This is the Submission Topic. The Discussion Topic is here .
The following 9 competitors have made it through to Phase III
Help! I’m sorry if some of the message was lost in translation, the timeways have been TwisTilkKkKkKk==U29tZXRoaW5nIHdlbnQgaG9ycmlibHkgd3JvbmcuIFRoZSBUb2tpIGZyb20gdHdvIHdlZWtzIGFnbyB3YXMgdGhlIOKAnGJhZOKAnSBUb2tpIGFuZCBkZWNpZGVkIHRvIGRlbGV0ZSBhbGwgdGhlIGRhdGEgb24gdGhlIHNlY29uZCBleHBhbnNpb24gdGhhdCBDaHJvbWllIG1hbmFnZWQgdG8gcGllY2UgdG9nZXRoZXIuCg==4173206120726573756c742c207765206e65656420796f7520746f206372656174652061206e6577206f6e6521205468616e6b7320666f7220616c6c20796f757220776f726b2e200a2d54656d706f726173
Well, I’m not sure what exactly happened… Anyway, you might want to do the next expansion.
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first. * You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with an expansion that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. Also, we realize that most people don't read these rules. So, if you've actually read these, feel good about yourself. You also may not reference or link to your topic in official competition topics.
A Note on Group Submissions: if you team up with other people to submit an entry, you must enclose that information in your submission and none of you may upvote that entry. That would be considered an unfair advantage and we will treat it as vote-manipulation. You are technically voting for yourself, and that is not allowed. Failing to tell us you're in a group is also against the rules, as we'll have no choice but to assume that you withheld the information to ghost-vote your group's submission.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs. * You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials, like banners or borders. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row! (wow!)
Adjust cards to a width of 150 , and you should be able to get five in a row! (no way!)
Wow! What a bunch of interesting stuff that will be in the next expansion!
Good thing I left some of it in a cool spoiler so it doesn't clutter the page!
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Hi there, this is River Crocolisk. A lot of weird things have happened. Bloodfen Raptor seems to have two horns on his head rather than one (as they are in World of Warcraft). Anyway, I'm supposed to explain the rules to the next expansion to everyone who still exists in this world. I believe there are still ~10 of you.
In this Phase, you will each construct your year's Second Expansion. Here are the requirements for your Year Creation Competition Phase II Entry.
THE SECOND EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
Dual class cards can be counted towards either of its classes, so long as there are a total of 1 of each rarity for each class.
No cards can go beyond Legendary rarity. We don't want megawhalep2w rulers in the meta.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be a collectable card of any rarity or class!
Really looking to showcase a particular archetype? Are there super-duper important cards that just need to be seen? Want three more Shaman cards simply because you can? Whatever works for you.
TEN (10) EXAMPLE CARDS - You will show off ten (10) cards. For this phase, there is no restriction on what rarities must be shown, so choose your absolute best! The other cards must be included behind a spoiler(s). Please make sure the cards are smaller than 250x400 to keep them reasonably sized.
KEYWORDS - With every new expansion, there are bound to be a ton of keywords to keep things interesting. Post and explain them!
STORY - Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? The clash between rulers in an forgotten world? Or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
CARD EXPLANATIONS - Well, we want to see what reasons you have for making your cards. Talk about them and what possible uses they have.
NO SINGLE-PLAYER CONTENT
Just to reiterate: do not bring up Single Player Content. Chromie managed to salvage content from each expansion, so you don't have to! Don't go out of your way to make any, as it is simply not allowed.
NO REUSING SUBMISSIONS FROM PRIOR COMPETITIONS
If you made it to this point you presumably followed the rules, but just to be sure: don't copy-paste content you submitted from prior Big Comps. Chromie's looking for fresh ideas, people!
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE IV: Third Expansion Submission: TBD Finale: TBD
NOTE: All stages of the competition begin and end at 21:00 UTC. ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like. * During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes. * During Polling stages for Phases III-IV, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x: [# of valid Phase I entries] * x^3 = 4 The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions: ( ab ) / ( c ) = x (Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.) Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each years final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase IV, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single year, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
Just kidding. There are no challenges this time around :D
PHASE II: Mini-Expansion 1
In this Phase, you will each construct your year's First Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
THE FIRST EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
EXPLANATIONS Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
PHASE III: Mini-Expansion 2
I
In this Phase, you will each construct your year's Second Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
THE SECOND EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
EXPLANATIONS Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
PHASE IV: Mini-Expansion 3
In this Phase, you will each construct your year's Third Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
FINALE TOPIC There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such: [Year Competition Finalist] Year of the APPLESAUCE (Replace APPLESAUCE with your own year's name, of course.) Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original expansions however you think is best.
THE THIRD EXPANSION You must have the following.
1 Common card, 1 Rare card, 1 Epic card, and 1 Legendary card from each class with your set's watermark.
6 cards that are Neutral with your set's watermark. (We suggest having at least one of each rarity)
3 Wildcards. This can be from a collectable card of any rarity or class!
EXPLANATIONS Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
EXAMPLE CARDS These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 9 example cards (Three from each expansion preferably), preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 8 competition themed around their winning year! (Probably... We're not entirely sure how to format that...)
ARCHIVES
Want to see how things went during our Expansion Competition to get a glimmer of what could happend? Want to see what the different Winners and Submitters from each phase came up with? Then check out the links below!
IF I CAN HAVE YOUR ATTENTION FOLKS Blizzard's gonna make a troll expansion next! If you want to be hyped up for it now, this is the post for you. Expansion No. 2 in the Year of the Gryphon
The ancestral home of the Trolls, Zandalar, is under threat. Since Cataclysm, the island has broken into three parts—Zaldazar, Nazmir, and Vol'dun—and is slowly sinking into the ocean. The Nazmir jungle, now a swamp, has been corrupted by the influence of an Old God let loose, and savage sacrifices are performed in his name as the mysterious blood plague spreads. Meanwhile, the elite in their palaces on Zuldazar do nothing, thinking they are safe on the main island. Blood of the Zandalari tells the gruesome story of these sacrifices, the plague, and those who would stop them.
—THE STORY—
G'huun Theme Music (Click on external link for proper entrance) (all other legendaries have theme music as well)
—G'HUUN & KEYWORDS—
(details in spoiler)
G'huun is an Old God, accidentally created by the Titans as a case study on the other Old Gods. Having realized they had created an abomination that only grew stronger as those around it died, they locked it away, hopefully to never again taint the land. Unfortunately, the Titans had not accounted for Deathwing, and as the Cataclysm tore a path through Azeroth, Zandalar was broken into pieces and the tomb that imprisoned G'huun was broken. Released into Nazmir, his power grows as he spreads his influence through the forests and corrupts the tribes...
Hold still. This won't hurt... Well it might. A lot.
Sacrifice can usually be activated the turn after you play a minion, but Rush minions (such as Sparks) can be sacrificed immediately. 0-Attack minions can also be sacrificed like other minions. You activate the Sacrifice interface by right-clicking the minion (PC) or double tapping it (mobile). The UI looks something like this:
More Sacrifice Cards:
Ugh, swamp breath.
Plague cards activate while in your hand at the start of your turn, and can have conditions for what they spread to. They transform random other cards in your hand into copies of them, and provide either a benefit or a slight disadvantage depending on how you play them. It takes 5 of your turns to convert a full hand with 1 Plague card in it into all plague cards. 9 cards + 1 plague 8 cards + 2 plague 6 cards + 4 plague 2 cards + 8 plague 0 cards + 10 plague
More Plague Cards:
—CARDS—
The Loa Powerful beings worshipped by different Troll tribes and empowered by their rituals.
He ate the other moon one time. Didn't taste as good as Baku described it. Theme
Hethiss is the Loa of Snakes, and fits perfectly in Rogue. He punishes aggro decks (albeit in the lategame), and provides massive board clear potential while denying your opponent damage to your hero.
Race you to the ritual sacrifice to revive a god dragonhawk monster thing!Play this card and the Quest is played for both you and your opponent. It becomes a race to get the reward before your opponent. What's the reward, you say? Well, it's...
Hakkar the Soulflayer
Hobbies include: Flaying Souls, drinking blood, annihilating foes... that's about it. Theme Soulflayer Cards
Shadra, the Venom Queen, Loa of Spiders, is the ultimate Deathrattle Shaman card. That's right, the next Deathrattle class is Shaman, with synergies that involve minions with Deathrattle, not just minions that have it in their card text.
Sacrifice, Plague, and Deathrattle Synergy While I've already introduced these mechanics with G'huun, I'm showcasing the synergies that make them viable.
SECOND WIND!
Not only is this a good card on its own for giving a minion pseudo-windfury with an upside, it's an excellent way to activate Sacrifice. If you have a Sacrifice minion you want to attack with first, play this and then you can sacrifice it immediately when it comes to life!
Double, double toil and trouble Fire burn and cauldron bubble ...Ribbit, Ribbit, Ribbit. Simple fodder for Plague cards; Also allows you (in wild) to complete the Warrior quest rather quickly. Toad:
It's an arthropod encyclopedia... in more ways than one.
Not Deathrattle minion: Minion with Deathrattle. In wild (as of Year of the Gryphon) think Primal Talismans and Spirit Echo. In this expansion, think Elortha no Shadra.
The Jungles and the Temples These flavour cards complete the Blood of the Zandalari set—corrupted Flora, dangerous Temples, and strange ruins.
These Treants ain't no saints.
A way to activate Plague cards, especially ones like Blighted Treant.
More Like This
DON'T step off this.
A repeating Mage Secret; good against decks that like to drop big minions, especially good in the late game!
More Like This
Classic ruined temples. They always use the same 3 numbers for the locks on their tombs.
You could summon three Ironfur Grizzly! However, 3-Cost is a lot more restrictive than Attack and Health, so you’ll get your mana’s worth (or even more with spell damage).
Neutral Details for each card are in a spoiler below them.
Regularly chastises Lana'thel for eating his children. (Bloodworm if ya don’t get it) Play: My essence flows through your veins... My servants will feast on your blood. Attack: Do not deny me my prey, mortal. Theme
Warrior likes this card. An opponent with a full board of undamaged minions vs your board, full of damaged minions, will be quaking in his boots.
Kill three blood monsters with one stone.
As these are exact copies, if you play Blessing of Kings on one, you'll get 3 5/7s in your hand the next turn. Your opponent really needs to clear these before they get out of hand. Not to mention they're great for plague.
"What's a Voodoo Journeyman, then?" Play: I know da Voodoo. Attack: Ya be cursed.
Don't need to wait for all that 'next turn' stuff. Just kill your minions right then and there. Even if that's a little brutal and sometimes not worth it.
Hold still. This won't hurt... Well it might. A lot. Play: For da glory of G'huun! Attack: Hold still, ya? Death: Na, not me!
Since the advent of the Boomsday Project, this card has a lot of potential. Sparks from cards like Spark Drill and Spark Engine are suddenly a lot more flexible as they have healing potential.
SECOND WIND! Play: I'm lost, I'm lost! Attack: I'll cut my way through!
Not only is this a good card on its own for giving a minion pseudo-windfury with an upside, it's an excellent way to activate Sacrifice. If you have a Sacrifice minion you want to attack with first, play this and then you can sacrifice it immediately when it comes to life!
Double, double toil and trouble Fire burn and cauldron bubble ...Ribbit, Ribbit, Ribbit. Play: Three friendly toads! Attack: I'll brew you!
Simple fodder for Plague cards; Also allows you (in wild) to complete the Warrior quest rather quickly.
➠ Quotes Play: PRIDE HERALDS THE END OF YOUR WORLD. COME, MORTALS! FACE THE WRATH OF THE SOULFLAYER! Attack: YOU CANNOT HIDE, MORTALS! Death: I WILL YET TASTE THE BLOOD OF LIFE! Theme You can match against someone with the same quest, and if they play it before you and you complete it, you can then play your quest and get double the reward. Wow. Hakkar is like the Lich King, in that he has 8 powerful tokens to offer you. However, his rewards are locked behind a quest that your opponent could complete, which is why he gives you more cards than usual and why his cards mostly come without downsides. SOULFLAYER CARDS
TOKENS
Druid — Plague & Corruption
Is Duskfallen Aviana good now? No? Oh well. Play: My fangs are as sharp as the stars! And I am on the hunt... for you. Attack: I will stifle your breath! Theme
As the flavour text implies, Bethekk could go well with Duskfallen Aviana in that your opponent is forced to use their 0 mana on a bad card,otherwise Bethekk summons a copy of the good one. But Duskfallen Aviana is still a bad card.
This spell does nothing when you cast it. It's sort of like Shifting Scroll because it sits in your hand doing stuff. If this hits a Druid of the Claw, you will get the 5 mana 4/6 Charge Taunt; but it will cost (6) instead. You will still have the original Forest Firelands clogging up your hand though—it takes 2 mana to get rid of it.
Ugh, swamp breath.
Synergizes well with Corrupted Woods and cards like Witchwood Apple. Make your Treant army great again! (Counts as a Treant... obviously)
These Treants ain't no saints.
How to synergize with Plague and Treant cards. You sacrifice tempo to fill up your hand with what is ostensibly garbage. And then you make value out of it with Blighted Treant! Sadly, I can't show any more of the Druid or Neutral sets, but I assure you they contain more Plague cards that synergize with this.
Ghost Panthers. You better believe it. TOKENS:
Druid doesn't get the calibre of hard transform that Mage and Shaman get, but it gets close. A 3/2 is more threatening than a 1/1 or a 0/1 Taunt, but the strength of this card lies in its versatility; Being able to either remove a threat or summon two of your own.
Hunter — Deathrattle & Sacrifice
Everyone lives. - Kimbul Play: Death is only one part of the cycle of all life. Attack: You are prey, and I am your doom! Theme
Pair this with Voodoo Hunting for some crazy shenanigans. At this point I don't even know what you could do with Deathrattle Hunter, but I sure as hell know it'd be cool.
Goblin Bomb, Goblin Bomb, + this for 12 damage! You could do it again for 24. If you have Kimbul on board and a bunch of bombs, you could potentially deal a lot more.
Good trip, bad trip.
Flexible removal or buff card. The value of giving a minion its Deathrattle as a Sacrifice is that you can choose to a) attack with it and either it lives/dies and triggers deathrattle once, or b) don't attack with it and trigger its deathrattle twice. It also makes it hard for your opponent to ignore it as you have a way of activating the deathrattle on command.
Hey, just called to say I'm outside. Play: Da hunt is on. Attack: Surprise attack!
Be very, very quiet. We're hunting Goldshire Footmen.
TOKEN:
A high-value secret that pumps out a bit more power than Landscaping.
