Choice of 3 cards twice. Basically two Discover interfaces (one for each player), and a Choose One interface for your opponent at the start of their next turn and they see the cards chosen.
Alleria of the Void's effect is too ambiguous. What would happen to 1-Health minions in the hand and deck?
Remember Patriot Arrow from a few competitions ago. Works the same way. Minions that reach 0 Health in the hand or deck stay in the hand or deck but will die immediately upon entering play. Battlecries will still trigger.
"No buff cards for mage" is one of the last hardwired design rules Blizzard is still upholding, so I don't like the Ring of this reason (not to mention it's OP)
Corrupted Ashbringer's effect is nearly irrelevant, and doesn't fit Paladin.
It's a corrupted Ashbringer... the weapon originally held by Tirion Fordring? How does that need fit Paladin? Just because it's dark doesn't mean it can't be a Paladin card.
And I didn't use Kobold Librarian as a source of balance, but rather Arcanologist. It has a weaker stat:cost ratio and the cards it draws can wildly vary.
K, so I'm doing my Ghost/Haunted House expansion "The Phantom House", copy-pasting the introduction here because idk. I've got a third of it done, and I'd like to hear what you think about it, will give feedback in return when I can.
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? Will your heart hold enough pump before it pumps itself into this manor oblivion?
Possess is a new keyword featured in this expansion. This is shown in a good amount of Neutral cards and some class cards, however not all classes are going to have this keyword.
Priest
In this heavy-weight mansion, hidden philosophy is the greatest treasure that the ancients have burdenered behind a secret passage, going downstairs, you directly face into a gigantic library, full of ancient knowledge.
In short words, to clarify, this is a MANOR/big house, White House-like size, not a simple Haunted House, so there are a lot of rooms, of course unclean to do some stuff with it, with the company of the fellow ghosts.
Archetype: Trigger when drawn cards.
Margaret Ghostner effect includes Battlecries, while in hand effects and Spells, the rest of the cards can be played normally, I may struggle to balance this one.
Shaman
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?
Archetype: Spell and Manipulating/Altering Effects
btw Ethereal Manor Kitty is supposed to be a Ghostly Black Cat, but since ghosts are white ethereal creatures, it looks like that. You can't really identify what colour of clothes or hair they were having before unless you find some photos of them.
Warlock
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.
Archetype: Possess Warlock (And by main yes, a LOT of Possess cards in here)
Also I'm debating whether even using this card below, since I've got mixed thoughts, situational and difficulty of choosing the art.
And yes, just noticed Schlerenhouse Buffon "Possess" isn't bolded, I'll fix it later.
Neutral
Tokens:
Also I made 5 different tokens as "Flying Things", Archispectre Corduroy will summon one of these at random, just made a lot of tokens since I liked him that way, it gives him a bit more diversity, I mean why a single token anyways? XP
I may remove Flying Monkey or Chalice for Flying Fork and Flying Pitcher :P
I'm not participating but can give my thoughts I guess.
The introduction is kinda confusing. I don't get the Pump thing. What does this mean? And pls, PLS use more periods dude. :) Your sentences are way to long. You should rewrite the intro a bit.
Like CheeseEtc said Possess(ed) is rather weak and the fact that it only applies for 1 turn makes it kinda wonky. Maybe you could change it into "At the start of your turn, attack a random friendly minion." and make it permanent on default. Would be more impactful and still fit the flavour I think. Instead of just attacking randomly, the minion turns on its allies. Then a card like "Possess a minion." would be already quite powerful.
I remember being told that having a multitude of resource generators is bad because it lowers deck quality. So I'm thinking about substituting them for a single resource generator for the whole expansion:
The Gold mine would be given for free to all players like C'Thun and Beckoner of Evil. It's common so you can have 2 of them but obviously they'll clutch your starting hand if you do so. Obviously too, this is the only structure that costs mana instead of Resources.
WOULD BE A SUBSTITUTE TO 4 NEUTRAL CARDS & 9 CLASS CARDS (1 per class) ->
Is it actually better?
I really like the idea of the 3 neutral Resource gatherers. They provide options for different archetypes, so you can choose which benefits your deck the most or include all of them if you go heavy builder. Don't really know what you want to do with all of it though. Just having the Goldmine seems way to boring. If anything I would just cut the class cards. Probably you want to give every class the ability to build structures so like this maybe you can also balance it easier. (And hope there is a Legendary Structure coming for each class.) :) You can do a lot of things with the Goldmine. "Start of Game: If you have at least x Structures in your deck, this starts in your hand." or something similar to support building. Or a Legendary Pick Axe that starts in your hand and summons a Goldmine that you can mine yourself.
Lol Elusive again. I don't know if this comes from another tcg but I think it sucks as a name. Legacy is intrinsically better for "miracle" classes (Rogue, Priest, and to a lesser extent Druid) though iirc I already said that during phase 1 reviews.
Mixing both the Nightmare and the Nether into 1 expansion is weird, they're not really the same thing.
Cards
Faerie Matriarch is weak. too easy to play around
How would Etheral Trader's UI work?
Shivarra Blademaster must be legendary and cost more. There's too many decks that generate cards to make this fair.
Alleria of the Void's effect is too ambiguous. What would happen to 1-Health minions in the hand and deck?
"No buff cards for mage" is one of the last hardwired design rules Blizzard is still upholding, so I don't like the Ring of this reason (not to mention it's OP). Leave Rings to me.
You should use another character than Jaina for your Legendary.
Whisper of Corruption's effect is good (though overdone), but the flavor isn't mage at all.
Corrupted Ashbringer's effect is nearly irrelevant, and doesn't fit Paladin.
For the Paladin Leggy I'd take Mograine rather than Tirion. Tirion has never been corrupted.
Ethereal Traitor is a 2mana 2/4 (and a free Consecration in decks that run Auchenai)
I remember being told that having a multitude of resource generators is bad because it lowers deck quality. So I'm thinking about substituting them for a single resource generator for the whole expansion:
The Gold mine would be given for free to all players like C'Thun and Beckoner of Evil. It's common so you can have 2 of them but obviously they'll clutch your starting hand if you do so. Obviously too, this is the only structure that costs mana instead of Resources.
WOULD BE A SUBSTITUTE TO 4 NEUTRAL CARDS & 9 CLASS CARDS (1 per class) ->
Is it actually better?
Blizzard has broken design rule many times due to fan demand. Rogue and Mage's healing problem was addressed with Kingsbane and Arcane Artificer. Druid and Rogue's board clear problem was addressed for a while with Poison Seeds and Dark Iron Skulker. Priest's early game problem was addressed with Dark Cultist etc. Plus, the main usage of the ring isn't even to buff the minion (the Spell Damage is worthless in protecting the minion. It's to get the card draw and the extra damage to your spells.
Corrupted Ashbringer's effect has to be weak or it will be OP compare to Arcanite Reaper (Which is already see some play in Warrior)
You also seem to forget one downside of Shivarra Blademaster: If you play her, you can't destroy the card generated afterward.
