Thanks for the template! It's enough for me, I just need to c/p the bottom left part of it with a software that handles RGBA.
As for your set,
Overall
As I understand it, your set revolves around buff cards and secrets for the classes that have them. This is alright but, as I often say in my reviews, your set lacks a central buildaround mechanic that would make your themes really special. Right now, your set feels like just like a group of cards that could change existing playstyles but won't create new ones.
Cards
The flavor and puns are on point though, I'm a fan of Tom Athos the Rotten. They're nice overall, though some are boring, but some of them bugs me a lot:
Druid of the Dark Knight is a human, humans can't be druid (yeah I know, BfA, Kul Tiras, yada yada, but they're not real druids)
Van Hellscream is OP
Blue Wranger's effect is ambiguous. How would it behave with e.g. Spellbender?
Crime Scene investigator is worse with the combo on than without
Shaw's effect is simply not worth it to compensate the HUGE donwside
Not a fan -X applied to Health. This is usually called dealing damage.
Mauling your opponent using a horse, that looks super cool, lol
@teknician
Overall
Nothing changed, it's still my favorite expansion for this phase, the mechanics is super cool and the arts are well chosen.
Cards
Most of them are awesome, here are issues I see with specific cards
Admiral Elora's effect is too powerful with your mechanic. I'd make her draw cards normally but have a bonus if you drew a Treasure (eg drew the last card in your deck)
There's no way Mark of Goldrinn will ever be cast on an enemy minion
Get rid of "this turn" on Moonspreaker
Fangs of the Father obviously feels like you just wanted 4 lines on your weapon AND didn't want to screw druid's class flavor by not giving it a weapon.
@ linkblade91: I won't remark on all the cards, just the ones I have some substantive comments on.
Druid: I feel this is weak in some way, as it basically forces you to kill yourself in the late game if you can't clear enemy taunts. In the early game however this is very good for aggro as you just have a permanent Hero Power where Armor is hardly relevant. I'd need to see the rest of the cards to make sure this doesn't push aggro/token druid too much because it would then be too overpowered. Hunter: The status effect legendary is overpowered. For control hunters hitting face with HP isn't necessary, and board control like this is close to Bloodreaver Gul'dan level, which we all know is kind of insane. The 1/1 token does kind of balance it out as it acts to trigger your Secrets. Thus these aren't exactly compatible decks. Alleria: SMOrc. Feedback Blast is fine upon reflection, even though it feels somewhat weak. Cunning Hunter seems a little too complicated with the split condition. Mage: ? Does it destroy a random friendly minion or do you get to target it? It seems a bit underwhelming compared to what Wild would be with passive spell generation, that has no downsides. Paladin: I dunno, this is a bit of a gamble. If you get behind on board and don't have the absolute best card for that mana cost you won't be able to play this deck. Your opponent is pretty much guaranteed to establish board control eventually and then hit through every single one of your single minions and smack you in the face in a pretty non-interactive manner. As such, I think this is tremendously underpowered and the 'single minion' burden is much too restrictive (I feel like you would also fill up your hand?) If you want to justify this you need to print board clears rather than card draws and synergies. The Sha of Despair feels a lot like that Tavern Brawl with Rafaam where you get to play Animated Armor that only takes 1 damage at a time. This is practically identical aside from spells and battlecries. Not sure if that's too fun? It's a pseudo board clear I suppose, but you could just run this in any Paladin deck, doesn't have to be the trial version. Priest: So this is the 'Shadowbomber' and 'Spawn of Shadows' deck. I kind of like it, but it feels like the wording is kind of forced. Like why wouldn't you just say 'Your Hero Power is 'Deal 2 damage'.' And just say it's Mind Spike when you hover over it. Rogue: Wow! I like how much you're advancing Coin Rogue. Same problem with mine though; Gadgetzan Auctioneer. While it's symmetrical with Treasure Trove, your opponent is likely not playing around you (1/9 classes). You can just play Gadgetzan after Treasure Trove and go full miracle and draw the entire deck... Or at least 8 cards. Even if your opponent gets coins too, you can take advantage of it in the same way as Divine Favor which is kind of cheap. Coin-Flipper: Just be a glad there isn't a card that says 'Your spells have Echo'. Shaman: Hmm. I feel like this is a Prince Keleseth-esque buff, just in a roundabout way. But the burden feels too much, as you don't get to attack all that much. Moorabi isn't in rotation here, so the freeze synergies, as far as we know, are pretty minimal. The 'give your frozen minions Taunt' thing just feels forced as the burden cripples you so much in terms of retaliation/board presence that you need to force your opponent to attack your minions. Warlock: Will probably get more heals in Boomsday/the expansion after, so this feels kind of underwhelming. I guess it makes up for Life Tap, but you still have to pay 2 mana a turn for hand turnover, which is a pretty high price to pay. With Kil'jaeden, I guess the maximum is 18 damage. Any particular reason why 3 damage each? You are still destroying all your other minions. Warrior: SMOrc mk. II. Still hard to evaluate, as it's probably not good enough for aggro, and still a handicap for control. Your opponent has the ability to just ignore 2 Health when trading. +2 attack on minions doesn't exactly matter if you have none. Neutral: Spirit of Redemption: I feel like this is the ULTIMATE win-more card. Basically if your opponent has no way to deal 1 damage to your face, cards or otherwise, you get an ever-so-slightly better effect than Reno without a deckbuild condition. Against 2 classes you just die, against another 2 you have a substantial chance of dying. 4/9 is a little less than 50/50, but then there's like any card at all. Not sure I'm a fan of this card.
Thanks for the feedback :) I have to leave in a few minutes so I'll reciprocate when I return; just want to remark about your remarks:
Druid will not be about Tokens; it's about making your hero the primary damage source plus finding other ways to sustain yourself (healing, namely, like with Xavius).
Hunter - I think it'll be hard to truly Smorc with Alleria because she is not immediate, the Hero Power still costs 2 (unless you're running Genn), and it requires you to clear enemy minions which means you're not going face. If it would help, I could bump her back up to 6-mana. I'm inclined to agree about the Trial, but I really don't know what to add to it; Steamwheedle Sniper's effect by itself is not enough to justify running it. I could make it only restore just 1 Health instead of 2, removing the Lifesteal.
Mage - You get to choose who to destroy when your turn starts, meaning you can turn it into a positive if you play right with cards like Devilsaur Egg.
Paladin - That's a good point about the cards I'm showing with the Trial; I'll have to think about this some more later.
Priest - *shrugs* It originally only cast Shadowform once, meaning you could run the other to upgrade it. I just kind of left the phrasing.
Shaman - The thing is, I don't want "Your minions cost (1) less" to just push people into another Token or Bloodlust deck; that doesn't bring anything new to the table. Freezing up the minions plays into the flavor (Thrall is paralyzed with indecision, because he's full of doubt) and keeps those decks in check. Instead, I'm trying to encourage a wide defensive board that doesn't run Bloodlust, focusing on Deathrattles, Taunts, healing, etc. Enemy minions smash against your side but you come out as the superior army, because your forces are cheaper/more plentiful, getting healed, and/or being buffed. That's why I call it "Unity Shaman": everybody is working together to come out ahead. That being said I do need to showcase some kind of Moorabi-esque benefit to being Frozen, 'cause there'll certainly be a lot of it.
Warlock - Kil'jaeden inflicts 3 damage per destroyed minion simply because I didn't want him to be an OTK play. Any lower and it didn't feel justified, decimating your standing army to inflict a low amount of damage. As for the healing, I'll just have to pretend there wasn't any more, and this is it; Blizzard doesn't even really need to print more this Year, as the Mammoth cards will still be a nuisance in Standard.
Warrior - I'm trying to find some place in the middle: I definitely don't want the archetype to be an Aggro deck, but it's obvious that the Trial isn't going to last in a marathon Control situation. I think I'm going to knock some costs down, to find a more stable "mid-range" spot.
Spirit of Redemption - Every class has the ability to drop face damage at a moment's notice, so I feel most people would keep one on hand when the game starts to get near SoR territory (assuming she's in the meta). The only people who can truly get around the negative are Armor-generators and healers, and a few practitioners of such tactics won't be looking to do that in my Year (the Druid, the Priest, the Warrior). I could up her cost to 9 or 10, to completely use up the turn and leave no room for work-arounds.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor: they weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Edit: I've since added some of the other Common/Rare/Epic cards to classes. They're not all there, but it's 3am so I'm done for today.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
The Hunter's cards are all even-costed on purpose, to try to push an Even Control Hunter.
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Tokens + Notes:
The idea is that Kael'thas will be the new Anub'arak, coming back over and over again and playing into his meme.
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
Tokens + Notes:
A "Bubble Hearth" is functionally identical to Divine Shield, only it blocks damage three times instead of once for that extra-special minion you want to keep alive. I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP; something healing related so Healadins can use it too.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Tokens + Notes:
The way it is worded, Insanity Bomb could affect the enemy hero if they had a weapon to attack with (or the Druid Trial). I'm cool with that, but I can narrow it down to just minions if necessary.
Edit: Had to nerf Vanessa because I was reminded Shadowstep exists. Stupid Rogue, I already rotated two cards because of you >_> Playing Vanessa and the Bomb in the same turn is still doable at 11-mana because of the Coins you're generating.
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Besieged by Doubt is unique as it's the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
Edit: Replaced Aggralan's super-complicated "communal Health pool" idea with more straight-forward healing.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
@teknician
Overall, the flavor and funny, light theme are great, and the set has a lot of distinct, unique mechanical directions. If I sound negative, it's not because I dislike the set; I'm focusing on what I think needs correction.
Neutral: I'm nervous about Admiral E'lora. Balance-wise she's correct, but she's a lot of card draw in Neutral when many classes aren't supposed to have good drawing.
Druid: For Moonspeaker, is the first option also for that turn only? If not, it's pretty strong; compare Ogre Magi.
Hunter: The wording on Piercing Shots feels a bit clunky, and the card itself looks weak. There are only 3 cards for which it's not just worse Hunter's Mark, only one of which will be in Standard. I do like the way in which you're bringing back empty-hand Hunter, though.
Mage: The Beast thing is super-weird, but I like weird. I would showcase a Mage Beast, though, to fill out the archetype.
Paladin: The whole tanning theme is hilarious. Justice by Sunlight being symmetric feels odd, though, especially with the Divine Shield part. You can't really get ahead with it even though you're spending a whole turn on it. Also, a clarification: does Light of K'ure work with giving things Divine Shield, like Hand of Protection or The Glass Knight?
Priest: Call of the Deep seems kind of useless since Power Word: Shield exists. I'd make it cost (0).
Rogue: The text on Portside Pilferer is off-center.
Shaman: Maelstrom 'Holiday' is interesting since your opponent has a heads-up and will have to think about how to play around it. You could even psych them out and play it when you have no Overload; seems cool. But to be clear, does it do damage based on the amount of crystals Overloaded, or does one instance of Overload always do just 1 damage? Also, Seafloor Wanderer's thing of his Battlecry being a spell seems odd, especially because there's no indication of how it would be relevant.
Warlock: I think the current balancing is fine.
Warrior: The class overall looks unfocused. Is it about weapons? Rush? Armor? Damage? All the other classes have (a) distinct theme(s), but this just looks like a collection of random Warrior cards. In particular, Battle Cauldron seems a bit weak since it needs other specific cards to do anything. I feel like it should at least have some Attack on its own.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Ehm, Linkie. You are only allowed one Legendary per class.
I know that :P I'll obviously be showcasing my Trial cards for the "one of each rarity" slots, but a couple of the non-Trial Legendaries can occupy the 3 allotted Wildcards. I'm showing everything right now to help narrow them down for when I go to submit: if people hate certain ones I'll drop them and gravitate to the Legendaries people actually like.
