Welcome to Blasted Lands a place that has been tortured and destroyed were Demons reign Supreme and other tribes just have no Hope
This expansion will not feature any new Mechanics
But it will feature the Return of Hero's, Quest, and Legendary Weapons.
Paladin
Not All Paladins are holy warriors of the light some use their powers to plunder, kill, and create a new Paladin deck Pirate Paladin with a little bit of Divine Shield in there to
Common
Rare
Epic
Note! - Pirate Caiptain is a Pirate
Legendary
Tokens
Rogue
Rogues will use Nerubians, Spy's, Cult's and everything else in their power to get something into your opponent's deck. Anddddd my Candle just ran out well it was nice knowing you
Common
Note! - If any of you know how make Nerubian of the Dark in 4 or less lines don't be afraid to PM me
Rare
Epic
Legendary
Tokens
Shaman
Shamans will Unite a Murloc and a Orc, Use Spell Damage to wreck their opponent's and don't forget some totems that an Odd theme
Jeez that Odd pun was horrible why did i do that
Common
Edit: I just realized Totem carver is confusing so here is how it works you discover a basic totem the another basic totem then add they stats and effect
Rare
Epic
Legendary
Tokens
Priest
Make Purify great again. Thats right the theme is Silence. But you can also choose to Master the enemy Mind or even both.
Common
Rare
Epic
Legendary
Tokens
Warlock
Warlock will sacrifice himself to Kil'jaden and Archimode with the already supported but not fully fleshed out Self Damage deck.
Common
Rare
Epic
Legendary
Token
Warrior
Warriors will open the Dark Portal with an army of Rush minions but they won't forget they Recruit and Taunt traditions on Dreanor.
Common
Rare
Epic
Legendary
Tokens
Druid
Druids will try to keep the forest Corrupt with Marl or use their shapeshift carefully with Kark but they have one thing in common they don't like Hero Powers.
Commom
Rare
Epic
Legendary
Tokens
Note! - Say you have nine Mana and Forest Corruption cost 9 Mana you must use Forest Corruption and can't play any other cards
Mage
Mage will take a different way to "fixing" the corrupt forest they will use their hero powers and burn the whole forest down
Common
Rare
Epic
Legendary
Tokens
Hunter
Hunters will get a class into Demon Hunter say that Rexxar can't be a Demon Hunter because he's an Orc. Screw the lore i have 19.99 Dollars. This is most definely a thing i am not lying.
Common
Rare
Note! - Nightmare Amalgam will not count towards Jack-of-all-Tribes.
Epic
Legendary
Neutral
Common
Tokens
Rare
Tokens
Epic
Tokens
Legendary
Note! - If any of you know how to make Nazrim the Diciple in 4 lines or under PM me.
Pirate Caiptain - Did you misspell "Captain" on purpose? Is it supposed to be a pun? Either way it bugs me.
Ghost Forge Master - Cool but a little over statted. Maybe a 3/3 or a 4/2.
Blackheart's Musket - Waaaaaay OP. You should give it a set durability and have the Battlecry increase Attack only.
Blackheart's Swashbuckler - Probably fine cuz it's 9 mana. Comparable to Dragoncaller Alanna I suppose.
Rogue
Nerubian of the Dark - Cool but yeah, 4 lines of text (or less) is pretty much mandatory.
Darkness Cultist - I worry that there isn't quite enough Candle synergy to justify this card. 1 more card (preferably common) that requires candles to awaken would probably make it work.
Nerubian Warleader - Strong, seems balanced.
I Spy on a Guy - To avoid ambiguity the text should say the name of the Token shuffled - "Shuffle a Spyyy!!! ..." not "Spell".
Demonic Spy - Very cool idea. Seems balanced.
Dark Portal Sneaker - I'm not sure how this works. Did you intend for it to reveal a card in their hand then shuffle it into their deck. Or maybe shuffle all copies of it into their deck - that would be cool. If not then it's just Battlecry: look at three cards in your opponent's deck...
Lil' Darkness - could probably be a 4/4 and still be fine.
Ritual Disruptor - Cool.
Darkness Essence - Because it cuts off Rogue's starting Hero Power this weapon is probably a bit weak. Could be a 4/2.
Lynnore Bloodmage - Very cool! But why the extra "Recombine" wording on the token?
Shaman
Orcish Murloc - I like this.
Spirit Shaman - How does this work? This card text has no precedent. Maybe it would be better to just have it summon a random basic totem.
Totem Carver - Very cool.
I Carve a Guy - Seems good.
Chaos Wrecker - I like it.
Overcharge - Really tough to balance an effect like that. It's like an unremovable Malygos. One of those cards that would need actual playtesting to balance.
Fire and Lightning - Very cool effect but it seems weak on it's own. Compare to Fireball. Only remotely playable if all these other Spell damage things exist.
Electro Plague - Probably over-costed but who knows with all the Spell Damage out there in the rest of the set.
Neptool and Okrilla - Cool idea. I would like it more if the "Our Powers Combined" Hero Power felt a little more unique.
Druid
Marl's Faithful - Seems terrible, buuuut there's synergy with the new Legendary, I'll get to that later.