For your cards, the Resource gathering looks good, but I suggest putting in some Anti-Resource synergy in order to spice up your expansion as well as giving other deck archetype some room to fight back.
First things first. Nice work getting it out so quickly.
Mark of Ysera seems much worse than Mark of Y'Shaarj as drawing a card is much more effective than granting Elusive. In addition, it looks like a number of Dragons already have Elusive...So it's draconic bloodline doesn't seem very helpful.
Heart of Il'gynoth seems to be really really powerful. All "gain control of minion for a turn" automagically gives it charge as well. As a result, you're basically stealing and swinging with their entire board.
Nightmare Ysera - I always love alternate versions of cards. Just one very very small thing: There are 5 dream cards. It would make sense to also have 5 Nightmare cards (although there are 6). It's mostly up to personal preference.
Overall, I think this is a very very good set of cards. I honestly looked through everything and could only find 3 cards with problems, all of which are so minor that you could probably ignore them. Anyway, keep up the good work, and await my upvotes.
Mark of Ysera was originally to just give the Elusive without condition, but then I'm really worry about it getting put on a 1 drop 1/3 minion and thus this minion will snowball hard because your opponent can't cast removal on it.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
You already know what I think of Possessed. It's weak (and also complicated). This makes most of your Possess cards weird and weak.
Also I think the flavor is good, as well as most of the cards, but you should use more wow-related art.
Cards
I won't comment on Possess since I have issues with the mechanic
I think Margaret should be "Battlecry: Silence all minions in both player's hand" since Silence isn't really an aura effect. I like the card a lot and I think it's fair.
Where did you get the art for Electrical Impulse? lel
Horrifying Nightmare is weaker than Corruption. It should cost (1)
I think Ooze Ghost should cost more.
The Rush on Corduroy's token is useless since it's at the end of turn.
I remember being told that having a multitude of resource generators is bad because it lowers deck quality. So I'm thinking about substituting them for a single resource generator for the whole expansion:
The Gold mine would be given for free to all players like C'Thun and Beckoner of Evil. It's common so you can have 2 of them but obviously they'll clutch your starting hand if you do so. Obviously too, this is the only structure that costs mana instead of Resources.
WOULD BE A SUBSTITUTE TO 4 NEUTRAL CARDS & 9 CLASS CARDS (1 per class) ->
Is it actually better?
Hoh boy they always ask me to use more wow related art XD
I agree on all your opinions, maybe Margaret will stay the same, as until you remove her, those abilities won't trigger (Battlecries, while in hand, and spell-type cards), but the other's yes, and what you suggested is good, but changes the whole point of the card. I'll leave Ooze Ghost the same though, not all classes have weapons anyways and they'd have already used at least 1 Durability most of the times, if they don't have a weapon, it's an unplayable vanilla 3/2, which is a common problem between the Ooze cycle.
About the resource generator, I'm not too sure if using a mine would be correct, but if you go with it, keep the class resource generator. But I agree with Schaulaneid that a single gold mine to make resources is boring.
K, so I'm doing my Ghost/Haunted House expansion "The Phantom House", copy-pasting the introduction here because idk. I've got a third of it done, and I'd like to hear what you think about it, will give feedback in return when I can.
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? Will your heart hold enough pump before it pumps itself into this manor oblivion?
Possess is a new keyword featured in this expansion. This is shown in a good amount of Neutral cards and some class cards, however not all classes are going to have this keyword.
Priest
In this heavy-weight mansion, hidden philosophy is the greatest treasure that the ancients have burdenered behind a secret passage, going downstairs, you directly face into a gigantic library, full of ancient knowledge.
In short words, to clarify, this is a MANOR/big house, White House-like size, not a simple Haunted House, so there are a lot of rooms, of course unclean to do some stuff with it, with the company of the fellow ghosts.
Archetype: Trigger when drawn cards.
Margaret Ghostner effect includes Battlecries, while in hand effects and Spells, the rest of the cards can be played normally, I may struggle to balance this one.
Shaman
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?
Archetype: Spell and Manipulating/Altering Effects
btw Ethereal Manor Kitty is supposed to be a Ghostly Black Cat, but since ghosts are white ethereal creatures, it looks like that. You can't really identify what colour of clothes or hair they were having before unless you find some photos of them.
Warlock
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.
Archetype: Possess Warlock (And by main yes, a LOT of Possess cards in here)
Also I'm debating whether even using this card below, since I've got mixed thoughts, situational and difficulty of choosing the art.
And yes, just noticed Schlerenhouse Buffon "Possess" isn't bolded, I'll fix it later.
Neutral
Tokens:
Also I made 5 different tokens as "Flying Things", Archispectre Corduroy will summon one of these at random, just made a lot of tokens since I liked him that way, it gives him a bit more diversity, I mean why a single token anyways? XP
I may remove Flying Monkey or Chalice for Flying Fork and Flying Pitcher :P
I'm not participating but can give my thoughts I guess.
The introduction is kinda confusing. I don't get the Pump thing. What does this mean? And pls, PLS use more periods dude. :) Your sentences are way to long. You should rewrite the intro a bit.
Like CheeseEtc said Possess(ed) is rather weak and the fact that it only applies for 1 turn makes it kinda wonky. Maybe you could change it into "At the start of your turn, attack a random friendly minion." and make it permanent on default. Would be more impactful and still fit the flavour I think. Instead of just attacking randomly, the minion turns on its allies. Then a card like "Possess a minion." would be already quite powerful.
I know the introduction is messy kek, my wording sucks and I know it. Also, heart pumps.
Okay, so I see everyone thinks Possess is weak XP, however I won't make it "At the start of your turn, attack a random friendly minion" and permanent, that would be too restricting, it'd be Betrayal on steroids, so I'll put below 3 options (it includes the original so no copy-pastes)
OR
So it's either attacks random minions until it dies, or attacks his allies but only works once. If the last one gets approved, I'll change Spirit Jailor and Ethereal Manor Kitty to fit the effect/balance of Possessing.
Overall, the haunted-house flavor is great, and there's a good bit of new, unique stuff. I'm not sold on the Possess mechanic, though; it feels clunky and makes the game less fun for the opponent, I think, since they have less control over the game.
Priest- The on-draw mechanic has historically been weak, but I think you save it with Former Self, and I like how you gave a bad old mechanic new life that way. The Legendary, though, is a bit unintuitive, I think, since the minions would stop being Silenced after they're played. As she is now, she would probably just die before her ability could do anything anyway, and she strikes me as more of a tech card than anything; there's not much you can do to build around her since the Silence goes away upon playing.
Shaman- I would add "in your deck" to the end of Thunderghost's wording, just for clarity.
Warlock- I don't really like Inside Out because it exacerbates the problem with Possess I mentioned before, that it gives the opponent less control.
Neutral- Book Keeper might be abusable in Rogue with the 1-Cost spells. Also, the art for Flying Plate, Cup, and Knife were already used in the Karazhan adventure; you might want to look for alternatives.
