With the community hard at work, presenting a great many creations, and the occasional emporium popping up, one thing I never took the time to do was open my own emporium. Having put together another batch earlier today, I thought that now would be the time to finally open my very own emporium thread. With hundreds of cards having been created by my own hand, I present to you my massive collection of works. Here, you will find a number of card sets, as well as some singletons.
I hope you will stay tuned in, as I will bring here a few cards from time to time. I've put a lot of work into all that I've created, and I hope you enjoy.
-CARD SETS-
Azeroth Untold - A 360+ Card Expansion - Released 7/23/2017
The Great Writers in the Sky (3/3) Story Cards (30/30) -------------------------------------------------- -Erratic Adoption's Stray Animal tokens- --------------------------------------------------
Azeroth Untold - Story, New Mechanics and Other Details
Azeroth Untold - Prologue
The place was Azeroth, and the time was that of its Ordering. The planet was seeing drastic change, as a host of beings known as the Old Gods were wreaking havoc across the plane. Where there was darkness, suddenly there was light, as Aman'Thul, one of the mightiest of Titans, reached down from the sky, ripping Y'Shaarj from the planet's surface. Aman'Thul, realizing what had been wrought upon Azeroth, worked with his titanic brethren, seeking to imprison the remaining Old Gods below the surface, while working above the surface to terraform the land as they see fit. What they had not accounted for however was the initial contact with Y'Shaarj by Aman'Thul.
When Aman'Thul had made contact with the Old God all those years ago, a residual amount of the Old God had latched itself to Aman'Thul's skin, bringing part of the Old God back with him when he left Azeroth's atmosphere. Since that time, the remnants of the Old God festered within Aman'Thul, studying ancient knowledge as time flowed. The remnants of Y'Shaarj, in this time, found a way to survey and keep watch on the plane below, with Y'Shaarj learning all he could while occupying Aman'Thul. While the remnants of Y'Shaarj festered, a secret floated its way into Y'Shaarj's knowledge, that the Titans were holding communion with mortals outside of this reality. This communion was the source of all direction that Azeroth's history would take. These mortals would be referred to as The Great Writers in the Sky, for they were the source of all creation that has ever taken place in the whole of Azeroth. These Great Writers were currently charged with writing the next few hundred years of Azeroth's history. Y'Shaarj knew that if he were to have any hope of coming back to Azeroth in one form or another, he would need to bide his time and use knowledge of the Great Writer's plans to better coordinate his next move.
When Aman'Thul was slain, the height of Y'Shaarj's presence within Aman'Thul was at its highest, with Aman'Thul and Y'Shaarj's power joining as one, as Aman'Thul was no longer a vessel, but a fragment of something that once was, as was Y'Shaarj's presence at the time. While Y'Shaarj became stronger, Aman'Thul became more subservient towards Y'Shaarj's goals, willing absolute and total corruption of the stories to come for many a lifetime. After Aman'Thul's destruction, the Titan's soul was about lost, until a close friend to the Titan created a spell, one that would save Aman'Thul and Y'Shaarj in their time of need. After some time, the two souls found their way to Azeroth, entering the body of one of Aman'Thul's servants, Highkeeper Ra. Unaware of the Old God's tampering, Highkeeper Ra was honored to have Aman'Thul's presence.
After hardly a moment with Aman'Thul's presence, however, the Old God started seeping into Ra's mind, taking notes and leaving imprints, rendering corruption of Ra's mind ensured. Because the Old God had knowledge of Lei Shen's sudden appearance in the coming years, Ra would wait and surrender some of Aman'Thul's power to Lei Shen, as a total corruption of the mighty warrior would ensure a near total administering of a corrupted storyline. Upon Lei Shen making his arrival, Ra did as was instructed of him, helping Lei Shen ascend to power. Lei Shen did not understand, but understood that he was meant to have this power, as it was written that Lei Shen become leader to a great civilization, even being shown his own defeat. And so, Ra found a seat among Lei Shen's most trusted, serving as Advisor.
As Y'Shaarj was coming closer to having complete and total control over Lei Shen, plotting to convert the Mogu Empire into the Black Empire, Aman'Thul attempted to resonate within the two great beings. His tortured soul began to crackle, attempting to speak to Lei Shen and Ra. "You mustn't continue... things are not as they seem..." The Titan's words fell on deaf ears with Ra, while Lei Shen began to have doubts, becoming conflicted. The empire that Lei Shen had established had started to feel less like his own as he pondered. While Lei Shen contemplated on all that had happened since meeting Ra, how strange it was that everything was just handed to him, Ra was beginning preparation of the Mogu Empire. As though Lei Shen could taste the air of his city, he realised that he must correct his relationship with Ra the only way possible. With Aman'Thul's power at his disposal, he began gathering energy, enough to hopefully open a portal, one that would take him to a time before absorbing Aman'Thul's power.
While Ra was making preparations that would help convert an entire empire, Y'Shaarj made communication with Ra, warning him of Lei Shen's plans. As this was dire enough of a problem, Ra abandoned everything and made his way to Lei Shen to stop him. As Ra found his way to Lei Shen, Ra's presence was felt, with both taking to a defensive stance. They both stood in silence, as they knew only one of them was leaving that field alive. As weapons left their resting place, with both Lei Shen and Ra ready to kill one another, the struggle of two became the struggle of four, as Aman'Thul and Y'Shaarj became fully realized forces. It wasn't long before the four began their clash. Chaotic energies leapt from Ra and Lei Shen as they fought, with the planet shaking violently. The struggle became so immense, the world's surface began to crack. And with a single swing from both mighty combatants, they had slewn one another, causing a devastating shockwave of energy to spread Y'Shaarj's dark magic over the whole of the planet, influencing a corrupted version of Azeroth's history to become a reality. With this mighty destruction of Ra and Lei Shen, the planet became cracked, with an immense force beginning to rise. Its presence was that of pure darkness. Azeroth, they called her, as she is the first and only child of the planet of Azeroth. With her sudden emergence from the planet being a rude and angry one, she fled the planet, becoming the new Watcher of the planet.
During this new age of rule under Azeroth, the Titan began to curse the planet. The universe, as a result of Azeroth's will, began to "shift" its contents, wiping out the memory of many people on the planet. Magical energies began changing as well, shifting, swapping existence with non-existence at a random rate. Whole races of people and creatures were either changed or entirely forgotten. The darkness of Azeroth would soon lift, but what would come of it would be dramatic, drastic in change. Because Azeroth knew only slumber, pain, and darkness, the will of Y'Shaarj's vision had influenced her mind to do exactly what was instructed of the story. With a freshly altered planet, Y'Shaarj's will of the world would come about, as characters that existed once before hadn't become notable or important yet. Y'Shaarj, however, did not factor Aman'Thul's true power as a guiding light. Because of this, the world known as Azeroth would have some hope, as Aman'Thul had dispersed power as best he could in the same way Y'Shaarj had, hoping to hold the darkness back and attempt balancing the world's karmic energies.
And with this, a new Azeroth was founded. This is the untold story of Azeroth. Be careful, dear onlooker, as nothing is what it seems. Tread cautiously... ------------------------------------------------------------------------------- -Chapter 1: Aftermath of Lei Shen and Ra's conflict- ------------------------------------------------------------------------------- It all began, with the corruption of Azeroth. Many allegiances fell to pieces, with the world over bearing witness to drastic change. As a result of the changes to the world, new relationships forged, old ones being broken, and a war breaking out, between newcomers to Azeroth and many of the already existing inhabitants. Referred to by a number of people as barbaric, these newcomers would see the world shaken up as a result of their sudden appearance. Planted by the Great Writers in the Sky, in an attempt to push a new set of conflicts, the Men and Women of Clan Battleground would have their way, even if they had to kill innocent people. Created by Y'Shaarj's spirit, powered by the motives of the Great Writers, they would become quite powerful in a short amount of time, but will they overcome Azeroth's army of defenders, the Hozen?
As with every new force of invaders, Clan Battleground was not ready for, nor expecting the alliance forged by many of Azeroth's strongest. Led by Chen Stormstout, Gul'dan, and Aya Blackpaw, the resistance led by these three would have their army fed to them by many talented warriors within the Hozen. The Hozen, being many in number and quite talented in the martial arts, would band together, in hopes they could push back against the invasion of Clan Battleground. Acting with the power that is Aman'Thul, the Hozen would stand firm, as this was their newest and most arduous of challenges. With Azeroth being as large and challenged at the time, the Hozen would engage in a war with Clan Battleground that would last for a time.
With the land being almost wholly consumed by violence, many an armorsmith would emerge to sell their work. As this was their way of making proper use of an industry involved almost primarily in the war effort, both the price and quality of armor would increase. Many of these armors saw enchantments of all sorts, to help entice the correct buyer. Weapons, however, were plentiful, and production of a good weapon was a scarce idea, as there were many weapons being re-used, with a whopping 95% of weapons being pulled off of battlefields littered with the dead. With this sharing of weapons came many markets. Markets were notorious for hiring mercenaries of all sorts, as there were taverns not far from any one of these markets. With the near absence of magic creatures, rumors were circulating at an almost whisper's intensity of the existence of a truly black market, a black market that can be found when entering one of the many portals that have been opening unexpectedly around Azeroth. These portals began appearing around the plane sometime after Lei Shen attempted opening a portal shortly before the Great Corruption had taken hold, and while the influence these portals have had on the land feels only slight, taking a closer look at the situation helps tell a different story...
While many of these portals have been explored, few people have returned. Those that have returned either find themselves blessed with great power and knowledge, or bring grave news of the future, shortly followed by being cursed with madness as punishment by the planet's Watcher for bringing news of the end. Because the portals have a tendency to close violently, given their unstable nature, many have lost their lives, while many creatures have crept out. It is believed that the many unrecognizable creatures that enter Azeroth from the portals are a direct result of people going in and never coming out, that those lost to the portal are reborn and emerge as something different. What is certain is the nature of those having returned unrecognizable. They are called the Nameless. As the Faceless are rumored to have been almost entirely altered, possibly lost to the corruption, or wiped from the memory of Azeroth, the Nameless emerge from these unstable portals, with their true calling being the field of battle, as there have been countless reports of unknown entities making their way to encampments, demanding a place among the camp's ranks.
Some of these portals, however, are being used by a group known as the Black Empire. With the area still rife with corruption, N'Zoth, who is now a human, plays Empress to the Black Empire. Considering Y'Shaarj's impact on the new Azeroth, N'Zoth's become quite powerful, as she held daily communion with Demons while still quite young. She commands an immense fleet of pirates, varied in caliber and ferocity, all ready and waiting to help kill the competition. As the ships used by the Black Empire are sentient demonic beings, she commands the mightiest of Naval forces, securing the seas, allowing her empire to sail on with little to no issue. In this time, she has solidified many a trade route agreement, supplied both sides of the war effort, and helped orchestrate a ritual that's meant to help bring Edwin VanCleef from the dead to assist her. It is not known whether or not her attempts to bring Edwin back were successful, however. Through the power of harnessed "Portalmancing", she is able to bring items of dread through what has been referred to as the "Nightmare Portals", even using this power to get her ships through one door and out another. The Nightmare Portals themselves are unstable doorways of dark power that, when entered, bring about all manner of darkness to the visitor. As these openings can be used to visit the Black Empire, they are almost entirely made of Fel energies. These same Portals are a notorious danger, and not meant to be walked through. This, however, doesn't deter many, as rumors of power have been circulated enough through the land, warnings of peril have almost entirely been ignored in pursuit of endless power.
Of the few who were instrumental in helping N'Zoth become Empress, it was C'Thun who helped establish the Empress' place within the Empire. The spiteful and calculating heir to Uldum had made contact with the Empress some time before lending aid to those attempting to bring Edwin back from the dead. At the time, N'Zoth needed desperately to get through a blockade, a blockade owned by the Ramkahen. It was a potential trade route that had meant a lot to the Black Empire. It was because of this exchange that C'Thun realized her destiny, for she would find Uldum's salvation in this relationship, striking a deal with the Empress and her company. The current state of Uldum was that of mass oppression. The Ramkahen had promised the city of Uldum safety from destructive forces, so long as they're installed as the new leaders of Uldum. The paralyzing hold the Ramkahen had was that of a Titan's grip. As Uldum's current leadership were incapable pushovers, having become a city nearly enslaved by outside entities, C'Thun took to demanding the current leadership establish the trade route and remove the Ramkahen with the help of the Empress. When denied, C'Thun merely took up a blade, angrily driving it through all that stood in her way of the throne, stabbing, slicing, eviscerating ever so passionately, rightfully taking the throne for herself. She wanted her home back, angrily shouting "THIS LAND WILL SEE THE RAMKAHEN AS ENDANGERED. BY THE BLACK EMPIRE, I COMMAND A WAVE OF DEATH UPON THE RAMKAHEN. NOW IS THE TIME!" With C'Thun at Uldum's helm and assistance promised by the Empress, she would deliver the lands back to the people. With this began a small war, one that would not last long, as the Empress' vast numbers eventually overtook the Ramkahen. After the dust had settled, Uldum and the Black Empire would become allied, as much of the Black Empire would now call Uldum home.
As the need for mortals fighting their own fights is instrumental to the plot set in motion, a new concept was presented to Azeroth. "If the state of our world is a direct result of magical energies at work, would having Elemental beings alive be a good idea?" Soon thereafter, fear of the unknown set in, as cultists, participants of rituals and ceremonies, and the Elemental lords themselves were all placed on watchlists, with many of these groups being hunted to feed the hunger of those who believe magic to be the root of the problem. A direct result of this witch hunt had Al-Akir attacked by several thousand, pushing his existence to mere memory and secret worship, while Ragnaros had seen an assault from a sizeable force as well, resulting in an eternal dousing of his mighty flames, a magical seal being placed, and shackling of the Elemental Lord, leaving him as a display for all to see in the Swamp of Sorrows. After the assault on Ragnaros, Therazane had been communicating with the planet as the second of her brethren came under attack, taking on a human form until the time was right. Since then, no one has seen Neptulon. With his whereabout being currently unknown, no one knows for sure if he even exists anymore.
In this dark period of Azeroth's current reality, many mage cities had come under attack. Fueled by fear, as the Scourge look on in amazement and excitement, many mortals that had seen magic as the source of the problem had started becoming anxious, looking to hire many more Mage Hunters. As a result, the Scourge offered humanity a champion of their own, a Mage Killer named Jaina. She's one of the most grim and methodical of Mage Killers, as she had been taken from her family at a young age, having her trained and infused with Fel energies in the Twisting Nether, learning for many years the art of Mana Drain, an art that had become Forbidden before the Great Corruption. To the delight of many, she was brought to Azeroth, caught up in a tip that an important circle of Mages were gathering in Dalaran. This gathering included Antonidas, Tyrande and Velen, among others. Their meeting was of the utmost importance, as it had concerned not only the decaying state of the land, but also of the Kirin Tor's relocation to Dalaran, as the fear mongering tactics of mages being the source of all that had gone wrong with Azeroth were getting a lot of innocent people killed. Considering how it was expected of Dalaran to have visitors clamoring to get in, the Hozen were called upon to aid the city. Of the Hozen that came to Dalaran's aid, it was Gul'dan, a General to the Hozen, alongside Kargath, someone who had helped establish the Hozen as a fighting force, with Gul'dan being brought to task specifically due to his understanding of Demons.
While forces gathered outside the city's walls, Gul'dan began communication with one of Jaina's Lieutenants, who had informed Jaina of a way to get inside the city. In an attempt to draw out the city's inhabitants, Jaina would command a total destruction of both Crystalsong Forest and the area around Dalaran, enacting an arcane hex that would take terraforming to an unspeakable level. The decaying state of the land after Jaina's tampering would erode the city after a period of time, forcing Dalaran to investigate. Unfortunately for Jaina, the Elves that guarded the forest were many in number, the same forest that had been marked for destruction. Lead and stationed by Vereesa Menethil, the Elves would stand guard against the likes of many a roaming Murloc and the occasional Battleground force. Fortunately, however, there existed the field report that detailed the defeat and imprisonment of the Lich Queen, Sylvanas. The report detailed the location of the Lich Queen, reading "As Sylvanas' forces dwindled, so they were pushed back by the might of Azeroth, forcing the Lich Queen to the mountains, where it was decided that she would forever remain imprisoned." With this, Jaina would leave a small group behind to keep watch. While Jaina traveled, word had been sent by Dalaran to many of the surrounding areas that led up to the Lich Queen's resting place. Of the many to receive a note, it was Garrosh who had been the first to act. As Garrosh had been an outsider to many groups, the many Nameless that were leaving from Portals had gathered among his presence, asking for great leadership they could fight behind. As Garrosh had been a fairly nameless individual, he felt great honor and pride from this, and gave support to Clan Battleground whenever a struggle was to be had. With his sizeable force, he had started his own tribe, one that would not take on a name of any sort, interestingly enough. Garrosh's pride, however, would not last long, for when he attempted intercepting Jaina and her group, the Nameless left Garrosh's service immediately, as they had sensed greater promise in her than they had in a nobody like Garrosh. To Jaina's surprise, she had doubled her own force, and made a fool of Garrosh simultaneously. "You simple worm. Heel!" With those words, Garrosh would be turned to dust, with Jaina trapping his soul in a longsword, for later use. As Jaina marched, the land became fearful, as her army numbered close to a thousand. All that stood in the way either perished or burned.
The last of Jaina's traveling challenges came in the form of the Defias Brotherhood. As the forest was of great interest to Vanessa VanCleef, the Brotherhood and the Black Empire, a swelling of numbers showed up to play. Jaina would smirk at this, and merely unleash on the opposition present. With Jaina's numbers being larger, and the failure to account for a force the size of Jaina's, the Defias would fall, but not so easily, as both sides would lose approximately 600 each. With none left standing in her path, she would make her way to the resting place of the Lich Queen. As Jaina's talent is draining magic, she would apply this anti-magic to the area, to discern the location in the mountainside and identify any magic that may have been installed to keep people away. After enough time, the Lich Queen would be located. Considering the time spent with the area, Jaina's abilities would have put defenders under at least a lesser slumber. Upon reaching the tomb, the many magical seals placed to keep the Lich Queen imprisoned would be removed. And with this, Sylvanas would appear before her adoring crowd of murderers. With the promise of Prince Menethil's location and the slaughter of Vereesa Menethil, considering the Menethil's were responsible for leading the fight against Sylvanas, Sylvanas would help overtake the forest, bringing almost certain death to the Elves with her. Armed with the blade that held Garrosh's soul, Sylvanas became a much deadlier force. And so, they left, barreling down the hill after the Elven encampment. As this force was returning to the forest, many who stood in their path were met with a swift end. What was not accounted for was Sylvanas wielding this new weapon, which had been claiming many a life, turning any who stood in their way into raised nightmares of flesh, all vying for the same end result.
As the smell of death became denser, Anduin of the Dalaran Priest Initiative would round up a sizeable group of Paladins, attempting to bolster the numbers of the Elves below. Vereesa, feeling the end coming sooner than anticipated, would agree to Anduin's force entering the forest, attempting to bolster the numbers below. With Jaina's force numbering three to Vereesa's one, the Elves would begin firing upon Jaina's approach. They would hold for a time, but would be pushed further back by the swelling smelling of rotting flesh. Unable to hold a viable defense against both the physical force and the wretched stench, the Elves found themselves falling to the ground, producing vomit and bile while their bodies seized. Witnessing this most ghastly of sights, Anduin, who was still only just in training, remained stiffened by horror, unable to conjure the proper spell to keep himself sane. With his mind having snapped, Anduin would flee the city, both unnoticed and screaming. With the haze of death still thick in the air, Vereesa would be unable to maintain her post, and attempted gathering as many of her people as possible to flee the besieged area. With news of having lost Vereesa to the wild, Sylvanas would turn on Jaina. Jaina would plead with the Lich Queen, but words would be powerless against Sylvanas, for Sylvanas had felt deceived. Sylvanas would hear none of it, and strike at Jaina. Infuriated, Sylvanas would leave Jaina lying in a pool of blood. The wind held Vereesa's scent still, something Sylvanas would pursue until the day one of the two would perish. With that, the Lich Queen would set off on her course of fate, leaving the forest behind.