And like I said before the extra work helps me build the expansion in my mind, knowing all of the pieces and how they're supposed to fit together.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
Thanks for the words :) I can reciprocate in a second; I'll do yours and teknician's together Just a few things:
Edit: I thought you posted something here, but maybe you didn't? Could just be that I'm blind >_>
The Druid's +1 Attack is supposed to be during their turn only, yeah.
Kael'thas has Spell Damage +3 because of the three orbs that float around him; I thought that would be a cool connection. I know it should realistically be a +2.
It has never occurred to me to look at the Paladin's Trial like that, relying on the Silver Hands as your primary source of minions. Well...damn lol; that is not the intention at all.
The Coins are supposed to benefit from the Spell Damage, yeah; I thought that might be neat, and that's why I created Defias Waterwalker. You're right that a Malygos Coin Rogue would probably get out of hand, so I should remove that interaction.
Speaking of Defias Waterwalker, being a class minion she has +1 Attack over Ogre Magi, and the spend-2-Coins (making her cost 6 mana total) keeps her at +1 Attack over Spellweaver. That was the rationale.
I know it's weird for Volcanic Guardian to make Igneous Elementals, but...but...it makes perfect sense to me :( It's the Elemental equivalent of Splitting Festeroot. It doesn't do much for the archetype as it is, so I guess I'll remove it.
Warrior -> the Sha says "opposing" because it's an aura that affects both teams: when your minions take damage the enemy hero gets hit, but when enemy minions take damage you get hit. "Opposing" was meant to mean the opposite hero, to remove potential confusion that allof the procs cause damage to your opponent, you know what I mean? I'm not sure how else to say it without ballooning the text.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, here's what I got. I've got one spot left for an extra card (don't really know which I should focus on — Hunter, Rogue, or Warlock). By the way, changing my Hall of Fame. Still rotating out Divine Favor and Inner Fire, but I'm leaving Doomguard in classic, but rotating out Kidnapper and replacing it with WANTED! (for a not so subtle reason).
Keyword
Whenever a Treasure enters your deck (at the start of the game, when you generate a treasure and put it in your deck), a Beach Time spell gets shuffled into your deck. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan.
Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom. Tied costs are arranged alphabetically (A-Z) although that isn't really a problem for this number of cards...
Treasures and... Holidays. Holiday cards are played on one turn and activate the next turn (either as a one time effect or an aura), and last for that turn only. Holidays and... Dual tribes. Basically some tribes get to be Pirates as well as their own tribe—you don't need to be a human or a goblin or an elf to be a pirate! Beyond that, the synergies are only the ones exist in the Year of the Gryphon (i.e. mostly classic and Witchwood).
Neutral
Support cards for Treasure, and a few cards that may seem a bit 'vanilla'... But you don't need lots of text for a good card.
A few notes: Arms Collector can fetch such cards as Bloodsail Corsair, Acidic Swamp Ooze, Cutthroat Buccaneer, Blackwater Pirate, Runeforge Haunter, Doomerang, and Deadly Poison. Expert Explorer could be easily exploited if the trigger was battlecry or end of turn. The only real option I see is start of turn, but I like reintroducing Dead Man's Hand for the new year, in a similar vein to Worgen Abomination. Providing an effect like this is meant to allow further lines of play (i.e. deck refill) after you draw your treasure. Salvager Grizzlowe: Yeah, the tokens for this are going to be made later... Suffice to say, you get a hero card out of it.
Druid
Druid doesn't have a huge thematic link to the Great Seas, but the fact that Darnassus is an island in the middle of the sea makes the connection.
Tokens:
Hunter
Empty hand Hunter. In the forests of Stranglethorn and Zandalar, Rexxar lurks ready to take out anyone, as long as he gets his cards.
Mage
Jaina has a deep sea dive and comes up with the Naga and some assorted krakens. Control exactly how many Beasts you have at your beck and call to wreak rewards. Now holding Beasts is a hybrid mechanic (instead of Dragons its Beasts that usually synergize when played or as an aura), but there are specific number requirements.
Ultimate Arcana with Spell Damage +1 deals 30 damage :) Inkmaster Solia in wild I think.
Paladin
Uther and the Silver Hand are going to have some fun in the sun. Restore health by getting a tan. The ones with the best advice for getting the best skin tone are the Bronze Dragons, of course, as they're bronze. Don't get sunburned, though. Get your 'sunscreen' in the form of a Divine Shield.
Light of K'ure: This could get out of hand very quickly, but you have to remember that it's at the bottom of your deck (usually).
Priest
The Sea Priests of Kul'Tiras may not appeal as much to 'the Light' as to 'the Sea', but they're Priests nonetheless. Unfortunately, some eldritch whispers have corrupted these poor clerics. Such a same at such a popular vacation spot as Kul'Tiras, home of the Proudmoore family.
Rogue
Rogues all around the Great Seas are pursuing bounties, and being paid for their earnest efforts. Collect coins, take advantage of hand size and sacrifice them for a bonus.
Cap'n Garvey: WANTED! will rotate into classic, so it will be an admissible token!
Shaman
Thrall decided that his best holiday spot was where he killed Deathwing. He also wanted a brief stint admiring the sunken ancient ruins of Vashj'ir!
Tokens:
Captain Cookie: Come on, this had to happen. The tokens mirror the stacks of good and bad food from the original WoW fight. Let the RNG commence!
Warlock
Gul'dan isn't happy with the whole 'vacation' idea so he's getting a bit tryhard. He doesn't want people stealing his hard earned gems, so he destroys them instead. Sound logic!
Homuncularrr: Could be a 3/3, right? Evil Investment: 2 mana? 0 mana? Hmm. Seeping Nether: I originally had this at 5 mana, but I reasoned that it should theoretically be able to kill 7 enemy minions.
Tokens:
Warrior
Arrr! Beat the wardrums! Man the cannons! Prepare the echinoderms!
So, what's the verdict folks?
I personally am not a fan of the empty-hand Hunter direction: much like the original cards with that mechanic, it feels to me like we're "giving up" on the Hunter ever having card draw, when we go that route. "Well sucks to be him, guess I'll give him a consolation prize to compensate for the shit draw."
For Piercing Shots, do you have to keep track of the enemy minions you've previously damaged with spells yourself, or will the game tell you? Either-way, it seems rather convoluted: I've could've used an Explosive Shot with that mana, and tried to finish the job that way.
I hate permanently disabling minions, like with Glaciate; Silence at least lets you attack with the vanilla shell. Popsicles that take up space on the board is a frustrating experience, especially if you get tagged more than once; the Sindragosa boss fight demonstrates as much. Assuming your Year is the next one, Arcane Keysmith will still be in Standard...I'm sure someone will use it to try and grab more Glaciates for the total board Freeze potential.
Bronze Scallywag is cool and flavorful, but also very specific. You have to have a weapon equipped, you need to be able to restore Health via some other means, and you need to be able to do this while he's still alive; not a given considering he only has 4 Health for a Taunt minion. He reminds me of Professor Putricide in a way: the Professor would be so much better if his stats were reversed, so he could survive longer and thus proc more than once. As he is now, though, it's hard to get multiple procs and that seriously hurts his viability.
Coin Rogue?! Boo I hate you lol :P
Battle Cauldron is very weird. Its only real application is when a freshly-played minion gets hurt the same turn that they're summoned; outside of specific Whirlwind strategies, that's not very likely. Either-way, it doesn't seem to jive with the other cards and their intent.
Here's what I have so far. No creator comments or flavour or anything at the moment, didn't have the time to do a proper write-up, especially considering the fact that I want to write the whole story down aswell. Looking for feedback when it comes to balance mainly. Worth noting that I've decided to change Scratch and Purge thanks to your feedback
NEUTRAL
NEUTRAL
DRUID
HUNTER
PRIEST
ROGUE
PALADIN
WARRIOR
Mage is missing but I already have plans for this class whereas I don't know what to do with Warlocks this expansion
Just starting off the bat, you'll definitely have to reduce the size of your images when you go to submit. It makes it a pain to navigate. Anyway:
I hate Sand Elemental - and applying "can't attack" on targets - with the utmost passion. Unless it can still generate value via an aura or Taunt, a minion that can't attack becomes useless and will remain on the board to take up space until it's accidentally killed by AoE. This just completely shuts down minions in a way that cannot be removed. Silence removes effects but at least the minion can still function on a base level.
I'm not sure why I would ever take the "+1 Attack and Taunt" on the Druid's Snapjaw: I could have a 4/7 + Taunt for 6 mana, or I could have 4/13 in total stats across two bodies - plus one has Taunt - for 6. It also bugs me that Oasis Snapjaw is a minion but your 1/6 with Taunt token is not that; not a big deal, just a personal annoyance.
See my remarks regarding Sand Elemental for my opinion on Burning Arrow.
I feel like Andormu is fundamentally flawed, not because of what it seeks to do but because of the ability's potential consequences. You have to gut his stats to keep it on a fair level when he inevitably resummons Tirion Fordring ('cause that'll be the intended goal of playing him), but if he doesn't and you revive smaller things like Argent Squire, Ghostly Charger, Shielded Minibot, etc; then the play was a disastrous waste of mana and tempo. N'Zoth, the Corruptor's stats are better plus he's a Neutral card and gets to revive up to 6 minions. The theoretical consistency with which one can resummon Tirion is holding Andormu back in a major way: the card demands you have Tirion or suffer for it.
General Jakra'zet should say The minion to the left/The minion to the right.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
(Sorry for the double-post...and spamming my stuff)
As a side-note to the above, I'm here to report that I've changed up some more stuff about my Trials. It bothered me that the Druid, Paladin, Priest, and Rogue Trials showcased generic flavor: they weren't tied to a specific tale like the Blood Elves' magic addiction or the orc's Blood Curse, but I have since fixed that. Doesn't change the Trials themselves or what their respective archetypes are about, but it establishes flavor and gets all of the classes on the same page. Also, I've removed the Cleave from the Druid's Trial to end the problem entirely; now, the Druid gets +1 Attack and deals double damage to minions with their hero-attacks.
In the spoilers below, I've included all of my Trials (again) to demonstrate the changes...and I've included the non-Trial Legendary for everyone 'cause I finished those today. Their individual balance isn't set just yet, and I obviously cannot show them all in my Submission. However, making all of them gives me (and you) the opportunity to figure out which of the three I want to move forward with as Wildcards. Plus it helps me conceptualize the expansion as a whole, knowing what all of the Legendaries are.
Edit: I've since added some of the other Common/Rare/Epic cards to classes. They're not all there, but it's 3am so I'm done for today.
Druid/Fear
A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Story Legendary: Xavius, Nightmare Lord
Hunter/Hatred
Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Story Legendary: Alleria Windrunner
The Hunter's cards are all even-costed on purpose, to try to push an Even Control Hunter.
Mage/Gluttony
"Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?"
Story Legendary: Kael'thas Sunstrider
Tokens + Notes:
The idea is that Kael'thas will be the new Anub'arak, coming back over and over again and playing into his meme.
Paladin/Despair
Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. Her road is a lonely one.
Story Legendary: Yrel
Tokens + Notes:
A "Bubble Hearth" is functionally identical to Divine Shield, only it blocks damage three times instead of once for that extra-special minion you want to keep alive. I'm worried that Lifesteal on a stick is crazy-good but I want to give Trial Paladins a new Control-orientated HP; something healing related so Healadins can use it too.
Priest/Arrogance
"I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Story Legendary: Xal'atath, Blade of the Black Empire
Rogue/Zeal
The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Story Legendary: Vanessa VanCleef
Tokens + Notes:
The way it is worded, Insanity Bomb could affect the enemy hero if they had a weapon to attack with (or the Druid Trial). I'm cool with that, but I can narrow it down to just minions if necessary.
