Like the frog, however the Amani'shi Hatcher doesn't have the Young Dragonhawk card it summons.
This is simply because Young Dragonhawk already exists. (and also because I didn't find any decent dragonhawk artwork except the one for YD)
Also, here are today's cards:
Some comments :
Serpent's Spine Wall is a modified version of the card I submitted for this week's contest. I reduced its cost, since it was meant to be a face counter, so it should be playable before being dead.
Undefeated Headhunter is a textless epic minion only because it is extremely cost-effective.
Sandfury Cretin was created before the nerf for Warsong Commander was announced, but I think people may nonetheless find good combos for this (Savage Roar, Bloodlust, etc...). Also its 5 Health allows it to withstand a Flamestrike.
In addition to these cards I made some changes for other cards:
Both the collectible and the uncollectible version of the Frog has been given the Beast type, Hunters have many other ways to trigger their hyena or their skill command anyway.
The art was changed for Troublemaker, also its attack has been reduced by 1.
The art was changed for Troll Batrider, also its cost has been increased by 1 (so that it is balanced when compared to a Demolisher).
Ok time to show the class cards now, beginning with the hunter class:
Associated Uncollectibles:
Also yes, I know that the art for my Mallet of Zul'Farrak is the same as Charged Hammer, but this is because this weapon also exists in WoW and has the exact same skin.
Also I reverted the change made to my keyword. [b]Stress[/b] now again triggers when damage is lethal (Vilebranch Cannibal was updated as a consequence).
Also, advice on how to balance the cards is welcome! Especially since I do not play all classes. Notably, I think my Jindo and my Zabra Hexx from yesterday is op but I am not sure...
Really cool concepts! I'm always a huge fan of shorthand keywording recurring effects like the way you have with "Stress" - it just makes expansion cards easier and it makes existing minions with the effect less wordy.
I do think you have a number of balance, rules, and wording issues though.
-Terrible Hexmeister: Battlecries by definition cannot single target the source minion. You should probably just make this "At the end of your turn, transform this minion into a random 1-cost minion." - that'd also give it some strategy with silence effects like Wailing Soul.
-Saltscale Hunter needs to be re-worded. I'd have it "Battlecry: Destroy ALL Frogs, friendly Murlocs get +1/+1 for each Frog destroyed this turn."
-Kurzen Witch Doctor makes no sense to me as worded. It sounds like you wanted it to be like a Counter Attack effect rather than Stress and debuff whatever attacks it. With that being said, it seems super OP if this is a permanent debuff. It seems OP even it's until end of turn as it's basically immune to any 2 or less Attack that way, but if it's permanent it's turning even a Yeti into a 2/5 and then surviving the attack as a 2/1 to debuff something else.
-Smolderhorn Pyromancer seems easily abused in a Dragon Warrior deck or something as a Stress trigger. 2-damage still feels pushing it with 1-damage being the more realistically balanced, as a neutral common. Compare it to Flamewaker statline/mana cost/effect wise and that's a class-specific rare.
-Drakkari Berserker, I'm pretty sure the way cards with Stress would work if using Acolyte of Pain and Gurubashi Berserker as examples would make this card immune to death via damage so long as it isn't silenced. What would happen is it would go to 7/0 and then immediately become 7/3 as both Acolyte and Gurubashi will still trigger their effects at 0 Health. As such this is insanely broken.
-Reversed Berserker is just broken as heck. It's a 8/7 for 5. You just go face with it and let them have to trade up potentially repeatedly to kill it. Unless you're doing 7 damage to it all at once, it's still be a 5/X post first damage which is still high attack at 5 mana. Compare this to Fel Reaver and how much an opponent often needs to trade to kill a turn 5 Reaver. And this berserker is a common. It's just too much.
-Vault Guardian is an interesting stat line but I think ultimately with cards like Charge being a thing this would likely be too easy to abuse at 5 mana. Also it's neutral so Shadowflame says hi.
-Gurubashi Hexmeister needs to say "Random" as by definition Deathrattle effects can't target and as stated right now it looks like you choose the minion.
