Ok, I have time to continue posting my cards. I copied the old post, so all cards are together, so you can skip the parts you have already seen. I made some small changes, according to @TheProgenitor's feedback: Paladin's Rare and Legendary changed their effect a little bit, and Mage's Common and Rare tokens changed the art.
Just as a reminder, this expansion introduces the keyword Dive. When you Dive, your hero becomes covered in bubbles until the start of your next turn, which lets you activate some powerful effects.
DRUID : Underwater Fauna - While you are diving...
The Druid class features four Beasts that have on-going effects while you are diving.
CARDS:
Seerspine Puffer is really efficient if you manage to activate its effect early on. It has a lot of synergy with the neutral card Intrepid Diver.
Druid of the Fin's second effect can prove a good activator, as it triggers right away and persists until it leaves the battlefield. It's great if you manage to activate both effects, as the Elusive option gives this minion the survability it needs. (Fandral Staghelm might be wild, but there will be a card in future expansions that will allow to trigger both options).
Mystic Coatl can allow you to build some degenerate combos, but it needs you to be diving, which usually requires you to spend mana if you want to do it in a consistent way.
Levantus has a really powerful effect, but its high cost keeps it for being broken, and it fits the Druid ungoing theme of tricky removals.
TOKENS:
Druid of the Fin's tokens. As always, this Druid of the Whatever cards have a ton of them :_D
And this is Levantus' Hero Power.
HUNTER : The Deepfin Hunters - Beasts and Murlocs
Hunter features some Murlocs that have synergy with Beasts. They also bring a Legenday minion that helps to integrate both tribes in the same deck.
CARDS:
Deepfin Tamer helps you to use your Hero Power without losing tempo. SmOrc shall return!
Coldlight Scavenger is similar to Menagerie Warden, except it's much cheaper but the effect is delayed.
Cycle of Life provides a way to refill your hand as Hunter. Keep in mind that if you activated Furl's effect, when a Murloc dies it will give you both a Murloc and a Beast.
Furl, the Feral Murloc allows you to create a full Murloc deck in Hunter, while still being able to activate the Beast synergy spells the class have. You might even add some aggro Beasts to the mix, as Scavenging Hiena. Also, it has a lot of synergy with the other cards, as it allows Deepfin Tamer to trigger by itself, Coldlight Scavenger to duplicate a valuable Murloc such as Murloc Warleader and Cycle of Life to do what I explained in its own section.
OTHER COMMENTS:
The original effect of Furl, the Feral Murloc also turned your Beasts into Murlocs, although it was a 5/5/2. However, I felt it was too good and I nerfed it to its current state.
MAGE : The Lost Citadel - Cheap Spells
The Mage cards are located in a lost city with marvelous technology, similar to the Atlantis mythos of our world. That civilization discovered a mineral called Arcanium, which generated infinite arcane energy, and they used it to build incredible Mechs. One ominous day, however, the giant fragment of Arcanium that powered the whole city became sentient and destroyed its masters...
Both the arcane Mechs and Arcanium itself have a lot of synergy with cheap spells.
CARDS:
Arcane Sentinel allows you to tempo out a medium-sized Taunt if you manage to cast several spells.
Dim Mana Flame shuffles a bigger spell in your deck that also shuffles a bigger spell. It has a lot of synergy with the Epic and Legendary cards.
Manasurge Recycler makes sure you never run out of spells, altough its effect might be detrimental if you overuse it. However, it's a great setup for Arcanium.
Arcanium, Infinite Mana helps you refill your hand with cheap spells that can be used to clear the board or to deal some face damage.
TOKENS:
Dim Mana Fire's tokens. They draw a card because otherwise would be really bad in the late game (which is where you will probably get them, because shuffling is not the fastest mechanic in the game).
OTHER COMMENTS:
I struggled a lot to decide if I made Manasurge Recycler and Arcanium, Infinite Mana have synergy with (3-) or (2-) costed spells, as the former felt OP (with secrets and stuff) and the later really underwhelming. I decided to go with the OP option, however.
PALADIN : Noble Sea Creatures - Whenever you Dive
Paladin is probably the most aggro out of the Dive classes. Its effects trigger every time you dive (even if you were already diving), which might snowball if you have means to trigger it several times in a turn.
CARDS:
Sacred Seahorse can be really sticky if you manage to Dive, attack with it and then Dive a second time. This might be hard to pull, so I am considering buffing it to a 3/2 which already has Divine Shield.
Deepfin Pearlfinder can create some hard to remove Murlocs and buff their attack too, but you need to have a lot of them and use Prayer of the Seas.
Prayer of the Seas is obviously a great activator, if you have a full board. As I said, Paladin is the most aggresive diver.
Puff the Pious Dragon gives you a way to refill your hand outside of Divine Favour. It is also a pretty obscure reference :P
OTHER COMMENTS:
As I said, I am considering to make Sacred Seahorse a 3/3/2 that already starts with Divine Shield.
Also, in the original version, Deepfin Pearlfinder gave all your Murlocs +1/+1 every time you dived, but I thought it was pretty degenerate in combination with Prayer of the Seas. Also, in the previous version, it was a 4/3/3 that only gave a friendly Murloc +1/+2, but it was perceived as too weak.
PRIEST: The Naga Sirens - Thief Priest
Priest focuses around their classic strategy of using your opponent's cards against them. Thematically, it features a lot of female Nagas, which are known by their magic capabilities.
CARDS:
Darkscale Illusionist benefits when the opponent plays minions with heavy effects, such as Ragnaros the Firelord.
Naga Siren is a Potion of Madness on a stick, altough it is RNG dependant. I am a bit concerned about this card, though.
Watershape Gem lets you copy valuable spells, such as removal and so. It can be dead in some matchups, however.
Lady Vashj has the Entomb effect with solid stats for the cost. You can drop her when you're about to remove a big target.
OTHER COMMENTS:
I am thinking of reducing Naga Siren's Health to 2 or 3, and makes her effect only land on minions. That way, she depends less on RNG, altough she depends more on board state.
Lady Vashj's effect may seem unfitting for the character, so there will be an animation that "drowns" minions affected by it.
ROGUE: Greedy Buccaneers - Control Pirates
Rogue features Pirates that are tailored for control decks. This cards focus around two things to trigger their effects: having a lot of Pirates in your hand and having big weapons.
CARDS:
Walk the Plank! is removal that gets cheaper. You can make powerful tempo plays with it, but you need a really big hand for that.
Crew Cook provides Rogue with some healing, as the class needs it to enable a Control playstyle.
