"In the deepest forest lays a grove of emerald, a flourishing domain of ethereal peace. But the place has been cast in a gloomy slumber and there's no comming back for those who fall asleep. Hurry adventurers before the land despairs ! Come to follow your dreams and face your worse nightmares !"
This adventure is inspired by the Emerald Dream and Emerald Nightmare, as well as the events of the War Against the Nightmare. It will feature a new keyword : Phantasm. Players would be given 3 copies of common/rare/epic cards with Phantasm and 2 copies of legendary cards with the keyword. The number of cards in a deck would still be 30 as Phantasm would only affect the number of copies of a card that can be added to a deck.
Wing 1: The Dreamgrove
Broll Bearmantle greets you in what once was a verdant realm but has now been covered in a dense fog. He explains that a curse of slumber is causing people to fall asleep without being able to wake up. The worst part is that they are tourmented by horrible nightmares that leave them screaming in fear.
How can you put an end to this madness ?
The decklists for the 3 bosses of this wing are not yet finalized since I first wanted to show my ideas and get feedback on them. That being said, I would also appreciate suggestions of cards to add to each boss' deck.
Boss 1 : Dreaming Adventurer
This guy made the mistake of taking a nap and now he's trapped in a delusion that makes him see everyone as a terrible foe. It's an aggressive but somewhat random opponent.
Rewards (class chalenge: Warrior)
Sleep is what happens to minions when they are summoned. I don't think Power Fantasy would work as intended as it is, I might need to reword that. Maybe "Give a sleeping minion +5/+5" would be better.
Boss 2 : Shadows in the Mist
With this boss, you start to see the ones who orchestrate this horror. I want to bush Stealth synergy a little bit since it's one of the less used OG keywords.
Rewards (class challenge: Rogue)
I really love this Rogue spell but maybe this isn't the best place and I should make another Stealth card instead...
Boss 3 : Sylendra the Sleepless
Watch out kids, that's what happens when you're sleep-deprived ! This druidess has been fighting against sleep for a bit to long and it doesn't have the best of effects on her mind. I'm not sure that the hero power is that interesting tho...
Rewards
I love the "Druid of the..." design and this one had quite unusual options so I'm pretty happy with it. As far a Sylendra goes, I think Dream Cards are underused in Hearthstone so I'll take any opportunity to feature them. It's a cool value tool, if a bit random, so I think the balance is right.
Do you like the theme of this adventure ? What are the cards/bosses that could use a rework ? Which cards should I preview in your opinion ? Tell me what you think !
Very cool! I noticed you kept doing two images of the same card in your spoilers (like you showed Knightmare twice). You don't have to do that, unless your boss deck actually uses it.
Also, what is "Nightmare" in Sylendra's Hero Power? Is the Ysera's Nightmare? If so, you should probably treat it like a custom boss card since it is non-collectible and show it like I did to Penny Pincher in the example post.
Theme is great, seems like most people are going for Warcraft canon-based things, awesome.
You have some grammar errors and other typos, go back and double check.
As for balance: Power Fantasy is rather strong. It will usually be a 3 mana deal 5 damage to a minion, so its better than Shadow Bolt.
Shade Chaser hmmmm. Giving Scavenging Hyena or Tundra Rhino perma-stealth is not fun to play against, at all.
Druid of the Nightmare is pretty weak. 3/3 Poisonous is 3.5 mana, while a 3/3 Lifesteal is 3 mana. (Acolyte of Agony) I'd put this at 3/4.
Very cool! I noticed you kept doing two images of the same card in your spoilers (like you showed Knightmare twice). You don't have to do that, unless your boss deck actually uses it.
Also, what is "Nightmare" in Sylendra's Hero Power? Is the Ysera's Nightmare? If so, you should probably treat it like a custom boss card since it is non-collectible and show it like I did to Penny Pincher in the example post.
Theme is great, seems like most people are going for Warcraft canon-based things, awesome.
You have some grammar errors and other typos, go back and double check.
As for balance: Power Fantasy is rather strong. It will usually be a 3 mana deal 5 damage to a minion, so its better than Shadow Bolt.
Shade Chaser hmmmm. Giving Scavenging Hyena or Tundra Rhino perma-stealth is not fun to play against, at all.
Druid of the Nightmare is pretty weak. 3/3 Poisonous is 3/5 mana, while a 3/3 Lifesteal is 3 mana. (Acolyte of Pain) I'd put this at 3/4.
Thanks for the great feedback ! Here are the cards I think I'll showcase, reworked/rebalanced cards and cards for futur wings that I started working on. I'll also edit the typo in the Dreaming Adventurer's hero power. Nightmare(s) is(are) indeed the Dream Card Nightmare.
Showcase cards:
This is the lineup I think I'll use for this wing. Knightmare is a solid exemple of a Phantasm card, simple and to the point. Also puns. Power Fantasy is my favorite design of the wing and it's got excellent flavor. Sylendra balances the set nicely, showing that the Emerald Dream and th Dream Cards associated the it are also a big part of this story. This wing starts with Mid/Late game cards but I think the next one will be more aggressive so it's fine.
Reworked/rebalanced cards:
I tried to push the two forms of Druid of the Nightmare apart as much as possible while balancing them a bit better. Sylendra is now more balanced but also good against Fatigue which has good flavor and isn't seen too often in Hearthstone. I'll make sure to include Dream Cards tokens in my submissions but I don't want to put too much in this post. I flip Shade Chaser around completly and I think it's for the best. "Can't attack" is probably the most elegant way to tie game mecanics to the flavor of Power Fantasy. It might seem a little overcosted considering Ancient Watcher but since it's much more flexible i think it's actualy on the strong side.
Futur cards:
Not much to say about those, I'm mostly trying to brainstorm as many ideas as possible. I'd like to give each class a card with Phantasm to really showcase the keyword. I'm growing a little concerned that I don't have many ideas for Mage and Paladin tho...
So yeah I'm quite happy with my work so far, I'll probably post near the end of the week. Until then tell me what you think of my nonsense.
A reverse invasion of Dreanor sounds interesting but you might want to consider a few points :
Orcs are mostly framed as "bad guys", brutals and corrupted, during their invasion of Azeroth while Humans are shown as "good guys", noble and peacefull, defending their home. If you flip the rolls around but keep humans as protagonists and orcs as antagonists, you're saying something very different about wars and invasions.
It sounds to me like your main goal is to showcase Dreanor and the races that inhabit it. If I'm right, you might want to consider other story types that would archive the same goal. Maybe a trip to Draenor, maybe some kind of feast that would unite everyone, idk... Basically make sure a war is really the story you want to tell.
If you really want to make an alternate version of warcraft's lore, you should think about which characters you want to use and in which ways they would be different.
Including demons in the mix might be too much. This competition will have you make a total of 12 to 15 bosses and a maximum of 45 cards which you will have to divide wisely between all the themes of your adventure. Maybe it's best if you focus on you main ideas.