With the state of the forest below being so chaotic, Antonidas and Velen would both imbue the land with much of their power, freezing the forest below in an immense ice block, one that would preserve the nature of the area below until more could be done. With this one selfless act, Antonidas and Velen would both suffer permanent damage to their bodies and minds, with Antonidas going blind, while Velen became mindless, resulting in an attack on the inhabitants of Dalaran. While the air still contained much of Y'Shaarj's corruption, when at his weakest, Velen would deal with Y'Shaarj seeping into his mind, blaming the approach of Jaina's forces on the people of Dalaran and the Kirin Tor. During this conflict between Velen and the city, Velen would fall, but would not die, as he would be exiled to an area that housed the shackled Ragnaros'. It was at this time that enough had happened to the land that Y'Shaarj would return in human form. As he had been an entity that preyed on the weakness of people, Azeroth, the planet's Watcher, would grant him a human form, as it was written by the Great Writers. However, because of Aman'Thul's influence on the land, he would serve as a doctor to those in dire need of help. Like a flash of lightning, Y'Shaarj was born again, a complete adult, planted not far from Dalaran. Because it was Y'Shaarj's essence on the wind that fed Azeroth the energy needed to have the Old God reimagined, he would maintain much of his old self, but have no prior knowledge of his involvement before the Great Corruption, nor would he be as powerful as before. With Anduin racing through the forest, scrambling to get away from the sights he bore witness to, the Doctor would take him in, having heard Anduin's screaming from nearly a mile away. With his housing of Anduin, the Doctor wondered if there were wounded characters of interest still among the horrid site. The Doctor found not only a forest encased in ice, but a pale individual, Jaina, who was just barely keeping herself alive. The Doctor would take Jaina in as well, as all those who were with her were no longer at her side. After some time with the Doctor, Jaina and Anduin would be unleashed to the world again, but as darker beings, going wherever they felt satisfied their mortal pleasures best.
In an ironic case, 12 great beings (Alexstrasza, Malygos, Nozdormu, Ysera, Archimonde, Kil'jaeden, Mannoroth, Sargeras, Freya, Mimiron, Thorim and Tyr) have been subject to individual Polymorph. As the Great Writers had wanted for Azeroth itself to struggle mostly on its own, it was willed that the powerful are kept out of the frame for the most part, and to have the land struggle with itself based primarily around the many great conflicts that mortals could engage without the help or presence of greater beings. The Dragons, Demons and Titanic Watchers/Keepers have all since become stray creatures. Fortunately, they're no longer wandering creatures in the wild, as these creatures have since been captured and/or housed. Collectors with a very particular eye have since taken to the creatures naturally. Some ended up owner to cats that were once Demons, some ended up with Dogs who were once known as Dragons, and the rest, being Murlocs, who were once mighty titanic beings, were either made to help the Hozen in the war effort, made to fight alongside Clan Battleground, or escaped to where they felt they were meant to be, in the wild, among other untamed species. Of these Murlocs was Tyre, once known as Tyr. Tyre would come to serve under Katrana Prestor, the new Queen of Azeroth. Prestor, who was once a Dragon herself, had been situated in quite the seat of power, as much of her notable life before the corruption involved tampering with the higher authority of the land. As is the theme, the corruption of the land plopped her at the highest seat of power, with Varian Wrynn being tossed into the wild, making good friends with the Horde, eventually becoming a Captain.
With Varian Wrynn having become one of the Horde's Captains, he has quite the storied past. From working alongside some of the Hozen's finest, including Kargath and Chen, to discovering many unusual Battleground constructs, referred to by some as forges. Before becoming a Captain, however, he worked closely with Thrall, the Horde's Captain at that time. Thrall was nothing but loyal to the Horde, always keeping the Horde's interests at heart first. With the introduction of a human, Thrall felt incapable of trusting the human, not to mention the acceptance of a human among the Horde's ranks felt taboo, as the relationship with the Trolls couldn't be compromised. While Y'Shaarj's essence still lingered on the air from the Great Corruption, a whisper crept into Thrall's ear, chilling him. He began questioning his place among the Horde. Feeling threatened from Varian's rise through the Horde's rank, Thrall ventured out in search of something that could make things right. With Vol'jin feeling curious, a detachment of scouts were sent, keeping on Thrall's trail. It was at this time that Thrall found himself approaching blackened sails. Thrall had done it. He had found himself in the midst of the Black Empire. It is here where Thrall would be welcomed into the company of the Black Empire, with Vol'jin's scouts quickly heading back to camp, as Vol'jin himself was serving the Legion as a spy. From Vol'jin's post, the news would travel to Tirion Fordring, a Captain with the Alliance that also happens to work with the Legion, a secret kept between few. With spies everywhere, it wasn't long before the Horde had gotten word back about Thrall's activities. With this sweeping wind of news having overtaken those who've been listening, Varian Wrynn would serve as the new Captain to the Horde, as Thrall's betrayal had him barred from ever coming back to the Horde. Thrall's barring from the Horde was deliberate, however, as Thrall knew exactly what would come of working with the Black Empire.
It was at this time that the land was razed by war. Thrall knew that acquiring a massive amount of power at the cost of his own person would give him the strength he needed to help end the war, as he had felt for the longest time that the Horde wasn't doing enough. The Horde had been a part of war for since the Horde's founding. He wanted the land to calm and for the sun to shine uninterrupted. With his aiding of one of the most prominent sides in the war, he could help push the land in a number of directions, helping Azeroth finally make up its mind in a world where only one side can win. With this, Thrall would make his way through a Nightmare Portal, where he would be imbued with much of the chaotic energies of the Black Empire. Before being sent back to Azeroth to begin work with the Black Empire, he would be tested in combat. Upon leaving the Nightmare Portal, he would be made to kill Varian Wrynn. If Thrall were to become one with anger, he would have to show he had no qualms with taking an innocent life. The result of that fight has yet to be given, as both are quite talented warriors, and we have yet to see such a battle between these two.
To maintain pace of this unusual nature that has beset the land, concerning the many Dragons that used to exist, Daval Prestor, also known before the corruption as Deathwing, sits without Dragon powers or a Dragon form. Daval's life was altered by the Great Writers in the Sky, having been brought into the world like every other mortal, in place of the original events that took place as a result of his involvement. At this time, he is feeling quite settled, working currently with dogs, among other creatures. The Great Writers had seen much pain and manipulation in his previous life as a feared dragon. Because of this, the Great Writers saw to it that he would eventually find himself aiding the war effort instead of being a great destructive force that could inspire war all on his own.
Yogg-Saron was seen by many as being one of the most powerful beings in Azerothian history, and the Writers didn't like how one of the final threats of mankind was practically established. This was seen as un-interactive with their plans, and so, the Great Writers sought to stay true to their plot, "nerfing" Yogg to something unrecognizable, which felt like the best approach that could be taken. To be turned into a young woman who, instead of working to corrupt poor Daval in the original story, will now be forced to work with him, as a dog groomer. This doesn't mean she only works with dogs, as many of Yogg's customers had more than dogs to toss her way. After some time however, Daval and Yogg would both work closely with Maiev, someone who was well versed with taming animals. With beasts of war being in demand, Daval, Maiev and Yogg would work together, outfitting many a force. Maiev, a Warden to many dark creatures in the original story, who was seen as something of an avenue left unexplored, had a new story written for her as well by the Great Writers. They took it upon themselves to dwell on thoughts of Maiev being someone experienced with wild animals, one who could take on a gentler life for once, taming and training animals for those with the coin to spend. With many understanding the cost of war, Daval, Yogg, and Maiev would begin working together, having cornered the industry, becoming quite wealthy as a result. With this, they have since become known as the Lord of Beasts.
With many at war, and with the many stories dying to be told, the fates of all those graced by the corruption in this alternate Azeroth will be determined in due time. From here, it is up to the reader to write the next chapter, for in this story, the destiny of many lies in the balance, and it's up to you to decide how the story plays out.
Mechanics
Auto-Cast: Cards with Auto-Cast are immediately cast when they're drawn or added to the hand. This does not cost mana, and ignores Battlecry and Combo effects.
Duality: Both players are affected by cards with Duality. Starcrossed Sorrow makes use of this by having both players discard the same number of cards from their hand. If both players were holding Ragnaros and N'Zoth, both players would discard those cards from their hand.
Might: The maximum attack of a minion. If a minion with Might 3 were to be targeted by Blessing of Kings, the attack of that minion would stop at 3 and wouldn't ever go beyond this number.
Intercept: Cards with Intercept are discarded when a condition is met, activating the card. I wanted to make it clear that you can't play it from hand for an effect, as the wording on the card isn't detailed to keep players from getting an effect for more than the first instance.
Bedrock: Cards with Bedrock will always remain at the bottom of the deck. Cards that get Bedrock from another source, when they are in the deck, if a player put a card with Bedrock in their deck before entering that match, their card will always have priority over cards getting Bedrock, as it was the original bottom card in the deck.
Edge: I wanted to make weapons that could be crazy, but not at the expense of needing a fix to the stats or cost of that card. With Trusty Javelin, I wanted to give Warrior a new finisher that could guarantee damage regardless of taunt, so I put a limit on the card's maximum damage. I needed to make more cards for aggro, as I had made a lot of control and midrange cards.
"Affected only by damage" is something else I decided I'd involve in this set. Cards with A.o.b.d. can't receive healing, can't receive attack or health buffs, can't be silenced, the only thing that affects these cards is damage. For example, Earth Shock would deliver 1 damage, but the silence would be ignored. I made this effect scarce, but plentiful at the same time, as enough of this set has this effect tacked on. Handbuffs are also instantly scrubbed from a minion when summoned to the board, and won't count towards a minions stats when cards like Snipe activate. Ranger Corps produces a total of 5 minions when you play it. They have this effect. Some players will want to play Devolve against Ranger Corps, but it won't work. The only thing that trumps this effect are effects that specifically state that a card's text is ignored. For example, Trap Hole is a secret that ignores card text and shuffles the summoned minion back into the owner's deck. A.o.b.d. does not ignore its own card effect, however. Some minions that have this effect also have Taunt, for example. The remains with the card, as it's part of the card's design.
"Deals its damage before X/Y/Z": Some minions deal their damage before attackers, some minions deal their damage first when attacking, and some just always deal their damage first. Minions that "ALWAYS" deal their damage first:
1. When attacking minions that deal their damage first to attackers, the defending minion deals their damage first if the defending minion has more attack.
2. When defending against attacking minions that deal their damage first, the attacker deals their damage first if they have more attack.
The above two function rules should serve as reference for conflict between minions that deal their damage first based on attacking and defending. Short version: bigger number always win.
Cards that "add a random Portal spell" to a person's hand or deck concern only Classic, Nightmare, and Wondrous Portals. This is to generate use of the portals and tokens made for the set, and also to keep from having the pool of different portals being too large.
Cards that are "considered text-less" have that effect for when you play Alchemical Tampering. Alchemical Tampering affects cards that have no card text, so cards that are considered text-less are affected as well.
Other Details
Tri-Class cards.
I wanted to make Tri-Class cards for this set, due in part to the story's theme being infection/corruption. This set is corrupting everything, including other Hearthstone sets. I wanted to implement a sort of cross contamination, so one of each class from the Kabal, Grimy Goons, and Jade Lotus, are each cleverly mixed in with each other.
Band of Adventurers (Mage, Warrior, and Shaman) The Warring Keepers (Warlock, Paladin, and Druid) The Drifting Shade (Rogue, Priest, and Hunter)
The Band of Adventurers are your traditional meta group of adventurers that travel together. The Mage, with potent spells, the Warrior, with sword and shield at the ready, and the Shaman, herbalism, magic, and healing, all rarin' to go, this is the sort of group you see running through dark dungeons, forests, all hoping to cash in on some rare loot after a tough kill.
The Warring Keepers are those responsible for holding good and evil in check, as well as preserving the land wherever necessary. With the Warlock's dark and deadly magic, the Paladin's dedication to holding evil at bay, and Druid's adverse nature concerning corruption, the Warring Keepers are all things concerning both the high and low end of balance throughout the land.
The Drifting Shade are the finest killers, tricksters, bards, gamblers and thieves across the land. This nightmare composition features deathly Rogues, demented Priests, and ruthless Hunters. Sure, they might be capable of healin' ya, but at what cost are you willing to pay for it? ---------------------------- -Card Clarifications- ---------------------------- Each Ranger Corps minion has to die for the summon effect to stop triggering. These minions do not benefit from Crystal Core, can't be returned to the hand, silenced, transformed, buffed, healed, or destroyed with destroy effects. Only damage affects the Ranger Corps.
Dalaran Traitor can die to his own effect. This doesn't negate the summon that occurs last.
Tavern Cheat's Combo draws a card after your hand is replaced.
Silver Hand Interrogator does not Discover a Secret if she dies to damage from attacking a minion, as the theme sees her needing to be able to report her findings after interrogating a target.
Traveling Artisan being able to Discover a card that restores health includes both minions and spells.
Hozen Hound does not keep any buffs/effects applied when returned to the hand.
Trusty Javelin is a card meant to be paired with Heroic Strike. It's a finishing move, as you can ignore Taunt minions when attacking with the Javelin. All Durability is consumed because this is a throwing weapon, meaning you lose the weapon regardless of its total durability.
Black Empire Warship gives Pirates based on your opponent's total mana left from their last turn because it's a vessel for plunder and other such things. The ship was possessed and has since become sentient.
Ra-Den's fist will always have 1 Durability specifically because I want it easy enough to remove with cards that do damage to a weapon's durability. Attacking a minion with this weapon whenever you can will never exhaust the weapon's durability, as you're getting Durability from starting an attack.
Alchemical Tampering can stack. A second cast of the spell increases the spell damage by 1 and changes the Adapt effect to act like Volcanosaur, where a second adapt takes place after the first.
Sister of Restraint's effect is not until the end of the turn, but until the first cast of (for example) Lightning Storm. SoR only removes the Overload for a card that specifically reads that it deals damage to minions. Cards like Lava Burst are not covered by SoR.
Earthen Warden can summon Basic Totems that are already in play.
Velen, Mindless Hermit displays a colorless secret whenever you play a card, and display that colorless secret in the history bar for your opponent, so they can't look there to see what's going on. Animations will still play like normal for spells, but playing a minion with Stealth, Battlecry and/or Combo sees no activation of the Stealth, Battlecryand Combo effects of those minions, as a Faceless Target will instead summon. Aura effects like Dire Wolf Alpha are also ignored, as the minion you're summoning has its own effect. Whenever an enemy damages or attacks a Faceless Target, the FT will transform into the minion played to summon that target. Works best with Deathrattle, Poisonous, and minions that require taking damage to do anything. The FT's effect activates once an action taken against the target is made. For instance, a FT that's masking a Poisonous minion will become the Poisonous minion once a minion is used to attack the FT, making the target a Poisonous one, killing the minion that was used to attack the FT. Super weak to Silence and cards like Deathwing that read "Destroy". Also, if a FT is issuing an attack against a minion with at least 1 attack, the FT does not transform, and dies as a 1/1. Lastly, returning FTs to the hand erases minion data that would usually summon the minion played to spawn the FT, so Vanish versus a full board of FT sees those FT as 0 mana 1/1 Wisps, basically.
General Shaohao does not refund mana when he returns a minion to your opponent's hand.
Attacking with Shado-Pan Fang will activate cards like Eviscerate, so you're not having to play anything before Eviscerate for the bonus damage.
Anara, of the Faceless, even when she's not alive any longer, your Faceless Target minions will always have Taunt, so that the FT aren't completely ignored anymore.
Illusion of Fortune was hard to balance and write in general. The most recent version of IoF would give two coins to your opponent. Versions I had in mind that felt questionable saw an increase in the number of mana crystals destroyed, a decrease to one coin, and even a 3 mana version. As of writing this, I recently settled on the version we have now, 4 mana, destroy a mana crystal, give a coin, and the draw from the combo.
Fog of War was written the way it is to help with the Rogue quest "Defias Scheme".
Promise of Death's setting a Hero's health to 0 can't be interrupted or prevented by anything, as PoD isn't dealing damage to a character.
Frontline Kodo doesn't return minions to a player's hand if FK did enough damage to the minion to destroy it.
Stalker Armor destroys Secrets before they can activate when attacking. This means Ice Block won't activate unless the destroyed Secret was not a currently active Ice Block.
Elven Outpost triggers when an enemy attack is issued, and doesn't cost Durability or activate if you have no Elves in play.
Scouting Operation gives your opponent a Choose One spell that lets them summon Scout's Friend, or restore health. The restore health part of the card is your opponent eating the bird, or giving one of their minions a meal.
Small Campfire doesn't restore Health until the end of your turn, and your Hero will still receive Stealth at the end of the turn, regardless of if you attacked with a weapon that turn or not.
Moonwell helps both players. If Moonwell is destroyed before your turn begins again, you do not get to use the unused mana from your previous turn.
Starcrossed Sorrow, as explained previously, will discard cards from both player's hand. If both players are holding a Reno Jackson and a Sylvanas Windrunner, both players discard those cards, only because those cards share a name with cards in each player's hand. Both players will discard the same number of cards every time, and only discarding duplicates of cards if both players have duplicates of those same cards.
Failed Terraforming costs 4 mana, only because playing one makes the first card played during your opponent's turn cost 4 more. So playing two in the same turn costs 8 mana, and forces your opponent to pay 8 mana extra for the first card they play during their turn.
Cenarius' Observance, Corrupted Construct and Miracle Find are all part of a recycling archetype. Of all the classes, Druid should be capable of sustaining throughout the match best, as Druid is representative of nature. Jade Idol is also part of this recycling idea, as you can continually push out resources and generate continual pressure while playing this set of cards.
Tundra Wolf dies if it takes more damage than it has health when it attacks and kills a minion. It's written this way to avoid the card being over the top.
Fel-Fist can stack attack that it gets from its Inspire effect.
Jaina, Scourge Archmage only applies the negative Spell Damage while it's alive.
Anduin, the Mad Prince lets both players (not just one) make use of his effect. Take care when using him with Deathwing. He might destroy every minion on the board when he dies, but he also discards the hand of whoever owns him at the time.
Azeroth, Slaver can be pulled from the deck by Deathlord, immediately ending her life drain passive. Look to getting the Nightmare card "Visions of the End" against an opponent with Azeroth in their deck, as VotE will replace your deck with Azeroth, triggering her effect once for each copy of the card you have in your deck. The match lasts maybe two or three more turns after playing VotE against Azeroth. Also, Azeroth doesn't damage a player unless they're undamaged at the time. AS only reduces the maximum, meaning if you're at 27 health, and your current maximum is above 27, AS only just lowers the ceiling, so you won't take damage unless you're at full health. Considering this isn't actual damage, AS takes from your health total, bypassing armor.
Fel Field forces minions to attack in a random order (in two different instances, you could have the same minions, and the attack order would be different each time), taking turns (side A/B attacks first, then the other side is issued attack orders), with the caster's minions attacking them before their opponent. Fel Field can't be played if the caster attacked with any of their minions already, and the caster's minions can't be used to attack enemy characters (that turn only, of course). The first player to hit 0 life loses in the event of a draw.
Corrupted Knowledge can have its discard effect covered by Protective Greed.
Protective Greed and cards with Intercept were all written the way they were so that you're spending a card at a time, and the way it's written also keeps from Deathwing having most of its discard effect ignored. Protective Greed only covers Fel Daredevil if FD only discards 1 card.
Antonidas, Blind Pyro can kill himself with his own effect.
Presence of Al-Akir removes the cast spells from your hand when they are selected for casting. If one of Yogg's Hair Potions cast Presence of Al-Akir, PoA will cast spells from your hand for you.
Greater Ice Block freezes heroes as well as minions. Render Vulnerable is one of the only cards currently that can unfreeze heroes.
Wise Wielder also gains the negative Spell Damage from Jaina, Scourge Archmage.
Power Shot's damage changes based on the total damage of the previous turn.
Infiltration's increasing a card's cost can carry over if a card wasn't played after the Inspire effect. It's meant to simulate mental strain. (This is text relating to the original version. This text is being kept here in case the original is valued over the revision.)