Clever Druid - Cool card. Nice upside with a devastating downside.
Brainwashed Druid - Seems bad. Again we'll have to wait for the Legendary.
I Grow a Guy - I appreciate the puns. This card has some nice flexibility. Good card.
Equality Keeper - Finally, something that makes it worthwhile to cripple my own hero power.
Power Increases - I have no idea how balanced this is. At least it uses the new mechanic in a unique way.
Stable Shapeshift - This card text has no precedent in Hearthstone. I don't want to comment too much unltil I'm sure that I know how it works.
Demonic Tree Giant - Probably balanced within this archetype bit I dunno...
Marl Wormthorn - Finally, we can talk about Marl. Gotta be honest and say it's a cool idea. The flavor is great, holding back the corruption. However I'm not at all a fan of printing so many class cards that are completely awful if you don't have this in your deck. Look at the C'thun cards. They weren't great without C'thun but you could still play them with severely handicapping yourself for the rest of the game. As far as his Token, Mini World Tree goes, I assume it's a permanent like The Crystal Core, or the Nether Portal. If so it's strong but probably balanced.
Kark - Just awful without Marl and kinda redundant with him since he starts in your opening hand. What's the point of this card?
Cheers, mate. You're a very creative card designer and I look forward to more of your work.
Pirate Caiptain - Ya i was tired so i misspelled it.
Ghost Forge Master - Ya haven't thought of it. Fixed now.
Blackheart's Musket - Thanks for the response should be fine now
Blackheart's Swashbuckler - Ya i balanced around Dragoncaller Alanna you can summon one more with and get a 3/3 weapon which is better than a 3/3 minion but it's harder to get weapons than spells that cost (5) or more.
Rogue
Nerubian of the Dark - Ya if any of you know it how to make it 4 or less.
Darkness Cultist - There is one Neutral coming.
Nerubian Warleader - Thanks.
I Spy on a Guy - Maybe but am to lazy to change it.
Demonic Spy - Thank you
Dark Portal Sneaker - You Discover a card in your opponent's deck and shuffle in an extra copy into their deck it is a synergy card for the shuffle rogue architype.
Lil' Darkness - Maybe
Ritual Disruptor - Thanks
Darkness Essence -Ya again maybe but i like where it is
Lynnore Bloodmage - For the Flavor just look at Candle it says snuff out the candle
Shaman
Orcish Murloc - Thanks
Spirit Shaman - Here how it works let's your Hero Power is the basic one then you summon a random totem if your Hero Power if the upgraded one you summon a Totem of your choice Neptools Hero Power you deal 1 damage to a character of your choice it is an Odd Shaman support card
Totem Carver - Thanks
I Carve a Guy - Again thanks
Chaos Wrecker - And again
Overcharge - Ya that's why changed to weaken the burst power it's still usable but weaker
Fire and Lightning - They do don't worry
Electro Plague - It's Coming
Neptool and Okrilla - Thanks. I could change the Hero Power but am to lazy
Druid
Marl's Faithful - Ya
Clever Druid - Thanks
Brainwashed Druid - Waiting
I Grow a Guy - Thanks
Equality Keeper - Ya it's the first synergy card
Power Increases - Thanks again
Stable Shapeshift - Check Spirit Shaman for answer it's a Kark deck Support.
Demonic Tree Giant - Most likely
Marl Wormthorn - Thanks first i know that there to many cards for this architype but it's the only way to makes this deck that works as Mini World Tree yes it is a permanent.
Kark -You can use him Marl. But it's supposed to be used in Hero Power Hate deck with Stable Shapeshifts.
I had a really similar idea for Archimonde but this one is so much better - I was thinking full heal when you kill yourself as a start of game card, so no really big self damaging minions. But yours... it's... so... much...
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
But i didn't forget neutral i just haven't finished the whole set there are about 9 neutral cards i need to finish and also make all the cards into card form text form. (When Create cards i write all the ideas on a notebook on my phone)
Just a comment: Warrior's quest and Giant Rusher. Both benefit from playing Rush minions, but since both epics recruit minions, it may make sense to benefit from summoning the Rush minions rather than playing them and, considering that the Quest reward recruits Rush minions, it looks like the Warrior cards would be better in a midrange deck, where the Rush minions can contest the board unparalleled.
This 1 mana 3/2 rogue legendary weapon. Do you realize, that it will block the rogue from using his hero power or equipping other weapons? so 1 mana card "lose ability to play weapons" - GREAT
3.First it is a 4/4 not 5/4 and ya you can do it and it doesn't give you 10 armor it gives 5 armor because you take damage it's good but requires you to go second have two [card]Crystallizer[/card]s and not get Archimonde in your hand.
RenoLord - I'm pretty sure Armor doesn't count as damage to a hero - it counts as losing Armor (I think. I could be wrong). So technically Archimonde wouldn't even be summoned.
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Right - first off, a few mistakes. I'm going to bold all the problems.
Warrior's Rush deck has tons of problems.
1: The Quest itself is really easy to finish. Let's look back at current Quest/Taunt Warrior. It played on the idea of playing 7 Taunt minions and getting a pretty powerful Hero Power - dealing 8 damage to a random enemy each turn. Think about it for a while. Here's a detailed explanation about Taunt Warrior.
