Have you heard of the Gladiator's Coliseum of Azeroth? No? You need to go there! It's the place where the greatest fighters of the world go to fight each other and show their powerful combat abilities. And we invite you to come and show your powerful combat abilities!
But be warned: In the coliseum there is just one rule: There are no rules! So all the time people from the crowd just get down to the arena to help their favorite gladiators on the fight.
Support mechanic: The card starts the game out of the deck (in the crowd) and when something happens every copy of the card is shuffled twice in the deck (By making the deck with 2 copies you get 4 shuffled cards).
[The Mechanics works this way to allow more than 30 cards in a deck]
When you say Gladiators, what is the first thing you think? I think about really big heavy weapons, that can only be wielded with two hands! Two Handed Weapons: Weapons that destroy your hero power when played (think of your hero power as your second hand)
And of course, it wouldn't be a real Coliseum without REALLY DANGEROUS CREATURES! Unleash the beasts, the dragons, the demons! Unleash everything at those fighters! Dangerous Creatures: Powerful (and dangerous) minions with drawbacks! (It's hard to tame these creatures)
Spellcasters got barely any chance to succeed in these fights. You have no time to cast spells, there are enemies coming from everywhere! That's why they bring Pre Charged Spells to the fight. These spells are prepared in advance to be casted way faster during the fight. This way they stand a fair chance against the other fighters. Pre Charged Spells: The cost of the spell is split between turns to make for a faster cast.
You remember when I said "There are no rules"? Well, outside of the Coliseum there are some people that we call Dark Hucksters. These Hucksters sell things that can help you during the fight, and they don't play fair. You can buy some evil cursed spells or hire some mercenaries. They only care about the money (and these things are expensive). Dark Hucksters: Small pool of very strong cards that are Uncollectible and you can only access through collectible cards (Similar to Death Knight and Ysera cards).
The expansion is focused mainly around deckbuilding (having the Support mechanic as a core) and a little more around the other mechanics. With the Support mechanic it's possible to bypass the 30 cards restriction. Every Support card is played twice, meaning you can have up to 60 cards in the deck if all 30 are Support cards). But you can also have less than 30 cards in the deck by adding Supports that will never be shuffled. However having less cards in the deck is way more dangerous and will be a lot more restrict. That's why I'll split the Support cards in two types: Hard and Easy Support. Hard Supports are hard to be shuffled in the deck, meaning you can use them to have less than 30 cards and will be in very limited amount. Easy Supports are cards that are very easy to shuffle, meaning that its almost impossible to avoid shuffling it and will be the most common type of Support cards.
On total are 142 cards, 12 for every class (2 legendaries, 3 epics, 3 rares, 4 commons) and 34 Neutrals (5 legendaries, 8 epics, 8 rares and 13 commons). So far I made all 2HW (2 Handed Weapons), all DC (Dangerous Creatures), all PCS (Pre Charged Spells) and all DHR (Dark Huckster Related) cards.
Druid (12/12)
Druid's Backstory: The Coliseum unites champions from all around the world and each Druid that enters the Coliseum comes from a different biome. But in the end you can see that some aspects are common to all Druids, independantly from their biome. The cards have themes from different biomes around the world (Desert, Forest, Swamp, Tundra, Sea)
Cards:
Tokens:
Hunter (5/12)
Hunter's Backstory: None yet.
Cards:
Mage (12/12)
Mage's Backstory: The Mages that visit the Coliseum know that Spellcasting is very weak on the arena. With no time to cast proper spells Mages have to resort to Pre Charged Spells, but that's not enough. Only Mages with really fast-casting spells have a chance to shine. That's where the Lightning Mages come in. Their Lightning spells are instant and deadly. Most cards are themed around Lightning and electricity effects.
Cards:
Tokens:
Paladin (5/12)
Paladin's Backstory: The Paladins that go to the Coliseum are, in the most majority, crusaders. They have lots of shield and armor, and sometimes they even bring their own Armorsmith with them. The cards are themed around Armor gain and Armor Synergies.