Shadowsight Warden implements a board wide Silence effect that views cards as text-less (cards like Edwin VanCleef keep their stats, but only if the stats aren't dependent upon something else, for instance Lightspawn would have 0 attack, but Galvadon would retain stats, as Galvadon's statline isn't dependent upon its health total to stay relevant), but only during the turn of the player currently in control of a SW. This could be written to ignore Secrets, but that's likely a bit too strong, not to mention it wouldn't make sense, as Secrets are played during one turn, while SW affects turns outside of the initial casting of said Secret(s). I write that SW affects cards, not just minions, because of the Intercept mechanic I created with this set.
Lich Queen Sylvanas was written so it doesn't get out of control with N'Zoth and any copy effects, as the effect is extremely powerful. Because she summons at the start of your next turn, you're unable to attack with her until after she's been on the board for a full turn. Also, while LQS is dead, before she summons to the board again, if another is played, the LQS that's currently deceased will not summon. LQS can't trigger Mirror Entity, as only one can be in play at a time.
Shadowsight Acolyte affects your Shadow Word cards, meaning Shadow Word: Horror can be used to clear boards of low health minions. This was originally a tool for single target SW cards. I changed it to include SW:H, as creating a card that only works with two cards and not three feels too restrictive.
Grasp of Madness can be used to give Doomsayer to your opponent.
Best Kept Secret will instantly cast cards that have Auto-Cast, with targets being chosen randomly.
Algalon's Observance will do the same thing as Best Kept Secret if the cards gained have Auto-Cast. Any other cards in this set that add cards to your hand follow this same rule.
Clever Stowaway does not swap hands infinitely. If a player picks CS when their opponent has one in hand, a swap will occur only once, as the CS that was Discovered has already swapped hands once.
Nikolas Mage can only give Classic, Nightmare and Wondrous Portals, but can be activated by any spell with the word "Portal" in its name.
Gul'Dan, Hozen General's effect that makes Hozen minions Demons only affects the board. The effect would be a bit too strong if it included Hozen minions in the hand and deck.
Kibler Elf summons two unique tokens that are not copies of any of the KE that are summoned as a result of playing KE from hand.
Maiev, Animal Tamer's effect does not replace the effect of the copied minion, and does not count as giving a minion card text.
Prince Menethil's Hero Damage ability affects both players, not just one.
Chen, Hozen Pride deals 0 damage when attacking minions, and takes no damage when attacking. His damage is instead replaced with a return function, rather than damage.
Aya, Hozen Empress can Discover herself, but Aya will instead be added to your hand, rather than summoned to the board.
Dog Groomer Yogg can spawn a 2 mana Hair Potion that gives 10 mana crystals for the turn you cast it. Because there are four Hair Potion, the 2 mana potion has a fixed 1% chance of being added to your hand. DGY used to refresh your Hero Power with her Inspire effect. As previously mentioned, one of the potions gives two random Portal spells to your hand. The Portals available through this spell are Classic, Nightmare and Wondrous Portals. Another of DGY's potions cast the spells your opponent played last turn. If both players are playing this potion back and forth somehow, this can stack effects from each potion cast since the first/start of the chain.
Orphanage in the Hills would have "Affected only by damage" but that would make it impossible to give it Taunt.
Y'Shaarj, Heart Surgeon will function the same as Yogg-Saron and cease activating effects when something happens to him. If multiple friendly YHS have been summoned, playing YHS will cast all of the effects that the previous YHS cast this game. For example, if I played N'Zoth and Yogg-Saron this game, YSH will cast their effects. Then, if I play another, YHS will cast N'Zoth and Yogg's effect again, and then cast the effects cast by the previous YHS. This can stack as many times as the game can handle. Implementing limits could be good, but so far, this is the current power level. If a friendly C'Thun was summoned this game, YHS will deal his current attack, which defaults at 4.
Battleground Blitzer only gains Charge after destroying a Battleground minion. Otherwise it's a 3 mana 2/4.
War Giant was made a 5 mana card to stabilize the RNG that comes with spawning a random 5 cost card, as Bomb Squad feels out of place with Sylvanas out of Standard.
Unstable Ice Pillar can kill friendly minions.
Southsea Fencer can ignore individual Arcane Missiles, individual C'Thun and Flamewaker damage points, Misdirection targeting, any damage that comes to SF can be ignored. The exception to this is cards like Earth Shock, where Silence comes before the damage.
Disposable Rogue can shuffle a copy of itself once into each deck, or twice for a player. This is being noted here, as the wording appears confusing to some.
Kragg's Raider and cards like it that can occupy a deck more than twice when building a deck are meant to serve as vehicles for Alchemical Tampering and cards like it, as many have been curious about cards synergizing with cards that have no text. The purpose of putting up to X copies of cards like KR into a deck is solely up to the player.
Contract Scammer's Deathrattle can be stolen by ownership effects (Mind Control, Sylvanas, etc) hence why he has a tendency to scam people who pay for his time and effort.
Kirin Tor Refugee refers to the previous rule about a fixed pool of Portals that she can add to the hands of players.
Nameless Horseman is drawn in place of your normal draw when you reach your seventh turn. This is being noted here, as some may find this confusing.
Hozen Field Archer can be used to remove a minion's Stealth, as characters lose Stealth when they deal damage. Because minions deal damage to each other when they attack one another, HFA serves this purpose well.
Battleground Mystic's effect of drawing a Discovered minion can't be prevented by shuffle effects.
Bluegill Brute requires three instances of damage to kill it. The "Affected only by damage" effect prevents buffs, healing, and otherwise from keeping him around longer.
Vicious Prowler requires being alive to make use of its effect. If it does not have at least 1 health after attacking a minion, it dies. I would make its health 3 or 4, but the health gain from its effect would likely put it over the top. Having it somewhat easy to kill (even at turn 3/4) is important, as it could eventually stick around for longer than it probably should.
The Great Writers in the Sky can only be spawned by a few cards that exist in the pool of cards you have access to through the Portal spells made for this set. The Great Writers are 3 in total, and are not minions. They take up 1 of 7 spots on the board. This is relevant, as Great and Rude Argument spawn a Great Writer on one of the two sides of the board. Fire at the Office is the only card that removes them from play. The Great Writers are tasked with filling decks, hands, and the board with tons of action. The three individual Greats are celebrations of Writers, Editors, and Artists, and can't be harmed by minions or (most of the) spells.
Black Empire Peddler lets a player Discover a weapon from a pool of six total weapons. Each weapon costs 2 mana, with weapons ranging from the wand to the bow. The weapons were carefully picked and designed based on what each class in WoW can actually use, so there's something for everyone.
Marketplace will always include Marketplace among the options, regardless of how many cards have been Discovered that game, as no one should have to leave the Marketplace just because they can't find it or see it while they're there.
Wondrous Delirium adds two total copies of the card you Discovered to your hand, and one copy total to your opponent's hand.
Quickening stops working when a deck is out of cards, as there is no deck left to draw a second card from. Hero Powers are not returned when Quickening ends.
Spirit Companion strips your minions of Taunt when they are summoned. You can still summonTaunt minions. They just won't have Taunt anymore. Because you can't be targeted while SC is in play, your Hero can't be healed or damaged by anything that requires targeting to play. Affected only by damage can be ignored by Shadowsight Warden and cards that specifically state that card text is ignored.
Raiding Party adds copies of cards in your hand to your hand and reduces the cost of the copies by 1. If a player has 6 or more cards in their hand when they cast this spell, cards are copied from left to right.
Encounter in the Woods replaces currently equipped weapons.
Adventurer's Sword has more attack than the Adventurer's Axe because the sword requires minions to be injured to upgrade the weapon through the weapon's effect.
Adventurer's Hammer only prevents damage taken when attacking a friendly minion with the hammer.
Adventurer's Wand can simulate a tennis match when both players have the Wand equipped.
Companionship adds 1 of 12 Stray Animals to your hand. The SAs cost 3 mana each.
Windstorm can target the same minion three times.
Erratic Adoption adds the Stray Animals to your hand before the Lord of Beasts is added. The three Lord of Beasts are Dog Trainer Daval, Dog Groomer Yogg, and Maiev, Animal Tamer.
Unmarked Dungeon summons a Dragon. The Dragon has "Affected only by damage" included in its card text, but not on UD because the Dragon is supposed to be like an encounter in a dungeon. You don't know what to expect. Flavor aside, I wanted to make sure the reward for killing the Dragon was guaranteed and not Silenced away by your opponent, as the Deathrattle can be quite powerful.
Nightmare Portal reads that cards without the Nightmare tag see a cost reduction. This is directly referring to cards you can Discover from the Nightmare Portal, not cards in a player's hand, deck, or on the battlefield.
Champion of the Sha is the only minion that has Auto-Cast. I'm writing here about CotS having this ability because I want to make it clear that it's considered a summon and not an actual cast, meaning Secrets like Snipe are ignored when CotS is summoned to the board.
Harrowing Sight works the same as cards like Molten Blade. The longer you're holding the card, the more change you'll see, pending of course on what is in your opponent's hand.
PANIC! puts as many Secrets into play, up to 7. If a player has Secrets in play already, PANIC! only just adds to the sum, and doesn't replace what's currently in play.
Visions of the End, as stated before, can end the game within 2-3 turns if Azeroth, Slaver (Warlock Legendary) is the bottom card of your opponent's deck, as a deck full of AS will deal an immense amount of damage, randomly split between each player.
Innocent Hunger states that it takes health from a random enemy. Taking health from a target is not considered damage when a minion is selected by the card. If the spell chooses your opponent, it can trigger Ice Block. Lastly, IH raises your maximum health (on top of restoring health at the same time), and is not influenced by cards like Prophet Velen, as the card is not considered a damage or healing spell.
Twist the Mind replaces card text with "Discover a Nightmare" (this affects both players) and reverts all cards in each player's hand back to their original state when your next turn begins. Spells will read "Discover a Nightmare" and minions will read "Battlecry: Discover a Nightmare". Minions that don't have text will also receive "Battlecry: Discover a Nightmare". Minions that have "Affected only by damage" will ignore Twist the Mind and summonwithout "Battlecry: Discover a Nightmare".
Hydra isn't that scary. Deal 4 damage to it twice and it dies. Just wanted to make a note of that here in case the card is seen as imbalanced.
Winds of Change summons the copy first, then activates any summon effects (Battlecry, Combo, etc). This is to avoid Deathwing destroying everything and then supplying the player with 24 damage.
Summoned Warden's "Affected only by damage" doesn't affect the stat improvement, or SW's Taunt. As previously mentioned, A.o.b.d. doesn't disable what's written on the card already by default, or A.o.b.d. would make a card "unaffected by" its own "unaffected by" effect. Cards with A.o.b.d. aren't affected by Handbuff cards, but they are affected by their own card's text. The difference is one was written to have effects when played, while the other (handbuff) is adding to something that actively negates exterior meddling. Also, while SW can choose a minion type (kind of), the card is improved by having more enemies of that type in play. If a Hero has transformed to Ragnaros, Discovering Elementals takes Rag into account. Same deal with Jaraxxus, as Jaraxxus is a Demon.
Painful Passion instantly gives lethal against a player with Spirit Companion in play. If you're fast enough to attack Spirit Companion enough times to kill your opponent, then sure, you have lethal. --------------------- Arena Blacklist - A list of cards that are unavailable in Arena:
(*Probably best to keep from putting in a format like the Arena draft, as some of these cards could be unnecessary in that format and not work as well, and/or were specifically designed for Constructed play.)
============= =Class Cards= ============= Ranger Corps *Readied Ra-Den's Fist Empowered Spirit Alchemical Tampering Sister of Restraint Power of Limitation Lotus in Bloom *Rooted Corruption Defias Scheme Velen, Mindless Hermit General Shaohao Anara, of the Faceless *Loose Grip Vol'jin, Legion Spy Legion Captain Tirion Blinding Light *Silver Hand Saber *Battleground Purifier Morale Boost Promise of Death Arrow Storm Brothers in the Wild *Stalker Armor Elven Outpost *Elven Captain *Ranger's Stash Elven Sharpshooter *Art of War Fearsome Presence Moonwell *Starcrossed Sorrow Failed Terraforming Offering of Wonder Cenarius' Observance *Corrupted Construct *Miracle Find Peace with Nature Anduin, the Mad Prince *Jaina, Scourge Archmage Azeroth, Slaver Corrupted Knowledge Agent of Corruption *Protective Greed Tyrande, of Good Fortune Presence of Al-Akir Greater Ice Block Gathered Power Battleground Warlock Auto-Fire Kirin Tor Historian Infiltration Shadowsight Warden Lich Queen Sylvanas Doomsayer's Bet *Pawns Aplenty *Power Word: Sustain *Algalon's Observance =============== =Neutral Cards= =============== *Clever Stowaway Nikolas Mage Kibler Elf Medivh, Spectral Guardian Maiev, Animal Tamer *Chen, Hozen Pride Dog Trainer Daval Orphanage in the Hills N'Zoth, Black Empress C'Thun, Queen of Uldum *Y'Shaarj, Heart Surgeon Ancient Observer Keeper of Fear Keeper of Old Pumpkin Pack Cat Kragg's Raider Kirin Tor Refugee Nameless Remnant Pumpkin Pack Runt Mage Hunter ============= =Token Cards= ============= Classic, Nightmare, and Wondrous Portals, as well as the tokens made for the Portals.
A Handle for a Candle - 10 Card Set +1 Token - Released 11/18/2017
Piradin - 10 Card Set + Hero Power token - Released 12/25/2017
Residents of Stratholme - 4 Card Set - Released 12/25/2017
Powerful Beginnings - 3 TriClass Spells - Released 5/21/2018
-Regarding the three spells-
"To explain why each spell involves the classes that it does:
The Great Dark is (one of) the name(s) given to the Universe by the Warcraft writers. Because the Universe contains the planets, it contains all life. The wielder of The Great Dark essentially decides upon what life will exist in their world. I picked Druid, Mage, and Hunter for this triclass alignment, for Druid can create and enhance natural life, Mage being responsible for endowing magic energies to much of what is contained within the Great Dark, and Hunter, because in our beginnings, we hunt to survive, as survival is key to evolution. Because The Great Dark concerns life as much as it does, I've written it to focus on minions.
The Pantheon is a gathering of incredibly powerful Titanic beings. Because of their mighty power, the classes concerned (Priest, Paladin, and Warrior) had to fall in line with much of the Pantheon's perceived might. Priest, for ultimate life retention, Paladin, for being both strong, noble and vigilant, and Warrior, as many of the Pantheon's members are Warriors in their combatant ways. Because The Pantheon concerns Legendary figures of greatness, Legendary minions specifically were given the spotlight here. It is because there were originally 7 members of the Pantheon, 7 Legendary minions have been granted by this card.
The Nether (also known as the Twisting Nether) concerns the dark and mysterious nature of the Warcraft universe. Much of the known evil in the Warcraft universe can be sensed here, in this place. With Warlock's dark magics, the Rogue's calculating and sinister handling of life in general, and Shaman, being one with the great power and mystery concerning nature, the universe and all things in between, the Nether is host to much darkness and mystery. Because The Nether concerns the mystery of darkness itself, what better to focus on than magic and magical energies?"
"Special" - 4 Card Set - Released 7/17/2018
To explain, these are essentially Neutral spells in minion form! Playing a minion with no Health effectively removes it from the board. When you play one of these minions, the Battlecry triggers, then the minion is removed from the board if it has no Health. I originally had planned on making just the cake card, but opted to put together a small set of cards that revolved around being especially useful on your birthday. The game will know when it's your birthday by checking the birth date that you set for your account. You could argue that you could keep changing your birthday, but if Blizzard were to ever release cards that used the Birthday mechanic, the game would likely have the system check for the original birth date listed when your account was created.
Hope you enjoy this small set. It worked out better than I had intended.
If you're curious about an attack sound for each minion:
Special Cake: *splat noise* Special Invitation: *paper opening noise* Special Package: *box smashing noise* Special Guest: *your Hero's default Greetings emote plays*
Connected Worlds - Hero Cards that involve non-Blizzard characters - Released 10/4/2017
A few notes:
Concerning Merlin as a Druid and Yoshimitsu as a Rogue, Merlin is historically considered a Druid by nature (no pun intended), with Yoshimitsu acting as a Japanese Robin Hood during his time.
Judge Dredd's Hero Power has since been changed to feel more in line with the character's personality. Dredd's weapon is purposely missing an assigned class, specifically for themed purposes. Anyone can be a Judge in Dredd's world. All it takes is a Noble heart.
Lastly, Kusuriuri is supposed to equip a weapon when he changes form, the 3/3 I included that deals in card draw. Too lazy to fix that.
The armor associated with each Hero was intentional. I figured it'd make sense to give Armor to the player based on the armor grade available to those characters in their respective fictional eras. Low armor suggests the character either didn't care for armor, didn't care for it much, or that the time period allowed only for lower grades of armor, while higher grade armors have to do with the era they exist in or the natural toughness of that character.
Azeroth Untold: Sinful Natures - Azeroth Untold Hero Cards that deal in Sin - Released 10/17/2017
From the original post:
I mentioned sometime back that I thought it would've been cool to have made Hero cards for the set Azeroth Untold, and had thought long on how each class could embody one of the Seven Deadly Sins with ease. I thought about how there are nine classes total when there are only seven defined sins that I can think of. So I went ahead and created a set of Hero cards for A.U. based around the Seven Deadly Sins. I even wrote a story and explanation for the set as well. Hope you enjoy.
"The Sha have taken over Azeroth behind the scenes. To Gul'Dan, they crept, empowering him with abilities far beyond his advanced comprehension. They asked only one thing of him... to turn many of the Heroes of Azeroth against themselves. With many Heroes having become the embodiment of sin, it was Thrall the Shaman that would fight for Azeroth's freedom from Gul'Dan and the Sha. Will our Hero prevail?"
Explanation for the Hero card costs:
Gul'Dan is the cheapest of these Hero cards. The reason each card is so cheap is due to the lowest cost Hero card that was produced with Knights of the Frozen Throne. The justification for cheap cards is that if Thrall's Hero Card is 5 mana, it means that turn 4/5 is the earliest a Hero can show their darker colors. Because I equate the Hero cards with an evil presence, I took the 5 mana Thrall Hero as an example for how early a Hero can be corrupted by the deadly sin that their Hero card in this set embodies the most. Gul'Dan got a 4 mana Hero card because the Sha speak to Gul'Dan before the other Heroes are corrupted by their own sin. At 5 mana, the darkness starts pouring out of our Heroes. At 6 mana, Thrall and Azeroth are aware of the darkness in these Heroes, and has been outfitted with the ability to fight each of them. Think of the costs of these cards as the ordering of comic book panels; A series of events unfolding in a particular order. Also, I made each Hero Power a Passive one because the Hero Power is a second part of that Heroes ability, and I wanted the abilities to be constant so that gameplay is drastically altered further.
An Accidental Planeswalk 1 - An MTG Hero Card Crossover - Released 11/4/2017
Chandra Nalaar is a Planeswalker with quite intense fire abilities. When your hero becomes Chandra, the Battlecry almost entirely mimics a Planeswalker discovering their spark. When a Planeswalker discovers their spark for the first time, they are empowered with impressive physical and magical abilities.
Chandra's Pyromancy Hero Power simulates pyromancy's wild destructive nature, as you're burning the things around you when you amp up your abilities.
Gideon Jura fights for the good, once fighting for an Order of pseudo-positivity clerics (that's what I'm calling them in this section.) Gideon was originally sent to capture Chandra Nalaar, with Gideon instead going with her where she was headed.
Hieromancy deals in energies akin to religious writings, magical energies concerning health and the holy way. As Gideon is a protector, his Battlecry gives minions in your deck a second life.
Garruk Wildspeaker is quite the mean one. Once someone who dealt in animals and the wild, he and his beasts were corrupted by Liliana Vess. Now Garruk seeks murder at his hands of every Planeswalker in existence.
He carries a quite large axe. Because he's in the wild quite often, he makes and wears his own pelts, it looks like. Because Garruk was corrupted, he's taking the hide of everything he kills. Manipulated is meant to simulate corrupting his animals as Liliana Vess had done. Garruk is in pain, and he wants to inflict it on you.