@Shatterstar1998/Demonxz95
Overall, there are lots of solid designs, and each class has a good identity. My concern is all the Elusive. It inhibits interaction by nature, so making it a set's defining mechanic could lead to less interactive games overall. I think Mage especially would suffer, since it manages the board primarily using spells, and its main theme in the set is Spell Damage. Also, after three cards named "Ethereal X", it starts to sound repetitive.
Mage- Nether Guardian suffers from the unintuitive-ness that afflicts everything with a passive Health buff. It's even weirder for him because he has Spell Damage and buffs himself.
Paladin- Not a Silence class, so Corrupted Ashbringer doesn't fit well. Corrupted Tirion also seems weird since normal Tirion still exists and does essentially the same thing. Yes, he's just for Dragon decks, but you could put OG Tirion in those, too, and get pretty much the same thing. He's not a bad card per se; it just doesn't add anything new to the game, I think.
Priest- Ethereal Traitor seems strong at 2 Mana since you opponent likely won't have anything to heal on 2, nullifying the drawback. I really like Shadow Strength, though.
Warrior: Mill decks are unpopular with many, myself included, so Acolyte of Nightmare may not be well received. Eranikus also looks off since rez isn't part of Warrior's repertoire.
@CheeseEtc
I prefer having multiple Resource generators. It makes the mechanic more interesting design- and gameplay-wise. You do have to run some subpar cards, but they make up for it by enabling free permanent effects.
Overall, there are lots of solid designs, and each class has a good identity. My concern is all the Elusive. It inhibits interaction by nature, so making it a set's defining mechanic could lead to less interactive games overall. I think Mage especially would suffer, since it manages the board primarily using spells, and its main theme in the set is Spell Damage. Also, after three cards named "Ethereal X", it starts to sound repetitive.
Mage- Nether Guardian suffers from the unintuitive-ness that afflicts everything with a passive Health buff. It's even weirder for him because he has Spell Damage and buffs himself.
Paladin- Not a Silence class, so Corrupted Ashbringer doesn't fit well. Corrupted Tirion also seems weird since normal Tirion still exists and does essentially the same thing. Yes, he's just for Dragon decks, but you could put OG Tirion in those, too, and get pretty much the same thing. He's not a bad card per se; it just doesn't add anything new to the game, I think.
Priest- Ethereal Traitor seems strong at 2 Mana since you opponent likely won't have anything to heal on 2, nullifying the drawback. I really like Shadow Strength, though.
Warrior: Mill decks are unpopular with many, myself included, so Acolyte of Nightmare may not be well received. Eranikus also looks off since rez isn't part of Warrior's repertoire.
Because the Elusive effect is so crippling for Mage, we printed a new cheap board clear that scale exceptionally well with Spell Damage. Not to mention this might get Arcane Explosion to see play.
If you just play Ethereal Traitor at 2 mana, he is still basically a 2 mana 2/4 with Taunt, which is basically a Vulgar Homunculus (it wasn't good enough to put in any other Warlock deck beside Evenlock because it activate the Spellstones). You have to run all the "Healing become damage in order to justify running this card.
I mean, Taunt wasn't a part of the Warrior card until Bolster and Sparring Partner was printed.
Most of what we've got is positive, so I think we're almost done. Here's our first draft of our big post.
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.
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.
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
Tokens
Druid of the Nightmare
Eternal Dream
Nightmare Cenarius
Hunter
Mage
Wild Card: Ring of the Kirin Tor
Paladin
Priest
Wild Card: Shadow Strength
Rogue
Shaman
Token
Warlock
Warrior
Neutral
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.
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.
So, what do you think?
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Click the image to go to my custom Time Traveler class.
Sorry I haven't really been around to provide feedback and whatnot lately. Still rather salty and depressed about the Timestream Tracking disqualification. There was absolutely zero excuse for me to make that mistake: I had the entire month to think about it, I was engaging with other people for feedback the whole time, and I was the main FC moderator on duty throughout the month. Oh and don't forget, I helped make the rules in the first place; I should have noticed my error.
Anyway, it really upset me and I've just been kind of going through the motions regarding my duties. Flaking on you guys, being a member of this community. I'll return to provide feedback and help people out again...just not this second, considering I'm about to walk out the door lel
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Should I have 1 resource generator per class (and less neutral ones) or should all the resources generator be neutral?
Sample with 1 resource generator/class
NEUTRAL
WARRIOR
Notice how the resource generator clutches the set
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Sample with only neutral resource generators
NEUTRAL
WARRIOR
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Which configuration is best?
I like the thought about having the Resource generator be Neutral. It opens up more room to develop class identity. Especially important given that you only have 4 class cards per class.
Should I have 1 resource generator per class (and less neutral ones) or should all the resources generator be neutral?
Sample with 1 resource generator/class
NEUTRAL
WARRIOR
Notice how the resource generator clutches the set
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Sample with only neutral resource generators
NEUTRAL
WARRIOR
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Which configuration is best?
The first option look rounder. The cards you put instead of the class resource producers seem more like old cards you used for filling. Sry if I'm wrong. I think I like the first option more. You can probably find nice Resource producer for every class and make more neutral cards that interact with Resource. From balancing perspective it is maybe better since some classes can abuse the neutral producers better than others. It's actually pretty hard to tell. Both options are viable and have their pros and cons. Either is fine. In the end it's what feels best to you.
K, so I'm doing my Ghost/Haunted House expansion "The Phantom House", copy-pasting the introduction here because idk. I've got a third of it done, and I'd like to hear what you think about it, will give feedback in return when I can.
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? Will your heart hold enough pump before it pumps itself into this manor oblivion?
Possess is a new keyword featured in this expansion. This is shown in a good amount of Neutral cards and some class cards, however not all classes are going to have this keyword.
Priest
In this heavy-weight mansion, hidden philosophy is the greatest treasure that the ancients have burdenered behind a secret passage, going downstairs, you directly face into a gigantic library, full of ancient knowledge.
In short words, to clarify, this is a MANOR/big house, White House-like size, not a simple Haunted House, so there are a lot of rooms, of course unclean to do some stuff with it, with the company of the fellow ghosts.
Archetype: Trigger when drawn cards.
Margaret Ghostner effect includes Battlecries, while in hand effects and Spells, the rest of the cards can be played normally, I may struggle to balance this one.
Shaman
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?
Archetype: Spell and Manipulating/Altering Effects
btw Ethereal Manor Kitty is supposed to be a Ghostly Black Cat, but since ghosts are white ethereal creatures, it looks like that. You can't really identify what colour of clothes or hair they were having before unless you find some photos of them.
Warlock
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.
Archetype: Possess Warlock (And by main yes, a LOT of Possess cards in here)
Also I'm debating whether even using this card below, since I've got mixed thoughts, situational and difficulty of choosing the art.
And yes, just noticed Schlerenhouse Buffon "Possess" isn't bolded, I'll fix it later.