Mage — Sacrifice & Mana
She's got eyes for you now. And you in the past. And in the future. Play: Your future is bleak, mortal! I have seen it... Attack: You lack vision. Theme
Har'koa advances a strange new Mage archetype; Mana Crystals. Har'koa is also a tempo minion that can be used on turn 6 and turn 10. If it isn't dealt with, you come up with it as an 8/10 and refresh 3 mana to do other stuff with; combo this with Voodoo Doctor on turn 10 and you'll have 3 extra mana to spare.
Classic ruined temples. They always use the same 3 numbers for the locks on their tombs.
The average power level of the Attack and Health cards range from 1-5 mana. You could summon three Ironfur Grizzly!
DON'T step off of it.
Your opponent has to play around this like Potion of Polymorph; Play a minion with 3 or less health. Otherwise, the secret is played again and your opponent will have to deal with it twice. Doubly punishing if they hadn't tested for it before.
'I'm not a Mech, but I know a hostile lifeform when I see one.' - Charles the Temple Golem
A good utility minion for Mage, especially as it allows for a pseudo-Nourish effect the turn after it's played.
Rezan is good for both aura buffs and one-time enchantments. It applies targeted effects twice (if a battlecry provides a buff or a debuff it gets applied twice). Raid Leader, Silver Sword, and Blessing of Kings are all good candidates.
Look, we've all seen your teeth Rezan. Maybe you should go see a dentist?
Paired with a card like Blessing of Might or Rastakhan's Blessing, or paired with simple value trading, you can buff your minions considerably while maintaining board control.
Endless bureaucracy. Play: Lemme put dat on ya file. Attack: Down tha shredda!
Blessing of Kings Because this adds spells to your hand, and it has plague on spells, it essentially means you have the ability to play 5 mana 3/3s forever. However, 5 mana 3/3s aren't that great, so you get more value out of playing Kings. Balance it out!
In case you hadn't figured it out, the blessing is for your opponent. "I respect you enough to not attack you", y'know?
Pair with Roar of Rezan for a +6/+6 buff, or even more. Magma Rager meta!
Priest — Sacrifice & Voodoo/Deathrattle
Da Test Subjects be restless. Play: Come and sit by da grave, adventurer. Attack: Dawn't cross Bwonsamdi! Death: Haha, ya not seen da last of me. Theme
"You're going to die, but then I'm going to bring you back to life." "That's great!" "But then you're going to die again." "Oh."
Set up your Sacrifice minions for the next turn. This card resurrects minions that have been granted Sacrifice as well.
'I be out of Mojo' - Bwonsamdi hero, probably
Combo Prieeeeeeest
The masks! They have minds of their own!
A way to activate Shadow Word: Pain or to even reduce an enemy minion's attack so you can trade more evenly with it.
Rogue — Sacrifice, Plague, and Poison
He ate the other moon one time. Didn't taste as good as Baku described it. Play: Ssssuccumb to the darknesss... The sssshadows will cover you. Attack: Sssuffer, mortal! Death: Noooo... Theme
Hethiss is an extreme punish card. He effectively acts as a wall that prevents your opponent from interacting with anything else if they want to press face damage. Additionally, being Poisonous means he will also clear your opponent's additional threats.
Don't tell Hethiss how we extrude the ichor. Play: Plenty of poisons for ya to try. Attack: Name a price. Death: Dis not da right vial...
Ichor Extruder is a repetitive value card like Zanchuli Councillor, in that it can cycle forever. However, there's not a lot of point in cycling a 1/1 (apart from activating combos), so the main point of using him is to get the value from these random spells—which are usually high quality.
Which blade were you thinking of using today? The fourth rib on the right side, or the left shoulder? Play: Bones... Death... Swords... Attack: Just throw me at them. Trigger/Death: How about this one...
Exact copy. That's right, take your Kingsbane (since rotated) and get another one. Or alternatively get your Spectral Cutlass as insurance. The idea behind Sacrifice and Deathrattle is this; your opponent can kill it and you get one copy; or you can sacrifice it and get two!
Dress code dictates gas masks are a definite NO NO.
Wild Pyromancer A conditional board clear for Rogue! At long last, Hethiss smiles down upon us.
Shaman — Deathrattle
Too big to be swatted. Play: There is no choice but to join us... Attack: There is only death for you! Death: You cannot stop me... Theme
Shadra is the ultimate long-game value card. She targets herself and everything you have. This means you get a 6/14 for 10 mana as well as a doubling up on every minion on your board. Really really good with big, high power minions.
You can get 'caught up' in the Silk Dance, if you catch my drift.
It's an arthropod encyclopedia... in more ways than one.
TOKEN:
Pair this with The Silk Dance to double your board size with 9/9 in stats, or even just a respectable 6/6.
Warlock — Plague, Sacrifice & Evil
Night bat, fighter of the day bat. Play: Step forth, defilers, and meet your doom! Attack: I will feast on your broken bones! Death: G'huun will aid me! Theme
Hir'eek ties up your minions in an army of 4/2 minions which you can use to apply pressure in the early game. Once he dies, you get your minion back and you've had 6 stats in value.
Sure it's tainted, but it's only a couple of days out of date! One sip can't hurt.
They were a real sensation back in the sanguine '60s.
A versatile card that either acts as one time heal or AOE.
It's not a cult, mom. Play: Ya got ta believe in the legion. Attack: Ah ya got nah faith. Trigger: I'll give mah life for it!
The continuation of handbuff Warlock. Convert a Demon to a religion and then use it to convert other demons. As hand to hand keeps buffs, the demons it plagues will also be +2/+2.
Warrior — Plague, Plague, & and Plague
He can cure diseases with his sneezes. Play: I have risen again! Attack: Shell power! Death: One day, you shall pay... Theme
Torga is the antidote to a plague-heavy warrior deck. By including this in your deck, you can get all the advantages of plague card synergies and then refill your deck with your original, likely higher power, cards.
Careful! Someone's hands have been on that! Or... in it.
This allows you to use plague while still maintaining your hand to some degree. Of course, you can also use this in a non-plague deck!
It's like the Holy Grail, but yucky.
A half Heroic StrikeWhirlwind combo with enough versatility to allow for a good finisher. 10 mana 10 damage and deal 5 to all for 5 cards, and anything in between.
Trolls rule!
Dire Troll enables aggro Plague warrior; 1 mana 2/3 with the downside that all your minions end up being Dire Trolls, causing your hand to be worth a lot less in the late game.
—DECKS— These decks include cards from the previous expansion, Greetings from the Great Seas.
—Plague Treant Druid—
A token deck that also allows makes use of Forest Firelands to make your Choose One cards more powerful.
A mix of Mech paladin and buff paladin. Real stars are Clotting Replicator, Rezan King of Kings, Rastakhan's Blessing, and G'huun. These make the rest of the cards work much better with each other, especially as magnetic upgrades are applied twice with Rezan on board.
—ACKNOWLEDGMENTS — Thanks to CheeseETC, Maxlot, ThePixelDash, Pircival, Logovaz, krowskii_nall, Lord Molyb (whatever your handle is really idk), LarryMoments, kayeich, Dankwraith, and others for their valuable feedback.
Thanks for your consideration. Hope you vote for me. :)
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Mindgames is a very high-rolly, very weak card that all in all just poorly designed, create a lot of frustration for either you or the opponent no matter the result and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have a board clear printed in every set and made the class impossible to play around in the Wild format.
Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive and new players (the main buyer of the Classic set) off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by Chillmaw because of her Dragon synergy as well as being a high skill cap card for both the player and the opponent.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lanceor Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
Keywords:
Legacy effects can be fulfilled and activated multiple times per turn.
Cards with Elusive and Legacy effect in the other sets will have their wording modified to include these keywords. For example:
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
The story:
After a journey through fairy-tales and Azeroth history, Chromie and the player arrive back at present day Azeroth. Things are not all pretty as it seems, as the two notice the sky cracking. An idea stems from the Infinite Dragonflight to unite with the Dragons of Nightmare, using the powers of both forces and combine their nightmare powers with their time powers to spread across the world. Murozond opens a rift to travel to the Emerald Nightmare to negotiate with the Dragons of Nightmare. Chromie receives a distress call from Ysera to head to the Emerald Dream immediately, noting that the crack is traveling over the sky and the Emerald Nightmare is coming. Upon arrival though, things are worse than they'd have hoped: The rift created from the Emerald Dream has opened an invasion from the Twisting Nether! Worse, the sheer dark energy proves too much for Ysera, thus leading to the Aspect of Dream's corruption! Chromie and the adventurer barely fled with their life and have to turn to unlikely allies to close the Rift while battling horrendous monstrosities old and new born from the collision of the two planes.
Show case cards:
Jaina, Warbringer and Nether Guardian are two examples of the Spell Damage theme from Mage this expansion. These two minions represent a theme for Spell Damage Mage this expansion: They do more that just offer the Spell Damage. Jaina offer a solid win condition if your opponent can't clear out the board that she summoned back while Nether Guardian brings more survivability toward the infamous fragile class by being the first Mage-specific Taunt minion in the game (unless you count the Mirror Image tokens) as well as offer protection for the board when summoned back by Jaina.
Felsworn Seeker and Ascension of Dreams are examples of Elusive being a major presence in this set. Both of them offer protection for friendly minions as well as the fact that Felsworn Seeker is a sticky, hard to remove minion itself.
Not only is Elusive a major presence this expansion, they also had their very own synergy. Shroudscaler is a minion that allow Shaman to push a board of minions with Elusive to become more powerful while showcasing the Shaman-exclusive (except for one Neutral card) Elusive synergy this expansion. Mark of Ysera is another card that offer Elusive exclusively for the Dragon tribe, as well as showcasing Dragon synergy that was promised by our Year of the Dragon.
The other cards are cards that showcasing a major theme for the chosen class this expansion.
Nightmare Lord Xavius is a powerful build around card that support minions-focus Warlock deck that prefer ability-based minions and special buffs rather than just flooding the board like Zoolock.
Ethereal Plunderer is a powerful card that showcasing the theme of specialized cost discount for Rogue this expansion, as well as bringing back the Ethereal minions that were prominent in Rogue in past expansions. Since Combo cards are rarer to come across than spells, it was made more powerful than Sorcerer's Apprentice and Radiant Elemental.
Priest cards in this expansion will focus on their lesser-developed class mechanics. For example: Cultist of the Void has the mechanic from Auchenai Soulpriest and Embrace the Shadow, as well as being a 1 mana 1/3 statline to hopefully improve Priest early game.
Shivarra Blademaster showcasing the disruption mechanic prevalent in the Neutral set. She is a very powerful tech card to combat the Token-heavy Story mechanic from the first expansion of our year - Once Upon A Time in Azeroth or copies of Shudderwock generated from other Battlecries.
The full set:
Druid
With intimate connection with the Emerald Dream, Druids were enlisted to help Chromie and the adventurer. But beware who to trust because when corrupted, Druid has unlimited access to the Emerald Nightmare and the power of the Old Gods that corrupted it.
Tokens
Druid of the Emerald
Eternal Dream
Nightmare Cenarius
Hunter
Being one of the only people that can understand and master the power of the Void, Alleria will accompany Chromie and the adventurer on their quest to stop the two worlds from colliding. With her bow and a few Void tricks of her sleeves, Alleria never miss her mark or fails her allies.
Mage
Pushing to the brink of survival and emotional limit, Jaina decided to abandon the last of her peaceful ideal and take up arm with the Nether Dragonflight infused with the power of the Nether to defend her people.
Wild Card: Ring of the Kirin Tor
Paladin
With even Tirion Fordring falling into corruption of the Old Gods, all seems hopeless. However, the corruption fails to consume him. Instead, the power of the light inside of him finds a balanced co-existence with the corruption, and Tirion finds himself able to wield both the light and the void.
Priest
Cut off from the light, Priest turned to unconventional sources for power to survive: From the untrustworthy and self-serving Ethereals, the power of the Void itself, to the corrupted heart of the Old God servant Il'gynoth. The true question is: Are they in control of these powers? Or are these powers in control of them?
Wild Card: Shadow Strength
Rogue
Seeing opportunity for collecting multiple artifacts, the Ethereals slide between battles to lend a hand. While certainly helpful, Chromie and the adventurer know better to trust these creatures since their only true alliance is themselves.
Shaman
Hakkar is all too familiar with the Emerald Nightmare having been an alledged source for Eranikus's corruption. He has returned once again and given his followers special powers.
Token
Warlock
With the Twisting Nether and the Emerald Nightmare connecting together, Xavius marches into the Nether and commands an army of the void to fight alongside his side, also finding new energy to consume and grow stronger in the process.
Warrior
Eranikus, Dream Tyrant, former Consort of Ysera now served with her in the Emerald Nightmare and bring upon with him some followers with trick of their own.
Neutral
With Ysera falling into the nightmare's complete control, Chromie and the adventurer must either kill Ysera or find a way to shape her back to her usual self. Unfortunately, the nether dragons, demons, and other inhabitants of both lands don't make things any easier for the two.
Wild Card: Shivarra Blademaster
Tokens
Ethereal Trader
After you play Ethereal Trader, your opponent is offered this choice at the start of their next turn.
Ysera of the Nightmare
FAQ
How does Ethereal Trader work?
Ethereal Trader will give a choice of 3 cards (like Discover or Curious Glimmerroot) from your hand, then from your opponent's hand. At the start of your opponent's next turn, they will see the "Take It" and "Leave It" options as well as the cards you chose and will decide whether or not to swap the cards. Basically two Discover interfaces and a Choose One effect, so it's really not as complicated as it might seem on first glance.
What happens to minions that reaches 0 Health from Alleria of the Void?
Minions that reach 0 Health from Alleria of the Void will stay in their owner's hands and/or decks, but will immediately die upon entering the battlefield. 0 Health minions will still activate their Battlecries and can still be used to trigger effects like Knife Juggler.
No, minions taken by Heart of Il'gynoth do not gain Charge, thus they cannot attack unless they have Charge themselves (and technically Rush too although your opponent will typically have an empty board when you play this). An important distinction is that Shadow Madnessgives control of the minion back at the end of that turn, whereas Heart of Il'gynoth gives control of the minions back at the start of your next turn. Because of this, you actually never get to attack with the minions you take control of (and it would be insanely overpowered if you could). The two mechanics fill different utilities.
A big thanks for everyone who gave their opinion in the Discussion topic and Vilegloom for making the Year of the Dragon and the Once Upon A Time Azeroth banner.
Click here to see Once Upon a Time in Azeroth, the first expansion of the year that we showcased in the previous phase.
Azeroth is full of wonders, but for each wonder are a dozen mysteries. In Dalaran, the brightest minds from every land gather to solve those mysteries. Dramatic experiments and grand discoveries have become almost commonplace, the result of geniuses using their considerable intellects to the fullest. This pursuit of knowledge is long and arduous, requiring seemingly endless cycles of trial and error. Eventually, though, the researchers find success, and even if they don't, well, it's fun to watch. With experts in fields from alchemy to zoology, there's no telling what you might see, and as the saying goes, there's only one way to find out...