Jace Beleren remains one of the strongest Planeswalkers to ever grace Magic the Gathering. His magic deals with the mind quite a lot, and because of this, he has grown a fondness for playing with the brains of his enemies.
When Jace enters the room, he enchants his opponent, making them over excited at the sight of violence, to the point of breaking the rules and drawing a card whenever someone throws a punch. It's quite devastating. Mindsculpt is a spell he's quite fond of. You get to dig around in your opponent's head and see and do things they aren't keen on.
Koth of the Hammer, or K.O.T.H. He's a defender of his people. He can really churn up earth and metal, molten gloop, using it as he needs. He's a master of the almost volcanic elements. Smashing through all that stand in his path, he means business.
Koth to me felt like something of a berserker when he gets into action. I wanted to simulate that sort of feeling. The more damage he's taken the stronger he gets. He really enjoys being quite angry with people.
Liliana Vess only wanted to be beautiful forever. So she sold her soul to several Demons. At one point, many Planeswalkers lost much of their power. LV here freaked out and sold her soul to the worst people. She's since found those Demons and murdered most, if not all of them.
Liliana Vess deals in Necromancy, and tons of it. She can raise the dead all around those in her vicinity. Because she's handled these Demons personally, she's also raising the bodies of them... sort of. She has quite the stranglehold on this artform of hers.
Nahiri, the Lithomancer can create whole constructs, weapons and the like from stone and other materials. Back on her home of Zendikar, great monsters of dread were running around. As a result, Hedrons were set in place. They're meant to help with the big creatures. If someone were to destroy one of those, who knows what could come out...!
Nissa Revane is a lot about natural growth and the natural world. She's quite strong, strong enough to help push the limits previously imposed. She even joins the party, bearing gifts. How kind.
Her ability to reshape the planet around her makes it so Terraforming the area around can begin, recycling what has been used, even paying out a return on your investment of 1 minion.
Sarkhan Vol is a Dragon worshipping Shaman. He quests endlessly for the proper Dragon to worship. He wants to worship the biggest, bestest Dragon. His quest has made him wise and his being a Planeswalker makes him strong. He trades wellbeing for power from time to time. He'll do anything to find his true master.
Vraska, just like Medusa, is a Gorgon. With a single peer into their eyes, they can turn you to stone. Vraska tends to turn people to stone to keep, and she can deploy assassins and other shadowy types to aid her. She's since gotten herself a Pirate ship, at least last I heard. (No, sorry, this card doesn't help Pirates.)
An Accidental Planeswalk 2 - An MTG Hero Card Crossover - Released 11/6/2017
Ashiok, known across many a plane as fear incarnate, Ashiok cares for one thing and one thing only... bringing your mental horrors to life.
His Battlecry and Hero Power are both meant to simulate living out a real nightmare, as Ashiok isn't much for mercy, only just pain, sweet, delicious pain.
Ajani Goldmane, on the other hand, exists merely to serve a higher order. Hailing from a Leonin society, leadership traits and perseverence are strong with this one.
Ajani's Axe has an axehead on both sides of the staff he carries with him, making for simulation of a dual wield weapon type. Because of Ajani's leadership traits, he rallies those around with his Hero Power, even taking damage for his friends with his own Battlecry.
Domri Rade was just your average, scrawny kid. Because of his dream of belonging to a clan that would accept him, his small frame was laughed off by the many he would approach. While living almost entirely as an outcast, he found companionship with the wild, becoming a one with his own pack.
Domri Rade has more respect for animals than men. Because of this, it really pisses him off when you hurt one of his friends. Savage Method helps bring a swifter death to those who would hurt his friends. Not only does he look out for his friends, his friends look out for him, too, proving protection, so long as they live.
Freyalise is something of a hero in her parts. She once ended an Ice Age, restoring the land to its natural climate. When asked to help defend her world against many invaders, she took to action, surviving a near total destruction of the group she fought alongside. In her later years, she would sacrifice herself to save her home once again.
Freyalise is not much for the unnatural. Because of this, her Battlecry completely clears out any weapons and other such contraptions your opponent may be hiding from you. Selfless Heart helps simulate her care for those around her.
Karn the Liberated is a Silver Golem, created by another Planeswalker. While incredibly powerful, at one point in his lifetime, he fell under corruption that he would take with him to another plane, a corruption that would render that plane poisoned nearly beyond repair. A good friend of his would sacrifice himself to help Karn become immune to this sickness.
Karn would come to be known later as the Father of Machines. His Battlecry and Hero Power both help simulate his ability to create, while the corruption he had fallen under helps throw off the result you get with your Hero Power.
Narset, a young woman from a warrior society that has some involvement with Dragons, Narset grew into her power by not only having been recognized by her Elders, but by also finding and embracing her Planeswalker talents. While she had been accepted into a higher order of sorts, she was not content with all she knew in life, and began snooping about in old records, discovering a past that many considered forbidden knowledge.
Narset has knowledge of the past, and intends on using it as best she can. Her Hero Power helps simulate the knowledge she's gained, while her Battlecry helps surround you with many possible tutors. Knowledge is Power.
Ob Nixilis used to be a human, until he found true competition. Since he discovered the existence of many other Planeswalkers, he made it his goal to become bigger, better, stronger. His plans were foiled at the hands of Nahiri, who had placed a Hedron inside his mind to restrain his powers. This hasn't stopped him, however, as even with these limits in place, he has pushed farther than other Demons are comfortable with.
Ob Nixilis brings the curse of Silence to your deck, while giving your minions a second chance to redeem themselves after they've dealt with misfortune. His Hero Power shows the opponent how chaotic you can be when you have a fistful of power to show for your rage.
Ral Zarek was headed places, important places, until he was denied the opportunity to prove himself. Since then, he's made it his goal to prove his defiant, resilient spirit at every turn.
His Battlecry helps simulate his ability to adapt and break past the limitations that others have set on him, with his Hero Power also helping simulate that aspect of his spirit.
Tamiyo has made it her hobby to study the unknown. From nature to the appetite of vampires of all things, she strives to learn and grow at every step of the game.
Her Battlecry and Hero Power are both written to help simulate her knowledge of many things mysterious and magical. She keeps a journal, full of notes about the magical world.
Tibalt's entire existence since discovering his Planeswalker abilities has been centered around torment, torture, and prickly, steel grins. Encountering him is bad news, for he would love nothing more than to conduct a little "test". Because of his reckless nature, however, he has found solace in cowardice.
His Battlecry brings immediate chaos to those who witness him. His mere existence makes many around fearful, while his Hero Power helps push agony to a new extreme. Proceed with caution.
An Accidental Planeswalk 3 - An MTG Hero Card Crossover - Released 11/8/2017
Arlinn Kord is one of many afflicted with Lycanthropy, a disease that can turn people into Werewolves. She fought long and hard to keep it a secret from those around her, but after some time, she turned, killing many. With her recently awakened Planeswalker identity, she now has full control over her Werewolf half, and hopes to protect her kind from total annihilation at the hands of humans.
Arlinn's Battlecry helps simulate a wolf's heightened sense of smell, with her hero power granting her power over her inner animal.
Dovin Baan is an inspector of machinery. His ability to see all flaws in creation prevents him from giving improper corrective guidance. If it has a fault, he will tell you. While many look to abuse his ability, his power keeps them at bay, for their intentions are flawed.
Dovin really hates oddities about something, so when dealing with characters that have an odd health total, he looks to either correct them, or punish them.
Dack Fayden isn't your ordinary thief. Dack's ability to locate any object in the known multiverse helps him make his mark with ease. Upon being caught, Dack's arm was permanently dyed red, forever marking him as untrustworthy.
Dack's Battlecry helps generate resources while pressuring his enemy with too much focus on the lifted object, putting two cards in your opponent's hand at the beginning of each of their turns. While this could really ruin things for Dack, his hero power does the same for you, almost.
Elspeth Tirel is a brave spirit who found herself wanted by a higher order for her abilities to dispense justice wherever she may roam. Having killed a hydra that was responsible for the death of many, she also attracted the attention of Ajani Goldmane, another incredibly powerful Planeswalker, she would later go on to fight and defeat Xenagos with Ajani's help.
Elspeth's Battlecry grants her the mighty weapon Godsend, a weapon forged for her by a once angry God. As she was wanted as a Champion for the Sun, her hero power grants her Immunity from damage, allowing her to fight for longer.
Huatli, the one called "Warrior Poet", was raised and trained in the Sun Empire. Her abilities helped her fight the Minotaur Angrath. Angrath's strength pushed her to discovering her true power, with Angrath fleeing before likely dying. Now, she travels, hoping to find her true calling.
Huatli's friendship with her raptor friend helps her get around quicker, allowing for a swifter board to flourish. Her hero power calls her raptor friend to her side.
Kaya, while not much is known about her, has made quite the impression, as she is vigilante in her belief that only the living should get to see the sun rise. While she dabbles in destroying ghosts, she moonlights as an assassin that can walk through walls.
Kaya's Battlecry snuffs the existence of would-be zombie ghost types, while her hero power helps put pressure on those she wants to see dead.
Kiora, of the race called Merfolk, aspires to hold the greatest relationship with the sea imaginable. While traveling, she wishes to eventually thwart the Eldrazi, a race of terrifying destroyers that have been terrorizing Kiora's home. In her mission, she has rallied many, and has since taken the fight to the Eldrazi, with the help of the Merfolk and many ocean beasts.
Kiora's Battlecry destroys all who cannot withstand the fury of the ocean, summoning terrifying Sharks for each enemy left standing. Her hero power beckons the strength of the world's willdlife, in hopes something will happen.
Saheeli Rai is an inventor. Her masterful designs draw the eye and ire of many in her wake. While she's a fierce competitor and artisan, she enjoys helping others with their craft by being warm and wise with those around.
Saheeli's Battlecry is more than meets the eye, for she can build a Mech from the ground up in moments, enchanting her Mechs with brilliant buffs. Her hero power helps her either improve a creation, or design a new Mech, something you've never seen before!
Tezzeret is a quite calculating darkness. When his plans and life were foiled, a great being of evil known as Nicol Bolas would make a puppet out of Tezzeret, forcing him to do Nicol Bolas' bidding. After having been foiled again, Tezzeret would be reshaped again by the great Dragon. Tezzeret's driving force can be found in his applied persistence with each goal. Watch your back. Tezzeret's no pushover, as he has quite great power, with a dash of influence.
Tezzeret's Battlecry grants him resource and a damaging aura of sorts. His hero power is ever changing, and provides him with a multitude of adaptive options. When Tezzeret comes close to failure, Nicol Bolas will intervene and cause quite the spectacle. Get ready for a challenge.
Xenagos was a once simple hedonist. Since his discovery of the Multiverse and his Planeswalker ability, he has become dissatisfied with the joys of the mortal experience. He now thirsts for radical new experiences and to ascend to true Godhood.
Xenagos' Battlecry is nothing short of the most spectacular of entrances, while his hero power mixes up the party, handing off everyone a likely spicy drink. Party on.
-Cypher's Censational Cilliness: The Joke Card Set Section-
While the sets below are complete jokes, I took great care with getting the cards "correct". MADStone 1-3 is meant to pay tribute to MTG's Un-sets. MADStone 1 and 2 are both 40 cards in total, while MADStone 3 is 37 in total. The last 3 cards were created by another user for a Card Design Competition, where the designers are meant to fill the last 3 cards in with their own batch of insanity. User Soulbattle won the MADStone 3 Costume Contest, snagging themselves the unique forum title "Prince of Parody".
What is an Un-set? MTG, or Magic: the Gathering, released a number of card sets called the Un-sets. Unglued, Unstapled and Unhinged were all sets of cards that are not competitive by any means, unplayable in competitive Magic, and beloved by most who looked upon them. From edits to frames, alternate rules and many other insane designs and concepts, the Un-sets will go down in history as a defining moment in game design. It is because of this that I took it upon myself to pay tribute to MTG by creating my own little slice of parody.
(Note: The MADStone sets feature jokes that are somewhat dated. As the emporium is added to, details concerning the dated jokes will be published. Sorry if some of it appears confusing. More to come, in due time.)
MADStone 1: Bottom Text - Released 10/8/2017
MADStone 2: Working Title Goes Here - Released 10/12/2017
MADStone 3: Sense of Finality - Released 10/30/2017
-Soulbattle's Entries-
UPDATE: I have it in mind to create a fourth MADStone set. I decided that this will happen if we see a fourth Un-set for M:TG.
-Single Cards (and their associated token pieces)-
The following cards were created at various points. Unlike the previous set comments, these pieces have no release date that I can recall, and a number of my creations that I don't feel the best about will not appear here. The cards featured here have no real ordering. At the time of this posting, my most recent creations are at the top, with Friendly Drink Vendor being my most recent creation.
As I tend to design based more around flavor and less around viability, the cards are all mostly unique in their identity. Enjoy the works. There's more to come.
The Emporium is finally open, and ready for legitimate viewing purposes! Expect a new creation every few days. Sorry that this took 6 hours to get together. From having to bring over 500 cards here and having dealt with 7 soft freezes, this process was a complete pain, but I'm glad to finally have this done and ready for viewing purposes and updates. I was dreading creating this thread, as I knew there was a lot I had to do to put this place together, considering the massive amount of material I've created.
Happy to have your attendance, whoever you are. Happy Firework Day.
NEW SECTION - Card Redesigns
Since I have a lot of respect for design, one thing that always grates at me is when a card just doesn't feel right. While we all have our own take on how something should turn out, with this section, I will be redesigning cards in Hearthstone that I feel could have seen a much better release. Of the cards in the game I've decided to redesign, the first of many I've decided upon tinkering with is Harbinger Celestia. She deserves better, let's be real.
To put up the thread, or to make all that I have? I'll pretend you're asking both questions to save room here.
I'm waiting to renew my ID, so I can't actually get a job currently. My ID expired recently, so I'm working on various art projects and various things. That's why I had 6-7 spare hours to work on this.
Having the time that I did to make everything I've posted here, Azeroth Untold was made while I was visiting my Sister. She was getting ready to get married during the time I created that set. It wasn't required of me to get a job while I was there, and I was visiting her for a few months for the wedding before making my way to Colorado to help my friend with his shirt business. Azeroth Untold was to be the set I use to try getting work with Blizzard as a card/expansion designer, which is why AU has a full story, many explanations and an intensive flexibility about itself. After reaching Colorado, the cards created before 2017 ended were to help bolster my portfolio. I wanted and needed more that could show that I can work with a variety of different ideas. Showing my flexibility as a creator is important, at least in my opinion.
-NEW CARD- Mystery Merchant - "These pants feel WAY too tight!"
I always thought it was weird that things, like Valeera's legs being so long in the full art, were an inevitable "what the fu..." moment. It makes sense that we don't have all of the Hero displayed in the portraits given, but the Murloc Hero art was a full art piece. Speaking of which, if you were to use this card against Morgl, you'd just give Morgl a bit of beach front property. Nothing wrong with that. Get ready to explain in great detail to him that property costs money. It's only fair.
-NEW CARD-(Inspired by Omega Defender) Alpha Offender
Reading up on Alpha, Omega and the other affiliated terms, Alpha is the polar opposite of Omega. Was going to give this Charge and make it a joke card, using a flimsy, pathetic robot, calling it "Beta Offender". Thought I'd get serious and deliver this.
-NEW CARD- Critical Hit! - "Because rolling a 1 is for losers."
This is a card I created for this week's Card Design Competition. If you'd like to upvote my entry, please click the picture to visit my comment. Thank you.
I realized, looking the thread over, the images are all posted larger than they need to be. I will be resizing the past few comments. Thank you for your occasional visit here at my Card Compendium.
This week, the Hearthstone Subreddit is hosting a competition that deals with positioning on the board. This is my entry for the week. I'd create two as usual, but I'm not really too concerned with the competition this time.
-NEW CARDS- The Special Set: Minion Spell Hybrid Cards
To explain, these are essentially Neutral spells in minion form! Playing a minion with no Health effectively removes it from the board. When you play one of these minions, the Battlecry triggers, then the minion is removed from the board if it has no Health. I originally had planned on making just the cake card, but opted to put together a small set of cards that revolved around being especially useful on your birthday. The game will know when it's your birthday by checking the birth date that you set for your account. You could argue that you could keep changing your birthday, but if Blizzard were to ever release cards that used the Birthday mechanic, the game would likely have the system check for the original birth date listed when your account was created.
Hope you enjoy this small set. It worked out better than I had intended.
If you're curious about an attack sound for each minion:
Special Cake: *splat noise* Special Invitation: *paper opening noise* Special Package: *box smashing noise* Special Guest: *your Hero's default Greetings emote plays*
-NEW CARD- Smoldering Blast - "Burn your terror into their feeble spirit!"
This is a spell created for Regis Killbin's upcoming card competition, which you can find the details for here. Give the man a bit of traffic and you might just find yourself $20 richer. Good channel, good guy, show the man some support!
-NEW CARD- Kingdom in the Clouds - "Where there is light, there is possibility."
Not trying to double post today, but this is my entry for this week's card competition. Had a little help from my friend's daughter, a lovely little lady by the name of Lauren. If you'd like to cast a vote for my entry, click on the image to visit. Sorry again for the double post.
Wow! This is insane! Do you enjoy making the cards, making new mechanics, or making up new lore? Also what do you think of this next set coming out?
Thanks for the kind words and for stopping in. I see you haven't been with the site for long. Welcome to the forums, friend.
I absolutely love making cards, specifically when I can create something people haven't really seen before. One of my favorite cards I made for the set Azeroth Untold is Azeroth, Slaver. I gave the card a mechanic called Bedrock. Cards with Bedrock always sit at the bottom of your deck. While Azeroth, Slaver is at the bottom of your deck, a random player's maximum Health is reduced by 1 at the end of each turn. Designs like this are what make me most happy, because it's a new concept. I eat up a lot of media to try developing new ideas for design. Pretty important, especially considering the set Azeroth Untold was a set I made to try getting work with Blizzard on the Hearthstone team. When it comes to writing lore, I'm a writer by trade. I enjoy writing stories, but it takes time to craft something worth reading. Currently writing a few things that I will one day preview with Netflix and a few other media platforms. The future, while uncertain in its darkness, can be a quite promising place to live.
Fun fact: The story I wrote for Azeroth Untold, when I was writing it, I had developed the cards first, the story second. The idea for the story was there, but when I was writing the story, I had unintentionally written it to involve cards that were created for the set. The cards had written much of the story on their own, which wasn't planned. I was pleasantly surprised to find that I had done this.
Going back to mechanics, a lot of the mechanics I had written were to help curtail existing "problems" that were in the game. People enjoyed complaining about Aggro at the time, so I had issued limits to total damage a minion could deal, total damage a weapon could deal. I felt that damage limits could be a good idea to explore with weapons that could ignore Taunt when attacking with the weapon.
The new expansion looks good so far. We haven't really made Mech minions much for the game in a long while. The new Whizbang card that's coming out soon is such a good idea, I couldn't be happier with Blizzard. People who have a limited collection can enjoy the game a bit more and play with a competent deck if they don't have much. This helps the F2P players out there a lot, which is really nice to think on. I believe Wild will be insane, especially with Mechwarper's existence. I always look forward to new cards from Blizzard, since I love playing this game. Card games are my jam. Been with them since (Yu-Gi-Oh's) Magic Rulers came to the states.
That is awesome. I felt the same way about that new legendary. I think if I ever got into making cards I would love the lore aspect of it all! Thanks for the response!
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With the community hard at work, presenting a great many creations, and the occasional emporium popping up, one thing I never took the time to do was open my own emporium. Having put together another batch earlier today, I thought that now would be the time to finally open my very own emporium thread. With hundreds of cards having been created by my own hand, I present to you my massive collection of works. Here, you will find a number of card sets, as well as some singletons.
I hope you will stay tuned in, as I will bring here a few cards from time to time. I've put a lot of work into all that I've created, and I hope you enjoy.
