Why have at least 4 people stolen my idea for a troll expansion? I know its a little broad, but still. feelsbadman
The overall winner of the Expansion Competition last year was a troll expansion, so I guess maybe people are trying to bank it off of their success. That and it's also not the most difficult theme to think of.
It's a bit insulting to immediately assume your theme was 'stolen' by other people. I didn't look at the discussion thread until I had formulated all three of my expansions with their themes and keywords, and while I didn't post it until July 3rd, I'd been creating it since June 27th—I only came back recently. Think about it for a second: What parts of WoW lore have Blizzard not touched upon in an expansion? Trolls are a major part of that. Nonetheless, there will be a lot of troll-related content to comb through this competition.
I'm thinking about ditching the Recipe mechanic for my expansion, and replacing Recipe cards with that type of cards, what do you think?
Because of the way you formatted your Recipe keyword (with the three dashes either side) I'd say it's better to have it via text description. However you should be consistent with your wording: "Deal 3 damage. Return this to your hand if you play a Dragon this turn."
So I've changed my keyword for the first expansion slightly: Instead of just being the bottom card of the deck, Treasures also shuffle a useless card into your deck so you don't end up with a truly 29 card deck.
So apart from that, I'm having trouble deciding what to showcase. I have a rare neutral which focuses on the weapon-related aspect of this expansion (aka generate oozes). I have the neutral epic treasure, which is a little meh, but I also have a neutral legendary with a powerful and treasure-related effect (unsure about balance—could draw 2 overall or 3 overall instead of 4);
And then I have some flavor for the Rogue class, because I want to push a Coin archetype:
I do have some more Treasure cards—legendary cards for each class—but I'm reluctant to show 2 legendaries for an expansion, and I'm trying to come up with ways to get across the 'summer fun' and pirate part of this without relying exclusively on minions.
Also, two questions: 1. Are we allowed to (within a spoiler) detail what archetypes we want to push for each class in each expansion? Or is it just the two cards per and that's that? 2. For the next stage, could you make a card like Spikeridged Steed that mentions a collectible card as a token, but not include that collectible token as part of the rest of the showcase cards?
Also, two questions: 1. Are we allowed to (within a spoiler) detail what archetypes we want to push for each class in each expansion? Or is it just the two cards per and that's that? 2. For the next stage, could you make a card like Spikeridged Steed that mentions a collectible card as a token, but not include that collectible token as part of the rest of the showcase cards?
Yes you may, as long as you're not heavy-handed with it. I talked a bit about how my example Trial cards would push their respective archetypes in the spoiler under my first expansion. I was probably more verbose than necessary. I don't think I'd hit on literally every class, though: just give us a taste of the archetypes you're showing examples for.
I guess that depends: does your example mention a card that already exists in Hearthstone - like Ball of Spiders did with Naxxramas' Webspinners - or is it mentioning a card that's being released simultaneously like the aforementioned Spikeridged Steed and Stegodon? If it's the latter, we would very much appreciate if you included that card as an example; it would kind of be rude not to, leaving people hanging like that :/
Side-note about the Treasure: personally, I feel like shuffling in a dead card that we could end up drawing is worse than leaving us with a 29-card deck. It also affects classes differently: a Rogue doesn't necessarily have a problem with a 1-mana Do Nothing, while everyone else could see that as a huge setback when/if they pull it.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
War of the Continents
Everyone is 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 do 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.
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 a number of turns that is described 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.
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 to 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).
And at last a Q/A!
Question: How does Sharpshooter interact with Explosive Trap and Snipe? Answer: The card is no longer considered to be in your hand when it is active as a Secret, so both have no benefit from the card.
Question: Does the Weather effect cancel any that were before them? Like if I play a Rain card while it's Hailing? Answer: No it doesn't. Both can be up at the same time, although I hardly recommend putting both in your deck. As in real life, it can both Hail and Rain at the same time. Warcraft is no different.
Question: Are you insane? Answer: I'm not sure you want an answer to that question.
Thanks for reading through this all!
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competition and for your invaluable feedback.
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
War of the Continents
Everyone is 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 do 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.
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 a number of turns that is described 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.
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 to 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).
And at last a Q/A!
Question: How does Sharpshooter interact with Explosive Trap and Snipe? Answer: The card is no longer considered to be in your hand when it is active as a Secret, so both have no benefit from the card.
Question: Does the Weather effect cancel any that were before them? Like if I play a Rain card while it's Hailing? Answer: No it doesn't. Both can be up at the same time, although I hardly recommend putting both in your deck. As in real life, it can both Hail and Rain at the same time. Warcraft is no different.
Question: Are you insane? Answer: I'm not sure you want an answer to that question.
Thanks for reading through this all!
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competition and for your invaluable feedback.
Well, you fixed the biggest problem I had with the set, the image quality. So now it looks really good.
Did you decide whether Mysterious Cervidae counts as both a Mage card and Hunter card for set completion purposes? I feel like in future phases, showcasing multi-class cards will be awkward because they belong to two different classes.
I never thought of this until now, but about weather: Can multiple Rains or Hails stack with each other? For example, if I play 2 Hail cards, do characters now take 2 damage at the end of the turn?
The description of your left/right-most cards imply that they have to be directly the last cards on either end, but Sharpshooter implies there's more lee-way to that. The way Sharpshooter is worded, a spell in your hand can still get +2 Spell Damage in your hand if you have other cards to the left of, provided none of them are spells.
Does the first Script effect activate when you play the card or on your next turn?
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Why have at least 4 people stolen my idea for a troll expansion? I know its a little broad, but still. feelsbadman
The overall winner of the Expansion Competition last year was a troll expansion, so I guess maybe people are trying to bank it off of their success. That and it's also not the most difficult theme to think of.
It's a bit insulting to immediately assume your theme was 'stolen' by other people. I didn't look at the discussion thread until I had formulated all three of my expansions with their themes and keywords, and while I didn't post it until July 3rd, I'd been creating it since June 27th—I only came back recently. Think about it for a second: What parts of WoW lore have Blizzard not touched upon in an expansion? Trolls are a major part of that. Nonetheless, there will be a lot of troll-related content to comb through this competition.
