So this is my custom expansion i've been working on some of you have seen the posts and kept up i've reorginized the thread and deleted the large comments with the cards upon cards lined up, as well as the keyword post. Only the Druid set remains and then it'll be onto Neutral cards!
Mage Class Cards
New Keyword: Staff: Lose 1 durability when this effect activates.
Empower is currently being replaced!
Hunter Class Cards
Warrior Class Cards
New Keyword:Shield: Can't attack, lose 1 durability when you are attacked.
Warlock Class Cards
New Keyword:Bargain: Your opponent chooses which effect activates.
Priest Class Cards
New Keyword: Mend: Restore x damage at the start of your turn.
Paladin Class Cards
New Keyword: Trinket: lose 1 durability when effect activates. (trinkets equip below the hero portrait)
Frost Shield: You said you designed this card for Freeze Mage, but it would not fit in that deck at all lol. Unless you play this paired with another Frost Shield or with Frost Nova it is just a more expensive. Remember, Freeze skips a single turn. Meaning, if you follow Frost Nova on turn 3, with this turn 4, you are just freezing them again for a waste in one mana. I honestly wouldn't cut anything out of my Freeze Mage to deal with this.
If you put it in another deck, for instance something like a Grinder Mage, that may run Water Elemental, you are counting on them attacking into your Water Elemental, which is just about never a good idea. Not to mention the drawback of freezing ALL minions. You are just a bit off on this card.
Night Elf Arcanist: Arcane Missles never lucky babyrage. Anyways, this is a super strong card for Tempo Mage, and allows you to keep up the pressure if you are worried about Mana Wyrm silence. I like this one.
Scorch: Jesus fucking Christ. No seriously, Jesus fucking Christ. This is so extremely OP. 1 Mana for 6 Damage is absolutely insane, especially when left up for a joust. This should cost 2, maybe even 3. Wow this is way too good.
Sea Torrent: I love this card. This has use in so many decks that mage plays it's unbelievable. Maybe different art though? That doesn't scream '1-Drop' to me, like how something like Zombie Chow or Clockwork Gnome does. Overall great design though.
Tirisfal Spellweaver: Since it's so big I feel like holy shit it is super good, but it probably isn't super good. Good card though. A bit bland, but overall balanced.
Dalaran Cyromancer: Should cost 8 Mana just so that you can't play this normally with Frost Nova. Ramp up the stats accordingly, but how damn, OTKs should not be because your opponent took Board Control. I think that is inherently bad design. The card itself is cool, but I think it is unhealthy design.
Highborn Flamebinder: You were right, this is OP. Compare it to Gormok the Impaler. Gormok needs 4 minions on the board, this one needs 1. I would say it is roughly 2.5x easier to activate this, but the only downside is that it is a class card? This should either be cut down to 3 Damage, or the whole card should be ramped down to 3 Mana, and it should become the Mage SI-7 Agent.
Murloc Summoner: Thisdoesn't in any way fir the Murloc Style of cards. This is not fast, this does not have a weak body. Reworking that of course, and balancing the effect accordingly would make this a really cool card though.
Arcane Flames: Am I mistaken or is this on average 4/5 Random Damage for 6 Mana? Of so, this is awful.
Spire of Scarlet Pain: Legitimately cool card. This is the kind of card you should be making. It should fit or develop an archetype, but be original in concept. In fact, all the cards you made that I really liked did this. I commend you on this card.
Aegwynn: Very strong card. Definitely a card that could be included in decks that rely on Maylgos and Archmage Antonidas. I like this one.
Sorry for the somewhat brutal feedback, but I am just not too impressed. I didn't notice a theme to the cards, which I feel is pretty important in an expansion, and a lot just are not balanced or intuitive. There are a few that really hit the mark, and I think you should play on those few going on from here.
Oof I'm sorry I missed this! I took a little bit of a break.
Changed Cards:
Dalaran Cyromancer: Much more balanced IMO. Possibly a body in Freeze Mage, and what is probably a definitely include in Grinder Mage. I like it.
Highborne Spelltwister: See? This is a cool card. Not OP, not boring. Like the Spire, this is original. Very good.
Hunter Cards:
Piercing Shot: Reasonable card for the common slot. Obviously it is not great, and too slow for just about any deck. Maybe for added utility it will ignore Divine Shields too?
