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
No, we mean "second" expansion. This is the first expansion we're working on for the competition, but in the order of the year, this is actually the second expansion, not the first.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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
No, we mean "second" expansion. This is the first expansion we're working on for the competition, but in the order of the year, this is actually the second expansion, not the first.
So that's what you guys meant by rearranging the order? Nobody else is on to discuss the matter - and I've got one foot out the door - but I don't know if I would classify that as an okay strategy :/
The first expansion of a new Year sets the stage for all the rest. We want to see your first expansion first, and I thought we had okay'd the ability to reorder one's expansions because you wanted your second to now be the first one of the Year and vise-versa. Showing them out of order doesn't really follow with what we're asking, you know?
Edit: This is not an official decision on the subject; like I said, I'm alone and don't have the time to think it through. Just voicing my opinion, now that I'm more aware of the situation.
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
No, we mean "second" expansion. This is the first expansion we're working on for the competition, but in the order of the year, this is actually the second expansion, not the first.
So that's what you guys meant by rearranging the order? Nobody else is on to discuss the matter - and I've got one foot out the door - but I don't know if I would classify that as an okay strategy :/
The first expansion of a new Year sets the stage for all the rest. We want to see your first expansion first, and I thought we had okay'd the ability to reorder one's expansions because you wanted your second to now be the first one of the Year and vise-versa. Showing them out of order doesn't really follow with what we're asking, you know?
When we started the collab, we didn't really necessarily plan for this. We just chose for this to be for this phase because it was what we had the most progress on at the time (and we've been working pretty far ahead in advance).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
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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.
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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.
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.
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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?
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.
Druid: I like the idea you're going with. "Feral Druid", if you will, sounds like the next step druid cold go after hand, treants, ramp, taunt, etc. I will say Savage Moonkin's wording is weird. I know you gain Attack from it, but benefit is a loose term. IMO it should read "Your hero gains Attack from Spell Damage" or something like that.
Hunter: Now this, this is true control hunter. Not much to say here, I like it.
Mage: It still seems a bit too random. Couldn't you make the trial give you some token spell? I feel it would be a lot more fair, but that's just me. I just don't like random mage. The class idea seems nice, though. Especially the Secret.
Paladin: Great! Nothing to say here, though you should clarify if the minions are destroyed after being played or after your turn ends.
Priest: Priest as a warlock? I love that idea! Though, Penance is a tad bit too strong imo, considering Priest already has a lot of healing and that it will be heavily based on damage. Maybe make it restore 10?
Rogue: Same as priest! Love the Coin usage. Though, DefiasWaterwalker is a bit weird in Rogue.
Shaman: Really like it too! Freeze Shaman does seem like it could work as a control/fatigue deck. I don't really like the art on Besieged by Doubt, though.
Warlock: Seems fine. I like you bringing back the self-damaging mechanic.
Warrior: Maybe showcase some synergy with damaged minions? I think it would fit. War with Everyone scares me. It's a better, 9-mana Pyroblast that gives you minions.
Neutral: All seem fine. Spirit of Redemption I could only see being used in Warrior, though. Not that that is something bad, it's just not that flexible imo.
Overall, great expansion and ideas! The trials seem a lot more polished this time around and feel pretty good. Good job!
So, I've been making my Hunters of Azeroth Expansion, not sure how it looks, would like to hear feedback, though sorry for not giving feedback in this time, I was mostly busy finding concepts and other things, but on the other side, I think what people said is kind of enough and clear what is better. Also I'm fearing of having too much minions/minion synergy. Also, point, I made a card some days ago that is REALLY similar to linkblade's Orc Ravager, however I never showed it, so just saying, this is most of my set, I'm not done yet, I still need to have an idea for the Shaman one.
Druid
"Pale faces of the forest, you know that nature IS dangerous, right? You shouldn't be in our forest, destroying our trees and fauna, shall you get out of here or live up on your greedy nightmares? You choose, I still got lots of nature violators queuing"
Archetype: Consume/Attack Druid
}
Survival Instincts is the 1st Wild Card, also, which version of Scarlet Itcher is better? This one or this one below?
Hunter
"Strategy is no doubt when everyone is around, however, it is also in one place and one location, confusion, misunderstandings happen, but making a plan around that is quite better"
Archetype: Messy Hunter (Confusing your opponent and messing up with their cards)
Notes:
Rainbow Whelp effect is covering your opponent's cards, he can't see the art, effect, stats and cost, but he will still be able to see if it is targeted or be able to play it, it only affects current cards and, unless your opponent has a good memory, this is just a 2/1.
Empereor Thundra works like this, you play a minion, you return one of their minions, your opponent plays a minion, they return one of your minions, may go infinite until ET is returned or destroyed.
Mage
"Sapping your opponent's resources are Rogue things, right? Though they aren't as effective as clear magic, from burning camps to sudden abominations, Mages have bigger control over certain things, and wether is with allies or not, is not a problem for a party that specialized against all types of OTHER parties or individual hunters"
Archetype: Counter Mage
I've got another version of Dusknorg below, since I felt later it was too similar to Kobold Monk in a way
Paladin
"As sacred as both Paladins and nature is, they aren't indestructible either, however with the work of one to other, co-existion of both herbs and reservation works"
Archetype: Healing Paladin
Priest
"The wild treats everyone else equally, they'll all eat ya no matter what, from low class to high budget p2w Hunters, however, mercy doesn't comes in all of the sizes, and shadow power is no exception"
Archetype: EaCy Priest (Easy Control Priest, getting rid of small nuisances at the start) Tbh I'm not sure of how to do this one.
Rogue
"Anticipation is a great weapon when used adequatedly, however is not very common on skillful Rogues, as they tend to go to more complicated Combos, starting great is a better step for loot-stealing and survival in this bloody jungle, also, cuts"
Archetypes: Miracle Rogue and First Rogue (See Prized Lioness and Anticipated Strike)
Warlock
"Power and ambitions are in one hand, despair, heroic and loneliness is other hand, at the half of the hands, there's a mid-land between power and despair, wether you can mantain your gals or leading a group, there's no denying that a balanced team means less riot and goup to the top of the beasts"
Archetype: Exactlock (Controlling a moderated amount of minions, not too low to be control, not too big to be Zoo)
I may replace Jefferey for another Legendary, I'm not too fond of what kind of absurdities or combos this may drive.
Notes:
Nightwinx won't be affected by ANY kind of spell, AoE, transformation, buffs and any other kind of absurd spell the team may have in mind.
Warrior
"Fear not by hand or by fist, but fear the mighty enchanted level idontknowhowmuch weapon! The power of weapons is further enchanced in the place where Leaves and Rock Armor are all spread around"
Archetype: Weapon Warrior
Yes, I know Jungle Marshal is too similar to link's Orc Ravager, but I explained about it at the start. I've got 2 versions for the Legendary, one with tweaked name and stats, but same effect, I'm not too sure if it's balanced either way.
This means that if you had an equipped weapon and attacked with it, you may attack with the 2/2 weapon, or else you equip a NEW weapon and you may attack twice this turn, it has quite a lot of options, but not sure if balanced.
Neutral
Consider that I have only used 1 Wild Card and I still need a few more cards, also, possible tweaks for OP things.
Again, feedback is appreciated, will return feedback when I can.
Overall, great expansion and ideas! The trials seem a lot more polished this time around and feel pretty good. Good job!
Thanks! It's good to know I've about-faced on some of these lol :D
I have a few remarks on your remarks, to clarify some stuff (and thank you some more heh)
I was calling the Druid archetype "Hero Druid", but "Feral Druid" is so much better. I'm totally stealing that :P The Savage Moonkin rewording is not a bad idea, too; I agree it sounds odd.