Neutral
Tokens:
Also I made 5 different tokens as "Flying Things", Archispectre Corduroy will summon one of these at random, just made a lot of tokens since I liked him that way, it gives him a bit more diversity, I mean why a single token anyways? XP
I may remove Flying Monkey or Chalice for Flying Fork and Flying Pitcher :P
Thank you for downgrading Possess to not be permanent all the time. I know it's significantly weaker as a result, but it would be very frustrating for people to lose permanent control of their minions. No one wants to use Kobold Barbarian, and for good reason.
Former Self should say "Summon a random minion of the same cost," unless you have a different intent.
It would be better for Margaret Ghostner to specify which cards you want to be Silenced, considering you said certain cards act normally. Right now, it reads like spells are now Do Nothings.
Hallways Monitor doesn't need the S in the name; at least, I personally have never heard anyone say it like that.
My gut tells me Victor Tr0nstein effect is too good, but maybe not enough to warrant changing. It would be most valuable against a wide board, but those decks are usually faster and playing a 7/5/5 won't help you.
Are you planning to use the "Spirit Box" with other cards? It seems very odd for a Common card to have a unique token.
Those "Flying" tokens look awfully familiar lol :P
Most of what we've got is positive, so I think we're almost done. Here's our first draft of our big post.
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.
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.
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
Tokens
Druid of the Nightmare
Eternal Dream
Nightmare Cenarius
Hunter
Mage
Wild Card: Ring of the Kirin Tor
Paladin
Priest
Wild Card: Shadow Strength
Rogue
Shaman
Token
Warlock
Warrior
Neutral
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.
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.
So, what do you think?
Is a 2/3 with Elusive equivalent to a 3/2 with Lifesteal? Faerie Dragon costs 2 but Acolyte of Agony costs 3, and the +1 Health isn't the most relevant part of the equation. I think switching them around would make more sense.
You appear to be moving Dragons into the Druid - something I'm totally on board with - but I'm disappointed you didn't actually give us a Druid Dragon.
It pains me to see Alleria with such pitiful stats, despite her Battlecry. It's not like the Hunter has bounce effects.
I feel like Nether Guardian has too much going on for a 4/3/3 minion. The +1 Health effect is a bit wonky to work with, as well. It would make the most sense as a Battlecry; fluctuating Health auras have traditionally been a mess (like pre-nerf Murloc Warleader).
It seems weird that Ashbringer is a Legendary token, but Corrupted Ashbringer is a collectible Epic.
You said that Heart of Il'gynoth does not give the borrowed enemy minions "pseudo-charge" like Potion of Madness, but that's technically what it would do if it were to function like similar Priest spells. It definitely cannot do that, though, because it would be absolutely ridiculous. The spell is still super good even without that, because your opponent will have nothing to attack with on their next turn, and they'll have to go through their own minions to reach you. Oh and don't forget you'll kill any minion that doesn't fit on your side.
Ethereal Smuggler needs an S on "cost".
Having now reached your Shaman cards, I'm concerned with how much Elusive is around. Anti-Magic Shell demonstrates pretty clearly how powerful a combination of gifting Elusive and bonus stats can be. It makes it very difficult for players to eliminate specific threats; if heavy Elusive decks become meta-viable, it'll tax the other decks to run every available AoE clear, cards that are usually expensive both in mana and dust. In a way, it seems like you're setting up the Mage to dominate the others with her bonus Spell Damage, because she'll be one of the only classes who can handle clearing out these Elusive minions via spells.
Gonna reiterate that I think Nightmare Lord's Xavius' effect is too good, especially considering the aforementioned remarks about Elusive. His snowball potential seems really extreme, even more-so now with the Warlock's Boomsday buff cards. Perhaps it's not fair to include them in one's reasoning given that you guys were working on this before the reveals, but that's the reality we live in. Assuming your Year follows the Year of the Raven, of course.
I despise Acolyte of Nightmare. In a class with various ways to self-ping his minions, you could burn several cards with the Acolyte. In a Mill Warrior setup, you could theoretically destroy a full third of their deck using both copies; I guess I should be grateful Dead Man's Hand will have rotated by then.
I'm concerned that any meta where Ysera of the Nightmare is viable will push her into "very frustrating" territory. You're continuously denying your opponent access to their mana, because 5 (or 10) "free" damage a turn is not something that can be ignored (and you certainly can't let these pile up). The cards double in giving you additional benefits that they now have to deal with, on top of the major problem that-is eliminating Ysera to stop the flow of pain. This is the kind of card where, if your opponent cannot immediately kill Ysera, it could snowball into a complete disaster. That's true for plenty of Legendaries, but this seems to be on a whole 'nother level; far more than regular Ysera :/
I'm fine with and or straight-up like everything else, so don't think I'm fully down on the expansion :(
Should I have 1 resource generator per class (and less neutral ones) or should all the resources generator be neutral?
Sample with 1 resource generator/class
NEUTRAL
WARRIOR
Notice how the resource generator clutches the set
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Sample with only neutral resource generators
NEUTRAL
WARRIOR
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Which configuration is best?
I agree with Schlaunchneid in-that it ultimately comes down to the route you think is more appropriate. A Resource generator in each class eats up space, but it allows you to better define these generators and make them more pertinent to said class. On the other end, all-Neutral opens up space in each class for other cool cards, but the Neutral iterations will have to be painfully generic to make sure they're all reasonably viable. It also means that you'll see a ton of decks running the same bunch of Neutral cards, which can be a good or bad thing depending on your opinion. Makes it cheaper for people to run multiple Resource decks, but it also kills card diversity.
You could go either-way and make it work, but I personally would prefer #1 (having unique class card generators).
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
So, based on the reception, we completely reworked Acolyte of Nightmare:
Old version:
I feel this card is strong, a bit too much on Warrior, I'd reduce it's Health to 3 (Also for [deck]Acolyte of Pain[/deck] flavour), it would feel less abusable with damaging cards, current version is a lot better than the old one though.
K, so I finished ALL my cards, wild cards, etc, just have to do the last details. Also, I'll keep Possess as it was before, I feel linkblade made a good point about beign frustating beign permanent or stronger, not that I'm lazy, but I want to keep it balanced y'know ;)
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.
Possess is a new keyword featured in this expansion. This is shown in a good amount of Neutral cards and some class cards, however not all classes are going to have this keyword. I didn't wanted to clutter it between all classes for just beign a keyword, not saying it shouldn't be allowed on other classes though, but cluttering all the space with cards that Possess things isn't very good.
Druid
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
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.
This is now one of your options as an Animal Companion, Vilebrood Skitterer will be added to your Beast Companion's pool.
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.