I've been thinking about your first point, and I think the best solution is to have a jerk Human character as the Adventure guide. I have only played WC3, so my initial candidate was Lord Garithos, but he didn't fight in the First War. Can you guys tell me if there was a jerkish Human character in WC1? Other than Medivh, I mean.
Thanks for the great feedback ! Here are the cards I think I'll showcase, reworked/rebalanced cards and cards for futur wings that I started working on. I'll also edit the typo in the Dreaming Adventurer's hero power. Nightmare(s) is(are) indeed the Dream Card Nightmare.
Showcase cards:
This is the lineup I think I'll use for this wing. Knightmare is a solid exemple of a Phantasm card, simple and to the point. Also puns. Power Fantasy is my favorite design of the wing and it's got excellent flavor. Sylendra balances the set nicely, showing that the Emerald Dream and th Dream Cards associated the it are also a big part of this story. This wing starts with Mid/Late game cards but I think the next one will be more aggressive so it's fine.
Reworked/rebalanced cards:
I tried to push the two forms of Druid of the Nightmare apart as much as possible while balancing them a bit better. Sylendra is now more balanced but also good against Fatigue which has good flavor and isn't seen too often in Hearthstone. I'll make sure to include Dream Cards tokens in my submissions but I don't want to put too much in this post. I flip Shade Chaser around completly and I think it's for the best. "Can't attack" is probably the most elegant way to tie game mecanics to the flavor of Power Fantasy. It might seem a little overcosted considering Ancient Watcher but since it's much more flexible i think it's actualy on the strong side.
Futur cards:
Not much to say about those, I'm mostly trying to brainstorm as many ideas as possible. I'd like to give each class a card with Phantasm to really showcase the keyword. I'm growing a little concerned that I don't have many ideas for Mage and Paladin tho...
So yeah I'm quite happy with my work so far, I'll probably post near the end of the week. Until then tell me what you think of my nonsense.
Some unrelated comments about your cards:
I like that you fight against a corrupted Sylendra to cleanese her, and then get her "good" form.
Power Fantasy is very interesting, as you can use it as a buff or as some sort of removal.
Corrupted Harpy needs a buff. Her counterpart Windfury Harpy was already really weak, and I think this one is even worse. Powercreep over bad cards is okay, so it could easily be a 5/4/5 or a 6/5/5.
Don't like Lord Xavious' effect. Can end games right away if you have something on the board and your hand isn't almost empty.
"Above the Sky, in the country of the Angels, a great troubles are taking place. After the attack on Dalaran, the people above the skies are now scared of the earthlings, and some began to question the autority of the King Melkhiel. Negociations were inefficient, and an insurgency take a city and claim independance ! Even if the King is open to discussion, the rebels are violent, and determined to destroy the Kingdom of the Skies, and you must stop them !"
This adventure is centered on the Kingdom above the Skies, a realm above Azeroth, and usually not interested by the events on the ground. But with the recent and terrible changes under the cloud the two worlds are now a little closer and the King Melkhiel ask help from everywhere ! In this adventure, you will fight rebellious and violent people from azeroth, but also from the sky, and you will face some of the most powerful flying person ! Fly is a new keyword (intimately linked to my fan class the King), allowing character to bypass Taunt and protect it from damage which are not directly targeting it.
Wing One : The entrance of Al Merald
The King welcomed you on land, looking at the city floating above. He can surely fly to the entrance, but you are not gifted with wings, and so you must penetrate in another way. It will not be simple, but if you want to end this mysterious rebellion, you must take the front door, with all the problems which this option brings !
Boss 1 : The Dragon Tamer
First to go in the City, you must take a little elevation ! Fortunatly for you, even if you don't have wings, you can ride a dragon ! Well, if the Dragon tamer let you ride his friends, and you must convince him... With brute strenght, of course.
He has orders, and they are simple, nobody enter and nobody leave the city ! And if you want to save the city, he will be your first serious foe ! Him, and all the guards he has under his command, of course. And they are quite numerous.
And furthermore, to add a little flavour and difficulty, he will begin the fight with the door on his side !
Who is he ? A mysterious and powerful person, indeed. He came to see who is causing such a mess at the entrance, and he does not like when a plan is foiled by some little nosey parkers !
I hope that you will find that pleasent ! Of course I put that i the discussion topic because I am unsure that it will be good enough (and I am also unsure of my spelling, I hope that I didn't make to much mistakes x). And I am of course open to suggestion if this is too bad or unbalanced !
Here's my first sketch. Any feedback would be welcome, either regarding balance, flavor or theme.
My biggest concern right now is that I don't have unifying mechanics, in the same way Naxx had Deathrattles and BRM had Dragons. But LoE didn't have, either, so I guess it's not such a big deal.
Conquest of Draenor
Wing One: Terokkar Forest
Greetings, Adventurer! I am Mariscal Lord Garithos, time traveler and guide of the Human race.
In the ominous future I come from, a Horde of wretched monsters came from another world and destroyed our precious Azeroth. Many other calamities followed that invasions, and now Undead and Demons alike walk over once sacred lands.
That's why I came to this time: If we attack their world before they attack ours, History can turn very differently. Follow me through this portal and help me to claim Draenor in the name of the Holy Light!
Our first step is Terokkar Forest, home of twisted monstrosities like the Arakkoa.
Theme looks good so far. Not much to say about story, because that's still only first wing. I can only say that that probably won't be a reason for me to not vote for you. Now to the bosses. First one has too weak Hero Power. You should remember that bosses must be stronger than normal heroes. For example, first boss in Naxxramas, which is one of weakest bosses in all adventures has 2 mana Hero Power that summons 3/1. So, a minion that could cost 1 Mana if it would be a real card. And you shouldn't go below this power level. So, 2 Mana Hero Power should have power of at least 1-mana card. In your case it could be "Give a Dragon +2/+2" or "Give your Dragons +1/+1" or anything you could think of. Second boss looks good, though. As you didn't add token, I assume it's just clear 0/3. That looks good enough if the boss will have enough buffs to get value from them. The last boss, while may look strong at first glance can be easily countered by mirror deck (if i correctly guess that his deck will be about discarding). I wonder if it's Hero Power shouldn't be reduced to 1 or even 0 Mana. But then you could think about f2p players, who not always can build a deck they need. So maybe 1 Mana could be good (they still can use fast decks with card draw). Also, don't forget to make decks for bosses. Now to the cards. Dragon's Ascent looks realy weak. I'd say it's effect is worth at most 2 Mana. Well, fly doesn't look as strong to me as you seem to think. 'Ignores Taunt' part might be good for finish, but I'd compare it with Silence that works only on taunts. The difference is, that instead of all your minions ignoring one minion with taunt, one of your minions ignores all enemy minions with taunt. Ignoring damage part is tricky to balance, but you should remember that most of effects which this will ignore are those which affect many minions, at cost of damage. So, the damage you can dodge with fly aren't so big. Flight Teacher looks better, and I like it's flavour. Still not sure if it's strong enough, but it's not so easy balancing effects that never were in Hearthstone. We don't have team of game testers like Blizzard. Knight of the Void is a different thing, cause we already had similar mechanic in Hearthstone. It was Zavas from Journey to Ungoro. It had much better stats for it's cost, and effect also was way better. There's not enough discard for Warlock for your card to be viable. You might call me crazy, but I'd make it even 7/6. Yes, that's vanilla stats for 6 mana. But, if you'd look at cards from newest expansions, you should recognise that most of them are beyond power of vanilla. Befriend the Beast and Joyful Hippogryph looks balanced. Thibalt however looks kinda strange. It's card for decks with many dragons, which are mostly big minions, but it needs cheap cards for best value. Actually i find it good and interesting. So, most of bad balance looks like coming from being careful. That's not bad, also that's what disscussion topic is made for. And the last thing. How do you want to split the rewards between fights? From what I see it looks like you want a card for each boss, and then three cards at the end, including legendary one. That's not exactly as it should look like. One card for each boss - yes it's good. But, for the final reward should only be legendary card. Then, there are also class challenges. There are 9 across the whole adventure, one per class. The first wing contain 2 class challenges what means two additional fights, with two different of the three bosses you showcased. Decks player use for those challenges are prepared, and always stay the same. For each challenge in the adventure player uses different class. Reward is a card from the same class. And that's all I know so far.