To be honest, I don't like RNG Mage either lol. Was just looking for an enticing reason to let your minions be killed/run Deathrattles. I like the idea of handing out something specific: it would be a lot easier to regulate, and could be flavor-appropriate. I could hand out a "Verdant Sphere" or something related to the Blood Elves' Mana Tap. I should have thought of this sooner; the most obvious answers are the hardest lel. I'll work on it over the weekend.
The "other minions" for the Paladin Trial are supposed to be destroyed the moment they touch your side of the board, so they have minimal effect (if any). Plus to avoid Deathrattle-abuse (like Sylvanas Windrunner), you literally are not allowed to play new minions if you have one out there already. Basically the only way they could influence the board is if your opponent provides you minions that trigger something after they're (immediately) destroyed. I'll make sure to clarify that.
The "art" for Besieged by Doubt comes from "The Burdens of Shaohao" video series, as does the "art" for all of my Sha cards. Not that I screen-captured: there were decent shots of each of them on Google. I loved the art style and wanted to connect the series with my expansion; the art is different, clearly, but I wanted it to be, if you see what I mean.
I had a Warrior card that synergized with the damage, but all of my favorite Warrior/Horde-related art is Taurens or Trolls lel. Plus the applicable Enrage cards I could use as tokens are non-Orcs (Amani Berserker, Tauren Warrior, Raging Worgen). It felt weird to post a non-Orc when the Trial's story is about the orcs, you know? I'll probably change the Warrior cards again.
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
My usual comment: Your set lacks an unifying theme and buildaround cards. Just adding a new keyword is not sufficient. Maybe you tried to actually have one but if it's the case I can't see it.
Cards
Most arts on this are not Wow-related. I know there are tons of wow-desert-related art out there so you can easily find one.
Purge? Shadowform synergy is overrated, what Shadowform needs to be viable is not synergy with it, but more ways to switch to it
Executor's MAce is underpowered
Overall, your cards feel bland.
@linkblade91
Overall
Burdens being no-cost cards is weird but okay I guess
Cards
This Druid's burden is better than the other!
Why would you play Nightmare Fuel?
"Your HP has Lifesteal" is better on the burden
Cunning is too restrictive
Why not "used your HP on Alleria"?
Merely a Setback (my first fan card ever had the same name and reference lel) is too restrictive. Mage doesn't play a lot of DR stuff
Cultist and Knaifu feel like warlock cards
Not enough coin generators in there to go full coin synergy in rogue
Dread Conjurer is UP
Haunting Remnant could be 4/3
Sha of Pride is UP. Make it disable all healing entirely
@LarryMoments
Overall
Same remarks as other submissions. No central buildaround card/mechanic, yada yada.
Cards
Ancient is better
Pure Flame is OP. It's 3 damage on one card. Mage doesn't need more burst
First Dusknorg is better
No parenthese on Attack numbers.
Nordog's effect doesn't fit the class and doesn't fit the art
Meriatha needs to be "Summon another Meriatha"
And now my stuff!
I still have made almost any card because I'm unsure of what I should do. I dumped the "Faction Point" idea because it's too clunky.
Here's what I plan for the faction rings
Reminder: You can't have cards from two different factions in your deck. All the rings are common. RINGS GO INTO THE SECRET/QUEST TRAY, NOT THE WEAPON SLOT! You can have several rings at a time.
I am now hesitating between four formulas for my expansion:
¤1 - FACTIONS + COLLECTIBLE FACTION RINGS + CLASS RINGS
Aldor -> Healing Scryer -> Spell damage Consortium -> Weapons/hero attack (Shadow Council is out)
NEUTRAL ¤ 3 neutral collectible Rings, 1 per faction ¤ 3 neutral legendary faction leaders, 1 per faction obviously ¤ 3 neutral common/rare faction minions, 1 per faction CLASS ¤ 9 class-specific rings, 1 per class ¤ 9 class ring-synergy cards, 1 per class ¤ 9 class cards that synergizes with the faction it's the closest from (e.g. Scryer for Mage, etc.), 1 per class ¤ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
$2 - FACTIONS + COLLECTIBLE FACTION RINGS (no class rings)
In this one I will have room for Shadow Council -> token generation
NEUTRAL $ 3 neutral collectible Rings, 1 per faction $ 3 neutral legendary faction leaders, 1 per faction obviously $ 3 neutral common/rare faction minions, 1 per faction CLASS $ 9 class ring-synergy/generation cards, 1 per class $ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from $ 9 to 18 non-ring related card. $ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
£3 - FACTIONS + NON-COLLECTIBLE FACTION RINGS (no class rings)
(4 factions)
NEUTRAL £ 4 neutral legendary faction leaders who will all be HERO CARDS and will have the ability to generate the rings, 1 per faction obviously £ 4 cards that also generate rings or synergize wit them £ 1 non-ring related card CLASS £ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from £ 9 cards that will generate the faction ring in a way pertinent with the class (1 per class) £ 9 to 18 non-ring related card.
€4 - CLASS RINGS ONLY (no faction stuff)
In this configuration, factions will be flavor-only and there will be one per class
NEUTRAL (This time I can afford doing less than 9 neutral cards) € 2 to 3 cards that also generate rings or synergize with them € 2 to 3 cards that generate rings from other classes € The rest is non-ring related CLASS € 9 class-specific rings, 1 per class. I'm not sure whether the rings should be legendary in this case though. € 9 "gems", similar to spellstones, that can transform into rings when certain cards are played from hand. € 9 to 18 (1 or 2 per class) class cards that can generate rings, or synergize with having rings € 9 cards that synergyzes with the ring's effects € 0 to 9 (0 to 1 per class) non-ring related cards
So, I've been making my Hunters of Azeroth Expansion, not sure how it looks, would like to hear feedback, though sorry for not giving feedback in this time, I was mostly busy finding concepts and other things, but on the other side, I think what people said is kind of enough and clear what is better. Also I'm fearing of having too much minions/minion synergy. Also, point, I made a card some days ago that is REALLY similar to linkblade's Orc Ravager, however I never showed it, so just saying, this is most of my set, I'm not done yet, I still need to have an idea for the Shaman one.
Druid
"Pale faces of the forest, you know that nature IS dangerous, right? You shouldn't be in our forest, destroying our trees and fauna, shall you get out of here or live up on your greedy nightmares? You choose, I still got lots of nature violators queuing"
Archetype: Consume/Attack Druid
}
Survival Instincts is the 1st Wild Card, also, which version of Scarlet Itcher is better? This one or this one below?
Hunter
"Strategy is no doubt when everyone is around, however, it is also in one place and one location, confusion, misunderstandings happen, but making a plan around that is quite better"
Archetype: Messy Hunter (Confusing your opponent and messing up with their cards)
Notes:
Rainbow Whelp effect is covering your opponent's cards, he can't see the art, effect, stats and cost, but he will still be able to see if it is targeted or be able to play it, it only affects current cards and, unless your opponent has a good memory, this is just a 2/1.
Empereor Thundra works like this, you play a minion, you return one of their minions, your opponent plays a minion, they return one of your minions, may go infinite until ET is returned or destroyed.
Mage
"Sapping your opponent's resources are Rogue things, right? Though they aren't as effective as clear magic, from burning camps to sudden abominations, Mages have bigger control over certain things, and wether is with allies or not, is not a problem for a party that specialized against all types of OTHER parties or individual hunters"
Archetype: Counter Mage
I've got another version of Dusknorg below, since I felt later it was too similar to Kobold Monk in a way
Paladin
"As sacred as both Paladins and nature is, they aren't indestructible either, however with the work of one to other, co-existion of both herbs and reservation works"
Archetype: Healing Paladin
Priest
"The wild treats everyone else equally, they'll all eat ya no matter what, from low class to high budget p2w Hunters, however, mercy doesn't comes in all of the sizes, and shadow power is no exception"
Archetype: EaCy Priest (Easy Control Priest, getting rid of small nuisances at the start) Tbh I'm not sure of how to do this one.