The idea behind it was to have a really good quest reward, but lessening your deck's power so that it has tons of Taunt minionsWhile playing Taunt Warrior, as you might have noticed, the Hero Power's effect is random - it goes in between minions and the target - the enemy hero. So how do you make it easier to hit the opponent? By clearing your opponent's board. So basically, back then, they took Taunts, which are minions that are hard to remove but even harder to get remove the opponents board with, and made them necessary to get the power.
Summary: This Quest, in heart, requires much better minions than Quest Warrior to get a much better quest reward. If you didn't know, having good minions in your decks is better than having bad minions.
Another problem - while you play the minions themselves, you have to draw them first, yes? So you draw them, and play them, and that makes sense. But then, when you finish the Quest, you have practically no Rush minions left in your deck, and no way of putting Rush minions back in.
Rogue: Both too powerful, and too weak. Sadly, I don't believe they even out.
Both legendaries are really bad.
The idea of shuffling Candles and Ambushes into decks is cool, but it's little underpowered.
Start with the legends.
Darkness Essence: It's honestly pretty bad. It makes your hero power absolutely useless, and it's not even worth it. A 1 3/2? That you get pretty much only in the late game? Naaaah....
However, I LOVE the idea of this. So much in fact, I want to kiss it and hug it and steal it.
I won't be doing any of that though.
Sigh.
Lynnorre Bloodmage: (too lazy to spell it correctly, sorry) Also pretty bad. However, you may not have noticed it, but you should compare this to Sherazin, Corpse Flower. Sherazin is bad already. This is worse. Is he related
Nerubian Warleader: Insanely overpowered, must fix. Trust me - it's nothing like Faldorei Strider.
Demonic Spy: With these other cards, it shouldn't be a 2 3/3 - it should be 2 2/2. It's negative, sure, but when it's not it's a bit too powerful.
HOWEVER
DRUMROLL PLEASE
I AM THE MAGIC MAN
ALL MUST FEAR ME
FOR I AM THE ALL KNOWING
I REVEAL MY FIRST SECRET - TO YOU, AND ONLY YOU.
THE SECRET
IS
BUM BUMBUBMBUBMMBIGBUM
Change all "Go Dormant" text to Deathrattle: shuffle (Candles) into opponents deck, revive when draw all 3. Make it so that the minion instantly dies instead of going dormant. When the candles are drawn, the way of showing that the minion is "awakening" should be something like C'thun. This way, nothing takes up space or resources as much - the cards are actually a lot better then.
10/6/2018: I'm using this effect in my own custom expansion already and don't want people thinking that I copied off you - if you even use this. This is just for at least some kind of proof. :(
Paladin
Really cool! Not that many weird stuff.
The -1/1 Effect:
Trump already made a really long speech about this. I'm not going to repeat that, but as a summary: -Health effects are really weird. Instead of that, it should say take 1 damage or something, and playing an already damaged minion is weird. It's like Injured Blademaster saying Battlecry: give this minion -0/3. It's just weird.
Grammarly in Pirate Form: What's his use? Other than Planking Pirate, which you can only have 2 of in a deck. He's really similar to the Murloc 1 1/3 Change your Hero Power to summon a Silver Hand Murloc. In fact, very similar. But the Murloc one was better, because there was actually a use for the extra murloc. Here? Very little.
Blackheart's Swashbuckler: Dragoncaller Allana as a weapon. A little uncreative. Also too powerful, considering how many good weapons Paladin has and how many you add in - not to mention the 4 3/3 equip a 2/2 weapon in neutral (is it rotating? I don't remember). May not have noticed while copying off Allana, but a 3/3 weapon is really powerful - It's worth 4 to 5 mana. Compare to Assassin's Blade, which is a basic card (all the basic cards are really good, FYI). A 3/3 weapon is better than a 3/3 minion.
Druid
I'm sorry, but - Kark is too powerful and a little bad design. What I don't like is how Marl, Wormthorn, is the only reason for all the other cards. That means without Marl, everything else is trash.
I don't understand why you added Stable Shapeshift. With Marl, it's literally 3 mana: lose the game - return this to your hand so you can play it again next turn.
Say whaaat? :D
Hunter
Ok. I'm going to go ahead and guess that a "Custom Demon-Beast" means like a Zombeast, but with one Demon and 1 Beast.
I'm also going to go ahead and guess that there are two pairs of caches for the Demons and the Beasts each - one if you take a really expensive Beast (they give you a low Demon) or an expensive demon (they give you a low Beast).
I...
Can't make a speech this big,
But it seems to me like a lot of problems. I suppose it might be broken like Deathstalker Rexxar, but I'm not sure. For one, can you get Demons from other classes? You can't get Beasts like that in Deathxar. What are the demons you can choose?
Really confusing.
Water Imp is too powerful. You can kind of compare it to Zombie Chow, but it's like the opposite effect. This way, your opponent can't attack your hero, in fear of you killing off your Water Imp (while Zombie Chow made the owner afraid to attack the enemy hero).