Blackwater Cannoneer gives Rogue some AoE, which they desperately needed after Blade Flurry got destroyed.
Master Gunner Prix brings together both Rogue sub-themes in this expansion. She is the win condition of Control Pirate, altough a slow one (because playing a lot of weapons together might be pointless).
OTHER COMMENTS:
I am thinking of changing Crew Cook's effect so that it does not depends on your weapon, as it feels too similar to Leeching Poison. Maybe a simple "Restore 3 Health to your hero at the end of your turn"?
Also, I am thinking of swaping the cost (and stats accordingly) of Blackwater Cannoneer and Master Gunner Prix, as it doesn't make a lot of sense to have an AoE which is more expensive than a win condition, even if it's as slow as Prix.
Honorable mention here goes to the Neutral Booty Hunter, which is the fifth Rogue card of the expansion.
SHAMAN: The Tide Seers - Tempo Dive Battlecries
Shaman features Battlecry minions that can generate a lot of tempo with their Battlecries... provided you are diving.
CARDS:
Flood Conjurer is a slightly smaller Firelands Portal that is not RNG-dependant and is 2 mana cheaper. It requires you to be diving, though.
Power of the Tides is similar to Volcanic Potion, with the added benefit of diving. It's the only dive card that cannot trigger more than once. However, it has great synergy with the next card in the list.
Deepfin Ritualist allows you to put an incredibly cheap 4/4 on the board after clearing it with Power of the Tides, completely reversing the tempo advantage your opponent might have. It fits the Shaman theme of dropping giant stuff for small amounts of Mana.
Shrgl the Tide Seer grants a super safe activator of Dive without spending mana in the following turns. She is pretty good combined with the Neutral Guardian of the Tides.
WARLOCK: The Tomb of Sargeras - All my friends are dead
Warlock's cards are set in the Tomb of Sargeras, and they are slow cards that get stronger depending on how many friendly minions died this game.
On the one hand, this is cool, because they are Control cards that benefit from using 1/1 junk tokens. On the other hand, I struggled to make this effects balanced and understandable. So much that I created two commons, rares and epics, as I wasn't fully convinced by any of them. I will post both sets and hopefully you guys will help me decide.
CARD SET #1:
Demonic Inquisitor is somewhat similar to Vilespine Slayer, as it's a removal tool that doesn't loose tempo nor cards in hand. Its effect might be too convoluted for a Common card, and it's hard to keep track of the amount of minions you killed (although its text will change when it's in your hand so that it's not hard to do this).
Stormreaver Necromancer can generate a wall of Taunts that are weak to AoE, altough it wouldn't hurt the Warlock too much, because they will feed other effects.
Soul Giant is what all giants are: a huge body whose cost gets reduced. In this deck, its main purpose is baiting removal, so that you can play Avatar of Sargeras without much fear.
Avatar of Sargeras is a huge gamble. Sargeras the Mad Titan is an Elusive 10/10/10 with Taunt, so it's impressive on attack and defense, altough it's weak to Silence minions. Avatar of Sargeras, however, is also vulnerable to transform removals, so it's better to bait them with other big minions. Also, even if it's a Demon I don't think it would be broken with Demon Recruit effects, as you need to be in the late game to activate its effect.
CARD SET #2:
Engine of Souls is the equivalent of Soul Giant of this set: a big body to bait removals. I'm not very fond on how out of control this card can get, as it might reach huge stats in some occasions. However, it feels more like a Common card that Demonic Inquisitor of Set #1. I also like the fact that it also baits Silences, which Soul Giant couldn't do.
Bloodreaver Necromancy is (obviously) the spell version of Bloodreaver Necromancer in Set #1. As Engine of Souls, it can get out of control easy, altough a bit less because it's capped on the board size.
Finally, this Demonic Inquisitor is a somewhat cool card, altough it doesn't fit the theme very well, and Warlock has never had Deathrattle synergy.
TOKENS:
Skeletal Grunt is the token for Bloodreaver Necromancer of Set#1 and Bloodreaver Necromancy of Set #2. They appeared near the Tomb of Sargeras in Warcraft III.
Sargeras the Mad Titan is the token for Avatar of Sargeras.
UI DESIGN:
As some of these effects require you to keep track of how many minions died, the card text would change during the battle in order to avoid the user's effort. Here are some examples:
So, the text presented in upper spoilers would only be displayed in the Collection browser. During battles, it would look like in this spoiler.
WARRIOR: The mighty Myrmidons - End of Turn Control Dive
Warrior cards define a control gameplan built around cards with powerful End-of-Turn effects that only trigger if you are diving.
Thematically, they are related to the male Naga, the Myrmidons, as it features their weapon, their pet and their leader. Oh, and a shark too because it's cool.
CARDS:
Myrmidon Trident is a solid weapon, as its 3 durability allow it to clear many minions. It's also one of the friendlier Dive activators that exist.
Dragon Turtle is a neat survability tool, as it's a nice Taunt for it's cost and can net you a lot of Armor if left unchecked.
Hammerhead Bloodseeker is another card that is comparable to Vilespine Slayer: it has a harder requirement, but has better stats and can repeat its effect. The damaged condition is a double edged sword, as it makes harder to trigger the effect but also lets you pick your target.
Royal Guard Essok is Baron Geddon on steroids, as it only damages enemy minions (allowing you to build a board) and does more damage, although it requires you to be diving. It's designed to be hard to counter without removal, as it continuously clears your opponent's board and also puts some face pressure on it.
NEUTRALS : Dive activators and others
Neutrals feature many Dive activators, as well as couple consumers and some unrelated effects. I know I might be commiting too much to Dive, but this kind ofof mechanic needs a ton of support.
Also, I decided to use all my wild cards on Neutrals, as I didn't like giving some classes more importance than others.
COMMONS:
Intrepid Diver gives you a solid way to activate Dive effects in turn two. As Dire Mole proved, a 1/1/3 is really sticky even without additional effects.
Booty Hunter is a weapon discover, because I think there aren't any in the game. Also, has a lot of synergy with the Rogue theme of the set, Control Pirates.
RARES:
Abyssal Monstrosity is really straightforward: just a 4 mana 6/6, which can be really dangerous if you manage to Dive several turns in a row.
Inksprayer Octopus is a huge mana investment in order to gain permanent Dive (except against heavy AoE cards). It can be good in the more control-oriented Dive classes (Druid and specially Warrior)
EPICS:
Guardian of the Tides is a good card for gaining tempo in Paladin and Shaman.