Rogue
"Anticipation is a great weapon when used adequatedly, however is not very common on skillful Rogues, as they tend to go to more complicated Combos, starting great is a better step for loot-stealing and survival in this bloody jungle, also, cuts"
Archetypes: Miracle Rogue and First Rogue (See Prized Lioness and Anticipated Strike)
Warlock
"Power and ambitions are in one hand, despair, heroic and loneliness is other hand, at the half of the hands, there's a mid-land between power and despair, wether you can mantain your gals or leading a group, there's no denying that a balanced team means less riot and goup to the top of the beasts"
Archetype: Exactlock (Controlling a moderated amount of minions, not too low to be control, not too big to be Zoo)
I may replace Jefferey for another Legendary, I'm not too fond of what kind of absurdities or combos this may drive.
Notes:
Nightwinx won't be affected by ANY kind of spell, AoE, transformation, buffs and any other kind of absurd spell the team may have in mind.
Warrior
"Fear not by hand or by fist, but fear the mighty enchanted level idontknowhowmuch weapon! The power of weapons is further enchanced in the place where Leaves and Rock Armor are all spread around"
Archetype: Weapon Warrior
Yes, I know Jungle Marshal is too similar to link's Orc Ravager, but I explained about it at the start. I've got 2 versions for the Legendary, one with tweaked name and stats, but same effect, I'm not too sure if it's balanced either way.
This means that if you had an equipped weapon and attacked with it, you may attack with the 2/2 weapon, or else you equip a NEW weapon and you may attack twice this turn, it has quite a lot of options, but not sure if balanced.
Neutral
Consider that I have only used 1 Wild Card and I still need a few more cards, also, possible tweaks for OP things.
Again, feedback is appreciated, will return feedback when I can.
I don't know why Rainbow Whelp has to be so punishing. The disruption is minimal enough that I think you can have it as a 2 mana 2/1. Even change its tribe to Beast (something like Rainbow Trout or something).
I really don't like Henix and Survival Instinct. Druid has so many ramp and draw that this 10 mana combo is easily achieve and if your opponent is Zoo you can easily OTK kill them instantly our of no where.
Emperor Thundra's name has a typo.
Gluttonous Ooze need a new name since there is already a Gluttonous Ooze.
Natural Will need a new art. It also seems more like a Priest card since Mage doesn't have any class Silence.
Acid Rain: Garbage compare to Twisting Nether. Aggro Warlock will never play this card.
Cottage Destroyer: Really weak compare to Lifedrinker. I think you can get away with raising it to a 4/5 or even 3/6,
Overall: It seems that your set lacks a win condition for every classes, which mean that Control deck will likely be dead in your expansion.
My usual comment: Your set lacks an unifying theme and buildaround cards. Just adding a new keyword is not sufficient. Maybe you tried to actually have one but if it's the case I can't see it.
Cards
Most arts on this are not Wow-related. I know there are tons of wow-desert-related art out there so you can easily find one.
Purge? Shadowform synergy is overrated, what Shadowform needs to be viable is not synergy with it, but more ways to switch to it
Executor's MAce is underpowered
Overall, your cards feel bland.
@linkblade91
Overall
Burdens being no-cost cards is weird but okay I guess
Cards
This Druid's burden is better than the other!
Why would you play Nightmare Fuel?
"Your HP has Lifesteal" is better on the burden
Cunning is too restrictive
Why not "used your HP on Alleria"?
Merely a Setback (my first fan card ever had the same name and reference lel) is too restrictive. Mage doesn't play a lot of DR stuff
Cultist and Knaifu feel like warlock cards
Not enough coin generators in there to go full coin synergy in rogue
Dread Conjurer is UP
Haunting Remnant could be 4/3
Sha of Pride is UP. Make it disable all healing entirely
@LarryMoments
Overall
Same remarks as other submissions. No central buildaround card/mechanic, yada yada.
Cards
Ancient is better
Pure Flame is OP. It's 3 damage on one card. Mage doesn't need more burst
First Dusknorg is better
No parenthese on Attack numbers.
Nordog's effect doesn't fit the class and doesn't fit the art
Meriatha needs to be "Summon another Meriatha"
And now my stuff!
I still have made almost any card because I'm unsure of what I should do. I dumped the "Faction Point" idea because it's too clunky.
Here's what I plan for the faction rings
Reminder: You can't have cards from two different factions in your deck. All the rings are common. RINGS GO INTO THE SECRET/QUEST TRAY, NOT THE WEAPON SLOT! You can have several rings at a time.
I am now hesitating between four formulas for my expansion:
¤1 - FACTIONS + COLLECTIBLE FACTION RINGS + CLASS RINGS
Aldor -> Healing Scryer -> Spell damage Consortium -> Weapons/hero attack (Shadow Council is out)
NEUTRAL ¤ 3 neutral collectible Rings, 1 per faction ¤ 3 neutral legendary faction leaders, 1 per faction obviously ¤ 3 neutral common/rare faction minions, 1 per faction CLASS ¤ 9 class-specific rings, 1 per class ¤ 9 class ring-synergy cards, 1 per class ¤ 9 class cards that synergizes with the faction it's the closest from (e.g. Scryer for Mage, etc.), 1 per class ¤ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
$2 - FACTIONS + COLLECTIBLE FACTION RINGS (no class rings)
In this one I will have room for Shadow Council -> token generation
NEUTRAL $ 3 neutral collectible Rings, 1 per faction $ 3 neutral legendary faction leaders, 1 per faction obviously $ 3 neutral common/rare faction minions, 1 per faction CLASS $ 9 class ring-synergy/generation cards, 1 per class $ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from $ 9 to 18 non-ring related card. $ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
£3 - FACTIONS + NON-COLLECTIBLE FACTION RINGS (no class rings)
(4 factions)
NEUTRAL £ 4 neutral legendary faction leaders who will all be HERO CARDS and will have the ability to generate the rings, 1 per faction obviously £ 4 cards that also generate rings or synergize wit them £ 1 non-ring related card CLASS £ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from £ 9 cards that will generate the faction ring in a way pertinent with the class (1 per class) £ 9 to 18 non-ring related card.
€4 - CLASS RINGS ONLY (no faction stuff)
In this configuration, factions will be flavor-only and there will be one per class
NEUTRAL (This time I can afford doing less than 9 neutral cards) € 2 to 3 cards that also generate rings or synergize with them € 2 to 3 cards that generate rings from other classes € The rest is non-ring related CLASS € 9 class-specific rings, 1 per class. I'm not sure whether the rings should be legendary in this case though. € 9 "gems", similar to spellstones, that can transform into rings when certain cards are played from hand. € 9 to 18 (1 or 2 per class) class cards that can generate rings, or synergize with having rings € 9 cards that synergyzes with the ring's effects € 0 to 9 (0 to 1 per class) non-ring related cards
Which is best ?
I like the option of having the Ring be Neutral since now I know that you can have multiple Rings per class. This allow for more deck building ability as well as allowing some under-utilized cards seen played.
I like the option of having the Ring be Neutral since now I know that you can have multiple Rings per class. This allow for more deck building ability as well as allowing some under-utilized cards seen played.
Thanks for feedback but what you said only rules out configuration #4, no preferences as for the other options?
I like the option of having the Ring be Neutral since now I know that you can have multiple Rings per class. This allow for more deck building ability as well as allowing some under-utilized cards seen played.
Thanks for feedback but what you said only rules out configuration #4, no preferences as for the other options?
