Hello guys, This was my first time making a full expansion, including lore and central mechanics and everything, with 153 cards. I made a lot of mistakes and regretted lots of things but carried it until the end. And will definitely make it better next time. I started this expansion 9 months ago, even before Boomsday. So don't say it's a copy of Rastakhan's Rumble, it was a total coincidence. (My very first post about this expansion: Post Made In 16/06/2018 2:12 AM)
IMPORTANT Also consider that this expansion and Rastakhan's exist in parallel universes, I chose to ignore its cards when making mine.
Have you heard of the Gladiator's Coliseum of Azeroth? No? You need to go there! It's the place where the greatest fighters of the world go to fight each other and show their powerful combat abilities. And we invite you to come and show your powerful combat abilities!
But be warned: In the coliseum there is just one rule: There are no rules! [I said it first!] So all the time people from the crowd just get down to the arena to help their favorite gladiators on the fight.
Support mechanic: The card starts the game out of the deck and when something happens every copy of the card is shuffled twice in the deck (By having 2 copies in yor decklist you get 4 shuffled cards).
[The Mechanics works this way to allow more than 30 cards in a deck]
When you say Gladiators, what is the first thing you think? I think about really big heavy weapons, that can only be wielded with two hands! Two Handed Weapons: Weapons that destroy your hero power when played (think of your hero power as your second hand)
And of course, it wouldn't be a real Coliseum without REALLY DANGEROUS CREATURES! Unleash the beasts, the dragons, the demons! Unleash everything at those fighters! Dangerous Creatures: Powerful (and dangerous) minions with drawbacks! (It's hard to tame these creatures)
Spellcasters got barely any chance to succeed in these fights. You have no time to cast spells, there are enemies coming from everywhere! That's why they bring Pre Charged Spells to the fight. These spells are prepared in advance to be casted way faster during the fight. This way they stand a fair chance against the other fighters. Pre Charged Spells: The cost of the spell is split between turns to make for a faster cast.
You remember when I said "There are no rules"? Well, outside of the Coliseum there are some people that we call Dark Hucksters. These Hucksters sell things that can help you during the fight, and they don't play fair. You can buy some evil cursed spells or hire some mercenaries. They only care about the money (and these things are expensive). Dark Hucksters: Small pool of very strong cards that are Uncollectible and you can only access through collectible cards (Similar to Death Knight and Ysera cards).
The expansion is focused around the Support mechanic and Shuffle in general. Thus, it's very focused on value and deck size, but I tried to balance between control and aggro cards.
With the Support mechanic it's possible to bypass the 30 cards restriction. Every Support card is shufled twice, meaning (technically) you can have up to 60 cards in the deck, if your entire deck is made of Support cards (but on reality there are not that many support cards). But you can also have less than 30 cards in the deck by adding Supports that will never be shuffled. However having less cards in the deck is way more dangerous and will be a lot more restrict (Most supports have really easy trigger conditions, almost impossible to ignore).
Druid (12 cards)
The Coliseum unites champions from all around the world and each Druid that enters the Coliseum comes from a different biome. But in the end you can see that some aspects are common to all Druids, independantly from their biome. The cards have themes from different biomes around the world (Desert, Forest, Swamp, Tundra, Sea)
Hunter (12 cards)
Hunters are almost the same as usual, using Beasts and traps. Except that outside the arena, when buying new traps and arrows, they often run into Goblins selling their gadgets and inventions and most Hunters just made allies with Goblins and started buying all of their crazy stuff. The Hunters are the ones to keep the Goblin market alive.
Mage (12 cards)
Mages were one of the most affected classes because they had no chance of being succesful in the Coliseum's environment, because they had no chance to cast spells, it just took too much time, there were fighters coming from every direction at all times. Mages on the arena are masters of the most fastest and dynamic spell style: Lightning. It's fast to cast and instantaneous to act. Mages are now back in business.
Paladin (12 cards)
Paladins already were masters of Close Combat. But weren't used to being so hurt like warriors. So the type of paladin that succeded the most in the arena was the Crusader. Heavy armors that were hard to break and giant shields to aid in battle.
Priest (12 cards)
Priests were in the same boat as Mage. They had no time to cast spells and couldn't fight very well. But they could summon others to fight for them. So priests went for a more Necromantic side, summoning various skeletons to fight for them in battle. They weren't fast, but they were many! But in times of need they could still recall their Holy techniques and pray for the best.