I'm thinking about ditching the Recipe mechanic for my expansion, and replacing Recipe cards with that type of cards, what do you think?
Because of the way you formatted your Recipe keyword (with the three dashes either side) I'd say it's better to have it via text description. However you should be consistent with your wording: "Deal 3 damage. Return this to your hand if you play a Dragon this turn."
So I've changed my keyword for the first expansion slightly: Instead of just being the bottom card of the deck, Treasures also shuffle a useless card into your deck so you don't end up with a truly 29 card deck.
So apart from that, I'm having trouble deciding what to showcase. I have a rare neutral which focuses on the weapon-related aspect of this expansion (aka generate oozes). I have the neutral epic treasure, which is a little meh, but I also have a neutral legendary with a powerful and treasure-related effect (unsure about balance—could draw 2 overall or 3 overall instead of 4);
And then I have some flavor for the Rogue class, because I want to push a Coin archetype:
I do have some more Treasure cards—legendary cards for each class—but I'm reluctant to show 2 legendaries for an expansion, and I'm trying to come up with ways to get across the 'summer fun' and pirate part of this without relying exclusively on minions.
Also, two questions: 1. Are we allowed to (within a spoiler) detail what archetypes we want to push for each class in each expansion? Or is it just the two cards per and that's that? 2. For the next stage, could you make a card like Spikeridged Steed that mentions a collectible card as a token, but not include that collectible token as part of the rest of the showcase cards?
Its less about me thinking others stole my idea and more that the more troll-themed expansions are submitted, the more likely people will assume I copied off someone else. Or at the very least it will be less interesting because more people have done it.
Does anybody know how can I get my own custom set icons to be in Hearthcards? I kinda wanted to try and make something more adequate for my expansions in case I get to the next phase.
Unfortunately, there's no way of doing that now BUT you can try to contact Nikko, the official creator of Hearthcards in a Private message on Discord in order to ask him to try to slot your emblem into Hearthcards. He's usually lurking around the discord for r/customhearthstone which you can find here: https://discord.gg/J9BMku3
Oh, that's a shame. I'm gonna try and see if I can contact him, then. Thanks. :)
I have one more question: are we allowed to change our Hall of Fame cards after submission? Does that count as a minor change, since it does not actually alter anything relating to the actual sets and cards by themselves?
I'm not quite satisfied with the ones I chose because now that I see everyone has chosen mostly the same, I wish I would have taken an opportunity to revert more nerfs and make some old combos viable again in Wild. It all lines up decently with the the disruption I'll introduce in my last set.
Now let's leave the questions aside for one last round of feedback:
@Wishmaster333 I have no clue as to how Disarm Trap is supposed to work. What exactly is this Secret spell tribe? Is it just a way to save some space in the card text? If that's the case, then how can this be a Secret with an effect that can be triggered multiple times?
@CheeseEtc Normally I refrain from creating keywords whenever possible, and in this case, suddenly your recipes turn into a card cycle, which is a concept I like a lot, so I think there's not much to lose by getting rid of the keyword, at least not more than there's to gain.
@Viridian I agree with linkblade91: shuffling a dead card into your deck seems like a bad mechanic, though it's pretty good flavorwise. I don't have much to say about the cards themselves. They don't seem very strong, which is perfectly fine for the first expansion. The artworks are really good: they all have a very Hearthstone-y feel to them, and that's something a lot of people just miss out completely.
@ThisOtherGuyTox I love the irony of how the setting of your first set compares to Battle of Azeroth. The keywords of the second set, though, that I'm not a big fan of. I think Hearthstone might just be too fast paced for these kinds of effects to ever have a meaningful impact.
The whole idea of interacting with the cards in your hand is cool but might be awkward to actually take advantage of, as you can't simply rearrange cards in your hand. I'd like to see a way of dealing with that effectively. Script is quite a cool keyword, but I'm not sure about the Windfury part. Double Bite + HP is a 10-mana, deal 20 damage combo that you can pull off with just two cards. That being said, playing the actual card is a substantial loss of tempo and, most importantly, I like degenerate combos a lot, and with this being the last expansion, the one which stays the least time in Standard, I think it might be "fine" (and quite nostalgic) dying to Druid at +14 Health.
I have one more question: are we allowed to change our Hall of Fame cards after submission? Does that count as a minor change, since it does not actually alter anything relating to the actual sets and cards by themselves?
I wouldn't worry that much about the Hall of Fame overlap people have with each other, but yes, you can change up your rotation cards.
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
Oh dude. I thought secrets were labeled as Secrets, but apparently not. Here's the correct version. It's supposed to be a secret itself lol. My bad, I formatted that card wrong.
@Wishmaster333 The wording is still wrong: it should be "when", not "whenever", as it only triggers once. The Secret itself seems pretty weak as it's basically useless against more than half the classes in the game, though the flavor is spot-on.
Howdy y'all. I don't have much time to get feedback before the Phase 1 deadline but I might as well post my concepts up here anyways because late feedback is better than none.
Year of the Peacock
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern game tables.
Outland
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge. Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect (Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk of Junk below.
Yes. I know I forgot to bold Scavenge in Hunk of Junk. These cards are pretty straightforward, they reward minion based decks and constant trading.
Clarification: if Rattlehammer has only 1 durability but it's attack kills a minion it will not be destroyed.
Centaurs and Celestials
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo, the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
The Magram Moongazer is kind of like a hidden Choose One. Rushing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations.
Pavo is a great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait?
Tavern Tails
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache.
Supply: Cards with Supply use unused (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry: etc).
Trebuchetonly triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unused mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile).
Tailson Songweaver has a Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "Start of Game: Panachetriggers when...")
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
I have lots of questions to ask the other contributors, particularly on the presentation side of things as I feel my artistry skills might be somewhat underwhelming given the task at hand (I really want to know how some of you made the custom "Year of the ..." Shields/Buttons).
