magic for Mage
Potentially more schools for other classes.
Expansion on the "Invoke" Keyword.
A massive 10 Mana Legendary Spell for each class.
Some good old RNG (In controlled amounts)
Third and Final Set
The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.
The Main Mechanics would include
Late game high Mana cost cards with massive effects.
Legendary Weapon for three classes, Quest for three classes, Hero Card for three classes.
Hall of Fame
At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)
I feel like you should clarify how the Phoenix mascot will fit in with the expansions you are doing. Also, you forgot to put in the tool tip for Invoke (I have no idea what the condition for its activation is).
Excited to introduce the very early stages of my idea.
"It has been said that something as small as the flutter of a butterfly's wing can ultimately cause a typhoon halfway around the world"
I have the makings of three expansion themes that tie into this theory.
One is a concept around Terrain and Weather effects
The second is looking into the concept of Fate and will have a time/space theme
The third is much more loose in terms of theme so far but it will revolve around the idea of pets. Loyal companions that will die to protect you. They all have a bolf ramshield effect and offer a buff to your hero as long as they survive. There will be a legendary pet for each class in this expansion. Non legendary pets may/may not exist too not sure yet.
So there you have it. Am I on a decent track folks before I commit more effort to these ideas?
I feel like the Weather and the Terrain effects are a little too similar. Do you think you can combine them? The Pet keyword as it name right now seems a little too limited to only be put on a non-humanoid art. I think you should rename it to Protect so you can put it in humanoid card.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
In collaboration with Shatterstar1998, I present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether (yeah, it's not just a vortex that destroys all minions. It's actually a zone), where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate after you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul and you've pretty much got the idea. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (after you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
Yes, I did just do a Time Traveler class for the last Class Competition, but screw it.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, as it removes the need for Priest to have an AoE printed in every set.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormuwill be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
So, what does everyone think?
First of all: I love the idea of collectible dormant cards. I'm mad at myself I didn't think about it :(
Second: I like the ideas for sets and cards you've made, but Persepholes is the weirdest card of all. Doesn't this card just win your opponent a fatigue game? If I understand correctly, your opponent cast Naturalize so you draw 2 cards for each minion destroyed. If I'm wrong then correct me, but this card is better for your enemy than for you - and it costs 10 mana!
Yeah, that was weird to me too. I knew the intention was the your opponent would draw the cards, but because they're picking the Naturalize option on their turn, it would draw cards for "their opponent", which would be you. It is clarified however that you're opponent is supposed to draw the cards.
Edit: I think maybe the idea was that the Naturalize would be cast from Persepholes perspective as you control it, so "Persepholes' opponent" would draw the cards. I don't know for sure.
The card text should changed then, because of "Take 10 damage" part. If Persepholes casts Naturalize, then she also takes 10 damage not opponent :/
Yeah, the wording is kind of messy on her. Me and Demon have not reaching a consensus to how make it clearer. The intention is your opponent has to pick between two bad choices: They take 10 damage or their board got cleared and very likely to overdraw.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Oh and by the way, I do quite like the theme of your first set although a few questions:
Does Treasure Scarab draw specifically a Golden minion from your deck, or does it draw any minion and transforms it into a Golden version (like Zola the Gorgon).
What does "increase all further damage by 1" on Son of the Fallen mean? Does it increase the damage of its effect by 1? That was my first thought.
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Click the image to go to my custom Time Traveler class.
Posting my ideas real quick. No art or cards yet, hopefully Sunday or next week. I'm also at work and can't see anyone's pictures that they posted, so no feedback yet, sorry!
My submission will be the Year of the Piranha!
My first expansion is Brigands of Booty Bay (name pending). This is a heavily Pirate themed expansion with buccaneers and Naga and sea monsters. The standout idea is a new card type: Ships! Using the Location card template, Ships are kinda like the Cannon from Witchwood. It's a passive, 1 Mana Cost 'minion' that starts in your opening hand like a Quest. Various cards can interact with it, and make it give effects over the coarse of the game. Positioning is key to maximize its effects!
The second expansion is Lost in Time. The Infinite Flight is wrecking the timelines, and various villains throughout history are making a comeback. Every class will had a historic villain as their Legendary, such as Mannorath, Prince Arthas, and Queen Aszhara. There is also a new keyword: Fade: (X)
Fade appears on minions. At the start of your turn, the number goes down by 1. When it hits 0, the minion leaves the game. Specifically though, it doesn't die. This can be used to give you temporary overstated minions, or new ways to remove threats. Other cards may bring back Faded minions. Still other cards in the set involve time-displaced creatures and events from history.