What I don't know is how we need to spread cards of which rarities across the wings. Do we can do that how we want, just to keep total number of cards of each rarity? Or maybe we have to exactly keep how it was in BrM, so the first reward must be a neutral rare, the second must be a class common, and so next, and next? Or maybe it's something between, like we have to keep a total of cards from each rarity and neutrality, so in first wing it would be 3 class commons, 1 neutral rare, 1 class rare, and of course 1 neutral legendary (which is always final reward)? But those are questions to mods.
Edit: Just realised how long is my post. Will put it in spoiler, when I'd have access to computer.
What I don't know is how we need to spread cards of which rarities across the wings. Do we can do that how we want, just to keep total number of cards of each rarity? Or maybe we have to exactly keep how it was in BrM, so the first reward must be a neutral rare, the second must be a class common, and so next, and next? Or maybe it's something between, like we have to keep a total of cards from each rarity and neutrality, so in first wing it would be 3 class commons, 1 neutral rare, 1 class rare, and of course 1 neutral legendary (which is always final reward)? But those are questions to mods.
That's been answered in the FAQ :^) Read it!
You have complete freedom with the order of rewards. All you need to do is have the correct number of rarities and correct number of class commons and rares. For example, BRM's very first card is a common neutral. You could do a Priest rare, instead. However, you can only have one Priest rare so you can't make another later on.
Alrighty, first thing's first, Bosses look good to me. I'd put a little bit of a twist on Boss Two, though, since it's pretty much Standard Treant Druid, but with a better Hero Power.
As for your rewards, Overgrowth really scares me. I think it is way too good, seeing as Treant Druid is a decent deck already. Even if you land it on just 1 Treant, that's already making your mana's worth (Half a Blessing of Kings).
Hunting Pack is a little too good, isn't it? You can convert an opponent's wide board into a board full of 2/1's yourself with just 1 mana. And since the cats have Rush, they can help extend the value of this card by themselves. It's potentially a 1 mana Consecration.
Before anything else, I'd like to said I really like what Wailor and Granduroi have going on. I'll comment on it in more details later but for now I think the themes are good, the bosses are flavorful and the cards are interesting. A few balance changes are all it takes to make it great.
Now onto my own stuff. I've been working on first drafts for the bosses of wing 1 as well as a few more designs for futur cards. I know I might have to change some of the cards I make now later on but I'd rather have a global idea of the cards included in the expansion and the way they are spread. It also gives me more time to fine tune my cards. Without further addue, let's see what I've got !
Boss 1 : Dreaming Adventurer
This guy made the mistake of taking a nap and now he's trapped in a delusion that makes him see everyone as a terrible foe. It's an aggressive but somewhat random opponent who relies on powerful weapons.
With this boss, you start to see the ones who orchestrate the terror. I want to push Stealth synergy a little bit since it's one of the less used OG keywords and it's the core of this boss' strategy as well.
Watch out kids, that's what happens when you're sleep-deprived ! This druidess has been fighting against slumber for a bit to long and it's starting to effect her mind. Fittingly, her deck's goal is to bring the opponent to Fatigue.
I'm not sure if Sylendra's current wording is ok or if it should be "Add all THE Dream Cards to you deck".
Tokens :
I'll also include the Dream Cards here :
(Many) Other Cards :
New version of Xavius, this time with a requirement that is hard to fullfil while playing 10 mana card but the prize is great enough. There's also possible counter play for the opponent.
Corrupted Harpy is also a bit more interesting and I think the power level is decent enough that control strategies would consider it as an option, especially highlander decks.
Not much to say about Onireic Illusionist, it's just some Spell Damage synergy support.
Lingering Soul is interesting. I like it but i fear that it might be a little bit too much value. That being said, I'm not sure it's that powerful on it's own and it would be cool in ressurect Priest or in a more agressive build. Maybe it's fine, maybe it should cost 4, idk.
Champion of the Dusk gives Heal Paladin some love and I just love the artwork.
Mind Twister has a few fun interactions, namely with Duskfallen Aviana and Pint-Sized Summoner but I'll probably have to add a few more to make it interesting.
Verdant Drake might be a bit to good. I balanced it around Chronobreaker but it's deathrattle is very different and I don't know exactly how much it should cost to get a Dream Card...
I'm not sure that I'll keep Phantasm on Spirit Bow since it's my third weapon with the keyword... Maybe I'll simply scrap it in favor of something else with Phantasm for Hunter or maybe I'll make it a token off of some other card.
Sylvan Drain is a bit of a twist on Treant Druid. Not sure if it's viable but I don't want it to be too good either.
Claws of Ursoc are the first ever Neutral weapon ! Legendary Weapons are THAT awesome.
Ysera the Dreamer is tricky. I like the effect and the fact that it slows the game for both players but I fear that a Start of Game effect would end up being very boring and frustrating like Genn Greymann and Baku the Mooneater were. Maybe I'll end up making her a 5/5 with the same effect but as a Battlecry. I didn't give her the Dragon tribe since she's in human form but that might change.
Feral Shapeshifter is both mind-bending removal and early pressure so I think it can fit in a few decks.
Wild Dagger might be a bit too powerful but it's a Deathrattle and it's random so what can I say except YEET.
So here is the almost finished Wing 1 of Emerald Dreams and Nightmares. Tell me what you think !
EDIT: Changed the rarity of Power Fantasy to Rare and added a bunch of WIP cards.
Ok, time for my adventure! Not sure about the name, but so far it's Step into Darkness.
It's gonna take place underground, a bit like Dungeon Run, but I'm gonna try to give it different feel. The world shown will probably not be exactly consistent with WoW, starting with the fact that I'm gonna introduce new race (but no tag) - Frogaen (I don't know how it sounds for anybody who use english as common. If that name sounds stupid please let me know). More about them you will get to know in future phases, for now I'd just say it's humanoidal race, which people looks like big frogs on two legs.