If you plan to go with the Neutral Ring, I don't favor the idea of having 9 more Class Rings. Not only it will take up too many slot that can go to more interesting cards (13 Rings is almost 1/3 of the expansion), but that will leave you with only 2/3 of the expansion to come up with support cards for the Class Rings. You can push a class that favor one ring more than the other, but each Rings should atleast be PLAYABLE (if not viable) when you put into your deck or randomly generated.
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@CheeseEtc My vote goes to config 3. I don't like the Class Rings because they take away from the Rings' "specialness". The Rings define each faction and highlight that the set is about the faction divisions, and giving Rings to the classes too distracts from that. I don't think making the Rings collectible is necessary, and the Hero cards are splashy and a cool way to highlight the faction leaders.
Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!
Shattrath, City of Secrets
Flavor and mechanics:
At first glance, Shattrath appears a perfect city, united in its fight 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.
-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:
Theme: Choose
Potential wildcard and Unassuming Arbor token:
Hunter:
Theme: Secrets/Toolbox
Mage:
Theme: Card draw/Secrets
Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?
Paladin:
Theme: Secrets/Buffs?
The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.
Lightwarden Adyen interactions:
According to Plan: Put 2 more random Mage Secrets into the battlefield.
Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).
Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.
Priest:
Theme: Burgle
Potential wildcard:
Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.
Rogue:
Theme: Stealth/Secrets
The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.
Shaman:
Theme: Self-mill
This idea is especially wild, so I'm anxious to hear what others think.
Warlock:
Theme: Giving stuff to your opponent
Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol.
Warrior:
Theme: Tempo at the cost of information
I'm considering dropping Axe Diplomacy.
Edit: Culled the Neutrals; I thought I needed 10 for some reason
Man, I see some have already started posting. I still have some work to do with mine, but I think I'm headed the right way.
So, basically, I've changed some cards, others are gone, and Muster was removed as a keyword. Enlist is still here, though.
DRUID
HUNTER
MAGE
PALADIN
Remains unchanged and unfinished. Will think of something first. Basically trying to make it the class that uses Enlist the most.
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Junkwing work?
After the game begins, Junkwing will be destroyed and a prototype (Junkwing 1.0) will be shuffled into your deck.
->->->
Notes:
I like Twin King Percimonde, even if it's not really about tribe interactions. It does bring somehting cool to the table and, having no card interactions, is pretty different from the other cards in the set.
Will keep Cap'n Kreed as is. Making it summon Southsea Deckhands is just too dangerous.
Want to keep one of the two Mage Dragon-Mechs. Probably the rare one. Though, would it be that bad to keep both?
@CheeseETC If all the rings are common, then I'd go with making them faction-specific and not have classes. If you want, I can take the existing ones and spruce them up a bit if you have an idea for any styling that would make them look different from normal weapons in terms of colour/texture. In terms of effect, I think they should be slightly more powerful and cost more, even if they're common, because having a new card type (see hero cards) usually brings some flashy effects.
So I've changed a bunch of cards in some accordance with the feedback I've gotten.
Keyword:
Holidays: A cycle of rare cards that have an 'on your next turn' effect. They're generally cheap and allow you to pull off fun combos. It’s worth noting that the majority of Holidays (aside from Paladin and Priest) stack, so their effects can be doubled-up if you’re willing to invest the mana into them the turn before.
Dual-Tribe minions are a thing, but only to the extent than Nightmare Amalgam did more than one tribe. Essentially something that’s one tribe gets to also be a Pirate (no other extraordinary synergies).
Druid
The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning is the Druid's chief concern.
Crash the Party is kind of similar to Deadly Shot for power level (worse if you want something other than the left or right, and better for having consistent targets), and similar to Crushing Walls for the effect. Darkmoon Holiday works well when trading tokens into your opponent's board—you don't mind losing low health minions, as you get a significant buff to their attack against a high-health board. This can also work well if you want to get to a minion that is hiding behind another Taunt minion, as long as you have good choreography. Party Prowler gets better the more minions you have. He's the extrovert counterpart to the introverted Night Prowler. Galandria, Mooncaller's effect works like chess; with an even number of minions, the middle two minions get the buff, and with an odd number only one. Play this on your odd board against your opponent's odd board and you'll get a 2 for 1 advantage, at least on the first trade.
Hunter
When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Always looking for the next job, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain.
Contract Archer is the encapsulation of a River Crocolisk that found solace with Quick Shot. The exception being that he uses a bow instead of a gun, so he's not quite as deadly. Booty Bay! The best place to trade in all sorts of legitimate goods, and the best place to look for not-so-legitimate contracts! Piercing Shots: The most exciting combo with this is Explosive Trap, as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon: You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris, and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though.
Mage
Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.
Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. It's like North Sea Kraken in a way, but with much higher value over time. Naga Shepherdess just wants to get her flock in its pen. Mage has Beast synergy in this expansion, but it will depend on holding Beasts, not controlling them. And not just holding a beast, but holding a number of beasts. This effect can be pretty powerful when it goes off, but otherwise you have a really poorly statted vanilla minion in your hand. Sea Monsters is an interesting card. You might look at it and think 'hmm too complicated', but that's not right. There are a number of very good Beasts... It's just that Mage doesn't have any. If you want to introduce tribe synergy via discover into a class that doesn't have it already, this is how you do it folks. That Tundra Rhino might not seem like a sea monster, but then again Deathwing doesn't seem like he'd be encased in amber. Ultimate Arcana is the Mage treasure. It's not too strong; a two turn setup for spell damage unless you've got some obscene card discounts, and the spell damage minions that exist are either weak or expensive (the best one being Spellshifter, but how can you know when you'll be able to play it?)
Paladin
Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?
Sunscreen Guardian: You do my back, I'll do yours. Tan-aris Holiday: Complaints of underpowered when it was just 'restore your minions to full Health', so now it gets a bit of Ancestral Healing! Bronze Scallywag: Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield. This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle.
Priest
Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.
Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite, which could be combo'd with this to get a very dangerous growing threat. Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea.
Rogue
Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.
Bag of Doubloons introduces the Coin Rogue archetype. Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion. Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own! Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal. Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.
Shaman
Thrall's idea of a holiday involves lots of water, lightning, and fish.
Captain Cookie Tokens:
Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed. Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded (that would be a bit nuts). Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge, spell damage, 'whenever you cast a spell' effects all synergize with this card. Captain Cookie causes chaos! Bad Food revives Volcano, while Good Food acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do.
Warlock
Gul'dan's Gold (Mana Crystals) are a precious commodity and he doesn't want them getting stolen by Pirates! So he destroys them himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.
Gul'dan's Locket Token:
Not much has changed from the last time I posted these— only mana cost changes and the common has gone from a 2/3 to a 3/3, as the drawback is significantly worse than Flame Imp.
Warrior
Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE. While he has Pirate support, he also has a fun card displayed where you see how much he wants to prove himself. Summer's Arena grind time for Warrior!
Sunker Mariner: 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. Value! Brashtide Lookout: It's a bunch of smushed keywords, but I think it fits Warrior pretty well. Test Your Might!: The cost on this is debatable, but it's a pseudo-windfury effect and a potential minion buff, and in warrior I'd say it's flavorful enough. Wonder if it could cost 2. Or even be “Your highest attack minion attacks an enemy minion” to give you more choice, although that’s less flavourful. Gromakk Hookhand: Pretty simple effect, but hard to get lots of value on.
Neutral
Shimmering Riches is actually really good in the new Warlock archetype. Admiral E'lora literally flips your deck. The bottom is on the top, the top is on the bottom, and your cards are flipped too, so your opponent can see whatever you draw. The upside is that you draw your valuable Treasures first. Salvager Grizzlowe has a lot of tokens that I haven't made yet, but they'll all be laid out eventually. Works kind of like Kazakus... but with neutral hero cards.