After that more 'serious' and lore-heavy themes, the last expansion will be more fun and goofy. It is Enter the Technodome! Basically it's BattleBots. Goblins vs Gnomes meets The Grand Tournament. Lots of Mechs that buff or weaken other Mechs, and other fun gizmos. Inspire may make a comeback for this expansion.
Enter the Technodome also has a new keyword: Tinker(X). If you play a card with Tinker, you can choose if you want to spend (X) more mana. If you do, you get a bonus. So a (1) 1/2 could also be a (10) 10/11 depending on when it's played and if you pay the cost. Lots of flexibility by making cards with multiple uses.
If your card does not require the tokens to be 100% understandable, then you're fine. Choose One shapeshifters like Druid of the Claw are understood immediately, as the original card informs you of the potential outcomes.
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, so you're online now. What about... the post directly above yours.
Click the image to go to my custom Time Traveler class.
Oh, sorry DX
Shadows and I agree in-that your card is fully understandable without the Take It/Leave it tokens, so you're fine.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I've been hard at work on my Year, although I don't have any banners created or anything like that. To be honest, I still haven't narrowed down exactly what my Year animal is lol :/ Oh and I apologize in advance: this is gonna be verbose. It's just my particular quirk *shrugs* I'll trim it down when I actually go to submit.
Year of the (Horned Animal)
It's going to be a horned creature of some kind, to quietly tie in with each of my expansions (personal demons = Demons have horns; Dragons have horns; "Devil's horns" is the Rock & Roll hand gesture). Titles are a major WIP, 'cause I can't think of any better names at the moment; if anyone has a suggestion, I'm all ears :)
The first expansion is A Tale of Trials (ATT). This expansion will be unique among Hearthstone expansions + Adventures in-that the stories and characters contained within do not come from one specific location (Blackrock Mountain, Journey to Un'goro), or refer to a particular event and its fallout (One Night in Karazhan, Knights of the Frozen Throne). Rather, they are nine separate stories from across Warcraft, unified by a common theme: overcoming one's personal demons and tackling adversity. Flavor comes from The Burdens of Shaohao animated video series from Mists of Panderia: in that story, Emperor Shaohao gained enlightenment by overcoming the Sha - Demon manifestations of negative emotions - that came from within him, and bettering himself as a person. In this expansion, each class has a Trial card, a brand new type of card that's kind of a reverse-Quest: you gain a benefit immediately, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or rule you must follow for the rest of the game. Unfortunately, I cannot show off my Trial cards as they have their own unique token elements (the Burdens) :(
Anyway, each class is represented by a particular Sha - Hatred, Arrogance, Despair, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it takes of you as a person to overcome that negative quality. For example, the Paladin's Sha is Despair: "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting." Their Trial provides multiple benefits to your minions, but you can only ever have ONE minion on the battlefield: if you summon a second, they are all destroyed. This creates a Solo Control Paladin archetype and deck-building challenge, playing the best value-minions you can and holding your ground against larger forces with defense and healing. In a fight against overwhelming odds, a Paladin must persevere in the face of despair and prove just how resilient the Light is!
^ Not that I can show you them :(
The second expansion is War of Sea and Sky (WSS). "The Naga have waited long enough; after 10,000 years of plotting beneath the ocean waves, it's time the surface world understood the true depths of their power. The Dragons - ever prideful and mighty - will take to the skies and respond to their Challenge." Naga are a cunning and evil tribe that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! In a war against the surface, only the strongest will survive. They bring with them the Challenge Keyword: when you play a minion with Challenge, a minion (or minions) from your opponent's hand is/are revealed; when your opponent summons that minion, the Challenge commences and they attack each other. Dragons and Naga both are prideful creatures: they would not back down from such a threat! The Keyword is basically the minion pointing to another and saying "I'm calling you out!" haha
The following minions would add Naga as their tribe: Darkscale Healer, Naga Sea Witch and Zola the Gorgon. Naga Corsair is unfortunately a Pirate, and would remain as such.
The final expansion is Metal & Mayhem! (M&M) "E.T.C.'s back, and ready for an Encore! Battle to the beat and keep the metal going, but watch out for the Mech uprising! It's a Metalocalypse!" Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs, as Doctor Boom seeks to take over the world with his metal army and interrupts Elite Tauren Chieftain's concert in the process. It also adds two new Keywords: Upgrade is a powerful buff+Battlecry trigger that requires you to discard another copy of the same minion and pay its mana cost again. In essence, you're sacrificing the ability to have two of that minion on the battlefield in exchange for a single, dramatically improved version. Meanwhile, Encore is a Battlecry that also repeats the last Encore effect you played. Encore #1 is just a Battlecry, but Encore #2 would repeat Encore #1 in addition to its own effect, Encore #3 would repeat Encore #2 with its effect, and so on. It can create a messy, silly combination of effects but hey, Rock & Roll is a chaotic art form!