-CARD SETS-
Azeroth Untold - A 360+ Card Expansion - Released 7/23/2017
Tri-Class Cards (12/12)
Warrior Cards (16/16)
Shaman Cards (16/16)
Rogue Cards (16/16)
Paladin Cards (16/16)
Hunter Cards (16/16)
"Hunting License" options
Druid Cards (16/16)
Warlock Cards (16/16)
Mage Cards (16/16)
Priest Cards (16/16)
Neutral Cards (104/104)
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Legendary (23/23)
Epic (21/21)
Rare (29/29)
Common (30/30)
Hozen Spells (6/6)
Portal Spells (3/3)
The Great Writers in the Sky (3/3)
Story Cards (30/30)
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-Erratic Adoption's Stray Animal tokens-
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The Demon Cats
The Dragon Dogs
The Titan (Watchers) Murlocs
Wondrous Cards (45/45)
Nightmare Cards (60/60)
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Azeroth Untold - Story, New Mechanics and Other Details
Azeroth Untold - Prologue
The place was Azeroth, and the time was that of its Ordering. The planet was seeing drastic change, as a host of beings known as the Old Gods were wreaking havoc across the plane. Where there was darkness, suddenly there was light, as Aman'Thul, one of the mightiest of Titans, reached down from the sky, ripping Y'Shaarj from the planet's surface. Aman'Thul, realizing what had been wrought upon Azeroth, worked with his titanic brethren, seeking to imprison the remaining Old Gods below the surface, while working above the surface to terraform the land as they see fit. What they had not accounted for however was the initial contact with Y'Shaarj by Aman'Thul.
When Aman'Thul had made contact with the Old God all those years ago, a residual amount of the Old God had latched itself to Aman'Thul's skin, bringing part of the Old God back with him when he left Azeroth's atmosphere. Since that time, the remnants of the Old God festered within Aman'Thul, studying ancient knowledge as time flowed. The remnants of Y'Shaarj, in this time, found a way to survey and keep watch on the plane below, with Y'Shaarj learning all he could while occupying Aman'Thul. While the remnants of Y'Shaarj festered, a secret floated its way into Y'Shaarj's knowledge, that the Titans were holding communion with mortals outside of this reality. This communion was the source of all direction that Azeroth's history would take. These mortals would be referred to as The Great Writers in the Sky, for they were the source of all creation that has ever taken place in the whole of Azeroth. These Great Writers were currently charged with writing the next few hundred years of Azeroth's history. Y'Shaarj knew that if he were to have any hope of coming back to Azeroth in one form or another, he would need to bide his time and use knowledge of the Great Writer's plans to better coordinate his next move.
When Aman'Thul was slain, the height of Y'Shaarj's presence within Aman'Thul was at its highest, with Aman'Thul and Y'Shaarj's power joining as one, as Aman'Thul was no longer a vessel, but a fragment of something that once was, as was Y'Shaarj's presence at the time. While Y'Shaarj became stronger, Aman'Thul became more subservient towards Y'Shaarj's goals, willing absolute and total corruption of the stories to come for many a lifetime. After Aman'Thul's destruction, the Titan's soul was about lost, until a close friend to the Titan created a spell, one that would save Aman'Thul and Y'Shaarj in their time of need. After some time, the two souls found their way to Azeroth, entering the body of one of Aman'Thul's servants, Highkeeper Ra. Unaware of the Old God's tampering, Highkeeper Ra was honored to have Aman'Thul's presence.
After hardly a moment with Aman'Thul's presence, however, the Old God started seeping into Ra's mind, taking notes and leaving imprints, rendering corruption of Ra's mind ensured. Because the Old God had knowledge of Lei Shen's sudden appearance in the coming years, Ra would wait and surrender some of Aman'Thul's power to Lei Shen, as a total corruption of the mighty warrior would ensure a near total administering of a corrupted storyline. Upon Lei Shen making his arrival, Ra did as was instructed of him, helping Lei Shen ascend to power. Lei Shen did not understand, but understood that he was meant to have this power, as it was written that Lei Shen become leader to a great civilization, even being shown his own defeat. And so, Ra found a seat among Lei Shen's most trusted, serving as Advisor.
As Y'Shaarj was coming closer to having complete and total control over Lei Shen, plotting to convert the Mogu Empire into the Black Empire, Aman'Thul attempted to resonate within the two great beings. His tortured soul began to crackle, attempting to speak to Lei Shen and Ra. "You mustn't continue... things are not as they seem..." The Titan's words fell on deaf ears with Ra, while Lei Shen began to have doubts, becoming conflicted. The empire that Lei Shen had established had started to feel less like his own as he pondered. While Lei Shen contemplated on all that had happened since meeting Ra, how strange it was that everything was just handed to him, Ra was beginning preparation of the Mogu Empire. As though Lei Shen could taste the air of his city, he realised that he must correct his relationship with Ra the only way possible. With Aman'Thul's power at his disposal, he began gathering energy, enough to hopefully open a portal, one that would take him to a time before absorbing Aman'Thul's power.
While Ra was making preparations that would help convert an entire empire, Y'Shaarj made communication with Ra, warning him of Lei Shen's plans. As this was dire enough of a problem, Ra abandoned everything and made his way to Lei Shen to stop him. As Ra found his way to Lei Shen, Ra's presence was felt, with both taking to a defensive stance. They both stood in silence, as they knew only one of them was leaving that field alive. As weapons left their resting place, with both Lei Shen and Ra ready to kill one another, the struggle of two became the struggle of four, as Aman'Thul and Y'Shaarj became fully realized forces. It wasn't long before the four began their clash. Chaotic energies leapt from Ra and Lei Shen as they fought, with the planet shaking violently. The struggle became so immense, the world's surface began to crack. And with a single swing from both mighty combatants, they had slewn one another, causing a devastating shockwave of energy to spread Y'Shaarj's dark magic over the whole of the planet, influencing a corrupted version of Azeroth's history to become a reality. With this mighty destruction of Ra and Lei Shen, the planet became cracked, with an immense force beginning to rise. Its presence was that of pure darkness. Azeroth, they called her, as she is the first and only child of the planet of Azeroth. With her sudden emergence from the planet being a rude and angry one, she fled the planet, becoming the new Watcher of the planet.
During this new age of rule under Azeroth, the Titan began to curse the planet. The universe, as a result of Azeroth's will, began to "shift" its contents, wiping out the memory of many people on the planet. Magical energies began changing as well, shifting, swapping existence with non-existence at a random rate. Whole races of people and creatures were either changed or entirely forgotten. The darkness of Azeroth would soon lift, but what would come of it would be dramatic, drastic in change. Because Azeroth knew only slumber, pain, and darkness, the will of Y'Shaarj's vision had influenced her mind to do exactly what was instructed of the story. With a freshly altered planet, Y'Shaarj's will of the world would come about, as characters that existed once before hadn't become notable or important yet. Y'Shaarj, however, did not factor Aman'Thul's true power as a guiding light. Because of this, the world known as Azeroth would have some hope, as Aman'Thul had dispersed power as best he could in the same way Y'Shaarj had, hoping to hold the darkness back and attempt balancing the world's karmic energies.
And with this, a new Azeroth was founded. This is the untold story of Azeroth. Be careful, dear onlooker, as nothing is what it seems. Tread cautiously...
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-Chapter 1: Aftermath of Lei Shen and Ra's conflict-
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It all began, with the corruption of Azeroth. Many allegiances fell to pieces, with the world over bearing witness to drastic change. As a result of the changes to the world, new relationships forged, old ones being broken, and a war breaking out, between newcomers to Azeroth and many of the already existing inhabitants. Referred to by a number of people as barbaric, these newcomers would see the world shaken up as a result of their sudden appearance. Planted by the Great Writers in the Sky, in an attempt to push a new set of conflicts, the Men and Women of Clan Battleground would have their way, even if they had to kill innocent people. Created by Y'Shaarj's spirit, powered by the motives of the Great Writers, they would become quite powerful in a short amount of time, but will they overcome Azeroth's army of defenders, the Hozen?
As with every new force of invaders, Clan Battleground was not ready for, nor expecting the alliance forged by many of Azeroth's strongest. Led by Chen Stormstout, Gul'dan, and Aya Blackpaw, the resistance led by these three would have their army fed to them by many talented warriors within the Hozen. The Hozen, being many in number and quite talented in the martial arts, would band together, in hopes they could push back against the invasion of Clan Battleground. Acting with the power that is Aman'Thul, the Hozen would stand firm, as this was their newest and most arduous of challenges. With Azeroth being as large and challenged at the time, the Hozen would engage in a war with Clan Battleground that would last for a time.
With the land being almost wholly consumed by violence, many an armorsmith would emerge to sell their work. As this was their way of making proper use of an industry involved almost primarily in the war effort, both the price and quality of armor would increase. Many of these armors saw enchantments of all sorts, to help entice the correct buyer. Weapons, however, were plentiful, and production of a good weapon was a scarce idea, as there were many weapons being re-used, with a whopping 95% of weapons being pulled off of battlefields littered with the dead. With this sharing of weapons came many markets. Markets were notorious for hiring mercenaries of all sorts, as there were taverns not far from any one of these markets. With the near absence of magic creatures, rumors were circulating at an almost whisper's intensity of the existence of a truly black market, a black market that can be found when entering one of the many portals that have been opening unexpectedly around Azeroth. These portals began appearing around the plane sometime after Lei Shen attempted opening a portal shortly before the Great Corruption had taken hold, and while the influence these portals have had on the land feels only slight, taking a closer look at the situation helps tell a different story...
While many of these portals have been explored, few people have returned. Those that have returned either find themselves blessed with great power and knowledge, or bring grave news of the future, shortly followed by being cursed with madness as punishment by the planet's Watcher for bringing news of the end. Because the portals have a tendency to close violently, given their unstable nature, many have lost their lives, while many creatures have crept out. It is believed that the many unrecognizable creatures that enter Azeroth from the portals are a direct result of people going in and never coming out, that those lost to the portal are reborn and emerge as something different. What is certain is the nature of those having returned unrecognizable. They are called the Nameless. As the Faceless are rumored to have been almost entirely altered, possibly lost to the corruption, or wiped from the memory of Azeroth, the Nameless emerge from these unstable portals, with their true calling being the field of battle, as there have been countless reports of unknown entities making their way to encampments, demanding a place among the camp's ranks.
Some of these portals, however, are being used by a group known as the Black Empire. With the area still rife with corruption, N'Zoth, who is now a human, plays Empress to the Black Empire. Considering Y'Shaarj's impact on the new Azeroth, N'Zoth's become quite powerful, as she held daily communion with Demons while still quite young. She commands an immense fleet of pirates, varied in caliber and ferocity, all ready and waiting to help kill the competition. As the ships used by the Black Empire are sentient demonic beings, she commands the mightiest of Naval forces, securing the seas, allowing her empire to sail on with little to no issue. In this time, she has solidified many a trade route agreement, supplied both sides of the war effort, and helped orchestrate a ritual that's meant to help bring Edwin VanCleef from the dead to assist her. It is not known whether or not her attempts to bring Edwin back were successful, however. Through the power of harnessed "Portalmancing", she is able to bring items of dread through what has been referred to as the "Nightmare Portals", even using this power to get her ships through one door and out another. The Nightmare Portals themselves are unstable doorways of dark power that, when entered, bring about all manner of darkness to the visitor. As these openings can be used to visit the Black Empire, they are almost entirely made of Fel energies. These same Portals are a notorious danger, and not meant to be walked through. This, however, doesn't deter many, as rumors of power have been circulated enough through the land, warnings of peril have almost entirely been ignored in pursuit of endless power.
Of the few who were instrumental in helping N'Zoth become Empress, it was C'Thun who helped establish the Empress' place within the Empire. The spiteful and calculating heir to Uldum had made contact with the Empress some time before lending aid to those attempting to bring Edwin back from the dead. At the time, N'Zoth needed desperately to get through a blockade, a blockade owned by the Ramkahen. It was a potential trade route that had meant a lot to the Black Empire. It was because of this exchange that C'Thun realized her destiny, for she would find Uldum's salvation in this relationship, striking a deal with the Empress and her company. The current state of Uldum was that of mass oppression. The Ramkahen had promised the city of Uldum safety from destructive forces, so long as they're installed as the new leaders of Uldum. The paralyzing hold the Ramkahen had was that of a Titan's grip. As Uldum's current leadership were incapable pushovers, having become a city nearly enslaved by outside entities, C'Thun took to demanding the current leadership establish the trade route and remove the Ramkahen with the help of the Empress. When denied, C'Thun merely took up a blade, angrily driving it through all that stood in her way of the throne, stabbing, slicing, eviscerating ever so passionately, rightfully taking the throne for herself. She wanted her home back, angrily shouting "THIS LAND WILL SEE THE RAMKAHEN AS ENDANGERED. BY THE BLACK EMPIRE, I COMMAND A WAVE OF DEATH UPON THE RAMKAHEN. NOW IS THE TIME!" With C'Thun at Uldum's helm and assistance promised by the Empress, she would deliver the lands back to the people. With this began a small war, one that would not last long, as the Empress' vast numbers eventually overtook the Ramkahen. After the dust had settled, Uldum and the Black Empire would become allied, as much of the Black Empire would now call Uldum home.
As the need for mortals fighting their own fights is instrumental to the plot set in motion, a new concept was presented to Azeroth. "If the state of our world is a direct result of magical energies at work, would having Elemental beings alive be a good idea?" Soon thereafter, fear of the unknown set in, as cultists, participants of rituals and ceremonies, and the Elemental lords themselves were all placed on watchlists, with many of these groups being hunted to feed the hunger of those who believe magic to be the root of the problem. A direct result of this witch hunt had Al-Akir attacked by several thousand, pushing his existence to mere memory and secret worship, while Ragnaros had seen an assault from a sizeable force as well, resulting in an eternal dousing of his mighty flames, a magical seal being placed, and shackling of the Elemental Lord, leaving him as a display for all to see in the Swamp of Sorrows. After the assault on Ragnaros, Therazane had been communicating with the planet as the second of her brethren came under attack, taking on a human form until the time was right. Since then, no one has seen Neptulon. With his whereabout being currently unknown, no one knows for sure if he even exists anymore.
In this dark period of Azeroth's current reality, many mage cities had come under attack. Fueled by fear, as the Scourge look on in amazement and excitement, many mortals that had seen magic as the source of the problem had started becoming anxious, looking to hire many more Mage Hunters. As a result, the Scourge offered humanity a champion of their own, a Mage Killer named Jaina. She's one of the most grim and methodical of Mage Killers, as she had been taken from her family at a young age, having her trained and infused with Fel energies in the Twisting Nether, learning for many years the art of Mana Drain, an art that had become Forbidden before the Great Corruption. To the delight of many, she was brought to Azeroth, caught up in a tip that an important circle of Mages were gathering in Dalaran. This gathering included Antonidas, Tyrande and Velen, among others. Their meeting was of the utmost importance, as it had concerned not only the decaying state of the land, but also of the Kirin Tor's relocation to Dalaran, as the fear mongering tactics of mages being the source of all that had gone wrong with Azeroth were getting a lot of innocent people killed. Considering how it was expected of Dalaran to have visitors clamoring to get in, the Hozen were called upon to aid the city. Of the Hozen that came to Dalaran's aid, it was Gul'dan, a General to the Hozen, alongside Kargath, someone who had helped establish the Hozen as a fighting force, with Gul'dan being brought to task specifically due to his understanding of Demons.
While forces gathered outside the city's walls, Gul'dan began communication with one of Jaina's Lieutenants, who had informed Jaina of a way to get inside the city. In an attempt to draw out the city's inhabitants, Jaina would command a total destruction of both Crystalsong Forest and the area around Dalaran, enacting an arcane hex that would take terraforming to an unspeakable level. The decaying state of the land after Jaina's tampering would erode the city after a period of time, forcing Dalaran to investigate. Unfortunately for Jaina, the Elves that guarded the forest were many in number, the same forest that had been marked for destruction. Lead and stationed by Vereesa Menethil, the Elves would stand guard against the likes of many a roaming Murloc and the occasional Battleground force. Fortunately, however, there existed the field report that detailed the defeat and imprisonment of the Lich Queen, Sylvanas. The report detailed the location of the Lich Queen, reading "As Sylvanas' forces dwindled, so they were pushed back by the might of Azeroth, forcing the Lich Queen to the mountains, where it was decided that she would forever remain imprisoned." With this, Jaina would leave a small group behind to keep watch. While Jaina traveled, word had been sent by Dalaran to many of the surrounding areas that led up to the Lich Queen's resting place. Of the many to receive a note, it was Garrosh who had been the first to act. As Garrosh had been an outsider to many groups, the many Nameless that were leaving from Portals had gathered among his presence, asking for great leadership they could fight behind. As Garrosh had been a fairly nameless individual, he felt great honor and pride from this, and gave support to Clan Battleground whenever a struggle was to be had. With his sizeable force, he had started his own tribe, one that would not take on a name of any sort, interestingly enough. Garrosh's pride, however, would not last long, for when he attempted intercepting Jaina and her group, the Nameless left Garrosh's service immediately, as they had sensed greater promise in her than they had in a nobody like Garrosh. To Jaina's surprise, she had doubled her own force, and made a fool of Garrosh simultaneously. "You simple worm. Heel!" With those words, Garrosh would be turned to dust, with Jaina trapping his soul in a longsword, for later use. As Jaina marched, the land became fearful, as her army numbered close to a thousand. All that stood in the way either perished or burned.
The last of Jaina's traveling challenges came in the form of the Defias Brotherhood. As the forest was of great interest to Vanessa VanCleef, the Brotherhood and the Black Empire, a swelling of numbers showed up to play. Jaina would smirk at this, and merely unleash on the opposition present. With Jaina's numbers being larger, and the failure to account for a force the size of Jaina's, the Defias would fall, but not so easily, as both sides would lose approximately 600 each. With none left standing in her path, she would make her way to the resting place of the Lich Queen. As Jaina's talent is draining magic, she would apply this anti-magic to the area, to discern the location in the mountainside and identify any magic that may have been installed to keep people away. After enough time, the Lich Queen would be located. Considering the time spent with the area, Jaina's abilities would have put defenders under at least a lesser slumber. Upon reaching the tomb, the many magical seals placed to keep the Lich Queen imprisoned would be removed. And with this, Sylvanas would appear before her adoring crowd of murderers. With the promise of Prince Menethil's location and the slaughter of Vereesa Menethil, considering the Menethil's were responsible for leading the fight against Sylvanas, Sylvanas would help overtake the forest, bringing almost certain death to the Elves with her. Armed with the blade that held Garrosh's soul, Sylvanas became a much deadlier force. And so, they left, barreling down the hill after the Elven encampment. As this force was returning to the forest, many who stood in their path were met with a swift end. What was not accounted for was Sylvanas wielding this new weapon, which had been claiming many a life, turning any who stood in their way into raised nightmares of flesh, all vying for the same end result.
As the smell of death became denser, Anduin of the Dalaran Priest Initiative would round up a sizeable group of Paladins, attempting to bolster the numbers of the Elves below. Vereesa, feeling the end coming sooner than anticipated, would agree to Anduin's force entering the forest, attempting to bolster the numbers below. With Jaina's force numbering three to Vereesa's one, the Elves would begin firing upon Jaina's approach. They would hold for a time, but would be pushed further back by the swelling smelling of rotting flesh. Unable to hold a viable defense against both the physical force and the wretched stench, the Elves found themselves falling to the ground, producing vomit and bile while their bodies seized. Witnessing this most ghastly of sights, Anduin, who was still only just in training, remained stiffened by horror, unable to conjure the proper spell to keep himself sane. With his mind having snapped, Anduin would flee the city, both unnoticed and screaming. With the haze of death still thick in the air, Vereesa would be unable to maintain her post, and attempted gathering as many of her people as possible to flee the besieged area. With news of having lost Vereesa to the wild, Sylvanas would turn on Jaina. Jaina would plead with the Lich Queen, but words would be powerless against Sylvanas, for Sylvanas had felt deceived. Sylvanas would hear none of it, and strike at Jaina. Infuriated, Sylvanas would leave Jaina lying in a pool of blood. The wind held Vereesa's scent still, something Sylvanas would pursue until the day one of the two would perish. With that, the Lich Queen would set off on her course of fate, leaving the forest behind.