After sudden earthquakes a giant hole appeared near stormwind city! What's worse, it's getting bigger and bigger! Also, after it opened, strange whispers began to be heard near it. You, an experienced adventurer who fought Kel'Thuzad and saved party in Karazhan were tasked to go down there and find out what's going on.
Whispers are not only part of story. That's a new Keyword as well. Let's look onto it:
So, if Corruption would be introduced in my adventure instead of being basic, it would read: "Choose a minion. Whispers: Destroy it."
First Wing: Dark Tunnels
After short time a big cave started to split into smaller tunnels. After some time in the darkness with torch as only source of light, whispers started to become less tiring.
Showcase cards:
Boss One: Terrifying Ooze
Suddenly just at front of you a big ooze beast began to shape. When you attacked it with a sword, it melted. That will be a long fight...
In the shadows you see a shape of running creature. You draw a sword, but you heard the creature yelling: "Help me! It's Slithius!". When it's closer, you see a big frog moving on two legs and a giant lizard just after it.
Decklist
Deck in progress.
Rewards (Class Challenge: Hunter)
Tokens
Boss Three: Leonora Heartloss
After saving his life, a frog guy decided to follow you. He said he's Frogaen, and it's name is Groag. After you revealed him why you're here, he offered you a deal: He will lead you to his home, where you could gain help of other Frogaen, but you must protect him until that. And, it looked like there are many things in this dungeon from which you need to protect him from. Soon after the fight with lizard you met a ghost. When she saw you, she said: "Dougan? You're not my Dougan!". Then she started to scream.
I wonder how many competitors there will be. So far there was 5 who showed any cards. (6 if McF4rtson also takes part). But maybe there are just silent ones who are confident with their sets enough to not take part in discussion.
I wonder how many competitors there will be. So far there was 5 who showed any cards. (6 if McF4rtson also takes part). But maybe there are just silent ones who are confident with their sets enough to not take part in discussion.
Yeah I'm curious too. If we have maybe 10ish, that would be a respectable number going forward. We'd keep all 10 entries and tally up the total votes at the end.
I don't know if I will enter. If more entries are needed, then perhaps. CakeEater was thinking of entering too, but I've had no further indication since.
"Tales of wonder, whispers the sea. Tales of plunder, robbery and thieves! Tales about pirates, burly and mean! And among them a Rogue engineer. Leading the Defias, the fearsome VanCleef! But as every reign of terror, condemned to fall. As with every failure, gold left behind. So who's the brave, who'll claim the treasure? Pirates from all nations, will raid Ironclad! But most of them are fated to fail, due to the path being a treacherous trail! Through the Vile Reef you must battle, the Stranglethorn Vale you must survive! And only then the dreaded Deadmines you'll finally find! But be careful, because dead man tell no tales... about the treasures of VanCleef."
Adventure's Main Themes:
The adventure presents the Burst Mechanic, an ability that some minions have that let them make an special action whenever they want... but the catch is, that only once! So find the perfect moment to use a minion's Burst ability!
Don't you hate it when you topdeck a Preparation or a Deadly Shot when your opponent has no minions? With Resourceful cards you won't need to worry again that never! Resourceful cards, a new Treasures of VanCleef's cycle, are cards that will try to do one thing and, if they can't, will do another instead! As a pirate, you need to think fast an improvise! All classes have a Resourceful card, found in the Class Challenges in the adventure!
Wing 1: The Vile Reef
You've been told about the big Defias treasure by former member of VanCleef's band Captain Greenskin. He plans to hire you in his crew to get to the Defias' Hideout in Stranglethorn. But first, your ship needs to survive the Vile Reef, where other pesky pirates seeking for the treasure will fight you!
Bosses:
Ironpatch
As one of the main captains of the bloodsail bucaneers, Ironpatch would like to have a word with you about who gets the treasure! But worry not: if you manage to get away from his unending barrage of pirates and his swifty attacks, he'll reward you with two goblins from his tripulation (even though most likely you'll end this battle with less coins than when you started it!). Treat them well! Also, if you manage to defeat him playing his own game as a fellow Warrior of the sea, he'll honor you with two of his beloved hooks. He truly is a sweetheart on the inside!
Ironpatch has a Pirate Warrior deck, and while he usually relies in his loyal crew he's always happy to strike into the battlefield! Due to him being the archetypical Pirate I wanted him to be the first boss.
Patches
The fearsome Observer came back with a fitting demonic tripulation, and he's as brutal as in his good days! Defeating him will teach you his deadly strategies, and defeat him again as a master of demons to upgrade your tripulation!
As a demonic being, I thought that giving Patches a Zoolock deck would be a good idea. The Hero power suits his swarm nature. Also, the boss reveals the other Warlock card for the adventure, Soul of the Plunder.
The Dreadwake
Just when you thought the rest of your voyage would be safe, Ironpatch returns, this time piloting the mighty dreadway! Worry not, as long as you keep his minions in bay you can use balistas to pierce his defenses! Defeating the ship you'll be able to adopt some loyal parrots, and Ironpatch will cowardly decide to join your adventure!
Maybe Ironpatch has lost most of his crew, but the new toys he found in the Dreadwake can pack a punch! He plays a Mech Paladin deck with sticky minions that punish board clears, and a future card of the adventure! He got a Mecha'thun to avoid a tie if both heroes get out of cards, he'll only play it when the requirements are meet. BTW, not sure which version of Loyal Parrot use right now, so feedback on that would be appreciated!
or
Well, so here is what I've done until now. What do you think? I hope it's not too aggro for your taste, the second wing, Stranglethorn will be more Control focused, I promise! Anyway, please let me know if any card is too boring or unbalanced.
What will wait our heroes in Stranglethorn? I've already designed a few cards, here you have if you want to take a look:
I quite like your bosses and decklists! The only thing I'd tweak is Sylendra's power. It's a tad strong at 0 mana. That might be good for a Heroic version. I think her normal should cost 1, since Dream Cards are typically around 2 mana cheaper than normal. (Dream is 2 mana less than Sap, Emerald Drake is 2 less than Boulderfist, etc.)
Already making so many cards in preparation! I like it. Be careful not to over-commit though. There may or may not be twists in future wings.
Huh. Now here's an interesting adventure. Frogaen sounds fine to me.
Before anything else, I want to talk about Groag. I think he would be extremely interesting if the player could choose what trouble they wanted. If you played this and got Yummy Mushrooms on an empty board, that'd really suck. You might have to tweak the balance, but I think being able to choose what to do is a lot more creative. A 3/1 could be for tempo. Mushrooms for removal. Bats for anti rez Priest or you have an easy way to clear them.
Some minor issues: "Lose 1 Durability" not "loose". "Watch" not "Whatch". Boss hero powers looks unique, will have to see their decklists though.