New keyword: Iterate
Breakthroughs aren't made overnight; experiments can be perfected only after countless iterations. The Iterate keyword, like those experiments, builds on itself up to incredible results. When you play a card with Iterate, it'll trigger the effect written on the card. Then, it will trigger the effects of each other Iterate card you've played that game. To chronicle your discoveries, either player can hover your hero to see a list of your Iterate effects. See the spoiler for an explanatory example.
You play a minion with "Iterate: Draw a card"; you draw a card. Next turn, you play a minion with "Iterate: Summon a 3/3 Elemental"; you summon a 3/3 Elemental, then draw a card. Then, you play another card with "Iterate: Draw a card"; you draw a card, then summon a 3/3 Elemental, then draw a card.
Numerical Cards
Any researcher worth his salt knows that the best experiments are the most precise, where variables are measured and manipulated with margins of error a hair's breadth wide. Many of this set's cards require that kind of precision, interacting with numbers in new ways.
Funky Build-Arounds
Research touches on some unusual fields, sometimes even creating entirely new ones. With this set, you can do some experimenting of your own with cards that encourage strange new deckbuilding strategies.
Meet the Researchers
A set about research wouldn't be complete without some of the researchers themselves! Most of this expansion's Legendary cards will feature the minds that make Dalaran great. They might have their quirks, but if you find your way around them, these minions can offer incredible power.
This is only a taste of what goes on in Dalaran. With such a small sample size, you need more data to truly understand this set, data which can be found below.
Druids seek to preserve the balance of nature, but doing so is difficult if you don't know what that balance looks like. Many in Dalaran aim to discern just that, looking to ancient knowledge and the Emerald Dream for insights into nature's deepest workings.
Beasts can be fierce friends on and off the battlefield, and many want nothing more than to better understand their animal companions. Assisted by trainers, breeders, and animal psychologists, these researchers seek to deepen their bonds with their furrier brethren.
Token:
MAGE
Arcane means "mysterious" or "secret", and where there's a mystery, there's someone trying to solve it. Dalaran's Mages look to unlock the secrets of the arcane arts. Their task is to understand the underlying workings of magic and apply it to cast new, powerful spells.
Arcane Masteries:
PALADIN
Along with mystics and magicians, Dalaran also has its share of historians. By understanding the past, they hope to make for a better future, learning from the deeds of historic figures and the accomplishments of ancient societies.
PRIEST
Countless philosophers have speculated on the nature of the Light and the Shadow, but some are interested in more practical applications. These elementary forces can have strange effects when used on the body, and Priests are interested in understanding and taking advantage of these effects.
ROGUE
Pragmatic as ever, Rogues are dedicated to discovering the biggest bang for their buck. Focusing specifically in poisons, the tools of their trade, Rogue researchers try to develop toxins that deliver maximum potency for minimum cost.
Token:
SHAMAN
The Elements are picky about when you can use their power, so Shamans want to be able to make the most of their opportunities. These elementalists consider Totems, Elementals, and other methods in their search to harness as much primal power as is safe to handle, and then some.
Some knowledge is simply obscure, but some is so dark that few dare approach it. There are those, though, who are unburdened by ethics or morals and pursue any knowledge that can bring power. To them, not even life is sacrosanct, and the saying "two heads are better than one" is taken quite literally.
WARRIOR
Technology is constantly evolving, and many believe that warfare should evolve with it. Dalaran's weaponologists and armorsmiths are pushing the boundaries of their crafts, designing fantastic new armaments that they hope will revolutionize the art of war.
NEUTRAL
Tokens:
FAQ's:
Orik Trueheart: He can't discover more than 2 cards. If the 2nd spell costs (3) or less, the effect won't repeat again.
Thunderbolt Zaek: For reference, he's playable with 4 Overloaded Mana.
Ultimate Creation: The resultant minion will have the combined stats and abilities of the two component minions. The non-Demon will be the "base", and the Demon's stats and abilities will appear as an enchantment on the non-Demon, similar to Magnetic. To distinguish it, it'll have a unique name and aura effect, like Zombeasts.
Efficient Engineer: Like Spell Damage, she only works on numerals (1, 2, 3...), not number words (one, two), articles (a, an), or number-like words (twice).
Choose a number: When you play a card that says "Choose a number", a wheel will appear, similar to the one on the loading screen but with numbers instead of silly names. There will be an arrow on either side you can click/tap to move the wheel to the next or previous number. When the wheel has selected the number you want, there will be a "Confirm" button to lock it in. You'll only be able to choose a number that will do something, e.g. for Shadow Infusion, numbers that don't correspond to the Attack of a minion on board won't appear on the wheel.
Thanks for taking the time to look at my submission, and good luck to the other competitors!
I'm shamelessly exploiting people's nostalgia again! This expansion is, obviously, based on the three Warcraft RTSes. As in Warcraft, TGW decks will consist in gathering Resources through cards and powers and use them to build Structures. Most of the "cult" units and characters that aren't already in HS will be featured (Footman, Grunt, the freaking Dark Portal...). The expansion will feature two intertwined mechanics:
Structures: The HS equivalent of WC1/2/3 buildings. Structures are of course be based on the actual RTS structures. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards. Resource cards are balanced around the idea that 1 Resource ≈ 0.5 to 1 mana. Resource quantity are displayed between squared brackets [] on my cards in order to make them more readable, similar to how Costs are always displayed between parentheses.
Your current resources will be displayed this way:
Yes, Stonemason Edwin is Edwin Van Cleef's past self. Look up his lore here.
DRUID (4)
NOTES:
Teldrassil will be the only Structure that costs mana (and prevents you to play resource generators). Unfortunately the Wisp is already in the game and can't be Druid's resource generator!
Yes, I know Northsire Abbey's art is not Hs-style but it's the only one I found. It may look OP, but you don't always want to draw cards. We've all seen those Trolden videos of people accidentaly being milled by going "full Northshire" (a term that would take a brand new meaning with this card).
ROGUE (4)
SHAMAN (5)
TOKENS
NOTES:
Ner'zhul is one of my wildcard (the other two are neutrals).
WARLOCK (4)
TOKENS
WARRIOR (4)
TOKENS
Special thanks to everyone who gave feedback on my cards!
EDIT: Cost of Teldrassil reduced to (5). Layout changed. Putrid Gargoyle's effect buffed to 8 damage. Naxxramas' effect changed.
Second Expansion of the Year of the Wendigo by LarryMoments
If your computer has fully-fledged security against ghosts and you can't disable it, here's an imgur album to the whole card set. Um. HERE
Banshees, Ghosts and lots of Pumps, these were the perfect ingredients to make the perfect Haunted House, but the owner of it forgot about the "Nocheaur Curse", which made the his house, now called The Phantom House, creepier than ever, but where does this house hold the mysteries? You'll have to go to it, creep down the halls and scream as much as you want, because no one will hear you other than your own echo.
Here's a link for the Phase I and Phase II Submission, the latter being the first expansion, Hunters of Azeroth
Clear your mind and prepare yout thoughts, because you ain't coming out of there alive. (Or as a Mad Opinionist, does that even exist?)
The Phantom House
If you think one little scare ought to do you some good, prepare for thousands of them, this enchanted house gives absolutely no quarter to anyone that comes inside, not even shameless use for a "Mystery Shack"! Do you feel ready? Did you check the Ghostbusters movie? Ugh, the ghosts hated it too, without further ado, let's open the door.
You gently open the giant door, directly landing in the haunted apartment. Not a warm welcome, you must admit
You find youself against an invisible wall, what a stork! You pour a bit of paint in it to go sideways, but it says something: At the start- nah too busy. Possess(ed) is a new keyword featured in a good amount of cards in this expansion. Ghosts clearly have the power to possess bodies or drive someone else to madness, in which they break point and become uncontrollable until they get rid of it, tends to work against hard objects. Your opponent can easily lose control of minions, but that can also backfire to you, like attacking your Hero, an important minion or over a wall of Taunt minions.
An Invisibl-ish Welcome
Heading towards the stairs you see absolutely nothing, except a few clanks and rustly floors. You go upwards and open the door in front of you, there's a good amount of portraits around ther- look out! They're falling! It's not what I expected, these people have seem to reach other phases of age.
They really do something they love. Haunting the nearest of objects and make they act against their own free will. Parties are still the best around here, don't understimate them, do you want some cherry juice? It's old-agey fresh!
Working for Free. Can't pay rents.
Meet the staff! Well, old staff who have worked before the Nocheaur Curse landed, they kept the house clean of dirt, intruders and the occasional bad movie. Not responsible of your harm, but they're co-independant, they clean their own mess, not yours.
A Vary-House with Tripping Tricks!
As I slowly leave the house for your own, there are more rooms here and below, just to warn you, these rooms can mess up with your mind, in a non-ghost way. Complex scribblings, twilight spells, curse spells and doctor recipes. I am just warning you, I guess you won't ignore my warning but go to explore anyways, I leave you right here, go explore on your own, who knows. *entrance closes* *you gelp and then look around, he did really distracted you with his talking*
The Seven + Three Ghostly Sets, what they result? Crazy! Wait, wrong order, discover for yourself.
Forthey Faiv Miw Kards, was he really a doctor? I can assure he is.
Neutral (THE UNEXPECTABLE)
Tokens:
Druid (Legendary Go-Around Built)
Old ancestors link on each other again, Gendovi, I hope you'll do good instead of not-bad nor good, okay? I look forward to your future, Creetz, but I have to get off this burden before your sucesors do. I had suspicions before of the manor starting to act crazy, I didn't wanted to tell the owner, because he'll either act like I'm a Madman or fire me, people of that centure. *bluffs* Days later I got confirmed that the manor WAS getting haunted by an ancient curse, I packed my things before things were getting weird, glad that's the first decision I made, I ran into the wild, but, which path did I choose? You may ask. There was darkness, madness, and a lot of things with ness, including a Loch Ness Statue back there, or I could go into the unknown, and see what destiny gave to me. I'd like to continue, but that is your decision, whatever the destiny follows you, is where all our lives go to.
Druids will get a Legendary Card to play around with, John Creetz, Gendovi's ancestor. You choose your path and your deck, however the vision may come at any moment, will it be true?
Tokens:
Hunter (Animal Companions)
Creepy memoriams outside, don't they? You hear someone call you, friend or foe, you don't know how it's called. Deep perpetration into the inner spirit, yes, you enter the manor and look at the different pets the owner had, a Black Cat and more Black Cats, suppose you shouldn't be sniffing around do you? Old times were they, you seem to be surrounded by illusions, Pets before your endless companions, what was it callled? Oh right, the cycle of life.
Hunters got linked to the past, not like Toki or Chromie, but they know their pets as much as they know about them. Hunters will get quite a lot of Animal Companions synergy, keep it fresh, pets like to know new tricks.
Tokens:
An example when targeting a VS with Bloop, it is now an option to be summoned by cards that generate Animal Companions.
Mage (Value, Generating Duplicates)
Of the whole lot of halls on the library, there was one specifically meant for magic tricks, though of course, no one was a magician at that house, the books were still dirty, old, unstable trickery. We might need a bilingualist to traduce this scribblings, ugh, is anyone here a doctor? I'll need a bit of help to keep these books up to date.
Mages will use a new strategy, instead of raw, big spells, they'll have smol, lots of it spells, or in general, try to have a lot of the same copy. With cards like Housekeeper and the Legendary, oof the amount of spells will be grand!
Tokens:
Paladin (If its your opponent's turn, Reusal)
No one knew about the Nocheaur Curse, but it happened, those cute little things looked like monsters when they knocked up into the door! The old owners loved halloween, and so, a warm, cold blooded welcome from our halloween Ghost Host, Tricko Headoff! Hey, be glad he doesn't gives sour candy or fruits.
Paladins will go "trick-or-treating" with their cards, forcing your opponent to win youself value off them, a mechanic looked a bit on KoFT, a few cards, but still enough to give a good scare to those intruders by themselves.
Tokens:
Priest (When drawn, Shuffling)
Rogue (Taking Risks)
You must understand, at that time, we didn't have cameras, or policeman, we had traps, not those currently now, but real, raw traps, Spike Traps, Boulders, Falling Ceilings and a lot more of those around! If only they worked against ghosts.... hey, I think you should still give a look at it, might work as a training hallway.
Rogues will get RISKY here, yes, and make you think about the possible outcome of each card you play, if done correctly, you really get a good prize for it.
Tokens:
This is what Ghostscaper summons when drawing a 5-Cost card. Consider youself lucky of not stepping over it!
Shaman (Manipulation and Combination)
You carefully open a grinding door, to find an old, of course off laboratory, it seems they made experiments in her- look! There are some dusty books around. You seem to find what happened here, a love story between a monster and another one? A bit cliche, do they really make Twilight books?
Alterating and Chemistry, combining and merging! Von Frankenstein really heredated a good amount of his mind to his book, now everyone can make their own monster! Mix and mingle some ingredients, and you may get an interesting thing!
Warlock (Extreme Possession)
In the center of all the chaos of madness, Warlocks have the powers to enter inside the heads of their foes and make them lose their free will, with another one taking control of it, it clearly reminds of those movie scenes where the character loses control of itself, becomes clearly emotionally unstable and starts doing barbaric or sadistic things. Days before the Nocheaur curse landed, there was this man that played his Chelo everyday, the same time, at the same duration, it was charming yet creepy, however he got a deadly disease and died days after beign diagnosed, slowly, the house became Possessed by ghosts, strange, seems that this Chelo just wants to break it's own strings.
Warlocks are the main center of chaos, and will be the main center of the new keyword, Possess, they'll have a lot to do with it, probably to make a show about it.
Warrior (Armor and Weapons)
Clanking sounds are heard from a nearby door, you violently open the door to see if there are intruders, there are none, but you look at some really shiny armor and weapons, why did they even kept this in here? Family tradition maybe. You pick it up, they seem to work, though, you start to shine them, rubbing quickly with a cloth found on the ground, it looks a bit more decent now. A hat? Who would keep a hat in the Armory? Maybe the Hatpot Ghost was around here recently.
Warriors will get a mixed bag of Armor and Weapons, closing more into Armor, as weapons were developed in the last set.
Tokens:
Too invisible? These are the Wild Cards that were used in this expansion.
FAQ
How does Ripped Leper works?
Minions will be still alive until the end of the turn when they die while Ripped Leper is on the board. Taunts will keep working, Deathrattles will trigger end of turn, Passive effects keep working, etc.
What kind of cards Margaret Ghostner Silences?
Margaret Ghostner effect includes Battlecries, while in hand effects and Spells, the rest of the cards can be played normally, as their effect only triggers while on the battlefield.
Wouldn't Reconstruction be OP in an Armor deck?
Heck no, you need to draw THAT specific card, 2-mana to use the spell and some Armor to play it free, reminder that draw is "random" so don't have faith in the RNG unless you know what's coming in.