-Stromgarde Troll Hunter feels weaker than a lot of your commons. I think his rarity is inflated for no reason. It attacks as a 2/3 and takes damage as a 4/3 - compare that to Wrathguard or the +3 Enrage troll 2/3 2 drop.
-Raptor Rider also feels weak at Rare. It's a fen raptor that sometimes ignores taunt. It's not even that good as a common or if the effect was 100%.
-Troll Slavemaster is OP as written. It's too often "2 mana - 1/2 Battlecry: Deal 3 damage divided as you choose among enemy minions." Even if it just said "At the end of your turn, Opponent gains control of all Slaves" it would be more balanced but still pretty OP. I think the only way to really balance it is to remove Charge from the Slaves. 2 mana 1/2 with the same battlecry and deathrattle but no charge on the slaves.
-Ogre Witch Doctor I think runs into the self-Battlecry problem. You'd either need it to be some sort of trigger, hit friendly minions, or make it like a Spell. The only other way Battlecry functions like this is Joust mechanic, so maybe if you lose the Joust transform type thing.
-Zanadalari Invader is underpowered for it's cost. There are already 3/2 and 2/3 stealth minions at common for 2 mana (albeit the 3/2 is druid class) - this isn't much better statwise than Worgen Infiltrator as it attacks for the same damage and 2 Health compared to 1 Health is fairly marginal. As such this is worse than Worgen most of the time because it costs +1 mana.
-King of Frogs is unnecessarily wordy: "Friendly Frogs have +2/+2" is fine. This is where the whole "Frog" thing becomes an issue. There's no such as "Frog" as even the "Frog" you have is seen as a "Beast" by the game. You'd need to make it a minion super-type for it to work like this as it's otherwise too ambiguous. Is King of Frogs a "Frog"? Because it's neither a "Frog" super-type nor is it specifically named "Frog" which raises concerns.
-Shadowtooth Troll is super OP. It's basically a neutral Polymorph with the added upside of a 2/1 body attached.
-Frog - Is this the 1/1 Frog everything gets turned into? Is the text to suggest as long as you have a Frog in play you can't draw cards? You just draw more Frogs? If so that is SUPERRRRRRRRRRRRRRRR broken.
-Baby Raptor - You're definitely overvaluing "Ignore Taunt" - a 1/2 for 1 is terribad and this is an epic rarity.
-Serpent Spine Wall seems way too good as a neutral option for control decks. This is basically "4 mana - gain 10+ armor" and it can even get the benefit or things like Direwolf Alpha to make it stronger than that.
-Undefeated Headhunter - Just no. A neutral 6/6 for 4? Talk about insane power creep. Better than even the new 5/6 for 5 and the old standby vanilla 4/5 yeti for 4 by orders of magnitude.
-Ritual Dancer - I really think you're kind of pushing effects like Polymorph or Hex into neutral cards too much. There's basically no downside to this card either.
-Overlord Drakuru - Too much again. Read this as 4 mana: 7/8 - "You can't play minions" and it's still SUPER good. It's like a Legendary but arguably better at 4 mana Fel Reaver.
-Zanzil the Outcast - Compare this to Maexxna and you'll see this card is undercosted by about 2. You're giving up 2 Health, but you're now getting 1/2 minions off the effect.
-Does Venoxis restore you to 20 Health when your hero transforms as it seems from the Hero image? If so that's crazy broken. Compare that to Lord Jaraxxus (and as a neutral consider playing it along side Jaraxxus). The hero power is already so good and presumably you may even still have a 6/X High Priest in play. Also, what happens if Venoxis gets healed to full as that cancels enrage effects?
-Snake Charmer is OP at 4 mana. You're getting a 3 mana emperor and a 2/2 for 4 mana. That's so much value. Too much.
-Halazzi is uber broken - A 5/5 Charge Beast is already worth more than 6 mana see Druid of the Claw and this is giving you a 4/4 to boot.
Thanks for your lengthy comment. I think you're right for many of those cards (as I didn't know how to balance them). That said there are some with which I don't agree.