With the state of the forest below being so chaotic, Antonidas and Velen would both imbue the land with much of their power, freezing the forest below in an immense ice block, one that would preserve the nature of the area below until more could be done. With this one selfless act, Antonidas and Velen would both suffer permanent damage to their bodies and minds, with Antonidas going blind, while Velen became mindless, resulting in an attack on the inhabitants of Dalaran. While the air still contained much of Y'Shaarj's corruption, when at his weakest, Velen would deal with Y'Shaarj seeping into his mind, blaming the approach of Jaina's forces on the people of Dalaran and the Kirin Tor. During this conflict between Velen and the city, Velen would fall, but would not die, as he would be exiled to an area that housed the shackled Ragnaros'. It was at this time that enough had happened to the land that Y'Shaarj would return in human form. As he had been an entity that preyed on the weakness of people, Azeroth, the planet's Watcher, would grant him a human form, as it was written by the Great Writers. However, because of Aman'Thul's influence on the land, he would serve as a doctor to those in dire need of help. Like a flash of lightning, Y'Shaarj was born again, a complete adult, planted not far from Dalaran. Because it was Y'Shaarj's essence on the wind that fed Azeroth the energy needed to have the Old God reimagined, he would maintain much of his old self, but have no prior knowledge of his involvement before the Great Corruption, nor would he be as powerful as before. With Anduin racing through the forest, scrambling to get away from the sights he bore witness to, the Doctor would take him in, having heard Anduin's screaming from nearly a mile away. With his housing of Anduin, the Doctor wondered if there were wounded characters of interest still among the horrid site. The Doctor found not only a forest encased in ice, but a pale individual, Jaina, who was just barely keeping herself alive. The Doctor would take Jaina in as well, as all those who were with her were no longer at her side. After some time with the Doctor, Jaina and Anduin would be unleashed to the world again, but as darker beings, going wherever they felt satisfied their mortal pleasures best.
In an ironic case, 12 great beings (Alexstrasza, Malygos, Nozdormu, Ysera, Archimonde, Kil'jaeden, Mannoroth, Sargeras, Freya, Mimiron, Thorim and Tyr) have been subject to individual Polymorph. As the Great Writers had wanted for Azeroth itself to struggle mostly on its own, it was willed that the powerful are kept out of the frame for the most part, and to have the land struggle with itself based primarily around the many great conflicts that mortals could engage without the help or presence of greater beings. The Dragons, Demons and Titanic Watchers/Keepers have all since become stray creatures. Fortunately, they're no longer wandering creatures in the wild, as these creatures have since been captured and/or housed. Collectors with a very particular eye have since taken to the creatures naturally. Some ended up owner to cats that were once Demons, some ended up with Dogs who were once known as Dragons, and the rest, being Murlocs, who were once mighty titanic beings, were either made to help the Hozen in the war effort, made to fight alongside Clan Battleground, or escaped to where they felt they were meant to be, in the wild, among other untamed species. Of these Murlocs was Tyre, once known as Tyr. Tyre would come to serve under Katrana Prestor, the new Queen of Azeroth. Prestor, who was once a Dragon herself, had been situated in quite the seat of power, as much of her notable life before the corruption involved tampering with the higher authority of the land. As is the theme, the corruption of the land plopped her at the highest seat of power, with Varian Wrynn being tossed into the wild, making good friends with the Horde, eventually becoming a Captain.
With Varian Wrynn having become one of the Horde's Captains, he has quite the storied past. From working alongside some of the Hozen's finest, including Kargath and Chen, to discovering many unusual Battleground constructs, referred to by some as forges. Before becoming a Captain, however, he worked closely with Thrall, the Horde's Captain at that time. Thrall was nothing but loyal to the Horde, always keeping the Horde's interests at heart first. With the introduction of a human, Thrall felt incapable of trusting the human, not to mention the acceptance of a human among the Horde's ranks felt taboo, as the relationship with the Trolls couldn't be compromised. While Y'Shaarj's essence still lingered on the air from the Great Corruption, a whisper crept into Thrall's ear, chilling him. He began questioning his place among the Horde. Feeling threatened from Varian's rise through the Horde's rank, Thrall ventured out in search of something that could make things right. With Vol'jin feeling curious, a detachment of scouts were sent, keeping on Thrall's trail. It was at this time that Thrall found himself approaching blackened sails. Thrall had done it. He had found himself in the midst of the Black Empire. It is here where Thrall would be welcomed into the company of the Black Empire, with Vol'jin's scouts quickly heading back to camp, as Vol'jin himself was serving the Legion as a spy. From Vol'jin's post, the news would travel to Tirion Fordring, a Captain with the Alliance that also happens to work with the Legion, a secret kept between few. With spies everywhere, it wasn't long before the Horde had gotten word back about Thrall's activities. With this sweeping wind of news having overtaken those who've been listening, Varian Wrynn would serve as the new Captain to the Horde, as Thrall's betrayal had him barred from ever coming back to the Horde. Thrall's barring from the Horde was deliberate, however, as Thrall knew exactly what would come of working with the Black Empire.
It was at this time that the land was razed by war. Thrall knew that acquiring a massive amount of power at the cost of his own person would give him the strength he needed to help end the war, as he had felt for the longest time that the Horde wasn't doing enough. The Horde had been a part of war for since the Horde's founding. He wanted the land to calm and for the sun to shine uninterrupted. With his aiding of one of the most prominent sides in the war, he could help push the land in a number of directions, helping Azeroth finally make up its mind in a world where only one side can win. With this, Thrall would make his way through a Nightmare Portal, where he would be imbued with much of the chaotic energies of the Black Empire. Before being sent back to Azeroth to begin work with the Black Empire, he would be tested in combat. Upon leaving the Nightmare Portal, he would be made to kill Varian Wrynn. If Thrall were to become one with anger, he would have to show he had no qualms with taking an innocent life. The result of that fight has yet to be given, as both are quite talented warriors, and we have yet to see such a battle between these two.
To maintain pace of this unusual nature that has beset the land, concerning the many Dragons that used to exist, Daval Prestor, also known before the corruption as Deathwing, sits without Dragon powers or a Dragon form. Daval's life was altered by the Great Writers in the Sky, having been brought into the world like every other mortal, in place of the original events that took place as a result of his involvement. At this time, he is feeling quite settled, working currently with dogs, among other creatures. The Great Writers had seen much pain and manipulation in his previous life as a feared dragon. Because of this, the Great Writers saw to it that he would eventually find himself aiding the war effort instead of being a great destructive force that could inspire war all on his own.
Yogg-Saron was seen by many as being one of the most powerful beings in Azerothian history, and the Writers didn't like how one of the final threats of mankind was practically established. This was seen as un-interactive with their plans, and so, the Great Writers sought to stay true to their plot, "nerfing" Yogg to something unrecognizable, which felt like the best approach that could be taken. To be turned into a young woman who, instead of working to corrupt poor Daval in the original story, will now be forced to work with him, as a dog groomer. This doesn't mean she only works with dogs, as many of Yogg's customers had more than dogs to toss her way. After some time however, Daval and Yogg would both work closely with Maiev, someone who was well versed with taming animals. With beasts of war being in demand, Daval, Maiev and Yogg would work together, outfitting many a force. Maiev, a Warden to many dark creatures in the original story, who was seen as something of an avenue left unexplored, had a new story written for her as well by the Great Writers. They took it upon themselves to dwell on thoughts of Maiev being someone experienced with wild animals, one who could take on a gentler life for once, taming and training animals for those with the coin to spend. With many understanding the cost of war, Daval, Yogg, and Maiev would begin working together, having cornered the industry, becoming quite wealthy as a result. With this, they have since become known as the Lord of Beasts.
With many at war, and with the many stories dying to be told, the fates of all those graced by the corruption in this alternate Azeroth will be determined in due time. From here, it is up to the reader to write the next chapter, for in this story, the destiny of many lies in the balance, and it's up to you to decide how the story plays out.
Mechanics
Auto-Cast: Cards with Auto-Cast are immediately cast when they're drawn or added to the hand. This does not cost mana, and ignores Battlecry and Combo effects.
Duality: Both players are affected by cards with Duality. Starcrossed Sorrow makes use of this by having both players discard the same number of cards from their hand. If both players were holding Ragnaros and N'Zoth, both players would discard those cards from their hand.
Might: The maximum attack of a minion. If a minion with Might 3 were to be targeted by Blessing of Kings, the attack of that minion would stop at 3 and wouldn't ever go beyond this number.
Intercept: Cards with Intercept are discarded when a condition is met, activating the card. I wanted to make it clear that you can't play it from hand for an effect, as the wording on the card isn't detailed to keep players from getting an effect for more than the first instance.
Bedrock: Cards with Bedrock will always remain at the bottom of the deck. Cards that get Bedrock from another source, when they are in the deck, if a player put a card with Bedrock in their deck before entering that match, their card will always have priority over cards getting Bedrock, as it was the original bottom card in the deck.
Edge: I wanted to make weapons that could be crazy, but not at the expense of needing a fix to the stats or cost of that card. With Trusty Javelin, I wanted to give Warrior a new finisher that could guarantee damage regardless of taunt, so I put a limit on the card's maximum damage. I needed to make more cards for aggro, as I had made a lot of control and midrange cards.
"Affected only by damage" is something else I decided I'd involve in this set. Cards with A.o.b.d. can't receive healing, can't receive attack or health buffs, can't be silenced, the only thing that affects these cards is damage. For example, Earth Shock would deliver 1 damage, but the silence would be ignored. I made this effect scarce, but plentiful at the same time, as enough of this set has this effect tacked on. Handbuffs are also instantly scrubbed from a minion when summoned to the board, and won't count towards a minions stats when cards like Snipe activate. Ranger Corps produces a total of 5 minions when you play it. They have this effect. Some players will want to play Devolve against Ranger Corps, but it won't work. The only thing that trumps this effect are effects that specifically state that a card's text is ignored. For example, Trap Hole is a secret that ignores card text and shuffles the summoned minion back into the owner's deck. A.o.b.d. does not ignore its own card effect, however. Some minions that have this effect also have Taunt, for example. The remains with the card, as it's part of the card's design.
"Deals its damage before X/Y/Z": Some minions deal their damage before attackers, some minions deal their damage first when attacking, and some just always deal their damage first. Minions that "ALWAYS" deal their damage first:
1. When attacking minions that deal their damage first to attackers, the defending minion deals their damage first if the defending minion has more attack.
2. When defending against attacking minions that deal their damage first, the attacker deals their damage first if they have more attack.
The above two function rules should serve as reference for conflict between minions that deal their damage first based on attacking and defending. Short version: bigger number always win.
Cards that "add a random Portal spell" to a person's hand or deck concern only Classic, Nightmare, and Wondrous Portals. This is to generate use of the portals and tokens made for the set, and also to keep from having the pool of different portals being too large.
Cards that are "considered text-less" have that effect for when you play Alchemical Tampering. Alchemical Tampering affects cards that have no card text, so cards that are considered text-less are affected as well.
Other Details
Tri-Class cards.
I wanted to make Tri-Class cards for this set, due in part to the story's theme being infection/corruption. This set is corrupting everything, including other Hearthstone sets. I wanted to implement a sort of cross contamination, so one of each class from the Kabal, Grimy Goons, and Jade Lotus, are each cleverly mixed in with each other.
Band of Adventurers (Mage, Warrior, and Shaman)
The Warring Keepers (Warlock, Paladin, and Druid)
The Drifting Shade (Rogue, Priest, and Hunter)
The Band of Adventurers are your traditional meta group of adventurers that travel together. The Mage, with potent spells, the Warrior, with sword and shield at the ready, and the Shaman, herbalism, magic, and healing, all rarin' to go, this is the sort of group you see running through dark dungeons, forests, all hoping to cash in on some rare loot after a tough kill.
The Warring Keepers are those responsible for holding good and evil in check, as well as preserving the land wherever necessary. With the Warlock's dark and deadly magic, the Paladin's dedication to holding evil at bay, and Druid's adverse nature concerning corruption, the Warring Keepers are all things concerning both the high and low end of balance throughout the land.
The Drifting Shade are the finest killers, tricksters, bards, gamblers and thieves across the land. This nightmare composition features deathly Rogues, demented Priests, and ruthless Hunters. Sure, they might be capable of healin' ya, but at what cost are you willing to pay for it?
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-Card Clarifications-
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Each Ranger Corps minion has to die for the summon effect to stop triggering. These minions do not benefit from Crystal Core, can't be returned to the hand, silenced, transformed, buffed, healed, or destroyed with destroy effects. Only damage affects the Ranger Corps.
Dalaran Traitor can die to his own effect. This doesn't negate the summon that occurs last.
Tavern Cheat's Combo draws a card after your hand is replaced.
Silver Hand Interrogator does not Discover a Secret if she dies to damage from attacking a minion, as the theme sees her needing to be able to report her findings after interrogating a target.
Traveling Artisan being able to Discover a card that restores health includes both minions and spells.
Hozen Hound does not keep any buffs/effects applied when returned to the hand.
Trusty Javelin is a card meant to be paired with Heroic Strike. It's a finishing move, as you can ignore Taunt minions when attacking with the Javelin. All Durability is consumed because this is a throwing weapon, meaning you lose the weapon regardless of its total durability.
Black Empire Warship gives Pirates based on your opponent's total mana left from their last turn because it's a vessel for plunder and other such things. The ship was possessed and has since become sentient.
Ra-Den's fist will always have 1 Durability specifically because I want it easy enough to remove with cards that do damage to a weapon's durability. Attacking a minion with this weapon whenever you can will never exhaust the weapon's durability, as you're getting Durability from starting an attack.
Alchemical Tampering can stack. A second cast of the spell increases the spell damage by 1 and changes the Adapt effect to act like Volcanosaur, where a second adapt takes place after the first.
Sister of Restraint's effect is not until the end of the turn, but until the first cast of (for example) Lightning Storm. SoR only removes the Overload for a card that specifically reads that it deals damage to minions. Cards like Lava Burst are not covered by SoR.
Earthen Warden can summon Basic Totems that are already in play.
Velen, Mindless Hermit displays a colorless secret whenever you play a card, and display that colorless secret in the history bar for your opponent, so they can't look there to see what's going on. Animations will still play like normal for spells, but playing a minion with Stealth, Battlecry and/or Combo sees no activation of the Stealth, Battlecryand Combo effects of those minions, as a Faceless Target will instead summon. Aura effects like Dire Wolf Alpha are also ignored, as the minion you're summoning has its own effect. Whenever an enemy damages or attacks a Faceless Target, the FT will transform into the minion played to summon that target. Works best with Deathrattle, Poisonous, and minions that require taking damage to do anything. The FT's effect activates once an action taken against the target is made. For instance, a FT that's masking a Poisonous minion will become the Poisonous minion once a minion is used to attack the FT, making the target a Poisonous one, killing the minion that was used to attack the FT. Super weak to Silence and cards like Deathwing that read "Destroy". Also, if a FT is issuing an attack against a minion with at least 1 attack, the FT does not transform, and dies as a 1/1. Lastly, returning FTs to the hand erases minion data that would usually summon the minion played to spawn the FT, so Vanish versus a full board of FT sees those FT as 0 mana 1/1 Wisps, basically.
General Shaohao does not refund mana when he returns a minion to your opponent's hand.
Attacking with Shado-Pan Fang will activate cards like Eviscerate, so you're not having to play anything before Eviscerate for the bonus damage.
Anara, of the Faceless, even when she's not alive any longer, your Faceless Target minions will always have Taunt, so that the FT aren't completely ignored anymore.
Illusion of Fortune was hard to balance and write in general. The most recent version of IoF would give two coins to your opponent. Versions I had in mind that felt questionable saw an increase in the number of mana crystals destroyed, a decrease to one coin, and even a 3 mana version. As of writing this, I recently settled on the version we have now, 4 mana, destroy a mana crystal, give a coin, and the draw from the combo.
Fog of War was written the way it is to help with the Rogue quest "Defias Scheme".
Promise of Death's setting a Hero's health to 0 can't be interrupted or prevented by anything, as PoD isn't dealing damage to a character.
Frontline Kodo doesn't return minions to a player's hand if FK did enough damage to the minion to destroy it.
Stalker Armor destroys Secrets before they can activate when attacking. This means Ice Block won't activate unless the destroyed Secret was not a currently active Ice Block.
Elven Outpost triggers when an enemy attack is issued, and doesn't cost Durability or activate if you have no Elves in play.
Scouting Operation gives your opponent a Choose One spell that lets them summon Scout's Friend, or restore health. The restore health part of the card is your opponent eating the bird, or giving one of their minions a meal.
Small Campfire doesn't restore Health until the end of your turn, and your Hero will still receive Stealth at the end of the turn, regardless of if you attacked with a weapon that turn or not.
Moonwell helps both players. If Moonwell is destroyed before your turn begins again, you do not get to use the unused mana from your previous turn.
Starcrossed Sorrow, as explained previously, will discard cards from both player's hand. If both players are holding a Reno Jackson and a Sylvanas Windrunner, both players discard those cards, only because those cards share a name with cards in each player's hand. Both players will discard the same number of cards every time, and only discarding duplicates of cards if both players have duplicates of those same cards.
Failed Terraforming costs 4 mana, only because playing one makes the first card played during your opponent's turn cost 4 more. So playing two in the same turn costs 8 mana, and forces your opponent to pay 8 mana extra for the first card they play during their turn.
Cenarius' Observance, Corrupted Construct and Miracle Find are all part of a recycling archetype. Of all the classes, Druid should be capable of sustaining throughout the match best, as Druid is representative of nature. Jade Idol is also part of this recycling idea, as you can continually push out resources and generate continual pressure while playing this set of cards.
Tundra Wolf dies if it takes more damage than it has health when it attacks and kills a minion. It's written this way to avoid the card being over the top.
Fel-Fist can stack attack that it gets from its Inspire effect.
Jaina, Scourge Archmage only applies the negative Spell Damage while it's alive.
Anduin, the Mad Prince lets both players (not just one) make use of his effect. Take care when using him with Deathwing. He might destroy every minion on the board when he dies, but he also discards the hand of whoever owns him at the time.
Azeroth, Slaver can be pulled from the deck by Deathlord, immediately ending her life drain passive. Look to getting the Nightmare card "Visions of the End" against an opponent with Azeroth in their deck, as VotE will replace your deck with Azeroth, triggering her effect once for each copy of the card you have in your deck. The match lasts maybe two or three more turns after playing VotE against Azeroth. Also, Azeroth doesn't damage a player unless they're undamaged at the time. AS only reduces the maximum, meaning if you're at 27 health, and your current maximum is above 27, AS only just lowers the ceiling, so you won't take damage unless you're at full health. Considering this isn't actual damage, AS takes from your health total, bypassing armor.
Fel Field forces minions to attack in a random order (in two different instances, you could have the same minions, and the attack order would be different each time), taking turns (side A/B attacks first, then the other side is issued attack orders), with the caster's minions attacking them before their opponent. Fel Field can't be played if the caster attacked with any of their minions already, and the caster's minions can't be used to attack enemy characters (that turn only, of course). The first player to hit 0 life loses in the event of a draw.
Corrupted Knowledge can have its discard effect covered by Protective Greed.
Protective Greed and cards with Intercept were all written the way they were so that you're spending a card at a time, and the way it's written also keeps from Deathwing having most of its discard effect ignored. Protective Greed only covers Fel Daredevil if FD only discards 1 card.
Antonidas, Blind Pyro can kill himself with his own effect.
Presence of Al-Akir removes the cast spells from your hand when they are selected for casting. If one of Yogg's Hair Potions cast Presence of Al-Akir, PoA will cast spells from your hand for you.
Greater Ice Block freezes heroes as well as minions. Render Vulnerable is one of the only cards currently that can unfreeze heroes.
Wise Wielder also gains the negative Spell Damage from Jaina, Scourge Archmage.
Power Shot's damage changes based on the total damage of the previous turn.
Infiltration's increasing a card's cost can carry over if a card wasn't played after the Inspire effect. It's meant to simulate mental strain. (This is text relating to the original version. This text is being kept here in case the original is valued over the revision.)
