Thank y'all for all the kind comments and constructive criticisms. I'm dumping another batch of cards. This time, it's Murlocs!
Murlocs are a core part of both Warcraft universe and Hearthstone. They are one of this expansion's main focuses, it's pretty self explanatory. To be honest, I didn't quite revolutionize the way Murlocs are played in this expansion. They are the same, small minions, wide boards, but I tried to give them as much variance as possible, as well as incorporating new mechanics on some Murlocs here and there.
CAPTAIN'S JOURNAL: HUNTER
Hunter was probably the wackiest class I did in this project. I tried to do something completely different from a game perspective, Murloc Hunter! Murlocs make sense as hunters, also, it humbly boosts the "menagerie" theme Team 5 tried to create a while back. Together with Paladin, Hunter is a class that has a variety of different tribal builds, Mechs, Beasts, Dragons, and now Murlocs are added to the squad. I tried to keep the power level as high as possible, because it's already an unorthodox build, so to even have a chance at entering the meta, it needs to have a strong baseline. Hope you enjoy it as much as I do!
Note: It works exactly like Magnetic, just a different wording of choice because of flavor.
Deploying Submarine - Concept changed.
Abyssmancer Reze - Changed the card text. Thanks to MrBurger for suggesting this change.
I think Cult Propagandist is fine, because it's strong early game card on a class that generally has weak tempo plays. Sandwasp Queen is a "good" card at best, I think a card reasonably stronger than it can be printed in realistic Blizzard standards.
Rollback Post to RevisionRollBack
Check out my ambitiously horrific custom expansion, Call of the Ocean!
Reef of Growth is absurdly broken. It should have a 1 turn delay and only give you 2 mana crystals instead of 3. Right now the card has the same effect as wild growth with 2 more mana stacked on top of it. Litteraly insane.
Wuz good? Ya boi H.P. Lovecraft is back at it again with more reveals! We're delving deep into the realm of eldritch horrors for the day.
I'm a huge fan of Lovecraftian storytelling, and while WoW is mostly devoid of the core things that make Lovecraftian Horror good, they at least nail the aesthetic. Besides, the deep sea and Lovecraft basically go hand in hand, which is why I had so much fun creating these cards so far. It's not easy to give the vibe of a lurking horror, but I think Submerge is at least a formidable attempt at it.
By the way, I'm trying my best to give responses and make changes according to your reviews of the set, so hmu if you want to help me balance it out. For example, The Eater of Names is a card that I was hesitant when balancing, because it has a very powerful effect but also needs a lot of setup to pull it off, and it could possibly be countered by your opponent. I appreciate the feedback you guys give, so don't hesitate to comment and stuff.
CAPTAIN'S JOURNAL: PRIEST
I attempted to try something different with Priest. Most of Priest's cards revolve around a Tempo-esque archetype that revolves around Creating 2/1 Disciples and do various stuff with them, perhaps immediately using them for board presence or holding on to them for big turns. The Priest is the best and most fitting class to try out the Lovecraftian aesthetic that I'm rambling about in this post. Cult stuff is just a no-brainer in an Old God related expansion like this, and Priest is the perfect match for it!
-Dockside Terror doesn't have Charge in the Keyword pool, it has Rush instead.
Some more clarifications about the mechanics as well as other news:
-Applies for X turns spells can only be activated one at a time, meaning you can't have two of them active a the same time.
-Abyssmancer Reze makes it so you can have regular minions do the Submerge/Resurface. In the case of Battlecry minions, they'll trigger their Battlecries first before you get to make the decision to Submerge, if that's what you aim to do with it.
-Balance changes are made for multiple cards. Check them out to find out!
It's been a couple of days since I last posted to this thread. This is either second or third to last card dump, then I'll move on to this set's adventure, "N'Zoth's Scheme" and post the 50 additional cards that'll be added on top of this set in another thread. Today we have:
ELEMENTALS! LOTS OF WATER ELEMENTALS! (AND...MURLOCS!?)
ON NEPTULON'S MURLEMENTALS:
-The same mentality as Zombeasts, Murlementals are hybrids of a Murloc and an Elemental. Unlike Zombeasts, they don't have a limitation of being 5-Cost or less. You'll be offered gigantic Elementals, and if you choose, let's say, a 9-Cost Elemental, you'll only get 1 or 0-Cost Murlocs as your next choice. They are dual type, so they trigger stuff for both types. Here's an example using the card above and Grimscale Oracle.
CAPTAIN'S JOURNAL: SHAMAN
As you've probably noticed by looking at the rest of the set, especially the class cards, I try to juggle two, three or four archetypes at once with each class. For some, like Hunter, I tried to implement wacky stuff like Murlocs, but for most classes I just expanded upon an existing archetype they already have. For Shaman, those were Elemental, Murloc, Big Spell and Evolve. I really enjoy designing cards that incorporate multiple archetypes, and for Shaman, I did plenty of them. If I ever make another project this big I'd like to focus more on a Totem Shaman though.
Rock bottom protector is incredibly OP. Tbh card with this kind of effect should never exist in PvP, because it's just gamebreaking. This effect was added to game only three times. All in PvE. The best comparison would be The Walking Fort. It was one of cards you could get during Rumble Run from pool of very strong cards. And it was 2/5 for 6 mana. Just one was a threat, unbreakable if opponent didn't have any hard removal or silence. Being able to put two of these in your deck, for any class, with better statline than a card that was designed to be OP, and also with elemental synergy is too much. Maybe make it takes 1 less damage from all sources with better stats or something like that?
Tbh, I had trouble with Warrior. Especially the Pirate package, I had trouble designing unique and interesting stuff. Most of the time I didn't have anything in mind and just went with the card art to design something, which is a bad habit I developed from hoarding too much good art. But the Tortollan guy had me an Eureka moment. What if... Armor + Pirates? I tried to gave it a shot with a measly 2 cards, as you can see, so it's by no means a developed archetype, sadly.
-Feludius received a change.
-Rock Bottom Defender received a change due to being op af, thank you MrBurger for pointing it out!
And here we are, folks, the last reveal that completes this set. I'm happy to present you the remaining cards, and thankful for your comments and all the praise and constructive criticism you guys put out there. Stay tuned for the additional Adventure, "N'Zoth's Scheme", for something special!
THE QUEEN HERSELF!
CAPTAIN'S JOURNAL: WARLOCK
Last of the last, I present you the remaining three Warlock cards. Warlock was pretty straightforward, I had two archetypes in mind, handbuff and discard. So I just did some stuff, the only card that had me almost go creatively bankrupt was Into the Unknown. Still don't know if it's too strong or too weak, didn't try to balance it too much.
That's all, folks! I'll post again in this thread when I eventually open up my other thread about the additional Adventure! 50 MORE CARDS ARE COMING!