EDIT: Added FAQ for clarifications.
Invisible Handshake of Thanks to the people that gave me feedback
teknician, CheeseEtc, linkblade69, Schlauchneid, "The NMR" and everyone on the Custom Heathstone Discord! (because there are far too many to name, considering I posted quite often) Appreciate it a whole lot of lots the help you gave me for this expansion!
The lands of Azeroth are torn again! This time, by remorseless winters and exhausting drougths. The elements are fighting over the wearher from South-west to North-East and everywhere in between.
Alas with that here comes our first Keyword!
This great mechanic shows itself on small spells that can turn the tides in your favor if you play into them enough. Perfect for elemental deck that keep the chain going giving constant small advantages.
Hailstorm is just such a card. Freezing your enemies so your own elementals have an easier time sticking on the board. You could try to pair it up with:
For an even better outcome if you lack any minions and just want to stay alive. The elemental tag also allows Hailstorm to stay in play for another turn!
But weathers arent only very small effects:
This is a very strong card, effectively giving you an additional card to draw each turn. You also have to remember that the cards have an effect when they come in play, just as normal spells! So you don't pay 3 mana to do nothing, you get an card as soon as you play it as well.
But how do you know the winter is coming? You of course look what's the:
Another neat but this time simpler keyword, no longer dismay at drawing the wrong card at the wrong time. With this you can tutor just the right card for you needs, like... what if you just reaaaally want it to hail today?
This can help you draw your Weather spells in just the right time for that long elemental chain you're starting, letting you squeeze the most of them as possible.
But (strangely enough) weather isn't the only thing you can forecast:
Forecasting in a sequence leaves the last forecast card on top, meaning that, this gives you perfect curve on turn 1. But what if Curvestone isn't your thing? Maybe you're trying to assemble a combo? This lets you easily fish for that one combo piece you need to win!
But sometimes you just have to take a step back, relax, and look out over the wast fields. Contemplate life's questions, why we're all fighting, why taxes are so high, why were making all our cards just the evening before submission day... maybe you'll get a feeling of:
Giving you just a little bit of time to breathe, think and relax. Just before your opponent smacks you in the face again. This card acts as pseudo card draw and even ramp, allowing you to draw an extra card and to gain an extra mana crystal when your turn passes.
When you finally wake up from your daydreaming you notice there is a world to save here, and there is just one very big man that can help you:
Keeping everyone in check is the great Captain Azeroth, by the powers invested in him by his fellow elemental brethren he makes sure the Winters aren't too cold and the summer too hot... and that your opponent doesn't just shamelessly win.
(Very ;)) Honorable Mentions:
ALL 45 CARDS OF THE EXPANSION
NEUTRAL (6)
DRUID (4)
HUNTER (4)
MAGE (5)
PALADIN (4)
PRIEST (5)
ROGUE (4)
SHAMAN (5)
WARLOCK (4)
WARRIOR (4)
Special thanks to everyone who gave feedback on my cards and especially Vilegloom for the awesome banner!
With a little help from Toki, we bring you the next expansion, "Rise of the Eternals". Toki, with the help of her mysterious dinosaur friend, has managed to shift the world into a new timeline, in which the good guys aren't all dead. The gods and the Heroes of Asara must rally together to defeat an oncoming onslaught of darkness. Shall they win or shall madness finally descend upon the world as they have in alternate universes before.
Rise of the Eternals - Story
In a small workshop in Gilneas, a single light flickered over a mechanism of spinning gears. Dust choked a room whose owner had clearly given up keeping orderly. Flashes of pulsing light and unstable magic spun from various half-finished innovations. In the center of it all, a gnome stood back, furiously glaring of her invention, clearly frustrated. Everything should obviously have worked. The klinkotrismics were set. The plusario beam had been tuned perfectly. Not a single flaw laid within the perfectly drawn out design. And yet, it continuously refused to activate. How could she not make a simple teleporter? The gnome flipped a switch. Nothing happened. She flicked it a few more times and then violently smacked the side for good measure. The machine began to vibrate. The gnome’s eyes lit up in hope, just as the machine stopped. Then, as if to frustrate the gnome further, the entire machine cracked in half. Well, there’s one last thing I guess I could try thought the gnome. She stood up and walked over to the wall behind her, where an unnecessarily large hammer stood. “Sorry Invention 3V3R5TR0M, it was nice knowing you,” the gnome said to the dusty air. With a great heave, the gnome brought the hammer down to crush the mechanism. As the hammer made contact, a strange reaction suddenly occurred. Two volatile components, never meant to be mixed, combined. The gnome watched, unable to act, as the gears started spinning, faster. And faster. And... “Oh Sh-” the gnome cursed, but was cut off as the machine exploded. Nearby, a few Ginean citizens watched, utterly confused, as the local tinkerer’s shop suddenly disappeared from existence.
The gnome suddenly found herself staring face-first into a cushion of red. She looked up. All around, a disgustingly magnificent castle gleamed. Pillars of obsidians etched with runic carvings were hung with what seemed to magical candles. The ceiling was a sheet of grey and black obsidians painting the image of a winged man. She had landed, painfully, in the center of a throne room.The gnome checked herself. All her clothing was intact. Her tinkering monocle was still held in place upon her head. Unfortunately, her misguided teleporter had refused to travel with her. She looked up around, seeing a strange man covered in metal and glowing with fire. He looked… evil.
“Who are you? I didn’t think any goddesses were this short.”
The voice was surprisingly calm despite the clear hit of annoyance. The gnome was momentarily shocked by the greeting.
“Hello! I’m Toki!”
“Shh, there are some very bad people that could be listening”
“Y’know, the time-tinkerer gnome, savior of Gilneas, and all that.”
“Hmmm”, the metallic man thought for a moment. A second later, he continued, “You could be useful. I hope your a fighter or I’ll have to kill you.”
“Umm… Yeah. I saved Gilneas from the Witchwood.”
“Witchwhat?”
“Just some shuddering baddies wocking all over.”
“Forget I asked.”
“You are?”
“My name is Kedar. Worldfire Kedar. And I need your help.”
Kedar flung an unnecessarily large amount of magic at the Everstorm Orb. As usual, a senselessly random amount of chaotic magic returned. Toki stood nearby, as usual tinkering away. They were standing in Kedar’s room, surrounded in a magnificent amount of gears and tinkering tools. At least, it used to be Kedar’s room… Toki had caused quite the transfiguration.
It had been surprisingly easy to convince Nyx that Toki wasn’t a “good guy”. The conversation went something along the lines of “Toki is a evil time person”. Apparently, Nyx seemed to recognize her from somewhere previously and questionlessly agreed. The two continued to tinker with the Everstorm Orb. Neither could figure how to configure it properly.
“You know, I know a guy.” Toki said, after struggling for another three hours.
“But not everyone has evil alter temporal anomalies wandering around that Nyx has supposedly seen previously” Kedar replied, obviously frustrated at thee fruitless work.
“Actually, he might.” Toki said, “Although it might be ‘it might’ or ‘she might,’ I’m not entirely sure.”
“I thought you knew the guy.”
“Uhhhh Linkblade92 is weeeeeird”
“Who?”
“The super duper awesome dinosaur detective?”
“Are all of your friends weird?”
“No,” Toki replied indignantly, “Maybe... Yes.”
“Okay, how do we contact him?”
“We don’t. He comes to us.”
As if on queue, a large dinosaur suddenly appeared in the room. He was dressed in a strange orange afro and wielded duel bells.
“Hello friends! I’m Linkblade42!”
“Ignore that one. Linkblade42 is the troll among all Linkblades,” said Toki, eyes rolling.
“How many are there?” Asked a very much confuzzled Kedar.
“89.”
“Huh.”
Linkblade42 suddenly disappeared. Another dinosaur took his place. Unlike the previous, he was wearing a classic Sherlock Holmes outfit, complete with trenchcoat and monocle.
“Hello friends! I’m Linkblade42!”
“Great. Another monocle. I’m starting to think it’s a symbol for madness.
Toki ignored Kedar’s sarcasm. “Hey Linkblade92, can you get this Everstorm Orb to move us back in time?”
“Sure thing!”
Linkblade92 picked up the orb… and ate it.
Keywords
Soulcast Explanation
This set once again uses the keyword Soulcast. It will be the last time doing so. Certain classes, including Warrior, Paladin, Priest, and Hunter all have cards that have additional effects when your hero is at a certain life total.
Soulcast is a set-exclusive keyword (despite appearing in an earlier set). As a result, cards like Hooked Reaver and Mortal Strike will not be changed.
Inspire Explanation
Inspire originally occurred in the set The Grand Tournament. Personally, I don't think it received as grand of a representation as I'd hoped. I've brought it back once again in this set, so we can enjoy it once more.
Example Cards
Fancy, eh?
"Oooooo, Shiny!"
"Arke, despite being over a millenia old, still acts like a snobby teen."
"Roshar has no idea why using a bow takes recoil damage."
Praise Fluxflashor!
This card Symbolizes the time travel aspect of the expansion. Toki and Linkblad92 moved through time in order to have Kedar fix the past. This is shown by having a board clear that is incoming, although impossible to avoid.
Arke, like Nix from the previous expansion, is one of the main good guys of the story. She can resurrect her friends as well as provide a large amount of healing.
The Hero Power, Bless, also casts a collectable card: Deus Ex Machina.
Roshnar is one of the other awakened Eternals. Whenever she dies during your turn (generally through attacking), she resurrects herself. That way, you can Attack (twice a turn too!) without worrying about dying. Actually, you want to take fatal damage...
Side Note: Time was a severe issue for this expansion.
Sorry for the lack of quality...
The Remaining Cards
Every single class in this expansion features a certain archetype or concept that I'm attempting to promote.
Warrior (12 or less Health Warrior)
Warrior has multiple tools that benefit when your hero is at 12 or less Health. For example, the card Warcry, from the previous set, reduces your health while gaining large amounts of armor (assuming you're above 12 Health).
"Don't worry about the random possibility of being teleported into the center of the Asarian sun."
"Because Arabian Knights was already taken for copyrights."
"Unfortunately he doesn't work for queendoms."
"And three strikes your out of the Ysera's grasp!"
There's also this guy.
"FLAVORTEXT!"
I think the card is self-explanatory. Big robot to kill things. Yay.
Shaman (Overload Shaman)
Shaman has a lot of Overload Synergy in this new expansion. Lightning Rush suddenly Overloads for 6, while dealing a large amount of damage. Cyr Caelus, the legendary creature for Shaman in this expansion greatly benefits from this, as it can summon an entire board of itself.
"Please ignore those other six copies of me. They can get out of hand sometimes."
"Icarians flew too close to the sun, but at least they flew."
"Queue sizzling noises."
Rogue (0-Cost Spell Miracle Rogue)
Rogue wants to go all out Miracle. With the combo of Twelve the Shadow and Shadowstrike, the goal is to create an OTK with Gadgetzan Auctioneer, Shadowstrike, Twelve the Shadow, and an empty deck. Seems easy? Luckily, we have a Goldeater Geist in this set to help prevent such.
"The hat came from a very confused rice farmer. Whatever this mysterious thing he called rice is."
"Ooo! Glowing katana!"
"Spend two mana to get two coins! Best deal ever!"
"Well… a guy who knows a spy."
Paladin (Inspire/Divine Shield Paladin)
Divine Shield Paladin mostly relies on cards with Divine Shield and Inspire effects to stay alive. Auramancer grants Taunt and Lifesteal, which are both powerful keywords.
"Elektor wasn't elected. This is a monarchy, fools."
"Loyal, at least until they're offered food."
"Oooooo, fancy auras... what does it do?" "Makes me look cool."
"Secretly likes Lunic Elemental."
Eternal Elektor's Tokens:
Hunter (10 or less Health Hunter)
The character Roshar took a lot of thinking to make. The idea is that it's hero power lets you kill your own hero repeatedly, only to "resurrect" it immediately. Otherwise, there is some synergy with having less than 10-Health (Soulcast (0-10)) through Grim Rush and Starlit Panther.
"Roshar has no idea why using a bow takes recoil damage."
"Don't worry, it's not that grim. They play music."
"Ineffective during the day... or cloudy nights"
"66.67% Accuracy"
Eternal Roshar's Tokens:
Druid (Mana Destruction)
Druid has a bunch of tools that require you to destroy your Mana Crystals for additional effects.
"The world snoozed the first sixteen alarm clocks."
"Because it didn't work the first time we tried."
"Apparently making Mana Crystals into gems... which they already were... changes their effect."
"Algalon has a lot of kids. They copy his poses."
Warlock (Demons pt. 2)
Warlock doesn't really have a central idea. The legendary is a large game changer, and encourages the use of spells. Many more cards (some not shown) encourage Health loss for a bonus of attack (ex Touch of Madness)
"I'M NOT CRAZY YOU ARE"
"Just eat this Bloodbloom."
"Fails to recognize other paragons. What a narcissist."
"ERAUOYTONYZARCMI (pt.2)"
Mage (Spell Damage/Inspire Mage)
The Mage class works with both the Inspire Effect and spell damage.
"The prodigies all got nerfed in the last update. Asara was becoming too strong."
"Hi Fluxflashor. Please upvote me."
"Why is there only one Phoenix in the YEAR OF THE PHOENIX?"
"Solic? Never heard of him... I like Astral more."
Wildcard: Toki, Timesavior
"I swear! I'm the good Toki! Just ask bad Toki!"
Priest (30+ Health Priest)
This priest set focuses on being 30 or above in Health, to utilize the Soulcast mechanic. Deus Ex Machina is the most important card here. You restore your hero to full Health, but at the cost of taking double damage. It's a huge lifesaving card that threatens your future. Eternal Arke also utilizes this concept with her Hero Power casting this spell.
"Arke, despite being over a millenia old, still acts like a snobby teen."
"Being blessed too much could be a bad thing. We're not sure yet."
"You get a shield. You get a shield! You... are an enemy so you don't get one - HA!"
"Stop asking for blessings... okay, you're nice, take one."
Eternal Arke's Tokens:
Wildcard:
"And you thought 10 mana 12/12s were OP."
Neutral
There isn't a really set direction for this neutral set. I just wanted to include cards that would work well in certain situations. For example, Heiromancer Ceres, is a Neutral alternative for mass Taunt removal as minions with Immune can't have Taunt. Linkblade92 acts as a Combo deterrent as well as provides hand information - since cards "Eaten" are revealed.
"Ceres is actually a conjoinment of 1000 miniature 'Cere's"
"Linkblade92's magic is channeled by eating things. Somehow, he manages to keep his weight in check at the same time.
"Hey! Let me try that... and to make it fair, you can have this!"
"Keeping Rogues coinless for generations."
"What could it be? Another egg?"
"Hasn't yet met Megafin."
