Hello, some of you might be familiar with my Custom Card Workshop and this thread is quite similar, except here the cards are bound by a theme, I might bring up some new keywords/card mechanics and there will be a layout for these cards as in everyone gets a 1 drop! or filling out missing mana slots from the current game. (Mage 5 drops anyone?) There will be more explanation behind the cards and they will be more carefully thought instead of just brainstorming. Every class will have 6 cards, three rare, two epics and one legendary.
Clarification for the lore of the expansion: This is going back to Outland in the current timeline, not when the Dark Portal originally opened, or during the Burning Crusade. The factions of Azeroth are contesting the lands of Outland for their value.
Adding new mechanics:
Thus far there is only one new mechanic, which is spells extending their effect further than your turn, without interaction with minions. How this will work is that there will be an effect on your hero, to indicate what will happen if a specific action is done. For example on Lightning Shield, there could be a lightning ball circling your hero, and if your hero is hovered over, you will be able to read the card text of Lightning Shield. Thus far the only cards which use this mechanic are Lightning Shield and Spell Reflection.
Mage cards:
Highborne Conjurer: The idea of this card is to be the equivalent of mana wyrm, but for board clearing purposes. Taunting her up is a really good way to stall the game. This card is a perfect fit for a minion heavy control mage, this archetype does exist, but is fairly weak and strict about card choices.
Lorewise Highborne are the Kal'dorei (Night elf) mages, who were just recently accepted back at their ilk, after being banished since Azhara's downfall. Not the perfect fit by flavor, but it is something rather new and unexplored.
Draenei Sorceress:The long lost 5 drop for mages, possibly one of the strongest taunts in the game, considering the deathrattle. The small twist in this card is that if you trade this minion, lets say into a Sylvanas Windrunner, Dragon's Breath will cost 3.
Lorewise Draenei Sorceress is quite standard, just another spellflinger of a different race.
Alter Time:Don't be fooled, this is a pure tempo tool. Imagine coining out a Sorcerous Apprentice, just so it gets killed right away. Turn two you could play a Mana Wyrm and Alter Time to get your Apprentice back.
Voren'thal The Seer:A solid 5 mana class legendary for mages. It comes with a potentially devastating Freeze effect, which lasts as long as Voren'thal is alive/not silenced. As of now the card might be a tad underwhelming, but the synergy with ice lance should be quite effective. Originally was supposed to have him also have a deathrattle to silence the targeted minion but the text got way too cluttered.
Lore: Voren'thal is the leader of the Scryers faction is Shattrath and before that time was a very prominent mage, who defected Kael'thas.
Dalaran Frostmage: Huge value to be gained from this card, a 4 mana 5/6 does not sound too bad, does it? I might argue this is stronger than Hungry Dragon, as mage has so many tools to create a freeze effect, and quite often, the effect isn't even needed. Also, in some rare cases the Freeze removing part can be quite beneficial.
Lore: I just had to include Dalaran into this, the floating mage city is too important for it to not have any influence in these matters.
Icy Veins: The traditional frost mage damage cooldown from WoW. Works similarly here, either you can buff a minion and wait the tempo loss, or you can combo it with Dalaran Frostmage for immense value.
Paladin Cards:
Protector of the Light:A decent 1 drop for paladings, expanding on the divine shield palading archetype.
Lore: This card is supposed to be a vague priestlike paladin character, not affiliated to a certain faction specifically.
Silver Hand Commander: The purpose of this card is to enforce divine shield paladin archetype, they lack strong drops, and this card is playable even with its downside.
Lore: Order of the Silver Hand is the original paladin order, led by Uther Lightbringer.
Lady Liadrin: Essentially a Dr. Boom for paladins. This was a really tough one to balance as the tokens should be slightly better than Boom's, but yet without her becoming the strongest card in the game. As a solution they have a delayed effect.
Lore: Liadrin was one of the first Blood Knights, blood elf paladins, and after a shocking reveal they joined forces with the Shattrath to form Shattered Sun Offensive to thwart Kael'Thas the Sunstrider's plans.
Exorcism: A hard removal for paladins, which also does some face damage if you get the maximum out of it.
Silver Hand Captain: A reverse Quartermaster. This guy gets buffed when you summon a token.
Lore: Order of the Silver Hand lives on strong and has a great deal of its paladins included in this battle for Outland.