I'm a little late for getting feedback, but I would appreciate any advice you can give me. Also, I've seen a lot of people with their own custom Year symbol and I was wondering how I could get one of those for my expansion. With the formalities out of the way, let's kick things off with the first expansion of the year:
Dustwallow Bestiary
New and strange creatures have been discovered in the marshlands of Dustwallow. A team of explorers has been dispatched to the area to document and record these new beasts. This expansion is all about beasts. From frogs to dinosaurs, you'll discover loads of new beasts, even in classes that don't typically have beasts.
A new Keywords has also been added called Delay. Delay will postpone effects for a set amount of turns. A Delay of 1 will trigger at the start of your next turn, while a Delay of 2 will trigger at the start of your turn after that. The Marshlands make it difficult to move around, causing a lot of slow down. These new beasts are especially affected, as they have not yet adapted to their new environment.
The Secrets of the Athenaeum
Inside the great library of the Scarlet Crusade, secret, forbidden magic is being practiced in order to defeat the undead scourge. You will discover ancient magic sealed inside old and forgotten tomes. Every class will have their own spell tome that can be used to unlock more powerful cards.
Summer on Sandy Beach
Come one, come all to the new hot beach resort. That small dreary island that used to be nothing more than a stopping off point has now been renovated into a lovely tropical resort. Come to visit the only hotel in all of Azeroth that was built on the water. Enjoy your stay at the wonderful Sandy Retreat. Disclaimer: We are not responsible for any pirate attacks on your way to Sandy Beach.
A new keyword has been added called Tide. Many cards have their effects dependant on the tide level. When one player raises the Tide, it raises for both sides, so be careful you don't raise it too high, or your opponent might take advantage of it.
Hall of Fame
I haven't been paying too much to the Hearthstone Meta, so I have no idea what cards are problematic for the game. But I have been able to find three cards that seem a little too powerful for the classic set.
Cold Blood - This one is pretty simple. For 1 mana you can deal 4 damage to your opponent, all you need is a charge minion. Combine this with Eviscerate and you have a lot of burst damage from hand. The Combo condition is never really hard to pull off since the card only costs 1 mana.
Divine Favor - A card that punishes decks for conserving resources. Its a staple for any aggressive deck to restock on resources to continue pushing for the win. I'm not a fan of cards that punish slower decks unless it can only fit in a slow deck itself. Aggressive decks already have an advantage in tempo and now it allows it to compensate for when it runs out of resources.
Upgrade! - This choice when made based on cards I will release in the future sets. I don't want too many weapon buff cards to cause the resurgence of the Pirate Warrior meta. I want the Warrior class to have some high-attack, low-durability weapons and Upgrade! presents a problem of allowing these high attack weapons to stick around longer.
Side-note about the Treasure: personally, I feel like shuffling in a dead card that we could end up drawing is worse than leaving us with a 29-card deck. It also affects classes differently: a Rogue doesn't necessarily have a problem with a 1-mana Do Nothing, while everyone else could see that as a huge setback when/if they pull it.
@Viridian I agree with linkblade91: shuffling a dead card into your deck seems like a bad mechanic, though it's pretty good flavorwise. I don't have much to say about the cards themselves. They don't seem very strong, which is perfectly fine for the first expansion. The artworks are really good: they all have a very Hearthstone-y feel to them, and that's something a lot of people just miss out completely.
Alright—I do agree that the 'do nothing' part is a bit harsh. Perhaps then it should exist as a 2 mana penalty card? i.e. it allows you to draw a card, but you have to pay 2 mana for it. The number is slightly arbitrary, but I think 2 mana is the most common balancing for drawing one card.
@Wishmaster333 I like the concept of Disarm Trap, but it's very very niche. Three other classes use secrets, and even then you're not guaranteed to get a good one— and you have to pay full cost to play the one you copy. Also the wording should be 'When your opponent plays a Secret". In some ways it would be a good card to generate, but not a good one to play in a deck. It could even fit as a neutral minion for a Secret counter.
Alright—I do agree that the 'do nothing' part is a bit harsh. Perhaps then it should exist as a 2 mana penalty card? i.e. it allows you to draw a card, but you have to pay 2 mana for it. The number is slightly arbitrary, but I think 2 mana is the most common balancing for drawing one card.
I think that's much better, yeah.
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
Howdy y'all. I don't have much time to get feedback before the Phase 1 deadline but I might as well post my concepts up here anyways because late feedback is better than none.
Year of the Peacock
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern game tables.
Outland
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge. Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect (Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk of Junk below.
Yes. I know I forgot to bold Scavenge in Hunk of Junk. These cards are pretty straightforward, they reward minion based decks and constant trading.
Clarification: if Rattlehammer has only 1 durability but it's attack kills a minion it will not be destroyed.
Centaurs and Celestials
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo, the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
The Magram Moongazer is kind of like a hidden Choose One. Rushing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations.
Pavo is a great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait?
Tavern Tails
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache.
Supply: Cards with Supply use unused (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry: etc).
Trebuchetonly triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unused mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile).
Tailson Songweaver has a Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "Start of Game: Panachetriggers when...")
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
I have lots of questions to ask the other contributors, particularly on the presentation side of things as I feel my artistry skills might be somewhat underwhelming given the task at hand (I really want to know how some of you made the custom "Year of the ..." Shields/Buttons).
I can throw out some last-minute words, although I don't know how helpful it'll be at this juncture.
A problem I have with Patience (and some other people's iterations of the Keyword) is that you might have to wait three full turns before you see dividends. Your Pavo card is emblematic of this issue: it's a 7/7/7 with no immediate effect, and you must willfully choose not to use the powerful 7-Attack next turn so you can hopefully chain-cast a bunch of spells you've been sitting on until the third turn...assuming Pavo survived long enough to activate. That's a lot of waiting around doing nothing; I would pair Patience with Rush or Charge almost exclusively, to generate strategic decision-making that'll come online faster.
For Supply, it should probably say "unspent" mana crystals instead of "unused" in the tooltip. There are no existing cards with "unspent" on them, but Hearthstone phrases it as "spend mana" and/or describes your crystals as spent (Forbidden Ancient).