Finally, the Prophet of Darkness Priest minion. I'll have to admit... I don't really like it. It just doesn't... add anything to the class. There is just no point to it, I'm sorry. It's just a for-fun card.
Alright, a couple of things. You've a few typos here and there. "Ballista". "Overload: (1)". You lack "Hero Power" on some of your boss hero powers. You need to put it even when it is not a passive hero power. I would also avoid making the hero power so long, as you did in your passive one. I don't know if there are any in-game examples of a hero power being 5 lines, but I don't think there is. Finally, Bloodsail Oppurtunist has the wrong watermark.
Boss Hero Powers look fine to me. I think Ironpatch can be a 3/3 since his effect is quite slow. Loyal Parrot doesn't really make sense. His Burst is basically just a Deathrattle, so it might as well be a Deathrattle.
Burst can only be activated on your turn. 'Instant' effects would be to hard to make in Hearthstone imho.
About your cards, all are great, however I'm not sure if Handy Torch is too OP (specially Handy Torch). Maybe make it cost 2-Mana?
@Klipce
Just a small look to you future wings cards, they're mostly great but I think Lingering Soul should be a 4 mana card. Also, maybe Mind Twister is too specific or maybe I don't really understand the card, does it mean you must play this as your first minion or that it gets effects of your first minion? If it's the latter unless you add a lot of new minions to your adventure with effects of your first minion every turn does X thing or cost X less it'll be a pretty niche effect that only affects minions that nearly nobody uses. However, if it's the first one, I think it's a kinda original downside for a minion. Also, don't worry about verdant rake, I think it's good as he is. Keep in mind that he doesn't guarantee you'll get the Dream Card you need so even if near all of them are OP you don't always find a use to something like sleep or nightmare. Heck, Ysera gives one at the end of each turn and have somewhat good stat for a 9-Cost minion. Talking about Ysera, I have mixed feelings about yours. While the effect is pretty original and technically both players get the downside, I'm not sure if it'll be a too boring effect, at least for a Start of Game card. Also, maybe you should make that you need to restrict your deckbuilding like with Genn and Baku or at least make Ysera have less stats. Her having less stats could be flavorful due to her not being in Dragon form.
@McF4rtson
Thanks for the review and for pointing out all my mistakes! Here's a list of the corrected bosses (also changed slightly some Hero Powers and cards):
1st wing: Vile Reef
1st Boss: Ironpatch
2nd boss: Patches
3rd boss: Dreadwake
(Just posted the corrected images. The others are on the above post)
Changed a few fights to make them more enjoyable, now the dreadwake battle is more like a board control fight to obtain the Ballista. Also, still not sure about Loyal Parrot. I wanted him to have Burst, so with this effect you can play it with your hand not empty and if it somehow survives a turn or two activate it. He has somewhat good/vanilla stats so you can play him alone I guess.
Also, here are some possible cards from future wings:
A part of the Classic watermark on some of them (I made them before deciding to use the palmtree) I'm not sure about Hemet Jr for being too confusing and Grim Blacksmith for being near useless, what do you guys think?
First of all, I am thinking to change my watermark from Alliance to Portal. I mean, the expansion is about the Alliance invading Draenor, but the later is far more important and it's kinda represented by the Portal logo, so there goes that.
Second and most important, I made changes over two cards that some people found OP: Hunting Pack and Overgrowth.
The Hunting Pack change is quite simple: I just bumped the cost from 1 to 2. I think 2 is too weak, because it requires a lot of setup, but who knows.
About Overgrowth, it kinda changed the design philosophy of the card (and also changed the artwork). I cannot decide how big to make it, though.
Do you like the changes? Which version of Overgrowth do you prefer?
PS: I'm planning to give feedback to everyone, either tonight or tomorrow in the afternoon.
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Emerald Dreams and Nightmares
"In the deepest forest lays a grove of emerald, a flourishing domain of ethereal peace. But the place has been cast in a gloomy slumber and there's no comming back for those who fall asleep. Hurry adventurers before the land despairs ! Come to follow your dreams and face your worse nightmares !"
This adventure is inspired by the Emerald Dream and Emerald Nightmare, as well as the events of the War Against the Nightmare. It will feature a new keyword : Phantasm. Players would be given 3 copies of common/rare/epic cards with Phantasm and 2 copies of legendary cards with the keyword. The number of cards in a deck would still be 30 as Phantasm would only affect the number of copies of a card that can be added to a deck.
The decklists for the 3 bosses of this wing are not yet finalized since I first wanted to show my ideas and get feedback on them. That being said, I would also appreciate suggestions of cards to add to each boss' deck.
Boss 1 : Dreaming Adventurer
This guy made the mistake of taking a nap and now he's trapped in a delusion that makes him see everyone as a terrible foe. It's an aggressive but somewhat random opponent.
Rewards (class chalenge: Warrior)
Sleep is what happens to minions when they are summoned. I don't think Power Fantasy would work as intended as it is, I might need to reword that. Maybe "Give a sleeping minion +5/+5" would be better.
Boss 2 : Shadows in the Mist
With this boss, you start to see the ones who orchestrate this horror. I want to bush Stealth synergy a little bit since it's one of the less used OG keywords.
Rewards (class challenge: Rogue)
I really love this Rogue spell but maybe this isn't the best place and I should make another Stealth card instead...
Boss 3 : Sylendra the Sleepless
Watch out kids, that's what happens when you're sleep-deprived ! This druidess has been fighting against sleep for a bit to long and it doesn't have the best of effects on her mind. I'm not sure that the hero power is that interesting tho...
Rewards
I love the "Druid of the..." design and this one had quite unusual options so I'm pretty happy with it. As far a Sylendra goes, I think Dream Cards are underused in Hearthstone so I'll take any opportunity to feature them. It's a cool value tool, if a bit random, so I think the balance is right.
Do you like the theme of this adventure ? What are the cards/bosses that could use a rework ? Which cards should I preview in your opinion ? Tell me what you think !
Very cool! I noticed you kept doing two images of the same card in your spoilers (like you showed Knightmare twice). You don't have to do that, unless your boss deck actually uses it.
Also, what is "Nightmare" in Sylendra's Hero Power? Is the Ysera's Nightmare? If so, you should probably treat it like a custom boss card since it is non-collectible and show it like I did to Penny Pincher in the example post.
Theme is great, seems like most people are going for Warcraft canon-based things, awesome.
You have some grammar errors and other typos, go back and double check.
As for balance: Power Fantasy is rather strong. It will usually be a 3 mana deal 5 damage to a minion, so its better than Shadow Bolt.
Shade Chaser hmmmm. Giving Scavenging Hyena or Tundra Rhino perma-stealth is not fun to play against, at all.
Druid of the Nightmare is pretty weak. 3/3 Poisonous is 3.5 mana, while a 3/3 Lifesteal is 3 mana. (Acolyte of Agony) I'd put this at 3/4.
Sylendra is completely broken. Completely busted.
Do you mean Acolyte of Agony?