Divine Protection: A lingering effect spell with a chance of gaining great value, although being a tempo loss.
Shaman Cards:
Exodar Defender: A strong 1 drop for shamans which thematically fits them. With the addition of Lava Shock this card's value is increased also, as you can get a fairly sturdy body later in the game for one mana, without the negative drawback of Zombie Chow.
Lore: Exodar is the draenei's capital city/landed spacecraft on Azeroth, and draenei are of course involved in regaining their own homeland.
Earthen Ring Primalist: A new card drawing card for shamans, although it has competition in its mana slot and turn 5 is quite often overloaded, shaman desperately needs more draw.
Lore: Earthen Ring is a faction of shamans working for the greater good regardless of their political faction. As Outland is the home of the first draenei shamans, and the orc culture is heavily tied into shamanism, including the Earthen Ring into the mix seems quite logical.
Cleanse Spirit: I felt like Earthen Ring Primalist was not enough to address Shaman's problems with card draw, as it is yet a horrible topdeck. Instead I gave them a really powerful drawing spell. In hindsight, some overload could have been applied, but it might not be that awesome. Cult Master has a similar effect and the effect itself costs 1.5 mana for a neutral, which comes with a body, so I guess two mana should be still valid.
Farseer Nobundo: A solid 5-cost legendary for shamans, it has the potential to summon Flametongue Totem [/card]and [card]Mana Tide Totem in addition to the hero power totems.
Lore: Farseer Nobundo was the first broken draenei shaman on Outland, and is a fairly big character in there.
Lightning Shield: A spell to protect your hero for a turn, with a retaliatory AoE which also damages the enemy. The mana cost is equivalent to Ice Block, as 99% of the time, it will work like a one turn immunity.
Bound Air Elemental: A decent 7 drop which enables not one but two cards which have not been used much lately, well, forked lightning has never been used.
Lore: Usually elementals are bound by some darker forces with no respect towards the elements (Twilight Cultists, dark shamans most notably.), and when Thrall plays this card, his intention is to unbind the elemental.
Hunter Cards:
Mounted Beasthandler: It was hard to decide which slot hunters need a card for after making a 7-drop for them already, so I decided to do another 4 drop as there usually are several 4 drops in a single deck. I think the card is solid and gives a card which does not see too much play, and has good synergy with beasts.
Lore: Another fairly standard unit, these beastmasters are the cavalry of the hunter class.
Orcish Sharpshooter: Hunter equivalent for Ancient of Lore, giving them some desired card draw to steer them away from the face hunter overdose.
Lore: A very standard Horde unit, not much to expand on.
Volley: Proper board clear for hunters, nothing extraordinary.
Spectral Longbow: A more control oriented weapon for hunters, maybe slightly undercosted, but it can't be too expensive as otherwise it would be unplayable.
Ice Trap: I hope people won't mix this with the Freezing Trap which is already in the game. Ice Trap is taken directly from World of Warcraft, and acts as a frost nova effect for hunters.
Daughter of Tusker: A solid drop for Hunters which addresses both issues of mitigation and card draw hunters have if played more defensively.
Lore: Tusker is the mighty Elekk beast from Nagrand, sought by Nesingwary. And this is her offspring, even greater than the fabled white Elekk.
Warlock Cards:
Fel Imp: A 4 drop demon to further bolster the demon synergy in warlock, it might make few demons playable, though I am a bit afraid of the doomguard synergy, as doomguard is a really strong minion already.
Lore: Fel imps are quite often seen in Outland, more so than Azeroth. During the green fire questline it is revealed that warlocks learned how to summon Fel imps in Outland, so I guess he fits the theme perfectly.
Darkspear Shadowcaster: A solid 5 drop for demonlocks, making them more durable and less zoo-ey.
Lore: As Vol'jin is the current Warchief of the Horde, it is quite self-explanatory his native troops are involved.
Soulstone: An iconic spell from World of Warcraft. Very similar to the shaman Ancestral Spirit, the difference being that you have to play this yourself, and you benefit from the battlecry.
Gan'arg Engineer: A tool for mech warlocks, also strong in a deck without the mech theme.
Lore: Gan'args are minor demons which assist the Legion in building their war machines, like Fel Reavers and Fel Cannons. Even if the Legion was defeated in Outland, surely few remain.