Cards:
Tokens:
Priest (3/12)
Priest's Backstory: None yet. I'm thinking about full psionic effects.
Cards:
Rogue (9/12)
Rogue's Backstory: The Coliseum is also a big mechanism. It has traps, cages, pits. Rogues are smart and have full knowledge of everything in the coliseum. They also became specialists at dealing with small creatures and at using them against their opponents. Rogue cards are mostly themed around small creature, traps and tricks. Also most battlecries have negative effects.
Cards:
Tokens:
Shaman (12/12)
Shaman's Backstory: Shamans are not particularly powerful in the Arena, but the ones that have some success are mainly because of lots of help and also some powers concerning clarividence, spiritspeaking and not so fair abilities. Shaman cards are themed mostly around Support and Shuffle, but also some pinches of Deathrattle and Hero Power.
Cards:
Tokens:
Warlock (5/12)
Warlock's Backstory: None yet.
Cards:
Tokens:
Warrior (9/12)
Warrior's Backstory: Warrior of course embodies the aspects of a Gladiator. He has weapons, armor, attack, support, and very strong minions.
Cards:
Neutral (7/34)
Tokens:
Cards Grouped by mechanic Support
Two Handed Weapons
Dangerous Creatures
Pre Charged Spells
Dark Huckster Related Cards
Hope you guys enjoyed! It will probably take a very long time to finish because I have college and stuff and barely spend time doing cards. So don't expect too much! But I will post cards as I make them.
Support mechanic sounds interesting, even tho proably not something that would ever make its way to HS ... but my problem with it is, that it can be brutally abused to make your deck smaller, you just put random Support cards into your deck and dont play any triggers, so those Support cards r essentially removed from your deck at the start of the game and your deck is smaller, not a great design.
That's why I'll split the Support cards in two types: Hard and Easy Support. Hard Supports are hard to be shuffled in the deck, meaning you can use them to have less than 30 cards and will be in very limited amount.
At the end of the expansion the smallest possible deck you'll be able to create will be 25 or 24 cards (but also limiting deckbuilding options). I'm not sure yet. I'm aware that this is a very dangerous mechanic to have and needs to be well planned.
That's why I'll split the Support cards in two types: Hard and Easy Support. Hard Supports are hard to be shuffled in the deck, meaning you can use them to have less than 30 cards and will be in very limited amount.
At the end of the expansion the smallest possible deck you'll be able to create will be 25 or 24 cards (but also limiting deckbuilding options). I'm not sure yet. I'm aware that this is a very dangerous mechanic to have and needs to be well planned.
Sorry didnt read through all that :) But even cuttin 6 cards out of the deck seems quite strong, so yeah, you should be careful how you go about that ;)
Added Support Legendary for Mage. Not sure of what I intended to do with it. Maybe I'll change it. Added 4 cards for Rogue. I decided to give rogue two blending themes: Bad Battlecries (which includes the 2HW) and Healing, and they tie together with the Support Legendary. A deck idea using these themes would contain drawback battlecries and healing. When the Dragonborn got played it would be just a matter of time to overcome opponent with value. And when you have healing, time is no problem. Not sure yet if those will be all the cards within this theme or not.
All the spells that add a spell to your hand should cost more. Why would I run Flamestrike when I could add the other card and maybe use it to generate it earlier when I have free mana?
It should cost 4 or 5 so that you're paying for the added flexibility.
All the spells that add a spell to your hand should cost more. Why would I run Flamestrike when I could add the other card and maybe use it to generate it earlier when I have free mana?
It should cost 4 or 5 so that you're paying for the added flexibility.
But you are forgetting the element of surprise. If you play Pre Charged Flames on turn 3 you spent your turn doing one thing: Saying to your opponent that you have a flamestrike and that you intend to use it. If you play Flamestrike on turn 4 it won't be as effective because your opponent will hold minions on hand (it's like a Flamestrike that takes one turn to happen). If you don't play you wasted your turn 3. Still, these cards are straight up better versions of Flamestrike or Mind Control, but these cards are not as good as they seem. So I'll probably not nerf them because I don't feel it's necessary.