Thanks for the great feedback ! Here are the cards I think I'll showcase, reworked/rebalanced cards and cards for futur wings that I started working on. I'll also edit the typo in the Dreaming Adventurer's hero power. Nightmare(s) is(are) indeed the Dream Card Nightmare.
Showcase cards:
This is the lineup I think I'll use for this wing. Knightmare is a solid exemple of a Phantasm card, simple and to the point. Also puns. Power Fantasy is my favorite design of the wing and it's got excellent flavor. Sylendra balances the set nicely, showing that the Emerald Dream and th Dream Cards associated the it are also a big part of this story. This wing starts with Mid/Late game cards but I think the next one will be more aggressive so it's fine.
Reworked/rebalanced cards:
I tried to push the two forms of Druid of the Nightmare apart as much as possible while balancing them a bit better. Sylendra is now more balanced but also good against Fatigue which has good flavor and isn't seen too often in Hearthstone. I'll make sure to include Dream Cards tokens in my submissions but I don't want to put too much in this post. I flip Shade Chaser around completly and I think it's for the best. "Can't attack" is probably the most elegant way to tie game mecanics to the flavor of Power Fantasy. It might seem a little overcosted considering Ancient Watcher but since it's much more flexible i think it's actualy on the strong side.
Futur cards:
Not much to say about those, I'm mostly trying to brainstorm as many ideas as possible. I'd like to give each class a card with Phantasm to really showcase the keyword. I'm growing a little concerned that I don't have many ideas for Mage and Paladin tho...
So yeah I'm quite happy with my work so far, I'll probably post near the end of the week. Until then tell me what you think of my nonsense.
I've been thinking about your first point, and I think the best solution is to have a jerk Human character as the Adventure guide. I have only played WC3, so my initial candidate was Lord Garithos, but he didn't fight in the First War. Can you guys tell me if there was a jerkish Human character in WC1? Other than Medivh, I mean.
Some unrelated comments about your cards:
Celestial Coup d'Etat
"Above the Sky, in the country of the Angels, a great troubles are taking place. After the attack on Dalaran, the people above the skies are now scared of the earthlings, and some began to question the autority of the King Melkhiel. Negociations were inefficient, and an insurgency take a city and claim independance ! Even if the King is open to discussion, the rebels are violent, and determined to destroy the Kingdom of the Skies, and you must stop them !"
This adventure is centered on the Kingdom above the Skies, a realm above Azeroth, and usually not interested by the events on the ground. But with the recent and terrible changes under the cloud the two worlds are now a little closer and the King Melkhiel ask help from everywhere ! In this adventure, you will fight rebellious and violent people from azeroth, but also from the sky, and you will face some of the most powerful flying person ! Fly is a new keyword (intimately linked to my fan class the King), allowing character to bypass Taunt and protect it from damage which are not directly targeting it.
Boss 1 : The Dragon Tamer
First to go in the City, you must take a little elevation ! Fortunatly for you, even if you don't have wings, you can ride a dragon ! Well, if the Dragon tamer let you ride his friends, and you must convince him... With brute strenght, of course.
Decklist :
Minions (18) :
Spells (10) :
Weapons (2) :
Rewards (Class challenge Priest) :
Boss 2 : The Gate Keeper
He has orders, and they are simple, nobody enter and nobody leave the city ! And if you want to save the city, he will be your first serious foe ! Him, and all the guards he has under his command, of course. And they are quite numerous.
And furthermore, to add a little flavour and difficulty, he will begin the fight with the door on his side !
Decklist :
Minions (10) :
Spell (19) :
Weapons (1) :
Rewards (Class challenge Paladin) :
Boss 3 : The Messenger
Who is he ? A mysterious and powerful person, indeed. He came to see who is causing such a mess at the entrance, and he does not like when a plan is foiled by some little nosey parkers !
Decklist :
Minions (16) :
Spell (14) :
Reward :
Reward for your triumph over the Wing :
[center][/center]
I hope that you will find that pleasent ! Of course I put that i the discussion topic because I am unsure that it will be good enough (and I am also unsure of my spelling, I hope that I didn't make to much mistakes x). And I am of course open to suggestion if this is too bad or unbalanced !
My Fan-Class : The King
Hard to tell if your bosses are balanced since they don't have a deck yet. I think the 5 mana Hunter spell is really weak, however.
Furthermore, you have three reward cards, but then a class card under each boss spoiler. What are they for?
Here's my first sketch. Any feedback would be welcome, either regarding balance, flavor or theme.
My biggest concern right now is that I don't have unifying mechanics, in the same way Naxx had Deathrattles and BRM had Dragons. But LoE didn't have, either, so I guess it's not such a big deal.
@Granduroi
Theme looks good so far. Not much to say about story, because that's still only first wing. I can only say that that probably won't be a reason for me to not vote for you. Now to the bosses. First one has too weak Hero Power. You should remember that bosses must be stronger than normal heroes. For example, first boss in Naxxramas, which is one of weakest bosses in all adventures has 2 mana Hero Power that summons 3/1. So, a minion that could cost 1 Mana if it would be a real card. And you shouldn't go below this power level. So, 2 Mana Hero Power should have power of at least 1-mana card. In your case it could be "Give a Dragon +2/+2" or "Give your Dragons +1/+1" or anything you could think of. Second boss looks good, though. As you didn't add token, I assume it's just clear 0/3. That looks good enough if the boss will have enough buffs to get value from them. The last boss, while may look strong at first glance can be easily countered by mirror deck (if i correctly guess that his deck will be about discarding). I wonder if it's Hero Power shouldn't be reduced to 1 or even 0 Mana. But then you could think about f2p players, who not always can build a deck they need. So maybe 1 Mana could be good (they still can use fast decks with card draw). Also, don't forget to make decks for bosses. Now to the cards. Dragon's Ascent looks realy weak. I'd say it's effect is worth at most 2 Mana. Well, fly doesn't look as strong to me as you seem to think. 'Ignores Taunt' part might be good for finish, but I'd compare it with Silence that works only on taunts. The difference is, that instead of all your minions ignoring one minion with taunt, one of your minions ignores all enemy minions with taunt. Ignoring damage part is tricky to balance, but you should remember that most of effects which this will ignore are those which affect many minions, at cost of damage. So, the damage you can dodge with fly aren't so big. Flight Teacher looks better, and I like it's flavour. Still not sure if it's strong enough, but it's not so easy balancing effects that never were in Hearthstone. We don't have team of game testers like Blizzard. Knight of the Void is a different thing, cause we already had similar mechanic in Hearthstone. It was Zavas from Journey to Ungoro. It had much better stats for it's cost, and effect also was way better. There's not enough discard for Warlock for your card to be viable. You might call me crazy, but I'd make it even 7/6. Yes, that's vanilla stats for 6 mana. But, if you'd look at cards from newest expansions, you should recognise that most of them are beyond power of vanilla. Befriend the Beast and Joyful Hippogryph looks balanced. Thibalt however looks kinda strange. It's card for decks with many dragons, which are mostly big minions, but it needs cheap cards for best value. Actually i find it good and interesting. So, most of bad balance looks like coming from being careful. That's not bad, also that's what disscussion topic is made for. And the last thing. How do you want to split the rewards between fights? From what I see it looks like you want a card for each boss, and then three cards at the end, including legendary one. That's not exactly as it should look like. One card for each boss - yes it's good. But, for the final reward should only be legendary card. Then, there are also class challenges. There are 9 across the whole adventure, one per class. The first wing contain 2 class challenges what means two additional fights, with two different of the three bosses you showcased. Decks player use for those challenges are prepared, and always stay the same. For each challenge in the adventure player uses different class. Reward is a card from the same class. And that's all I know so far.