My art skills are absolute shit-on-a-stick, but life finds a way; I wouldn't worry too much about it. You just have to get creative with what's available: I used the conversation banners from Hearthcards and simple use of the HearthPwn post-editing tools to make my submission presentable.
I hope you're foregoing your Hall of Fame-reasonings simply because this is a Discussion-thread post. Don't leave it out in your Submission post: we want to know why you chose the cards that you did :)
The Year of the Hydra
I'm a little late for getting feedback, but I would appreciate any advice you can give me. Also, I've seen a lot of people with their own custom Year symbol and I was wondering how I could get one of those for my expansion. With the formalities out of the way, let's kick things off with the first expansion of the year:
Dustwallow Bestiary
New and strange creatures have been discovered in the marshlands of Dustwallow. A team of explorers has been dispatched to the area to document and record these new beasts. This expansion is all about beasts. From frogs to dinosaurs, you'll discover loads of new beasts, even in classes that don't typically have beasts.
A new Keywords has also been added called Delay. Delay will postpone effects for a set amount of turns. A Delay of 1 will trigger at the start of your next turn, while a Delay of 2 will trigger at the start of your turn after that. The Marshlands make it difficult to move around, causing a lot of slow down. These new beasts are especially affected, as they have not yet adapted to their new environment.
The Secrets of the Athenaeum
Inside the great library of the Scarlet Crusade, secret, forbidden magic is being practiced in order to defeat the undead scourge. You will discover ancient magic sealed inside old and forgotten tomes. Every class will have their own spell tome that can be used to unlock more powerful cards.
Summer on Sandy Beach
Come one, come all to the new hot beach resort. That small dreary island that used to be nothing more than a stopping off point has now been renovated into a lovely tropical resort. Come to visit the only hotel in all of Azeroth that was built on the water. Enjoy your stay at the wonderful Sandy Retreat. Disclaimer: We are not responsible for any pirate attacks on your way to Sandy Beach.
A new keyword has been added called Tide. Many cards have their effects dependant on the tide level. When one player raises the Tide, it raises for both sides, so be careful you don't raise it too high, or your opponent might take advantage of it.
Hall of Fame
I haven't been paying too much to the Hearthstone Meta, so I have no idea what cards are problematic for the game. But I have been able to find three cards that seem a little too powerful for the classic set.
Cold Blood - This one is pretty simple. For 1 mana you can deal 4 damage to your opponent, all you need is a charge minion. Combine this with Eviscerate and you have a lot of burst damage from hand. The Combo condition is never really hard to pull off since the card only costs 1 mana.
Divine Favor - A card that punishes decks for conserving resources. Its a staple for any aggressive deck to restock on resources to continue pushing for the win. I'm not a fan of cards that punish slower decks unless it can only fit in a slow deck itself. Aggressive decks already have an advantage in tempo and now it allows it to compensate for when it runs out of resources.
Upgrade! - This choice when made based on cards I will release in the future sets. I don't want too many weapon buff cards to cause the resurgence of the Pirate Warrior meta. I want the Warrior class to have some high-attack, low-durability weapons and Upgrade! presents a problem of allowing these high attack weapons to stick around longer.
The custom icons come from members charitable enough to make their own symbols and share them with others. If you ask nicely I think someone could help out, assuming they notice it in time :)
Smart thinking to format Delay like you would use Overload in a card's text; that was the right call.
I can't really say much about Expansion #2 'cause there isn't much there :/
Tide seems like a novel idea, so long as both players are fully aware of the Tide level; having to keep track of it on their own would be a pain. It could be fun to have both players fighting for control of the Tide.
That being said, Tide is also the kind of board-affecting Keyword where its power can be one-sided: if you're messing with the Tide and your opponent isn't running cards that can do so as well, you have total control to abuse the mechanic and they just have to deal with it. This could readily happen if Tide is not a universal Keyword, when it loses popularity in Wild and/or whatever other circumstances could take away from its appeal. It's like getting in a gun fight with someone who doesn't own a gun: yeah it's partly on them for not having a gun to shoot back at you, but they weren't expecting to be in this situation in the first place.
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
@LinkBlade Thx for the feedback. I made some Alterations, notably to Pavo (gave him Rush and lessened his discount) and changed Supply's wording to "unspent" (which I had already been using about half the time in my first post for some reason - It's like I knew what the right word was but I was just to stupid to put it in the tooltip :P)
I diddled around on the internet and made me some art. Not like Art Snob level art, but arty enough for meeeeeee
Yes, I have reasoning for my hall of fame selections. The explanations may sound tongue in cheek but It's actually serious, I just like sounding like a smartass.
Sorcerer's Apprentice. I don't think i have to tell you what this card did in quest Mage. It's quite restrictive when it comes to card design, especially if you want t make cheap spells for mage.
Devine Favour. Auto-include in any aggro deck. While not always a good card, it's sill really strong an I feel it deserves to go into the Hall Of Fame.
Auchenai Soulpriest. Interesting inclusion, I know. The problem with this card is that you can't have cards that have a high board heal or a high heal card that can also target enemies simply because it can immediately turn into an AoE or large damage effect.
First expansion, THE SCOURGE OF IRON
In this expansion, all 9 classes will be split in 3 factions that will last until the end of the Year of the Frostwolf, as follows:
Iron horde: Warrior, Warlock, Rogue
Scourge: Mage, Shaman, Hunter
Cenarion Circle: Priest, Paladin, Druid
Each faction will receive a number of tri-class cards, including one general each (Grommash is the genral for the Iron Horde, for example). Cards will be part of a certain faction, indicated on the cards by bolded inclined text. Cards within the came faction share their keyword among themselves.
For example, if Grommash Ironbound is on the board, all Iron Horde minions become untargetable by Spells or Hero Power. All minions that are part of the Cenarion Circle that you play while Keeper of the Enclave is present on the board will have it's battlecry. When you cast Frost Touch, every minion on the board that is part of the Scourge will also cast the spell.