Warlock
I really like it. Has some good cards, and none of them are OP. Archimonde is a little confusing though, and the Quest might be a bit too powerful. I understand how it's balanced, but your other cards push the line a little over. Not too big of a problem though.
Neutral
Some stuff isn't very creative, like the draw common, rare, (epic? Didn't see) and Legendary cards. Would those cards be really added into the game?
I mean, I'm not saying that creativity is a necessity, but the cards just wouldn't be added into the game. Blizzard would never add cards that refer to dust cost in an way whatsoever - as they only draw 40, or 100, or even 1600 dust cards - that you pay for. Summoning, replacing, e.t.c. Legendary minions is different. Besides, it's too powerful - you get to choose which cards you draw, while only limiting your deck to non-rarity cards - It's a lot easier than you think.
Compare this to a card that Trump rated 3 for design and 1 for Balance - Golden Retriever, a 3 2/2 or something that draws a Golden card from your deck. The card is just too powerful, and it involves doubling the dust on one of your best cards to actually play and draw really quick whatever you wanted. Make the game PTW? Nuhuh.
Mage
Every single one of your cards has the word "Inspire" somewhere on it. That's OK, but some are really powerful. I really like Ancient Flame (Flavor Text: Still as hot as ever...), but it's WAY too powerful. I can't even process how powerful - yet. I'm still working on it. But a 3 mana 4/5 that attacks the target of your Hero Power - it can simply say 5 4/5 - Deal 1 Damage. Ignore Taunt. Charge. I mean. Tempo Mage would suddenly become Tier S, just because of this single card. Plz Nerf Blizzard.
Shaman
Just one problem - the double legendary Hero Card idea. It's cool, but it requires 3600 dust. There was a pair of minions like this - One was Stallagg, the other was some Geronimo, don't remember. No one really liked them.
At least I didn't.
But Blizzard still printed it, so I guess it's OK.
RAD
Priest:
Silencing your own minions? Sure. I guess it works out. Nice. Second Quest? Death Grip, but 5, and a hand refill. Cool!
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Right - first off, a few mistakes. I'm going to bold all the problems.
Warrior's Rush deck has tons of problems.
1: The Quest itself is really easy to finish. Let's look back at current Quest/Taunt Warrior. It played on the idea of playing 7 Taunt minions and getting a pretty powerful Hero Power - dealing 8 damage to a random enemy each turn. Think about it for a while. Here's a detailed explanation about Taunt Warrior.
The idea behind it was to have a really good quest reward, but lessening your deck's power so that it has tons of Taunt minionsWhile playing Taunt Warrior, as you might have noticed, the Hero Power's effect is random - it goes in between minions and the target - the enemy hero. So how do you make it easier to hit the opponent? By clearing your opponent's board. So basically, back then, they took Taunts, which are minions that are hard to remove but even harder to get remove the opponents board with, and made them necessary to get the power.
Summary: This Quest, in heart, requires much better minions than Quest Warrior to get a much better quest reward. If you didn't know, having good minions in your decks is better than having bad minions.
Another problem - while you play the minions themselves, you have to draw them first, yes? So you draw them, and play them, and that makes sense. But then, when you finish the Quest, you have practically no Rush minions left in your deck, and no way of putting Rush minions back in.
Rogue:
Both legendaries are really bad.
The idea of shuffling Candles and Ambushes into decks is cool, but it's way too complicated, and a little underpowered too.
Start with the legends.
Darkness Essence: It's honestly really really bad. It makes your hero power absolutely useless, and it's not even worth it. A 1 3/2? Naaaaah...
Lynnorre Bloodmage: (too lazy to spell it correctly, sorry) Also pretty bad. However, you may not have noticed it, but you should compare this to Sherazin, Corpse Flower. Sherazin is bad already. This is worse.
Nerubian Warleader: Insanely overpowered, must fix. Trust me - it's nothing like Faldorei Strider.
Demonic Spy: With these other cards, it shouldn't be a 2 3/3 - it should be 2 2/2. It's negative, sure, but when it's not it's a bit too powerful.
HOWEVER
I AM THE MAGIC MAN
FEAR ME
FOR I AM THE ALL KNOWING
I REVEAL MY FIRST SECRET - TO YOU, AND ONLY YOU.
THE SECRET
Change all "Go Dormant" text to Deathrattle: shuffle (Candles) into opponents deck, revive when draw all 3. Make it so that the minion instantly dies instead of going dormant. When the candles are drawn, the way of showing that the minion is "awakening" should be something like C'thun. This way, nothing takes up space or resources as much - the cards are actually a lot better then.
10/6/2018: I'm using this effect in my own custom expansion and don't want people thinking that I copied off you - if you even use this. This is just for "proof". :(
Still adding stuff.
Warrior
The Quest itself is really easy to finish - How?
when you finish the Quest, you have practically no Rush minions left in your deck, and no way of putting Rush minions back in.
- that is true i wanted to make it a very rush heavy deck i considered a card that shuffled in Rush minions
Darkness - True it is weak
Lynnore Bloodmage - I feel like it isn't to weak Sherazin saw some play in ungoro and this has good stats and a upside.
Nerubian Warleader - Will change it.
Demonic Spy - it can only turn into a upside in the late game at a point where it doesn't matter if it's a 3/3 or a 2/2.