What I don't know is how we need to spread cards of which rarities across the wings. Do we can do that how we want, just to keep total number of cards of each rarity? Or maybe we have to exactly keep how it was in BrM, so the first reward must be a neutral rare, the second must be a class common, and so next, and next? Or maybe it's something between, like we have to keep a total of cards from each rarity and neutrality, so in first wing it would be 3 class commons, 1 neutral rare, 1 class rare, and of course 1 neutral legendary (which is always final reward)? But those are questions to mods.
Edit: Just realised how long is my post. Will put it in spoiler, when I'd have access to computer.
That's been answered in the FAQ :^) Read it!
You have complete freedom with the order of rewards. All you need to do is have the correct number of rarities and correct number of class commons and rares. For example, BRM's very first card is a common neutral. You could do a Priest rare, instead. However, you can only have one Priest rare so you can't make another later on.
Alrighty, first thing's first, Bosses look good to me. I'd put a little bit of a twist on Boss Two, though, since it's pretty much Standard Treant Druid, but with a better Hero Power.
As for your rewards, Overgrowth really scares me. I think it is way too good, seeing as Treant Druid is a decent deck already. Even if you land it on just 1 Treant, that's already making your mana's worth (Half a Blessing of Kings).
Hunting Pack is a little too good, isn't it? You can convert an opponent's wide board into a board full of 2/1's yourself with just 1 mana. And since the cats have Rush, they can help extend the value of this card by themselves. It's potentially a 1 mana Consecration.
Well thank you a lot for your feedbacks ! I have finalized the reward for each fight, and make the changes that you suggest !
Card Changes :
And I also added the decklists in my first post, if you want to check and see if it's not too bad, be my guest !
And to be a little useful myself, may I say that a particularly love the theme of your expansion Klipce !
I also like your first sketch Wailor, it remind my the Witchwood and that's cool !
My Fan-Class : The King
Before anything else, I'd like to said I really like what Wailor and Granduroi have going on. I'll comment on it in more details later but for now I think the themes are good, the bosses are flavorful and the cards are interesting. A few balance changes are all it takes to make it great.
Now onto my own stuff. I've been working on first drafts for the bosses of wing 1 as well as a few more designs for futur cards. I know I might have to change some of the cards I make now later on but I'd rather have a global idea of the cards included in the expansion and the way they are spread. It also gives me more time to fine tune my cards. Without further addue, let's see what I've got !
Boss 1 : Dreaming Adventurer
This guy made the mistake of taking a nap and now he's trapped in a delusion that makes him see everyone as a terrible foe. It's an aggressive but somewhat random opponent who relies on powerful weapons.
Decklist
Minions (13)
Spells (10)
Weapons (7)
Rewards (class chalenge: Warrior)
Boss 2 : Shadows in the Mist
With this boss, you start to see the ones who orchestrate the terror. I want to push Stealth synergy a little bit since it's one of the less used OG keywords and it's the core of this boss' strategy as well.
Decklist
Minions (26)
Spells (4)
Rewards (class challenge: Rogue)
Boss 3 : Sylendra the Sleepless
Watch out kids, that's what happens when you're sleep-deprived ! This druidess has been fighting against slumber for a bit to long and it's starting to effect her mind. Fittingly, her deck's goal is to bring the opponent to Fatigue.
Decklist
Minions (12)
Spells (18)
Rewards :
I'm not sure if Sylendra's current wording is ok or if it should be "Add all THE Dream Cards to you deck".
Tokens :
I'll also include the Dream Cards here :
(Many) Other Cards :
So here is the almost finished Wing 1 of Emerald Dreams and Nightmares. Tell me what you think !
EDIT: Changed the rarity of Power Fantasy to Rare and added a bunch of WIP cards.
Ok, time for my adventure! Not sure about the name, but so far it's Step into Darkness.
It's gonna take place underground, a bit like Dungeon Run, but I'm gonna try to give it different feel. The world shown will probably not be exactly consistent with WoW, starting with the fact that I'm gonna introduce new race (but no tag) - Frogaen (I don't know how it sounds for anybody who use english as common. If that name sounds stupid please let me know). More about them you will get to know in future phases, for now I'd just say it's humanoidal race, which people looks like big frogs on two legs.
Whispers are not only part of story. That's a new Keyword as well. Let's look onto it:
So, if Corruption would be introduced in my adventure instead of being basic, it would read: "Choose a minion. Whispers: Destroy it."
I wonder how many competitors there will be. So far there was 5 who showed any cards. (6 if McF4rtson also takes part). But maybe there are just silent ones who are confident with their sets enough to not take part in discussion.
Yeah I'm curious too. If we have maybe 10ish, that would be a respectable number going forward. We'd keep all 10 entries and tally up the total votes at the end.
I don't know if I will enter. If more entries are needed, then perhaps. CakeEater was thinking of entering too, but I've had no further indication since.
The Treasures of VanCleef
"Tales of wonder, whispers the sea. Tales of plunder, robbery and thieves! Tales about pirates, burly and mean! And among them a Rogue engineer. Leading the Defias, the fearsome VanCleef! But as every reign of terror, condemned to fall. As with every failure, gold left behind. So who's the brave, who'll claim the treasure? Pirates from all nations, will raid Ironclad! But most of them are fated to fail, due to the path being a treacherous trail! Through the Vile Reef you must battle, the Stranglethorn Vale you must survive! And only then the dreaded Deadmines you'll finally find! But be careful, because dead man tell no tales... about the treasures of VanCleef."
Adventure's Main Themes:
The adventure presents the Burst Mechanic, an ability that some minions have that let them make an special action whenever they want... but the catch is, that only once! So find the perfect moment to use a minion's Burst ability!
Don't you hate it when you topdeck a Preparation or a Deadly Shot when your opponent has no minions? With Resourceful cards you won't need to worry again that never! Resourceful cards, a new Treasures of VanCleef's cycle, are cards that will try to do one thing and, if they can't, will do another instead! As a pirate, you need to think fast an improvise! All classes have a Resourceful card, found in the Class Challenges in the adventure!