Tidescale Huntsman: Was this supposed to be named Naga Overseer lol? Anyways, this card is average. I understand you are trying to push a more controlly Murloc deck, but what cards push this archetype? I don't think a single one does.
Focus Shot: Cool idea. Seems like a mix of Shadow Word: Death and Crush. I do like the idea, it just seems a little weak. Compared to Crush at least, it is super expensive, but once you meet the requirements, it costs less than normal. In fact, it is even closer to SW: D, and that costs 3 because it cannot kill most minions. I think it should normally cost 6, and then go down to 3. It's just a bit too expensive as is.
Nightrest Sentinel: Perfectly balanced, but I think the minion should be a 3/4. For a Joust to be worth it (even as a common) it needs to be strong. This is pretty weak. It's normally worse than Boulderfist Ogre and it costs more.
Teldrassil Ranger: Another really weak card. The requirements for this effect are so low, it is far too weak to ever be used. Ship's Cannon in comparison is so much better, and it is a Neutral Card.
Avalanche: Cool weapon. You have a knack for these. I like it.
Unleash the Stables: This should cost less. I'll be honest. This is so much worse than something like Sprint and you have no enablers of it. I can't see any reason you would ever play this.
Hand of Argus Tracker: Lol, this is much more of a rush card than a trading card. I enjoy the though, but this just replaces Wolf Rider in face hunter. It is strong though. Only complaint I have is that it's name is incredibly clunky. I don't think a single card has a 5-Syllable Name, and definitely not one split into 4 words. Maybe just change it to Draenei Tracker?
Quillbeast: Cool card, I like it. Worty of the Epic rarity.
Monstrous Mark: Cool idea, but I think this should be the inverse. 'Any cards that are NOT in a tribe take two additional damage'. It's just that as it is, it works anti-synergystically with Hunter.
Loque: Watch Noxious' video on cards like this. He is right, it is not good design. There shouldn't be a card that sometimes wins the game just because it is played, and sometimes just does nothing. I don't really like it.
Please keep making these though! If nobody else is lurking, at least you have me <3
Great lateral thinking here! I'm not going to break down each card but you have some really fun ideas presented in a reasonably balanced way - I think a few are a little OP but this just means they would actually be viable for play. Well done!
Thank you guys! It really inspires me to make more when I get positive feedback, (or any feedback at all negative feedback means you're listening and just need to see changes which is super fun :^) I've made up the shaman cards as well i'll be posting today and my hunter cards will be reworked/reworded/and changed as needed! (Also a mage card or two that I realized after re-reading earlier comments and going back to look at it has a completely different effect than intended, which is frost shield so that'll be receiving a large rework as well.
Also in terms of control murloc, no worries you'll see some things to help this out in the neutral cards :)
Frost Shield: Honestly, I am not sure how this works. Is it any minion that attacks your face is frozen? Or are you frozen? If it is the former, pretty cool, and much better, probably still wouldn't see play in Freeze Mage, but it might see some play elsewhere.
Exodar Sniper: Shoving a middle finger up my ass with that name, but overall I think it is better lol. Thanks bae.
Shannax & Friends: Yeah this definitely need reworking I think. Compared to Deathwing which is a 12/12 with the added effect of discarding your entire hand. This is a 14/17 with excellent distribution between stats. The hard part is, is that I still don't think this would see play. I take back what I say actually. You can probably leave as is. Compare it to Savannah Highmane. Hunter has excellent minions with incredible stats, but their playstyle almost doesn't allow the playing of these cards. Honestly I think it is fine as is.
Warrior Cards:
Victory Rush: Eh. Honestly I think Mage is the only class that should have a 2 Mana 3 Damage spell that has an effect. I think this should be 3 Mana, and then it is arguably on par with Bash. Not only that, but it allows you to effectively run 4 copies of a card, which is strong in it's own right.
Shield Guardsman: Cool in concept, but rip once you realize that it just flat out loses to Grim Patron. Cool concept though.
Huojin Master: Return of Giants Warrior? Honestly just because of that I think it is a little too strong, but I can't think of any reasonable nerf. Maybe keep it as a 5/4?
Horde Flag Bearer: Cool card. Not particularly strong, since you can't play it on turn 1 reasonably, but it does have a cool concept.
Victorious Claim: This absolutely breaks Grim Patron. No. This card can simply not be allowed. Reasonable idea, but holy mother of fuck this is OP.