I actually forgot to update this thread so there you go, lots of cards all of a sudden. Some comments from myself about the cards: - Stomping Oak: "Lose a Mana Crystal" is not exactly correct but Blizzard already used it to save space on the card and I did the same. - Living Forest: Kind of a meme card. Lots of value but very slow. - Touching Lights: Brother Bear reference; - Nathanos Blightcaller: It seems op at first glance but when you stop to think it's way worse. - Expert-Level Familiar: Obviously this minion won't be at the crowd, so why being a Support card? It is a Support because it's only shuffled in the deck after being "called" by their owner (It's a familiar afterall). - Lightning Teleport: The way I imagine the animation for this card. A lightning hits the minion, like Shazam, then the minion disappears. - Ink Elemental: Inkmaster Solia used magical ink to draw tattoos that make their owner's spells stronger. Let's say that during a failed attempt to replicate that magical ink, this elemental was born. - Voltaic Elemental: You can combo this card with Witchwood Piper. Actually lots of cards in my expansion combo with Piper. Hum, that's odd, I didn't plan for that to happen. - Bloodless Secretmancer: I don't like this card so much. I'll probably change it later. - Descend From Heaven (Priest) and Ascend from Hell (Warlock) use the same artwork. It's the first time I made matching cards like that. - Eternal Bloodthirst: Anyone can notice the clear Defile influence on this card. - Totem Tower: If you didn't shuffle any card in your deck on turn 5, you can play this card to trigger some Supports and therefore, it synergizeswith itself. - Whakatu, Duskwraith: If you are facing an aggro you are probably dead by turn 3. But if not, know that this card synergize with Witchwood Piper. - Bursting Undead: Yu-Gi-Oh reference. - Echo of War: THAT'S AN OP CARD. I know, I wanted it to be op but not broken enough to deserve a nerf. - Blademaster Samuro: He can Support infinite times because everytime he supports it's actually a copy of himself. - Noticed Thief: Made specifically to counter Nathanos Blightcaller.
That's it guys, hope you are enjoying my expansion.
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Hello guys,
This will be my first time making a full expansion, including lore and central mechanics and everything.
To skip the story and only see the cards: Collectible Cards and Special Cards.
Gladiator's Coliseum
Have you heard of the Gladiator's Coliseum of Azeroth? No? You need to go there! It's the place where the greatest fighters of the world go to fight each other and show their powerful combat abilities. And we invite you to come and show your powerful combat abilities!
But be warned: In the coliseum there is just one rule: There are no rules!
So all the time people from the crowd just get down to the arena to help their favorite gladiators on the fight.
Support mechanic: The card starts the game out of the deck (in the crowd) and when something happens every copy of the card is shuffled twice in the deck (By making the deck with 2 copies you get 4 shuffled cards).
[The Mechanics works this way to allow more than 30 cards in a deck]
When you say Gladiators, what is the first thing you think? I think about really big heavy weapons, that can only be wielded with two hands!
Two Handed Weapons: Weapons that destroy your hero power when played (think of your hero power as your second hand)
And of course, it wouldn't be a real Coliseum without REALLY DANGEROUS CREATURES!
Unleash the beasts, the dragons, the demons! Unleash everything at those fighters!
Dangerous Creatures: Powerful (and dangerous) minions with drawbacks! (It's hard to tame these creatures)
Spellcasters got barely any chance to succeed in these fights. You have no time to cast spells, there are enemies coming from everywhere! That's why they bring Pre Charged Spells to the fight. These spells are prepared in advance to be casted way faster during the fight. This way they stand a fair chance against the other fighters.
Pre Charged Spells: The cost of the spell is split between turns to make for a faster cast.
You remember when I said "There are no rules"? Well, outside of the Coliseum there are some people that we call Dark Hucksters. These Hucksters sell things that can help you during the fight, and they don't play fair. You can buy some evil cursed spells or hire some mercenaries. They only care about the money (and these things are expensive).