Mage
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:
Experimental Infusion might be too powerfull for a common, I might trade it for another spell, also a bit too random buff ;)
Paladin
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:
Wailing Wraiths will be turned back into Silver Hands when the turn ends, as 1/1s
Priest
In this heavy-weight mansion, hidden philosophy is the greatest treasure that the ancients have burdenered behind a secret passage, going downstairs, you directly face into a gigantic library, full of ancient knowledge. You seem to easily understand the kryptograms and patterns, doctor. Keep youself silent, don't you want to wake up the whole party inside that shelf.
Trigger when drawn cards, haven't heard that one since drawing Patches! Priests will get a lot of synergy and cards going around that, books might be cursed by magic, such as the masterpiece of the Necronomicon, it might be any book though.
Tokens:
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.
Rogue
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:
If you drew a 5-Cost card through Ghostscaper, it'd transform into this:
3-Cost Spike Traps will deal 3 damage, and so on.
Shaman
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 a interesting thing!
Warlock
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
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.
Token:
Neutral
Tokens:
So, I'll sum up a bit the different type of cards this expansion has, just for personal convenience.
Possess Cards (Includes synergy and undirect synergy)
Direct: 9
Indirect: 5
Total: 14 cards of 48 total cards.
Total Set Card Type Balance
31 Minions
16 Spells
1 Weapon
1:82 is the ratio of Minions vs Other cards. Ratio of 1:93 Minions vs Spells. Not sure, I don't want to push minions so much, should I replace some minions with spells?
Any feedback is appreciated! Of course I've rode everyone's feedback carefuly, and I consider those comments, and most of the times apply it into my set/cards/whateverthingimworkingon. I guess this will be the penultimate post of my expansion before starting to format it.
Also I'm kind of picking on my set for the lack of spell cards, not sure what you think by the amount, I have a lot of struggles of balancing a ration between spells and minions.
I'm 80% 100% done with this set, so I'll go ahead and post what I have. Any feedback, of course, is appreciated!
Discoveries at Dalaran
Flavor and mechanics:
Azeroth is full of wonders, but each wonder contains a dozen mysteries. In Dalaran, the brightest minds from every land gather to solve those mysteries. By seeking to understand this world and its many secrets, Dalaran's researchers hope to use that knowledge for the benefit of all. The 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, it's always fun to watch. With experts in every field 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...
Mechanics:
- New keyword Iterate. Whenever 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.
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. Good experiments need the utmost precision, so the set will have many cards that interact with numbers in new ways.
- Funky build-around cards. The set will have numerous Johnny cards to experiment with.
Neutral:
Tokens:
Druid:
Hunter:
Mage:
Arcane Masteries:
Paladin:
Orik can't Discover more than 2 cards. If the second one costs (3) or less, the ability doesn't repeat.
Unlucky Archaeologist works like a spell Taunt. Other minions essentially have Elusive while he's on board, but he can still be hit by random effects like Arcane Missiles.
Priest:
Rogue:
I'm not sure which Poison Perfectionist to use. I feel like 1 damage is too weak, but 2 is too strong. Both tokens cost (1).
Shaman:
For reference, Thunderbolt Zaek is playable at 4 Overload.
Warlock:
Ultimate Creation's 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.
Warrior:
How "Choose a number" works:
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.
Neutral: Suit of Armor. Use Wandering Monster or Noble Sacrifice wording. Archispectre Corduroy: Rush is irrelevant. You don’t get to interact with minions at the end of your turn. If a minion is summoned for you on your opponent’s turn, you are able to attack with it when your turn starts.
The Flying Dutchman: Do you only get the weapon the first time this takes damage? When or whenever. If it’s the former, make it a battlecry “the first time this takes damage equip a weapon with Attack equal to damage taken.”
Horrifying Nightmares: Better than Corruption in most cases Good Hatpot Ghost: Not really atrong enough Wilfred Fizzlebang was terrible, and this is only average, so it could be reduce by 2 to make for the hero power cost and be a 2/4.
Divine Shield on a warlock card seems rather strange Id go for more health instead Like 5 or 6 health
Ancient Treasure seems too random and swingy Feels bad to play against this because it’s sometimes a better preparation and other times just awful. Spike Trap seems weak.
Illusionary Librarian should be a 3/3 imo. Former Self is OP. If your opponent can’t remove a big minion fully they end up sinking damage into nothing and then another big minion takes its place.Silver Mirror is too long. Why not just shuffle it into your deck? You don’t want to be copying this from your opponent’s deck.Hallways Monitor seems too complicated. Higher Health and no draw a card imo.
If the wraiths survive they transform back into Recruits? If so they must transform into 1/1s, buffs completely forgotten.
Experimental Infusion has the same problem as the rogue one. On the other hand, it is a 2 mana cycle card. Li-Quantifier should say ‘duplicate’ rather than ‘duplicated’.
Use ‘Animal Companion’ instead. Beast companion is only used on the basic card. To my Side and Call of the Wild use animal companion.
J. Creetz is really weak. You could draw the 10/10 on an empty board, or on a friendly board. I would rework it entirely.
Neutral: Suit of Armor. Use Wandering Monster or Noble Sacrifice wording. Archispectre Corduroy: Rush is irrelevant. You don’t get to interact with minions at the end of your turn. If a minion is summoned for you on your opponent’s turn, you are able to attack with it when your turn starts.
The Flying Dutchman: Do you only get the weapon the first time this takes damage? When or whenever. If it’s the former, make it a battlecry “the first time this takes damage equip a weapon with Attack equal to damage taken.”
Horrifying Nightmares: Better than Corruption in most cases Good Hatpot Ghost: Not really atrong enough Wilfred Fizzlebang was terrible, and this is only average, so it could be reduce by 2 to make for the hero power cost and be a 2/4.
Divine Shield on a warlock card seems rather strange Id go for more health instead Like 5 or 6 health
Ancient Treasure seems too random and swingy Feels bad to play against this because it’s sometimes a better preparation and other times just awful. Spike Trap seems weak.
Illusionary Librarian should be a 3/3 imo. Former Self is OP. If your opponent can’t remove a big minion fully they end up sinking damage into nothing and then another big minion takes its place.Silver Mirror is too long. Why not just shuffle it into your deck? You don’t want to be copying this from your opponent’s deck.Hallways Monitor seems too complicated. Higher Health and no draw a card imo.
If the wraiths survive they transform back into Recruits? If so they must transform into 1/1s, buffs completely forgotten.
Experimental Infusion has the same problem as the rogue one. On the other hand, it is a 2 mana cycle card. Li-Quantifier should say ‘duplicate’ rather than ‘duplicated’.
Use ‘Animal Companion’ instead. Beast companion is only used on the basic card. To my Side and Call of the Wild use animal companion.
J. Creetz is really weak. You could draw the 10/10 on an empty board, or on a friendly board. I would rework it entirely.
Thx for the feedback!
Again, I'll change Corduroy once I start submitting, of course along with the tokens.
About The Flying Dutchman, yes, it's whenever it takes damage, it does not trigger a single time, multiple times, that's how it was designed, beign extremely swingy, you could either control the damage it is dealt by clearing small threaths or making it block big minions, for then to get a really big weapon, though it replaces itself after the Dutchman takes damage, "gaining" a new attack.