Cull the Weak: Very cool card, and a new idea. Not sure of this would see play. Maybe in an Aggro/Zoo warrior or a Deathrattle Warrior? Definitely cool.
Illidari Runeshield: This card is a hunters dream? 'Me go face? Yup.' Cool idea though. Extremely strong. Extreeeeeeemely strong. Protect your minions with a 4 mana unsilenceable taunt? Pretty good.
Hired Steam Guardian: Too strong. This has better stats than Druid of the Claw and has an insane deathrattle. There is a reason that the Shredders have 3 and 4 health respectively, Their deathrattle effectively adds at least +2/+2 or +3/+3 to their stat total.
Hellreaver: Probably would never see play for the same reason Gorehowl wouldn't. Over-saturation. Cool idea, but this card slot should probably not be taken up by a weapon.
Quel'serrar: I just watched a MassanSC video where he had 50 armor and imagining this card makes me shiver. I mean shit, a warrior can get 10 armor easily and then play this card. Pretty strong, contends with Death's Touch.
Jubei'thos: This would have such a cool animation. I am imagine him going up towards the center of the screen and spinning, and sending axes flying everywhere. On that note, he should definitely cost 8. 4/8 for 6 with this effect is absolutely insane. Maybe 7, but even that is a stretch.
New Keywords:
Honestly, not too fond of these. Most, if not all of them can be turned into just normal text on a card. Cool ideas, but you should have kept these hidden imo and just used them on a card.
All Class sets are done! Druid is the newest and last class to be added to this series and introduce a new Druid playstyle, the Worgen. Other cards include various druid features we've seen before. I wanted to move away from the beast druid encouraged in TGT however you will find a few cards will support the deck regardless. If you see a card that is "Druid of the X" their choose ones or abilities turn them into beasts or in the case of the Archdruid, an Ent.
Rollback Post to RevisionRollBack
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
So this is my custom expansion i've been working on some of you have seen the posts and kept up i've reorginized the thread and deleted the large comments with the cards upon cards lined up, as well as the keyword post. Only the Druid set remains and then it'll be onto Neutral cards!
Mage Class Cards
New Keyword: Staff: Lose 1 durability when this effect activates.
Empower is currently being replaced!
Hunter Class Cards
Warrior Class Cards
New Keyword: Shield: Can't attack, lose 1 durability when you are attacked.
Warlock Class Cards
New Keyword: Bargain: Your opponent chooses which effect activates.
Priest Class Cards
New Keyword: Mend: Restore x damage at the start of your turn.
Paladin Class Cards
New Keyword: Trinket: lose 1 durability when effect activates. (trinkets equip below the hero portrait)
Onslaught: Gain x attack during your turn.
Shaman Class Cards
Rogue Class Cards
Druid Class Cards
Changed Cards
Hunter:
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I really love the idea, it makes me want to do something similar now, I've been making a shitload of cards recently lol.
Frost Shield: You said you designed this card for Freeze Mage, but it would not fit in that deck at all lol. Unless you play this paired with another Frost Shield or with Frost Nova it is just a more expensive. Remember, Freeze skips a single turn. Meaning, if you follow Frost Nova on turn 3, with this turn 4, you are just freezing them again for a waste in one mana. I honestly wouldn't cut anything out of my Freeze Mage to deal with this.
If you put it in another deck, for instance something like a Grinder Mage, that may run Water Elemental, you are counting on them attacking into your Water Elemental, which is just about never a good idea. Not to mention the drawback of freezing ALL minions. You are just a bit off on this card.
Night Elf Arcanist: Arcane Missles never lucky babyrage. Anyways, this is a super strong card for Tempo Mage, and allows you to keep up the pressure if you are worried about Mana Wyrm silence. I like this one.
Scorch: Jesus fucking Christ. No seriously, Jesus fucking Christ. This is so extremely OP. 1 Mana for 6 Damage is absolutely insane, especially when left up for a joust. This should cost 2, maybe even 3. Wow this is way too good.
Sea Torrent: I love this card. This has use in so many decks that mage plays it's unbelievable. Maybe different art though? That doesn't scream '1-Drop' to me, like how something like Zombie Chow or Clockwork Gnome does. Overall great design though.