Card Cycles
◇ "Costless" Cycle ◇
All these cards technically don't have a mana cost to them. However, they can't be played or discovered. All of them are game changing in a significant way, and encourage decks to revolve around them. World's Awakening is probably the least effective of the group. It suddenly starts both players off at two mana, encouraging control archetypes. Madness's Descent trades consistency for pure power. Prodigy's curse forces players to run minions that can generate random spells such as Mystyk Phoenix and Nexus-Champion Saraad.
◇ More Cycles ◇
◇ "Eternal" Cycle. ◇
◇ "3/9 Elementals" Cycle ◇
Notable Combos
◇ Cyr Caelus + Lightning Rush ◇
This summons a board full of 3/3s for your opponent to deal with for the cost of 4 mana. Smile and watch them struggle. (Although you can't play anything next turn. Sorry)
This card also helps things out if you don't like the drawbacks.
◇ More Combos◇
AND TO FINISH THINGS OFF WITH A BANG!
Bang.
Expansion 1: Tomb of Asara
Year of the PhoenixbyNix
Please excuse my lack of artistic ability. I was too embarrassed to ask Vilegloom for more stuff...
The first expansion is “Tomb of Asara” (ToA), which details the shattered kingdom of a hidden realm. Long ago, the supposed heroes were insufficient in stopping the demonic onslaught. The benevolent gods who once ruled have fallen. Demons and corrupted deities rule against an oppressed people. Civilians are merely slaves waiting to be used. Even in this hopeless world, bitter slivers of resistance remain in the hopes of liberating the doomed people
Tomb of Asara - Story 1
The Heroes of Asara have lost. The gods have fallen. This gives a small introduction to Lev, the Last Hero, Nyx, Deathbringer, and Eris the Discordant.
Restless
Surely they couldn’t all be dead. We were the Heroes. We were the hope. We were the ones meant to protect the world. And yet, we failed. We were the names chanted upon day and night. We were said to be invincible. We were the brothers and sisters, sworn in oath to save the realm. We were the chosen ones… Kedar… Apathiea… Twelve… Ezra and Ezekiel… Ceres, the beautiful heiromancer… The hopeful Seer-Queen Nicneven who believed in us even as she fell to Etena… The strongest among us, the King who was proclaimed stronger than all, had lost. All of them were dead... or worse, turned. In a worse fate still were the great gods. Elektor slain by Nyx... Roshnar chained by the Spindlewights... Arke imprisoned by Ikari, unable to die, yet unable to live. Everything had gone horribly wrong… And yet, I lived. When the Heroes made their final stand, I fled and cowardly hid in the shadows of humanity. I was weak. I am still weak. I’ve done nothing. I am nothing. But it’s time to make nothing… possible something. Maybe I can make a difference. Maybe take a few demons out with me. Maybe I can avenge one of them.
My name is Lev Rashe. Champion of Arke. Last of the Heroes of Asara. And it’s time I fight.
Lifeless
Nyx, ruler of Asara, the dark god, and deathbringer enjoyed his breakfast. It was the usual. Innocent souls with a side of orange juice. Delicious. How many years had it been since he came into power? Fifteen? Sixteen? There had be resistance at first. Some of the so-called Heroes had survived, but most were quickly convinced on joining his side. Kedar was a devastating pyromancer and Apatheia was quite the strategist. Powerful enemies. Better Allies.
You mean better slaves.
Slaves. It was merely a necessity. Nyx stood and gazed out of his palace. The city-state around him had transformed wonderfully. Obsidian pillars placed by the obedient humans now donned the temples where marble once stood. Demons were no longer persecuted for their difference. In essence, Nyx had freed the people…
by enslaving another.
There was always a small voice that spoke treasonously. Nyx had heard it ever since that day. It was always there, whispering, begging. It was unfortunate. To bring to power one meant the fall of another. It was simply nature, and Nyx’s forces had won. There was nothing more to it.
You were a monster.
The Heroes of Asara were honorable opponents. Nyx was an honorable god. He had made sure to know each and every one of them and could still recall each of their names. He’d even kindly offered them each a choice. Join or die. It was unfortunate that so few had wished for life. He’d even kept repeating the offer for the ones who’d surrendered. Nothing could be done, Nyx tried to convince himself. Nothing could be done.
Oh really?
It was excruciating. A part of Nyx almost wished that he hadn’t won. That he hadn’t been forced to kill the one he loved. That the Heroes of Asara didn’t have to become annihilated in a final stand. That one day he’ll wake up to find that everything was a dream.
But gods don’t dream.
With that thought. Nyx wept.
Pointless
Eris looked at the trapped goddess. It was pitiful. Silly, really. They thought they could rule everything… and look at them now. Wrath celebrated. Greed danced. Sloth… slept, as usual. Eris had won. They had won. She never talked anymore. At first, it was all threats and curses. Now, she seemed more… malleable. Her previous seventy-four escape attempts had all failed. It had been five years since the last one. Eris walked over to Arke, the former goddess of Light. Her once-pristine wings were smudged with ash and dirt and long runic binding bound her every movement. Sharp obsidian knives pinned her to the hellstone-infused wall. She seemed devoid of life.
“Hey Arke, how’s it going?” Eris asked, casually.
There was no reply. Not really surprising. They’d all known what had happened in the final battle. The Heroes… could they really be called heroes? In actuality, a good number of them still lived. Most had resisted her “conditioning”, but Eris had a few successes. She hadn’t succeeded with any of the immortal gods though. Not that anyone really had the power to control them.
“Arkey, Arkey… You’ve haven’t said anything for days now.” Eris tried again, “Anyway, I hear that one of the Heroes is still out there. Luis… Lenny? Whatshisname?”
“No.”
The sound came as barely a whisper. Eris was almost sure she’d imagined it.
“Oh yes! Lev. Lev Rashe, I believe.” Eris recalled. Unlike Nyx, she didn’t have the time to memorize the names of silly self-proclaimed Heroes.
“No. Please.”
Once again, Eris wasn’t entirely sure if it was her hearing was functioning properly. Was it the wind? Was one of her aspects playing a joke?
“Perhaps, you’ll be able to see him in a few days. Dead of course.”
“NO!”
The sound suddenly exploded forth from Arke’s defeated frame. The entire prison trembled. Eris was blasted backwards, landing unceremoniously a few meters away. The obsidian binding tore away, leaving heavy gashes of blood. Golden blood trickled, covering the goddess in a shining mess. Dark runes fizzled and strained as Arke forcefully tore them apart. As Arke writhed, Eris stood up, surprise fading, and rightened herself, once again confident. Dozens of demon guards had burst into the chamber. Hundreds more waited outside.
“Arkey, Arkey… You know you can’t escape. The Lev fool couldn’t possibly be that important,” Eris laughed merrily.
It was true. Arke couldn’t escape. She was much too weak. Her power had been drained for years. Even if by some ridiculous chance she defeated Eris, there was no possibility of facing the thousands of demons around her… nor Tyrant Ikari who’d defeated her once already. Arke had already lost, a long time ago too. None of her actions now would make a difference. She was stupid. She should have saved her strength for another time. A time with even a glimmer of hope that she knew would never come. Defeated, she slumped and let the demons bind her once more.
Elsewhere, Lev died, completely overwhelmed.
Tomb of Asara - Story 2
This covers the second part of the Tomb of Asara story. It features Apatheia the Guile, Worldfire Kedar, and a new arrival whom will take us to the next expansion.
Mindless
Apatheia the Guile, the former Hero of Arasa, stood over the body of her former comrade. Or at least what was left of it. Lev had been shredded. Limbs and blood were strewn everywhere across the gates. He hadn’t even made it onto castle grounds. And Lev was by no means weak. His greatest strength lied in his supposed invincibility. Spells seemed to have no effect. No amount of damage ever left a wound. He’d even survived the height of Kedar’s pyromancy. But even invincibility had it’s limits. No magic could protect one from everything. A luck strike was all it took. A lucky strike that Apatheia had dealt. She knew she should have felt sad. She’d known Lev ever since they were children. At one point, they’d been close. Maybe it was the jealousy of Lev falling for Twelve so many years ago. Maybe it was Eris’s corrupting magic that controlled her. Maybe it was because Lev had fled while the rest of them had fought… until they could no longer. But Apatheia didn’t feel sad. If anything, she was happy. Happy that a friend died? Happy that Lev was gone? Happy? Why? Apatheia wasn’t sure. Suddenly, for a moment, Eris’s control disappeared. Apatheia felt as if she suddenly awoke from a dream. Why were there disgusting demons everywhere around her? Why was she casting so much of the forbidden magics? What was that voice… Arke’s voice? Arke lives? Why was Lev dead at her feet? Dread rose and horror lept. Oh no, no, no, no, no, no, no, Lev. Lev! Not Lev… As quickly as the feeling came, the feeling passed. Apatheia once again felt… nothing. The stupid hero before her had killed a surprisingly large number of demons, and strong ones too. It would be an annoyance to replace them. Nothing crippling, just an annoyance. One would be surprised by the amount of frustrating paperwork involved with acquiring demons. How annoying. Annoying… Annoying… Apatheia kicked the body away before demanding a lesser demon to clean the mess. It had been an intriguing day, but nobody important died. Nothing of importance happened. She’d simply done her job.
Hopeless
The Archmage Kedar panicked as he heard Arke’s voice. Arke, who he thought had died so many years ago. Despite the desperateness in her voice, hope bloomed. It had been so many years since he’d heard of any such news. Apatheia had clearly turned against them. It had taken a lot of convincing before Kedar proved he was the same. Doing so had directly caused the death of at least two other Heroes. He’d been forced to kill hundreds more. His body was now converted mostly to metal parts, driven by some unholy fire. All this so he could have time to plot. All this so he could become powerful. All this so he could one day beat back the darkness. But one day was not today. Arke was undoubtedly already lost. He’d witnessed the fall of a dozen more gods and heroes alike. At least mortals could easily die. Kedar wanted to cry, knowing he couldn’t. For one, any demon could report him for any sign of weakness. But then, Eris would discover him countering her mental wards and have him killed. Also, he’d become physically incapable of generating tears. It was one of the benefits of controlling such a mostly metal body meant he no longer needed to eat. Or drink. Or breathe… or live. Kedar often thought about killing himself. He’d learned to cast “Fiery Armageddon” from Nyx himself. It would be strong enough. Unfortunately, it would likely get him killed as well. Ending himself along with most of the city with his devastating magic may take out a few important demons, but unfortunately, another would simply just take their place. Also, more innocents would die. There was no simple victory. If he wanted to truly bring back the old powers, he would have to do more. Much more. Kedar sat in his room in the palace as a small battle concluded outside. A lone human had charged towards the castle - by himself. And killed almost a hundred. Incredibly impressive. Kedar wasn’t entirely sure if he himself could produce such a feat. Could it be one of the Heroes? Did Ezekiel or… Oh. The deserter had decided he would make something of himself. The idiot. Lev Rashe. Rashful as always. Despite his stupidity in inability to cooperate with others, his assistance could have pushed plans forward at least another three years. Maybe Kedar could convince Nyx that Lev could turn. Frustrated, Kedar went back to plotting, knowing full well he’d likely never succeed. And prayed.
Boundless?
In a small workshop in Gilneas, a single light flickered over a mechanism of spinning gears. Dust choked a room whose owner had clearly given up keeping orderly. Flashes of pulsing light and unstable magic spun from various half-finished innovations. In the center of it all, a gnome stood back, furiously glaring of her invention, clearly frustrated. Everything should obviously have worked. The klinkotrismics were set. The plusario beam had been tuned perfectly. Not a single flaw laid within the perfectly drawn out design. And yet, it continuously refused to activate. How could she not make a simple teleporter? The gnome flipped a switch. Nothing happened. She flicked it a few more times and then violently smacked the side for good measure. The machine began to vibrate. The gnome’s eyes lit up in hope, just as the machine stopped. Then, as if to frustrate the gnome further, the entire machine cracked in half. Well, there’s one last thing I guess I could try thought the gnome. She stood up and walked over to the wall behind her, where an unnecessarily large hammer stood. “Sorry Invention 3V3R5TR0M, it was nice knowing you,” the gnome said to the dusty air. With a great heave, the gnome brought the hammer down to crush the mechanism. As the hammer made contact, a strange reaction suddenly occurred. Two volatile components, never meant to be mixed, combined. The gnome watched, unable to act, as the gears started spinning, faster. And faster. And... “Oh Sh-” the gnome cursed, but was cut off as the machine exploded. Nearby, a few Ginean citizens watched, utterly confused, as the local tinkerer’s shop suddenly disappeared from existence.
The gnome suddenly found herself staring face-first into a cushion of red. She looked up. All around, a disgustingly magnificent castle gleamed. Pillars of obsidians etched with runic carvings were hung with what seemed to magical candles. The ceiling was a sheet of grey and black obsidians painting the image of a winged man. She had landed, painfully, in the center of a throne room.The gnome checked herself. All her clothing was intact. Her tinkering monocle was still held in place upon her head. Unfortunately, her misguided teleporter had refused to travel with her. She looked up around, seeing a strange man covered in metal and glowing with fire. He looked… evil.
“Who are you? I didn’t think any goddesses were this short.”
The voice was surprisingly calm despite the clear hit of annoyance. The gnome was momentarily shocked by the greeting.
“Hello! I’m Toki!”
“Shh, there are some very bad people that could be listening”
“Y’know, the time-tinkerer gnome, savior of Gilneas, and all that.”
“Hmmm”, the metallic man thought for a moment. A second later, he continued, “You could be useful. I hope your a fighter or I’ll have to kill you.”
“Umm… Yeah. I saved Gilneas from the Witchwood.”
“Witchwhat?”
“Just some shuddering baddies wocking all over.”
“Forget I asked.”
“You are?”
“My name is Kedar. Worldfire Kedar. And I need your help.”
Keywords
Soulcast Explanation
This set introduces the keyword Soulcast. The idea is that the demons on Asara are carelessly spending the life of others in their conquest for powers. It can cause an additional effect if your hero has a certain life total. Usually, this is a range of health, for example, the Hero card Nyx, Deathbringer triggers an additional effect if you have between 0-15 Health.
Other times, it will only trigger if you have more than a certain life total. One example of this is the card Power Word: Absolution.
Other times, it will only happen if you have a very specific Health total. There is currently only one example of this: Fiery Armageddon.
Soulcast is technically a set-exclusive keyword (despite reappearing in a later set). As a result, cards like Hooked Reaver and Mortal Strike will not be changed.
Elusive Explanation
Elusive has been in the game of Hearthstone for a LONG time. Cards like Faerie Dragon, Wee Spellstopper, and Tyrantus honestly deserve a keyword by now.
TAKE THAT BLIZZ! Anyway, all the cards with this ability will be changed.
Previous cards with this ability will be changed to contain the keyword Elusive.
This is an EVERGREEN keyword.