@CheeseETC If all the rings are common, then I'd go with making them faction-specific and not have classes. If you want, I can take the existing ones and spruce them up a bit if you have an idea for any styling that would make them look different from normal weapons in terms of colour/texture. In terms of effect, I think they should be slightly more powerful and cost more, even if they're common, because having a new card type (see hero cards) usually brings some flashy effects.
To be honest I don't have any idea how you could improve them. Maybe replace the spiked artwork border of the weapon with something that looks like a ring, with the cost blue gem as the gem on the ring.
That said I'm also thinking about fitting rings into their own slots, around the weapon, like this
If you could also photoshop me that it would be nice :3
As for the ring's power level, well... I'm thinking about making them legendary and more powerful but...I'm not so sure.
@CheeseETC If all the rings are common, then I'd go with making them faction-specific and not have classes. If you want, I can take the existing ones and spruce them up a bit if you have an idea for any styling that would make them look different from normal weapons in terms of colour/texture. In terms of effect, I think they should be slightly more powerful and cost more, even if they're common, because having a new card type (see hero cards) usually brings some flashy effects.
To be honest I don't have any idea how you could improve them. Maybe replace the spiked artwork border of the weapon with something that looks like a ring, with the cost blue gem as the gem on the ring.
That said I'm also thinking about fitting rings into their own slots, around the weapon, like this
If you could also photoshop me that it would be nice :3
As for the ring's power level, well... I'm thinking about making them legendary and more powerful but...I'm not so sure.
I'll review cards later
What if you equip the Ring and has no weapon? Where would they go? How would they display? Priest, Mage and Warlock are the 3 class that don't have any weapon beside their Legendary "Staff".
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What if you equip the Ring and has no weapon? Where would they go? How would they display? Priest, Mage and Warlock are the 3 class that don't have any weapon beside their Legendary "Staff".
It wouldn't change anything. They would still be displayed at the same place.
Guys, I need your help again to make a choice. I went with option #2 from my previous post as it had the higher number of votes. However, 9 neutral cards is too few for what I want to make. Basically I ask you to choose between 3 options, 3 times:
#1 - Rings
Option 1 - Simple 2mana common Rings
Option 2 - More expensive, more "complicated" Rings
The Aldor Ring needs to have more Durability. I will change that later.
Option 3 - Legendary Rings
Don't pay attention to the infinite durability. If I go this way they would have a limited, albeit large, durability. Unless I go with the leaders that equip them option (see below)
Yes there's one more because I didn't know which one to pick lel. Don't pay attention to missing faction flags.
#2 - Faction leaders
Option 1 - Leader with simple synergistic effects
Option 2 - Leader that equips legendary Rings
The rings are those shown above.
Option 3 - Leaders as hero cards
Again, the rings are the legendary ones.
NOTE: Basic weapons are the 5 weapons from the basic set.
#3 - Rest of the neutral cards
Option 1 - Non-legendary faction minions
(I know Vindicator should say "attacks", I'll correct it if I choose this option)
Option 2 - Non-faction minion that generates Rings
Basically, what I'm asking is what's the best option for each 3 set of cards.
I've got to a stage where I can share what I've come up with. I've still got 1 neutral and the three wild cards to come up with. Obviously it's a bit late if people aren't hot on the concept but I'd appreciate any balancing tweaks that people would suggest.
Any tokens that aren't shown and aren't explained will be vanilla.
To to be more specific about Fate the effect will always occur after x turns even if the minion with it dies. In the case of a minion with a fate that directly effects it the effect triggers when they are dead but has no effect because the target is dead.
Warrior
The Gelbin card works a bit like the Hunter death knight hero power but with Mechs. it will be explained properly in the submission.
Rogue
Paladin
.
Priest
Warlock
Mage
Shaman
Druid
Hunter
The clock will revive Lockmaw when drawn and draw a card.
@vilegloom Overall, I think you executed the multi-tribe thing well, and there are lots of solid designs. My only complaint is that the set feels kind of one-note. If I sound negative in the rest of this, it's not because I don't like the set- I do- but I'm focusing on the things that I think need correction.
More specific thoughts:
Druid: Wilden Warden should say "has", not "gain", since it's a passive effect. Unless it's not, and "Battlecry" needs to be specified. Also, Gashj seems overtuned. Druid AoE is a premium thing, but he's Consecration with a discount on a stick. The design is good, just could use a nerf, I think.
Hunter: Al'an also seems strong for similar reasons as Gashj. Since the majority of Hunter minions are Beasts, it shouldn't be hard for any Hunter to draw at least 1 card, which is already decent, and he has the potential for even more.
Mage: If you're keeping both Dragon-Mechs, changing Protowing's name might help. Right now it sounds like it should be a Junkwing prototype, at least to me. Protowing is my preference of the two, though. It's a simple but solid design,but Junkwing itself seems strong. He puts above-average cards into your deck for no drawback. As for Annihilate, straight removal in Mage feels weird; maybe change it to just deal tons of damage?
Priest: Caring Cleric has something good happening, but it's essentially worse Nesting Roc. Also, Alissa's wording is a bit clunky; maybe "Revive 6 friendly minions with different tribes that died this game" or something? More positively, I like how you're bringing back rez in a way that can't be so heavily abused.
Rogue: If Rush works like I think it does, Swarm can OTK with Bluegill Warrior and 2 Cold Blood- might be an issue. Also, it has a typo.
Shaman: Legendary totem lol. Seriously though, it's a decent card. Murloc Cannon is great. I feel like it should be a Mech, especially since Shaman has Mech synergies, though I guess Ship's Cannon is a thing.
Warlock: Demonic Allegiance is rather weak compared to Mark of the Lotus. Also, Daredevil should specify "another", else he'll trigger off of himself.
Warrior: Support Squad is a great design, though I don't think Echo is evergreen.
Neutral: Is Captain Cookie part of your starting hand like Quests, or is he added after when other Start of Game cards trigger? If the latter is true, he's problematic. You essentially have a 29-card deck plus a free card with no drawback. There'd be no reason I can see not to run him in any deck. I like Twin King Percimonde, though. It encourages unique deckbuilding and somewhat counters the one-noteness I mentioned.
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No, we mean "second" expansion. This is the first expansion we're working on for the competition, but in the order of the year, this is actually the second expansion, not the first.
Click the image to go to my custom Time Traveler class.
So that's what you guys meant by rearranging the order? Nobody else is on to discuss the matter - and I've got one foot out the door - but I don't know if I would classify that as an okay strategy :/
The first expansion of a new Year sets the stage for all the rest. We want to see your first expansion first, and I thought we had okay'd the ability to reorder one's expansions because you wanted your second to now be the first one of the Year and vise-versa. Showing them out of order doesn't really follow with what we're asking, you know?
Edit: This is not an official decision on the subject; like I said, I'm alone and don't have the time to think it through. Just voicing my opinion, now that I'm more aware of the situation.
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
When we started the collab, we didn't really necessarily plan for this. We just chose for this to be for this phase because it was what we had the most progress on at the time (and we've been working pretty far ahead in advance).
Click the image to go to my custom Time Traveler class.
Druid: I like the idea you're going with. "Feral Druid", if you will, sounds like the next step druid cold go after hand, treants, ramp, taunt, etc. I will say Savage Moonkin's wording is weird. I know you gain Attack from it, but benefit is a loose term. IMO it should read "Your hero gains Attack from Spell Damage" or something like that.
Hunter: Now this, this is true control hunter. Not much to say here, I like it.
Mage: It still seems a bit too random. Couldn't you make the trial give you some token spell? I feel it would be a lot more fair, but that's just me. I just don't like random mage. The class idea seems nice, though. Especially the Secret.
