Second one in a day! Finding art for this one was a serious task, and I couldn't figure out what to do with cards, but in the end, I decided on a few themes: Big, costly minions designed to counter handlocks, but in design, do not fit a handlock theme. In short, it gives the other classes a fighting chance against handlocks without giving the lock any more potential ammo. Other theme I went with was "madness" and "insanity", cards that have extremely weird and specialized effects like Tactical Mastery or Wild Harmony, yet have a number of uses.
1-Siege of Ulduar
2-Antechamber
3-Keepers of Ulduar
4-Descent Into Madness
Class Cards
Adventure Clear Reward & Heroic Reward
Uncollectibles
Some stuff that came out of my brain while posting this:
Auriaya is a Knife Juggler's worst enemy.
Hodir is the go-to anti-handlock card of this set, hence his high cost and high stats. But overall, fairly difficult to use since most decks don't have more than 2-3 (at most) huge minions with +7 Attack or more.
Yogg-Saron's "Spell-Taunt" means that enemy spells that target minions or heroes have to target him first. With an ordinary Taunt and ridiculous stats along for the ride, he's kind of the ultimate blocker (right from the hand, at least).
A spell mage's biggest headache is stealthed minions, hence Temporal Shift was made just for them!
Wild Harmony may be a bit too costly given the bizarre effect. But on the other hand, if you so choose, you can force them to attack one of their own minions, potentially killing it and doing a bit of damage to the hero.
The Puzzle Box is insane! Mad I tell you! At the end of each turn, your opponent gains control of a random minion of yours and vice versa. The Puzzle Box is not excluded for this, but it doesn't matter who holds it since the effect is the same. It'd be difficult to pull off, but I imagine this thing's effect can be creatively and carefully manipulated.
couple questions: What is decay and what class does that card belong to?
Couple things to point out: Smokescreen is redundant. You're giving your minion stealth AND making it where it can't be targeted. I feel Stealth + Spell immune til the start of your turn would be better.
Tracking From Beyond would give your opponent a card AND do nothing to help you at all? Seems like a Mill card, but even then it's set to hunter? Could explain how that would ever see play?
Zealot Means you have a never ending Sword of Justice, just what we all wanted? Play sword of justice and several minions then do Zealot following turn, continue to play minions and attack face it's all good you have infinite durability.
Yogg needs a draw back or lower stats. Yea i get its supposed to be an amazing card, but as is it's an "I win button." Your opponent can't buff minions with spells, it's turn 10 and they don't have much out when you play it. they could be at 30 and you at 1 life and then that's just plain "I Win"
Clockwork needs some form of balancing. Now you get a 2/3 for 2 and dump the 6 spare parts you were hoarding prior for a +24 health, +6 spare part effects + 2/3 for 10? Seems pretty much easily exploitable. I would say make it a 2/3 for 3 meaning it has a weaker stat line for cost, but it's ability can prove to be insanely good.
Wild Harmony feels like it should be: Give your opponent's hero +4 attack and force it to attack a random minion. Reflecting the wild nature of it. There is no picking targets, so they could hit a 1/1 or an 12/12 Deathwing just the same.
Hodir's Effect is difficult to pull off, but balancing wise i would say make it something like an 7 / 9. So that it is Possible to kill it without it being a pure: "Oh you have 7 weak minions on board HERE you have to kill this with everything card"
I feel like the High Health High Attack cards need to be brought down a little with their stat lines since they all have amazing effects. It's hard to justify having such great stats AND having amazing abilities when most cards at that range have 7-8 attack and health. You'd argue well you spend your whole turn to play them...which isn't necessarily true. Druid would Innvervate them out. Mage might get them from portal. Imagine that getting a turn 7 10/10 with spell taunt from portal THEN following up with other big cards.
Needless to say. I really like the cards and their designs. I feel a bit of balancing would be required. I also feel that they would drastically change the meta. I mean, now you could turn 2 BGHs and 2 Poly/hex/Shadow:Death as your big removal cards, and have no where near enough to deal with them. Between alex, Rag, Boom, KT, and them. You would start expecting a concede by turn 10. the only deck i can see having enough removal would be Mage or Priest and that's with 2 BGHS, 2 Polys/Deaths, and 2 Duplicates/Echo or 2 Mind controls.