Bosses:
Ironpatch
As one of the main captains of the bloodsail bucaneers, Ironpatch would like to have a word with you about who gets the treasure! But worry not: if you manage to get away from his unending barrage of pirates and his swifty attacks, he'll reward you with two goblins from his tripulation (even though most likely you'll end this battle with less coins than when you started it!). Treat them well! Also, if you manage to defeat him playing his own game as a fellow Warrior of the sea, he'll honor you with two of his beloved hooks. He truly is a sweetheart on the inside!
Decklist
Minions (16):
Spells (8):
Weapons (6):
Ironpatch has a Pirate Warrior deck, and while he usually relies in his loyal crew he's always happy to strike into the battlefield! Due to him being the archetypical Pirate I wanted him to be the first boss.
Patches
The fearsome Observer came back with a fitting demonic tripulation, and he's as brutal as in his good days! Defeating him will teach you his deadly strategies, and defeat him again as a master of demons to upgrade your tripulation!
Decklist
Minions (24):
Spells (6):
As a demonic being, I thought that giving Patches a Zoolock deck would be a good idea. The Hero power suits his swarm nature. Also, the boss reveals the other Warlock card for the adventure, Soul of the Plunder.
The Dreadwake
Just when you thought the rest of your voyage would be safe, Ironpatch returns, this time piloting the mighty dreadway! Worry not, as long as you keep his minions in bay you can use balistas to pierce his defenses! Defeating the ship you'll be able to adopt some loyal parrots, and Ironpatch will cowardly decide to join your adventure!
Decklist
Minions (26):
Spells (4):
Maybe Ironpatch has lost most of his crew, but the new toys he found in the Dreadwake can pack a punch! He plays a Mech Paladin deck with sticky minions that punish board clears, and a future card of the adventure! He got a Mecha'thun to avoid a tie if both heroes get out of cards, he'll only play it when the requirements are meet. BTW, not sure which version of Loyal Parrot use right now, so feedback on that would be appreciated!
or
Well, so here is what I've done until now. What do you think? I hope it's not too aggro for your taste, the second wing, Stranglethorn will be more Control focused, I promise! Anyway, please let me know if any card is too boring or unbalanced.
What will wait our heroes in Stranglethorn? I've already designed a few cards, here you have if you want to take a look:
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
I quite like your bosses and decklists! The only thing I'd tweak is Sylendra's power. It's a tad strong at 0 mana. That might be good for a Heroic version. I think her normal should cost 1, since Dream Cards are typically around 2 mana cheaper than normal. (Dream is 2 mana less than Sap, Emerald Drake is 2 less than Boulderfist, etc.)
Already making so many cards in preparation! I like it. Be careful not to over-commit though. There may or may not be twists in future wings.
Huh. Now here's an interesting adventure. Frogaen sounds fine to me.
Before anything else, I want to talk about Groag. I think he would be extremely interesting if the player could choose what trouble they wanted. If you played this and got Yummy Mushrooms on an empty board, that'd really suck. You might have to tweak the balance, but I think being able to choose what to do is a lot more creative. A 3/1 could be for tempo. Mushrooms for removal. Bats for anti rez Priest or you have an easy way to clear them.
Some minor issues: "Lose 1 Durability" not "loose". "Watch" not "Whatch". Boss hero powers looks unique, will have to see their decklists though.
Finally, the Prophet of Darkness Priest minion. I'll have to admit... I don't really like it. It just doesn't... add anything to the class. There is just no point to it, I'm sorry. It's just a for-fun card.
Alright, a couple of things. You've a few typos here and there. "Ballista". "Overload: (1)". You lack "Hero Power" on some of your boss hero powers. You need to put it even when it is not a passive hero power. I would also avoid making the hero power so long, as you did in your passive one. I don't know if there are any in-game examples of a hero power being 5 lines, but I don't think there is. Finally, Bloodsail Oppurtunist has the wrong watermark.
Boss Hero Powers look fine to me. I think Ironpatch can be a 3/3 since his effect is quite slow. Loyal Parrot doesn't really make sense. His Burst is basically just a Deathrattle, so it might as well be a Deathrattle.
@whatTheHeck
One question: Can Burst be activated during your opponent's turn? Because if yes, then I'd rather change that.
@MrBurguer
Burst can only be activated on your turn. 'Instant' effects would be to hard to make in Hearthstone imho.
About your cards, all are great, however I'm not sure if Handy Torch is too OP (specially Handy Torch). Maybe make it cost 2-Mana?
@Klipce
Just a small look to you future wings cards, they're mostly great but I think Lingering Soul should be a 4 mana card. Also, maybe Mind Twister is too specific or maybe I don't really understand the card, does it mean you must play this as your first minion or that it gets effects of your first minion? If it's the latter unless you add a lot of new minions to your adventure with effects of your first minion every turn does X thing or cost X less it'll be a pretty niche effect that only affects minions that nearly nobody uses. However, if it's the first one, I think it's a kinda original downside for a minion. Also, don't worry about verdant rake, I think it's good as he is. Keep in mind that he doesn't guarantee you'll get the Dream Card you need so even if near all of them are OP you don't always find a use to something like sleep or nightmare. Heck, Ysera gives one at the end of each turn and have somewhat good stat for a 9-Cost minion. Talking about Ysera, I have mixed feelings about yours. While the effect is pretty original and technically both players get the downside, I'm not sure if it'll be a too boring effect, at least for a Start of Game card. Also, maybe you should make that you need to restrict your deckbuilding like with Genn and Baku or at least make Ysera have less stats. Her having less stats could be flavorful due to her not being in Dragon form.
@McF4rtson
Thanks for the review and for pointing out all my mistakes! Here's a list of the corrected bosses (also changed slightly some Hero Powers and cards):
1st wing: Vile Reef
1st Boss: Ironpatch
2nd boss: Patches
3rd boss: Dreadwake
(Just posted the corrected images. The others are on the above post)
Changed a few fights to make them more enjoyable, now the dreadwake battle is more like a board control fight to obtain the Ballista. Also, still not sure about Loyal Parrot. I wanted him to have Burst, so with this effect you can play it with your hand not empty and if it somehow survives a turn or two activate it. He has somewhat good/vanilla stats so you can play him alone I guess.
Also, here are some possible cards from future wings:
A part of the Classic watermark on some of them (I made them before deciding to use the palmtree) I'm not sure about Hemet Jr for being too confusing and Grim Blacksmith for being near useless, what do you guys think?
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
Okay, I have a few updates of my reward cards.
First of all, I am thinking to change my watermark from Alliance to Portal. I mean, the expansion is about the Alliance invading Draenor, but the later is far more important and it's kinda represented by the Portal logo, so there goes that.
Second and most important, I made changes over two cards that some people found OP: Hunting Pack and Overgrowth.
The Hunting Pack change is quite simple: I just bumped the cost from 1 to 2. I think 2 is too weak, because it requires a lot of setup, but who knows.
About Overgrowth, it kinda changed the design philosophy of the card (and also changed the artwork). I cannot decide how big to make it, though.
Do you like the changes? Which version of Overgrowth do you prefer?
PS: I'm planning to give feedback to everyone, either tonight or tomorrow in the afternoon.