Question: are you cool with the Keyword being called "Upgrade"? Spellstones say "upgrade them" as part of their mechanic, so I'll change the name if it bothers enough people.
Not sold on Lead Guitarist as a card; might come back to that slot later. Also sadly cannot show you my new version of Elite Tauren Chieftain, as his new Power Chords are - you guessed it - unique token elements :(
Hall of Fame
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (if they ever get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions.
Card #1: Divine Favor. Divine Favor is really strong as a reload tool, one that benefits aggressive Paladin players far more than their slower archetype brethren. The synergy is obvious: dump your entire hand out, and immediately refill it. I plan to replace this card in my first expansion with card draw that is more restricted based on the board state, so it can benefit the Control style of play better.
Card #2: Preparation. Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Card #3: Doomguard. This one is pretty straightforward: Charge is on its way out, being replaced with Rush as a more balanced mechanic. Doomguard is a particularly powerful and notorious Charge minion, especially now that there are "cheats" to get around his Battlecry. I feel the situation with Doomguard is coming to a head: either he'll eventually be nerfed back into line (like putting the Charge in his Battlecry), or he'll be rotated so he can keep his current stats and text. The more likely outcome is the latter, so I'm going with that.
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
Are tokens as part of a keyword fine? I'm planning one that's a bit like adapt but creates small mechs instead of giving small buffs
What about "after x turns in your hand do something when played"
note that this is essentially a battlecry that could be worded "if this was in your hand for x turns do something"
@dropdead @thepowrofcheese Thanks guys, seems like I'm going with Hydra haha
@Tomerick88 The two first keywords seem cool, I'd like to see what's in store for them. The Fate card you showed reminds me a lot of Corruption and Corrupting Mist, which is not a good sign. If the other cards keep this trend going, the keyword might be a failure like Inspire. And Pets should have Taunt, otherwise the opponent can just hit your face and destroy your minion for free, just as they would Bolf.
@Shatterstar1998 It's not a banner bro, just send me the PNG icon and I'll do it. But I'll take baby goats as well.
@linkblade91 Damn, the whole trials thing, that's deep. lol Really nice ideas for all the three sets, especially the first and third ones. The latter looks like fun.
@NOVEX0R The card is pretty expensive and it takes some time before the curses actually start to matter; some take longer than others. It seems slow, especially since you can't play it as a topdeck. I don't think much would change if you were to up its Attack by 2 just to keep the stats in line with the big dragons.
So my plan is to create 2 cards from each expansion i want to do and these two are from a Tanaris themed expansion (haven't thought of a name yet) which will be mostly focused around time manipulation and interacting with your future and previous turns. Regardless i'm really not sure about the balance of both of these cards to be honest. You may have seen the first one already since i introduced it in an expansion i'm already making at the moment but i'm still using it since i like the design :P
Glad you find some of the ideas intriguing. Your thoughts on fate are probably my fault because of the example I showed. I plan for it to have a lot more flexibility than that.
With Pet I definitely don't want them all to have Taunt but the draw back of the Bolf effect is a worry. I will either stat them to compensate for that or I might change it so they auto attack minions that attack your hero rather than taking the damage.
Initial idea that I have thought of.
First Set
Based around the Trolls and the Loa gods.
Main Mechanics would include
Second Set
The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.
The Main Mechanics would include.
Third and Final Set
The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.
The Main Mechanics would include
Hall of Fame
At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)
I decided to put the whole Thunderdrome idea on hold, at least for a little while (mostly because of how similar to TGT the concept was) and try to think of different settings. I came up with these:
"The Mechannes Film Festival is being held at Ironforge for the first time ever! Envisioned by the filmmakers of Gnollywood as an opportunity to showcase the production of the nascent gnomish film industry, the event features all kinds of movies and is sure to keep everyone entertained for the entirety of its duration!"
"After being driven away from their homeland of Argus, the Draenei travelled through the Twisting Nether for millenia, fleeing from the Burning Legion, until they finally arrived on the world which would come to be known as Draenor. These are the untold stories of their journey and the alien worlds they visited."
"Brann Bronzebeard is organizing a museum exhibit of the early history of Azeroth: everything that happened before the Great Sundering, up to the time the Pantheon happened upon the world, then dominated by the Old Gods and their Black Empire. Join him as we go back in time and learn the forgotten truth about the past!"
This last one would be an adaptation of the expansion I'm already working on. None of them have names yet, and there's much to figure out about each one, but it's a starting point and I'd like your opinion on them.
Apologies if this has been answered but which previous expansions are to be considered standard for the competition? Are we working with Witchwood and assuming the previous ones have rotated out or what?
AND NOW...
In collaboration with Shatterstar1998, I present to you...