Welcome to Blasted Lands a place that has been tortured and destroyed were Demons reign Supreme and other tribes just have no Hope
This expansion will not feature any new Mechanics
But it will feature the Return of Hero's, Quest, and Legendary Weapons.
Paladin
Not All Paladins are holy warriors of the light some use their powers to plunder, kill, and create a new Paladin deck Pirate Paladin with a little bit of Divine Shield in there to
Common
Rare
Epic
Note! - Pirate Caiptain is a Pirate
Legendary
Tokens
Rogue
Rogues will use Nerubians, Spy's, Cult's and everything else in their power to get something into your opponent's deck. Anddddd my Candle just ran out well it was nice knowing you
Common
Note! - If any of you know how make Nerubian of the Dark in 4 or less lines don't be afraid to PM me
Rare
Epic
Legendary
Tokens
Shaman
Shamans will Unite a Murloc and a Orc, Use Spell Damage to wreck their opponent's and don't forget some totems that an Odd theme
Jeez that Odd pun was horrible why did i do thatCommon
Edit: I just realized Totem carver is confusing so here is how it works you discover a basic totem the another basic totem then add they stats and effect
Rare
Epic
Legendary
Tokens
Priest
Make Purify great
again. Thats right the theme is Silence. But you can also choose to Master the enemy Mind or even both.Common
Rare
Epic
Legendary
Tokens
Warlock
Warlock will sacrifice himself to Kil'jaden and Archimode with the already supported but not fully fleshed out Self Damage deck.
Common
Rare
Epic
Legendary
Token
Warrior
Warriors will open the Dark Portal with an army of Rush minions but they won't forget they Recruit and Taunt traditions on Dreanor.
Common
Rare
Epic
Legendary
Tokens
Druid
Druids will try to keep the forest Corrupt with Marl or use their shapeshift carefully with Kark but they have one thing in common they don't like Hero Powers.
Commom
Rare
Epic
Legendary
Tokens
Note! - Say you have nine Mana and Forest Corruption cost 9 Mana you must use Forest Corruption and can't play any other cards
Mage
Mage will take a different way to "fixing" the corrupt forest they will use their hero powers and burn the whole forest down
Common
Rare
Epic
Legendary
Tokens
Hunter
Hunters will get a class into Demon Hunter say that Rexxar can't be a Demon Hunter because he's an Orc. Screw the lore i have 19.99 Dollars. This is most definely a thing i am not lying.
Common
Rare
Note! - Nightmare Amalgam will not count towards Jack-of-all-Tribes.
Epic
Legendary
Neutral
Common
Tokens
Rare
Tokens
Epic
Tokens
Legendary
Note! - If any of you know how to make Nazrim the Diciple in 4 lines or under PM me.
Tokens
Check out my Custom Expansion
Blasted Lands
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/220269-blasted-lands-custom-expansion-4-classes-complete
Ok. I'll give you a review. Let's take this from the top.
Paladin
Ship's Defender - seems strong. Divine Shield and Taunt are unusual keywords for a Pirate but if Pirate Paladin is a thing then that's fine.
Sneaky Pirate - cool, strong, I don't think it's OP
Group Pirates - I would try to think of a different name. Also +2/+2 is too good. +1/+1 would be fine.
I Plunder a Guy - I really dislike effects that give a minion -1 health. Isn't that just 1 damage. What if the minion only had 1 hp?
Divine Plunerer - Holla atcha Blood Knight
Hammer of Light - Fine
Pirate Caiptain - Did you misspell "Captain" on purpose? Is it supposed to be a pun? Either way it bugs me.
Ghost Forge Master - Cool but a little over statted. Maybe a 3/3 or a 4/2.
Blackheart's Musket - Waaaaaay OP. You should give it a set durability and have the Battlecry increase Attack only.
Blackheart's Swashbuckler - Probably fine cuz it's 9 mana. Comparable to Dragoncaller Alanna I suppose.
Rogue
Nerubian of the Dark - Cool but yeah, 4 lines of text (or less) is pretty much mandatory.
Darkness Cultist - I worry that there isn't quite enough Candle synergy to justify this card. 1 more card (preferably common) that requires candles to awaken would probably make it work.
Nerubian Warleader - Strong, seems balanced.
I Spy on a Guy - To avoid ambiguity the text should say the name of the Token shuffled - "Shuffle a Spyyy!!! ..." not "Spell".
Demonic Spy - Very cool idea. Seems balanced.
Dark Portal Sneaker - I'm not sure how this works. Did you intend for it to reveal a card in their hand then shuffle it into their deck. Or maybe shuffle all copies of it into their deck - that would be cool. If not then it's just Battlecry: look at three cards in your opponent's deck...
Lil' Darkness - could probably be a 4/4 and still be fine.
Ritual Disruptor - Cool.
Darkness Essence - Because it cuts off Rogue's starting Hero Power this weapon is probably a bit weak. Could be a 4/2.
Lynnore Bloodmage - Very cool! But why the extra "Recombine" wording on the token?
Shaman
Orcish Murloc - I like this.
Spirit Shaman - How does this work? This card text has no precedent. Maybe it would be better to just have it summon a random basic totem.