Good point, I was slightly scared about making the reduction too high, since, Warlock! I'll make it a 4/2 though, I feel I have way too many +Health/-Attack minions.
Ethereal Manor Kitty will be changed, as discussed in the Discord. Same for Ancient Treasure, though that'll be modified entirely.
I could make either Ghostscaper a 4/4 or don't transform the card and THEN summon the Spike Trap, again, same feeling as Hatpot Ghost, way too many cards with the same stat distribution.
Remember Illusionary Librarian gives the value inmediatly when drawn though, so it's two cards in one, and that's quite a big deal tbh, additionally of beign a free without any effort, except drawing him, I'll keep him the same. I disagree with Former Self, what about healing? What about Evolve? You can sink damage against big minions and then get that value completely wasted by those things. Silver Mirror just shuffling would be a WAY better Recycle, I may consider about shuffling it into your deck, not sure. You can compare the monitor with a more complicated and risky Second-Rate Bruiser, you may get a good free last measure when you draw it, but if it isn't, then you're just left with a 6 mana 4/5 with Taunt, which is below average, while Second-Rate Bruiser isn't that risky, it serves as a tech card against aggro decks, and a 5 mana 4/5 with Taunt is not bad either.
Yes, buffs forgotten, just like they returned to normality, kind of.
Experimental Infusion may be changed, I had problems finding concepts for Mage Spells without including "damage" on it's text. Same as all other wrong wording cards, they'll be fixed.
Thus why cards like Wisp Maiden or Druid of the Beak exist, you can see how close is Noctunesque or the Mana River, DotB is used to play along those, Spell Damage for River and DS + Lifesteal for easy low health minion removal. Though now I notice I should change Mana River, since it does nothing if you draw it at the start, probs.
Thanks for the feedback though, really needed some after 84 years to see if everything was fine, which of course wasn't XP
Rollback Post to RevisionRollBack
The joke is you.
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Choice of 3 cards twice. Basically two Discover interfaces (one for each player), and a Choose One interface for your opponent at the start of their next turn and they see the cards chosen.
Remember Patriot Arrow from a few competitions ago. Works the same way. Minions that reach 0 Health in the hand or deck stay in the hand or deck but will die immediately upon entering play. Battlecries will still trigger.
When has this ever been established?
Normally I would agree because I don't like using heroes as cards except for Death Knights, but I'm willing to let it go for this instance.
Because Faceless Summoner and Book of Specters does a better job at Mage flavor, right?
It's a corrupted Ashbringer... the weapon originally held by Tirion Fordring? How does that need fit Paladin? Just because it's dark doesn't mean it can't be a Paladin card.
Which is precisely why I picked him.
That and Darion Mograine is already used by The Four Horsemen, and doesn't fit the flavor of the set as well.
And Circle of Healing is a 0 mana Flamestrike in decks that run Auchenai.
And I didn't use Kobold Librarian as a source of balance, but rather Arcanologist. It has a weaker stat:cost ratio and the cards it draws can wildly vary.
How exactly?
Click the image to go to my custom Time Traveler class.
I'm not participating but can give my thoughts I guess.
The introduction is kinda confusing. I don't get the Pump thing. What does this mean? And pls, PLS use more periods dude. :) Your sentences are way to long. You should rewrite the intro a bit.
Like CheeseEtc said Possess(ed) is rather weak and the fact that it only applies for 1 turn makes it kinda wonky. Maybe you could change it into "At the start of your turn, attack a random friendly minion." and make it permanent on default. Would be more impactful and still fit the flavour I think. Instead of just attacking randomly, the minion turns on its allies. Then a card like "Possess a minion." would be already quite powerful.
I really like the idea of the 3 neutral Resource gatherers. They provide options for different archetypes, so you can choose which benefits your deck the most or include all of them if you go heavy builder. Don't really know what you want to do with all of it though. Just having the Goldmine seems way to boring. If anything I would just cut the class cards. Probably you want to give every class the ability to build structures so like this maybe you can also balance it easier. (And hope there is a Legendary Structure coming for each class.) :) You can do a lot of things with the Goldmine. "Start of Game: If you have at least x Structures in your deck, this starts in your hand." or something similar to support building. Or a Legendary Pick Axe that starts in your hand and summons a Goldmine that you can mine yourself.
Blizzard has broken design rule many times due to fan demand. Rogue and Mage's healing problem was addressed with Kingsbane and Arcane Artificer. Druid and Rogue's board clear problem was addressed for a while with Poison Seeds and Dark Iron Skulker. Priest's early game problem was addressed with Dark Cultist etc. Plus, the main usage of the ring isn't even to buff the minion (the Spell Damage is worthless in protecting the minion. It's to get the card draw and the extra damage to your spells.
Corrupted Ashbringer's effect has to be weak or it will be OP compare to Arcanite Reaper (Which is already see some play in Warrior)
You also seem to forget one downside of Shivarra Blademaster: If you play her, you can't destroy the card generated afterward.
For your cards, the Resource gathering looks good, but I suggest putting in some Anti-Resource synergy in order to spice up your expansion as well as giving other deck archetype some room to fight back.
Mark of Ysera was originally to just give the Elusive without condition, but then I'm really worry about it getting put on a 1 drop 1/3 minion and thus this minion will snowball hard because your opponent can't cast removal on it.
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:
Hoh boy they always ask me to use more wow related art XDI agree on all your opinions, maybe Margaret will stay the same, as until you remove her, those abilities won't trigger (Battlecries, while in hand, and spell-type cards), but the other's yes, and what you suggested is good, but changes the whole point of the card. I'll leave Ooze Ghost the same though, not all classes have weapons anyways and they'd have already used at least 1 Durability most of the times, if they don't have a weapon, it's an unplayable vanilla 3/2, which is a common problem between the Ooze cycle.
About the resource generator, I'm not too sure if using a mine would be correct, but if you go with it, keep the class resource generator. But I agree with Schaulaneid that a single gold mine to make resources is boring.
I know the introduction is messy kek, my wording sucks and I know it.
Also, heart pumps.Okay, so I see everyone thinks Possess is weak XP, however I won't make it "At the start of your turn, attack a random friendly minion" and permanent, that would be too restricting, it'd be Betrayal on steroids, so I'll put below 3 options (it includes the original so no copy-pastes)
OR
So it's either attacks random minions until it dies, or attacks his allies but only works once. If the last one gets approved, I'll change Spirit Jailor and Ethereal Manor Kitty to fit the effect/balance of Possessing.
The joke is you.
So, we are having a hard time deciding which art is better for Totem Pole and fit in with the theme of our expansion:
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:
Definetely the 1st one, as it gives the bit of dark tone the expansion has.
The joke is you.
@LarryMoments
Overall, the haunted-house flavor is great, and there's a good bit of new, unique stuff. I'm not sold on the Possess mechanic, though; it feels clunky and makes the game less fun for the opponent, I think, since they have less control over the game.