Seaside Kidnapper can provide additional Dive activators, altough you depend on RNG. Originally, it was a 4/5/2 which had "Battlecry: Discover a card that dives."
LEGENDARIES:
Queen Azshara provides you a reliable (altough inefficient) way to activate your Dive effects, from the beginning of the game. She compensates this by having awful stats. It's also remarkable that she is not in the Seaside Kidnapper card pool (it would make it much worse; also, a Naga would never kidnap his Queen :P).
Admiral Proudmoore generates a lot of value if you let it go wild. And even if you deal with the Admiral right away, you will still need to kill the Battleship, as it also has high health and does also generate a lot of value. I received feedback against this card, so if a lot of you guys dislike it, I will change the effect.
Jinx, the Deepfin Patriarch grants Murloc decks a comeback mechanism, altough you need to have a deck filled with Murlocs in order for it to work. I am considering making it a 5 mana 3/4 (and maybe removing Taunt), because I don't like having 2 neutral legendaries with the same cost. I know, the effect would come much earlier, but I also think that a 3/4 for 5 is much worse than a 4/6 for 7.
Alternative effect for Nobundo: "Your Totems are Immune".
Totemic Vigor is a solid card, basically Call in the Finishers for Totem Shaman. Does seem a little busted with Windshear Stormcaller (8 mana minion, 5 mana minion, and 4 1 mana minions for 9 mana total) but since that will have rotated out I can see it being printed. Needs an emblem... and a rarity however. Skyfury Totem is solid, not terribly interesting but it's good utility as a kind of Rockbiter Weapon effect. Thunderforging: I'm not sure if you need to specify the durability? This kind of effect hasn't been done before. Nevertheless, the only consistent source of spell damage Shaman has is a 1/4 from the Hero Power, so this makes it kind of weak. It will basically be 'deal 2 damage equip a 2/2' and 'sometimes deal 3 equip a 3/2' for 4 mana. The variance is potentially high but it's not swingy at all as a card so it ends up being underwhelming as an epic. Farseer Nobundo just gives me nightmares about Lightwarden Shaman, but at least it's not whenever your hero is healed. Fine legendary.
Rogue (4/4)
Put your spoiler here.
Ethereal Scimitar is just... I don't know a Rogue deck that would include this. Hero Power is just better for pinging and Rogue has consistent damage buffs anyway. It's a worse Holy Smite and arguably worse than Backstab. Gem Smuggler: 'rogue' should be capitalized, but I haven't seen the current faction rings yet (are they further up the page?) so I'm unsure of the power level. Another thing is that if your opponent just has a bunch of class cards that aren't Rogue, you fill your hand up with... one ring? I could understand if there were a number of different rings, but it sounds like it's all the same ring multiple times. Gigantique Bag is pretty haHA in terms of Rogue power level (Basically Preparation makes this a fun way for Rogue to just refill their entire hand for 7 mana and then likely play at least one of those cards). I still like the flavour though. Not sure how I would balance this as Preparation just makes high cost rogue spells so hard to balance. Griftah is awesome. I just love it, and I love the hand disruption aspect of it. It may be a little overpowered if your opponent can't deal with it... and now that I think of it this just goes in mill Rogue and stomps all over them... Perhaps this shouldn't be an 'on opponent's card draw' as an effect, moreso an end-of-each-turn effect?
Overall, I'm still put off a bit by the non-WoW lore, but I think you did a good job with it, having each class focus on a different story. Most all of the individual cards are good, with some neat designs and only a handful of problem children. My main concern is with the complexity of the set as a whole: there are lots of tokens, and many wordy cards besides.
Mage: It's weird to me that Curse of Winter's art shows Elsa. Also, Snow White seems weak. By the time you get her, it'll probably be late in the game, and most of your spells will be expended.
Shaman: The Tooth Fairy's effect is flavorful, but I've never imagined her as a fire elemental. I suppose you have to fit it into Shaman somehow, but it still looks off.
Warrior: Twin Ravens is overtuned compared to Ivory Knight.
Rogue: 1,001 Tales seems pretty strong. It's Rogue healing, a cheap spell for Combo or Legacy, and has pretty much no drawback.
Neutral: The True Love's Kiss could be trouble in Wild with The Darkness; you could be swinging for 20 on turn 5. Echidna is cool, but it's odd that she creates a Wild-only card. Guarding Dragon, though flavorful, is really situational and doesn't say much about the set. Also, Wicked Queen looks problematic. She's really strong compared to Wee Spellstopper, and giving permanent Elusive to a Tirion or other huge threat could be pretty unfun for your opponent.
@wailor
Commenting on the cards you've posted since my last review:
Priest: I like the change you suggested for Naga Siren; it would be lame if the minion just went face. I think 3 Health would be fine, since, like Potion of Madness, she'd be situational.
Rogue: I like how you connected the healing and AoE to weapons; if Rogue is getting those tools, that's how they should be. I would still shave a stat point off of Crew Cook, though, since Rogue healing comes at a premium. I also like the suggestion to swap the Epic's and Legendary's stats. Win-cons should be expensive, and to me, the 5/4/4 statline makes more sense for the Buccaneer anyway.
Shaman: Power of Tides should use the numeral "2" like other damaging spells.
Warlock: I prefer the second set; it's a lot less complex. I do agree that the Deathrattle thing is weird, though.
Warrior: I know the Dive-at-end-of-turn thing is Warrior's theme, but having 3 cards with the same trigger is too much, I think. At that point, it seems more stale than interesting.
Overall, I'm still put off a bit by the non-WoW lore, but I think you did a good job with it, having each class focus on a different story. Most all of the individual cards are good, with some neat designs and only a handful of problem children. My main concern is with the complexity of the set as a whole: there are lots of tokens, and many wordy cards besides.
Mage: It's weird to me that Curse of Winter's art shows Elsa. Also, Snow White seems weak. By the time you get her, it'll probably be late in the game, and most of your spells will be expended.
Shaman: The Tooth Fairy's effect is flavorful, but I've never imagined her as a fire elemental. I suppose you have to fit it into Shaman somehow, but it still looks off.
Warrior: Twin Ravens is overtuned compared to Ivory Knight.
Rogue: 1,001 Tales seems pretty strong. It's Rogue healing, a cheap spell for Combo or Legacy, and has pretty much no drawback.
Neutral: The True Love's Kiss could be trouble in Wild with The Darkness; you could be swinging for 20 on turn 5. Echidna is cool, but it's odd that she creates a Wild-only card. Guarding Dragon, though flavorful, is really situational and doesn't say much about the set. Also, Wicked Queen looks problematic. She's really strong compared to Wee Spellstopper, and giving permanent Elusive to a Tirion or other huge threat could be pretty unfun for your opponent.