-Terrible Hexmeister: Battlecries by definition cannot single target the source minion. You should probably just make this "At the end of your turn, transform this minion into a random 1-cost minion." - that'd also give it some strategy withsilence effects like Wailing Soul.
I've never read any rules that specify that a battlecry can't target the source minion. Frostwolf Warlord and many other minions have self-targetting battlecries, and Faceless Manipulator also transforms itself when summoned. I think the card is fine as it is, except maybe for the wording (I would simply say "transform" rather than "transform itself")
-Saltscale Hunter needs to be re-worded. I'd have it "Battlecry: Destroy ALL Frogs, friendly Murlocs get +1/+1 for each Frog destroyed this turn."
Reworded as this would mean that friendly murlocs would also gain +1/+1 for frogs destroyed by effects other than this one which is not what I want. Only the battlecry should give them the buff.
-Kurzen Witch Doctor makes no sense to me as worded. It sounds like you wanted it to be like a Counter Attack effect rather than Stress and debuff whatever attacks it. With that being said, it seems super OP if this is a permanent debuff. It seems OP even it's until end of turn as it's basically immune to any 2 or less Attack that way, but if it's permanent it's turning even a Yeti into a 2/5 and then surviving the attack as a 2/1 to debuff something else.
Yes I think I should word it as "Any minion damaged by this minion LOSES 2 Attack". Yes, the debuff would be permanent but would occur only after KWD has received the damage, so he would still be killed by the Yeti. Do you think I should put -1 instead of -2, or make it a 2/2 ?
-Smolderhorn Pyromancer seems easily abused in a Dragon Warrior deck or something as a Stress trigger. 2-damage still feels pushing it with 1-damage being the more realistically balanced, as a neutral common. Compare it to Flamewakerstatline/mana cost/effect wise and that's a class-specific rare.
I compared it to Demolisher as well as my own troll batrider to balance this. If I reduce the damage output then it would be strictly worse than those two cards (except for the 2-attack but than does not change anything). I think I will reduce his Health to 2 or change it to "randomly split" ... but this may still be op in a dragon priest deck with all its healing and health-increasing spells. Maybe convert it to a "deal 1 damage to all minions" ?
-Ogre Witch Doctor I think runs into the self-Battlecry problem. You'd either need it to be some sort of trigger, hit friendly minions, or make it like a Spell. The only other way Battlecry functions like this is Joust mechanic, so maybe if you lose the Joust transform type thing.
Same thing as for the terrible hexmeister
-Frog - Is this the 1/1 Frog everything gets turned into? Is the text to suggest as long as you have a Frog in play you can't draw cards? You just draw more Frogs? If so that is SUPERRRRRRRRRRRRRRRR broken.
No, I made two versions of the 1/1 Frog, a collectible and an uncollectible one, the uncollectible one is textless. As for the collectible frog, what I meant is that it will always be in your initial hand (although it is "mulliganable"). As for the frog type, I think it is not a problem not to have one since there are already several cards that specifically reference Silver Hand Recruits.
As for the rest, I will do the modifications later.
Before moving on to the last 4 sets of class-specific cards (paladin, mage, rogue, shaman), here is a few lot of balance adjustements I made to existing cards following people's feedback as well as some changes I think should be made. 46 cards (more than half of my current set!) have been modified more or less heavily. Some aesthetic changes have also been made (names and artworks changed).
Kurzen Witch Doctor's text has been reworded in order to be less ambiguous, also it's cost has been increased to 3 (up from 2) and his power doesn't work on heroes anymore.
As a 2-mana minion, he was objectively better than Shrinkmeister since his power is permanent and actionable several times.
Smolderthorn Pyromancer:
Attack and Health reduced by 1 and the damage is now randomly split among enemies. The card's quality has been updated since this effect is too powerful for a common. Artwork and name changed.
Reversed Berserker:
-2 Attack, artwork updated.