Some examples of some cards with Elusive in this set is below.
Even though Elusive isn't a very common keyword, it's been so consistent in its appearance throughout the expansions that I believe it deserves recognition!
Example Cards
Let's start with three cards mentioned in the first story above. (The one that you guys read, correct?)
Lev ran away while the other Heroes of Asara fought and died. Nobody likes him because of that.
This card is made to promote a new archetype, Lev Paladin. You use buffs such as Blessing of Might and Blessing of Kings to increase Lev's Attack. Use cards like Consecration and Silences to bypass taunts. You can even use minions to instantly trigger their Deathrattles or put up small Taunts to protect yourself from damage.
"Nyx has at least fourteen demons working at all times to come up with new dramatic entrances."
Nyx is the sole ruling god of Asara after defeating all others. He also really likes breakfast.
This card promotes the Control Warlock archetype as well as providing large amounts of incentive to play sacrificable minions. Cards like Gatekeeper and Illidan Stormrage provide cheap fodder to sacrifice.
"Sloth keeps telling Wrath to shut up and let him sleep."
This card will be given to all players for logging in after Tomb of Asara's release.
Eris is what you can call a really mean birch tree. I mean nobody likes her. Everyone, including Nyx hates her. Why? Because she enjoys watching Twilight. Ugh.
Anyway, you don't seem to be able to receive much needed dust from this annoying demon. What you will be getting to do is give your opponent a powerful Sin card. Each of these holds a powerful effect that could change the course of the game.
Example cards, Part 2
A few more cards that are kinda just awesome.
"Apatheia was once one of the great heroes. Then she declared that black was the new pink."
Apatheia, a former Hero of Arasa, is heavily bound by Eris's mind magic at all times. As a result, she's mostly emotionless. This card supports the idea of having all neutral cards in a deck. By granting them elusive, they are much more difficult for single removal, and still susceptible to AoE. This is suggested for an aggro or midrange deck.
If you think this is horribly overpowered... well, we've already prepared the perfect counter. Behold... the Devious Inquisition!
"Also known as the consequences of stealing Kedar's food."
Fiery Armageddon is a spell cast by "Worldfire" Kedar. It is able to wipe out an entire city if cast properly. Unfortunately, it has a tendency to get the user killed.
This spell is normally impossible to cast. It requires the use of a catalyst such as Sorcerer's Apprentice, Force of Will, or Worldfire Kedar. To receive maximum benefit from it, your hero must be at exactly 1 Health, which is really difficult to achieve. Even with Ice Blocks (which is only in wild) the existence of this card will discourage your opponent from setting your health to exactly 1.
"If you look really closely, you'll see a storm. And in that storm is an orb. And in that orb is another storm"
Toki accidently made one of these after hitting something really hard with a hammer. Afterward, Kedar helped to make another more "stable" version.
Since cards like Hagatha the Witch and Witch's Cauldron often give you spells you can't really do anything with, The Everstorm Orb turns it into something random.
I mean you won't have to even worry about Overload anymore. What could possibly go wrong?
The Remaining Cards
Every single class in this expansion features a certain archetype or concept that I'm attempting to promote.
Warrior (Control Warrior)
This mostly prepares for the next set. Tyrant Ikari increases the effectiveness of whirlwind against enemy minions. Warcry and Bloodlinked Blade show synergy for when your hero is at 12 or less health. Note that Warcry can still be cast when at less than 12 Health, it just doesn't gain any armor.
"Soon, Ikari realized that being a demon wasn't as fun as the advertisements claimed."
"The preferred weapon of Linkblade93"
"Can't hurt common penguins. Kills heroes in a second. Hearthstone logic."
"AHHHHH ZABEENNYYYYAAAA"
Shaman (RNGesus Shaman)
Shaman kinda just does it's own thing as usual. It's there... has a whole ton of awesome cards... and yeah. Duskfire Totem combined with Vile Spellfins offers a potential OTK. Gale is just some meaningless wind... until your Totems start being really annoying.
"If you look really closely, you'll see a storm. And in that storm is an orb. And in that orb is another storm"
"I'll huff and I'll puff and do absolutely nothing!"
"REEEEEEEEE - Every Eight-Year-Old Totem"
Rogue (Nightblood Rogue)
I don't really have a concept for this rogue, so I threw in a win condition. It's a lot like Kingsbane in effect. You just build a really strong weapon. Unlike Kingsbane, this weapon is extremely susceptible to weapon destruction.
Seek is a really nice draw spell. Deceit's Assassin continues the "give the next minion you play" cycle and Senseless Shadows is a homage to ShadowsOfSense.
"It's original wielder was fortunately quite squeamish to blood. Otherwise, everyone would be very dead right now"
"Seek and ye shall find... unless you're looking for your car keys"
"She just really really moody all the time."
"Xinstiiapmesesnesfoswodahsih"
Paladin (Lev Paladin/ Sacrifice Paladin)
Paladin represents two forms of sacrifice. Tyrant Etena 'absorbs' your own minions as 'food' to grow. It should be pretty self explanatory. Etenan Blackwatch follows the cycle of giving the next minion you play a bonus effect. Ruinous Blade can act both as a more expensive Consecration or allow you to prepay for it.
Lev, the Last Hero is pretty much the only non-evil character in the set (well technically, Kedar is secretly good too. Guys... read the story) It's a super complex card. You always start the game with this card, and the idea is that you load this with a whole ton of enchantment cards. You can even include temporary taunt minions or minions with strong Deathrattle effects to have them trigger quickly.
"Etena actually didn't want to be a demon. His big brother Ikari dragged him into the business"
"He kinda just watches... nobody is stupid enough to attack anyway."
The main goal of this expansion for hunter is to validity hand is empty hunter. Downpour Drake helps remove pesky spells that you can't find targets from your hand to help allow a devastating Seiryu to refill your hand.
"Dragon rangers! Assemble!"
"Doesn't actually like rain that much."
"Hunters hunt and Warriors war. But do Druids... Dru?"
"Asks for sick days 367 days a year."
Druid (Wisp Druid)
Wisp Druid is something that I've wanted to have for a long time. Spindlewight grants a whole ton of wisps... and the cost of incredibly weak future card draw. Wispering Hymn helps remove pesky 0-cost cards from your deck and Spindleseeker buffs them. Note that it can buff 0-card minions on the board, in your hand, or even in your deck!
"He likes whispering to the wisps. They kind of just ignore him though."
"Sorry. We'll fire him for real this time"
"Why can't watermelons grow on trees? Why can't wisps be 3/3 minions?"
"In times like this, don't worry about the moral issues."
Warlock (Sacrifice Control Warlock)
Warlock just symbolizes the epitome of evil. Endless Void makes you virtually invincible from Fatigue. Nyx himself is featured as a powerful, board-clearing hero card. Rise From the Grave, combined with a Voidlord or Gatekeeper can generate powerful value.
"Endless means it goes on for a really long time."
"After awakening, the zombies feasted on flesh. The necromancer prefered funnel cake."
"He kinda just goes around stealing gates and keeping them. Don't worry, he's banned from Ravnica already"
"Sacrificing Imps for Imps since 1984."
"Nyx has at least fourteen demons working at all times to come up with new dramatic entrances."
Mage (Fiery Armageddon OTK Mage)
Force of Will or Worldfire Kedar are both possible ways to trigger Fiery Armageddon. Of course, you'll have to be very careful if you want the full 100 damage. Unstable Acolyte is the set's Magma Rager meme card and Deceiving Intellect is just an annoying secret that your opponent will want to play around... but can't.
"Kedar thinks of himself as a exquisite pyrotechnic. A severely misunderstood one."
"Also known as the consequences of stealing Kedar's food."
"Jace feigned interest."
"Wait no, don't touch me there."
"This isn't an Arcane Intellect and you're totally wasting your turn trying to play around it."
Priest (Shadow Word Priest)
The big combo here is Darkweaver Nihil and Shadow Word: Void. You can clear the board for only 6 mana (and a 4/6 body!). Power Word:Absolution also demonstrates an alternate usage of Soulcast.
"It's not a stage mom, it's a lifestyle!"
"Because Psychic Scream at 7 and Twisting Nether at 8 wasn't bad enough."
"Has a normal length nose that doesn't grow when she lies."
"I grant you absolution. You just killed him! I said I grant absolution so everything's good now."
Neutral (Neutral-Only Neutral)
The goal of the neutral set is push two things. Neutral only, and combo/anti combo pieces. Oh, and Eris is just there because she can be, as much as we dislike it. Devious inquisition is a hard counter to Apatheia and Harbinger of Death brings forth a powerful legendary such as Nyx, Deathbringer (or backfires and triggers Eris the Discordant's sin)
"Sloth keeps telling Wrath to shut up and let him sleep."
"Apatheia was once one of the great heroes. Then she declared that black was the new pink."
"Who's the weird grim reaper guy you're talking about? I'm not him."
"NOBODY EXPECTS THE DEVIOUS INQUISITION!"
"Remember. Two. Plus. Two. Is. Five."
"▲▼▲▼◄►◄►"
Card Cycles
◇ "Negate-Your-Own-Stuff" Cycle ◇
Tyrant Etena is one of the two "Tyrant" legionaries in this expansion. It kills your own minions (through hero power, played, or otherwise summoned) to give itself more power. Nightblood does something similar, but with weapons. Although they both seem very strong, and borderline broken, both are susceptible to minion removal or weapon removal.
Also, they told me to have ten example cards, but I only prepared six... so here are two more! (Tyrant Etena and Nightblood are new inclusions. Everstorm Orb is an example card above.)
◇ More Cycles ◇
◇ "Buff the next minion played" Cycle. ◇
◇ Downfall Cycle ◇
Notable Combos
◇ Darkweaver Nihil + Shadow Word: Void ◇
These two are powerful tools to help out the Control Priest archetype. Shadow Word: Void is a powerful board clear like Psychic Scream (and probably a stronger effect for Priest than Twisting Nether). The fact that it is a Shadow Word allows it to synergize with Darkweaver Nihil.
Here are the last two example cards... Seriously, why did we raise it to 10? I had trouble finding six good cards in this set!
◇ More Combos◇
(or a bunch of things)
Hall of Fame
Doomguard has had it's run. It's dominated with powerful Carnivorous Cube decks. Especially with the new set coming, demons will become incredibly powerful. To balance this power, I've decided to move Doomguard into the Hall of Fame.
The keyword Charge is honestly on it's way out. Aggro decks focus on flooding the board rather than dealing 20 damage out of nowhere. Sorry Leeroy Jenkins. At least you'll still have Angry Chicken.
I don't think Nozdormu was ever meant to be taken seriously. Often, the 90 second regular player turn is stressful enough already when playing a heavy control deck. This card just makes life more difficult. Also, despite the card saying 15 seconds, players often actually receive around 30. With this rotation to the Hall of Fame, Nozdormu will truly cause 15 second turns.
Thanks to Vilegloom for making this Year of the Phoenix Symbol
This is the Submission Topic. The Discussion Topic is here .
The following 9 competitors have made it through to Phase III
Help! I’m sorry if some of the message was lost in translation, the timeways have been TwisTilkKkKkKk==U29tZXRoaW5nIHdlbnQgaG9ycmlibHkgd3JvbmcuIFRoZSBUb2tpIGZyb20gdHdvIHdlZWtzIGFnbyB3YXMgdGhlIOKAnGJhZOKAnSBUb2tpIGFuZCBkZWNpZGVkIHRvIGRlbGV0ZSBhbGwgdGhlIGRhdGEgb24gdGhlIHNlY29uZCBleHBhbnNpb24gdGhhdCBDaHJvbWllIG1hbmFnZWQgdG8gcGllY2UgdG9nZXRoZXIuCg==4173206120726573756c742c207765206e65656420796f7520746f206372656174652061206e6577206f6e6521205468616e6b7320666f7220616c6c20796f757220776f726b2e200a2d54656d706f726173
Well, I’m not sure what exactly happened… Anyway, you might want to do the next expansion.
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
* You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
* You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with an expansion that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. Also, we realize that most people don't read these rules. So, if you've actually read these, feel good about yourself. You also may not reference or link to your topic in official competition topics.
A Note on Group Submissions: if you team up with other people to submit an entry, you must enclose that information in your submission and none of you may upvote that entry. That would be considered an unfair advantage and we will treat it as vote-manipulation. You are technically voting for yourself, and that is not allowed. Failing to tell us you're in a group is also against the rules, as we'll have no choice but to assume that you withheld the information to ghost-vote your group's submission.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials, like banners or borders. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Hey, look! It's the Year of the Applesauce!
Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.
Wow! What a bunch of interesting stuff that will be in the next expansion!
Good thing I left some of it in a cool spoiler so it doesn't clutter the page!
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE III: Mini-Expansion 2
SUBMISSION REQUIREMENTS
Hi there, this is River Crocolisk. A lot of weird things have happened. Bloodfen Raptor seems to have two horns on his head rather than one (as they are in World of Warcraft). Anyway, I'm supposed to explain the rules to the next expansion to everyone who still exists in this world. I believe there are still ~10 of you.
In this Phase, you will each construct your year's Second Expansion. Here are the requirements for your Year Creation Competition Phase II Entry.
You must have the following.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: Year Introduction
Submission: 28/June - 10/July
Up-Voting: 10/July - 11/July
PHASE II: First Expansion
Submission: 11/July - 31/July
Up-Voting: 31/July - 1/August
PHASE III: Second Expansion
Submission: 1/August - 21/August
Poll #1: 22/August
PHASE IV: Third Expansion
Submission: TBD
Finale: TBD
NOTE: All stages of the competition begin and end at 21:00 UTC.
ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-IV, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^3 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
( ab ) / ( c ) = x
(Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each years final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase IV, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single year, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
Just kidding. There are no challenges this time around :D
PHASE II: Mini-Expansion 1
In this Phase, you will each construct your year's First Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
You must have the following.
Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
PHASE III: Mini-Expansion 2
I
In this Phase, you will each construct your year's Second Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
You must have the following.
Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
PHASE IV: Mini-Expansion 3
In this Phase, you will each construct your year's Third Expansion . Here are the requirements for your Year Creation Competition Phase II Entry.
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Year Competition Finalist] Year of the APPLESAUCE
(Replace APPLESAUCE with your own year's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original expansions however you think is best.
You must have the following.
Tell us a little bit about what's going on in this expansion. Are you telling the tale of glorious adventurers in a mysterious temple? or the clash between rulers in an forgotten world? or even just a little murloc happily sitting in a pond? We don't know until you tell us! Feel free to add some interesting story behind the cards you make!
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 9 example cards (Three from each expansion preferably), preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 8 competition themed around their winning year! (Probably... We're not entirely sure how to format that...)
ARCHIVES
Want to see how things went during our Expansion Competition to get a glimmer of what could happend? Want to see what the different Winners and Submitters from each phase came up with? Then check out the links below!