@wailor
Commenting on the cards you've posted since my last review:
Priest: I like the change you suggested for Naga Siren; it would be lame if the minion just went face. I think 3 Health would be fine, since, like Potion of Madness, she'd be situational.
Rogue: I like how you connected the healing and AoE to weapons; if Rogue is getting those tools, that's how they should be. I would still shave a stat point off of Crew Cook, though, since Rogue healing comes at a premium. I also like the suggestion to swap the Epic's and Legendary's stats. Win-cons should be expensive, and to me, the 5/4/4 statline makes more sense for the Buccaneer anyway.
Shaman: Power of Tides should use the numeral "2" like other damaging spells.
Warlock: I prefer the second set; it's a lot less complex. I do agree that the Deathrattle thing is weird, though.
Warrior: I know the Dive-at-end-of-turn thing is Warrior's theme, but having 3 cards with the same trigger is too much, I think. At that point, it seems more stale than interesting.
Regarding the True Love's Kiss: The token does NOT wake up the Darkness. Because we have a LOT of dormant Story, I feel like limiting the effect to only wake up minions that went dormant by the Priest cards will make the Story more fair. The Snow White story was made a little weaker than the other Stories because we plan to have Secret synergy in the other two sets (if we advance to the next round, of course). I don't think judging by the release of Giggling Inventor that Blizzard mind reusing their Wild cards at all.
Overall, I'm still put off a bit by the non-WoW lore, but I think you did a good job with it, having each class focus on a different story. Most all of the individual cards are good, with some neat designs and only a handful of problem children. My main concern is with the complexity of the set as a whole: there are lots of tokens, and many wordy cards besides.
Mage: It's weird to me that Curse of Winter's art shows Elsa. Also, Snow White seems weak. By the time you get her, it'll probably be late in the game, and most of your spells will be expended.
Shaman: The Tooth Fairy's effect is flavorful, but I've never imagined her as a fire elemental. I suppose you have to fit it into Shaman somehow, but it still looks off.
Warrior: Twin Ravens is overtuned compared to Ivory Knight.
Rogue: 1,001 Tales seems pretty strong. It's Rogue healing, a cheap spell for Combo or Legacy, and has pretty much no drawback.
Neutral: The True Love's Kiss could be trouble in Wild with The Darkness; you could be swinging for 20 on turn 5. Echidna is cool, but it's odd that she creates a Wild-only card. Guarding Dragon, though flavorful, is really situational and doesn't say much about the set. Also, Wicked Queen looks problematic. She's really strong compared to Wee Spellstopper, and giving permanent Elusive to a Tirion or other huge threat could be pretty unfun for your opponent.
@wailor
Commenting on the cards you've posted since my last review:
Priest: I like the change you suggested for Naga Siren; it would be lame if the minion just went face. I think 3 Health would be fine, since, like Potion of Madness, she'd be situational.
Rogue: I like how you connected the healing and AoE to weapons; if Rogue is getting those tools, that's how they should be. I would still shave a stat point off of Crew Cook, though, since Rogue healing comes at a premium. I also like the suggestion to swap the Epic's and Legendary's stats. Win-cons should be expensive, and to me, the 5/4/4 statline makes more sense for the Buccaneer anyway.
Shaman: Power of Tides should use the numeral "2" like other damaging spells.
Warlock: I prefer the second set; it's a lot less complex. I do agree that the Deathrattle thing is weird, though.
Warrior: I know the Dive-at-end-of-turn thing is Warrior's theme, but having 3 cards with the same trigger is too much, I think. At that point, it seems more stale than interesting.
Thanks a lot for your feedback. I am going to implement every change you suggested, except maybe the Warlock (I'll probably do a mix between both sets).
As for the Warrior thing you said, do you think making Dragon Turtle something like this would solve the problem?
@wailor I was thinking more something non-Dive-related that still connects to the other cards, like a ping for the Hammerhead or a weapon buff. If you do stick with a Dive card, it'll interfere with the particular end-of-turn thing, though I think Warrior's Dive would still be distinct enough, especially if you keep it on general triggered effects. This card is okay except it seems convoluted with the double condition.
Last post I make here. If no feedback, I'll follow my guts.
Here are cards for each class. There are more than 45 cards because I'm not sure for some of them.
Don't pay attention to rarities of emblems, I'll put everything in order once I'm set.
Neutrals
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Note: Infiltrator's effect only applies to your minions. For example, casting Hellfire will deal 4 damage to all enemies and heal your characters for 4 (4 instead of 3 because of spell damage)
Warrior
The first Cro Threadstrong also gives your hero attack during your opponent's turn.
Lightwardens Ishanah (I think the other effect has been done before); Self-buff Vindicator (Rogue could abuse the Flash Heals); Non-spell Consortium Ring (less RNG); Hero-attack Anzu (more incentive for Feral Druid); Ragers Nobundo (memes, and it fits better in Shaman); not Sexy Seductress (doesn't feel like a Warlock card); Tunic Sal'saladim (more interesting, I think); Fruit Cart (flavorful, and cool to see the Fruits again); Hero-attack Cro (don't think Recruit is evergreen)
If I didn't specify a preference for a set of cards, it's because I couldn't decide and would be fine with either.
Okay, last post before submitting. Just looking for some overall feedback and tweaking if necessary. I will post tomorrow, whether I get feedback or not. I'll be around giving some feedback. Also, I'm willing to make a few logos to whoever wants for this phase. Not for everyone, but some. PM me if you want one, and I'll see what to do.
I've been busy with other stuff so I haven't returned to provide additional feedback at all since I submitted, but I'm here to remind people once more that you're running out of time! If you're not already nearing the end-game, you need to be moving toward a final draft of your Expansion #1.
Submissions close on the 31st at 6pm EST/10pm UTC.
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
I just tried to post my reply on the submission thread, but for some reason, it marked it as a spam. Do any of you guys know why this is happening?
I've fixed it. This can happen for a number of reasons, ranging from using words that have been flagged by our Spam filter to just simply being a fluke 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
Here's my second and final draft. I changed and added a good bit since last time. Without any further feedback, these are the cards I'll submit, but any such feedback will be appreciated.
Flavor and mechanics:
Shattrath, City of Secrets
At first glance, Shattrath appears a perfect city, united in its battle against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...
-New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
Expertly edited visual example:
Water Elemental is the top card of your deck. Arcanologist is set to be removed.
-Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.
-Information. This expansion will feature cards that give information on and manipulate the hand and deck.
Neutral:
Druid:
Tokens:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
FAQ's:
Anything that reveals cards in hand: The revealed cards will appear face-up in their hand, and you can hover them for a closer look, just like with cards in your hand.
Loyal Advisor: Yes, start-of-turn effect trigger before you draw.
Keldor the Lost and Farseer's Agent: They say "play", so any minions will trigger their Battlecries and Overloads.
Aldor Exarch: His Divine Shield is "active" while he has the golden bubble around him. Once he takes damage and the bubble disappears, he loses the Attack bonus until he's given Divine Shield again.
Lightbinder: All your minions that ever had Divine Shield get it back. I thought this would be the more interesting and intuitive interpretation, but I'm open to change.
Just to let people know I'm dropping out. I've created all of my cards and written it all up but I just can't submit the damn thing. I've spent two hours trying to format it all on my phone and it just won't work. I think there's just too much trying to load on the submission page. I don't have a PC so I'm out of options. It's just become a chore rather than something enjoyable so I'm out.
Just to let people know I'm dropping out. I've created all of my cards and written it all up but I just can't submit the damn thing. I've spent two hours trying to format it all on my phone and it just won't work. I think there's just too much trying to load on the submission page. I don't have a PC so I'm out of options. It's just become a chore rather than something enjoyable so I'm out.
Sent you a PM. If you're cool with it, *I* will post your submission on your behalf, so you can continue forward.
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
Just to let people know I'm dropping out. I've created all of my cards and written it all up but I just can't submit the damn thing. I've spent two hours trying to format it all on my phone and it just won't work. I think there's just too much trying to load on the submission page. I don't have a PC so I'm out of options. It's just become a chore rather than something enjoyable so I'm out.
Sent you a PM. If you're cool with it, *I* will post your submission on your behalf, so you can continue forward.
Thanks for that I will give it a go and see if I'm able to send what I have that way :-)
This is a penultimate warning: procrastinators have 24 hours left to submit! We might keep the gate open for an hour or so, but it is not likely that we will be postponing the Phase for another week or anything like that.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
To post a comment, please login or register a new account.
Ok, I have time to continue posting my cards. I copied the old post, so all cards are together, so you can skip the parts you have already seen. I made some small changes, according to @TheProgenitor's feedback: Paladin's Rare and Legendary changed their effect a little bit, and Mage's Common and Rare tokens changed the art.
Just as a reminder, this expansion introduces the keyword Dive. When you Dive, your hero becomes covered in bubbles until the start of your next turn, which lets you activate some powerful effects.
DRUID : Underwater Fauna - While you are diving...
The Druid class features four Beasts that have on-going effects while you are diving.
CARDS:
Seerspine Puffer is really efficient if you manage to activate its effect early on. It has a lot of synergy with the neutral card Intrepid Diver.
Druid of the Fin's second effect can prove a good activator, as it triggers right away and persists until it leaves the battlefield. It's great if you manage to activate both effects, as the Elusive option gives this minion the survability it needs. (Fandral Staghelm might be wild, but there will be a card in future expansions that will allow to trigger both options).
Mystic Coatl can allow you to build some degenerate combos, but it needs you to be diving, which usually requires you to spend mana if you want to do it in a consistent way.
Levantus has a really powerful effect, but its high cost keeps it for being broken, and it fits the Druid ungoing theme of tricky removals.
TOKENS:
Druid of the Fin's tokens. As always, this Druid of the Whatever cards have a ton of them :_D
And this is Levantus' Hero Power.
HUNTER : The Deepfin Hunters - Beasts and Murlocs
Hunter features some Murlocs that have synergy with Beasts. They also bring a Legenday minion that helps to integrate both tribes in the same deck.
CARDS:
Deepfin Tamer helps you to use your Hero Power without losing tempo. SmOrc shall return!
Coldlight Scavenger is similar to Menagerie Warden, except it's much cheaper but the effect is delayed.
Cycle of Life provides a way to refill your hand as Hunter. Keep in mind that if you activated Furl's effect, when a Murloc dies it will give you both a Murloc and a Beast.
Furl, the Feral Murloc allows you to create a full Murloc deck in Hunter, while still being able to activate the Beast synergy spells the class have. You might even add some aggro Beasts to the mix, as Scavenging Hiena. Also, it has a lot of synergy with the other cards, as it allows Deepfin Tamer to trigger by itself, Coldlight Scavenger to duplicate a valuable Murloc such as Murloc Warleader and Cycle of Life to do what I explained in its own section.
OTHER COMMENTS:
The original effect of Furl, the Feral Murloc also turned your Beasts into Murlocs, although it was a 5/5/2. However, I felt it was too good and I nerfed it to its current state.
MAGE : The Lost Citadel - Cheap Spells
The Mage cards are located in a lost city with marvelous technology, similar to the Atlantis mythos of our world. That civilization discovered a mineral called Arcanium, which generated infinite arcane energy, and they used it to build incredible Mechs. One ominous day, however, the giant fragment of Arcanium that powered the whole city became sentient and destroyed its masters...
Both the arcane Mechs and Arcanium itself have a lot of synergy with cheap spells.
CARDS:
Arcane Sentinel allows you to tempo out a medium-sized Taunt if you manage to cast several spells.
Dim Mana Flame shuffles a bigger spell in your deck that also shuffles a bigger spell. It has a lot of synergy with the Epic and Legendary cards.
Manasurge Recycler makes sure you never run out of spells, altough its effect might be detrimental if you overuse it. However, it's a great setup for Arcanium.
Arcanium, Infinite Mana helps you refill your hand with cheap spells that can be used to clear the board or to deal some face damage.
TOKENS:
Dim Mana Fire's tokens. They draw a card because otherwise would be really bad in the late game (which is where you will probably get them, because shuffling is not the fastest mechanic in the game).
OTHER COMMENTS:
I struggled a lot to decide if I made Manasurge Recycler and Arcanium, Infinite Mana have synergy with (3-) or (2-) costed spells, as the former felt OP (with secrets and stuff) and the later really underwhelming. I decided to go with the OP option, however.
PALADIN : Noble Sea Creatures - Whenever you Dive
Paladin is probably the most aggro out of the Dive classes. Its effects trigger every time you dive (even if you were already diving), which might snowball if you have means to trigger it several times in a turn.
CARDS:
Sacred Seahorse can be really sticky if you manage to Dive, attack with it and then Dive a second time. This might be hard to pull, so I am considering buffing it to a 3/2 which already has Divine Shield.