Tirisfal Spellweaver: Since it's so big I feel like holy shit it is super good, but it probably isn't super good. Good card though. A bit bland, but overall balanced.
Dalaran Cyromancer: Should cost 8 Mana just so that you can't play this normally with Frost Nova. Ramp up the stats accordingly, but how damn, OTKs should not be because your opponent took Board Control. I think that is inherently bad design. The card itself is cool, but I think it is unhealthy design.
Highborn Flamebinder: You were right, this is OP. Compare it to Gormok the Impaler. Gormok needs 4 minions on the board, this one needs 1. I would say it is roughly 2.5x easier to activate this, but the only downside is that it is a class card? This should either be cut down to 3 Damage, or the whole card should be ramped down to 3 Mana, and it should become the Mage SI-7 Agent.
Murloc Summoner: This doesn't in any way fir the Murloc Style of cards. This is not fast, this does not have a weak body. Reworking that of course, and balancing the effect accordingly would make this a really cool card though.
Arcane Flames: Am I mistaken or is this on average 4/5 Random Damage for 6 Mana? Of so, this is awful.
Spire of Scarlet Pain: Legitimately cool card. This is the kind of card you should be making. It should fit or develop an archetype, but be original in concept. In fact, all the cards you made that I really liked did this. I commend you on this card.
Aegwynn: Very strong card. Definitely a card that could be included in decks that rely on Maylgos and Archmage Antonidas. I like this one.
Sorry for the somewhat brutal feedback, but I am just not too impressed. I didn't notice a theme to the cards, which I feel is pretty important in an expansion, and a lot just are not balanced or intuitive. There are a few that really hit the mark, and I think you should play on those few going on from here.
Wow. Just... wow.
Oof I'm sorry I missed this! I took a little bit of a break.
Changed Cards:
Dalaran Cyromancer: Much more balanced IMO. Possibly a body in Freeze Mage, and what is probably a definitely include in Grinder Mage. I like it.
Highborne Spelltwister: See? This is a cool card. Not OP, not boring. Like the Spire, this is original. Very good.
Hunter Cards:
Piercing Shot: Reasonable card for the common slot. Obviously it is not great, and too slow for just about any deck. Maybe for added utility it will ignore Divine Shields too?
Tidescale Huntsman: Was this supposed to be named Naga Overseer lol? Anyways, this card is average. I understand you are trying to push a more controlly Murloc deck, but what cards push this archetype? I don't think a single one does.
Focus Shot: Cool idea. Seems like a mix of Shadow Word: Death and Crush. I do like the idea, it just seems a little weak. Compared to Crush at least, it is super expensive, but once you meet the requirements, it costs less than normal. In fact, it is even closer to SW: D, and that costs 3 because it cannot kill most minions. I think it should normally cost 6, and then go down to 3. It's just a bit too expensive as is.
Nightrest Sentinel: Perfectly balanced, but I think the minion should be a 3/4. For a Joust to be worth it (even as a common) it needs to be strong. This is pretty weak. It's normally worse than Boulderfist Ogre and it costs more.
Teldrassil Ranger: Another really weak card. The requirements for this effect are so low, it is far too weak to ever be used. Ship's Cannon in comparison is so much better, and it is a Neutral Card.
Avalanche: Cool weapon. You have a knack for these. I like it.
Unleash the Stables: This should cost less. I'll be honest. This is so much worse than something like Sprint and you have no enablers of it. I can't see any reason you would ever play this.
Hand of Argus Tracker: Lol, this is much more of a rush card than a trading card. I enjoy the though, but this just replaces Wolf Rider in face hunter. It is strong though. Only complaint I have is that it's name is incredibly clunky. I don't think a single card has a 5-Syllable Name, and definitely not one split into 4 words. Maybe just change it to Draenei Tracker?
Quillbeast: Cool card, I like it. Worty of the Epic rarity.
Monstrous Mark: Cool idea, but I think this should be the inverse. 'Any cards that are NOT in a tribe take two additional damage'. It's just that as it is, it works anti-synergystically with Hunter.
Loque: Watch Noxious' video on cards like this. He is right, it is not good design. There shouldn't be a card that sometimes wins the game just because it is played, and sometimes just does nothing. I don't really like it.
Please keep making these though! If nobody else is lurking, at least you have me <3
Wow. Just... wow.