Jubeka Shadowbreaker: A fairly situational card as you don't have the power to control her on draw effect, and her battlecry grants you a card which requires a demon to work. But, with a baseline stats of 8/8 for 8, I guess she could be playable as a wild card.
Lore: Partnered up with Kanrethad Ebonlocke as a duo of the Council of the Black Harvest, ventured to Outland where Kanrethad got overly powerhungry, turned into a demon and destroyed. Now she remains in Outland to guard Kanrethad's body.
Drain Soul: A potent silence spell for warlocks. Quite effective usually as Piloted Shredder is a very common card, and can really turn the tide against the like of Tirion Fordring or Sylvanas Windrunner. The low mana cost is because silence is a base cost 0 as a class specific. A copy effect is worth 2 mana neutral if we compare to a Faceless Manipulator. Although this is a bad comparison, but there isn't anything like this card in the game as of now and that is the closest we have got.
Druid Cards:
Sporebat: Solid 1-drop for druids with some Beast synergy. The +2 Attack may be slightly OP, but I would justify it being +2 instead of +1 as 1 damage most likely isn't going to kill anything.
Lore: Sporebats are native to Outland/Draenor, and Cenarion Circle has/had a huge operation going on in the Zangarmarsh which is the homeland of these creatures.
Cenarion Naturalist: This card is to make Naturalize more playable in other than mill decks, and druids don't have a solid 3-drop yet.
Lore: Considering the Cenarion Circle influence on Outland, it is quite logical that they are taking part to this new conquest.
Bloody Talons: Grants a minion a buff to buff your hero at the start of each turn. Buffception.
Ysiel Windsinger: A quite an interesting card for druids, 4 drops are always welcome and druids don't really have their own, so now they get a strong one of. Vulnerable to silence, but can be quite a powerhouse if left alone.
Lore: Ysiel Windsinger is the leader of Cenarion Expedition in Zangarmarsh, a very powerful druid in her own right.
Rejuvenation: A staggered healing effect. More value than in Healing Touch, but less instant healing to take you out of kill range.
Ancient Protector: A solid 6-drop for druids with either a Sunfury Protector effect, or some extra healing.
Lore: Only few ancients remain in Outland, most of them working with the Cenarion Expedition, or residing in Blade's Edge Mountains.
Priest Cards:
Lightmender: This card just adds healing to the priest arsenal, but it can only be used on minions. Nothing special, just a solid 5 drop which most likely wouldn't see play due to the amount of good 5 mana cards. (Loatheb says hi!)
Lore: To be blunt, this guy is nothing more than a priest with a fancy nickname. It is quite obvious that the Alliance would bring their healers with them on their Outland expedition.
Bilgewater Priestess: A strong 6-drop for priests, most likely a one of, as 6 slot has so many good legendaries. Turns Anduin's Hero Power into an AoE heal, which is solid with synergy with Lightwarden and Northshire Cleric.
Lore: Goblins are fairly new for Horde, and even though we just had a Goblins VS Gnomes expansion, you can never have enough of goblins.
Vampiric Embrace: Priest equivalent for Soul of the Forest. Should have some quite neat synergy with Lightwarden and Shadowboxer.
Mind Flay: A decent spell to deal damage to the enemy hero, while trading with your minions, has the potential to do 28 damage without spell power, though that kinda stuff only happens in Trolden's videos. On average it would be something along the lines of 6-8 damage when used right, but in some cases it might be extremely powerful, and at times nearly a dead card.
High Priestess Ishanah: A solid 7-mana legendary for priests which provides card advantage. Unlike Thoughtsteal this effect creates two entirely random cards of your opponent's class. You could get stuff like weapons or legendaries your opponent doesn't even own.
Lore: Ishanah is the leader of the Aldor faction in Shattrath, the counterpart to Voren'thal's Scryers.
Anvilmar Cleric: One of the lingering effect cards I have made for this expansion. Even though this minion dies, the next minion you summon will get the +2 Attack.
Lore: Felt like dwarves were underpresented in this expansion so I introduced a new one! Anvilmar is the starting zone of dwarves in World of Warcraft, and resides quite near Ironforge - the dwarven capital.
Rogue Cards:
Sin'dorei Ambusher: A 1-drop for rogues which were lacking one. Example: Turn 1 Sin'dorei Ambusher, turn 2 hero power, turn 3 SI:7 agent, and you still get the combo from him.