Phase I
Submission Topic
Phase II
Submission Topic
Phase III
Submission Topic
Poll 1
Poll 2
Phase IV
Submission Topic
Poll
Phase V
Finale Poll
Good Luck and Watch Out for Paradoxes!
Wished to be pink.
Then did.
Then fired myself.
Then did again.
IF I CAN HAVE YOUR ATTENTION FOLKS
Blizzard's gonna make a troll expansion next! If you want to be hyped up for it now, this is the post for you.
Expansion No. 2 in the Year of the Gryphon
Phase 1 & 2 links here and here.
The ancestral home of the Trolls, Zandalar, is under threat. Since Cataclysm, the island has broken into three parts—Zaldazar, Nazmir, and Vol'dun—and is slowly sinking into the ocean. The Nazmir jungle, now a swamp, has been corrupted by the influence of an Old God let loose, and savage sacrifices are performed in his name as the mysterious blood plague spreads. Meanwhile, the elite in their palaces on Zuldazar do nothing, thinking they are safe on the main island. Blood of the Zandalari tells the gruesome story of these sacrifices, the plague, and those who would stop them.
—THE STORY—
G'huun Theme Music
(Click on external link for proper entrance)
(all other legendaries have theme music as well)
—G'HUUN & KEYWORDS—
(details in spoiler)
G'huun is an Old God, accidentally created by the Titans as a case study on the other Old Gods. Having realized they had created an abomination that only grew stronger as those around it died, they locked it away, hopefully to never again taint the land. Unfortunately, the Titans had not accounted for Deathwing, and as the Cataclysm tore a path through Azeroth, Zandalar was broken into pieces and the tomb that imprisoned G'huun was broken. Released into Nazmir, his power grows as he spreads his influence through the forests and corrupts the tribes...
—CARDS—
The Loa
Powerful beings worshipped by different Troll tribes and empowered by their rituals.
Sacrifice, Plague, and Deathrattle Synergy
While I've already introduced these mechanics with G'huun, I'm showcasing the synergies that make them viable.
The Jungles and the Temples
These flavour cards complete the Blood of the Zandalari set—corrupted Flora, dangerous Temples, and strange ruins.
—THE REST—
Here's the rest of the cards. There are notes on synergies included below the cards in the spoilers!
Hall of Fame (for reference)
Divine Favor | Kidnapper (replaced by WANTED! ) | Gadgetzan Auctioneer
—DECKS—
These decks include cards from the previous expansion, Greetings from the Great Seas.
—Plague Treant Druid—
A token deck that also allows makes use of Forest Firelands to make your Choose One cards more powerful.
1x Floop's Glorious Gloop
2x Corrupted Woods
2x Darkmoon Holiday
1x Forest Firelands
2x Wild Growth
2x Wrath
2x Landscaping
2x Savage Roar
2x Blighted Treant
2x Spirit Wrappings
2x Soul of the Forest
2x Swipe
2x Wispering Woods
2x Nourish
2x Tending Tauren
2x Mulchmuncher
—Odd Bomb Hunter: Sacrifice Edition—
The ultimate standard Bomb Deathrattle synergy deck, with Voodoo Hunting as a replacement for Spiritsinger Umbra.
1x Hunter's Mark
2x Bomb Toss
1x Booty Bay Holiday
2x Cybertech Chip
2x Explosive Trap
1x Nazmiri Fungus
1x Fireworks Tech
2x Whirliglider
2x Venomizer
2x Voodoo Hunting
2x Explodinator
1x Jungle Wanderer
1x Nazmiri Stalker
2x Spider Bomb
2x Piercing Shots
2x Giggling Inventor
2x Necromechanic
1x Boommaster Flark
1x Eraka no Kimbul
—Even Mage—
A minion-based spell damage deck that emphasizes temporary or permanent spell damage minion pulls to generate value, especially with Cryptic Ruins.
1x Archmage Arugal
2x Celestial Emissary
1x Astral Rift
2x Frostbolt
2x Arcane Keysmith
1x Cosmic Anomaly
2x Temple Golem
2x Fireball
2x Polymorph
2xUnexpected Results
2x Blizzard
1x Har'koa, the Sighted
2x Cryptic Ruins
1x Pyroblast
2x Loot Hoarder
2x Piloted Reaper
2x Arcane Dynamo
1x Genn Greymane
—Hakkar Mech Buffadin—
A mix of Mech paladin and buff paladin. Real stars are Clotting Replicator, Rezan King of Kings, Rastakhan's Blessing, and G'huun. These make the rest of the cards work much better with each other, especially as magnetic upgrades are applied twice with Rezan on board.
1x Glow-Tron
1x The Blood Ritual
1x Crystalsmith Kangor
1x Wild Pyromancer
1x Crystology
1x Equality
1x Sound the Bells!
2x Rastakhan's Blessing
2x Clotting Replicator
1x Annoy-o-Module
1x Coppertail Imposter
1x Twilight Drake
1x Blessing of Kings
1x Prismatic Lens
1x Roar of Rezan
2x Mechano-Egg
2x Wargear
2x Zanchuli Councillor
2x Glowstone Technician
1x Rezan, King of Kings
1x Kangor's Endless Army
1x Ysera
1x G'huun
1x Justice by Sunlight
—Poison Cutlass Rogue—
You'll be able to sustain yourself with constant copying of your weapon, and combo with a number of Coins.
2x Backstab
2x Preparation
1x Shadowstep
2x Deadly Poison
1x Arms Collector
2x Lab Recruiter
1x Sap
2x Augmented Elekk
1x Blink Fox
1x Edwin VanCleef
2x SI:7 Agent
1x Shrine of Hethiss
1x Mummy Swordbearer
1x Portside Pilferer
2x Academic Espionage
2x Spectral Cutlass
1x Cap'n Garvey
2x Bag of Doubloons
1x Myra's Unstable Element
1x Tess Greymane
1x Hethiss, the Shrouded
—Ultimate Deathrattle Shaman—
This will be good.
1x Maelstrom 'Holiday'
2x Ancestral Spirit
2x Earthen Might
1x Elementary Reaction
1x Bloodmage Thalnos
1x Chanting Totem
1x Menacing Nimbus
1x Vashj'ir Totem
2x Lightning Storm
2x Tome of Shadra
1x Electra Stormsurge
2x The Silk Dance
1x Thunderhead
2x Earth Elemental
2x Eureka!
1x Cairne Bloodhoof
2x Mechanical Whelp
2x Seafloor Wanderer
1x Al'Akir the Windlord
1x Hagatha the Witch
1x Elortha no Shadra
—Bat-Lock—
1x The Soularium
2x Soulfire
2x Flame Imp
2x Voidwalker
1x Demonic Project
2x Tainted Phylactery
2x Dreadmire Hexxer
1x Hir'eek, the Midnight
2x Jungle Wanderer
2x Zala'mar Ritualist
2x Amaki Bloodsinger
2x Blood Beetle
1x Voodoo Master
2x Barnacled Dweller
2x Doomguard
1x Leeroy Jenkins
1x Loose Specimen
1x Lord Godfrey
1x Lord Jaraxxus
—Plague Warrior—
2x Shield Slam
2x Crystallizer
2x Dire Troll
2x Battle Rage
2x Execute
1x Hakkari Blood Goblet
2x Test Your Might!
1x Weapons Project
2x Baleful Banker
2x Dreadmire Hexxer
2x Shield Block
1x Clotting Replicator
1x Jungle Wanderer
2x Ravencaller
1x Spark Drill
2x Festering Cleaver
1x Azalina Soulthief
1x Torga, the Wise
1x G'huun
—ACKNOWLEDGMENTS —
Thanks to CheeseETC, Maxlot, ThePixelDash, Pircival, Logovaz, krowskii_nall, Lord Molyb (whatever your handle is really idk), LarryMoments, kayeich, Dankwraith, and others for their valuable feedback.
Thanks for your consideration. Hope you vote for me. :)
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!) •
AND NOW...
A collaboration between Shatterstar1998 and Demonxz95, we present to you...
The second expansion of
Year of the Dragon
But first, a reminder of our Hall of Fame choice and new keywords:
Hall of Fame
Our choices might surprise you, but we have our reasons.
Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lanceor Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise .
Keywords:
Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.
The story:
After a journey through fairy-tales and Azeroth history, Chromie and the player arrive back at present day Azeroth. Things are not all pretty as it seems, as the two notice the sky cracking. An idea stems from the Infinite Dragonflight to unite with the Dragons of Nightmare, using the powers of both forces and combine their nightmare powers with their time powers to spread across the world. Murozond opens a rift to travel to the Emerald Nightmare to negotiate with the Dragons of Nightmare. Chromie receives a distress call from Ysera to head to the Emerald Dream immediately, noting that the crack is traveling over the sky and the Emerald Nightmare is coming. Upon arrival though, things are worse than they'd have hoped: The rift created from the Emerald Dream has opened an invasion from the Twisting Nether! Worse, the sheer dark energy proves too much for Ysera, thus leading to the Aspect of Dream's corruption! Chromie and the adventurer barely fled with their life and have to turn to unlikely allies to close the Rift while battling horrendous monstrosities old and new born from the collision of the two planes.
Show case cards:
Jaina, Warbringer and Nether Guardian are two examples of the Spell Damage theme from Mage this expansion. These two minions represent a theme for Spell Damage Mage this expansion: They do more that just offer the Spell Damage. Jaina offer a solid win condition if your opponent can't clear out the board that she summoned back while Nether Guardian brings more survivability toward the infamous fragile class by being the first Mage-specific Taunt minion in the game (unless you count the Mirror Image tokens) as well as offer protection for the board when summoned back by Jaina.
Felsworn Seeker and Ascension of Dreams are examples of Elusive being a major presence in this set. Both of them offer protection for friendly minions as well as the fact that Felsworn Seeker is a sticky, hard to remove minion itself.
Not only is Elusive a major presence this expansion, they also had their very own synergy. Shroudscaler is a minion that allow Shaman to push a board of minions with Elusive to become more powerful while showcasing the Shaman-exclusive (except for one Neutral card) Elusive synergy this expansion. Mark of Ysera is another card that offer Elusive exclusively for the Dragon tribe, as well as showcasing Dragon synergy that was promised by our Year of the Dragon.
The other cards are cards that showcasing a major theme for the chosen class this expansion.
Shivarra Blademaster showcasing the disruption mechanic prevalent in the Neutral set. She is a very powerful tech card to combat the Token-heavy Story mechanic from the first expansion of our year - Once Upon A Time in Azeroth or copies of Shudderwock generated from other Battlecries.
The full set:
Druid
With intimate connection with the Emerald Dream, Druids were enlisted to help Chromie and the adventurer. But beware who to trust because when corrupted, Druid has unlimited access to the Emerald Nightmare and the power of the Old Gods that corrupted it.
Tokens
Druid of the Emerald
Eternal Dream
Nightmare Cenarius
Hunter
Being one of the only people that can understand and master the power of the Void, Alleria will accompany Chromie and the adventurer on their quest to stop the two worlds from colliding. With her bow and a few Void tricks of her sleeves, Alleria never miss her mark or fails her allies.
Mage
Pushing to the brink of survival and emotional limit, Jaina decided to abandon the last of her peaceful ideal and take up arm with the Nether Dragonflight infused with the power of the Nether to defend her people.
Wild Card: Ring of the Kirin Tor
Paladin
With even Tirion Fordring falling into corruption of the Old Gods, all seems hopeless. However, the corruption fails to consume him. Instead, the power of the light inside of him finds a balanced co-existence with the corruption, and Tirion finds himself able to wield both the light and the void.
Priest
Cut off from the light, Priest turned to unconventional sources for power to survive: From the untrustworthy and self-serving Ethereals, the power of the Void itself, to the corrupted heart of the Old God servant Il'gynoth. The true question is: Are they in control of these powers? Or are these powers in control of them?
Wild Card: Shadow Strength
Rogue
Seeing opportunity for collecting multiple artifacts, the Ethereals slide between battles to lend a hand. While certainly helpful, Chromie and the adventurer know better to trust these creatures since their only true alliance is themselves.
Shaman
Hakkar is all too familiar with the Emerald Nightmare having been an alledged source for Eranikus's corruption. He has returned once again and given his followers special powers.
Token
Warlock
With the Twisting Nether and the Emerald Nightmare connecting together, Xavius marches into the Nether and commands an army of the void to fight alongside his side, also finding new energy to consume and grow stronger in the process.
Warrior
Eranikus, Dream Tyrant, former Consort of Ysera now served with her in the Emerald Nightmare and bring upon with him some followers with trick of their own.
Neutral
With Ysera falling into the nightmare's complete control, Chromie and the adventurer must either kill Ysera or find a way to shape her back to her usual self. Unfortunately, the nether dragons, demons, and other inhabitants of both lands don't make things any easier for the two.
Wild Card: Shivarra Blademaster
Tokens
Ethereal Trader
After you play Ethereal Trader, your opponent is offered this choice at the start of their next turn.
Ysera of the Nightmare
FAQ
How does Ethereal Trader work?
Ethereal Trader will give a choice of 3 cards (like Discover or Curious Glimmerroot) from your hand, then from your opponent's hand. At the start of your opponent's next turn, they will see the "Take It" and "Leave It" options as well as the cards you chose and will decide whether or not to swap the cards. Basically two Discover interfaces and a Choose One effect, so it's really not as complicated as it might seem on first glance.
What happens to minions that reaches 0 Health from Alleria of the Void?
Minions that reach 0 Health from Alleria of the Void will stay in their owner's hands and/or decks, but will immediately die upon entering the battlefield. 0 Health minions will still activate their Battlecries and can still be used to trigger effects like Knife Juggler.
Do minions taken by Heart of Il'gynoth have Charge, like Shadow Madness and Potion of Madness?
No, minions taken by Heart of Il'gynoth do not gain Charge, thus they cannot attack unless they have Charge themselves (and technically Rush too although your opponent will typically have an empty board when you play this). An important distinction is that Shadow Madnessgives control of the minion back at the end of that turn, whereas Heart of Il'gynoth gives control of the minions back at the start of your next turn. Because of this, you actually never get to attack with the minions you take control of (and it would be insanely overpowered if you could). The two mechanics fill different utilities.
A big thanks for everyone who gave their opinion in the Discussion topic and Vilegloom for making the Year of the Dragon and the Once Upon A Time Azeroth banner.
Click here to see Once Upon a Time in Azeroth, the first expansion of the year that we showcased in the previous phase.
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:
Expansion 2 of the Year of the Fox:
Azeroth is full of wonders, but for each wonder are a dozen mysteries. In Dalaran, the brightest minds from every land gather to solve those mysteries. Dramatic experiments and grand discoveries have become almost commonplace, the result of geniuses using their considerable intellects to the fullest. This pursuit of knowledge is long and arduous, requiring seemingly endless cycles of trial and error. Eventually, though, the researchers find success, and even if they don't, well, it's fun to watch. With experts in fields from alchemy to zoology, there's no telling what you might see, and as the saying goes, there's only one way to find out...