Rogue (12 cards)
Believe it or not Rogues were also having problems in the arena! It was always an opened and wide space and they could'nt sneak into their opponents that easily. Luckily they knew the names behind the Coliseum management, and after a few bribes they could easily control all the traps and pit falls of the arena, releasing snakes, spiders and rats on to their enemies with just a few hand signals. However they still had no access to the big beast cages, but that wasn't necessary. Rogues also managed to make alliances with Mercenaries, Reptile folk and Dark Fairy folk. They would often fight as a whole group and protect one another.
Shaman (12 cards)
Shamans already had everything they needed to rock in the Coliseum, they continued doing so, with their Totems and Elementals. And just for being Shamans people would often think better of them, and Shamans were more likely to get Support from the crowd that some classes like Priest for example. And they just adapted to use that help as best as they saw fit. Also with a little voodoo, more things than just the crowd could be of help too.
Warlock (12 cards)
Oh boy. Here we go. In the arena there are two types of Warlocks: Gul'dan and the rest. Some simple mortals just took a Priest-like approach and just summoned more threatening Demons and even Undeads.
But Gul'dan couldn't accept that his powers were not fit for the arena. He considered himself too weak. So he searched and found an antique and forbidden Ritual. He tried performing it several times and unleashed several creatures into the world. But at last, he succeded. He had no idea but he had opened a portal to the Hades, the Greek Underworld. When entering the first thing he encountered was the Gates of the Hades, guarded by the Cerberus. Gul'dan easily tamed him and now had a new demon in his arsenal. He passed the gate, reached the Styx and talked to Charon. Gul'dan payed the travel with his already intimidating power. Gul'dan travelled around all the underworld until he met Hades himself. Their fight was bloody but Gul'dan won and absorbed all the power and soul of a real God. He now became way more powerful and just opened a portal back to the Coliseum where he proceded to ascend from the ground alongside an army of demons, specially Cerberi. At this point everyone in the arena was against him, and he had no SUPPORT from any one whatsoever. Still, with his incredible newly acquired powers he became the champion and remained it for a long time.
Warrior (12 cards)
Warriors, even more than Shamans, were expected to be good in the arena. That's why most people would bet on them and also support them. Warriors didn't need to change their style that much, just continued to charge to the fight, use weapons and armor.
Common (22 cards)
Rare (9 cards)
Epic (9 cards)
Legendary (5 cards)
(These 3 are just a few examples)
I'd like to thank all the people in the Hearhcards for giving valuable feedback and lots of friends from Fan Card groups that helped make this possible. And a special thanks for: wmourar, OmTsTM, MrAipo, TRELHABR, Franciscoz45, _Artanos, AmazingGordo#1500, Chaves91.
1) Support is very interesting, but I'm afraid it could be used to make your deck more consistent. Now your deck has 28 cards until you make a Beast, so you have a higher chance of getting a good opening hand.
I'm aware of that, that's why just a few can be bypassed and most supports and extremely hard to not shuffle (like "Shuffle after you deal damage") It's everything as it was supposed to be. In fact it is supposed to be better than that. You can have 25 cards minimum by using Charging Goblin, Big Goldplate Snake and the class Support Legendary which almost all have a really loose trigger condition. I know it sounds really powerful but in theory all decks would start with 27 cards. And all could be in part countered by Noticed Thief (Neutral Common).
2) Two Handed Axe is a bad idea. Pirate Warrior wouldn't use its' HP anyway, they'd just SMORC. I'll look up your other two-handed weapons, but this one is VERY good in aggro.
Yeah, I know, the drawback is minimal, but it's also four turns to get full value. 6 mana to break your hero power and lose the weapon right away is kinda rough. Also I'm afraid pirate warrior would be a thing in my expansion so I reivented Golakka Crawler.
Your set has many cards with Start of Game effect and while some of them are fascinating (Hephaestus is rather fun) the others are just insane.
In fact there are many porblems, but as I said, I made a lot of mistakes but chose to keep them. The main mechanic is just one. The one you said is in fact one I had'nt realized yet.
- Nathanos Blightcaller is just insane. Why would you ever use your Hero Power if you have perfect minion curve?
I know, I know, but also keep in mind that shuffling any card in your deck reshuffles your deck entirely (and to make the perfect curve work most of your deck will be heavy in high cost cards), and there's 3 mana neutral made specially as a counter. Also a deck where you know exactly what will be played works really bad against secrets. It's still powerful, but manageable. I'm aware of all those things you said.
Well, I change that by lowering the Health to 40 maybe. But I'm surprised, most people said it was really bad and just a meme card. Also it's Deathrattle and doesn't work with Shudderwock. But works with Undatakah, but I also said this set and Rastakhan's shall be considered in parallel universes, so you can't consider.
Just don't print so many game warping legendaries.