I made a bunch of cards. Most of them push for certain archetypes. Others like Magna Aegwynn are just fun. I'll add more as I make them and may eventually just make an entire expansion with them. Tell me what you think!
Note: I advocate making certain cards for certain classes slightly overpowered if they don't fit into any existing archetypes.
shaman overclock is OP i think. it isnt that hard to draw 3 or 4 cards with it. (at least easier than Battle Rage and that card can only be used in patron decks.)
Those priest 2 drops are SICK. Auchenai apprientice fixes the priest class problem of all cards being a combo with the other auchenai, but having only 2 of them in your deck makes your deck inconsistent. And makes the auchenai's hard to play because you cant play them without immediately gaining value from them. If you lose one without it doing anything, you're in trouble. Blessed sorceress fits in literally any priest deck that is not a fatigue deck. Great for card draw, great for inner fire combo's, great for keeping minions alive, great with pyromancer.
scout is a great card too.. draw 2 cards and choose 2 from 3 is definitely worth discarding one card from your deck. Greatly ups the consistency of your deck.
Thanks. You're right about Overclock It should probably cost 3. The dream is playing Elemental Destruction and Overclock on the same turn and drawing 5 cards.
I definitley think Auchenei Apprentice is balanced because unlike Auchenai Soulpriest, it dies to it's own Circle of Healing. It's also a 2 drop which is really good for priest because it seems like all Blizzard wants to do is give them more 3 drops.
Scout is definitely one of my favorite cards here along with Nexus Purifier and Marked for Death. I've been playing a lot of control hunter lately and I noticed that one of the things the deck was missing was card draw other than Lock and Load and King's Elekk since Lock and Load is dead without other cards and King's Elekk can't guarantee you a card and if it does, its always a minion. Tracking of course, is a really good card but doesn't actually give you more cards.
I'm not sure whether Overload kicks in after the spell is cast or WHEN it is cast, but I think it should have a chance to whiff (Shadow of Nothing wording, y'get me?), so make it cost 2 or 3 mana (like Arcane Intellect or Ancestor's Knowledge) and have it have no overload. You should only be able to draw cards like that on turn 7 or 8 (see Sprint for balance), and Shaman isn't known for its card draw anyway. I do think you should keep it though.
Loyal Companion is straight up OP. It's a solid River Crocolisk if you're opponent didn't have a turn 1 or turn 2 (depending on who's first), and it can be a 3-drop a turn early if they did. Make this similar to Mind Control Tech (if your opponent has 4 or more minions, gain +2/+3 Health and Taunt, perhaps) and I'd be happy, as Hunter doesn't have great board removal.
Bloodthirsty Raider is a little bit OP(?) in Warrior. You can just use this as constant 3 damage in Warrior for free, and if you hide this behind Taunt minions you can keep it alive for quite a while. Not immune to hard removal, but Charge seems a bit weird because it only works on the turn you play it.
Nexus Spellbinder - King's Elekk for mage! Not that they need it, but it's a cool card.
Love marked for death.
Smokebomb is a weird card... Taunt on rogue minions? Not sure why that makes it a Smokebomb.
Overclock does not draw cards if you don't have any previous overload. The effect occurs before you overload.
I definitely don't think Loyal Companion is overpowered. The closest comparison to it I think is Wyrmrest Agent. Albeit Wyrmrest has worse stats than the Companion in the event the condition isn't filled but if you're going first the only way you can get the effect on turn 2 is if they coin out a 2 drop or play a 1 drop on turn 1. Besides, even when Wyrmrest Agent triggers, its not broken. The version of the card you're suggesting doesn't fit the role I had in mind for this card. After playing a lot of Control Hunter I came to the conclusion that the archetype had 2 major problems which were holding it down: reliable card draw and early game presence (the deck I played was secretless.) To solve the problem of draw, I created Scout. to solve the early game I created Firebolt Crossbow and Loyal Companion.
As for Bloodthirsty Raider, I think is fair because it's basically Divine Shield and I don't think a 3/3 that could regrow its divine shield would be TOO op. I just didn't make it divine shield because it didn't fit the card's flavor. As for the charge, although it's weird I think it was a nice touch. Southsea Deckhand is also a card that can get charge beyond it's first turn. Really I just though Warriors should get some love in arena. I mean Bolster is a common card. That's the saddest thing ever in arena.
Marked for Death is definitely one of my favorite cards here along with Nexus Purifier and Scout. It's just so versatile and really pushes for control Rogue.
Smokebomb is meant for a more minion-based control rogue. The flavor is a bit convoluted with it. Unlike Smokebomb in WoW, with this one it's only like you're casting it on yourself making yourself vanish, distracting attention from you onto your minions. Kind of like Fade from beta.
I'm glad you like the cards. I'll continue to update this list in the future.
I think some of the cards in here look really good, and seem to add in to the current meta of aggro if they were ever in the game. Keep up the good work!
I'm not sure what you mean. Most of these cards are control cards.
NEW MECHANIC!
Pushes for CONTROL!
Neutral:
Warlock:
Druid:
Paladin:
Mage:
Priest:
Shaman:
Hunter:
Rogue:
The Hatchery is from Weekly Card Competition #31
Warrior:
I made a bunch of cards. Most of them push for certain archetypes. Others like Magna Aegwynn are just fun. I'll add more as I make them and may eventually just make an entire expansion with them. Tell me what you think!