Now i could be completely wrong and the meta could look at them and simply say: "well, it's time to make my aggro deck EVEN faster."
Rollback Post to RevisionRollBack
Doctor Who? Dr. Boom. Timelord and Friend of All Daleks(Boom Bot).
-Decay is for DK's. -Well, I certainly derp'd on Smokescreen and the Puzzle-Box. Puzzle-Box will be fixed and Smokescreen will be removed entirely. I stopped playing rogue almost a year ago, and it just left me that Stealth affects spells as well. Although, regarding the puzzle box...the secondary effect STILL has a use if the box were to ever lose its Stealth (through a defender of argus, for example). -Tracking from Beyond lets you look at the top three cards of your opponent's deck, and essentially give them the most situationally useless one. So yeah, they do get a card - but of your own choice, in a way. Let's say you're on your last legs against a frost mage, so you give them Mirror Image instead of a, say, Pyroblast - this is one of those cards that could potentially save you. -Zealot's effect works for the enemy as well. And keep in mind his effect isn't "your weapon doesn't lose durability", it's "they don't run out of durability" meaning the durability will keep dropping but will stop at 1. All the same, he's damned weak for his high cost, so he was designed purely to get a tiny boost out of your weapon's use. It's not as impressive as you think. -Yogg's a 10-mana guy. When was the last time you played a game and someone plunked down a 9-10 mana minion, and was a real headache (that didn't have to do with a lack of a draw)? Each and every class has several ways of dealing with big guys like him, and then there's neutrals like Big Game Hunter and Black Knight. He's big and scary, and in that way, is something of a sub-hero since his entire design is that you have to deal with him first. Besides...like you said, he's an Old God. He's obligated to be overpowered. :) It's just Hearthstone has a very different way of looking at what constitutes overpowered. Big guys like him are just speed bumps. -I thought about the randomness of Wild Harmony! But that would make its 4-cost a little too high considering it requires the board to be mostly filled with enemy minions. Let's see what others think on it. :) But I do like that. Did! It was my original intention anyway. -Nerfing the Champions of Hodir would make Hodir next to useless against handlocks, since the whole idea behind him was to counter really big minions. I mean, remember Yogg-Saron up there? You really liked him. Hodir's effect can make mince-meat out of Yogg in a single turn. Of course, it's all very situational! So yes, his effect is hard to pull off - as intended. >:3
Anyway, thanks for the feedback! I may have contested some of you constructive criticism, but I still like it all the same! :)
Second one in a day! Finding art for this one was a serious task, and I couldn't figure out what to do with cards, but in the end, I decided on a few themes: Big, costly minions designed to counter handlocks, but in design, do not fit a handlock theme. In short, it gives the other classes a fighting chance against handlocks without giving the lock any more potential ammo. Other theme I went with was "madness" and "insanity", cards that have extremely weird and specialized effects like Tactical Mastery or Wild Harmony, yet have a number of uses.
1-Siege of Ulduar
2-Antechamber
3-Keepers of Ulduar
4-Descent Into Madness
Class Cards
Adventure Clear Reward & Heroic Reward
Uncollectibles
Some stuff that came out of my brain while posting this:
couple questions:
What is decay and what class does that card belong to?
Couple things to point out:
Smokescreen is redundant. You're giving your minion stealth AND making it where it can't be targeted. I feel Stealth + Spell immune til the start of your turn would be better.
Tracking From Beyond would give your opponent a card AND do nothing to help you at all? Seems like a Mill card, but even then it's set to hunter? Could explain how that would ever see play?
Zealot Means you have a never ending Sword of Justice, just what we all wanted? Play sword of justice and several minions then do Zealot following turn, continue to play minions and attack face it's all good you have infinite durability.