Totem Carver - Very cool.
I Carve a Guy - Seems good.
Chaos Wrecker - I like it.
Overcharge - Really tough to balance an effect like that. It's like an unremovable Malygos. One of those cards that would need actual playtesting to balance.
Fire and Lightning - Very cool effect but it seems weak on it's own. Compare to Fireball. Only remotely playable if all these other Spell damage things exist.
Electro Plague - Probably over-costed but who knows with all the Spell Damage out there in the rest of the set.
Neptool and Okrilla - Cool idea. I would like it more if the "Our Powers Combined" Hero Power felt a little more unique.
Druid
Marl's Faithful - Seems terrible, buuuut there's synergy with the new Legendary, I'll get to that later.
Clever Druid - Cool card. Nice upside with a devastating downside.
Brainwashed Druid - Seems bad. Again we'll have to wait for the Legendary.
I Grow a Guy - I appreciate the puns. This card has some nice flexibility. Good card.
Equality Keeper - Finally, something that makes it worthwhile to cripple my own hero power.
Power Increases - I have no idea how balanced this is. At least it uses the new mechanic in a unique way.
Stable Shapeshift - This card text has no precedent in Hearthstone. I don't want to comment too much unltil I'm sure that I know how it works.
Demonic Tree Giant - Probably balanced within this archetype bit I dunno...
Marl Wormthorn - Finally, we can talk about Marl. Gotta be honest and say it's a cool idea. The flavor is great, holding back the corruption. However I'm not at all a fan of printing so many class cards that are completely awful if you don't have this in your deck. Look at the C'thun cards. They weren't great without C'thun but you could still play them with severely handicapping yourself for the rest of the game. As far as his Token, Mini World Tree goes, I assume it's a permanent like The Crystal Core, or the Nether Portal. If so it's strong but probably balanced.
Kark - Just awful without Marl and kinda redundant with him since he starts in your opening hand. What's the point of this card?
Cheers, mate. You're a very creative card designer and I look forward to more of your work.
Hope this helps.
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Paladin
Ship's Defender - It's balanced around Shielded Minibot.
Sneaky Pirate - Thanks
Group Pirates - Ya i wanted to fix that but i was on Vacation
I Plunder a Guy - Ya i don't to but this is the only to balance to it.
Divine Plunerer - Holla atcha Blood Knight
Hammer of Light - K
Pirate Caiptain - Ya i was tired so i misspelled it.
Ghost Forge Master - Ya haven't thought of it. Fixed now.
Blackheart's Musket - Thanks for the response should be fine now
Blackheart's Swashbuckler - Ya i balanced around Dragoncaller Alanna you can summon one more with and get a 3/3 weapon which is better than a 3/3 minion but it's harder to get weapons than spells that cost (5) or more.
Rogue
Nerubian of the Dark - Ya if any of you know it how to make it 4 or less.
Darkness Cultist - There is one Neutral coming.
Nerubian Warleader - Thanks.
I Spy on a Guy - Maybe but am to lazy to change it.
Demonic Spy - Thank you
Dark Portal Sneaker - You Discover a card in your opponent's deck and shuffle in an extra copy into their deck it is a synergy card for the shuffle rogue architype.
Lil' Darkness - Maybe
Ritual Disruptor - Thanks
Darkness Essence -Ya again maybe but i like where it is
Lynnore Bloodmage - For the Flavor just look at Candle it says snuff out the candle
Shaman
Orcish Murloc - Thanks
Spirit Shaman - Here how it works let's your Hero Power is the basic one then you summon a random totem if your Hero Power if the upgraded one you summon a Totem of your choice Neptools Hero Power you deal 1 damage to a character of your choice it is an Odd Shaman support card
Totem Carver - Thanks
I Carve a Guy - Again thanks
Chaos Wrecker - And again
Overcharge - Ya that's why changed to weaken the burst power it's still usable but weaker
Fire and Lightning - They do don't worry
Electro Plague - It's Coming
Neptool and Okrilla - Thanks. I could change the Hero Power but am to lazy
Druid
Marl's Faithful - Ya
Clever Druid - Thanks
Brainwashed Druid - Waiting
I Grow a Guy - Thanks
Equality Keeper - Ya it's the first synergy card
Power Increases - Thanks again
Stable Shapeshift - Check Spirit Shaman for answer it's a Kark deck Support.
Demonic Tree Giant - Most likely
Marl Wormthorn - Thanks first i know that there to many cards for this architype but it's the only way to makes this deck that works as Mini World Tree yes it is a permanent.
Kark -You can use him Marl. But it's supposed to be used in Hero Power Hate deck with Stable Shapeshifts.
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Finally got the update yesterday Imgur wasn't working while the day before yesterday Hearthpwn was
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Finished all Class cards neutral cards should come out this or next week (haven't finished them)
Anyway happy school year to you all
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Nooooooooooooooooo
Why do other people always have the better ideas?
I had a really similar idea for Archimonde but this one is so much better - I was thinking full heal when you kill yourself as a start of game card, so no really big self damaging minions. But yours... it's... so... much...
.
...
Wait.
Where's Neutral?