When the expansion launches, the player will receive a random general, as well as a random legendary minion from that general's faction.
Lore:
Because of the tinkering of a certain gnome that shall not be named *cough Toki cough*, The Iron Horde comes to Azeroth just when the Scourge decides to separate itself from the Burning Legion. Seeing that a war between those two could tear Azeroth apart, The Cenarion Circle decides to intervene, leading to a 3-way skirmish between them.
Second expansion, CLEANSING THE CURSE OF FLESH
Mechs. Lots and lots of Mechs, as well as remaking old cards in a mechanized form (kinda like the corrupted minions from WotOD). Also a new keyword that activates if the Mech is part of a group of other Mechs, and deactivates when that group is broken up.
Lore:
Gearmaster Mechazod has finally found a way to reverse the Curse of Flesh, and is now spreading it across the world. There's no point running: there's nowhere to run.
Third Expansion, THE SEVEN SEAS OF AZEROTH
New card type, the Vessel, as well as a new keyword to go with it, in this pirate themed expansion. Here's how the Vessel works:
The number bellow the mana cost represents how many spaces a Vessel occupies on the board. On those spaces, you can only play minions with Crewman.
A Vessel is NOT a minion, so any card that only affects minions will NOT affect a Vessel. Cards that affect ALL characters, however, will.
Your Vessel will not take any battle damage when attacking. Similarly, if a Vessel is attacked, the attacker will not take damage either. The only exception is if your Vessel attacks another vessel, or viceversa.
Careful: If your vessel is destroyed, so is your hero. After all, the captain must go down with the ship. The only exception, is if you play another vessel, in witch case it will replace the old one, as well as it's remaining Health.
Here's how a vessel would look like on the board:
Each class will receive a legendary Vessel in the form of a pirate ship, and the player will get a random one for free when the expansion launches.
Lore:
Yar har, fiddle de dee Being a pirate is alright to be Do what you want 'cause a pirate is free You are a pirate!
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
War of the Continents
Everyone is 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 do 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.
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 a number of turns that is described 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.
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 to 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).
And at last a Q/A!
Question: How does Sharpshooter interact with Explosive Trap and Snipe? Answer: The card is no longer considered to be in your hand when it is active as a Secret, so both have no benefit from the card.
Question: Does the Weather effect cancel any that were before them? Like if I play a Rain card while it's Hailing? Answer: No it doesn't. Both can be up at the same time, although I hardly recommend putting both in your deck. As in real life, it can both Hail and Rain at the same time. Warcraft is no different.
Question: Are you insane? Answer: I'm not sure you want an answer to that question.
Thanks for reading through this all!
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competition and for your invaluable feedback.
Well, you fixed the biggest problem I had with the set, the image quality. So now it looks really good.
Did you decide whether Mysterious Cervidae counts as both a Mage card and Hunter card for set completion purposes? I feel like in future phases, showcasing multi-class cards will be awkward because they belong to two different classes.
I never thought of this until now, but about weather: Can multiple Rains or Hails stack with each other? For example, if I play 2 Hail cards, do characters now take 2 damage at the end of the turn?
The description of your left/right-most cards imply that they have to be directly the last cards on either end, but Sharpshooter implies there's more lee-way to that. The way Sharpshooter is worded, a spell in your hand can still get +2 Spell Damage in your hand if you have other cards to the left of, provided none of them are spells.
Does the first Script effect activate when you play the card or on your next turn?
It'll count as both a Hunter and Mage card, the way it'll work is that we'll have 3 normal cards per class and 2 stitched per team (2 usable to two classes) which technically gives 5 cards per class but still 8 per team (math is complicated I kno ;-;).
Dunno, I'll ask Tox lel.
Fair point... Do we need to change the wording? ;-;
I've made two small changes based on the feedback I've received.
The first change is in the Athenaeum expansion. I've replaced the Thief's Tome with the Necrotic Firebringer. This should help showcase more of what the expansion holds.
The second change is with the Tide keyword. Your tide level is now independent of your opponent's. This will allow for drastic tide changes without completely hurting your opponent's strategy. Although it was mentioned that one player controlling the tide could make the fight unfair, I don't think that is true. Tide works similarly to the C'Thun mechanic. Slowly buffing C'thun to empower not just C'thun, but your other C'thun related cards as well. I'll take proper caution so that classes that mess with the Tide, can't raise it too quickly.
Dustwallow Bestiary
New and strange creatures have been discovered in the marshlands of Dustwallow. A team of explorers has been dispatched to the area to document and record these new beasts. This expansion is all about beasts. From frogs to dinosaurs, you'll discover loads of new beasts, even in classes that don't typically have beasts.
A new Keywords has also been added called Delay. Delay will postpone effects for a set amount of turns. A Delay of 1 will trigger at the start of your next turn, while a Delay of 2 will trigger at the start of your turn after that. The Marshlands make it difficult to move around, causing a lot of slow down. These new beasts are especially affected, as they have not yet adapted to their new environment.
The Secrets of the Athenaeum
Inside the great library of the Scarlet Crusade, secret, forbidden magic is being practiced in order to defeat the undead scourge. You will discover ancient magic sealed inside old and forgotten tomes. Every class will have their own spell tome that can be used to unlock more powerful cards. Of course, their activities haven't gone unnoticed. The undead scourge has planned an assault in order to desecrate these ancient tomes before they can be used against them. A lot of the undead cards will revolve around having a small hand size.
Summer on Sandy Beach
Come one, come all to the new hot beach resort. That small dreary island that used to be nothing more than a stopping off point has now been renovated into a lovely tropical resort. Come to visit the only hotel in all of Azeroth that was built on the water. Enjoy your stay at the wonderful Sandy Retreat. Disclaimer: We are not responsible for any pirate attacks on your way to Sandy Beach.
A new keyword has been added called Tide. Many cards have their effects dependant on the tide level. Your tide level is independent of your opponent's tide level. However, there may be ways to raise or lower your opponent's tide as well.