Lore: Sin'dorei means blood elf on their own tongue. Blood elves had a big presence on Outland during Burning Crusade, so it is fairly logical to see their rogues amongst Horde's ranks.
Gnomeregan Scout: A solid 4-drop for rogues, which can work as a target to buffs, and grants you access to Vanish, a card which does not really see play outside of mill decks.
Lore: Gnomes make ideal rogues because they are so small and hard to see, right?
Slice and Dice: Even though this concept barely resembles the World of Warcraft spell, this idea seems quite fun. Imagine turn 3 Hero Power + Prep/Tinker, into t4 with 2x Slice and Dice? Or playing with some heavier weapons which don't really see use like Assasin's Blade.
Continuum Blade: An Outlandish weapon for rogues. A nice tool for a more control, oriented rogue decks, perhaps has a place in tempo decks also. It can provide some really nice Blade Flurry combos if used with Deadly Poison.
Maiev Shadowsong: A strong late game legendary for rogues, note that the effect wont activate if she is killed by BGH as battlecries trigger before the minion hits the board.
Lore: Maiev Shadowsong was the jailor of Illidan Stormrage and made it her life's purpose to capture him after he escaped. Not much is known of her recent movements, except that she has slightly lost her mind as she has no goal in life anymore. It is safe to speculate she resides in Outland doing something related to Illidan's actions.
Wound Poison: A powerful removal tool for rogues. Similar in fashion to Deadly Poison (Honestly that name would be so much better for this :/ ) as it buffs your weapon. This spell was a tough one to balance as on minions it costs 1 mana, but as you put it on a weapon, you can consider it as a charge minion - so 2 mana. On average you will benefit from this twice. (Blade Flurry is a separate spell and wont activate this.) That would make it 4 mana, and when we take away the class discount, we get to the end result - 3 mana.
Warrior Cards:
Sen'jin Skullbasher: An attempt to make an aggro warrior card. Though in reality I doubt this would not be played on curve.
Lore: Sen'jin is the hometown of the current warchief Vol'jin. And I think I already mentioned, it is safe to assume his personal troops are on the Outland expedition also.
Mulgore Shieldbearer: A solid 4-drop for warriors, which toy around the enrage mechanics. Small note: The battlecry does not deal damage to the minions, only activates enrages. Cards like Grim Patron and Gurubashi Berserker wont work with this as they don't really have enrages.
Lore: I made this card a tauren to promote more race diversity amongst the cards. Mulgore is the Homeland of the nomadic Tauren, a land they finally settled themselves in.
Spell Reflection: A decent spell for warriors, this card could just as well be a secret, but warriors don't do secrets.
Kor'kron Infantry: A 1-drop for a more aggressive warrior type, though I guess it would be a great 1 drop for any warrior deck. I justify the 2/2 stats since dealing 1 damage to your own minion can't be really considered a positive thing, even though it is for warriors.
Lore: Kor'kron Guard is the Warchief's personal guard. Not a wonder if Vol'jin would send them along, as they are also one of the best fighters the Horde has to offer.
Weapon Mastery: Warriors need more weapon synergy! if nothing less, this card works as a way for on demand Gorehowl to cull the early game of your opponent.
Danath Trollbane: A legendary for Armor synergy. An extremely simple card which you can play for really cheap in the right circumstances. For example t8 Shield Block + Danath Trollbane.
Lore: Danath is a merited commander in charge of the Honor Hold, a bastion for the Alliance in Hellfire Peninsula.
Here is my idea for a nice solid Mage 5 drop. This is almost identical to Dragon Consort with its effect and stats and it compliments Mage nicely. You can The Coin this minion out on turn 4 then play Flamestrike on turn 5 for a nice board clear.
Conquering Outland
Hello, some of you might be familiar with my Custom Card Workshop and this thread is quite similar, except here the cards are bound by a theme, I might bring up some new keywords/card mechanics and there will be a layout for these cards as in everyone gets a 1 drop! or filling out missing mana slots from the current game. (Mage 5 drops anyone?) There will be more explanation behind the cards and they will be more carefully thought instead of just brainstorming. Every class will have 6 cards, three rare, two epics and one legendary.
Clarification for the lore of the expansion: This is going back to Outland in the current timeline, not when the Dark Portal originally opened, or during the Burning Crusade. The factions of Azeroth are contesting the lands of Outland for their value.