Priest- The on-draw mechanic has historically been weak, but I think you save it with Former Self, and I like how you gave a bad old mechanic new life that way. The Legendary, though, is a bit unintuitive, I think, since the minions would stop being Silenced after they're played. As she is now, she would probably just die before her ability could do anything anyway, and she strikes me as more of a tech card than anything; there's not much you can do to build around her since the Silence goes away upon playing.
Shaman- I would add "in your deck" to the end of Thunderghost's wording, just for clarity.
Warlock- I don't really like Inside Out because it exacerbates the problem with Possess I mentioned before, that it gives the opponent less control.
Neutral- Book Keeper might be abusable in Rogue with the 1-Cost spells. Also, the art for Flying Plate, Cup, and Knife were already used in the Karazhan adventure; you might want to look for alternatives.
@Shatterstar1998/Demonxz95
Overall, there are lots of solid designs, and each class has a good identity. My concern is all the Elusive. It inhibits interaction by nature, so making it a set's defining mechanic could lead to less interactive games overall. I think Mage especially would suffer, since it manages the board primarily using spells, and its main theme in the set is Spell Damage. Also, after three cards named "Ethereal X", it starts to sound repetitive.
Mage- Nether Guardian suffers from the unintuitive-ness that afflicts everything with a passive Health buff. It's even weirder for him because he has Spell Damage and buffs himself.
Paladin- Not a Silence class, so Corrupted Ashbringer doesn't fit well. Corrupted Tirion also seems weird since normal Tirion still exists and does essentially the same thing. Yes, he's just for Dragon decks, but you could put OG Tirion in those, too, and get pretty much the same thing. He's not a bad card per se; it just doesn't add anything new to the game, I think.
Priest- Ethereal Traitor seems strong at 2 Mana since you opponent likely won't have anything to heal on 2, nullifying the drawback. I really like Shadow Strength, though.
Warrior: Mill decks are unpopular with many, myself included, so Acolyte of Nightmare may not be well received. Eranikus also looks off since rez isn't part of Warrior's repertoire.
@CheeseEtc
I prefer having multiple Resource generators. It makes the mechanic more interesting design- and gameplay-wise. You do have to run some subpar cards, but they make up for it by enabling free permanent effects.
Because the Elusive effect is so crippling for Mage, we printed a new cheap board clear that scale exceptionally well with Spell Damage. Not to mention this might get Arcane Explosion to see play.
If you just play Ethereal Traitor at 2 mana, he is still basically a 2 mana 2/4 with Taunt, which is basically a Vulgar Homunculus (it wasn't good enough to put in any other Warlock deck beside Evenlock because it activate the Spellstones). You have to run all the "Healing become damage in order to justify running this card.
I mean, Taunt wasn't a part of the Warrior card until Bolster and Sparring Partner was printed.
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:
Most of what we've got is positive, so I think we're almost done. Here's our first draft of our big post.
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.
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
Tokens
Druid of the Nightmare
Eternal Dream
Nightmare Cenarius
Hunter
Mage
Wild Card: Ring of the Kirin Tor
Paladin
Priest
Wild Card: Shadow Strength
Rogue
Shaman
Token
Warlock
Warrior
Neutral
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.
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.
So, what do you think?
Click the image to go to my custom Time Traveler class.
Should I have 1 resource generator per class (and less neutral ones) or should all the resources generator be neutral?
Sample with 1 resource generator/class
NEUTRAL
WARRIOR
Notice how the resource generator clutches the set
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Sample with only neutral resource generators
NEUTRAL
WARRIOR
WARLOCK
Don't pay attention to eye of Kilrogg rarity pls, it's an old card
Which configuration is best?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
(Copy-pasted from the current WCDC thread)
Sorry I haven't really been around to provide feedback and whatnot lately. Still rather salty and depressed about the Timestream Tracking disqualification. There was absolutely zero excuse for me to make that mistake: I had the entire month to think about it, I was engaging with other people for feedback the whole time, and I was the main FC moderator on duty throughout the month. Oh and don't forget, I helped make the rules in the first place; I should have noticed my error.
Anyway, it really upset me and I've just been kind of going through the motions regarding my duties. Flaking on you guys, being a member of this community. I'll return to provide feedback and help people out again...just not this second, considering I'm about to walk out the door lel
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I like the thought about having the Resource generator be Neutral. It opens up more room to develop class identity. Especially important given that you only have 4 class cards per class.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
The first option look rounder. The cards you put instead of the class resource producers seem more like old cards you used for filling. Sry if I'm wrong. I think I like the first option more. You can probably find nice Resource producer for every class and make more neutral cards that interact with Resource. From balancing perspective it is maybe better since some classes can abuse the neutral producers better than others. It's actually pretty hard to tell. Both options are viable and have their pros and cons. Either is fine. In the end it's what feels best to you.
I agree with Schlaunchneid in-that it ultimately comes down to the route you think is more appropriate. A Resource generator in each class eats up space, but it allows you to better define these generators and make them more pertinent to said class. On the other end, all-Neutral opens up space in each class for other cool cards, but the Neutral iterations will have to be painfully generic to make sure they're all reasonably viable. It also means that you'll see a ton of decks running the same bunch of Neutral cards, which can be a good or bad thing depending on your opinion. Makes it cheaper for people to run multiple Resource decks, but it also kills card diversity.
You could go either-way and make it work, but I personally would prefer #1 (having unique class card generators).
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I'm still trying to read all phase 2 submissions. Page reloads each time I try...
So, based on the reception, we completely reworked Acolyte of Nightmare:
Old version:
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:
I feel this card is strong, a bit too much on Warrior, I'd reduce it's Health to 3
(Also for [deck]Acolyte of Pain[/deck] flavour),it would feel less abusable with damaging cards, current version is a lot better than the old one though.K, so I finished ALL my cards, wild cards, etc, just have to do the last details. Also, I'll keep Possess as it was before, I feel linkblade made a good point about beign frustating beign permanent or stronger, not that I'm lazy, but I want to keep it balanced y'know ;)
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.
Possess is a new keyword featured in this expansion. This is shown in a good amount of Neutral cards and some class cards, however not all classes are going to have this keyword. I didn't wanted to clutter it between all classes for just beign a keyword, not saying it shouldn't be allowed on other classes though, but cluttering all the space with cards that Possess things isn't very good.
Druid
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
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:
What happens when you use Bloop on a Vilebrood Skitterer
This is now one of your options as an Animal Companion, Vilebrood Skitterer will be added to your Beast Companion's pool.
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.
Mage
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:
Experimental Infusion might be too powerfull for a common, I might trade it for another spell, also a bit too random buff ;)
Paladin
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:
Wailing Wraiths will be turned back into Silver Hands when the turn ends, as 1/1s
Priest
In this heavy-weight mansion, hidden philosophy is the greatest treasure that the ancients have burdenered behind a secret passage, going downstairs, you directly face into a gigantic library, full of ancient knowledge. You seem to easily understand the kryptograms and patterns, doctor. Keep youself silent, don't you want to wake up the whole party inside that shelf.