Gurubashi Hexmeister:
Its effect now target the leftmost enemy minion rather than a random one. This is consistent with my will to tone down RNG effects. This way, the opponent has a way to anticipate the deathrattle and put a useless minion at the far left. Note that I am not sure that the "from your point of view" is useful since I don't know whether minion order is reversed for your opponent. It may actually be useless.
Also the name and artwork have been updated as I found this lovely female forest troll artwork (I have a troll fetish apparently).
Stromgarde Troll Hunter:
Health and Mana cost increased by 1 (my ratio of 3-Cost cards was too low, so I decided to change some mana costs). Now this minion attacks as a 3/3 and defens as a 5/3. Quality decreased to Common.
Raptor Mount:
Its cost has been increased by 1 and it now only grants +1/+1 when the joust is won. +2/+2 and Charge for 1 mana was just too much. This would wreak havoc in an OTK deck, even if the Joust requires to be won.
Zabra'jin Shieldmasta:
Base Health increased by 1. Artwork recentered. Added "if damage taken is not lethal" to limit ambiguity.
Troll Slavemaster:
Cost increased by 1, and the Slaves no longer have charge. I hesitated to make it a 2-mana 1/2 but that would make it pass from op to up since a 1/2 can be destroyed pretty easily and hello three 1/1 for free. Also its name has been changed to Gurubashi Slavemaster to compensate for the loss of Gurubashi Hexmeister.
Cost increased by 1 and quality changed to Epic. An effect like this deserved more, even if it is only a joust. Name and text updated.
Zandalari Invader:
The "Counter-attack +1" has been replaced by a Windfury (afaik no minion has this Stealth/Windfury mix yet). Cost increased to 3 since Windfury is well worth 1 more mana. Quality decreased to common.
Trapper:
Nerfed to a 2/2 (down from 3/3) and quality increased to Epic. An effect like this largely deserves the extra mana-cost. Imagine taking control of a King Krush for 3 mana! This would easily acquire BGH status if it was in the game.
Shadowtooth Troll:
Attack reduced by 1. This is basically a Wisp+[card]Polymorph[/Ccard] that only takes 1 deck slot, which is compensated by the fact that my expansion features frog synergies.
Baby Raptor:
Cost increased to 2. Also has been given Charge. I felt it would be worthless otherwise. Quality changed to Common.
Amani'shi Hatcher:
Cost increased to 3 (anything that spawns other minions should cost more than its statline is worth, right Dr.Balanced ?). Quality and Name changed.
Undefeated Headhunter:
The idea for the initial card was to make an extremely mana-efficient card and compensates this by making it an Epic. But even that isn't enough to compensate for this (Maybe if it was a legendary this would be viable since you can only put one in your deck). So I decided to make it the most powerful textless minion of Hearthstone, following the old "Attack + Health = 2*Cost + 1" rule. Has also been renamed tu reflect his power (forest trolls were pretty badass in WC2).
Revantusk Ritual Dancer:
This is undoubtely the card that has gone through the greatest amount of changes, both esthetically and functionnaly. It's not even the same card anymore. I hesitated between keeping the frog effect or making an other completely different effect altogether. I went for the second option, but I am not sure I managed to balance the card. The summoned token is meant to be either good or bad depending on the situation, and could therefore be used on either one of your minion or an enemy one. Still, I am not sure the Windfury isn't too pushy for the effect. Hakkari Ritual Dancer in itself is very bad for its cost, but is the additional mana cost enough for such an effect (taking into account that a minion must be "sacrificed" for the transform effect) ?
Overlord Drakuru:
Nerfed down to a 6/6 (down from 7/8). Basically, this is cheaper by 2 mana in exchange for mostly not being able to play useful minions near him. Compare to Fel Reaver: 3 mana cheaper in exchange of self-milling. However Drakuru could still be used to pop useful Deathrattles or Stress effects, that's why it is "only" 2-mana cheaper and not 3 mana as this way synergize well with other cards.
Zanzil the Outcast:
I followed Koolaid's advice and increased this card's mana cost by 2. (EDIT: Well by 4 actually, I will have to fix that later).