YOU FORGOT NEUTRAL
HA
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Thanks
But i didn't forget neutral i just haven't finished the whole set there are about 9 neutral cards i need to finish and also make all the cards into card form text form. (When Create cards i write all the ideas on a notebook on my phone)
Probs gonna finish the set after 1-3 days.
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I like the new expansion!
Just a comment: Warrior's quest and Giant Rusher. Both benefit from playing Rush minions, but since both epics recruit minions, it may make sense to benefit from summoning the Rush minions rather than playing them and, considering that the Quest reward recruits Rush minions, it looks like the Warrior cards would be better in a midrange deck, where the Rush minions can contest the board unparalleled.
Nice
This Druid hero card... do you realize how bad design it is?
Besides the fact, that limiting your opponent "if you do not kill me in few turns, you will lose, especially with all the armor Druid have.
And this card KILLS YOUR OPPONENT ON TURN 9 LATEST, or earlier with some ramp.
Turn 2 -> cast the hero. Then turn -> mana cost of ability. 3-> 14, 4->13, 5->12, 6->11 7->10 8->9, 9-> you win.
Unstopabble, only survive till turn 9.
--Alfi--
This 1 mana 3/2 rogue legendary weapon. Do you realize, that it will block the rogue from using his hero power or equipping other weapons? so 1 mana card "lose ability to play weapons" - GREAT
--Alfi--
Archimonde. So basically turn 2 - play two Crystallizers to have 30 health, 10 armor, 2x1/3 minion and 5/4 minion? (turn one with coin)
--Alfi--
elporsche1990
Giant Rusher is a big minion and recruiting big minions i good
MaximGorkij
1.It doesn't kill your opponent it kills you
2.Ya it does but is not permanent.
3.First it is a 4/4 not 5/4 and ya you can do it and it doesn't give you 10 armor it gives 5 armor because you take damage it's good but requires you to go second have two [card]Crystallizer[/card]s and not get Archimonde in your hand.
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Got the Neutral Epics and Legendaries still got to finish the Commons and Rares also Balance Change.
into
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Finished Up the Expansion
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IT DOESN'T KILL YOUR OPPONENT IT KILLS YOU
I'm laughing so hard right now
I've been in your position too though :D
XD
RenoLord - I'm pretty sure Armor doesn't count as damage to a hero - it counts as losing Armor (I think. I could be wrong). So technically Archimonde wouldn't even be summoned.
Ehmen, Ehdunnow.
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Right - first off, a few mistakes. I'm going to bold all the problems.
Warrior's Rush deck has tons of problems.
1: The Quest itself is really easy to finish. Let's look back at current Quest/Taunt Warrior. It played on the idea of playing 7 Taunt minions and getting a pretty powerful Hero Power - dealing 8 damage to a random enemy each turn. Think about it for a while. Here's a detailed explanation about Taunt Warrior.
The idea behind it was to have a really good quest reward, but lessening your deck's power so that it has tons of Taunt minions While playing Taunt Warrior, as you might have noticed, the Hero Power's effect is random - it goes in between minions and the target - the enemy hero. So how do you make it easier to hit the opponent? By clearing your opponent's board. So basically, back then, they took Taunts, which are minions that are hard to remove but even harder to get remove the opponents board with, and made them necessary to get the power.
Summary: This Quest, in heart, requires much better minions than Quest Warrior to get a much better quest reward. If you didn't know, having good minions in your decks is better than having bad minions.
Another problem - while you play the minions themselves, you have to draw them first, yes? So you draw them, and play them, and that makes sense. But then, when you finish the Quest, you have practically no Rush minions left in your deck, and no way of putting Rush minions back in.
Rogue: Both too powerful, and too weak. Sadly, I don't believe they even out.
Both legendaries are really bad.
The idea of shuffling Candles and Ambushes into decks is cool, but it's little underpowered.
Start with the legends.
Darkness Essence: It's honestly pretty bad. It makes your hero power absolutely useless, and it's not even worth it. A 1 3/2? That you get pretty much only in the late game? Naaaah....
However, I LOVE the idea of this. So much in fact, I want to kiss it and hug it and steal it.
I won't be doing any of that though.
Sigh.
Lynnorre Bloodmage: (too lazy to spell it correctly, sorry) Also pretty bad. However, you may not have noticed it, but you should compare this to Sherazin, Corpse Flower. Sherazin is bad already. This is worse. Is he related
Nerubian Warleader: Insanely overpowered, must fix. Trust me - it's nothing like Faldorei Strider.
Demonic Spy: With these other cards, it shouldn't be a 2 3/3 - it should be 2 2/2. It's negative, sure, but when it's not it's a bit too powerful.
HOWEVER
DRUMROLL PLEASE
I AM THE MAGIC MAN
ALL MUST FEAR ME
FOR I AM THE ALL KNOWING
I REVEAL MY FIRST SECRET - TO YOU, AND ONLY YOU.
THE SECRET
IS
BUM BUMBUBMBUBMMBIGBUM
Change all "Go Dormant" text to Deathrattle: shuffle (Candles) into opponents deck, revive when draw all 3. Make it so that the minion instantly dies instead of going dormant. When the candles are drawn, the way of showing that the minion is "awakening" should be something like C'thun. This way, nothing takes up space or resources as much - the cards are actually a lot better then.