Trigger when drawn cards, haven't heard that one since drawing Patches! Priests will get a lot of synergy and cards going around that, books might be cursed by magic, such as the masterpiece of the Necronomicon, it might be any book though.
Tokens:
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.
Rogue
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:
If you drew a 5-Cost card through Ghostscaper, it'd transform into this:
3-Cost Spike Traps will deal 3 damage, and so on.
Shaman
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 a interesting thing!
Warlock
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
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.
Token:
Neutral
Tokens:
So, I'll sum up a bit the different type of cards this expansion has, just for personal convenience.
Possess Cards (Includes synergy and undirect synergy)
Direct: 9
Indirect: 5
Total: 14 cards of 48 total cards.
Total Set Card Type Balance
31 Minions
16 Spells
1 Weapon
1:82 is the ratio of Minions vs Other cards. Ratio of 1:93 Minions vs Spells. Not sure, I don't want to push minions so much, should I replace some minions with spells?
Any feedback is appreciated! Of course I've rode everyone's feedback carefuly, and I consider those comments, and most of the times apply it into my set/cards/whateverthingimworkingon. I guess this will be the penultimate post of my expansion before starting to format it.
Also I'm kind of picking on my set for the lack of spell cards, not sure what you think by the amount, I have a lot of struggles of balancing a ration between spells and minions.
The joke is you.
I'm
80%100% done with this set, so I'll go ahead and post what I have. Any feedback, of course, is appreciated!Discoveries at Dalaran
Flavor and mechanics:
Azeroth is full of wonders, but each wonder contains a dozen mysteries. In Dalaran, the brightest minds from every land gather to solve those mysteries. By seeking to understand this world and its many secrets, Dalaran's researchers hope to use that knowledge for the benefit of all. The 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, it's always fun to watch. With experts in every field 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...
Mechanics:
- New keyword Iterate. Whenever 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.
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. Good experiments need the utmost precision, so the set will have many cards that interact with numbers in new ways.
- Funky build-around cards. The set will have numerous Johnny cards to experiment with.
Neutral:
Tokens:
Druid:
Hunter:
Mage:
Arcane Masteries:
Paladin:
Orik can't Discover more than 2 cards. If the second one costs (3) or less, the ability doesn't repeat.
Unlucky Archaeologist works like a spell Taunt. Other minions essentially have Elusive while he's on board, but he can still be hit by random effects like Arcane Missiles.
Priest:
Rogue:
I'm not sure which Poison Perfectionist to use. I feel like 1 damage is too weak, but 2 is too strong. Both tokens cost (1).
Shaman:
For reference, Thunderbolt Zaek is playable at 4 Overload.
Warlock:
Ultimate Creation's 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.
Warrior:
How "Choose a number" works:
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.
EDIT: Additions to Neutral and Hunter
EDIT2: Additions to Shaman and Warlock
@LarryMoments
Neutral: Suit of Armor. Use Wandering Monster or Noble Sacrifice wording. Archispectre Corduroy: Rush is irrelevant. You don’t get to interact with minions at the end of your turn. If a minion is summoned for you on your opponent’s turn, you are able to attack with it when your turn starts.
The Flying Dutchman: Do you only get the weapon the first time this takes damage? When or whenever. If it’s the former, make it a battlecry “the first time this takes damage equip a weapon with Attack equal to damage taken.”
Horrifying Nightmares: Better than Corruption in most cases Good Hatpot Ghost: Not really atrong enough Wilfred Fizzlebang was terrible, and this is only average, so it could be reduce by 2 to make for the hero power cost and be a 2/4.
Divine Shield on a warlock card seems rather strange Id go for more health instead Like 5 or 6 health
Ancient Treasure seems too random and swingy Feels bad to play against this because it’s sometimes a better preparation and other times just awful. Spike Trap seems weak.
Illusionary Librarian should be a 3/3 imo. Former Self is OP. If your opponent can’t remove a big minion fully they end up sinking damage into nothing and then another big minion takes its place.Silver Mirror is too long. Why not just shuffle it into your deck? You don’t want to be copying this from your opponent’s deck.Hallways Monitor seems too complicated. Higher Health and no draw a card imo.
If the wraiths survive they transform back into Recruits? If so they must transform into 1/1s, buffs completely forgotten.
Experimental Infusion has the same problem as the rogue one. On the other hand, it is a 2 mana cycle card. Li-Quantifier should say ‘duplicate’ rather than ‘duplicated’.
Use ‘Animal Companion’ instead. Beast companion is only used on the basic card. To my Side and Call of the Wild use animal companion.
J. Creetz is really weak. You could draw the 10/10 on an empty board, or on a friendly board. I would rework it entirely.
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Thx for the feedback!
Again, I'll change Corduroy once I start submitting, of course along with the tokens.
About The Flying Dutchman, yes, it's whenever it takes damage, it does not trigger a single time, multiple times, that's how it was designed, beign extremely swingy, you could either control the damage it is dealt by clearing small threaths or making it block big minions, for then to get a really big weapon, though it replaces itself after the Dutchman takes damage, "gaining" a new attack.
Good point, I was slightly scared about making the reduction too high, since, Warlock! I'll make it a 4/2 though, I feel I have way too many +Health/-Attack minions.
Ethereal Manor Kitty will be changed, as discussed in the Discord. Same for Ancient Treasure, though that'll be modified entirely.
I could make either Ghostscaper a 4/4 or don't transform the card and THEN summon the Spike Trap, again, same feeling as Hatpot Ghost, way too many cards with the same stat distribution.
Remember Illusionary Librarian gives the value inmediatly when drawn though, so it's two cards in one, and that's quite a big deal tbh, additionally of beign a free without any effort, except drawing him, I'll keep him the same. I disagree with Former Self, what about healing? What about Evolve? You can sink damage against big minions and then get that value completely wasted by those things. Silver Mirror just shuffling would be a WAY better Recycle, I may consider about shuffling it into your deck, not sure. You can compare the monitor with a more complicated and risky Second-Rate Bruiser, you may get a good free last measure when you draw it, but if it isn't, then you're just left with a 6 mana 4/5 with Taunt, which is below average, while Second-Rate Bruiser isn't that risky, it serves as a tech card against aggro decks, and a 5 mana 4/5 with Taunt is not bad either.
Yes, buffs forgotten, just like they returned to normality, kind of.
Experimental Infusion may be changed, I had problems finding concepts for Mage Spells without including "damage" on it's text. Same as all other wrong wording cards, they'll be fixed.
Thus why cards like Wisp Maiden or Druid of the Beak exist, you can see how close is Noctunesque or the Mana River, DotB is used to play along those, Spell Damage for River and DS + Lifesteal for easy low health minion removal. Though now I notice I should change Mana River, since it does nothing if you draw it at the start, probs.
Thanks for the feedback though, really needed some
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