Note: I advocate making certain cards for certain classes slightly overpowered if they don't fit into any existing archetypes.
Nice ideas.
Take a look at my card creations here in vojza's mini expansion topic.
Thanks! ^^
Any one in particular you're a fan of?
Added Loyal Companion.
Added Bloodthirsty Raider.
Added Nexus Spellbinder.
Added Nexus Purifier.
I think in any other class than Paladin this card would be completely broken. It's funny how balancing works.
Thanks. You're right about Overclock It should probably cost 3. The dream is playing Elemental Destruction and Overclock on the same turn and drawing 5 cards.
I definitley think Auchenei Apprentice is balanced because unlike Auchenai Soulpriest, it dies to it's own Circle of Healing. It's also a 2 drop which is really good for priest because it seems like all Blizzard wants to do is give them more 3 drops.
Scout is definitely one of my favorite cards here along with Nexus Purifier and Marked for Death. I've been playing a lot of control hunter lately and I noticed that one of the things the deck was missing was card draw other than Lock and Load and King's Elekk since Lock and Load is dead without other cards and King's Elekk can't guarantee you a card and if it does, its always a minion. Tracking of course, is a really good card but doesn't actually give you more cards.
If anyone finds higher resolution art of Maelstrom Weapon please let me know.
I'm not sure whether Overload kicks in after the spell is cast or WHEN it is cast, but I think it should have a chance to whiff (Shadow of Nothing wording, y'get me?), so make it cost 2 or 3 mana (like Arcane Intellect or Ancestor's Knowledge) and have it have no overload. You should only be able to draw cards like that on turn 7 or 8 (see Sprint for balance), and Shaman isn't known for its card draw anyway. I do think you should keep it though.
Loyal Companion is straight up OP. It's a solid River Crocolisk if you're opponent didn't have a turn 1 or turn 2 (depending on who's first), and it can be a 3-drop a turn early if they did. Make this similar to Mind Control Tech (if your opponent has 4 or more minions, gain +2/+3 Health and Taunt, perhaps) and I'd be happy, as Hunter doesn't have great board removal.
Bloodthirsty Raider is a little bit OP(?) in Warrior. You can just use this as constant 3 damage in Warrior for free, and if you hide this behind Taunt minions you can keep it alive for quite a while. Not immune to hard removal, but Charge seems a bit weird because it only works on the turn you play it.
Nexus Spellbinder - King's Elekk for mage! Not that they need it, but it's a cool card.
Love marked for death.
Smokebomb is a weird card... Taunt on rogue minions? Not sure why that makes it a Smokebomb.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Overclock does not draw cards if you don't have any previous overload. The effect occurs before you overload.
I definitely don't think Loyal Companion is overpowered. The closest comparison to it I think is Wyrmrest Agent. Albeit Wyrmrest has worse stats than the Companion in the event the condition isn't filled but if you're going first the only way you can get the effect on turn 2 is if they coin out a 2 drop or play a 1 drop on turn 1. Besides, even when Wyrmrest Agent triggers, its not broken. The version of the card you're suggesting doesn't fit the role I had in mind for this card. After playing a lot of Control Hunter I came to the conclusion that the archetype had 2 major problems which were holding it down: reliable card draw and early game presence (the deck I played was secretless.) To solve the problem of draw, I created Scout. to solve the early game I created Firebolt Crossbow and Loyal Companion.
As for Bloodthirsty Raider, I think is fair because it's basically Divine Shield and I don't think a 3/3 that could regrow its divine shield would be TOO op. I just didn't make it divine shield because it didn't fit the card's flavor. As for the charge, although it's weird I think it was a nice touch. Southsea Deckhand is also a card that can get charge beyond it's first turn. Really I just though Warriors should get some love in arena. I mean Bolster is a common card. That's the saddest thing ever in arena.
Nexus Spellbinder encourages control Mages with Flamestrikes and other big spells as opposed to tempo mages with Arcane Missiles and Mirror Image.
Marked for Death is definitely one of my favorite cards here along with Nexus Purifier and Scout. It's just so versatile and really pushes for control Rogue.
Smokebomb is meant for a more minion-based control rogue. The flavor is a bit convoluted with it. Unlike Smokebomb in WoW, with this one it's only like you're casting it on yourself making yourself vanish, distracting attention from you onto your minions. Kind of like Fade from beta.
I'm glad you like the cards. I'll continue to update this list in the future.
I'm not sure what you mean. Most of these cards are control cards.
Added Spirit Beast. Based on the hunter pet from WoW.
Nexus Purifier would make Eboladin even more toxic.
Bloodthirsty Raider is my favorite
Hmm I think this might be a little too strong, cool idea, but can't be on 3 mana, as it can be used to clear alot of drops.
Care to elaborate?
They can't use the battlecry on Nexus Purifier if they have a minion on the board which because of Divine Shield, they usually will.
Bloodthirsty Raider is pretty cool. More for a midrangey Warrior than a control.
Which card? You didn't quote it so I can't tell.
Added Muster for Totem.
Added Magmadar and his token.