Adding new mechanics:
Thus far there is only one new mechanic, which is spells extending their effect further than your turn, without interaction with minions. How this will work is that there will be an effect on your hero, to indicate what will happen if a specific action is done. For example on Lightning Shield, there could be a lightning ball circling your hero, and if your hero is hovered over, you will be able to read the card text of Lightning Shield. Thus far the only cards which use this mechanic are Lightning Shield and Spell Reflection.
Mage cards:
Highborne Conjurer: The idea of this card is to be the equivalent of mana wyrm, but for board clearing purposes. Taunting her up is a really good way to stall the game. This card is a perfect fit for a minion heavy control mage, this archetype does exist, but is fairly weak and strict about card choices.
Lorewise Highborne are the Kal'dorei (Night elf) mages, who were just recently accepted back at their ilk, after being banished since Azhara's downfall. Not the perfect fit by flavor, but it is something rather new and unexplored.
Draenei Sorceress: The long lost 5 drop for mages, possibly one of the strongest taunts in the game, considering the deathrattle. The small twist in this card is that if you trade this minion, lets say into a Sylvanas Windrunner, Dragon's Breath will cost 3.
Lorewise Draenei Sorceress is quite standard, just another spellflinger of a different race.
Alter Time: Don't be fooled, this is a pure tempo tool. Imagine coining out a Sorcerous Apprentice, just so it gets killed right away. Turn two you could play a Mana Wyrm and Alter Time to get your Apprentice back.
Voren'thal The Seer: A solid 5 mana class legendary for mages. It comes with a potentially devastating Freeze effect, which lasts as long as Voren'thal is alive/not silenced. As of now the card might be a tad underwhelming, but the synergy with ice lance should be quite effective. Originally was supposed to have him also have a deathrattle to silence the targeted minion but the text got way too cluttered.
Lore: Voren'thal is the leader of the Scryers faction is Shattrath and before that time was a very prominent mage, who defected Kael'thas.
Dalaran Frostmage: Huge value to be gained from this card, a 4 mana 5/6 does not sound too bad, does it? I might argue this is stronger than Hungry Dragon, as mage has so many tools to create a freeze effect, and quite often, the effect isn't even needed. Also, in some rare cases the Freeze removing part can be quite beneficial.
Lore: I just had to include Dalaran into this, the floating mage city is too important for it to not have any influence in these matters.
Icy Veins: The traditional frost mage damage cooldown from WoW. Works similarly here, either you can buff a minion and wait the tempo loss, or you can combo it with Dalaran Frostmage for immense value.
Paladin Cards:
Protector of the Light: A decent 1 drop for paladings, expanding on the divine shield palading archetype.
Lore: This card is supposed to be a vague priestlike paladin character, not affiliated to a certain faction specifically.
Silver Hand Commander: The purpose of this card is to enforce divine shield paladin archetype, they lack strong drops, and this card is playable even with its downside.
Lore: Order of the Silver Hand is the original paladin order, led by Uther Lightbringer.
Lady Liadrin: Essentially a Dr. Boom for paladins. This was a really tough one to balance as the tokens should be slightly better than Boom's, but yet without her becoming the strongest card in the game. As a solution they have a delayed effect.
Lore: Liadrin was one of the first Blood Knights, blood elf paladins, and after a shocking reveal they joined forces with the Shattrath to form Shattered Sun Offensive to thwart Kael'Thas the Sunstrider's plans.
Exorcism: A hard removal for paladins, which also does some face damage if you get the maximum out of it.
Silver Hand Captain: A reverse Quartermaster. This guy gets buffed when you summon a token.
Lore: Order of the Silver Hand lives on strong and has a great deal of its paladins included in this battle for Outland.
Divine Protection: A lingering effect spell with a chance of gaining great value, although being a tempo loss.
Shaman Cards:
Exodar Defender: A strong 1 drop for shamans which thematically fits them. With the addition of Lava Shock this card's value is increased also, as you can get a fairly sturdy body later in the game for one mana, without the negative drawback of Zombie Chow.
Lore: Exodar is the draenei's capital city/landed spacecraft on Azeroth, and draenei are of course involved in regaining their own homeland.
Earthen Ring Primalist: A new card drawing card for shamans, although it has competition in its mana slot and turn 5 is quite often overloaded, shaman desperately needs more draw.