Yogg needs a draw back or lower stats. Yea i get its supposed to be an amazing card, but as is it's an "I win button." Your opponent can't buff minions with spells, it's turn 10 and they don't have much out when you play it. they could be at 30 and you at 1 life and then that's just plain "I Win"
Clockwork needs some form of balancing. Now you get a 2/3 for 2 and dump the 6 spare parts you were hoarding prior for a +24 health, +6 spare part effects + 2/3 for 10? Seems pretty much easily exploitable. I would say make it a 2/3 for 3 meaning it has a weaker stat line for cost, but it's ability can prove to be insanely good.
Wild Harmony feels like it should be: Give your opponent's hero +4 attack and force it to attack a random minion. Reflecting the wild nature of it. There is no picking targets, so they could hit a 1/1 or an 12/12 Deathwing just the same.
Hodir's Effect is difficult to pull off, but balancing wise i would say make it something like an 7 / 9. So that it is Possible to kill it without it being a pure: "Oh you have 7 weak minions on board HERE you have to kill this with everything card"
I feel like the High Health High Attack cards need to be brought down a little with their stat lines since they all have amazing effects. It's hard to justify having such great stats AND having amazing abilities when most cards at that range have 7-8 attack and health. You'd argue well you spend your whole turn to play them...which isn't necessarily true. Druid would Innvervate them out. Mage might get them from portal. Imagine that getting a turn 7 10/10 with spell taunt from portal THEN following up with other big cards.
Needless to say. I really like the cards and their designs. I feel a bit of balancing would be required. I also feel that they would drastically change the meta. I mean, now you could turn 2 BGHs and 2 Poly/hex/Shadow:Death as your big removal cards, and have no where near enough to deal with them. Between alex, Rag, Boom, KT, and them. You would start expecting a concede by turn 10. the only deck i can see having enough removal would be Mage or Priest and that's with 2 BGHS, 2 Polys/Deaths, and 2 Duplicates/Echo or 2 Mind controls.
Now i could be completely wrong and the meta could look at them and simply say: "well, it's time to make my aggro deck EVEN faster."
Doctor Who? Dr. Boom. Timelord and Friend of All Daleks(Boom Bot).
-Decay is for DK's.
-Well, I certainly derp'd on Smokescreen and the Puzzle-Box. Puzzle-Box will be fixed and Smokescreen will be removed entirely. I stopped playing rogue almost a year ago, and it just left me that Stealth affects spells as well. Although, regarding the puzzle box...the secondary effect STILL has a use if the box were to ever lose its Stealth (through a defender of argus, for example).
-Tracking from Beyond lets you look at the top three cards of your opponent's deck, and essentially give them the most situationally useless one. So yeah, they do get a card - but of your own choice, in a way. Let's say you're on your last legs against a frost mage, so you give them Mirror Image instead of a, say, Pyroblast - this is one of those cards that could potentially save you.
-Zealot's effect works for the enemy as well. And keep in mind his effect isn't "your weapon doesn't lose durability", it's "they don't run out of durability" meaning the durability will keep dropping but will stop at 1. All the same, he's damned weak for his high cost, so he was designed purely to get a tiny boost out of your weapon's use. It's not as impressive as you think.
-Yogg's a 10-mana guy. When was the last time you played a game and someone plunked down a 9-10 mana minion, and was a real headache (that didn't have to do with a lack of a draw)? Each and every class has several ways of dealing with big guys like him, and then there's neutrals like Big Game Hunter and Black Knight. He's big and scary, and in that way, is something of a sub-hero since his entire design is that you have to deal with him first. Besides...like you said, he's an Old God. He's obligated to be overpowered. :) It's just Hearthstone has a very different way of looking at what constitutes overpowered. Big guys like him are just speed bumps.
-I thought about the randomness of Wild Harmony! But that would make its 4-cost a little too high considering it requires the board to be mostly filled with enemy minions. Let's see what others think on it. :) But I do like that. Did! It was my original intention anyway.
-Nerfing the Champions of Hodir would make Hodir next to useless against handlocks, since the whole idea behind him was to counter really big minions. I mean, remember Yogg-Saron up there? You really liked him. Hodir's effect can make mince-meat out of Yogg in a single turn. Of course, it's all very situational! So yes, his effect is hard to pull off - as intended. >:3
Anyway, thanks for the feedback! I may have contested some of you constructive criticism, but I still like it all the same! :)