Edit: Had to nerf Vanessa because I was reminded Shadowstep exists. Stupid Rogue, I already rotated two cards because of you >_> Playing Vanessa and the Bomb in the same turn is still doable at 11-mana because of the Coins you're generating.
Shaman/Doubt
Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Besieged by Doubt is unique as it's the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
Edit: Replaced Aggralan's super-complicated "communal Health pool" idea with more straight-forward healing.
Warlock/Violence
Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Story Legendary: Kil'jaeden, Lord of Flame (had to change up the Trial's art so I could use the original art for Kil'jaeden himself lel)
Warrior/Anger
In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Edit: Adding the Neutral cards here because I've since created the Rare card, finishing the section:
Haunting Remnant is a collectible token of Besieged by Doubt.
Shadow Clone is a Neutral removal card making a straight-forward exchange: their destruction for a new 4/4.
Sha of Pride is a tech card against the influx of healing effects I'm introducing, and the tenth/final Sha.
Spirit of Redemption is the ultimate gambit: if you can prove you can survive at 1 Health, you are greatly rewarded.
Thanks again for giving my cards a look ^_^ ...and sorry again for my repeated posting :/
Cunning Hunter seems crazy. Her effect can easily be slotted into an aggressive Hunter given that Eaglehorn Bow is a stable in every Hunter card.
The Emerald Nightmare: I don't know if this is intentional or not, but the way you worded it makes seem like the attack will retain on your opponent's turn, which mean that each time they attack your hero, the character will take 1 damage, which is insanely OP to me given how little board clear Druid has.
Sha of Despair: Way too powerful. This card can completely shut down midrange or control deck by neutering their minion. Sunkeeper Tarim has similar effect but he is a Legendary as well as only a Battlecry.
Defias Waterwalker: The flavor doesn't make any sense. Rogue don't have any class minion that has Spell Damage, as well as the fact that the Defias Brotherhood in your set seems to be knife oriented rather than Spell Damage oriented.
Alright, here's what I got. I've got one spot left for an extra card (don't really know which I should focus on — Hunter, Rogue, or Warlock). By the way, changing my Hall of Fame. Still rotating out Divine Favor and Inner Fire, but I'm leaving Doomguard in classic, but rotating out Kidnapper and replacing it with WANTED! (for a not so subtle reason).
Keyword
Whenever a Treasure enters your deck (at the start of the game, when you generate a treasure and put it in your deck), a Beach Time spell gets shuffled into your deck. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan.
Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom. Tied costs are arranged alphabetically (A-Z) although that isn't really a problem for this number of cards...
Treasures and... Holidays. Holiday cards are played on one turn and activate the next turn (either as a one time effect or an aura), and last for that turn only. Holidays and... Dual tribes. Basically some tribes get to be Pirates as well as their own tribe—you don't need to be a human or a goblin or an elf to be a pirate! Beyond that, the synergies are only the ones exist in the Year of the Gryphon (i.e. mostly classic and Witchwood).
Neutral
Support cards for Treasure, and a few cards that may seem a bit 'vanilla'... But you don't need lots of text for a good card.
A few notes: Arms Collector can fetch such cards as Bloodsail Corsair, Acidic Swamp Ooze, Cutthroat Buccaneer, Blackwater Pirate, Runeforge Haunter, Doomerang, and Deadly Poison. Expert Explorer could be easily exploited if the trigger was battlecry or end of turn. The only real option I see is start of turn, but I like reintroducing Dead Man's Hand for the new year, in a similar vein to Worgen Abomination. Providing an effect like this is meant to allow further lines of play (i.e. deck refill) after you draw your treasure. Salvager Grizzlowe: Yeah, the tokens for this are going to be made later... Suffice to say, you get a hero card out of it.
Druid
Druid doesn't have a huge thematic link to the Great Seas, but the fact that Darnassus is an island in the middle of the sea makes the connection.
Tokens:
Hunter
Empty hand Hunter. In the forests of Stranglethorn and Zandalar, Rexxar lurks ready to take out anyone, as long as he gets his cards.
Mage
Jaina has a deep sea dive and comes up with the Naga and some assorted krakens. Control exactly how many Beasts you have at your beck and call to wreak rewards. Now holding Beasts is a hybrid mechanic (instead of Dragons its Beasts that usually synergize when played or as an aura), but there are specific number requirements.
Ultimate Arcana with Spell Damage +1 deals 30 damage :) Inkmaster Solia in wild I think.
Paladin
Uther and the Silver Hand are going to have some fun in the sun. Restore health by getting a tan. The ones with the best advice for getting the best skin tone are the Bronze Dragons, of course, as they're bronze. Don't get sunburned, though. Get your 'sunscreen' in the form of a Divine Shield.
Light of K'ure: This could get out of hand very quickly, but you have to remember that it's at the bottom of your deck (usually).
Priest
The Sea Priests of Kul'Tiras may not appeal as much to 'the Light' as to 'the Sea', but they're Priests nonetheless. Unfortunately, some eldritch whispers have corrupted these poor clerics. Such a same at such a popular vacation spot as Kul'Tiras, home of the Proudmoore family.
Rogue
Rogues all around the Great Seas are pursuing bounties, and being paid for their earnest efforts. Collect coins, take advantage of hand size and sacrifice them for a bonus.
Cap'n Garvey: WANTED! will rotate into classic, so it will be an admissible token!
Shaman
Thrall decided that his best holiday spot was where he killed Deathwing. He also wanted a brief stint admiring the sunken ancient ruins of Vashj'ir!
Tokens:
Captain Cookie: Come on, this had to happen. The tokens mirror the stacks of good and bad food from the original WoW fight. Let the RNG commence!
Warlock
Gul'dan isn't happy with the whole 'vacation' idea so he's getting a bit tryhard. He doesn't want people stealing his hard earned gems, so he destroys them instead. Sound logic!
Homuncularrr: Could be a 3/3, right? Evil Investment: 2 mana? 0 mana? Hmm. Seeping Nether: I originally had this at 5 mana, but I reasoned that it should theoretically be able to kill 7 enemy minions.
Tokens:
Warrior
Arrr! Beat the wardrums! Man the cannons! Prepare the echinoderms!
So, what's the verdict folks?
Piercing Shot: I feel it cost way too little for what it does. Sleep with the Fishes cost 2 and has a better support structure in its class than this card. I'd drop it to 4 mana.
Moonspeaker: The effect is insanely unclear due to the wording. Does both option only last one turn? Only Spell Damage +2? You really need to make the Choose One token to make this clearer.
Glaciate: Way too OP. The effect will usually force your opponent to play with a 6 slot board for the rest of the game unless they burn a Silence or Taunt giver.
Captain Cookie: The effect that randomly give both players something will never be good since you cannot control what your opponent will do with their Gift. I think you should limit this to you only, with nerf to the stats to compensate.
OK, so we ended up writing out an entire story about how our expansion tied into the "Fixing the Timeline" thing as well as tied in every single cards of expansion together and it ended up super long, not to mention the still finishing Creator's Commentary. Do you guys think we should keep this format or not?
Replace the art for Mjolnir and Baba Yaga.
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and mechanic:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive and new players (the main buyer of the Classic set) off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lanceor Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable
Creator's Commentary:
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set.
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Warlock
Story tokens:
Creator's Commentary
(Fill in later)
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Creator's Commentary
(Fill in later)
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur.
Creator's Commentary
(Fill in later)
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Hunter
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Shaman
Story tokens:
Creator's Commentary
(Fill in later)
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Warrior
Story tokens:
Creator's Commentary
(Fill in later)
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Rogue
Story tokens:
Creator's Commentary
(Fill in later)
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: After falling for the cursed apple trick from the apple, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
Priest
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
Hey, I'm back after a while. I've read all the feedback you sent me and I appreciate it a lot. Inside the spoiler there are some decisions I made based on what you said and some answers to your questions.
- Again, when I say "enchantment SPELL", it means spell cards, not minions.
- Druid of the Dark Knight will remain a human. He's a Kul Tiran indeed and that was always the plan, not an oversight by me. To help avoid these problems in the future, I wrote flavor text for all of the cards and I'll include it in my next post. As I also don't think he is really too strong (more like other Poisonous cards are just too weak), I'll keep the stats for now.
- I changed Green Wranger because of the interaction with Rat Trap. I'll explain how exactly it (and other weird cards, like War Horse and the other Wrangers) work in the post, in case it is still confusing.
- The idea was that Tom Athos would only reveal the cards in your opponent's hand at the time it was played, and then you would know the other cards because of the [SPOILER] in your hand. I realize that doesn't let you know every card 'cus it doesn't account for when they draw in their turn, so I might change the Battlecry.
- Fan Club is gone; the wording on Adam Eternum and Keldor the Lost now correctly states "At the end of YOUR turn"; Shaw has changed again; Piranhado is now a Druid card and that is set in stone.
- What CheeseEtc said hit me harder than anything else. I don't think it's a wise decision to put all your eggs in one basket, as if your idea turns out to be a failure, the class is dead for four months (remember Freeze Shaman?), but I realized I didn't really have a main theme going for every class yet, so I decided at least half of them will serve a common purpose and try to push a more specific strategy.
Now it's time I return the favor. Since most of the sets are at least halfway through as of now, reviews will be getting shorter and more straightforward.
@KingKuba
- I like the idea behind Lo'Gosh, but I've tried it before and it didn't feel worth the trouble of having to explain how it would work, if you could attack with each one separately, etc. The game just doesn't really support these interactions very well.
- Storage is a very interesting keyword, props for it. I think some of the cards, like Aedelas Blackmoore, are pushing it too much, but otherwise it's really nice, kinda like having a sideboard. Worth noting you could probably just write "Store" when it's used as a verb and I'm sure everyone would understand.
- I don't really like it that you are trying to make Discardlock happen. Blizzard has tried it so many times already and it would always fail. I think it's best left behind.
- Aside from the discard synergy in Warlock, there's really no connection between your class cards mechanically. I don't think that's necessarily a problem, but it's something that's been pointed out about my own cards and I'm trying to change it so the set has a better chance at shaking up the meta and introducing new archetypes.
@Shatterstar1998
- I think everyone has already addressed the problem with the stories drawing you cards for free and nothing else seems to have changed from the last time I wrote about your cards, so I'll just reinforce what people said about the Druid and Rogue Legendaries.
- I still don't get what The Tooth Fairy's artwork has to do with the card. Sure, the effect is very flavorful and I can get behind it being an Elemental, especially in Shaman, but why a fire elemental?
@linkblade91
- I've reviewed the trials before, haven't I? In any case, I still have a lot to review so I'll just write about the new cards.
- If all of your wild cards are gonna be Legendaries, I'd suggest going with one of the simpler ones (like Alleria, which is my favorite out of those), one that makes tokens (I prefer Kael'thas) and another one. I'm not a big fan of the Legendary weapon, but that's because it's Priest.
- I made almost the same card as Feedback Blast before, only difference was it specified killed by attacking (so it wouldn't kill a comboed Vilespine, for example). I thought it was not strong enough to be a Hunter Secret (but maybe too strong to be a Paladin one), but with this change it might be alright.
- Props for Hold the Line!, it's like an interesting version of Divine Favor. It's cool that you managed to make cards that can support your trial playstyle but also retain their usefulness in different builds.
- Already said what I think of Coin Rogue. It's unfortunate all three cards revolve around this strategy.
- If I'm being honest, the Shaman set as a whole doesn't seem very strong. Volcanic Guardian is just so bad it hurts. I actually think if you changed it to add Flame Elementals to your hand, it would be slightly better ('cus those are way easier to sneak in your curve than Igneous), but still bad. :/
@teknician
- The neutrals are good, none of them seem "vanilla" as you said. Some are simpler but that's definitely not a bad thing.
- Mark of Goldrinn seems really weak, both as a buff and as removal. Overall, the Druid cards don't have anything to do with the theme of your expansion.