Dark Hucksters: Small pool of very strong cards that are Uncollectible and you can only access through collectible cards (Similar to Death Knight and Ysera cards).
Dark Hucksters Cards and Related Cards
End of Showcase.
The expansion is focused mainly around deckbuilding (having the Support mechanic as a core) and a little more around the other mechanics.
With the Support mechanic it's possible to bypass the 30 cards restriction. Every Support card is played twice, meaning you can have up to 60 cards in the deck if all 30 are Support cards). But you can also have less than 30 cards in the deck by adding Supports that will never be shuffled. However having less cards in the deck is way more dangerous and will be a lot more restrict. That's why I'll split the Support cards in two types: Hard and Easy Support.
Hard Supports are hard to be shuffled in the deck, meaning you can use them to have less than 30 cards and will be in very limited amount.
Easy Supports are cards that are very easy to shuffle, meaning that its almost impossible to avoid shuffling it and will be the most common type of Support cards.
On total are 142 cards, 12 for every class (2 legendaries, 3 epics, 3 rares, 4 commons) and 34 Neutrals (5 legendaries, 8 epics, 8 rares and 13 commons).
So far I made all 2HW (2 Handed Weapons), all DC (Dangerous Creatures), all PCS (Pre Charged Spells) and all DHR (Dark Huckster Related) cards.
Druid (12/12)
Druid's Backstory:
The Coliseum unites champions from all around the world and each Druid that enters the Coliseum comes from a different biome. But in the end you can see that some aspects are common to all Druids, independantly from their biome.
The cards have themes from different biomes around the world (Desert, Forest, Swamp, Tundra, Sea)
Cards:
Tokens:
Hunter (5/12)
Hunter's Backstory:
None yet.
Cards:
Mage (12/12)
Mage's Backstory:
The Mages that visit the Coliseum know that Spellcasting is very weak on the arena. With no time to cast proper spells Mages have to resort to Pre Charged Spells, but that's not enough. Only Mages with really fast-casting spells have a chance to shine. That's where the Lightning Mages come in. Their Lightning spells are instant and deadly.
Most cards are themed around Lightning and electricity effects.
Cards:
Tokens:
Paladin (5/12)
Paladin's Backstory:
The Paladins that go to the Coliseum are, in the most majority, crusaders. They have lots of shield and armor, and sometimes they even bring their own Armorsmith with them.
The cards are themed around Armor gain and Armor Synergies.
Cards:
Tokens:
Priest (3/12)
Priest's Backstory:
None yet. I'm thinking about full psionic effects.
Cards:
Rogue (9/12)
Rogue's Backstory:
The Coliseum is also a big mechanism. It has traps, cages, pits. Rogues are smart and have full knowledge of everything in the coliseum. They also became specialists at dealing with small creatures and at using them against their opponents.
Rogue cards are mostly themed around small creature, traps and tricks. Also most battlecries have negative effects.
Cards:
Tokens:
Shaman (12/12)
Shaman's Backstory:
Shamans are not particularly powerful in the Arena, but the ones that have some success are mainly because of lots of help and also some powers concerning clarividence, spiritspeaking and not so fair abilities.
Shaman cards are themed mostly around Support and Shuffle, but also some pinches of Deathrattle and Hero Power.
Cards:
Tokens:
Warlock (5/12)
Warlock's Backstory:
None yet.
Cards:
Tokens:
Warrior (9/12)
Warrior's Backstory:
Warrior of course embodies the aspects of a Gladiator. He has weapons, armor, attack, support, and very strong minions.
Cards:
Neutral (7/34)
Tokens:
Cards Grouped by mechanic
Support
Two Handed Weapons
Dangerous Creatures
Pre Charged Spells
Dark Huckster Related Cards
Hope you guys enjoyed! It will probably take a very long time to finish because I have college and stuff and barely spend time doing cards. So don't expect too much! But I will post cards as I make them.