Lore: Earthen Ring is a faction of shamans working for the greater good regardless of their political faction. As Outland is the home of the first draenei shamans, and the orc culture is heavily tied into shamanism, including the Earthen Ring into the mix seems quite logical.
Cleanse Spirit: I felt like Earthen Ring Primalist was not enough to address Shaman's problems with card draw, as it is yet a horrible topdeck. Instead I gave them a really powerful drawing spell. In hindsight, some overload could have been applied, but it might not be that awesome. Cult Master has a similar effect and the effect itself costs 1.5 mana for a neutral, which comes with a body, so I guess two mana should be still valid.
Farseer Nobundo: A solid 5-cost legendary for shamans, it has the potential to summon Flametongue Totem [/card]and [card]Mana Tide Totem in addition to the hero power totems.
Lore: Farseer Nobundo was the first broken draenei shaman on Outland, and is a fairly big character in there.
Lightning Shield: A spell to protect your hero for a turn, with a retaliatory AoE which also damages the enemy. The mana cost is equivalent to Ice Block, as 99% of the time, it will work like a one turn immunity.
Bound Air Elemental: A decent 7 drop which enables not one but two cards which have not been used much lately, well, forked lightning has never been used.
Lore: Usually elementals are bound by some darker forces with no respect towards the elements (Twilight Cultists, dark shamans most notably.), and when Thrall plays this card, his intention is to unbind the elemental.
Hunter Cards:
Mounted Beasthandler: It was hard to decide which slot hunters need a card for after making a 7-drop for them already, so I decided to do another 4 drop as there usually are several 4 drops in a single deck. I think the card is solid and gives a card which does not see too much play, and has good synergy with beasts.
Lore: Another fairly standard unit, these beastmasters are the cavalry of the hunter class.
Orcish Sharpshooter: Hunter equivalent for Ancient of Lore, giving them some desired card draw to steer them away from the face hunter overdose.
Lore: A very standard Horde unit, not much to expand on.
Volley: Proper board clear for hunters, nothing extraordinary.
Spectral Longbow: A more control oriented weapon for hunters, maybe slightly undercosted, but it can't be too expensive as otherwise it would be unplayable.
Ice Trap: I hope people won't mix this with the Freezing Trap which is already in the game. Ice Trap is taken directly from World of Warcraft, and acts as a frost nova effect for hunters.
Daughter of Tusker: A solid drop for Hunters which addresses both issues of mitigation and card draw hunters have if played more defensively.
Lore: Tusker is the mighty Elekk beast from Nagrand, sought by Nesingwary. And this is her offspring, even greater than the fabled white Elekk.
Warlock Cards:
Fel Imp: A 4 drop demon to further bolster the demon synergy in warlock, it might make few demons playable, though I am a bit afraid of the doomguard synergy, as doomguard is a really strong minion already.
Lore: Fel imps are quite often seen in Outland, more so than Azeroth. During the green fire questline it is revealed that warlocks learned how to summon Fel imps in Outland, so I guess he fits the theme perfectly.
Darkspear Shadowcaster: A solid 5 drop for demonlocks, making them more durable and less zoo-ey.
Lore: As Vol'jin is the current Warchief of the Horde, it is quite self-explanatory his native troops are involved.
Soulstone: An iconic spell from World of Warcraft. Very similar to the shaman Ancestral Spirit, the difference being that you have to play this yourself, and you benefit from the battlecry.
Gan'arg Engineer: A tool for mech warlocks, also strong in a deck without the mech theme.
Lore: Gan'args are minor demons which assist the Legion in building their war machines, like Fel Reavers and Fel Cannons. Even if the Legion was defeated in Outland, surely few remain.
Jubeka Shadowbreaker: A fairly situational card as you don't have the power to control her on draw effect, and her battlecry grants you a card which requires a demon to work. But, with a baseline stats of 8/8 for 8, I guess she could be playable as a wild card.
Lore: Partnered up with Kanrethad Ebonlocke as a duo of the Council of the Black Harvest, ventured to Outland where Kanrethad got overly powerhungry, turned into a demon and destroyed. Now she remains in Outland to guard Kanrethad's body.
Drain Soul: A potent silence spell for warlocks. Quite effective usually as Piloted Shredder is a very common card, and can really turn the tide against the like of Tirion Fordring or Sylvanas Windrunner. The low mana cost is because silence is a base cost 0 as a class specific. A copy effect is worth 2 mana neutral if we compare to a Faceless Manipulator. Although this is a bad comparison, but there isn't anything like this card in the game as of now and that is the closest we have got.