Deepfin Pearlfinder can create some hard to remove Murlocs and buff their attack too, but you need to have a lot of them and use Prayer of the Seas.
Prayer of the Seas is obviously a great activator, if you have a full board. As I said, Paladin is the most aggresive diver.
Puff the Pious Dragon gives you a way to refill your hand outside of Divine Favour. It is also a pretty obscure reference :P
OTHER COMMENTS:
As I said, I am considering to make Sacred Seahorse a 3/3/2 that already starts with Divine Shield.
Also, in the original version, Deepfin Pearlfinder gave all your Murlocs +1/+1 every time you dived, but I thought it was pretty degenerate in combination with Prayer of the Seas. Also, in the previous version, it was a 4/3/3 that only gave a friendly Murloc +1/+2, but it was perceived as too weak.
PRIEST: The Naga Sirens - Thief Priest
Priest focuses around their classic strategy of using your opponent's cards against them. Thematically, it features a lot of female Nagas, which are known by their magic capabilities.
CARDS:
Darkscale Illusionist benefits when the opponent plays minions with heavy effects, such as Ragnaros the Firelord.
Naga Siren is a Potion of Madness on a stick, altough it is RNG dependant. I am a bit concerned about this card, though.
Watershape Gem lets you copy valuable spells, such as removal and so. It can be dead in some matchups, however.
Lady Vashj has the Entomb effect with solid stats for the cost. You can drop her when you're about to remove a big target.
OTHER COMMENTS:
I am thinking of reducing Naga Siren's Health to 2 or 3, and makes her effect only land on minions. That way, she depends less on RNG, altough she depends more on board state.
Lady Vashj's effect may seem unfitting for the character, so there will be an animation that "drowns" minions affected by it.
ROGUE: Greedy Buccaneers - Control Pirates
Rogue features Pirates that are tailored for control decks. This cards focus around two things to trigger their effects: having a lot of Pirates in your hand and having big weapons.
CARDS:
Walk the Plank! is removal that gets cheaper. You can make powerful tempo plays with it, but you need a really big hand for that.
Crew Cook provides Rogue with some healing, as the class needs it to enable a Control playstyle.
Blackwater Cannoneer gives Rogue some AoE, which they desperately needed after Blade Flurry got destroyed.
Master Gunner Prix brings together both Rogue sub-themes in this expansion. She is the win condition of Control Pirate, altough a slow one (because playing a lot of weapons together might be pointless).
OTHER COMMENTS:
I am thinking of changing Crew Cook's effect so that it does not depends on your weapon, as it feels too similar to Leeching Poison. Maybe a simple "Restore 3 Health to your hero at the end of your turn"?
Also, I am thinking of swaping the cost (and stats accordingly) of Blackwater Cannoneer and Master Gunner Prix, as it doesn't make a lot of sense to have an AoE which is more expensive than a win condition, even if it's as slow as Prix.
Honorable mention here goes to the Neutral Booty Hunter, which is the fifth Rogue card of the expansion.
SHAMAN: The Tide Seers - Tempo Dive Battlecries
Shaman features Battlecry minions that can generate a lot of tempo with their Battlecries... provided you are diving.
CARDS:
Flood Conjurer is a slightly smaller Firelands Portal that is not RNG-dependant and is 2 mana cheaper. It requires you to be diving, though.
Power of the Tides is similar to Volcanic Potion, with the added benefit of diving. It's the only dive card that cannot trigger more than once. However, it has great synergy with the next card in the list.
Deepfin Ritualist allows you to put an incredibly cheap 4/4 on the board after clearing it with Power of the Tides, completely reversing the tempo advantage your opponent might have. It fits the Shaman theme of dropping giant stuff for small amounts of Mana.
Shrgl the Tide Seer grants a super safe activator of Dive without spending mana in the following turns. She is pretty good combined with the Neutral Guardian of the Tides.
WARLOCK: The Tomb of Sargeras - All my friends are dead
Warlock's cards are set in the Tomb of Sargeras, and they are slow cards that get stronger depending on how many friendly minions died this game.
On the one hand, this is cool, because they are Control cards that benefit from using 1/1 junk tokens. On the other hand, I struggled to make this effects balanced and understandable. So much that I created two commons, rares and epics, as I wasn't fully convinced by any of them. I will post both sets and hopefully you guys will help me decide.
CARD SET #1:
Demonic Inquisitor is somewhat similar to Vilespine Slayer, as it's a removal tool that doesn't loose tempo nor cards in hand. Its effect might be too convoluted for a Common card, and it's hard to keep track of the amount of minions you killed (although its text will change when it's in your hand so that it's not hard to do this).
Stormreaver Necromancer can generate a wall of Taunts that are weak to AoE, altough it wouldn't hurt the Warlock too much, because they will feed other effects.
Soul Giant is what all giants are: a huge body whose cost gets reduced. In this deck, its main purpose is baiting removal, so that you can play Avatar of Sargeras without much fear.
Avatar of Sargeras is a huge gamble. Sargeras the Mad Titan is an Elusive 10/10/10 with Taunt, so it's impressive on attack and defense, altough it's weak to Silence minions. Avatar of Sargeras, however, is also vulnerable to transform removals, so it's better to bait them with other big minions. Also, even if it's a Demon I don't think it would be broken with Demon Recruit effects, as you need to be in the late game to activate its effect.
CARD SET #2:
Engine of Souls is the equivalent of Soul Giant of this set: a big body to bait removals. I'm not very fond on how out of control this card can get, as it might reach huge stats in some occasions. However, it feels more like a Common card that Demonic Inquisitor of Set #1. I also like the fact that it also baits Silences, which Soul Giant couldn't do.
Bloodreaver Necromancy is (obviously) the spell version of Bloodreaver Necromancer in Set #1. As Engine of Souls, it can get out of control easy, altough a bit less because it's capped on the board size.
Finally, this Demonic Inquisitor is a somewhat cool card, altough it doesn't fit the theme very well, and Warlock has never had Deathrattle synergy.
TOKENS:
Skeletal Grunt is the token for Bloodreaver Necromancer of Set#1 and Bloodreaver Necromancy of Set #2. They appeared near the Tomb of Sargeras in Warcraft III.
Sargeras the Mad Titan is the token for Avatar of Sargeras.
UI DESIGN:
As some of these effects require you to keep track of how many minions died, the card text would change during the battle in order to avoid the user's effort. Here are some examples:
So, the text presented in upper spoilers would only be displayed in the Collection browser. During battles, it would look like in this spoiler.