Hall of Fame
I haven't been paying too much to the Hearthstone Meta, so I have no idea what cards are problematic for the game. But I have been able to find three cards that seem a little too powerful for the classic set.
Cold Blood - This one is pretty simple. For 1 mana you can deal 4 damage to your opponent, all you need is a charge minion. Combine this with Eviscerate and you have a lot of burst damage from hand. The Combo condition is never really hard to pull off since the card only costs 1 mana.
Divine Favor - A card that punishes decks for conserving resources. Its a staple for any aggressive deck to restock on resources to continue pushing for the win. I'm not a fan of cards that punish slower decks unless it can only fit in a slow deck itself. Aggressive decks already have an advantage in tempo and now it allows it to compensate for when it runs out of resources.
Upgrade! - This choice when made based on cards I will release in the future sets. I don't want too many weapon buff cards to cause the resurgence of the Pirate Warrior meta. I want the Warrior class to have some high-attack, low-durability weapons and Upgrade! presents a problem of allowing these high attack weapons to stick around longer.
I liked the Recipe keyword a lot, so I don't agree with the change. Also, how will Warchief Gordo work now?
It's a bit insulting to immediately assume your theme was 'stolen' by other people. I didn't look at the discussion thread until I had formulated all three of my expansions with their themes and keywords, and while I didn't post it until July 3rd, I'd been creating it since June 27th—I only came back recently. Think about it for a second: What parts of WoW lore have Blizzard not touched upon in an expansion? Trolls are a major part of that. Nonetheless, there will be a lot of troll-related content to comb through this competition.
Because of the way you formatted your Recipe keyword (with the three dashes either side) I'd say it's better to have it via text description. However you should be consistent with your wording: "Deal 3 damage. Return this to your hand if you play a Dragon this turn."
So I've changed my keyword for the first expansion slightly: Instead of just being the bottom card of the deck, Treasures also shuffle a useless card into your deck so you don't end up with a truly 29 card deck.
So apart from that, I'm having trouble deciding what to showcase. I have a rare neutral which focuses on the weapon-related aspect of this expansion (aka generate oozes). I have the neutral epic treasure, which is a little meh, but I also have a neutral legendary with a powerful and treasure-related effect (unsure about balance—could draw 2 overall or 3 overall instead of 4);
And then I have some flavor for the Rogue class, because I want to push a Coin archetype:
I do have some more Treasure cards—legendary cards for each class—but I'm reluctant to show 2 legendaries for an expansion, and I'm trying to come up with ways to get across the 'summer fun' and pirate part of this without relying exclusively on minions.
Also, two questions:
1. Are we allowed to (within a spoiler) detail what archetypes we want to push for each class in each expansion? Or is it just the two cards per and that's that?
2. For the next stage, could you make a card like Spikeridged Steed that mentions a collectible card as a token, but not include that collectible token as part of the rest of the showcase cards?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Side-note about the Treasure: personally, I feel like shuffling in a dead card that we could end up drawing is worse than leaving us with a 29-card deck. It also affects classes differently: a Rogue doesn't necessarily have a problem with a 1-mana Do Nothing, while everyone else could see that as a huge setback when/if they pull it.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.
Year of the Chimera
War of the Continents
Everyone is 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 do 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.
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 a number of turns that is described 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.
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 to 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).
And at last a Q/A!
Question: How does Sharpshooter interact with Explosive Trap and Snipe?
Answer: The card is no longer considered to be in your hand when it is active as a Secret, so both have no benefit from the card.
Question: Does the Weather effect cancel any that were before them? Like if I play a Rain card while it's Hailing?
Answer: No it doesn't. Both can be up at the same time, although I hardly recommend putting both in your deck. As in real life, it can both Hail and Rain at the same time. Warcraft is no different.
Question: Are you insane?
Answer: I'm not sure you want an answer to that question.
Thanks for reading through this all!
Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competition and for your invaluable feedback.
I want a new title, but Flux won't let me have one,
Well, you fixed the biggest problem I had with the set, the image quality. So now it looks really good.
Click the image to go to my custom Time Traveler class.
Its less about me thinking others stole my idea and more that the more troll-themed expansions are submitted, the more likely people will assume I copied off someone else. Or at the very least it will be less interesting because more people have done it.
Unpopular opinion: Rogue is OP
Oh, that's a shame. I'm gonna try and see if I can contact him, then. Thanks. :)
I have one more question: are we allowed to change our Hall of Fame cards after submission? Does that count as a minor change, since it does not actually alter anything relating to the actual sets and cards by themselves?
I'm not quite satisfied with the ones I chose because now that I see everyone has chosen mostly the same, I wish I would have taken an opportunity to revert more nerfs and make some old combos viable again in Wild. It all lines up decently with the the disruption I'll introduce in my last set.
Now let's leave the questions aside for one last round of feedback:
@Wishmaster333 I have no clue as to how Disarm Trap is supposed to work. What exactly is this Secret spell tribe? Is it just a way to save some space in the card text? If that's the case, then how can this be a Secret with an effect that can be triggered multiple times?
@CheeseEtc Normally I refrain from creating keywords whenever possible, and in this case, suddenly your recipes turn into a card cycle, which is a concept I like a lot, so I think there's not much to lose by getting rid of the keyword, at least not more than there's to gain.
@Viridian I agree with linkblade91: shuffling a dead card into your deck seems like a bad mechanic, though it's pretty good flavorwise. I don't have much to say about the cards themselves. They don't seem very strong, which is perfectly fine for the first expansion. The artworks are really good: they all have a very Hearthstone-y feel to them, and that's something a lot of people just miss out completely.
@ThisOtherGuyTox I love the irony of how the setting of your first set compares to Battle of Azeroth. The keywords of the second set, though, that I'm not a big fan of. I think Hearthstone might just be too fast paced for these kinds of effects to ever have a meaningful impact.