Druid Cards:
Sporebat: Solid 1-drop for druids with some Beast synergy. The +2 Attack may be slightly OP, but I would justify it being +2 instead of +1 as 1 damage most likely isn't going to kill anything.
Lore: Sporebats are native to Outland/Draenor, and Cenarion Circle has/had a huge operation going on in the Zangarmarsh which is the homeland of these creatures.
Cenarion Naturalist: This card is to make Naturalize more playable in other than mill decks, and druids don't have a solid 3-drop yet.
Lore: Considering the Cenarion Circle influence on Outland, it is quite logical that they are taking part to this new conquest.
Bloody Talons: Grants a minion a buff to buff your hero at the start of each turn. Buffception.
Ysiel Windsinger: A quite an interesting card for druids, 4 drops are always welcome and druids don't really have their own, so now they get a strong one of. Vulnerable to silence, but can be quite a powerhouse if left alone.
Lore: Ysiel Windsinger is the leader of Cenarion Expedition in Zangarmarsh, a very powerful druid in her own right.
Rejuvenation: A staggered healing effect. More value than in Healing Touch, but less instant healing to take you out of kill range.
Ancient Protector: A solid 6-drop for druids with either a Sunfury Protector effect, or some extra healing.
Lore: Only few ancients remain in Outland, most of them working with the Cenarion Expedition, or residing in Blade's Edge Mountains.
Priest Cards:
Lightmender: This card just adds healing to the priest arsenal, but it can only be used on minions. Nothing special, just a solid 5 drop which most likely wouldn't see play due to the amount of good 5 mana cards. (Loatheb says hi!)
Lore: To be blunt, this guy is nothing more than a priest with a fancy nickname. It is quite obvious that the Alliance would bring their healers with them on their Outland expedition.
Bilgewater Priestess: A strong 6-drop for priests, most likely a one of, as 6 slot has so many good legendaries. Turns Anduin's Hero Power into an AoE heal, which is solid with synergy with Lightwarden and Northshire Cleric.
Lore: Goblins are fairly new for Horde, and even though we just had a Goblins VS Gnomes expansion, you can never have enough of goblins.
Vampiric Embrace: Priest equivalent for Soul of the Forest. Should have some quite neat synergy with Lightwarden and Shadowboxer.
Mind Flay: A decent spell to deal damage to the enemy hero, while trading with your minions, has the potential to do 28 damage without spell power, though that kinda stuff only happens in Trolden's videos. On average it would be something along the lines of 6-8 damage when used right, but in some cases it might be extremely powerful, and at times nearly a dead card.
High Priestess Ishanah: A solid 7-mana legendary for priests which provides card advantage. Unlike Thoughtsteal this effect creates two entirely random cards of your opponent's class. You could get stuff like weapons or legendaries your opponent doesn't even own.
Lore: Ishanah is the leader of the Aldor faction in Shattrath, the counterpart to Voren'thal's Scryers.
Anvilmar Cleric: One of the lingering effect cards I have made for this expansion. Even though this minion dies, the next minion you summon will get the +2 Attack.
Lore: Felt like dwarves were underpresented in this expansion so I introduced a new one! Anvilmar is the starting zone of dwarves in World of Warcraft, and resides quite near Ironforge - the dwarven capital.
Rogue Cards:
Sin'dorei Ambusher: A 1-drop for rogues which were lacking one. Example: Turn 1 Sin'dorei Ambusher, turn 2 hero power, turn 3 SI:7 agent, and you still get the combo from him.
Lore: Sin'dorei means blood elf on their own tongue. Blood elves had a big presence on Outland during Burning Crusade, so it is fairly logical to see their rogues amongst Horde's ranks.
Gnomeregan Scout: A solid 4-drop for rogues, which can work as a target to buffs, and grants you access to Vanish, a card which does not really see play outside of mill decks.
Lore: Gnomes make ideal rogues because they are so small and hard to see, right?
Slice and Dice: Even though this concept barely resembles the World of Warcraft spell, this idea seems quite fun. Imagine turn 3 Hero Power + Prep/Tinker, into t4 with 2x Slice and Dice? Or playing with some heavier weapons which don't really see use like Assasin's Blade.