WARRIOR: The mighty Myrmidons - End of Turn Control Dive
Warrior cards define a control gameplan built around cards with powerful End-of-Turn effects that only trigger if you are diving.
Thematically, they are related to the male Naga, the Myrmidons, as it features their weapon, their pet and their leader. Oh, and a shark too because it's cool.
CARDS:
Myrmidon Trident is a solid weapon, as its 3 durability allow it to clear many minions. It's also one of the friendlier Dive activators that exist.
Dragon Turtle is a neat survability tool, as it's a nice Taunt for it's cost and can net you a lot of Armor if left unchecked.
Hammerhead Bloodseeker is another card that is comparable to Vilespine Slayer: it has a harder requirement, but has better stats and can repeat its effect. The damaged condition is a double edged sword, as it makes harder to trigger the effect but also lets you pick your target.
Royal Guard Essok is Baron Geddon on steroids, as it only damages enemy minions (allowing you to build a board) and does more damage, although it requires you to be diving. It's designed to be hard to counter without removal, as it continuously clears your opponent's board and also puts some face pressure on it.
NEUTRALS : Dive activators and others
Neutrals feature many Dive activators, as well as couple consumers and some unrelated effects. I know I might be commiting too much to Dive, but this kind ofof mechanic needs a ton of support.
Also, I decided to use all my wild cards on Neutrals, as I didn't like giving some classes more importance than others.
COMMONS:
Intrepid Diver gives you a solid way to activate Dive effects in turn two. As Dire Mole proved, a 1/1/3 is really sticky even without additional effects.
Booty Hunter is a weapon discover, because I think there aren't any in the game. Also, has a lot of synergy with the Rogue theme of the set, Control Pirates.
RARES:
Abyssal Monstrosity is really straightforward: just a 4 mana 6/6, which can be really dangerous if you manage to Dive several turns in a row.
Inksprayer Octopus is a huge mana investment in order to gain permanent Dive (except against heavy AoE cards). It can be good in the more control-oriented Dive classes (Druid and specially Warrior)
EPICS:
Guardian of the Tides is a good card for gaining tempo in Paladin and Shaman.
Seaside Kidnapper can provide additional Dive activators, altough you depend on RNG. Originally, it was a 4/5/2 which had "Battlecry: Discover a card that dives."
LEGENDARIES:
Queen Azshara provides you a reliable (altough inefficient) way to activate your Dive effects, from the beginning of the game. She compensates this by having awful stats. It's also remarkable that she is not in the Seaside Kidnapper card pool (it would make it much worse; also, a Naga would never kidnap his Queen :P).
Admiral Proudmoore generates a lot of value if you let it go wild. And even if you deal with the Admiral right away, you will still need to kill the Battleship, as it also has high health and does also generate a lot of value. I received feedback against this card, so if a lot of you guys dislike it, I will change the effect.
Jinx, the Deepfin Patriarch grants Murloc decks a comeback mechanism, altough you need to have a deck filled with Murlocs in order for it to work. I am considering making it a 5 mana 3/4 (and maybe removing Taunt), because I don't like having 2 neutral legendaries with the same cost. I know, the effect would come much earlier, but I also think that a 3/4 for 5 is much worse than a 4/6 for 7.
TOKENS:
Admiral Proudmoore's tokens.
New classes
Shaman (4/4)
I'll fix them if I go with these cards.
Alternative effect for Nobundo: "Your Totems are Immune".
Rogue (4/4)
Put your spoiler here.
@Larry: Yes, Voidal must take damage first to be heamed. I don't think Skygard is significantly scarier than Happy Ghoul
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Totemic Vigor is a solid card, basically Call in the Finishers for Totem Shaman. Does seem a little busted with Windshear Stormcaller (8 mana minion, 5 mana minion, and 4 1 mana minions for 9 mana total) but since that will have rotated out I can see it being printed. Needs an emblem... and a rarity however.
Skyfury Totem is solid, not terribly interesting but it's good utility as a kind of Rockbiter Weapon effect.
Thunderforging: I'm not sure if you need to specify the durability? This kind of effect hasn't been done before. Nevertheless, the only consistent source of spell damage Shaman has is a 1/4 from the Hero Power, so this makes it kind of weak. It will basically be 'deal 2 damage equip a 2/2' and 'sometimes deal 3 equip a 3/2' for 4 mana. The variance is potentially high but it's not swingy at all as a card so it ends up being underwhelming as an epic.
Farseer Nobundo just gives me nightmares about Lightwarden Shaman, but at least it's not whenever your hero is healed. Fine legendary.
Ethereal Scimitar is just... I don't know a Rogue deck that would include this. Hero Power is just better for pinging and Rogue has consistent damage buffs anyway. It's a worse Holy Smite and arguably worse than Backstab.
Gem Smuggler: 'rogue' should be capitalized, but I haven't seen the current faction rings yet (are they further up the page?) so I'm unsure of the power level. Another thing is that if your opponent just has a bunch of class cards that aren't Rogue, you fill your hand up with... one ring? I could understand if there were a number of different rings, but it sounds like it's all the same ring multiple times.
Gigantique Bag is pretty haHA in terms of Rogue power level (Basically Preparation makes this a fun way for Rogue to just refill their entire hand for 7 mana and then likely play at least one of those cards). I still like the flavour though. Not sure how I would balance this as Preparation just makes high cost rogue spells so hard to balance.
Griftah is awesome. I just love it, and I love the hand disruption aspect of it. It may be a little overpowered if your opponent can't deal with it... and now that I think of it this just goes in mill Rogue and stomps all over them... Perhaps this shouldn't be an 'on opponent's card draw' as an effect, moreso an end-of-each-turn effect?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Some feedback:
@shatterstar1998/Demonxz95
Overall, I'm still put off a bit by the non-WoW lore, but I think you did a good job with it, having each class focus on a different story. Most all of the individual cards are good, with some neat designs and only a handful of problem children. My main concern is with the complexity of the set as a whole: there are lots of tokens, and many wordy cards besides.
Mage: It's weird to me that Curse of Winter's art shows Elsa. Also, Snow White seems weak. By the time you get her, it'll probably be late in the game, and most of your spells will be expended.
Shaman: The Tooth Fairy's effect is flavorful, but I've never imagined her as a fire elemental. I suppose you have to fit it into Shaman somehow, but it still looks off.
Warrior: Twin Ravens is overtuned compared to Ivory Knight.