Paladin: Great! Nothing to say here, though you should clarify if the minions are destroyed after being played or after your turn ends.
Priest: Priest as a warlock? I love that idea! Though, Penance is a tad bit too strong imo, considering Priest already has a lot of healing and that it will be heavily based on damage. Maybe make it restore 10?
Rogue: Same as priest! Love the Coin usage. Though, Defias Waterwalker is a bit weird in Rogue.
Shaman: Really like it too! Freeze Shaman does seem like it could work as a control/fatigue deck. I don't really like the art on Besieged by Doubt, though.
Warlock: Seems fine. I like you bringing back the self-damaging mechanic.
Warrior: Maybe showcase some synergy with damaged minions? I think it would fit. War with Everyone scares me. It's a better, 9-mana Pyroblast that gives you minions.
Neutral: All seem fine. Spirit of Redemption I could only see being used in Warrior, though. Not that that is something bad, it's just not that flexible imo.
Overall, great expansion and ideas! The trials seem a lot more polished this time around and feel pretty good. Good job!
yay im baccSo, I've been making my Hunters of Azeroth Expansion, not sure how it looks, would like to hear feedback, though sorry for not giving feedback in this time, I was mostly busy finding concepts and other things, but on the other side, I think what people said is kind of enough and clear what is better.
Also I'm fearing of having too much minions/minion synergy.Also, point, I made a card some days ago that is REALLY similar to linkblade's Orc Ravager, however I never showed it, so just saying, this is most of my set, I'm not done yet, I still need to have an idea for the Shaman one.Druid
"Pale faces of the forest, you know that nature IS dangerous, right? You shouldn't be in our forest, destroying our trees and fauna, shall you get out of here or live up on your greedy nightmares? You choose, I still got lots of nature violators queuing"
Archetype: Consume/Attack Druid
}
Survival Instincts is the 1st Wild Card, also, which version of Scarlet Itcher is better? This one or this one below?
Hunter
"Strategy is no doubt when everyone is around, however, it is also in one place and one location, confusion, misunderstandings happen, but making a plan around that is quite better"
Archetype: Messy Hunter (Confusing your opponent and messing up with their cards)
Notes:
Mage
"Sapping your opponent's resources are Rogue things, right? Though they aren't as effective as clear magic, from burning camps to sudden abominations, Mages have bigger control over certain things, and wether is with allies or not, is not a problem for a party that specialized against all types of OTHER parties or individual hunters"
Archetype: Counter Mage
I've got another version of Dusknorg below, since I felt later it was too similar to Kobold Monk in a way
Paladin
"As sacred as both Paladins and nature is, they aren't indestructible either, however with the work of one to other, co-existion of both herbs and reservation works"
Archetype: Healing Paladin
Priest
"The wild treats everyone else equally, they'll all eat ya no matter what, from low class to high budget p2w Hunters, however, mercy doesn't comes in all of the sizes, and shadow power is no exception"
Archetype: EaCy Priest (Easy Control Priest, getting rid of small nuisances at the start) Tbh I'm not sure of how to do this one.
Rogue
"Anticipation is a great weapon when used adequatedly, however is not very common on skillful Rogues, as they tend to go to more complicated Combos, starting great is a better step for loot-stealing and survival in this bloody jungle, also, cuts"
Archetypes: Miracle Rogue and First Rogue (See Prized Lioness and Anticipated Strike)
Warlock
"Power and ambitions are in one hand, despair, heroic and loneliness is other hand, at the half of the hands, there's a mid-land between power and despair, wether you can mantain your gals or leading a group, there's no denying that a balanced team means less riot and goup to the top of the beasts"
Archetype: Exactlock (Controlling a moderated amount of minions, not too low to be control, not too big to be Zoo)
I may replace Jefferey for another Legendary, I'm not too fond of what kind of absurdities or combos this may drive.
Notes:
Warrior
"Fear not by hand or by fist, but fear the mighty enchanted level idontknowhowmuch weapon! The power of weapons is further enchanced in the place where Leaves and Rock Armor are all spread around"
Archetype: Weapon Warrior
Yes, I know Jungle Marshal is too similar to link's Orc Ravager, but I explained about it at the start. I've got 2 versions for the Legendary, one with tweaked name and stats, but same effect, I'm not too sure if it's balanced either way.
This means that if you had an equipped weapon and attacked with it, you may attack with the 2/2 weapon, or else you equip a NEW weapon and you may attack twice this turn, it has quite a lot of options, but not sure if balanced.
Neutral
Consider that I have only used 1 Wild Card and I still need a few more cards, also, possible tweaks for OP things.
Again, feedback is appreciated, will return feedback when I can.
The joke is you.
Thanks! It's good to know I've about-faced on some of these lol :D
I have a few remarks on your remarks, to clarify some stuff (and thank you some more heh)
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
@dropdead
Overall
My usual comment: Your set lacks an unifying theme and buildaround cards. Just adding a new keyword is not sufficient. Maybe you tried to actually have one but if it's the case I can't see it.
Cards
Most arts on this are not Wow-related. I know there are tons of wow-desert-related art out there so you can easily find one.
Overall, your cards feel bland.
@linkblade91
Overall
Burdens being no-cost cards is weird but okay I guess
Cards
@LarryMoments
Overall
Same remarks as other submissions. No central buildaround card/mechanic, yada yada.
Cards
And now my stuff!
I still have made almost any card because I'm unsure of what I should do. I dumped the "Faction Point" idea because it's too clunky.
Here's what I plan for the faction rings
Reminder: You can't have cards from two different factions in your deck. All the rings are common. RINGS GO INTO THE SECRET/QUEST TRAY, NOT THE WEAPON SLOT! You can have several rings at a time.
I am now hesitating between four formulas for my expansion:
¤1 - FACTIONS + COLLECTIBLE FACTION RINGS + CLASS RINGS
Aldor -> Healing
Scryer -> Spell damage
Consortium -> Weapons/hero attack
(Shadow Council is out)
NEUTRAL
¤ 3 neutral collectible Rings, 1 per faction
¤ 3 neutral legendary faction leaders, 1 per faction obviously
¤ 3 neutral common/rare faction minions, 1 per faction
CLASS
¤ 9 class-specific rings, 1 per class
¤ 9 class ring-synergy cards, 1 per class
¤ 9 class cards that synergizes with the faction it's the closest from (e.g. Scryer for Mage, etc.), 1 per class
¤ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
$2 - FACTIONS + COLLECTIBLE FACTION RINGS (no class rings)
In this one I will have room for Shadow Council -> token generation
NEUTRAL
$ 3 neutral collectible Rings, 1 per faction
$ 3 neutral legendary faction leaders, 1 per faction obviously
$ 3 neutral common/rare faction minions, 1 per faction
CLASS
$ 9 class ring-synergy/generation cards, 1 per class
$ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from
$ 9 to 18 non-ring related card.
$ And of course the 9 class legendaries, either ring or faction synergy, or something else altogether.
£3 - FACTIONS + NON-COLLECTIBLE FACTION RINGS (no class rings)
(4 factions)
NEUTRAL
£ 4 neutral legendary faction leaders who will all be HERO CARDS and will have the ability to generate the rings, 1 per faction obviously
£ 4 cards that also generate rings or synergize wit them
£ 1 non-ring related card
CLASS
£ 9 to 18 cards (1 to 2 per class) that will synergize with the factions they're closest from
£ 9 cards that will generate the faction ring in a way pertinent with the class (1 per class)
£ 9 to 18 non-ring related card.