- I like the idea of empty hand Hunter, though it's pretty hard to make work. Booty Bay Holiday is a very interesting card and it might help solve this problem but I'm not completely sold out on it. Piercing Shots is really weird and also quite hard to get value out of.
- Beast synergy in Mage feels kinda out of place. Sea Monsters seems very weak.
- Sunscreen Guardian may be a tad bit too strong, but I like the flavor. It made me chuckle. Your dual tribe tag is also quite nice. The dragon synergy in Justice by Sunlight doesn't really make sense to me.
- Kul'Tiras Holiday is very passive and could probably cost 1.
- I mean no offense, but I hate your Rogue set. It's definitely not your fault nor a problem with the cards per se, I'm just fed up with the whole Coin/Burgle Rogue thing.
- Maybe you're giving Shaman too much AoE? Cookie is a 1-card clown fiesta.
- I like the direction you're taking Warlock, but you should tread carefully. Cards like Evil Investment are just too heavy a loss if you don't play them very early, or maybe very late in the game.
- Boarding Party has an effect that doesn't seem to fit in the deck which could meet its requirements. The rest of the cards are fine. Gromakk is a bit scary but also so very slow.
@dropdead
- Farakki Scout seems weak. Could just destroy the Secrets tbh. Maybe that and -1 Attack. Permanent "Can't Attack" is very problematic and unfun. You should refrain from making this kind of card.
- Damn, you had almost the same idea as I for Gahz'rilla. lol It's fine, I'm probably not gonna use it anyway. The card itself seems a bit too strong with Cleave, and it should just summon one Serpent whenever it took damage. Scratch is now just an even weaker Shadow Bolt.
- Your Hunter Legendary is quite interesting.
- Hey look, it's Mysterious Challenger for Rogue. lol The card seems fine tbh.
- Defender of the Meek just seems way weaker than Blood Knight.
- Executor's Mace could probably use +1 Durability. It would become quite strong, but right now I think it's just too weak.
- I've reviewed the trials before, haven't I? In any case, I still have a lot to review so I'll just write about the new cards.
- If all of your wild cards are gonna be Legendaries, I'd suggest going with one of the simpler ones (like Alleria, which is my favorite out of those), one that makes tokens (I prefer Kael'thas) and another one. I'm not a big fan of the Legendary weapon, but that's because it's Priest.
- I made almost the same card as Feedback Blast before, only difference was it specified killed by attacking (so it wouldn't kill a comboed Vilespine, for example). I thought it was not strong enough to be a Hunter Secret (but maybe too strong to be a Paladin one), but with this change it might be alright.
- Props for Hold the Line!, it's like an interesting version of Divine Favor. It's cool that you managed to make cards that can support your trial playstyle but also retain their usefulness in different builds.
- Already said what I think of Coin Rogue. It's unfortunate all three cards revolve around this strategy.
- If I'm being honest, the Shaman set as a whole doesn't seem very strong. Volcanic Guardian is just so bad it hurts. I actually think if you changed it to add Flame Elementals to your hand, it would be slightly better ('cus those are way easier to sneak in your curve than Igneous), but still bad. :/
Thanks for more words :) I'm in the process of overhauling some of these non-Legendary cards; especially the Rogue and the Shaman. I don't think I was happy with them to begin with...not that I'm ever happy with my work :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I'm adding flavor text and some explanations this card. Hopefully this will help you guys form a better picture of the set as whole, both mechanically and flavorwise.
As I said before, I don't like putting all my eggs in one basket, nor pushing specific archetypes too much, so I tried to diversify the sets. That being said, there's a brief summary of what I'm aiming to achieve with each class before the actual cards.
DRUID
Token Druid is getting some support but nothing is set yet.
FLAVOR TEXT
Druid of the Dark Knight: "A Kul Tiran druid of noble birth, he was orphaned at a young age and, as an adult, decided to fight evil by shapeshifting into a gargoyle. His origin story was later retconned: apparently, he got his powers from the bite of a radioactive nerubian."
Piranhado: "They've gone too far."
TOKENS
HUNTER
I'm pushing Control Hunter in this set. Lots of heavy, slower cards.
FLAVOR TEXT
Sword of Omens: "FIRE, FIRE, FIREBATS HOOOO!"
Greenleaf Archer: "They're taking the gnomes to Ironforge!"
Shootout: "PEW PEW PEW"
Van Hellscream: "Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?"
I'm not sure where I'm going with Mage. I've always had a problem designing cards for the class. Maybe a different kind of Secret Mage that doesn't burn your face to death?
FLAVOR TEXT
Cryonics: "Sure, let's freeze him. No one's ever done it before, right?"
Blue Wranger: "IT'S POLYMORPHIN' TIME! Sheep!"
Tinknator: "Sadly, he won't be back this time."
PALADIN
I'm aiming for a more midrange-y Paladin, a kind of deck which is non-existent right now. There's also a small focus on buffs.
FLAVOR TEXT
Costume Designer: "Gosh, can someone please tell Garrosh to take off those pauldrons? They're SO outdated!"
Flavorwise, Priest is unique in the sense that it is getting mostly cards related to the backstage, like paparazzi and critics, and no actual film characters. There's also Trading Places which is a story that has been told many times already, where two people who look the same switch lives for a while.
FLAVOR TEXT
Gnomish Paparazzo: "Your best angle is definitely from below."
Say Cheese!: "CHEESE!"
Trading Places: "TRADING places! Get it?"
Tom Athos the Rotten: "He wonders why no one invites him for press screenings anymore."
TOKENS
ROGUE
I'm offering lots of support for Stealth Rogue, and all of these cards happen to be even costed, so there's some opportunity to tinker with different builds.
FLAVOR TEXT
Jack's Parrot: "It must be the worst parrot you've ever heard of."
The Untouchables: "Can't bribe what you can't see."
Kobold Sensei: "Some say it was him who trained the four Old Tortollan Samurai. It's as silly as it sounds."
Matthias Shaw, SI:007: "Imagine his surprise when Matthias Shaw, master of stealth and infiltration, found out some ordinary goblins dug up his entire life and were making a (unauthorized) biopic about him."
SHAMAN
I want Crusher Shaman to be a thing. Unfortunately, by the time this expansion hits, Snowfury Giant and the Spellstone will have already rotated out, so I don't know if that's really possible.
FLAVOR TEXT
Infinite Mana Gauntlet: "The original idea for this card was a Legendary weapon with Battlecry: Turn your entire collection into dust."
Aladjinn: "How come parents let their kids watch this? Just look at his face for a second."
Charged Kaiju is a last-minute addition, a reskin of an old card from my Dark Souls crossover expansion. I wanted to print a big minion with Overload, since Shaman is losing Volcano, I decided to recycle this design. I'm afraid the synergy between these three cards turns out to be too powerful.
WARLOCK
Warlock has had its time to shine and I want to refrain from making too many potentially dangerous effects in the first set, so I'm going with a more tame, Zoo-ish route.
FLAVOR TEXT
Netheraiser: "Easy now, put the rubik's cube down."
Pride and Prejudice: "Never before has the film adaptation been so different from the source material."
Keldor the Lost: "HEYYEYAAEYAAAEYAEYAAIDONTKNOWWHATTOPUTHEREHEYYEYAAEYAAAEYAEYAA"
WARRIOR
Warrior is getting cards that could see play in many different strategies, be it more tempo or value-oriented.
FLAVOR TEXT
Old Tortollan Blademaster: "And here I thought only Orcs could be Blademasters. As if it weren't enough, his master was actually a Kobold. These gnomes are not even trying anymore."
War Horse: "Ridin' straight to the face."
Tauren Marine: "Some writers have weird ideas."
TOKENS
NEUTRAL
I know we haven't seen all the Magnetic cards yet, but after seeing the higher costed ones and the Legendary, it's safe to assume The Iron Gnome will not be easily broken. If the entire set is not revealed until the time comes to make my submission, I will replace it with another card.
FLAVOR TEXT
Prince of Beasts: "He just can't wait to be king."
The Iron Gnome: "Is it a bird? Is it a plane? It's a flying suit of armor! (And this is not the correct reference!)"
Here's a repost of our entry with some major adjustment:
A different base effect for the Mage and Paladin Story. We want more variety in the base effect than just "Draw a card" that still synergize a little with their reward as well as fitting the flavor. Paladin's Legend of Camelot is now 3 mana give all friendly minions Divine Shield. Mage's Wish of the Queen is now 3 mana deal 4 damage.
The Druid Story has seen major revamp. It now put the Blessings to the top of your deck instead of your hand, but now the Blessing draw a card when played. This forced the Druid to use them strategically for removal or just wanting to get back their draw as soon as possible. We were debating to do the same thing to the Rogue Story, but we decided against it after comparing its power level to Jade Idol.
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive and new players (the main buyer of the Classic set) off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
Legacy effects can be fulfilled and activated multiple times per turn.
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable
Creator's Commentary:
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set.
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Warlock
Story tokens:
Creator's Commentary
(Fill in later)
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Creator's Commentary
(Fill in later)
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur.
Creator's Commentary
(Fill in later)
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Hunter
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Shaman
Story tokens:
Creator's Commentary
(Fill in later)
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Warrior
Story tokens:
Creator's Commentary
(Fill in later)
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Rogue
Story tokens:
Creator's Commentary
(Fill in later)
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: Shortly after awaken from the curse inflicted upon her, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
Priest
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
When does A Marriage of Life and Death put the Blessings on top of your deck? Because it is a Start of Game effect, the spells put in the Blessings after the Mulligan.
How does Legacy effect activate on spells with Legacy? Since in Hearthstone, spells play their effect first before actually casting them, Legacy will count the spell as an activation if it fits the requirement. Therefore, Voyage of Sinbad and Wrath of Zeus will count themselves for their own Legacy effect (for the first activation).
How does Persepholes interact with Fandral Staghelm? If you control Fandral and play Persepholes, both effect will be casted on your opponent's turn simultaneously. Also, it should be mentioned that Persepholes's effect function like other Choose One cards - if the timer runs out on your opponent's turn, one Choose One option will be randomly chosen.
Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.
I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
Thanks for the words :) I can reciprocate in a second; I'll do yours and teknician's together Just a few things:
Edit: I thought you posted something here, but maybe you didn't? Could just be that I'm blind >_>
The Druid's +1 Attack is supposed to be during their turn only, yeah.
Kael'thas has Spell Damage +3 because of the three orbs that float around him; I thought that would be a cool connection. I know it should realistically be a +2.
It has never occurred to me to look at the Paladin's Trial like that, relying on the Silver Hands as your primary source of minions. Well...damn lol; that is not the intention at all.
The Coins are supposed to benefit from the Spell Damage, yeah; I thought that might be neat, and that's why I created Defias Waterwalker. You're right that a Malygos Coin Rogue would probably get out of hand, so I should remove that interaction.
Speaking of Defias Waterwalker, being a class minion she has +1 Attack over Ogre Magi, and the spend-2-Coins (making her cost 6 mana total) keeps her at +1 Attack over Spellweaver. That was the rationale.
I know it's weird for Volcanic Guardian to make Igneous Elementals, but...but...it makes perfect sense to me :( It's the Elemental equivalent of Splitting Festeroot. It doesn't do much for the archetype as it is, so I guess I'll remove it.
Warrior -> the Sha says "opposing" because it's an aura that affects both teams: when your minions take damage the enemy hero gets hit, but when enemy minions take damage you get hit. "Opposing" was meant to mean the opposite hero, to remove potential confusion that allof the procs cause damage to your opponent, you know what I mean? I'm not sure how else to say it without ballooning the text.
No, I haven't posted anything yet. I want to finalize a direction for each class first, which I have yet to do. For the Warrior Sha, what about "Whenever a minion takes damage, deal 1 damage to that minion's opponent"? It's not "correct" per se, but I think it gets the point across.
Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.
I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.
I think Shadows said somewhere that our year is hypothetically happening sometime after the Year of the Raven. Mammoth is for sure out, but whether or not Raven is still Standard is up to you.
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
Thanks for the words :) I can reciprocate in a second; I'll do yours and teknician's together Just a few things:
Edit: I thought you posted something here, but maybe you didn't? Could just be that I'm blind >_>
The Druid's +1 Attack is supposed to be during their turn only, yeah.
Kael'thas has Spell Damage +3 because of the three orbs that float around him; I thought that would be a cool connection. I know it should realistically be a +2.
It has never occurred to me to look at the Paladin's Trial like that, relying on the Silver Hands as your primary source of minions. Well...damn lol; that is not the intention at all.
The Coins are supposed to benefit from the Spell Damage, yeah; I thought that might be neat, and that's why I created Defias Waterwalker. You're right that a Malygos Coin Rogue would probably get out of hand, so I should remove that interaction.
Speaking of Defias Waterwalker, being a class minion she has +1 Attack over Ogre Magi, and the spend-2-Coins (making her cost 6 mana total) keeps her at +1 Attack over Spellweaver. That was the rationale.
I know it's weird for Volcanic Guardian to make Igneous Elementals, but...but...it makes perfect sense to me :( It's the Elemental equivalent of Splitting Festeroot. It doesn't do much for the archetype as it is, so I guess I'll remove it.
Warrior -> the Sha says "opposing" because it's an aura that affects both teams: when your minions take damage the enemy hero gets hit, but when enemy minions take damage you get hit. "Opposing" was meant to mean the opposite hero, to remove potential confusion that allof the procs cause damage to your opponent, you know what I mean? I'm not sure how else to say it without ballooning the text.
No, I haven't posted anything yet. I want to finalize a direction for each class first, which I have yet to do. For the Warrior Sha, what about "Whenever a minion takes damage, deal 1 damage to that minion's opponent"? It's not "correct" per se, but I think it gets the point across.
Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.
I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.
I think Shadows said somewhere that our year is hypothetically happening sometime after the Year of the Raven. Mammoth is for sure out, but whether or not Raven is still Standard is up to you.
That's not bad; I'll have to think about it some more.
@Vilegloom That is correct: no matter what, the Year of the Mammoth will have rotated by the time your Year of the (X) arrives, because it's next on the chopping block regardless of what Year is next. If you want to say that your Year is farther into the future, the Year of the Raven will also be gone by then; not the worst call, if you'd prefer a clean slate.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Despite being one of the mods who helped come up with the schedule, I've been working under the (false) impression that Submissions end next Tuesday. They don't end until the week after. I feel a lot better lol >_>
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
Thanks for the words :) I can reciprocate in a second; I'll do yours and teknician's together Just a few things:
Edit: I thought you posted something here, but maybe you didn't? Could just be that I'm blind >_>
The Druid's +1 Attack is supposed to be during their turn only, yeah.
Kael'thas has Spell Damage +3 because of the three orbs that float around him; I thought that would be a cool connection. I know it should realistically be a +2.
It has never occurred to me to look at the Paladin's Trial like that, relying on the Silver Hands as your primary source of minions. Well...damn lol; that is not the intention at all.
The Coins are supposed to benefit from the Spell Damage, yeah; I thought that might be neat, and that's why I created Defias Waterwalker. You're right that a Malygos Coin Rogue would probably get out of hand, so I should remove that interaction.
Speaking of Defias Waterwalker, being a class minion she has +1 Attack over Ogre Magi, and the spend-2-Coins (making her cost 6 mana total) keeps her at +1 Attack over Spellweaver. That was the rationale.
I know it's weird for Volcanic Guardian to make Igneous Elementals, but...but...it makes perfect sense to me :( It's the Elemental equivalent of Splitting Festeroot. It doesn't do much for the archetype as it is, so I guess I'll remove it.
Warrior -> the Sha says "opposing" because it's an aura that affects both teams: when your minions take damage the enemy hero gets hit, but when enemy minions take damage you get hit. "Opposing" was meant to mean the opposite hero, to remove potential confusion that allof the procs cause damage to your opponent, you know what I mean? I'm not sure how else to say it without ballooning the text.
No, I haven't posted anything yet. I want to finalize a direction for each class first, which I have yet to do. For the Warrior Sha, what about "Whenever a minion takes damage, deal 1 damage to that minion's opponent"? It's not "correct" per se, but I think it gets the point across.
Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.
I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.
I think Shadows said somewhere that our year is hypothetically happening sometime after the Year of the Raven. Mammoth is for sure out, but whether or not Raven is still Standard is up to you.
That's not bad; I'll have to think about it some more.
@Vilegloom That is correct: no matter what, the Year of the Mammoth will have rotated by the time your Year of the (X) arrives, because it's next on the chopping block regardless of what Year is next. If you want to say that your Year is farther into the future, the Year of the Raven will also be gone by then; not the worst call, if you'd prefer a clean slate.
In my opinion the only option that makes any sense is to treat Year of he Raven as standard for year of the x because from now on there is no such thing as a clean slate for standard. Every new year will have to take into account the cards from the year before it. If your year takes place in a further future where Raven is gone you are missing out on the synergies that would likely be available from the previous standard expansions. You would have a year in isolation which is not realistic.
I'm coming near the end, so you won't have to deal with my spamming the Discussion thread for much longer haha :P I still need to add the "fluff" - banners and whatnot - but disregarding any additional changes brought on from feedback I think I might maybe be done or near-toward.
There'll be a lot less Spoilers in the Submission post; this is just to keep things tidy. I also have a sort of "changelog" for clarification included within each one.
-------------------------------------------------
Druid
Druid/Fear: A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Enhanced Hero damage and a permanent +1 Attack on your turn, but forced to attack each turn (unless Frozen). Focused on buffing the hero, clearing a path for the player's attacks. and sustaining oneself without Armor.
Story Legendary: Xavius, Nightmare Lord.
Notes:
Rather than outright denying the Druid the ability to gain Armor, I changed the Tormented Soul Burden to say that Armor has no effect instead. This allows cards like Nightmare Fuel and Ironwood Golem to continue to function, even if the Armor cannot protect you.
-------------------------------------------------
Hunter
Hunter/Hatred: Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Steamwheedle Sniper + some life gain, but hounded by constant Voidlings. "Sniper" Control archetype focused on clearing with the Hero Power and generating momentum from multi-shots.
Story Legendary: Alleria of the Void(Alleria Windrunner).
Notes:
Alleria of the Void is the first of my Wildcards. She is phrased that way to avoid confusion regarding cards like Dinomancy and Deathstalker Rexxar. She's a sniper, after all: Alleria has no need of beasts when her bow will do!
I also nerfed the Trial, to only provide 1 Health per shot instead of having Lifesteal (which could give 2 or 3 depending on the situation). Lastly, I changed Cunning Hunter to only draw cards from Hero Power kills. That's the ultimate point of the deck, after all. Even without the Trial, it can still be used with Alleria of the Void and/or Steamwheedle Sniper.
-------------------------------------------------
Mage
Mage/Gluttony: Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?
A kind of Shimmering Tempest en masse, but you must consume minions to keep the addiction at bay. Archetype supports a Deathrattle/Egg Mage direction, leaning into the losses to reap the rewards.
Story Legendary: Kael'thas Sunstrider.
Notes:
I nerfed the Trial to only be about spells that cost (4) or less; that reins in the RNG significantly. It's phrased a little oddly, but I did what I had to to keep the text tidier.
In terms of balance, Merely a Setback is roughly on par with Effigy, and Living Bomb is supposed to be comparable to Meteor; it costs less and inflicts significant damage, but it's slower, requires good positioning, and has no immediate effect on the middle minion.
-------------------------------------------------
Paladin
Paladin/Despair: Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. One could lose hope walking such a lonely road...
Bonus stats + Keywords, but you can only ever have one minion. 1-vs-Many Control archetype, outlasting the opponent behind high-value Taunt walls, healing, and defense.
Story Legendary: Yrel, Light of Hope.
Notes:
I dropped the Sha of Despair to just end the troubles it causes. I replaced it with Final Stand: Taunts surviving the clear can be a knock against it when compared to Twisting Nether if you're looking to sweep the board completely. However in a Control Paladin like the one I'm pushing, it is undeniably a good thing to save your Taunts from destruction.
I also removed my Rare card and replaced it Knight of Shards, whom I believe is more interesting, more flavorful, and better equipped to help Control/Trial Paladins hold the field.
-------------------------------------------------
Priest
Priest/Arrogance: "I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Immediate Mind Shatter, but it reciprocates damage back at the player. Constant, dramatic juggling of their Health; all-in evolution of the Shadow Priest and potentially even an Aggro/Face Priest.
Story Legendary: Xal'atath, (Blade) of the Black Empire.
Notes:
Xal'atath, of the Black Empire is the second of my Wildcards. I also "buffed" it to make the attacking easier. With the various Shadow cards introduced in this expansion, the rest of my Year, and the cards in Wild, triggering the weapon shouldn't be impossibly difficult. As for its balance, Uther of the Ebon Blade tells us that a 5/3 Lifesteal weapon is worth 6-mana (1 for the Armor, 2 for the Hero Power, 6 for the Weapon). Xal'atath is -1/-1 compared to that, and it has a limiting condition.
Lastly, I reworded Whispers of Power to remove the (no longer needed) mention of Shadowform.
-------------------------------------------------
Rogue
Rogue/Zeal: The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Gain free copies of the Coin over time, but so can the opponent if not careful. New ways to generate and interact with the Coin, along with new board control elements.
Story Legendary: Vanessa VanCleef.
Tokens + Notes:
Vanessa VanCleef is my third/final Wildcard. Because you'll be generating extra Coins, playing Vanessa + the Bomb in the same turn is theoretically doable. Think Insanity Bomb is inappropriate for the Rogue? I counter that notion with Betrayal and Sudden Betrayal, so there :P
I overhauled the Common and Rare slot for the Rogue, moving it back in the sneaky-control direction I originally wanted. Just to be clear, Coin-Flipper's effect does not benefit from Spell Damage. You're not using them as magical damage spells, you're just...throwin' them.
-------------------------------------------------
Shaman
Shaman/Doubt: Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Your army is cheaper, but doubt slows you down in the form of Freeze. Archetype focuses on uniting a force that can provide value without having to attack (Taunt, Deathrattles, auras, etc.).
Story Legendary: Aggralan, Thrall's Life-Mate.
Notes:
Another one where I overhauled some stuff. I "buffed" the Burden to only Freeze minions as they are summoned, not all the time. Your army is still inherently slower, but this can be compensated for by utilizing the "cost (1) less" benefit and playing higher-value minions. I also replaced Volcanic Guardian with Frigid Guardian, allowing the Freeze to act as a sort of "Frost Armor", and buffed Frozen Challenger. He's supposed to be comparable to Defender of Argus: a better statted-minion that buffs more friendlies, but also Freezes them.
Besieged by Doubt is unique, as the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
-------------------------------------------------
Warlock
Warlock/Violence: Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Evolution of the "Handlock" archetype: your minions are better as long as there are enough cards in your hand, but each card you draw wears on your body.
Story Legendary: Kil'jaeden, Lord of Flame.
Tokens + Notes:
Completely overhauled the Warlock...again. I think I might maybe have found something this time, for realsies: moving "Handlock" into a more mid-range direction, boosting your minions while you maintain a heavy hand. However, Handlocks need a constant flow of cards to keep said hand full, so the Burden is hopefully an appropriate punishment.
Why not just give Cruel Gargoyle Windfury? 'Cause it technically does something different. While Windfury is more versatile - it allows you to attack two different enemies - Cruel Gargoyle doesn't have to attack again, possibly saving it from a lethal trade. Still makes for a great buff target.