Rogue: 1,001 Tales seems pretty strong. It's Rogue healing, a cheap spell for Combo or Legacy, and has pretty much no drawback.
Neutral: The True Love's Kiss could be trouble in Wild with The Darkness; you could be swinging for 20 on turn 5. Echidna is cool, but it's odd that she creates a Wild-only card. Guarding Dragon, though flavorful, is really situational and doesn't say much about the set. Also, Wicked Queen looks problematic. She's really strong compared to Wee Spellstopper, and giving permanent Elusive to a Tirion or other huge threat could be pretty unfun for your opponent.
@wailor
Commenting on the cards you've posted since my last review:
Priest: I like the change you suggested for Naga Siren; it would be lame if the minion just went face. I think 3 Health would be fine, since, like Potion of Madness, she'd be situational.
Rogue: I like how you connected the healing and AoE to weapons; if Rogue is getting those tools, that's how they should be. I would still shave a stat point off of Crew Cook, though, since Rogue healing comes at a premium. I also like the suggestion to swap the Epic's and Legendary's stats. Win-cons should be expensive, and to me, the 5/4/4 statline makes more sense for the Buccaneer anyway.
Shaman: Power of Tides should use the numeral "2" like other damaging spells.
Warlock: I prefer the second set; it's a lot less complex. I do agree that the Deathrattle thing is weird, though.
Warrior: I know the Dive-at-end-of-turn thing is Warrior's theme, but having 3 cards with the same trigger is too much, I think. At that point, it seems more stale than interesting.
Regarding the True Love's Kiss: The token does NOT wake up the Darkness. Because we have a LOT of dormant Story, I feel like limiting the effect to only wake up minions that went dormant by the Priest cards will make the Story more fair. The Snow White story was made a little weaker than the other Stories because we plan to have Secret synergy in the other two sets (if we advance to the next round, of course). I don't think judging by the release of Giggling Inventor that Blizzard mind reusing their Wild cards at all.
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:
Thanks a lot for your feedback. I am going to implement every change you suggested, except maybe the Warlock (I'll probably do a mix between both sets).
As for the Warrior thing you said, do you think making Dragon Turtle something like this would solve the problem?
@wailor I was thinking more something non-Dive-related that still connects to the other cards, like a ping for the Hammerhead or a weapon buff. If you do stick with a Dive card, it'll interfere with the particular end-of-turn thing, though I think Warrior's Dive would still be distinct enough, especially if you keep it on general triggered effects. This card is okay except it seems convoluted with the double condition.
Last post I make here. If no feedback, I'll follow my guts.
Here are cards for each class. There are more than 45 cards because I'm not sure for some of them.
Don't pay attention to rarities of emblems, I'll put everything in order once I'm set.
Neutrals
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Note: Infiltrator's effect only applies to your minions. For example, casting Hellfire will deal 4 damage to all enemies and heal your characters for 4 (4 instead of 3 because of spell damage)
Warrior
The first Cro Threadstrong also gives your hero attack during your opponent's turn.
Sorry to those I didn't give feedback too!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@CheeseEtc Here are my preferences:
Lightwardens Ishanah (I think the other effect has been done before); Self-buff Vindicator (Rogue could abuse the Flash Heals); Non-spell Consortium Ring (less RNG); Hero-attack Anzu (more incentive for Feral Druid); Ragers Nobundo (memes, and it fits better in Shaman); not Sexy Seductress (doesn't feel like a Warlock card); Tunic Sal'saladim (more interesting, I think); Fruit Cart (flavorful, and cool to see the Fruits again); Hero-attack Cro (don't think Recruit is evergreen)
If I didn't specify a preference for a set of cards, it's because I couldn't decide and would be fine with either.
Okay, last post before submitting. Just looking for some overall feedback and tweaking if necessary. I will post tomorrow, whether I get feedback or not. I'll be around giving some feedback. Also, I'm willing to make a few logos to whoever wants for this phase. Not for everyone, but some. PM me if you want one, and I'll see what to do.
DRUID (+ Wildcard)
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK (+ Wildcard)
WARRIOR
NEUTRAL (+ Wildcard)
I've been busy with other stuff so I haven't returned to provide additional feedback at all since I submitted, but I'm here to remind people once more that you're running out of time! If you're not already nearing the end-game, you need to be moving toward a final draft of your Expansion #1.
Submissions close on the 31st at 6pm EST/10pm UTC.
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 just tried to post my reply on the submission thread, but for some reason, it marked it as a spam. Do any of you guys know why this is happening?
I've fixed it. This can happen for a number of reasons, ranging from using words that have been flagged by our Spam filter to just simply being a fluke 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
Thanks a load man, I thought I had to redo all of it again lol.
The struggle is real! Don't know If I'm going to have enough time to do a decent write up and still have one card to make.
Here's my second and final draft. I changed and added a good bit since last time. Without any further feedback, these are the cards I'll submit, but any such feedback will be appreciated.
Flavor and mechanics:
Shattrath, City of Secrets
At first glance, Shattrath appears a perfect city, united in its battle against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...
-New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.
Expertly edited visual example:
Water Elemental is the top card of your deck. Arcanologist is set to be removed.
-Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.
-Information. This expansion will feature cards that give information on and manipulate the hand and deck.
Neutral:
Druid:
Tokens:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
FAQ's:
Anything that reveals cards in hand: The revealed cards will appear face-up in their hand, and you can hover them for a closer look, just like with cards in your hand.
Loyal Advisor: Yes, start-of-turn effect trigger before you draw.
Keldor the Lost and Farseer's Agent: They say "play", so any minions will trigger their Battlecries and Overloads.
Aldor Exarch: His Divine Shield is "active" while he has the golden bubble around him. Once he takes damage and the bubble disappears, he loses the Attack bonus until he's given Divine Shield again.
Lightbinder: All your minions that ever had Divine Shield get it back. I thought this would be the more interesting and intuitive interpretation, but I'm open to change.
Just to let people know I'm dropping out. I've created all of my cards and written it all up but I just can't submit the damn thing. I've spent two hours trying to format it all on my phone and it just won't work. I think there's just too much trying to load on the submission page. I don't have a PC so I'm out of options. It's just become a chore rather than something enjoyable so I'm out.
Sent you a PM. If you're cool with it, *I* will post your submission on your behalf, so you can continue forward.
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 that I will give it a go and see if I'm able to send what I have that way :-)
This is a penultimate warning: procrastinators have 24 hours left to submit! We might keep the gate open for an hour or so, but it is not likely that we will be postponing the Phase for another week or anything like that.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3