€4 - CLASS RINGS ONLY (no faction stuff)
In this configuration, factions will be flavor-only and there will be one per class
NEUTRAL
(This time I can afford doing less than 9 neutral cards)
€ 2 to 3 cards that also generate rings or synergize with them
€ 2 to 3 cards that generate rings from other classes
€ The rest is non-ring related
CLASS
€ 9 class-specific rings, 1 per class. I'm not sure whether the rings should be legendary in this case though.
€ 9 "gems", similar to spellstones, that can transform into rings when certain cards are played from hand.
€ 9 to 18 (1 or 2 per class) class cards that can generate rings, or synergize with having rings
€ 9 cards that synergyzes with the ring's effects
€ 0 to 9 (0 to 1 per class) non-ring related cards
Which is best ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I like the option of having the Ring be Neutral since now I know that you can have multiple Rings per class. This allow for more deck building ability as well as allowing some under-utilized cards seen played.
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 for feedback but what you said only rules out configuration #4, no preferences as for the other options?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
If you plan to go with the Neutral Ring, I don't favor the idea of having 9 more Class Rings. Not only it will take up too many slot that can go to more interesting cards (13 Rings is almost 1/3 of the expansion), but that will leave you with only 2/3 of the expansion to come up with support cards for the Class Rings. You can push a class that favor one ring more than the other, but each Rings should atleast be PLAYABLE (if not viable) when you put into your deck or randomly generated.
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:
@CheeseEtc My vote goes to config 3. I don't like the Class Rings because they take away from the Rings' "specialness". The Rings define each faction and highlight that the set is about the faction divisions, and giving Rings to the classes too distracts from that. I don't think making the Rings collectible is necessary, and the Hero cards are splashy and a cool way to highlight the faction leaders.
Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!
Shattrath, City of Secrets
Flavor and mechanics:
At first glance, Shattrath appears a perfect city, united in its fight 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.
-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:
Theme: Choose
Potential wildcard and Unassuming Arbor token:
Hunter:
Theme: Secrets/Toolbox
Mage:
Theme: Card draw/Secrets
Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?
Paladin:
Theme: Secrets/Buffs?
The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.
Lightwarden Adyen interactions:
According to Plan: Put 2 more random Mage Secrets into the battlefield.
Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).
Bear Trap: Summon another Bear.
Cat Trick: Summon another Panther.
Concealed Carry: Give your minion 6 more Attack.
Competitive Spirit: Give your minions an additional +1/+1.
Counterspell: No additional effect.
Cheat Death: Add another copy that costs (2) less.
Dart Trap: Shoot another 5 damage at a random enemy (not necessarily the same one).
Duplicate: Add 2 more copies.
Effigy: Summon another random minion of the same Cost (not necessarily the same one).
Evasion: No additional effect.
Explosive Runes: Deal another 6 damage. Excess is still redirected to the enemy hero. This counts as 2 separate instances of damage.
Explosive Trap: Deal 2 more damage to all enemies. This counts as 2 separate instances of damage.
Eye for an Eye: Deal that much damage again. This counts as 2 separate instances of damage.
Freezing Trap: The minion costs an additional (2) more.
Frozen Clone: Add 2 more copies.
Getaway Kodo: Add another copy to your hand.
Hidden Cache: Give another +2/+2 buff to a random minion in your hand (not necessarily the same one).
Hidden Strength: Give your minion an additional +2/+2.
Hidden Wisdom: Draw 2 more cards.
Ice Barrier: Gain 8 more Armor. This counts as 2 instances of Armor gain.
Ice Block: No additional effect.
Mana Bind: Add another copy that costs (0).
Mirror Entity: Summon another copy.
Misdirection: No additional effect.
Noble Sacrifice: Summon another Defender. It doesn't get attacked.
Potion of Polymorph: No additional effect.
Rat Trap: Summon another Rat.
Redemption: Summon another copy with 1 Health.
Repentance: No additional effect.
Sacred Trial:No additional effect.
Snake Trap: Summon 3 more Snakes.
Snipe: Deal 4 more damage. This counts as 2 separate instances of damage.
Spellbender: Summon another 1/3. It doesn't get targeted.
Sudden Betrayal: No additional effect.
Two-Prong Amubush: Deal an additional 3 damage to the minion and to the enemy hero. These count as separate instances of damage.
Vaporize: No additional effect.
Venomstrike Trap: Summon another Cobra.
Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.
Priest:
Theme: Burgle
Potential wildcard:
Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.
Rogue:
Theme: Stealth/Secrets
The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.
Shaman:
Theme: Self-mill
This idea is especially wild, so I'm anxious to hear what others think.
Warlock:
Theme: Giving stuff to your opponent
Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol.
Warrior:
Theme: Tempo at the cost of information
I'm considering dropping Axe Diplomacy.
Edit: Culled the Neutrals; I thought I needed 10 for some reason
Edit2: Added Warrior stuff
Man, I see some have already started posting. I still have some work to do with mine, but I think I'm headed the right way.
So, basically, I've changed some cards, others are gone, and Muster was removed as a keyword. Enlist is still here, though.
DRUID
HUNTER
MAGE
PALADIN
Remains unchanged and unfinished. Will think of something first. Basically trying to make it the class that uses Enlist the most.
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRAL
How does Junkwing work?
After the game begins, Junkwing will be destroyed and a prototype (Junkwing 1.0) will be shuffled into your deck.
->->->
Notes:
@CheeseETC If all the rings are common, then I'd go with making them faction-specific and not have classes. If you want, I can take the existing ones and spruce them up a bit if you have an idea for any styling that would make them look different from normal weapons in terms of colour/texture. In terms of effect, I think they should be slightly more powerful and cost more, even if they're common, because having a new card type (see hero cards) usually brings some flashy effects.
So I've changed a bunch of cards in some accordance with the feedback I've gotten.
Keyword:
Holidays: A cycle of rare cards that have an 'on your next turn' effect. They're generally cheap and allow you to pull off fun combos. It’s worth noting that the majority of Holidays (aside from Paladin and Priest) stack, so their effects can be doubled-up if you’re willing to invest the mana into them the turn before.
Dual-Tribe minions are a thing, but only to the extent than Nightmare Amalgam did more than one tribe. Essentially something that’s one tribe gets to also be a Pirate (no other extraordinary synergies).
Druid
The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning is the Druid's chief concern.
Crash the Party is kind of similar to Deadly Shot for power level (worse if you want something other than the left or right, and better for having consistent targets), and similar to Crushing Walls for the effect.
Darkmoon Holiday works well when trading tokens into your opponent's board—you don't mind losing low health minions, as you get a significant buff to their attack against a high-health board. This can also work well if you want to get to a minion that is hiding behind another Taunt minion, as long as you have good choreography.
Party Prowler gets better the more minions you have. He's the extrovert counterpart to the introverted Night Prowler.
Galandria, Mooncaller's effect works like chess; with an even number of minions, the middle two minions get the buff, and with an odd number only one. Play this on your odd board against your opponent's odd board and you'll get a 2 for 1 advantage, at least on the first trade.
Hunter
When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Always looking for the next job, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain.
Contract Archer is the encapsulation of a River Crocolisk that found solace with Quick Shot. The exception being that he uses a bow instead of a gun, so he's not quite as deadly.
Booty Bay! The best place to trade in all sorts of legitimate goods, and the best place to look for not-so-legitimate contracts!
Piercing Shots: The most exciting combo with this is Explosive Trap, as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this).
Shandris Feathermoon: You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris, and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though.
Mage
Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.
Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. It's like North Sea Kraken in a way, but with much higher value over time.
Naga Shepherdess just wants to get her flock in its pen. Mage has Beast synergy in this expansion, but it will depend on holding Beasts, not controlling them. And not just holding a beast, but holding a number of beasts. This effect can be pretty powerful when it goes off, but otherwise you have a really poorly statted vanilla minion in your hand.