Sea Witch Zar'jira:
Her effect has been nerfed. A card like this would guarantee that murlocs would never be in the metagame again so I had to change it. It still has the potential to screw up an entire zoo deck though.
Zuni:
Health increased by 1. Also its effect has been reworded to be less ambiguous.
High Priest Venoxis:
Nerfed to a 3/3 (down from 6/6). Prophet of Hethiss hero power is generally less powerful than Jaraxxus so the player has an additionnal 3/3 minion for the effect. I think this is fair. Also it's artwork has been change to a WoW screenshot and his effect is now a battlecry.
Beast Slaying:
It should now target an enemy Beast. Otherwise this would have been abused if played with Gift of Mylune.
Gift of Mylune:
Filling your board with Squirrels would have been too op when compared to the first option of Dark Wispers.
Blessing of Shirvallah:
Because a 5/4 with Charge for 5 is definitely too op, even if it requires a "sacrifice". Now it is basically a Reckless Rocketeer with Beast synergy and 1-mana less to compensate for the minion to be transformed. This could also be used against an enemy minion to get rid of it easily.
Snake Charmer:
Goodbye Emperor Cobra. This minion now summons an entirely new minion.
Thrallmar Sniper:
+1 Health. Also the ugly white border has been removed.
Halazzi:
The Amani Lynx has basically become a Huffer. It still has a high stat-line for Halazzi's cost but this is a compensation for the fact that the Enrage has to be triggered for the Lynx to be summoned (and the Charge effect is useless if it is activated during your opponent's turn).
Argent Dawn Healer:
Cost increased to 3 (up from 2).
Zabra Hexx:
Now restores only 6 Health (down from 7). Also, artwork changed.
Cosmetic/Rarity changes:
Pain Suppression:
Reworded.
Raptor Rider:
Quality decreased to Common.
Darkspear Loyalist:
Quality Decreased to Common.
Terrible Hexmeister:
Reworded.
Drakkari Berserker:
Added the mention "if damage taken is not lethal".
Sandfury Cretin:
Artwork changed.
Ogre Witch Doctor:
Reworded.
Drakkari Golem:
Quality increased to Rare. Living Mojos now costs 1.
I had a hard time finding good names and cards for paladins since troll paladins don't exist in WoW lore. But I did it. There are potential frog synergies with those cards. After secretadins: frogadins!
Mossflayer Lightcaster: Most a free buff on command, although a slow one. Nonetheless useful in early game, and could potentially snowfall if left alive.
Rastakhan Golden Mojo: Initially its spot was taken by a "blessing of [loa]" card, but since no loa associable with paladins exists I went for that instead. A very nice buff for all Silver Hand Recruits for its cost but this card should not be associated with...
Silver Hand Hexmeister: (Note: This minion doesn't replace your hero power, it merely changes its effect. If Justicar Trueheart is played, your Hero Power would simply summon 2 Frogs). A 3-mana 4/4 is very cost efficient, but class-specific cards are always slightly more powerful than neutral ones. Also, in a classical Paladin deck, this card's effect would be a drawback except if the paladin has...
Critter's Revenge: This card is a huge anti-removal. It turns a 1/1 into a 7/7! It is much more powerful than the basic Blessing of Kings but it requires to have a critter on your side of the field. As I said this synergizes extremely well with Silver Hand Hexmeister. Your opponents would think twice before polymorphing or hexing one of your minions.
Merely a Setback: This was my submission for card creation contest #36 with some changes: it is now a paladin spell (obviously) and it now sends back the minions into your hand (rather than into your deck like my initial card). Does not work if your hand is full obviously, so this may be allow your opponent to mill you if you have lots of minions on the field. Trivia: This card is a reference to the famous "merely a setback" speech given by Kael'Thas at the end of Magister's Terrace, hence the Kael'Thas artwork. This doesn't have anything to do with trolls, but many class-specific cards have nothing to do with their expansion's general theme (what is the common point between GvG and Mal'Ganis ?).