-------------------------------------------------
Warrior
Warrior/Anger: In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Minions have bonus Attack but your forces take damage periodically. Archetype consists of overwhelming the enemy with an army of strong, expendable minions.
Changed some cards here, as well. It felt weird to me flavor-wise that the Rare card was not an orc, even if the Tauren Horncaller achieved what I wanted. The Warrior's story is about the orc's Blood-curse, after all. I also removed the Sha of Anger to avoid having to deal with its confusing text; instead, I gave the Warrior their own version of Call of the Wild. It can inflict more face-damage than a single Huffer, but it's an all-in strategy that can be fully blocked by Taunt. If you fail to kill your enemies, you'll be left in a far less tenable condition without a Misha of your own.
-------------------------------------------------
Neutral
Haunting Remnant is a collectible token of Besieged by Doubt, much like Spikeridged Steed's Stegodon was.
Shadow Clone is a Neutral removal card making a straight-forward exchange: their destruction for a new 4/4.
Sha of Pride is a tech card against the influx of healing effects, and the tenth/final Sha.
Spirit of Redemption is the ultimate gambit: if you can prove you can survive at 1 Health, you are fully healed. I nerfed this card to make it less of a win-more: you must remain at 1 Health longer, and it only heals you to full instead of setting you to 40 Health.
Thank you again for taking the time to read through this.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
Uhh...don't you mean the "first" expansion? lol :P
I can provide additional feedback later; I'll always reciprocate as per the norm. About to go so I can't do it now.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
To post a comment, please login or register a new account.
@waterwalker
Thanks for the template! It's enough for me, I just need to c/p the bottom left part of it with a software that handles RGBA.
As for your set,
Overall
As I understand it, your set revolves around buff cards and secrets for the classes that have them. This is alright but, as I often say in my reviews, your set lacks a central buildaround mechanic that would make your themes really special. Right now, your set feels like just like a group of cards that could change existing playstyles but won't create new ones.
Cards
The flavor and puns are on point though, I'm a fan of Tom Athos the Rotten. They're nice overall, though some are boring, but some of them bugs me a lot:
@teknician
Overall
Nothing changed, it's still my favorite expansion for this phase, the mechanics is super cool and the arts are well chosen.
Cards
Most of them are awesome, here are issues I see with specific cards
CAPTN COOKIE IS BLASPHEMY@dropdead
Will do later
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks for the feedback :) I have to leave in a few minutes so I'll reciprocate when I return; just want to remark about your remarks:
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Ehm, Linkie. You are only allowed one Legendary per class.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Feedback time:
@linkblade91
Overall, the theme is flavorful and unique, and it's a good set. If I sound negative, it's because I'm just commenting on what I think needs commenting on.
Druid: Theme seems good, assuming that the +1 Attack from the Trial is just during your turn. I know it would be too wordy to specify in the card, but hero Attack during enemy turn is no good.
Mage: I know balance isn't final, but Kael'thas seems really strong. Just compare him to any Spell Damage minion ever. I like how he interacts with the Trial, but a nerf would likely be prudent.
Paladin: I'm not too worried about Yrel's HP since I imagine Trial Paladin would rely on Reinforce for minions, running mostly spells so they don't get "minion-locked", similar to how Weapons are treated. Playing her would remove that consistent minion source, making you run more minions and be more likely to have dead cards. Sha of Despair, though, is more worrying since it's very hard to kill without removal. If the opponent has no answer, it can single-handedly shut them down.
Priest: Maybe my favorite Trial- great flavor, influences deckbuilding, and makes you strategize by managing your Health.
Rogue: If you have Coin-Flipper, are your Coins affected by Spell Damage? If so, there's potential for a Malygos OTK by using Master of Disguise on the Flipper and playing the dragon next turn. I dig the flavor, but that combo could be an issue. Defias Waterwalker is also really strong; look at Ogre Magi. And this isn't card-related, but I don't like how Zeal is Rogue's burden. To me, at least, Zeal means enthusiasm and passion; it's a good thing. Maybe Ambition, or even Greed, or something would be better.
Shaman: The flavor here is great. The Trial seems pretty RNG-dependent, though, since your hero and Totems are in the mix. If they happen to get Frozen, there's no drawback. Volcanic Guardian creates a Wild-only card, which is weird. And I agree that you should showcase a Freeze-matters card; Freeze Shaman is cool (hehe).
Warrior: I think the Sha should say "enemy", not "opposing" (see Leper Gnome). Overall, I like the Enrage Warrior support.
@teknician
Overall, the flavor and funny, light theme are great, and the set has a lot of distinct, unique mechanical directions. If I sound negative, it's not because I dislike the set; I'm focusing on what I think needs correction.
Neutral: I'm nervous about Admiral E'lora. Balance-wise she's correct, but she's a lot of card draw in Neutral when many classes aren't supposed to have good drawing.
Druid: For Moonspeaker, is the first option also for that turn only? If not, it's pretty strong; compare Ogre Magi.
Hunter: The wording on Piercing Shots feels a bit clunky, and the card itself looks weak. There are only 3 cards for which it's not just worse Hunter's Mark, only one of which will be in Standard. I do like the way in which you're bringing back empty-hand Hunter, though.
Mage: The Beast thing is super-weird, but I like weird. I would showcase a Mage Beast, though, to fill out the archetype.
Paladin: The whole tanning theme is hilarious. Justice by Sunlight being symmetric feels odd, though, especially with the Divine Shield part. You can't really get ahead with it even though you're spending a whole turn on it. Also, a clarification: does Light of K'ure work with giving things Divine Shield, like Hand of Protection or The Glass Knight?
Priest: Call of the Deep seems kind of useless since Power Word: Shield exists. I'd make it cost (0).
Rogue: The text on Portside Pilferer is off-center.
Shaman: Maelstrom 'Holiday' is interesting since your opponent has a heads-up and will have to think about how to play around it. You could even psych them out and play it when you have no Overload; seems cool. But to be clear, does it do damage based on the amount of crystals Overloaded, or does one instance of Overload always do just 1 damage? Also, Seafloor Wanderer's thing of his Battlecry being a spell seems odd, especially because there's no indication of how it would be relevant.
Warlock: I think the current balancing is fine.
Warrior: The class overall looks unfocused. Is it about weapons? Rush? Armor? Damage? All the other classes have (a) distinct theme(s), but this just looks like a collection of random Warrior cards. In particular, Battle Cauldron seems a bit weak since it needs other specific cards to do anything. I feel like it should at least have some Attack on its own.
I know that :P I'll obviously be showcasing my Trial cards for the "one of each rarity" slots, but a couple of the non-Trial Legendaries can occupy the 3 allotted Wildcards. I'm showing everything right now to help narrow them down for when I go to submit: if people hate certain ones I'll drop them and gravitate to the Legendaries people actually like.
And like I said before the extra work helps me build the expansion in my mind, knowing all of the pieces and how they're supposed to fit together.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the words :)
I can reciprocate in a second; I'll do yours and teknician's togetherJust a few things:Edit: I thought you posted something here, but maybe you didn't? Could just be that I'm blind >_>
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Just starting off the bat, you'll definitely have to reduce the size of your images when you go to submit. It makes it a pain to navigate. Anyway:
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
OK, so we ended up writing out an entire story about how our expansion tied into the "Fixing the Timeline" thing as well as tied in every single cards of expansion together and it ended up super long, not to mention the still finishing Creator's Commentary. Do you guys think we should keep this format or not?
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and mechanic:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lanceor Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable
Creator's Commentary:
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set.
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Warlock
Story tokens:
Creator's Commentary
(Fill in later)
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Choose One token:
Druid
Wisp
Story tokens:
Persepholes is our first Wild card.
Other tokens:
(Choose One option of Demeter's Sorrow)
(Choose One option of Maiden of Harvest)
(Choose One option of Persepholes)
Creator's Commentary
(Fill in later)
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Creator's Commentary
(Fill in later)
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur.
Creator's Commentary
(Fill in later)
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Hunter
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Shaman
Story tokens:
Creator's Commentary
(Fill in later)
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Warrior
Story tokens:
Creator's Commentary
(Fill in later)
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Rogue
Story tokens:
Creator's Commentary
(Fill in later)
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: After falling for the cursed apple trick from the apple, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
Priest
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
Nightmare Amalgam
Neutral
Nightmare Amalgam
Creator's Commentary
(Fill in later)
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Hey, I'm back after a while. I've read all the feedback you sent me and I appreciate it a lot. Inside the spoiler there are some decisions I made based on what you said and some answers to your questions.
- Again, when I say "enchantment SPELL", it means spell cards, not minions.
- Druid of the Dark Knight will remain a human. He's a Kul Tiran indeed and that was always the plan, not an oversight by me. To help avoid these problems in the future, I wrote flavor text for all of the cards and I'll include it in my next post. As I also don't think he is really too strong (more like other Poisonous cards are just too weak), I'll keep the stats for now.
- I changed Green Wranger because of the interaction with Rat Trap. I'll explain how exactly it (and other weird cards, like War Horse and the other Wrangers) work in the post, in case it is still confusing.
- The idea was that Tom Athos would only reveal the cards in your opponent's hand at the time it was played, and then you would know the other cards because of the [SPOILER] in your hand. I realize that doesn't let you know every card 'cus it doesn't account for when they draw in their turn, so I might change the Battlecry.
- Fan Club is gone; the wording on Adam Eternum and Keldor the Lost now correctly states "At the end of YOUR turn"; Shaw has changed again; Piranhado is now a Druid card and that is set in stone.
- What CheeseEtc said hit me harder than anything else. I don't think it's a wise decision to put all your eggs in one basket, as if your idea turns out to be a failure, the class is dead for four months (remember Freeze Shaman?), but I realized I didn't really have a main theme going for every class yet, so I decided at least half of them will serve a common purpose and try to push a more specific strategy.
Now it's time I return the favor. Since most of the sets are at least halfway through as of now, reviews will be getting shorter and more straightforward.
@KingKuba
- I like the idea behind Lo'Gosh, but I've tried it before and it didn't feel worth the trouble of having to explain how it would work, if you could attack with each one separately, etc. The game just doesn't really support these interactions very well.
- Storage is a very interesting keyword, props for it. I think some of the cards, like Aedelas Blackmoore, are pushing it too much, but otherwise it's really nice, kinda like having a sideboard. Worth noting you could probably just write "Store" when it's used as a verb and I'm sure everyone would understand.
- I don't really like it that you are trying to make Discardlock happen. Blizzard has tried it so many times already and it would always fail. I think it's best left behind.
- Aside from the discard synergy in Warlock, there's really no connection between your class cards mechanically. I don't think that's necessarily a problem, but it's something that's been pointed out about my own cards and I'm trying to change it so the set has a better chance at shaking up the meta and introducing new archetypes.
@Shatterstar1998
- I think everyone has already addressed the problem with the stories drawing you cards for free and nothing else seems to have changed from the last time I wrote about your cards, so I'll just reinforce what people said about the Druid and Rogue Legendaries.
- I still don't get what The Tooth Fairy's artwork has to do with the card. Sure, the effect is very flavorful and I can get behind it being an Elemental, especially in Shaman, but why a fire elemental?
@linkblade91
- I've reviewed the trials before, haven't I? In any case, I still have a lot to review so I'll just write about the new cards.
- If all of your wild cards are gonna be Legendaries, I'd suggest going with one of the simpler ones (like Alleria, which is my favorite out of those), one that makes tokens (I prefer Kael'thas) and another one. I'm not a big fan of the Legendary weapon, but that's because it's Priest.
- I made almost the same card as Feedback Blast before, only difference was it specified killed by attacking (so it wouldn't kill a comboed Vilespine, for example). I thought it was not strong enough to be a Hunter Secret (but maybe too strong to be a Paladin one), but with this change it might be alright.