The whole idea of interacting with the cards in your hand is cool but might be awkward to actually take advantage of, as you can't simply rearrange cards in your hand. I'd like to see a way of dealing with that effectively. Script is quite a cool keyword, but I'm not sure about the Windfury part. Double Bite + HP is a 10-mana, deal 20 damage combo that you can pull off with just two cards. That being said, playing the actual card is a substantial loss of tempo and, most importantly, I like degenerate combos a lot, and with this being the last expansion, the one which stays the least time in Standard, I think it might be "fine" (and quite nostalgic) dying to Druid at +14 Health.
I wouldn't worry that much about the Hall of Fame overlap people have with each other, but yes, you can change up your rotation cards.
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
Oh dude. I thought secrets were labeled as Secrets, but apparently not. Here's the correct version. It's supposed to be a secret itself lol. My bad, I formatted that card wrong.
@linkblade91 Oh great, thanks man. :)
@Wishmaster333 The wording is still wrong: it should be "when", not "whenever", as it only triggers once. The Secret itself seems pretty weak as it's basically useless against more than half the classes in the game, though the flavor is spot-on.
Howdy y'all. I don't have much time to get feedback before the Phase 1 deadline but I might as well post my concepts up here anyways because late feedback is better than none.
Year of the Peacock
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern game tables.
Outland
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge. Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect (Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk of Junk below.
Yes. I know I forgot to bold Scavenge in Hunk of Junk. These cards are pretty straightforward, they reward minion based decks and constant trading.
Clarification: if Rattlehammer has only 1 durability but it's attack kills a minion it will not be destroyed.
Centaurs and Celestials
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo, the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
The Magram Moongazer is kind of like a hidden Choose One. Rushing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations.
Pavo is a great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait?
Tavern Tails
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache.
Supply: Cards with Supply use unused (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry: etc).
Trebuchet only triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unused mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile).
Tailson Songweaver has a Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "Start of Game: Panache triggers when...")
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
I have lots of questions to ask the other contributors, particularly on the presentation side of things as I feel my artistry skills might be somewhat underwhelming given the task at hand (I really want to know how some of you made the custom "Year of the ..." Shields/Buttons).
And lastly I think it's time to Hall of Fame:
Inner Fire
Savage Roar
and
Gadgetzan Auctioneer
for reasons. This post is long enough.
~ Thanks for reading and good luck everyone.
Check out my Mech Undatakah Pally deck: http://www.hearthpwn.com/decks/1261460-undatakah-mech-pally
The Year of the Hydra
I'm a little late for getting feedback, but I would appreciate any advice you can give me. Also, I've seen a lot of people with their own custom Year symbol and I was wondering how I could get one of those for my expansion. With the formalities out of the way, let's kick things off with the first expansion of the year:
Dustwallow Bestiary
New and strange creatures have been discovered in the marshlands of Dustwallow. A team of explorers has been dispatched to the area to document and record these new beasts. This expansion is all about beasts. From frogs to dinosaurs, you'll discover loads of new beasts, even in classes that don't typically have beasts.
A new Keywords has also been added called Delay. Delay will postpone effects for a set amount of turns. A Delay of 1 will trigger at the start of your next turn, while a Delay of 2 will trigger at the start of your turn after that. The Marshlands make it difficult to move around, causing a lot of slow down. These new beasts are especially affected, as they have not yet adapted to their new environment.
The Secrets of the Athenaeum
Inside the great library of the Scarlet Crusade, secret, forbidden magic is being practiced in order to defeat the undead scourge. You will discover ancient magic sealed inside old and forgotten tomes. Every class will have their own spell tome that can be used to unlock more powerful cards.
Summer on Sandy Beach
Come one, come all to the new hot beach resort. That small dreary island that used to be nothing more than a stopping off point has now been renovated into a lovely tropical resort. Come to visit the only hotel in all of Azeroth that was built on the water. Enjoy your stay at the wonderful Sandy Retreat. Disclaimer: We are not responsible for any pirate attacks on your way to Sandy Beach.
A new keyword has been added called Tide. Many cards have their effects dependant on the tide level. When one player raises the Tide, it raises for both sides, so be careful you don't raise it too high, or your opponent might take advantage of it.
Hall of Fame
I haven't been paying too much to the Hearthstone Meta, so I have no idea what cards are problematic for the game. But I have been able to find three cards that seem a little too powerful for the classic set.
Cold Blood - This one is pretty simple. For 1 mana you can deal 4 damage to your opponent, all you need is a charge minion. Combine this with Eviscerate and you have a lot of burst damage from hand. The Combo condition is never really hard to pull off since the card only costs 1 mana.
Divine Favor - A card that punishes decks for conserving resources. Its a staple for any aggressive deck to restock on resources to continue pushing for the win. I'm not a fan of cards that punish slower decks unless it can only fit in a slow deck itself. Aggressive decks already have an advantage in tempo and now it allows it to compensate for when it runs out of resources.
Upgrade! - This choice when made based on cards I will release in the future sets. I don't want too many weapon buff cards to cause the resurgence of the Pirate Warrior meta. I want the Warrior class to have some high-attack, low-durability weapons and Upgrade! presents a problem of allowing these high attack weapons to stick around longer.
Alright—I do agree that the 'do nothing' part is a bit harsh. Perhaps then it should exist as a 2 mana penalty card? i.e. it allows you to draw a card, but you have to pay 2 mana for it. The number is slightly arbitrary, but I think 2 mana is the most common balancing for drawing one card.
@Wishmaster333 I like the concept of Disarm Trap, but it's very very niche. Three other classes use secrets, and even then you're not guaranteed to get a good one— and you have to pay full cost to play the one you copy. Also the wording should be 'When your opponent plays a Secret". In some ways it would be a good card to generate, but not a good one to play in a deck. It could even fit as a neutral minion for a Secret counter.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I think that's much better, yeah.
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 can throw out some last-minute words, although I don't know how helpful it'll be at this juncture.
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
@LinkBlade Thx for the feedback. I made some Alterations, notably to Pavo (gave him Rush and lessened his discount) and changed Supply's wording to "unspent" (which I had already been using about half the time in my first post for some reason - It's like I knew what the right word was but I was just to stupid to put it in the tooltip :P)
I diddled around on the internet and made me some art. Not like Art Snob level art, but arty enough for meeeeeee
Yes, I have reasoning for my hall of fame selections. The explanations may sound tongue in cheek but It's actually serious, I just like sounding like a smartass.