Tiki Shield: I guess I am not the first to have this idea. But still, weapons that aren't actually weapons are lacking in the game. This could save you some time, but your opponent could also choose to trigger it with 1-damage spells/minions in order to get rid of it.
Sergeant Bly: I guess I have to explain how it works. When summoned, Bly's battlecry will summon, in that order: Raven -> Murta Grimgut -> Oro Eyegouge -> Weegli Blastfuse. If at any point your board becomes full, the summon will stop. As I imagined it, Weegli Blastfuse would actually be summoned directly for your opponent.
Note that the summoned tokens are the only class-specific tokens that are paradoxically not accessible to the class they belong to. Priests can try to copy Bly, but for rogues and warlocks the only way to get them (as far as I know) would be to play Grand Crusader and get Bly or to acquire an Unstable Portal through Nefarian or Spellslinger and get Bly.
Trivia: In WoW, Bly and his followers can be found in Zul'Farrak. They initially help the players kill a wave of Sandfury Cretins (also featured in my expansion, ironically with a similar effect) but later turn on them if asked about a rod. Weegli Blastfuse, however, will run away and later help you. Hence him being summoned for your opponent.
Tauren Rogue: They do exist, but they're so good you never see them. Obviously his Stealth will cancel his Taunt when he is played, but once he has attacked once, Stealth will dissapear and he will automatically become a Taunt minion. It some circumstances, he could replace two smaller minions.
Gurubashi Arena Chest: Some equivalent to Arcane Intellect but with the guarantee of getting a weapon. The additional card is only a combo to keep it balanced against said Arcane Intellect.
Blessing of Bethekk: A 5/5 with Stealth for 5 which requires a minion to be sacrificed. I think I may have to buff that, I don't know.
Stranglethorn Ganker: Because a card with this name could only be a rogue card, right ? This is a basically a reverse BGH with a combo. Note: When the card says "destroy them all instead", it means all enemy minions with 2 Attack or less. Great as a mass removal against aggro decks.
Griftah: When played, this card makes you draw 5 cards and give one of the 4 "useless" cards I made as uncollectibles. On top of that, Griftah also has the same effect as Acolyte of Pain. 3 of those cards are really useless (read carefully: 2 of them makes you do things that you already do, and 1 is just here as a flavor text vessel), but the 4th one (the Hula Girl Doll) has a real ability. Trivia: In WoW, Griftah is known for selling absolutely useless items for a big sum of gold. However one of his item, the Hula Girl Doll, is needed by engineers to craft their flying machine. Hence the special effect for it.
Enchanted Tiki Warrior: Basically an alternative to Totem Golem. 1 less Health in exchange of no overload seems a fair deal to me. A 3/3 for 2 mana is above the statline for 2-mana minions but this one is class-specific so this is acceptable (compare Voidwalker with Goldshire Footman)
Earthen Ring Stormancer: Yup, that's a negative overload. It means that you will have 1 more mana crystal the next turn and next turn only (just like playing The Coin or Innervate). Her effect also helps trigger friendly Enrage or Stress effects.
Hot Dancer: Negative Overload. It is a 7-mana 4/3 so this basically means that you are paying this turn the 4 crystals you will get the next turn. She can potentially enable devastating combo.
Drakkari Idol: Much needed Overload Synergy. That said, as a minion it is pretty much useless. I am not sure this will be played as a passive minion. I hesitate between giving it attack or improve the buff it gives.
The Maelström:Twisting Nether for shamans. Overload:(10) basically means that you won't play anything of value the next turn, however it allows you to play other cards this turn and potentially transfer board control to you. I hesitate to change this to "destroy all enemy minions" since it rarely provides much more value than Elemental Destruction except if your opponent has big minions.
Sen'jin: The card every Shaman needs! Note that Overload only triggers after any effect following the card played so Sen'jin can't combo with my Maelström to dodge the Overload:(10).
There's not much I can add actually. Just for those who wonder why Malacrass has this effect, that is because in WoW Malacrass literaly steals players speels.