10/6/2018: I'm using this effect in my own custom expansion already and don't want people thinking that I copied off you - if you even use this. This is just for at least some kind of proof. :(
Paladin
Really cool! Not that many weird stuff.
The -1/1 Effect:
Trump already made a really long speech about this. I'm not going to repeat that, but as a summary: -Health effects are really weird. Instead of that, it should say take 1 damage or something, and playing an already damaged minion is weird. It's like Injured Blademaster saying Battlecry: give this minion -0/3. It's just weird.
Grammarly in Pirate Form: What's his use? Other than Planking Pirate, which you can only have 2 of in a deck. He's really similar to the Murloc 1 1/3 Change your Hero Power to summon a Silver Hand Murloc. In fact, very similar. But the Murloc one was better, because there was actually a use for the extra murloc. Here? Very little.
Blackheart's Swashbuckler: Dragoncaller Allana as a weapon. A little uncreative. Also too powerful, considering how many good weapons Paladin has and how many you add in - not to mention the 4 3/3 equip a 2/2 weapon in neutral (is it rotating? I don't remember). May not have noticed while copying off Allana, but a 3/3 weapon is really powerful - It's worth 4 to 5 mana. Compare to Assassin's Blade, which is a basic card (all the basic cards are really good, FYI). A 3/3 weapon is better than a 3/3 minion.
Druid
I'm sorry, but - Kark is too powerful and a little bad design. What I don't like is how Marl, Wormthorn, is the only reason for all the other cards. That means without Marl, everything else is trash.
I don't understand why you added Stable Shapeshift. With Marl, it's literally 3 mana: lose the game - return this to your hand so you can play it again next turn.
Say whaaat? :D
Hunter
Ok. I'm going to go ahead and guess that a "Custom Demon-Beast" means like a Zombeast, but with one Demon and 1 Beast.
I'm also going to go ahead and guess that there are two pairs of caches for the Demons and the Beasts each - one if you take a really expensive Beast (they give you a low Demon) or an expensive demon (they give you a low Beast).
I...
Can't make a speech this big,
But it seems to me like a lot of problems. I suppose it might be broken like Deathstalker Rexxar, but I'm not sure. For one, can you get Demons from other classes? You can't get Beasts like that in Deathxar. What are the demons you can choose?
Really confusing.
Water Imp is too powerful. You can kind of compare it to Zombie Chow, but it's like the opposite effect. This way, your opponent can't attack your hero, in fear of you killing off your Water Imp (while Zombie Chow made the owner afraid to attack the enemy hero).
Warlock
Neutral
Some stuff isn't very creative, like the draw common, rare, (epic? Didn't see) and Legendary cards. Would those cards be really added into the game?
I mean, I'm not saying that creativity is a necessity, but the cards just wouldn't be added into the game. Blizzard would never add cards that refer to dust cost in an way whatsoever - as they only draw 40, or 100, or even 1600 dust cards - that you pay for. Summoning, replacing, e.t.c. Legendary minions is different. Besides, it's too powerful - you get to choose which cards you draw, while only limiting your deck to non-rarity cards - It's a lot easier than you think.
Compare this to a card that Trump rated 3 for design and 1 for Balance - Golden Retriever, a 3 2/2 or something that draws a Golden card from your deck. The card is just too powerful, and it involves doubling the dust on one of your best cards to actually play and draw really quick whatever you wanted. Make the game PTW? Nuhuh.
Mage
Every single one of your cards has the word "Inspire" somewhere on it. That's OK, but some are really powerful. I really like Ancient Flame (Flavor Text: Still as hot as ever...), but it's WAY too powerful. I can't even process how powerful - yet. I'm still working on it. But a 3 mana 4/5 that attacks the target of your Hero Power - it can simply say 5 4/5 - Deal 1 Damage. Ignore Taunt. Charge. I mean. Tempo Mage would suddenly become Tier S, just because of this single card. Plz Nerf Blizzard.
Shaman
Just one problem - the double legendary Hero Card idea. It's cool, but it requires 3600 dust. There was a pair of minions like this - One was Stallagg, the other was some Geronimo, don't remember. No one really liked them.
At least I didn't.
But Blizzard still printed it, so I guess it's OK.
RAD
Priest:
Silencing your own minions? Sure. I guess it works out. Nice. Second Quest? Death Grip, but 5, and a hand refill. Cool!
I like this.
Sorry for the relatively long post.
I like it a lot though :D
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Warrior
The Quest itself is really easy to finish - How?
when you finish the Quest, you have practically no Rush minions left in your deck, and no way of putting Rush minions back in.
- that is true i wanted to make it a very rush heavy deck i considered a card that shuffled in Rush minions
Darkness - True it is weak
Lynnore Bloodmage - I feel like it isn't to weak Sherazin saw some play in ungoro and this has good stats and a upside.
Nerubian Warleader - Will change it.
Demonic Spy - it can only turn into a upside in the late game at a point where it doesn't matter if it's a 3/3 or a 2/2.
Thanks for the Tip
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