Check out my Mech Undatakah Pally deck: http://www.hearthpwn.com/decks/1261460-undatakah-mech-pally
Final draft for my year before I submit:
Welcome, ladies and glentleorcs, to the
YEAR OF THE FROSTWOLF
Hall of fame:
Sorcerer's Apprentice. I don't think i have to tell you what this card did in quest Mage. It's quite restrictive when it comes to card design, especially if you want t make cheap spells for mage.
Devine Favour. Auto-include in any aggro deck. While not always a good card, it's sill really strong an I feel it deserves to go into the Hall Of Fame.
Auchenai Soulpriest. Interesting inclusion, I know. The problem with this card is that you can't have cards that have a high board heal or a high heal card that can also target enemies simply because it can immediately turn into an AoE or large damage effect.
First expansion, THE SCOURGE OF IRON
In this expansion, all 9 classes will be split in 3 factions that will last until the end of the Year of the Frostwolf, as follows:
Iron horde: Warrior, Warlock, Rogue
Scourge: Mage, Shaman, Hunter
Cenarion Circle: Priest, Paladin, Druid
Each faction will receive a number of tri-class cards, including one general each (Grommash is the genral for the Iron Horde, for example). Cards will be part of a certain faction, indicated on the cards by bolded inclined text. Cards within the came faction share their keyword among themselves.
For example, if Grommash Ironbound is on the board, all Iron Horde minions become untargetable by Spells or Hero Power. All minions that are part of the Cenarion Circle that you play while Keeper of the Enclave is present on the board will have it's battlecry. When you cast Frost Touch, every minion on the board that is part of the Scourge will also cast the spell.
When the expansion launches, the player will receive a random general, as well as a random legendary minion from that general's faction.
Lore:
Because of the tinkering of a certain gnome that shall not be named *cough Toki cough*, The Iron Horde comes to Azeroth just when the Scourge decides to separate itself from the Burning Legion. Seeing that a war between those two could tear Azeroth apart, The Cenarion Circle decides to intervene, leading to a 3-way skirmish between them.
Second expansion, CLEANSING THE CURSE OF FLESH
Mechs. Lots and lots of Mechs, as well as remaking old cards in a mechanized form (kinda like the corrupted minions from WotOD). Also a new keyword that activates if the Mech is part of a group of other Mechs, and deactivates when that group is broken up.
Lore:
Gearmaster Mechazod has finally found a way to reverse the Curse of Flesh, and is now spreading it across the world. There's no point running: there's nowhere to run.
Third Expansion, THE SEVEN SEAS OF AZEROTH
New card type, the Vessel, as well as a new keyword to go with it, in this pirate themed expansion. Here's how the Vessel works:
Here's how a vessel would look like on the board:
Each class will receive a legendary Vessel in the form of a pirate ship, and the player will get a random one for free when the expansion launches.
Lore:
Yar har, fiddle de dee
Being a pirate is alright to be
Do what you want 'cause a pirate is free
You are a pirate!
Mod Working Reaaaaally Hardly
The Year of the Hydra
I've made two small changes based on the feedback I've received.
Dustwallow Bestiary
New and strange creatures have been discovered in the marshlands of Dustwallow. A team of explorers has been dispatched to the area to document and record these new beasts. This expansion is all about beasts. From frogs to dinosaurs, you'll discover loads of new beasts, even in classes that don't typically have beasts.
A new Keywords has also been added called Delay. Delay will postpone effects for a set amount of turns. A Delay of 1 will trigger at the start of your next turn, while a Delay of 2 will trigger at the start of your turn after that. The Marshlands make it difficult to move around, causing a lot of slow down. These new beasts are especially affected, as they have not yet adapted to their new environment.
The Secrets of the Athenaeum
Inside the great library of the Scarlet Crusade, secret, forbidden magic is being practiced in order to defeat the undead scourge. You will discover ancient magic sealed inside old and forgotten tomes. Every class will have their own spell tome that can be used to unlock more powerful cards. Of course, their activities haven't gone unnoticed. The undead scourge has planned an assault in order to desecrate these ancient tomes before they can be used against them. A lot of the undead cards will revolve around having a small hand size.
Summer on Sandy Beach
Come one, come all to the new hot beach resort. That small dreary island that used to be nothing more than a stopping off point has now been renovated into a lovely tropical resort. Come to visit the only hotel in all of Azeroth that was built on the water. Enjoy your stay at the wonderful Sandy Retreat. Disclaimer: We are not responsible for any pirate attacks on your way to Sandy Beach.
A new keyword has been added called Tide. Many cards have their effects dependant on the tide level. Your tide level is independent of your opponent's tide level. However, there may be ways to raise or lower your opponent's tide as well.
Hall of Fame
I haven't been paying too much to the Hearthstone Meta, so I have no idea what cards are problematic for the game. But I have been able to find three cards that seem a little too powerful for the classic set.
Cold Blood - This one is pretty simple. For 1 mana you can deal 4 damage to your opponent, all you need is a charge minion. Combine this with Eviscerate and you have a lot of burst damage from hand. The Combo condition is never really hard to pull off since the card only costs 1 mana.
Divine Favor - A card that punishes decks for conserving resources. Its a staple for any aggressive deck to restock on resources to continue pushing for the win. I'm not a fan of cards that punish slower decks unless it can only fit in a slow deck itself. Aggressive decks already have an advantage in tempo and now it allows it to compensate for when it runs out of resources.
Upgrade! - This choice when made based on cards I will release in the future sets. I don't want too many weapon buff cards to cause the resurgence of the Pirate Warrior meta. I want the Warrior class to have some high-attack, low-durability weapons and Upgrade! presents a problem of allowing these high attack weapons to stick around longer.
Nope. It makes perfect sense as is, just a little bit inconsistent with how you described the mechanic.
Click the image to go to my custom Time Traveler class.