Year of the Dragon
(insert Spyro reference here)
Nightmare on the Nether
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether (yeah, it's not just a vortex that destroys all minions. It's actually a zone), where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights.
As one can see from Feldrake, we have a new keyword, Elusive:
Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.
Once Upon a Time in Azeroth
Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone.
Arthur, Wise King also demonstrates the new Legacy keyword:
Legacy cards have an effect where they activate after you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul and you've pretty much got the idea. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (after you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.
Caverns of Time
The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.
Yes, I did just do a Time Traveler class for the last Class Competition, but screw it.
This expansion also introduces a brand new type of card:
Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.
So, what does everyone think?
Click the image to go to my custom Time Traveler class.
Adding some missing elements from Demon's entry:
Token:
(Created by Ethereal Trader)
(Created by Persepholes) (Naturalize)
(Created by Future Strike)
A few other cards that we created as back ups:
Edit: Also, some clarification:
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:
Yeah, that was weird to me too. I knew the intention was the your opponent would draw the cards, but because they're picking the Naturalize option on their turn, it would draw cards for "their opponent", which would be you. It is clarified however that you're opponent is supposed to draw the cards.
Edit: I think maybe the idea was that the Naturalize would be cast from Persepholes perspective as you control it, so "Persepholes' opponent" would draw the cards. I don't know for sure.
Click the image to go to my custom Time Traveler class.
I think in that case, it's just already implied that you're the one taking the 10 damage.
Click the image to go to my custom Time Traveler class.
I like when people try to tell a story, but I feel that you should just put the "Few words about the card" into a spoiler tag so it will not ruin the immersion of the story.
Even as someone who has been dealing with crazy mechanic, I'm still seriously confuse about the Encore mechanic. Will the new / old effect show up in the card itself? How will keep track of all the Encore effect?
And yes, the Upgrade keyword bother me, but for a more simple reason: It has nothing to do with music. I think that you rename it to something like Chorus (A group singing in unison) or Consonant (Groups of tones that are harmonious when sounded together as in a chord)
Time Bomb need a clarification number to how much damage it is going to deal into its card text in order for less experienced player to keep track of (especially for a Common card)
I feel like you should clarify how the Phoenix mascot will fit in with the expansions you are doing. Also, you forgot to put in the tool tip for Invoke (I have no idea what the condition for its activation is).
I feel like the Weather and the Terrain effects are a little too similar. Do you think you can combine them? The Pet keyword as it name right now seems a little too limited to only be put on a non-humanoid art. I think you should rename it to Protect so you can put it in humanoid card.
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:
Yeah, the wording is kind of messy on her. Me and Demon have not reaching a consensus to how make it clearer. The intention is your opponent has to pick between two bad choices: They take 10 damage or their board got cleared and very likely to overdraw.
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:
Oh and by the way, I do quite like the theme of your first set although a few questions:
Click the image to go to my custom Time Traveler class.
Posting my ideas real quick. No art or cards yet, hopefully Sunday or next week. I'm also at work and can't see anyone's pictures that they posted, so no feedback yet, sorry!
My submission will be the Year of the Piranha!
My first expansion is Brigands of Booty Bay (name pending). This is a heavily Pirate themed expansion with buccaneers and Naga and sea monsters. The standout idea is a new card type: Ships! Using the Location card template, Ships are kinda like the Cannon from Witchwood. It's a passive, 1 Mana Cost 'minion' that starts in your opening hand like a Quest. Various cards can interact with it, and make it give effects over the coarse of the game. Positioning is key to maximize its effects!
The second expansion is Lost in Time. The Infinite Flight is wrecking the timelines, and various villains throughout history are making a comeback. Every class will had a historic villain as their Legendary, such as Mannorath, Prince Arthas, and Queen Aszhara. There is also a new keyword: Fade: (X)
Fade appears on minions. At the start of your turn, the number goes down by 1. When it hits 0, the minion leaves the game. Specifically though, it doesn't die. This can be used to give you temporary overstated minions, or new ways to remove threats. Other cards may bring back Faded minions. Still other cards in the set involve time-displaced creatures and events from history.
After that more 'serious' and lore-heavy themes, the last expansion will be more fun and goofy. It is Enter the Technodome! Basically it's BattleBots. Goblins vs Gnomes meets The Grand Tournament. Lots of Mechs that buff or weaken other Mechs, and other fun gizmos. Inspire may make a comeback for this expansion.
Enter the Technodome also has a new keyword: Tinker(X). If you play a card with Tinker, you can choose if you want to spend (X) more mana. If you do, you get a bonus. So a (1) 1/2 could also be a (10) 10/11 depending on when it's played and if you pay the cost. Lots of flexibility by making cards with multiple uses.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End