New keyword: Iterate
Breakthroughs aren't made overnight; experiments can be perfected only after countless iterations. The Iterate keyword, like those experiments, builds on itself up to incredible results. When you play a card with Iterate, it'll trigger the effect written on the card. Then, it will trigger the effects of each other Iterate card you've played that game. To chronicle your discoveries, either player can hover your hero to see a list of your Iterate effects. See the spoiler for an explanatory example.
You play a minion with "Iterate: Draw a card"; you draw a card. Next turn, you play a minion with "Iterate: Summon a 3/3 Elemental"; you summon a 3/3 Elemental, then draw a card. Then, you play another card with "Iterate: Draw a card"; you draw a card, then summon a 3/3 Elemental, then draw a card.
Numerical Cards
Any researcher worth his salt knows that the best experiments are the most precise, where variables are measured and manipulated with margins of error a hair's breadth wide. Many of this set's cards require that kind of precision, interacting with numbers in new ways.
Funky Build-Arounds
Research touches on some unusual fields, sometimes even creating entirely new ones. With this set, you can do some experimenting of your own with cards that encourage strange new deckbuilding strategies.
Meet the Researchers
A set about research wouldn't be complete without some of the researchers themselves! Most of this expansion's Legendary cards will feature the minds that make Dalaran great. They might have their quirks, but if you find your way around them, these minions can offer incredible power.
This is only a taste of what goes on in Dalaran. With such a small sample size, you need more data to truly understand this set, data which can be found below.
Hall of Fame reminder: Cold Blood | Divine Favor | Nozdormu
DRUID
Druids seek to preserve the balance of nature, but doing so is difficult if you don't know what that balance looks like. Many in Dalaran aim to discern just that, looking to ancient knowledge and the Emerald Dream for insights into nature's deepest workings.
Dream Cards: Dream; Emerald Drake; Laughing Sister; Nightmare; Ysera Awakens
HUNTER
Beasts can be fierce friends on and off the battlefield, and many want nothing more than to better understand their animal companions. Assisted by trainers, breeders, and animal psychologists, these researchers seek to deepen their bonds with their furrier brethren.
Token:
MAGE
Arcane means "mysterious" or "secret", and where there's a mystery, there's someone trying to solve it. Dalaran's Mages look to unlock the secrets of the arcane arts. Their task is to understand the underlying workings of magic and apply it to cast new, powerful spells.
Arcane Masteries:
PALADIN
Along with mystics and magicians, Dalaran also has its share of historians. By understanding the past, they hope to make for a better future, learning from the deeds of historic figures and the accomplishments of ancient societies.
PRIEST
Countless philosophers have speculated on the nature of the Light and the Shadow, but some are interested in more practical applications. These elementary forces can have strange effects when used on the body, and Priests are interested in understanding and taking advantage of these effects.
ROGUE
Pragmatic as ever, Rogues are dedicated to discovering the biggest bang for their buck. Focusing specifically in poisons, the tools of their trade, Rogue researchers try to develop toxins that deliver maximum potency for minimum cost.
Token:
SHAMAN
The Elements are picky about when you can use their power, so Shamans want to be able to make the most of their opportunities. These elementalists consider Totems, Elementals, and other methods in their search to harness as much primal power as is safe to handle, and then some.
Searing Totem
WARLOCK
Some knowledge is simply obscure, but some is so dark that few dare approach it. There are those, though, who are unburdened by ethics or morals and pursue any knowledge that can bring power. To them, not even life is sacrosanct, and the saying "two heads are better than one" is taken quite literally.
WARRIOR
Technology is constantly evolving, and many believe that warfare should evolve with it. Dalaran's weaponologists and armorsmiths are pushing the boundaries of their crafts, designing fantastic new armaments that they hope will revolutionize the art of war.
NEUTRAL
FAQ's:
Orik Trueheart: He can't discover more than 2 cards. If the 2nd spell costs (3) or less, the effect won't repeat again.
Thunderbolt Zaek: For reference, he's playable with 4 Overloaded Mana.
Ultimate Creation: The resultant minion will have the combined stats and abilities of the two component minions. The non-Demon will be the "base", and the Demon's stats and abilities will appear as an enchantment on the non-Demon, similar to Magnetic. To distinguish it, it'll have a unique name and aura effect, like Zombeasts.
Efficient Engineer: Like Spell Damage, she only works on numerals (1, 2, 3...), not number words (one, two), articles (a, an), or number-like words (twice).
Choose a number: When you play a card that says "Choose a number", a wheel will appear, similar to the one on the loading screen but with numbers instead of silly names. There will be an arrow on either side you can click/tap to move the wheel to the next or previous number. When the wheel has selected the number you want, there will be a "Confirm" button to lock it in. You'll only be able to choose a number that will do something, e.g. for Shadow Infusion, numbers that don't correspond to the Attack of a minion on board won't appear on the wheel.
Thanks for taking the time to look at my submission, and good luck to the other competitors!
EDIT: Balance change to Shadow Infusion
NOTE: If you have trouble visualizing this because the images don't load, you can see all the cards on this imgur album.
Special thanks to everyone who gave feedback on my cards!
EDIT: Cost of Teldrassil reduced to (5). Layout changed. Putrid Gargoyle's effect buffed to 8 damage. Naxxramas' effect changed.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Second Expansion of the Year of the Wendigo by LarryMoments
If your computer has fully-fledged security against ghosts and you can't disable it, here's an imgur album to the whole card set. Um. HERE
Clear your mind and prepare yout thoughts, because you ain't coming out of there alive. (Or as a Mad Opinionist, does that even exist?)
EDIT: Added FAQ for clarifications.
Invisible Handshake of Thanks to the people that gave me feedback
teknician, CheeseEtc, linkblade69, Schlauchneid, "The NMR" and everyone on the Custom Heathstone Discord! (because there are far too many to name, considering I posted quite often) Appreciate it a whole lot of lots the help you gave me for this expansion!
The joke is you.
Special thanks to everyone who gave feedback on my cards and especially Vilegloom for the awesome banner!
I want a new title, but Flux won't let me have one,
Year of the Phoenix by Ni
xWith a little help from Toki, we bring you the next expansion, "Rise of the Eternals". Toki, with the help of her mysterious dinosaur friend, has managed to shift the world into a new timeline, in which the good guys aren't all dead. The gods and the Heroes of Asara must rally together to defeat an oncoming onslaught of darkness. Shall they win or shall madness finally descend upon the world as they have in alternate universes before.
Keywords
Example Cards
Fancy, eh?
"Arke, despite being over a millenia old, still acts like a snobby teen."
Praise Fluxflashor!
This card Symbolizes the time travel aspect of the expansion. Toki and Linkblad92 moved through time in order to have Kedar fix the past. This is shown by having a board clear that is incoming, although impossible to avoid.
Arke, like Nix from the previous expansion, is one of the main good guys of the story. She can resurrect her friends as well as provide a large amount of healing.
The Hero Power, Bless, also casts a collectable card: Deus Ex Machina.
Roshnar is one of the other awakened Eternals. Whenever she dies during your turn (generally through attacking), she resurrects herself. That way, you can Attack (twice a turn too!) without worrying about dying. Actually, you want to take fatal damage...
Sorry for the lack of quality...
The Remaining Cards
Every single class in this expansion features a certain archetype or concept that I'm attempting to promote.
Warrior (12 or less Health Warrior)
There's also this guy.
"FLAVORTEXT!"
I think the card is self-explanatory. Big robot to kill things. Yay.
Shaman (Overload Shaman)
Rogue (0-Cost Spell Miracle Rogue)
Paladin (Inspire/Divine Shield Paladin)
Eternal Elektor's Tokens:
Hunter (10 or less Health Hunter)
Eternal Roshar's Tokens:
Druid (Mana Destruction)
Warlock (Demons pt. 2)
Mage (Spell Damage/Inspire Mage)
Wildcard: Toki, Timesavior
"I swear! I'm the good Toki! Just ask bad Toki!"
Priest (30+ Health Priest)
"Stop asking for blessings... okay, you're nice, take one."
Eternal Arke's Tokens:
Wildcard:
"And you thought 10 mana 12/12s were OP."
Neutral
"Ceres is actually a conjoinment of 1000 miniature 'Cere's"
Card Cycles
◇ "Costless" Cycle ◇
All these cards technically don't have a mana cost to them. However, they can't be played or discovered. All of them are game changing in a significant way, and encourage decks to revolve around them. World's Awakening is probably the least effective of the group. It suddenly starts both players off at two mana, encouraging control archetypes. Madness's Descent trades consistency for pure power. Prodigy's curse forces players to run minions that can generate random spells such as Mystyk Phoenix and Nexus-Champion Saraad.
◇ More Cycles ◇
◇ "Eternal" Cycle. ◇
◇ "3/9 Elementals" Cycle ◇
Notable Combos
◇ Cyr Caelus + Lightning Rush ◇
This summons a board full of 3/3s for your opponent to deal with for the cost of 4 mana. Smile and watch them struggle. (Although you can't play anything next turn. Sorry)
This card also helps things out if you don't like the drawbacks.
◇ More Combos◇
AND TO FINISH THINGS OFF WITH A BANG!
Expansion 1: Tomb of Asara
Year of the Phoenix by Ni
xPlease excuse my lack of artistic ability. I was too embarrassed to ask Vilegloom for more stuff...
The first expansion is “Tomb of Asara” (ToA), which details the shattered kingdom of a hidden realm. Long ago, the supposed heroes were insufficient in stopping the demonic onslaught. The benevolent gods who once ruled have fallen. Demons and corrupted deities rule against an oppressed people. Civilians are merely slaves waiting to be used. Even in this hopeless world, bitter slivers of resistance remain in the hopes of liberating the doomed people
Keywords
Example Cards
Let's start with three cards mentioned in the first story above. (The one that you guys read, correct?)
"Kedar… Apatheia… Twelve… Ezra ... Ezekiel… Ceres... Nicneven... Gil... Elektor... Roshnar... Arke... I'm sorry."
Lev ran away while the other Heroes of Asara fought and died. Nobody likes him because of that.
This card is made to promote a new archetype, Lev Paladin. You use buffs such as Blessing of Might and Blessing of Kings to increase Lev's Attack. Use cards like Consecration and Silences to bypass taunts. You can even use minions to instantly trigger their Deathrattles or put up small Taunts to protect yourself from damage.
"Nyx has at least fourteen demons working at all times to come up with new dramatic entrances."
Nyx is the sole ruling god of Asara after defeating all others. He also really likes breakfast.
This card promotes the Control Warlock archetype as well as providing large amounts of incentive to play sacrificable minions. Cards like Gatekeeper and Illidan Stormrage provide cheap fodder to sacrifice.
"Sloth keeps telling Wrath to shut up and let him sleep."
This card will be given to all players for logging in after Tomb of Asara's release.
Eris is what you can call a really mean birch tree. I mean nobody likes her. Everyone, including Nyx hates her. Why? Because she enjoys watching Twilight. Ugh.
Anyway, you don't seem to be able to receive much needed dust from this annoying demon. What you will be getting to do is give your opponent a powerful Sin card. Each of these holds a powerful effect that could change the course of the game.
Example cards, Part 2
A few more cards that are kinda just awesome.
"Apatheia was once one of the great heroes. Then she declared that black was the new pink."
Apatheia, a former Hero of Arasa, is heavily bound by Eris's mind magic at all times. As a result, she's mostly emotionless. This card supports the idea of having all neutral cards in a deck. By granting them elusive, they are much more difficult for single removal, and still susceptible to AoE. This is suggested for an aggro or midrange deck.
If you think this is horribly overpowered... well, we've already prepared the perfect counter. Behold... the Devious Inquisition!
"Also known as the consequences of stealing Kedar's food."
Fiery Armageddon is a spell cast by "Worldfire" Kedar. It is able to wipe out an entire city if cast properly. Unfortunately, it has a tendency to get the user killed.
This spell is normally impossible to cast. It requires the use of a catalyst such as Sorcerer's Apprentice, Force of Will, or Worldfire Kedar. To receive maximum benefit from it, your hero must be at exactly 1 Health, which is really difficult to achieve. Even with Ice Blocks (which is only in wild) the existence of this card will discourage your opponent from setting your health to exactly 1.
"If you look really closely, you'll see a storm. And in that storm is an orb. And in that orb is another storm"
Toki accidently made one of these after hitting something really hard with a hammer. Afterward, Kedar helped to make another more "stable" version.
Since cards like Hagatha the Witch and Witch's Cauldron often give you spells you can't really do anything with, The Everstorm Orb turns it into something random.
I mean you won't have to even worry about Overload anymore. What could possibly go wrong?
The Remaining Cards
Every single class in this expansion features a certain archetype or concept that I'm attempting to promote.
Warrior (Control Warrior)
Shaman (RNGesus Shaman)
Rogue (Nightblood Rogue)
Paladin (Lev Paladin/ Sacrifice Paladin)
Hunter (Dragon/Hand Hunter)
Druid (Wisp Druid)
Warlock (Sacrifice Control Warlock)
Mage (Fiery Armageddon OTK Mage)
Priest (Shadow Word Priest)
"I grant you absolution. You just killed him! I said I grant absolution so everything's good now."
Neutral (Neutral-Only Neutral)
"Sloth keeps telling Wrath to shut up and let him sleep."
Card Cycles
◇ "Negate-Your-Own-Stuff" Cycle ◇
Tyrant Etena is one of the two "Tyrant" legionaries in this expansion. It kills your own minions (through hero power, played, or otherwise summoned) to give itself more power. Nightblood does something similar, but with weapons. Although they both seem very strong, and borderline broken, both are susceptible to minion removal or weapon removal.
Also, they told me to have ten example cards, but I only prepared six... so here are two more! (Tyrant Etena and Nightblood are new inclusions. Everstorm Orb is an example card above.)
◇ More Cycles ◇
◇ "Buff the next minion played" Cycle. ◇
◇ Downfall Cycle ◇
Notable Combos
◇ Darkweaver Nihil + Shadow Word: Void ◇
These two are powerful tools to help out the Control Priest archetype. Shadow Word: Void is a powerful board clear like Psychic Scream (and probably a stronger effect for Priest than Twisting Nether). The fact that it is a Shadow Word allows it to synergize with Darkweaver Nihil.
Here are the last two example cards... Seriously, why did we raise it to 10? I had trouble finding six good cards in this set!
◇ More Combos◇
(or a bunch of things)
Thanks to Vilegloom for making this Year of the Phoenix Symbol
Year of the Phoenix - Expansion 2 - Incomplete
Wished to be pink.
Then did.
Then fired myself.
Then did again.