Great lateral thinking here! I'm not going to break down each card but you have some really fun ideas presented in a reasonably balanced way - I think a few are a little OP but this just means they would actually be viable for play. Well done!
Thank you guys! It really inspires me to make more when I get positive feedback, (or any feedback at all negative feedback means you're listening and just need to see changes which is super fun :^) I've made up the shaman cards as well i'll be posting today and my hunter cards will be reworked/reworded/and changed as needed! (Also a mage card or two that I realized after re-reading earlier comments and going back to look at it has a completely different effect than intended, which is frost shield so that'll be receiving a large rework as well.
Also in terms of control murloc, no worries you'll see some things to help this out in the neutral cards :)
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Hello again!
Reworked Cards:
Frost Shield: Honestly, I am not sure how this works. Is it any minion that attacks your face is frozen? Or are you frozen? If it is the former, pretty cool, and much better, probably still wouldn't see play in Freeze Mage, but it might see some play elsewhere.
Exodar Sniper: Shoving a middle finger up my ass with that name, but overall I think it is better lol. Thanks bae.
Shannax & Friends: Yeah this definitely need reworking I think. Compared to Deathwing which is a 12/12 with the added effect of discarding your entire hand. This is a 14/17 with excellent distribution between stats. The hard part is, is that I still don't think this would see play. I take back what I say actually. You can probably leave as is. Compare it to Savannah Highmane. Hunter has excellent minions with incredible stats, but their playstyle almost doesn't allow the playing of these cards. Honestly I think it is fine as is.
Warrior Cards:
Victory Rush: Eh. Honestly I think Mage is the only class that should have a 2 Mana 3 Damage spell that has an effect. I think this should be 3 Mana, and then it is arguably on par with Bash. Not only that, but it allows you to effectively run 4 copies of a card, which is strong in it's own right.
Shield Guardsman: Cool in concept, but rip once you realize that it just flat out loses to Grim Patron. Cool concept though.
Huojin Master: Return of Giants Warrior? Honestly just because of that I think it is a little too strong, but I can't think of any reasonable nerf. Maybe keep it as a 5/4?
Horde Flag Bearer: Cool card. Not particularly strong, since you can't play it on turn 1 reasonably, but it does have a cool concept.
Victorious Claim: This absolutely breaks Grim Patron. No. This card can simply not be allowed. Reasonable idea, but holy mother of fuck this is OP.
Cull the Weak: Very cool card, and a new idea. Not sure of this would see play. Maybe in an Aggro/Zoo warrior or a Deathrattle Warrior? Definitely cool.
Illidari Runeshield: This card is a hunters dream? 'Me go face? Yup.' Cool idea though. Extremely strong. Extreeeeeeemely strong. Protect your minions with a 4 mana unsilenceable taunt? Pretty good.
Hired Steam Guardian: Too strong. This has better stats than Druid of the Claw and has an insane deathrattle. There is a reason that the Shredders have 3 and 4 health respectively, Their deathrattle effectively adds at least +2/+2 or +3/+3 to their stat total.
Hellreaver: Probably would never see play for the same reason Gorehowl wouldn't. Over-saturation. Cool idea, but this card slot should probably not be taken up by a weapon.
Quel'serrar: I just watched a MassanSC video where he had 50 armor and imagining this card makes me shiver. I mean shit, a warrior can get 10 armor easily and then play this card. Pretty strong, contends with Death's Touch.
Jubei'thos: This would have such a cool animation. I am imagine him going up towards the center of the screen and spinning, and sending axes flying everywhere. On that note, he should definitely cost 8. 4/8 for 6 with this effect is absolutely insane. Maybe 7, but even that is a stretch.
New Keywords:
Honestly, not too fond of these. Most, if not all of them can be turned into just normal text on a card. Cool ideas, but you should have kept these hidden imo and just used them on a card.
Warlock Cards: I'll do these later lol
Wow. Just... wow.
removed the cluttered posts and moved everything into the first post, commentary on cards will be added later.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
All Class sets are done! Druid is the newest and last class to be added to this series and introduce a new Druid playstyle, the Worgen. Other cards include various druid features we've seen before. I wanted to move away from the beast druid encouraged in TGT however you will find a few cards will support the deck regardless. If you see a card that is "Druid of the X" their choose ones or abilities turn them into beasts or in the case of the Archdruid, an Ent.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Now this is an impressive expansion. :) Great work!