Continuum Blade: An Outlandish weapon for rogues. A nice tool for a more control, oriented rogue decks, perhaps has a place in tempo decks also. It can provide some really nice Blade Flurry combos if used with Deadly Poison.
Maiev Shadowsong: A strong late game legendary for rogues, note that the effect wont activate if she is killed by BGH as battlecries trigger before the minion hits the board.
Lore: Maiev Shadowsong was the jailor of Illidan Stormrage and made it her life's purpose to capture him after he escaped. Not much is known of her recent movements, except that she has slightly lost her mind as she has no goal in life anymore. It is safe to speculate she resides in Outland doing something related to Illidan's actions.
Wound Poison: A powerful removal tool for rogues. Similar in fashion to Deadly Poison (Honestly that name would be so much better for this :/ ) as it buffs your weapon. This spell was a tough one to balance as on minions it costs 1 mana, but as you put it on a weapon, you can consider it as a charge minion - so 2 mana. On average you will benefit from this twice. (Blade Flurry is a separate spell and wont activate this.) That would make it 4 mana, and when we take away the class discount, we get to the end result - 3 mana.
Warrior Cards:
Sen'jin Skullbasher: An attempt to make an aggro warrior card. Though in reality I doubt this would not be played on curve.
Lore: Sen'jin is the hometown of the current warchief Vol'jin. And I think I already mentioned, it is safe to assume his personal troops are on the Outland expedition also.
Mulgore Shieldbearer: A solid 4-drop for warriors, which toy around the enrage mechanics. Small note: The battlecry does not deal damage to the minions, only activates enrages. Cards like Grim Patron and Gurubashi Berserker wont work with this as they don't really have enrages.
Lore: I made this card a tauren to promote more race diversity amongst the cards. Mulgore is the Homeland of the nomadic Tauren, a land they finally settled themselves in.
Spell Reflection: A decent spell for warriors, this card could just as well be a secret, but warriors don't do secrets.
Kor'kron Infantry: A 1-drop for a more aggressive warrior type, though I guess it would be a great 1 drop for any warrior deck. I justify the 2/2 stats since dealing 1 damage to your own minion can't be really considered a positive thing, even though it is for warriors.
Lore: Kor'kron Guard is the Warchief's personal guard. Not a wonder if Vol'jin would send them along, as they are also one of the best fighters the Horde has to offer.
Weapon Mastery: Warriors need more weapon synergy! if nothing less, this card works as a way for on demand Gorehowl to cull the early game of your opponent.
Danath Trollbane: A legendary for Armor synergy. An extremely simple card which you can play for really cheap in the right circumstances. For example t8 Shield Block + Danath Trollbane.
Lore: Danath is a merited commander in charge of the Honor Hold, a bastion for the Alliance in Hellfire Peninsula.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Here is my idea for a nice solid Mage 5 drop. This is almost identical to Dragon Consort with its effect and stats and it compliments Mage nicely. You can The Coin this minion out on turn 4 then play Flamestrike on turn 5 for a nice board clear.
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Thank you for the input KaoticKreature.
Added two new cards: Silver Hand Commander and Exodar Defender.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added Protector of the Light.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Really loving what you're doing here! Keep up the good work!
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Thanks KaoticKreature :) Added Earthen Ring Primalist into the mix.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Ooh, exodar commander looks schnazzy.
Two new hunter cards added, Mounted Beasthandler and Orcish Sharpshooter. Thanks for triangle on the feedback.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added a new warlock card. The Fel imp.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added another warlock card, Darkspear Shadowcaster.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added some cards more, few for druid, a spell for mages and a minion for priests!
My Custom Card Workshop
Custom Expansion; Conquering Outland
Fel Imp is war too OP. Will make demonlock a real thing.
Loving the paladin cards, keep up the good work.
Fel Imp might be a bit OP, just because of the synergy with doomguard. Thanks for the feedback!
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added Bilgewater Priestess.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added Sin'dorei Ambusher.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added Gnomeregan Scout.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added Slice and Dice and the first class legendary: Voren'thal the Seer.
My Custom Card Workshop
Custom Expansion; Conquering Outland
I really, really like these.
Thank you for the feedback Saedora, always glad to hear compliments. On a sidenote; introducing Lady Liadrin and Bloody Talons.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Added two new spells. Cleanse Spirit for Shaman and Vampiric Embrace for priests.
My Custom Card Workshop
Custom Expansion; Conquering Outland