Support mechanic sounds interesting, even tho proably not something that would ever make its way to HS ... but my problem with it is, that it can be brutally abused to make your deck smaller, you just put random Support cards into your deck and dont play any triggers, so those Support cards r essentially removed from your deck at the start of the game and your deck is smaller, not a great design.
- Click Here To Join Us On Discord! -
At the end of the expansion the smallest possible deck you'll be able to create will be 25 or 24 cards (but also limiting deckbuilding options). I'm not sure yet. I'm aware that this is a very dangerous mechanic to have and needs to be well planned.
Sorry didnt read through all that :) But even cuttin 6 cards out of the deck seems quite strong, so yeah, you should be careful how you go about that ;)
- Click Here To Join Us On Discord! -
Added Support Legendary for Mage. Not sure of what I intended to do with it. Maybe I'll change it.
Added 4 cards for Rogue. I decided to give rogue two blending themes: Bad Battlecries (which includes the 2HW) and Healing, and they tie together with the Support Legendary.
A deck idea using these themes would contain drawback battlecries and healing. When the Dragonborn got played it would be just a matter of time to overcome opponent with value. And when you have healing, time is no problem.
Not sure yet if those will be all the cards within this theme or not.
All the spells that add a spell to your hand should cost more. Why would I run Flamestrike when I could add the other card and maybe use it to generate it earlier when I have free mana?
It should cost 4 or 5 so that you're paying for the added flexibility.
But you are forgetting the element of surprise. If you play Pre Charged Flames on turn 3 you spent your turn doing one thing: Saying to your opponent that you have a flamestrike and that you intend to use it. If you play Flamestrike on turn 4 it won't be as effective because your opponent will hold minions on hand (it's like a Flamestrike that takes one turn to happen). If you don't play you wasted your turn 3. Still, these cards are straight up better versions of Flamestrike or Mind Control, but these cards are not as good as they seem. So I'll probably not nerf them because I don't feel it's necessary.
I actually forgot to update this thread so there you go, lots of cards all of a sudden.
Some comments from myself about the cards:
- Stomping Oak: "Lose a Mana Crystal" is not exactly correct but Blizzard already used it to save space on the card and I did the same.
- Living Forest: Kind of a meme card. Lots of value but very slow.
- Touching Lights: Brother Bear reference;
- Nathanos Blightcaller: It seems op at first glance but when you stop to think it's way worse.
- Expert-Level Familiar: Obviously this minion won't be at the crowd, so why being a Support card? It is a Support because it's only shuffled in the deck after being "called" by their owner (It's a familiar afterall).
- Lightning Teleport: The way I imagine the animation for this card. A lightning hits the minion, like Shazam, then the minion disappears.
- Ink Elemental: Inkmaster Solia used magical ink to draw tattoos that make their owner's spells stronger. Let's say that during a failed attempt to replicate that magical ink, this elemental was born.
- Voltaic Elemental: You can combo this card with Witchwood Piper. Actually lots of cards in my expansion combo with Piper. Hum, that's odd, I didn't plan for that to happen.
- Bloodless Secretmancer: I don't like this card so much. I'll probably change it later.
- Descend From Heaven (Priest) and Ascend from Hell (Warlock) use the same artwork. It's the first time I made matching cards like that.
- Eternal Bloodthirst: Anyone can notice the clear Defile influence on this card.
- Totem Tower: If you didn't shuffle any card in your deck on turn 5, you can play this card to trigger some Supports and therefore, it synergizes with itself.
- Whakatu, Duskwraith: If you are facing an aggro you are probably dead by turn 3. But if not, know that this card synergize with Witchwood Piper.
- Bursting Undead: Yu-Gi-Oh reference.
- Echo of War: THAT'S AN OP CARD. I know, I wanted it to be op but not broken enough to deserve a nerf.
- Blademaster Samuro: He can Support infinite times because everytime he supports it's actually a copy of himself.
- Noticed Thief: Made specifically to counter Nathanos Blightcaller.
That's it guys, hope you are enjoying my expansion.