Shadowsight Warden implements a board wide Silence effect that views cards as text-less (cards like Edwin VanCleef keep their stats, but only if the stats aren't dependent upon something else, for instance Lightspawn would have 0 attack, but Galvadon would retain stats, as Galvadon's statline isn't dependent upon its health total to stay relevant), but only during the turn of the player currently in control of a SW. This could be written to ignore Secrets, but that's likely a bit too strong, not to mention it wouldn't make sense, as Secrets are played during one turn, while SW affects turns outside of the initial casting of said Secret(s). I write that SW affects cards, not just minions, because of the Intercept mechanic I created with this set.
Lich Queen Sylvanas was written so it doesn't get out of control with N'Zoth and any copy effects, as the effect is extremely powerful. Because she summons at the start of your next turn, you're unable to attack with her until after she's been on the board for a full turn. Also, while LQS is dead, before she summons to the board again, if another is played, the LQS that's currently deceased will not summon. LQS can't trigger Mirror Entity, as only one can be in play at a time.
Shadowsight Acolyte affects your Shadow Word cards, meaning Shadow Word: Horror can be used to clear boards of low health minions. This was originally a tool for single target SW cards. I changed it to include SW:H, as creating a card that only works with two cards and not three feels too restrictive.
Grasp of Madness can be used to give Doomsayer to your opponent.
Best Kept Secret will instantly cast cards that have Auto-Cast, with targets being chosen randomly.
Algalon's Observance will do the same thing as Best Kept Secret if the cards gained have Auto-Cast. Any other cards in this set that add cards to your hand follow this same rule.
Clever Stowaway does not swap hands infinitely. If a player picks CS when their opponent has one in hand, a swap will occur only once, as the CS that was Discovered has already swapped hands once.
Nikolas Mage can only give Classic, Nightmare and Wondrous Portals, but can be activated by any spell with the word "Portal" in its name.
Gul'Dan, Hozen General's effect that makes Hozen minions Demons only affects the board. The effect would be a bit too strong if it included Hozen minions in the hand and deck.
Kibler Elf summons two unique tokens that are not copies of any of the KE that are summoned as a result of playing KE from hand.
Maiev, Animal Tamer's effect does not replace the effect of the copied minion, and does not count as giving a minion card text.
Prince Menethil's Hero Damage ability affects both players, not just one.
Chen, Hozen Pride deals 0 damage when attacking minions, and takes no damage when attacking. His damage is instead replaced with a return function, rather than damage.
Aya, Hozen Empress can Discover herself, but Aya will instead be added to your hand, rather than summoned to the board.
Dog Groomer Yogg can spawn a 2 mana Hair Potion that gives 10 mana crystals for the turn you cast it. Because there are four Hair Potion, the 2 mana potion has a fixed 1% chance of being added to your hand. DGY used to refresh your Hero Power with her Inspire effect. As previously mentioned, one of the potions gives two random Portal spells to your hand. The Portals available through this spell are Classic, Nightmare and Wondrous Portals. Another of DGY's potions cast the spells your opponent played last turn. If both players are playing this potion back and forth somehow, this can stack effects from each potion cast since the first/start of the chain.
Orphanage in the Hills would have "Affected only by damage" but that would make it impossible to give it Taunt.
Y'Shaarj, Heart Surgeon will function the same as Yogg-Saron and cease activating effects when something happens to him. If multiple friendly YHS have been summoned, playing YHS will cast all of the effects that the previous YHS cast this game. For example, if I played N'Zoth and Yogg-Saron this game, YSH will cast their effects. Then, if I play another, YHS will cast N'Zoth and Yogg's effect again, and then cast the effects cast by the previous YHS. This can stack as many times as the game can handle. Implementing limits could be good, but so far, this is the current power level. If a friendly C'Thun was summoned this game, YHS will deal his current attack, which defaults at 4.
Battleground Blitzer only gains Charge after destroying a Battleground minion. Otherwise it's a 3 mana 2/4.
War Giant was made a 5 mana card to stabilize the RNG that comes with spawning a random 5 cost card, as Bomb Squad feels out of place with Sylvanas out of Standard.
Unstable Ice Pillar can kill friendly minions.
Southsea Fencer can ignore individual Arcane Missiles, individual C'Thun and Flamewaker damage points, Misdirection targeting, any damage that comes to SF can be ignored. The exception to this is cards like Earth Shock, where Silence comes before the damage.
Disposable Rogue can shuffle a copy of itself once into each deck, or twice for a player. This is being noted here, as the wording appears confusing to some.
Kragg's Raider and cards like it that can occupy a deck more than twice when building a deck are meant to serve as vehicles for Alchemical Tampering and cards like it, as many have been curious about cards synergizing with cards that have no text. The purpose of putting up to X copies of cards like KR into a deck is solely up to the player.
Contract Scammer's Deathrattle can be stolen by ownership effects (Mind Control, Sylvanas, etc) hence why he has a tendency to scam people who pay for his time and effort.
Kirin Tor Refugee refers to the previous rule about a fixed pool of Portals that she can add to the hands of players.
Nameless Horseman is drawn in place of your normal draw when you reach your seventh turn. This is being noted here, as some may find this confusing.
Hozen Field Archer can be used to remove a minion's Stealth, as characters lose Stealth when they deal damage. Because minions deal damage to each other when they attack one another, HFA serves this purpose well.
Battleground Mystic's effect of drawing a Discovered minion can't be prevented by shuffle effects.
Bluegill Brute requires three instances of damage to kill it. The "Affected only by damage" effect prevents buffs, healing, and otherwise from keeping him around longer.
Vicious Prowler requires being alive to make use of its effect. If it does not have at least 1 health after attacking a minion, it dies. I would make its health 3 or 4, but the health gain from its effect would likely put it over the top. Having it somewhat easy to kill (even at turn 3/4) is important, as it could eventually stick around for longer than it probably should.
The Great Writers in the Sky can only be spawned by a few cards that exist in the pool of cards you have access to through the Portal spells made for this set. The Great Writers are 3 in total, and are not minions. They take up 1 of 7 spots on the board. This is relevant, as Great and Rude Argument spawn a Great Writer on one of the two sides of the board. Fire at the Office is the only card that removes them from play. The Great Writers are tasked with filling decks, hands, and the board with tons of action. The three individual Greats are celebrations of Writers, Editors, and Artists, and can't be harmed by minions or (most of the) spells.
Black Empire Peddler lets a player Discover a weapon from a pool of six total weapons. Each weapon costs 2 mana, with weapons ranging from the wand to the bow. The weapons were carefully picked and designed based on what each class in WoW can actually use, so there's something for everyone.
Marketplace will always include Marketplace among the options, regardless of how many cards have been Discovered that game, as no one should have to leave the Marketplace just because they can't find it or see it while they're there.
Wondrous Delirium adds two total copies of the card you Discovered to your hand, and one copy total to your opponent's hand.
Quickening stops working when a deck is out of cards, as there is no deck left to draw a second card from. Hero Powers are not returned when Quickening ends.
Spirit Companion strips your minions of Taunt when they are summoned. You can still summon Taunt minions. They just won't have Taunt anymore. Because you can't be targeted while SC is in play, your Hero can't be healed or damaged by anything that requires targeting to play. Affected only by damage can be ignored by Shadowsight Warden and cards that specifically state that card text is ignored.
Raiding Party adds copies of cards in your hand to your hand and reduces the cost of the copies by 1. If a player has 6 or more cards in their hand when they cast this spell, cards are copied from left to right.
Encounter in the Woods replaces currently equipped weapons.
Adventurer's Sword has more attack than the Adventurer's Axe because the sword requires minions to be injured to upgrade the weapon through the weapon's effect.
Adventurer's Hammer only prevents damage taken when attacking a friendly minion with the hammer.
Adventurer's Wand can simulate a tennis match when both players have the Wand equipped.
Companionship adds 1 of 12 Stray Animals to your hand. The SAs cost 3 mana each.
Windstorm can target the same minion three times.
Erratic Adoption adds the Stray Animals to your hand before the Lord of Beasts is added. The three Lord of Beasts are Dog Trainer Daval, Dog Groomer Yogg, and Maiev, Animal Tamer.
Unmarked Dungeon summons a Dragon. The Dragon has "Affected only by damage" included in its card text, but not on UD because the Dragon is supposed to be like an encounter in a dungeon. You don't know what to expect. Flavor aside, I wanted to make sure the reward for killing the Dragon was guaranteed and not Silenced away by your opponent, as the Deathrattle can be quite powerful.
Nightmare Portal reads that cards without the Nightmare tag see a cost reduction. This is directly referring to cards you can Discover from the Nightmare Portal, not cards in a player's hand, deck, or on the battlefield.
Champion of the Sha is the only minion that has Auto-Cast. I'm writing here about CotS having this ability because I want to make it clear that it's considered a summon and not an actual cast, meaning Secrets like Snipe are ignored when CotS is summoned to the board.
Harrowing Sight works the same as cards like Molten Blade. The longer you're holding the card, the more change you'll see, pending of course on what is in your opponent's hand.
PANIC! puts as many Secrets into play, up to 7. If a player has Secrets in play already, PANIC! only just adds to the sum, and doesn't replace what's currently in play.
Visions of the End, as stated before, can end the game within 2-3 turns if Azeroth, Slaver (Warlock Legendary) is the bottom card of your opponent's deck, as a deck full of AS will deal an immense amount of damage, randomly split between each player.
Innocent Hunger states that it takes health from a random enemy. Taking health from a target is not considered damage when a minion is selected by the card. If the spell chooses your opponent, it can trigger Ice Block. Lastly, IH raises your maximum health (on top of restoring health at the same time), and is not influenced by cards like Prophet Velen, as the card is not considered a damage or healing spell.
Twist the Mind replaces card text with "Discover a Nightmare" (this affects both players) and reverts all cards in each player's hand back to their original state when your next turn begins. Spells will read "Discover a Nightmare" and minions will read "Battlecry: Discover a Nightmare". Minions that don't have text will also receive "Battlecry: Discover a Nightmare". Minions that have "Affected only by damage" will ignore Twist the Mind and summonwithout "Battlecry: Discover a Nightmare".
Hydra isn't that scary. Deal 4 damage to it twice and it dies. Just wanted to make a note of that here in case the card is seen as imbalanced.
Winds of Change summons the copy first, then activates any summon effects (Battlecry, Combo, etc). This is to avoid Deathwing destroying everything and then supplying the player with 24 damage.
Summoned Warden's "Affected only by damage" doesn't affect the stat improvement, or SW's Taunt. As previously mentioned, A.o.b.d. doesn't disable what's written on the card already by default, or A.o.b.d. would make a card "unaffected by" its own "unaffected by" effect. Cards with A.o.b.d. aren't affected by Handbuff cards, but they are affected by their own card's text. The difference is one was written to have effects when played, while the other (handbuff) is adding to something that actively negates exterior meddling. Also, while SW can choose a minion type (kind of), the card is improved by having more enemies of that type in play. If a Hero has transformed to Ragnaros, Discovering Elementals takes Rag into account. Same deal with Jaraxxus, as Jaraxxus is a Demon.
Painful Passion instantly gives lethal against a player with Spirit Companion in play. If you're fast enough to attack Spirit Companion enough times to kill your opponent, then sure, you have lethal.
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Arena Blacklist - A list of cards that are unavailable in Arena:
(*Probably best to keep from putting in a format like the Arena draft, as some of these cards could be unnecessary in that format and not work as well, and/or were specifically designed for Constructed play.)
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=Class Cards=
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Ranger Corps
*Readied
Ra-Den's Fist
Empowered Spirit
Alchemical Tampering
Sister of Restraint
Power of Limitation
Lotus in Bloom
*Rooted Corruption
Defias Scheme
Velen, Mindless Hermit
General Shaohao
Anara, of the Faceless
*Loose Grip
Vol'jin, Legion Spy
Legion Captain Tirion
Blinding Light
*Silver Hand Saber
*Battleground Purifier
Morale Boost
Promise of Death
Arrow Storm
Brothers in the Wild
*Stalker Armor
Elven Outpost
*Elven Captain
*Ranger's Stash
Elven Sharpshooter
*Art of War
Fearsome Presence
Moonwell
*Starcrossed Sorrow
Failed Terraforming
Offering of Wonder
Cenarius' Observance
*Corrupted Construct
*Miracle Find
Peace with Nature
Anduin, the Mad Prince
*Jaina, Scourge Archmage
Azeroth, Slaver
Corrupted Knowledge
Agent of Corruption
*Protective Greed
Tyrande, of Good Fortune
Presence of Al-Akir
Greater Ice Block
Gathered Power
Battleground Warlock
Auto-Fire
Kirin Tor Historian
Infiltration
Shadowsight Warden
Lich Queen Sylvanas
Doomsayer's Bet
*Pawns Aplenty
*Power Word: Sustain
*Algalon's Observance
===============
=Neutral Cards=
===============
*Clever Stowaway
Nikolas Mage
Kibler Elf
Medivh, Spectral Guardian
Maiev, Animal Tamer
*Chen, Hozen Pride
Dog Trainer Daval
Orphanage in the Hills
N'Zoth, Black Empress
C'Thun, Queen of Uldum
*Y'Shaarj, Heart Surgeon
Ancient Observer
Keeper of Fear
Keeper of Old
Pumpkin Pack Cat
Kragg's Raider
Kirin Tor Refugee
Nameless Remnant
Pumpkin Pack Runt
Mage Hunter
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=Token Cards=
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Classic, Nightmare, and Wondrous Portals, as well as the tokens made for the Portals.
A Handle for a Candle - 10 Card Set +1 Token - Released 11/18/2017
Piradin - 10 Card Set + Hero Power token - Released 12/25/2017
Residents of Stratholme - 4 Card Set - Released 12/25/2017
Powerful Beginnings - 3 TriClass Spells - Released 5/21/2018
-Regarding the three spells-
"To explain why each spell involves the classes that it does:
The Great Dark is (one of) the name(s) given to the Universe by the Warcraft writers. Because the Universe contains the planets, it contains all life. The wielder of The Great Dark essentially decides upon what life will exist in their world. I picked Druid, Mage, and Hunter for this triclass alignment, for Druid can create and enhance natural life, Mage being responsible for endowing magic energies to much of what is contained within the Great Dark, and Hunter, because in our beginnings, we hunt to survive, as survival is key to evolution. Because The Great Dark concerns life as much as it does, I've written it to focus on minions.
The Pantheon is a gathering of incredibly powerful Titanic beings. Because of their mighty power, the classes concerned (Priest, Paladin, and Warrior) had to fall in line with much of the Pantheon's perceived might. Priest, for ultimate life retention, Paladin, for being both strong, noble and vigilant, and Warrior, as many of the Pantheon's members are Warriors in their combatant ways. Because The Pantheon concerns Legendary figures of greatness, Legendary minions specifically were given the spotlight here. It is because there were originally 7 members of the Pantheon, 7 Legendary minions have been granted by this card.
The Nether (also known as the Twisting Nether) concerns the dark and mysterious nature of the Warcraft universe. Much of the known evil in the Warcraft universe can be sensed here, in this place. With Warlock's dark magics, the Rogue's calculating and sinister handling of life in general, and Shaman, being one with the great power and mystery concerning nature, the universe and all things in between, the Nether is host to much darkness and mystery. Because The Nether concerns the mystery of darkness itself, what better to focus on than magic and magical energies?"
"Special" - 4 Card Set - Released 7/17/2018
To explain, these are essentially Neutral spells in minion form! Playing a minion with no Health effectively removes it from the board. When you play one of these minions, the Battlecry triggers, then the minion is removed from the board if it has no Health. I originally had planned on making just the cake card, but opted to put together a small set of cards that revolved around being especially useful on your birthday. The game will know when it's your birthday by checking the birth date that you set for your account. You could argue that you could keep changing your birthday, but if Blizzard were to ever release cards that used the Birthday mechanic, the game would likely have the system check for the original birth date listed when your account was created.
Hope you enjoy this small set. It worked out better than I had intended.
If you're curious about an attack sound for each minion:
Special Cake: *splat noise*
Special Invitation: *paper opening noise*
Special Package: *box smashing noise*
Special Guest: *your Hero's default Greetings emote plays*
RESERVED SPACE
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
-HERO CARD SETS-
Connected Worlds - Hero Cards that involve non-Blizzard characters - Released 10/4/2017
A few notes:
Concerning Merlin as a Druid and Yoshimitsu as a Rogue, Merlin is historically considered a Druid by nature (no pun intended), with Yoshimitsu acting as a Japanese Robin Hood during his time.
Judge Dredd's Hero Power has since been changed to feel more in line with the character's personality. Dredd's weapon is purposely missing an assigned class, specifically for themed purposes. Anyone can be a Judge in Dredd's world. All it takes is a Noble heart.
Lastly, Kusuriuri is supposed to equip a weapon when he changes form, the 3/3 I included that deals in card draw. Too lazy to fix that.
The armor associated with each Hero was intentional. I figured it'd make sense to give Armor to the player based on the armor grade available to those characters in their respective fictional eras. Low armor suggests the character either didn't care for armor, didn't care for it much, or that the time period allowed only for lower grades of armor, while higher grade armors have to do with the era they exist in or the natural toughness of that character.
Azeroth Untold: Sinful Natures - Azeroth Untold Hero Cards that deal in Sin - Released 10/17/2017
From the original post:
I mentioned sometime back that I thought it would've been cool to have made Hero cards for the set Azeroth Untold, and had thought long on how each class could embody one of the Seven Deadly Sins with ease. I thought about how there are nine classes total when there are only seven defined sins that I can think of. So I went ahead and created a set of Hero cards for A.U. based around the Seven Deadly Sins. I even wrote a story and explanation for the set as well. Hope you enjoy.
"The Sha have taken over Azeroth behind the scenes. To Gul'Dan, they crept, empowering him with abilities far beyond his advanced comprehension. They asked only one thing of him... to turn many of the Heroes of Azeroth against themselves. With many Heroes having become the embodiment of sin, it was Thrall the Shaman that would fight for Azeroth's freedom from Gul'Dan and the Sha. Will our Hero prevail?"
Explanation for the Hero card costs:
Gul'Dan is the cheapest of these Hero cards. The reason each card is so cheap is due to the lowest cost Hero card that was produced with Knights of the Frozen Throne. The justification for cheap cards is that if Thrall's Hero Card is 5 mana, it means that turn 4/5 is the earliest a Hero can show their darker colors. Because I equate the Hero cards with an evil presence, I took the 5 mana Thrall Hero as an example for how early a Hero can be corrupted by the deadly sin that their Hero card in this set embodies the most. Gul'Dan got a 4 mana Hero card because the Sha speak to Gul'Dan before the other Heroes are corrupted by their own sin. At 5 mana, the darkness starts pouring out of our Heroes. At 6 mana, Thrall and Azeroth are aware of the darkness in these Heroes, and has been outfitted with the ability to fight each of them. Think of the costs of these cards as the ordering of comic book panels; A series of events unfolding in a particular order. Also, I made each Hero Power a Passive one because the Hero Power is a second part of that Heroes ability, and I wanted the abilities to be constant so that gameplay is drastically altered further.
An Accidental Planeswalk 1 - An MTG Hero Card Crossover - Released 11/4/2017
Chandra Nalaar is a Planeswalker with quite intense fire abilities. When your hero becomes Chandra, the Battlecry almost entirely mimics a Planeswalker discovering their spark. When a Planeswalker discovers their spark for the first time, they are empowered with impressive physical and magical abilities.
Chandra's Pyromancy Hero Power simulates pyromancy's wild destructive nature, as you're burning the things around you when you amp up your abilities.
Gideon Jura fights for the good, once fighting for an Order of pseudo-positivity clerics (that's what I'm calling them in this section.) Gideon was originally sent to capture Chandra Nalaar, with Gideon instead going with her where she was headed.
Hieromancy deals in energies akin to religious writings, magical energies concerning health and the holy way. As Gideon is a protector, his Battlecry gives minions in your deck a second life.
Garruk Wildspeaker is quite the mean one. Once someone who dealt in animals and the wild, he and his beasts were corrupted by Liliana Vess. Now Garruk seeks murder at his hands of every Planeswalker in existence.
He carries a quite large axe. Because he's in the wild quite often, he makes and wears his own pelts, it looks like. Because Garruk was corrupted, he's taking the hide of everything he kills. Manipulated is meant to simulate corrupting his animals as Liliana Vess had done. Garruk is in pain, and he wants to inflict it on you.