- Props for Hold the Line!, it's like an interesting version of Divine Favor. It's cool that you managed to make cards that can support your trial playstyle but also retain their usefulness in different builds.
- Already said what I think of Coin Rogue. It's unfortunate all three cards revolve around this strategy.
- If I'm being honest, the Shaman set as a whole doesn't seem very strong. Volcanic Guardian is just so bad it hurts. I actually think if you changed it to add Flame Elementals to your hand, it would be slightly better ('cus those are way easier to sneak in your curve than Igneous), but still bad. :/
@teknician
- The neutrals are good, none of them seem "vanilla" as you said. Some are simpler but that's definitely not a bad thing.
- Mark of Goldrinn seems really weak, both as a buff and as removal. Overall, the Druid cards don't have anything to do with the theme of your expansion.
- I like the idea of empty hand Hunter, though it's pretty hard to make work. Booty Bay Holiday is a very interesting card and it might help solve this problem but I'm not completely sold out on it. Piercing Shots is really weird and also quite hard to get value out of.
- Beast synergy in Mage feels kinda out of place. Sea Monsters seems very weak.
- Sunscreen Guardian may be a tad bit too strong, but I like the flavor. It made me chuckle. Your dual tribe tag is also quite nice. The dragon synergy in Justice by Sunlight doesn't really make sense to me.
- Kul'Tiras Holiday is very passive and could probably cost 1.
- I mean no offense, but I hate your Rogue set. It's definitely not your fault nor a problem with the cards per se, I'm just fed up with the whole Coin/Burgle Rogue thing.
- Maybe you're giving Shaman too much AoE? Cookie is a 1-card clown fiesta.
- I like the direction you're taking Warlock, but you should tread carefully. Cards like Evil Investment are just too heavy a loss if you don't play them very early, or maybe very late in the game.
- Boarding Party has an effect that doesn't seem to fit in the deck which could meet its requirements. The rest of the cards are fine. Gromakk is a bit scary but also so very slow.
@dropdead
- Farakki Scout seems weak. Could just destroy the Secrets tbh. Maybe that and -1 Attack. Permanent "Can't Attack" is very problematic and unfun. You should refrain from making this kind of card.
- Damn, you had almost the same idea as I for Gahz'rilla. lol It's fine, I'm probably not gonna use it anyway. The card itself seems a bit too strong with Cleave, and it should just summon one Serpent whenever it took damage. Scratch is now just an even weaker Shadow Bolt.
- Your Hunter Legendary is quite interesting.
- Hey look, it's Mysterious Challenger for Rogue. lol The card seems fine tbh.
- Defender of the Meek just seems way weaker than Blood Knight.
- Executor's Mace could probably use +1 Durability. It would become quite strong, but right now I think it's just too weak.
Thanks for more words :) I'm in the process of overhauling some of these non-Legendary cards; especially the Rogue and the Shaman. I don't think I was happy with them to begin with...not that I'm ever happy with my work :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I'm adding flavor text and some explanations this card. Hopefully this will help you guys form a better picture of the set as whole, both mechanically and flavorwise.
As I said before, I don't like putting all my eggs in one basket, nor pushing specific archetypes too much, so I tried to diversify the sets. That being said, there's a brief summary of what I'm aiming to achieve with each class before the actual cards.
DRUID
Token Druid is getting some support but nothing is set yet.
FLAVOR TEXT
Druid of the Dark Knight: "A Kul Tiran druid of noble birth, he was orphaned at a young age and, as an adult, decided to fight evil by shapeshifting into a gargoyle. His origin story was later retconned: apparently, he got his powers from the bite of a radioactive nerubian."
Piranhado: "They've gone too far."
TOKENS
HUNTER
I'm pushing Control Hunter in this set. Lots of heavy, slower cards.
FLAVOR TEXT
Sword of Omens: "FIRE, FIRE, FIREBATS HOOOO!"
Greenleaf Archer: "They're taking the gnomes to Ironforge!"
Shootout: "PEW PEW PEW"
Van Hellscream: "Aren't the vampires he hunts the ones supposed to have Lifesteal? And how the heck is he supposed to turn into a Worgen at the end!? He's an Orc, duh. Geez, who writes these things?"
Green Wranger: "IT'S POLYMORPHIN' TIME! Frog!"
Green Wranger is one of my wild cards. It will trigger effects like those of Wandering Monster and Explosive Trap, but not Bear Trap (which happens AFTER an attack) or Freezing Trap and Misdirection (which affect the attacking character, as there is none).
MAGE
I'm not sure where I'm going with Mage. I've always had a problem designing cards for the class. Maybe a different kind of Secret Mage that doesn't burn your face to death?
FLAVOR TEXT
Cryonics: "Sure, let's freeze him. No one's ever done it before, right?"
Blue Wranger: "IT'S POLYMORPHIN' TIME! Sheep!"
Tinknator: "Sadly, he won't be back this time."
PALADIN
I'm aiming for a more midrange-y Paladin, a kind of deck which is non-existent right now. There's also a small focus on buffs.
FLAVOR TEXT
Costume Designer: "Gosh, can someone please tell Garrosh to take off those pauldrons? They're SO outdated!"
Yellow Wranger: "IT'S POLYMORPHIN' TIME! Kodozord!"
Adam Eternum: "BY THE POWER OF GREYS-- erm, RAGNAROS (¯\_(ツ)_/¯), HE HAS THE POWER!"
An "enchantment spell" is any spell that applies enchantments to a minion (or weapon, if "weapon enchantment" is specified). Spikeridged Steed, Blessing of Wisdom, Dark Conviction, Humility, Deadly Poison in the later case are all examples of enchantment spells.
PRIEST
Flavorwise, Priest is unique in the sense that it is getting mostly cards related to the backstage, like paparazzi and critics, and no actual film characters. There's also Trading Places which is a story that has been told many times already, where two people who look the same switch lives for a while.
FLAVOR TEXT
Gnomish Paparazzo: "Your best angle is definitely from below."
Say Cheese!: "CHEESE!"
Trading Places: "TRADING places! Get it?"
Tom Athos the Rotten: "He wonders why no one invites him for press screenings anymore."
TOKENS
ROGUE
I'm offering lots of support for Stealth Rogue, and all of these cards happen to be even costed, so there's some opportunity to tinker with different builds.
FLAVOR TEXT
Jack's Parrot: "It must be the worst parrot you've ever heard of."
The Untouchables: "Can't bribe what you can't see."
Kobold Sensei: "Some say it was him who trained the four Old Tortollan Samurai. It's as silly as it sounds."
Matthias Shaw, SI:007: "Imagine his surprise when Matthias Shaw, master of stealth and infiltration, found out some ordinary goblins dug up his entire life and were making a (unauthorized) biopic about him."
SHAMAN
I want Crusher Shaman to be a thing. Unfortunately, by the time this expansion hits, Snowfury Giant and the Spellstone will have already rotated out, so I don't know if that's really possible.
FLAVOR TEXT
Infinite Mana Gauntlet: "The original idea for this card was a Legendary weapon with Battlecry: Turn your entire collection into dust."
Aladjinn: "How come parents let their kids watch this? Just look at his face for a second."
Charged Kaiju is a last-minute addition, a reskin of an old card from my Dark Souls crossover expansion. I wanted to print a big minion with Overload, since Shaman is losing Volcano, I decided to recycle this design. I'm afraid the synergy between these three cards turns out to be too powerful.
WARLOCK
Warlock has had its time to shine and I want to refrain from making too many potentially dangerous effects in the first set, so I'm going with a more tame, Zoo-ish route.
FLAVOR TEXT
Netheraiser: "Easy now, put the rubik's cube down."
Pride and Prejudice: "Never before has the film adaptation been so different from the source material."
Keldor the Lost: "HEYYEYAAEYAAAEYAEYAAIDONTKNOWWHATTOPUTHEREHEYYEYAAEYAAAEYAEYAA"
WARRIOR
Warrior is getting cards that could see play in many different strategies, be it more tempo or value-oriented.
FLAVOR TEXT
Old Tortollan Blademaster: "And here I thought only Orcs could be Blademasters. As if it weren't enough, his master was actually a Kobold. These gnomes are not even trying anymore."
War Horse: "Ridin' straight to the face."
Tauren Marine: "Some writers have weird ideas."
TOKENS
NEUTRAL
I know we haven't seen all the Magnetic cards yet, but after seeing the higher costed ones and the Legendary, it's safe to assume The Iron Gnome will not be easily broken. If the entire set is not revealed until the time comes to make my submission, I will replace it with another card.
FLAVOR TEXT
Prince of Beasts: "He just can't wait to be king."
The Iron Gnome: "Is it a bird? Is it a plane? It's a flying suit of armor! (And this is not the correct reference!)"
Here's a repost of our entry with some major adjustment:
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of the
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
After a brutal journey to fix the bad future take place in the Emerald Nightmare AND the Twisting Nether, Chromie and our adventurer are now thrusted into the past of Azeroth in order to fix it. (Nozdormu from the Hall of Fame neither confirm nor denied any rumor of his involvement.) Before their departure, Nozdormu warned Chromie and the adventurer about the Story that he heard about the past that she must make ensure happened in order for the timeline to be stable
Creator's Commentary:
Stories are powerful Legendary spells. All of them have powerful Start of Game effects as well as a separate, weaker effect when played. Each class will have a Story that will tied to the theme of their set.
However, Murozond will not make their quest easy. He made a pact with the evil witch Baba Yaga in order to stop them from restoring history for a mutual purpose: to stop history from restored, and that means saving Baba Yaga and her evil followers from being put on trial and executed for their crime all the while give Murozond complete control over the timeline.
Warlock
Story tokens:
Creator's Commentary
(Fill in later)
Unaware of the nasty witch, Chromie and our adventurer encounter a Druid named Demeter crying. In the original timeline, she is happy and openminded that her Druid daughter Persepholes married a Warlock and become more in tune with the spirit world of Wisp and together the two took part in the witch trial as witnesses. However, in this timeline, Baba Yaga sow her with doubt and fear, causing Demeter to break down and wiped out a big portion of nature. It took a long time for Chromie and adventurer to comfort her and give her hope for her daughter's future.
Choose One token:
Druid
Wisp
Story tokens:
Persepholes is our first Wild card.
Other tokens:
(Choose One option of Demeter's Sorrow)
(Choose One option of Maiden of Harvest)
(Choose One option of Persepholes)
Creator's Commentary
(Fill in later)
Continue their journey, Chromie and the adventurer came across a snowy area in the middle of summer! In that snowy kingdom they found a dwarf beaten half to dead. After healing her back to stable condition. they learn that her name is Snow White, the famous princess of the kingdom that came back to life after eating a poisoned apple, and was on her journey to defeat the evil Death Knight called the Snow Queen who cursed her kingdom with an eternal winter. In the original timeline, she fought bravely with her army and restored summer back to her kingdom. However, Baba Yaga interfered by attacking and wiped out her army before she can make it to the Snow Queen's castle. Chromie and the adventurer accompany her to the castle. The three of them fought an exhausted battle and they managed to defeat the Snow Queen. However, as they were taking a moment to celebrate their victory, the Snow Queen used her dying breath to shoot out a frost blast toward Chromie! Snow White pushed her out of they way and was frozen solid! However, the tears shred from Chromie and the adventurer was enough to nullify the Snow Queen's magic and bring her back to life.
Mage
The Snow Queen is another wild card.
Story tokens:
After you play Strength, Beauty and Intelligence, Snow White, Dwarven Princess is added to your hand.