Sea Monsters is an interesting card. You might look at it and think 'hmm too complicated', but that's not right. There are a number of very good Beasts... It's just that Mage doesn't have any. If you want to introduce tribe synergy via discover into a class that doesn't have it already, this is how you do it folks. That Tundra Rhino might not seem like a sea monster, but then again Deathwing doesn't seem like he'd be encased in amber.
Ultimate Arcana is the Mage treasure. It's not too strong; a two turn setup for spell damage unless you've got some obscene card discounts, and the spell damage minions that exist are either weak or expensive (the best one being Spellshifter, but how can you know when you'll be able to play it?)
Paladin
Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?
Sunscreen Guardian: You do my back, I'll do yours.
Tan-aris Holiday: Complaints of underpowered when it was just 'restore your minions to full Health', so now it gets a bit of Ancestral Healing!
Bronze Scallywag: Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield. This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle.
Priest
Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.
Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them.
K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite, which could be combo'd with this to get a very dangerous growing threat.
Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea.
Rogue
Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.
Bag of Doubloons introduces the Coin Rogue archetype.
Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion.
Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own!
Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal.
Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.
Shaman
Thrall's idea of a holiday involves lots of water, lightning, and fish.
Captain Cookie Tokens:
Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed.
Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded (that would be a bit nuts).
Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge, spell damage, 'whenever you cast a spell' effects all synergize with this card.
Captain Cookie causes chaos! Bad Food revives Volcano, while Good Food acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do.
Warlock
Gul'dan's Gold (Mana Crystals) are a precious commodity and he doesn't want them getting stolen by Pirates! So he destroys them himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.
Gul'dan's Locket Token:
Not much has changed from the last time I posted these— only mana cost changes and the common has gone from a 2/3 to a 3/3, as the drawback is significantly worse than Flame Imp.
Warrior
Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE.
While he has Pirate support, he also has a fun card displayed where you see how much he wants to prove himself. Summer's Arena grind time for Warrior!
Sunker Mariner: 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. Value!
Brashtide Lookout: It's a bunch of smushed keywords, but I think it fits Warrior pretty well.
Test Your Might!: The cost on this is debatable, but it's a pseudo-windfury effect and a potential minion buff, and in warrior I'd say it's flavorful enough. Wonder if it could cost 2. Or even be “Your highest attack minion attacks an enemy minion” to give you more choice, although that’s less flavourful.
Gromakk Hookhand: Pretty simple effect, but hard to get lots of value on.
Neutral
Shimmering Riches is actually really good in the new Warlock archetype.
Admiral E'lora literally flips your deck. The bottom is on the top, the top is on the bottom, and your cards are flipped too, so your opponent can see whatever you draw. The upside is that you draw your valuable Treasures first.
Salvager Grizzlowe has a lot of tokens that I haven't made yet, but they'll all be laid out eventually. Works kind of like Kazakus... but with neutral hero cards.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
To be honest I don't have any idea how you could improve them. Maybe replace the spiked artwork border of the weapon with something that looks like a ring, with the cost blue gem as the gem on the ring.
That said I'm also thinking about fitting rings into their own slots, around the weapon, like this
If you could also photoshop me that it would be nice :3
As for the ring's power level, well... I'm thinking about making them legendary and more powerful but...I'm not so sure.
I'll review cards later
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
What if you equip the Ring and has no weapon? Where would they go? How would they display? Priest, Mage and Warlock are the 3 class that don't have any weapon beside their Legendary "Staff".
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:
It wouldn't change anything. They would still be displayed at the same place.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Guys, I need your help again to make a choice. I went with option #2 from my previous post as it had the higher number of votes. However, 9 neutral cards is too few for what I want to make. Basically I ask you to choose between 3 options, 3 times:
#1 - Rings
Option 1 - Simple 2mana common Rings
Option 2 - More expensive, more "complicated" Rings
The Aldor Ring needs to have more Durability. I will change that later.
Option 3 - Legendary Rings
Don't pay attention to the infinite durability. If I go this way they would have a limited, albeit large, durability. Unless I go with the leaders that equip them option (see below)
Yes there's one more because I didn't know which one to pick lel. Don't pay attention to missing faction flags.
#2 - Faction leaders
Option 1 - Leader with simple synergistic effects
Option 2 - Leader that equips legendary Rings
The rings are those shown above.
Option 3 - Leaders as hero cards
Again, the rings are the legendary ones.
NOTE: Basic weapons are the 5 weapons from the basic set.
#3 - Rest of the neutral cards
Option 1 - Non-legendary faction minions
(I know Vindicator should say "attacks", I'll correct it if I choose this option)
Option 2 - Non-faction minion that generates Rings
Basically, what I'm asking is what's the best option for each 3 set of cards.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I've got to a stage where I can share what I've come up with. I've still got 1 neutral and the three wild cards to come up with. Obviously it's a bit late if people aren't hot on the concept but I'd appreciate any balancing tweaks that people would suggest.
Any tokens that aren't shown and aren't explained will be vanilla.
To to be more specific about Fate the effect will always occur after x turns even if the minion with it dies. In the case of a minion with a fate that directly effects it the effect triggers when they are dead but has no effect because the target is dead.
Warrior
The Gelbin card works a bit like the Hunter death knight hero power but with Mechs. it will be explained properly in the submission.
Rogue
Paladin
.
Priest
Warlock
Mage
Shaman
Druid
Hunter
The clock will revive Lockmaw when drawn and draw a card.
Neutral
@vilegloom Overall, I think you executed the multi-tribe thing well, and there are lots of solid designs. My only complaint is that the set feels kind of one-note. If I sound negative in the rest of this, it's not because I don't like the set- I do- but I'm focusing on the things that I think need correction.
More specific thoughts:
Druid: Wilden Warden should say "has", not "gain", since it's a passive effect. Unless it's not, and "Battlecry" needs to be specified. Also, Gashj seems overtuned. Druid AoE is a premium thing, but he's Consecration with a discount on a stick. The design is good, just could use a nerf, I think.
Hunter: Al'an also seems strong for similar reasons as Gashj. Since the majority of Hunter minions are Beasts, it shouldn't be hard for any Hunter to draw at least 1 card, which is already decent, and he has the potential for even more.
Mage: If you're keeping both Dragon-Mechs, changing Protowing's name might help. Right now it sounds like it should be a Junkwing prototype, at least to me. Protowing is my preference of the two, though. It's a simple but solid design,but Junkwing itself seems strong. He puts above-average cards into your deck for no drawback. As for Annihilate, straight removal in Mage feels weird; maybe change it to just deal tons of damage?
Priest: Caring Cleric has something good happening, but it's essentially worse Nesting Roc. Also, Alissa's wording is a bit clunky; maybe "Revive 6 friendly minions with different tribes that died this game" or something? More positively, I like how you're bringing back rez in a way that can't be so heavily abused.
Rogue: If Rush works like I think it does, Swarm can OTK with Bluegill Warrior and 2 Cold Blood- might be an issue. Also, it has a typo.
Shaman: Legendary totem lol. Seriously though, it's a decent card. Murloc Cannon is great. I feel like it should be a Mech, especially since Shaman has Mech synergies, though I guess Ship's Cannon is a thing.
Warlock: Demonic Allegiance is rather weak compared to Mark of the Lotus. Also, Daredevil should specify "another", else he'll trigger off of himself.
Warrior: Support Squad is a great design, though I don't think Echo is evergreen.
Neutral: Is Captain Cookie part of your starting hand like Quests, or is he added after when other Start of Game cards trigger? If the latter is true, he's problematic. You essentially have a 29-card deck plus a free card with no drawback. There'd be no reason I can see not to run him in any deck. I like Twin King Percimonde, though. It encourages unique deckbuilding and somewhat counters the one-noteness I mentioned.