Jace Beleren remains one of the strongest Planeswalkers to ever grace Magic the Gathering. His magic deals with the mind quite a lot, and because of this, he has grown a fondness for playing with the brains of his enemies.
When Jace enters the room, he enchants his opponent, making them over excited at the sight of violence, to the point of breaking the rules and drawing a card whenever someone throws a punch. It's quite devastating. Mindsculpt is a spell he's quite fond of. You get to dig around in your opponent's head and see and do things they aren't keen on.
Koth of the Hammer, or K.O.T.H. He's a defender of his people. He can really churn up earth and metal, molten gloop, using it as he needs. He's a master of the almost volcanic elements. Smashing through all that stand in his path, he means business.
Koth to me felt like something of a berserker when he gets into action. I wanted to simulate that sort of feeling. The more damage he's taken the stronger he gets. He really enjoys being quite angry with people.
Liliana Vess only wanted to be beautiful forever. So she sold her soul to several Demons. At one point, many Planeswalkers lost much of their power. LV here freaked out and sold her soul to the worst people. She's since found those Demons and murdered most, if not all of them.
Liliana Vess deals in Necromancy, and tons of it. She can raise the dead all around those in her vicinity. Because she's handled these Demons personally, she's also raising the bodies of them... sort of. She has quite the stranglehold on this artform of hers.
Nahiri, the Lithomancer can create whole constructs, weapons and the like from stone and other materials. Back on her home of Zendikar, great monsters of dread were running around. As a result, Hedrons were set in place. They're meant to help with the big creatures. If someone were to destroy one of those, who knows what could come out...!
Nissa Revane is a lot about natural growth and the natural world. She's quite strong, strong enough to help push the limits previously imposed. She even joins the party, bearing gifts. How kind.
Her ability to reshape the planet around her makes it so Terraforming the area around can begin, recycling what has been used, even paying out a return on your investment of 1 minion.
Sarkhan Vol is a Dragon worshipping Shaman. He quests endlessly for the proper Dragon to worship. He wants to worship the biggest, bestest Dragon. His quest has made him wise and his being a Planeswalker makes him strong. He trades wellbeing for power from time to time. He'll do anything to find his true master.
Vraska, just like Medusa, is a Gorgon. With a single peer into their eyes, they can turn you to stone. Vraska tends to turn people to stone to keep, and she can deploy assassins and other shadowy types to aid her. She's since gotten herself a Pirate ship, at least last I heard. (No, sorry, this card doesn't help Pirates.)
An Accidental Planeswalk 2 - An MTG Hero Card Crossover - Released 11/6/2017
Ashiok, known across many a plane as fear incarnate, Ashiok cares for one thing and one thing only... bringing your mental horrors to life.
His Battlecry and Hero Power are both meant to simulate living out a real nightmare, as Ashiok isn't much for mercy, only just pain, sweet, delicious pain.
Ajani Goldmane, on the other hand, exists merely to serve a higher order. Hailing from a Leonin society, leadership traits and perseverence are strong with this one.
Ajani's Axe has an axehead on both sides of the staff he carries with him, making for simulation of a dual wield weapon type. Because of Ajani's leadership traits, he rallies those around with his Hero Power, even taking damage for his friends with his own Battlecry.
Domri Rade was just your average, scrawny kid. Because of his dream of belonging to a clan that would accept him, his small frame was laughed off by the many he would approach. While living almost entirely as an outcast, he found companionship with the wild, becoming a one with his own pack.
Domri Rade has more respect for animals than men. Because of this, it really pisses him off when you hurt one of his friends. Savage Method helps bring a swifter death to those who would hurt his friends. Not only does he look out for his friends, his friends look out for him, too, proving protection, so long as they live.
Freyalise is something of a hero in her parts. She once ended an Ice Age, restoring the land to its natural climate. When asked to help defend her world against many invaders, she took to action, surviving a near total destruction of the group she fought alongside. In her later years, she would sacrifice herself to save her home once again.
Freyalise is not much for the unnatural. Because of this, her Battlecry completely clears out any weapons and other such contraptions your opponent may be hiding from you. Selfless Heart helps simulate her care for those around her.
Karn the Liberated is a Silver Golem, created by another Planeswalker. While incredibly powerful, at one point in his lifetime, he fell under corruption that he would take with him to another plane, a corruption that would render that plane poisoned nearly beyond repair. A good friend of his would sacrifice himself to help Karn become immune to this sickness.
Karn would come to be known later as the Father of Machines. His Battlecry and Hero Power both help simulate his ability to create, while the corruption he had fallen under helps throw off the result you get with your Hero Power.
Narset, a young woman from a warrior society that has some involvement with Dragons, Narset grew into her power by not only having been recognized by her Elders, but by also finding and embracing her Planeswalker talents. While she had been accepted into a higher order of sorts, she was not content with all she knew in life, and began snooping about in old records, discovering a past that many considered forbidden knowledge.
Narset has knowledge of the past, and intends on using it as best she can. Her Hero Power helps simulate the knowledge she's gained, while her Battlecry helps surround you with many possible tutors. Knowledge is Power.
Ob Nixilis used to be a human, until he found true competition. Since he discovered the existence of many other Planeswalkers, he made it his goal to become bigger, better, stronger. His plans were foiled at the hands of Nahiri, who had placed a Hedron inside his mind to restrain his powers. This hasn't stopped him, however, as even with these limits in place, he has pushed farther than other Demons are comfortable with.
Ob Nixilis brings the curse of Silence to your deck, while giving your minions a second chance to redeem themselves after they've dealt with misfortune. His Hero Power shows the opponent how chaotic you can be when you have a fistful of power to show for your rage.
Ral Zarek was headed places, important places, until he was denied the opportunity to prove himself. Since then, he's made it his goal to prove his defiant, resilient spirit at every turn.
His Battlecry helps simulate his ability to adapt and break past the limitations that others have set on him, with his Hero Power also helping simulate that aspect of his spirit.
Tamiyo has made it her hobby to study the unknown. From nature to the appetite of vampires of all things, she strives to learn and grow at every step of the game.
Her Battlecry and Hero Power are both written to help simulate her knowledge of many things mysterious and magical. She keeps a journal, full of notes about the magical world.
Tibalt's entire existence since discovering his Planeswalker abilities has been centered around torment, torture, and prickly, steel grins. Encountering him is bad news, for he would love nothing more than to conduct a little "test". Because of his reckless nature, however, he has found solace in cowardice.
His Battlecry brings immediate chaos to those who witness him. His mere existence makes many around fearful, while his Hero Power helps push agony to a new extreme. Proceed with caution.
An Accidental Planeswalk 3 - An MTG Hero Card Crossover - Released 11/8/2017
Arlinn Kord is one of many afflicted with Lycanthropy, a disease that can turn people into Werewolves. She fought long and hard to keep it a secret from those around her, but after some time, she turned, killing many. With her recently awakened Planeswalker identity, she now has full control over her Werewolf half, and hopes to protect her kind from total annihilation at the hands of humans.
Arlinn's Battlecry helps simulate a wolf's heightened sense of smell, with her hero power granting her power over her inner animal.
Dovin Baan is an inspector of machinery. His ability to see all flaws in creation prevents him from giving improper corrective guidance. If it has a fault, he will tell you. While many look to abuse his ability, his power keeps them at bay, for their intentions are flawed.
Dovin really hates oddities about something, so when dealing with characters that have an odd health total, he looks to either correct them, or punish them.
Dack Fayden isn't your ordinary thief. Dack's ability to locate any object in the known multiverse helps him make his mark with ease. Upon being caught, Dack's arm was permanently dyed red, forever marking him as untrustworthy.
Dack's Battlecry helps generate resources while pressuring his enemy with too much focus on the lifted object, putting two cards in your opponent's hand at the beginning of each of their turns. While this could really ruin things for Dack, his hero power does the same for you, almost.
Elspeth Tirel is a brave spirit who found herself wanted by a higher order for her abilities to dispense justice wherever she may roam. Having killed a hydra that was responsible for the death of many, she also attracted the attention of Ajani Goldmane, another incredibly powerful Planeswalker, she would later go on to fight and defeat Xenagos with Ajani's help.
Elspeth's Battlecry grants her the mighty weapon Godsend, a weapon forged for her by a once angry God. As she was wanted as a Champion for the Sun, her hero power grants her Immunity from damage, allowing her to fight for longer.
Huatli, the one called "Warrior Poet", was raised and trained in the Sun Empire. Her abilities helped her fight the Minotaur Angrath. Angrath's strength pushed her to discovering her true power, with Angrath fleeing before likely dying. Now, she travels, hoping to find her true calling.
Huatli's friendship with her raptor friend helps her get around quicker, allowing for a swifter board to flourish. Her hero power calls her raptor friend to her side.
Kaya, while not much is known about her, has made quite the impression, as she is vigilante in her belief that only the living should get to see the sun rise. While she dabbles in destroying ghosts, she moonlights as an assassin that can walk through walls.
Kaya's Battlecry snuffs the existence of would-be zombie ghost types, while her hero power helps put pressure on those she wants to see dead.
Kiora, of the race called Merfolk, aspires to hold the greatest relationship with the sea imaginable. While traveling, she wishes to eventually thwart the Eldrazi, a race of terrifying destroyers that have been terrorizing Kiora's home. In her mission, she has rallied many, and has since taken the fight to the Eldrazi, with the help of the Merfolk and many ocean beasts.
Kiora's Battlecry destroys all who cannot withstand the fury of the ocean, summoning terrifying Sharks for each enemy left standing. Her hero power beckons the strength of the world's willdlife, in hopes something will happen.
Saheeli Rai is an inventor. Her masterful designs draw the eye and ire of many in her wake. While she's a fierce competitor and artisan, she enjoys helping others with their craft by being warm and wise with those around.
Saheeli's Battlecry is more than meets the eye, for she can build a Mech from the ground up in moments, enchanting her Mechs with brilliant buffs. Her hero power helps her either improve a creation, or design a new Mech, something you've never seen before!
Tezzeret is a quite calculating darkness. When his plans and life were foiled, a great being of evil known as Nicol Bolas would make a puppet out of Tezzeret, forcing him to do Nicol Bolas' bidding. After having been foiled again, Tezzeret would be reshaped again by the great Dragon. Tezzeret's driving force can be found in his applied persistence with each goal. Watch your back. Tezzeret's no pushover, as he has quite great power, with a dash of influence.
Tezzeret's Battlecry grants him resource and a damaging aura of sorts. His hero power is ever changing, and provides him with a multitude of adaptive options. When Tezzeret comes close to failure, Nicol Bolas will intervene and cause quite the spectacle. Get ready for a challenge.
Xenagos was a once simple hedonist. Since his discovery of the Multiverse and his Planeswalker ability, he has become dissatisfied with the joys of the mortal experience. He now thirsts for radical new experiences and to ascend to true Godhood.
Xenagos' Battlecry is nothing short of the most spectacular of entrances, while his hero power mixes up the party, handing off everyone a likely spicy drink. Party on.
Burrowing Mine
Reserved.
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-Cypher's Censational Cilliness: The Joke Card Set Section-
While the sets below are complete jokes, I took great care with getting the cards "correct". MADStone 1-3 is meant to pay tribute to MTG's Un-sets. MADStone 1 and 2 are both 40 cards in total, while MADStone 3 is 37 in total. The last 3 cards were created by another user for a Card Design Competition, where the designers are meant to fill the last 3 cards in with their own batch of insanity. User Soulbattle won the MADStone 3 Costume Contest, snagging themselves the unique forum title "Prince of Parody".
What is an Un-set?
MTG, or Magic: the Gathering, released a number of card sets called the Un-sets. Unglued, Unstapled and Unhinged were all sets of cards that are not competitive by any means, unplayable in competitive Magic, and beloved by most who looked upon them. From edits to frames, alternate rules and many other insane designs and concepts, the Un-sets will go down in history as a defining moment in game design. It is because of this that I took it upon myself to pay tribute to MTG by creating my own little slice of parody.
(Note: The MADStone sets feature jokes that are somewhat dated. As the emporium is added to, details concerning the dated jokes will be published. Sorry if some of it appears confusing. More to come, in due time.)
MADStone 1: Bottom Text - Released 10/8/2017
MADStone 2: Working Title Goes Here - Released 10/12/2017
MADStone 3: Sense of Finality - Released 10/30/2017
-Soulbattle's Entries-
UPDATE: I have it in mind to create a fourth MADStone set. I decided that this will happen if we see a fourth Un-set for M:TG.
Reserved.
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-Single Cards (and their associated token pieces)-
The following cards were created at various points. Unlike the previous set comments, these pieces have no release date that I can recall, and a number of my creations that I don't feel the best about will not appear here. The cards featured here have no real ordering. At the time of this posting, my most recent creations are at the top, with Friendly Drink Vendor being my most recent creation.
As I tend to design based more around flavor and less around viability, the cards are all mostly unique in their identity. Enjoy the works. There's more to come.
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The Emporium is finally open, and ready for legitimate viewing purposes! Expect a new creation every few days. Sorry that this took 6 hours to get together. From having to bring over 500 cards here and having dealt with 7 soft freezes, this process was a complete pain, but I'm glad to finally have this done and ready for viewing purposes and updates. I was dreading creating this thread, as I knew there was a lot I had to do to put this place together, considering the massive amount of material I've created.
Happy to have your attendance, whoever you are. Happy Firework Day.
NEW SECTION - Card Redesigns
Since I have a lot of respect for design, one thing that always grates at me is when a card just doesn't feel right. While we all have our own take on how something should turn out, with this section, I will be redesigning cards in Hearthstone that I feel could have seen a much better release. Of the cards in the game I've decided to redesign, the first of many I've decided upon tinkering with is Harbinger Celestia. She deserves better, let's be real.
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Nice job. How did you find so much time for it?
To put up the thread, or to make all that I have? I'll pretend you're asking both questions to save room here.
I'm waiting to renew my ID, so I can't actually get a job currently. My ID expired recently, so I'm working on various art projects and various things. That's why I had 6-7 spare hours to work on this.
Having the time that I did to make everything I've posted here, Azeroth Untold was made while I was visiting my Sister. She was getting ready to get married during the time I created that set. It wasn't required of me to get a job while I was there, and I was visiting her for a few months for the wedding before making my way to Colorado to help my friend with his shirt business. Azeroth Untold was to be the set I use to try getting work with Blizzard as a card/expansion designer, which is why AU has a full story, many explanations and an intensive flexibility about itself. After reaching Colorado, the cards created before 2017 ended were to help bolster my portfolio. I wanted and needed more that could show that I can work with a variety of different ideas. Showing my flexibility as a creator is important, at least in my opinion.
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-NEW CARD-
Mystery Merchant - "These pants feel WAY too tight!"
I always thought it was weird that things, like Valeera's legs being so long in the full art, were an inevitable "what the fu..." moment. It makes sense that we don't have all of the Hero displayed in the portraits given, but the Murloc Hero art was a full art piece. Speaking of which, if you were to use this card against Morgl, you'd just give Morgl a bit of beach front property. Nothing wrong with that. Get ready to explain in great detail to him that property costs money. It's only fair.
EDIT: Recently changed from a 1/7 to a 4/4.
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-NEW CARD-
Agents of Balance - "Balance that which is imbalanced, one step at a time."
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-NEW CARDS- (Made for this week's Custom Hearthstone subreddit competition)
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-NEW CARD- (Inspired by Omega Defender)
Alpha Offender
Reading up on Alpha, Omega and the other affiliated terms, Alpha is the polar opposite of Omega. Was going to give this Charge and make it a joke card, using a flimsy, pathetic robot, calling it "Beta Offender". Thought I'd get serious and deliver this.
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-NEW CARD-
Critical Hit! - "Because rolling a 1 is for losers."
This is a card I created for this week's Card Design Competition. If you'd like to upvote my entry, please click the picture to visit my comment. Thank you.
I realized, looking the thread over, the images are all posted larger than they need to be. I will be resizing the past few comments. Thank you for your occasional visit here at my Card Compendium.
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-NEW CARD-
Banshee Bot - "Never give a Windrunner the code to your phone."
Updated from a 5 mana +4/+4 to a 6 mana +2/+2.
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-NEW CARD-
Center of Attention
This week, the Hearthstone Subreddit is hosting a competition that deals with positioning on the board. This is my entry for the week. I'd create two as usual, but I'm not really too concerned with the competition this time.
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-NEW CARDS-
The Special Set: Minion Spell Hybrid Cards
To explain, these are essentially Neutral spells in minion form! Playing a minion with no Health effectively removes it from the board. When you play one of these minions, the Battlecry triggers, then the minion is removed from the board if it has no Health. I originally had planned on making just the cake card, but opted to put together a small set of cards that revolved around being especially useful on your birthday. The game will know when it's your birthday by checking the birth date that you set for your account. You could argue that you could keep changing your birthday, but if Blizzard were to ever release cards that used the Birthday mechanic, the game would likely have the system check for the original birth date listed when your account was created.
Hope you enjoy this small set. It worked out better than I had intended.
If you're curious about an attack sound for each minion:
Special Cake: *splat noise*
Special Invitation: *paper opening noise*
Special Package: *box smashing noise*
Special Guest: *your Hero's default Greetings emote plays*
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-NEW CARD-
Smoldering Blast - "Burn your terror into their feeble spirit!"
This is a spell created for Regis Killbin's upcoming card competition, which you can find the details for here. Give the man a bit of traffic and you might just find yourself $20 richer. Good channel, good guy, show the man some support!
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-NEW CARD-
Kingdom in the Clouds - "Where there is light, there is possibility."
Not trying to double post today, but this is my entry for this week's card competition. Had a little help from my friend's daughter, a lovely little lady by the name of Lauren. If you'd like to cast a vote for my entry, click on the image to visit. Sorry again for the double post.
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Wow! This is insane! Do you enjoy making the cards, making new mechanics, or making up new lore? Also what do you think of this next set coming out?
Thanks for the kind words and for stopping in. I see you haven't been with the site for long. Welcome to the forums, friend.
I absolutely love making cards, specifically when I can create something people haven't really seen before. One of my favorite cards I made for the set Azeroth Untold is Azeroth, Slaver. I gave the card a mechanic called Bedrock. Cards with Bedrock always sit at the bottom of your deck. While Azeroth, Slaver is at the bottom of your deck, a random player's maximum Health is reduced by 1 at the end of each turn. Designs like this are what make me most happy, because it's a new concept. I eat up a lot of media to try developing new ideas for design. Pretty important, especially considering the set Azeroth Untold was a set I made to try getting work with Blizzard on the Hearthstone team. When it comes to writing lore, I'm a writer by trade. I enjoy writing stories, but it takes time to craft something worth reading. Currently writing a few things that I will one day preview with Netflix and a few other media platforms. The future, while uncertain in its darkness, can be a quite promising place to live.
Fun fact: The story I wrote for Azeroth Untold, when I was writing it, I had developed the cards first, the story second. The idea for the story was there, but when I was writing the story, I had unintentionally written it to involve cards that were created for the set. The cards had written much of the story on their own, which wasn't planned. I was pleasantly surprised to find that I had done this.
Going back to mechanics, a lot of the mechanics I had written were to help curtail existing "problems" that were in the game. People enjoyed complaining about Aggro at the time, so I had issued limits to total damage a minion could deal, total damage a weapon could deal. I felt that damage limits could be a good idea to explore with weapons that could ignore Taunt when attacking with the weapon.
The new expansion looks good so far. We haven't really made Mech minions much for the game in a long while. The new Whizbang card that's coming out soon is such a good idea, I couldn't be happier with Blizzard. People who have a limited collection can enjoy the game a bit more and play with a competent deck if they don't have much. This helps the F2P players out there a lot, which is really nice to think on. I believe Wild will be insane, especially with Mechwarper's existence. I always look forward to new cards from Blizzard, since I love playing this game. Card games are my jam. Been with them since (Yu-Gi-Oh's) Magic Rulers came to the states.
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That is awesome. I felt the same way about that new legendary. I think if I ever got into making cards I would love the lore aspect of it all! Thanks for the response!