Other tokens:
Creator's Commentary
(Fill in later)
Departing Snow White, Chromie and the adventurer came across one of the earliest human kingdom called Camelot. However, what they come into the castle gate, what they see is absolutely horrifying: Instead of the buzzling city, ruled by a fair and just king Arthur who was the leader of the Baba Yaga's witch trial, they found a bunch of children roaming the street crying and destroying everything in the kingdom! Baba Yaga has borrowed Murozond's power and turned everyone in Camelot into children! It took Chromie and our adventurer one day to find the leader of the city king Arthur and Archmage Merlin, a week to find out a way to turn them back to normal and a whole month for everyone in Camelot to follow suit.
Paladin
Arthur, Wise King is our third Wild card.
Story tokens:
Arthur, Wise King as well as the Young King Arthur tokens from Merlin's Time Portal + other cards will activate Sword in the Stone and will not be damaged by Excalibur.
Creator's Commentary
(Fill in later)
After cleaning out the last of the vomit from the Camelot adult-turned-children, Chromie and the adventurer was caught off guard by Baba Yaga and her army. The two was whisked away the power Baba Yaga borrowed from Murozond and were dropped right into a middle of a big flood caused by the collapsed of Kalimdor with the intend to kill them. Chromie turned into her dragon form and carried the adventurers for days without food because the flood combined with the mana from the Sunwell drown out every single living creatures. Just as she is about to collapse, a giant ark steered by their direction and caught her fall. After nursing both back to full health, the owner of the ark introduced himself: His name is Noah, and his gift of prophecy has allowed him to become one of the deadliest Hunter ever lived because he can see every future move of his hunt, led to his escape from Kalimdor right before it drown (after building the ark to store Kalimdor's wildlife). His vision is what led him to the location of Chromie and the adventurer.
Hunter
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
Just as Noah finished explaining, a giant hand shot through the roof of his ark and grab both Chromie and the adventurer! It turned out to be Earthmother Azeroth herself! The shattering of Kalimdor led to a flood that nearly killed almost all her children has almost led to her awakening in the original timeline, but the presence of three people from a different time is the final straw that caused her to awaken to protect her children! After hours of plead and explanation from Chromie and the adventurer as well as Noah vouching for them, Azeroth let the two of them go with the promise that they never return to this time period again.
Shaman
Story tokens:
Creator's Commentary
(Fill in later)
After being released by Azeroth, Chromie sense a disturbance from a far corner of Azeroth. After opening a portal there, they discover the reason why: One of the disciples of Baba Yaga is wielding the Mjolnir - the weapon that was used to struck them down during the Witch Trial! Seeing that the original wielder of the weapon Thorem is knocked unconscious and the rest of the Titans is busy fighting off Baba Yaga's Witches and the Infinite Dragonflight. The adventurer distract Baba Yaga's disciple while Chromie sneak behind and struck her unconscious, regain control of the Mjolnir and throw the hammer to Thorem, who joined the fight with the other Titans.
Warrior
Story tokens:
Creator's Commentary
(Fill in later)
However, not all is rosy in their quest to return the timeline. One of the worst acts the duo has to do is ensuring the kingdom Arabia's - a place with untold riches and gold, total annihilation since it is brought up as key evidence against the Witches in the witch trial. This time around, Baba Yaga and her disciples have decided to corrupt the kingdom from the inside out and turned people under their thrall. After rescuing everyone from Baba Yaga's thrall, the witches fled the city and set up a bomb to blow it up. However, just as the adventurer is about to disarm the bomb, Chromie teleport them out of the way so the bomb can go off and ensure the kingdom's total annihilation so the timeline doesn't get interfered with.
Rogue
Story tokens:
Creator's Commentary
(Fill in later)
After a huge argument between the adventurer and Chromie about her action (in which the adventurer call her heartless while Chromie insists that their duty is to protect the timeline, not to save lives), the adventurer angrily storms off to a corner. When Chromie is about to go their corner and apologize, it turned out that the adventurer's doubt has allowed Baba Yaga to take a hold of them and caused them to attack Chromie. Chromie, not wanting to hurt her only ally, run away. After the adventurer chased her portals after portals, she finally came across an idea to help them snap out of it. She opened the portal to Snow White kingdom! After a battle by the Princess, she finally made a last ditch attempt to reach out to the adventurer: She pulled out a half-bitten apple from her pocket and told a shocking revelation: Shortly after awaken from the curse inflicted upon her, Snow White willingly tried to bite the rest of the apple herself!
After executing her evil stepmother, Snow White thought that she is no better than her stepmother for killing and that she doesn't deserve love from her people and fiance, and chose to endure the curse her stepmother planned for her. But her fiance stopped her, threw the apple to the ground and told her that he loves her, and that will never change. Snow White said that she knows it is hard to move on from do the right thing, but all we can do is to live with the consequences. This brought the adventurer out of thrall of Baba Yaga and broke down crying.
Priest
Story tokens:
Other tokens:
Creator's Commentary
(Fill in later)
After the talk from Snow White, the adventurer and Chromie bid her goodbye to continue their journey. They helped many people from Baba Yaga's disciples and ensure that the witch trial went off according to plan, annihilate the evil witch and her forces forever. This caused the timeline to right itself and severely weaken the Infinite Dragonflight.
Nightmare Amalgam
Neutral
Nightmare Amalgam
Creator's Commentary
(Fill in later)
FAQ:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.
I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.
No, I haven't posted anything yet. I want to finalize a direction for each class first, which I have yet to do. For the Warrior Sha, what about "Whenever a minion takes damage, deal 1 damage to that minion's opponent"? It's not "correct" per se, but I think it gets the point across.
I think Shadows said somewhere that our year is hypothetically happening sometime after the Year of the Raven. Mammoth is for sure out, but whether or not Raven is still Standard is up to you.
That's not bad; I'll have to think about it some more.
@Vilegloom That is correct: no matter what, the Year of the Mammoth will have rotated by the time your Year of the (X) arrives, because it's next on the chopping block regardless of what Year is next. If you want to say that your Year is farther into the future, the Year of the Raven will also be gone by then; not the worst call, if you'd prefer a clean slate.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Despite being one of the mods who helped come up with the schedule, I've been working under the (false) impression that Submissions end next Tuesday. They don't end until the week after. I feel a lot better lol >_>
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
In my opinion the only option that makes any sense is to treat Year of he Raven as standard for year of the x because from now on there is no such thing as a clean slate for standard. Every new year will have to take into account the cards from the year before it. If your year takes place in a further future where Raven is gone you are missing out on the synergies that would likely be available from the previous standard expansions. You would have a year in isolation which is not realistic.
I'm coming near the end, so you won't have to deal with my spamming the Discussion thread for much longer haha :P I still need to add the "fluff" - banners and whatnot - but disregarding any additional changes brought on from feedback I think I might maybe be done or near-toward.
There'll be a lot less Spoilers in the Submission post; this is just to keep things tidy. I also have a sort of "changelog" for clarification included within each one.
-------------------------------------------------
Druid
Druid/Fear: A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
Notes:
Rather than outright denying the Druid the ability to gain Armor, I changed the Tormented Soul Burden to say that Armor has no effect instead. This allows cards like Nightmare Fuel and Ironwood Golem to continue to function, even if the Armor cannot protect you.
-------------------------------------------------
Hunter
Hunter/Hatred: Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
Notes:
Alleria of the Void is the first of my Wildcards. She is phrased that way to avoid confusion regarding cards like Dinomancy and Deathstalker Rexxar. She's a sniper, after all: Alleria has no need of beasts when her bow will do!
I also nerfed the Trial, to only provide 1 Health per shot instead of having Lifesteal (which could give 2 or 3 depending on the situation). Lastly, I changed Cunning Hunter to only draw cards from Hero Power kills. That's the ultimate point of the deck, after all. Even without the Trial, it can still be used with Alleria of the Void and/or Steamwheedle Sniper.
-------------------------------------------------
Mage
Mage/Gluttony: Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?
Notes:
I nerfed the Trial to only be about spells that cost (4) or less; that reins in the RNG significantly. It's phrased a little oddly, but I did what I had to to keep the text tidier.
In terms of balance, Merely a Setback is roughly on par with Effigy, and Living Bomb is supposed to be comparable to Meteor; it costs less and inflicts significant damage, but it's slower, requires good positioning, and has no immediate effect on the middle minion.
-------------------------------------------------
Paladin
Paladin/Despair: Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. One could lose hope walking such a lonely road...
Notes:
I dropped the Sha of Despair to just end the troubles it causes. I replaced it with Final Stand: Taunts surviving the clear can be a knock against it when compared to Twisting Nether if you're looking to sweep the board completely. However in a Control Paladin like the one I'm pushing, it is undeniably a good thing to save your Taunts from destruction.
I also removed my Rare card and replaced it Knight of Shards, whom I believe is more interesting, more flavorful, and better equipped to help Control/Trial Paladins hold the field.
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Priest
Priest/Arrogance: "I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
Notes:
Xal'atath, of the Black Empire is the second of my Wildcards. I also "buffed" it to make the attacking easier. With the various Shadow cards introduced in this expansion, the rest of my Year, and the cards in Wild, triggering the weapon shouldn't be impossibly difficult. As for its balance, Uther of the Ebon Blade tells us that a 5/3 Lifesteal weapon is worth 6-mana (1 for the Armor, 2 for the Hero Power, 6 for the Weapon). Xal'atath is -1/-1 compared to that, and it has a limiting condition.
Lastly, I reworded Whispers of Power to remove the (no longer needed) mention of Shadowform.
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Rogue
Rogue/Zeal: The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
Tokens + Notes:
Vanessa VanCleef is my third/final Wildcard. Because you'll be generating extra Coins, playing Vanessa + the Bomb in the same turn is theoretically doable. Think Insanity Bomb is inappropriate for the Rogue? I counter that notion with Betrayal and Sudden Betrayal, so there :P
I overhauled the Common and Rare slot for the Rogue, moving it back in the sneaky-control direction I originally wanted. Just to be clear, Coin-Flipper's effect does not benefit from Spell Damage. You're not using them as magical damage spells, you're just...throwin' them.
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Shaman
Shaman/Doubt: Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
Notes:
Another one where I overhauled some stuff. I "buffed" the Burden to only Freeze minions as they are summoned, not all the time. Your army is still inherently slower, but this can be compensated for by utilizing the "cost (1) less" benefit and playing higher-value minions. I also replaced Volcanic Guardian with Frigid Guardian, allowing the Freeze to act as a sort of "Frost Armor", and buffed Frozen Challenger. He's supposed to be comparable to Defender of Argus: a better statted-minion that buffs more friendlies, but also Freezes them.
Besieged by Doubt is unique, as the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
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Warlock
Warlock/Violence: Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
Tokens + Notes:
Completely overhauled the Warlock...again. I think I might maybe have found something this time, for realsies: moving "Handlock" into a more mid-range direction, boosting your minions while you maintain a heavy hand. However, Handlocks need a constant flow of cards to keep said hand full, so the Burden is hopefully an appropriate punishment.
Why not just give Cruel Gargoyle Windfury? 'Cause it technically does something different. While Windfury is more versatile - it allows you to attack two different enemies - Cruel Gargoyle doesn't have to attack again, possibly saving it from a lethal trade. Still makes for a great buff target.
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Warrior
Warrior/Anger: In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
Tokens: Fiery War Axe, Kor'kron Elite, Warsong Commander.
Changed some cards here, as well. It felt weird to me flavor-wise that the Rare card was not an orc, even if the Tauren Horncaller achieved what I wanted. The Warrior's story is about the orc's Blood-curse, after all. I also removed the Sha of Anger to avoid having to deal with its confusing text; instead, I gave the Warrior their own version of Call of the Wild. It can inflict more face-damage than a single Huffer, but it's an all-in strategy that can be fully blocked by Taunt. If you fail to kill your enemies, you'll be left in a far less tenable condition without a Misha of your own.
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Neutral
Thank you again for taking the time to read through this.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Uhh...don't you mean the "first" expansion? lol :P
I can provide additional feedback later; I'll always reciprocate as per the norm. About to go so I can't do it now.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3