From now on I will probably continue to make some balance updates to existing cards, or even add more cards if I get ideas that I think would fit in my expansion.
Apparently we can't do imbricated spoilers anymore so here are all the cards in one go:
Darkspear rebel:
Now also gives Taunt to adjacent minions. Rarity decreased to Common.
Hemet's Trainee:
Attack decreased by 1. Name changed to "Apprentice".
Terrible Hexmeister:
Attack decreased from 3 to 1. I made this card before LoE and a 3/3 for 1 mana would be too OP with Mounted Raptor and Desert Camel being around.
Vault Guardian:
Stats changed. It is now a defensive card rather than a offensive one. A 10/1 for 5 is simply not safe with cards like Charge or Shadowflame.
Hakkari Ritual Dancer:
Now transforms minions into random beasts. It is a bit like (old) Tinkmaster Overspark except its stats are adjusted for her not being too OP, although it could still be annoying if your opponent gets a free King Krush.
Zanzil the Outcast:
Cost decreased by (2), as promised.
Zuni:
Zuni has been given taunt on top of "spelltaunt", which I reworded to be shorter.
Orgrimmar Chef:
Cost decreased by (1).
Halazzi -> Bloodlord Mandokir:
Cost decreased by (1). I initially was reluctant to give hunters too powerful cards, but hunters aren't the cancer they used to be anymore. Since the effect is conditional (and requires the hunter to trade! ) I think it is not too OP to make it a 5-mana. Also, name and art changed as you can see.
Zandalari Dinomancer:
Cost decreased by (1), Attack and Health reversed. The raptor remains unchanged.
Jin'do/Hakkar:
Jin'do initial effect was too complicated. I replaced it with a stand-alone tempo Hakkar. I initially wanted to make it "deal 15 damage to your Hero" but with Reno Jackson being around that would have been too op. Also Hex, Polymorph, Shadow Word: Death, etc...
Corrupted Blood:
Another card whose effect has been replaced. The initial effect was too complicated. Also, the new effect forces your opponent to abstain from playing any other minion, which makes it extremely annoying just like its namesake. I think this may be too OP. What if I replace "When it dies" by "If it dies from it" ? Art changed.
Frostmane Sorcerer:
Attack increased by 1. As it was before, Frostmane Sorcerer was an objectively worse Snowchugger.
Refreshment Table:
Effect changed. It is now an improved Sorcerer's Apprentice. Powerful, but is has to stick to be viable!
Hethiss Staff:
REMOVED! A collectible weapon for mages didn't feel right. Especially one with such an effect. I replaced it with this completely different card instead:
Flamewanker's evil twin! Murloc Mages might one day be a thing, who knows ?
Tauren Rogue:
Cost decreased to 3. Powercreep on Ironfur Grizzly but so is Fierce Monkey so that's okay I guess ? Also, the taunt is conditional since stealth cancels taunt.
Griftah:
Again, the card has been totally replaced. The first version was just too weird, now it is a big Coldlight Oracle. Stats changed to reflect that. Art changed.
Sandfury Buccaneer:
Effect changed. Cost increased by (1).
Hot Dancer:
On second thought, the negative overload does not appear viable to me. Especially one that is that huge. I made it into a Dr.4 with a random battlecry akin to fire elementals. You will either get a very defensive card or a very offensive one. Card art zoomed in.
Earthen Ring Stormancer:
Effect completely changed again. Now a nice way for shamans to deal with aggro.
Witherbark Axe:
Effect nerfed. A perma-counter-attack for 2 is too strong for this cost. Card art changed.
Sergeant Bly:
Cost increased by (1). Art has been changed, now the new art represents the real Bly from the TCG.
Cosmetic/Rarity changes:
Troll monk -> Deepholm Monk:
The first one didn't really look like a monk.
Sandfury Cretin:
Art changed again. Now the troll on the art really is a Sandfury Cretin.
High Priest Venoxis:
Card art reversed to the original one. I don't know why I changed it to begin with.
Quality increased to Rare.
Druid and Warrior Legendaries:
I replaced Daakara with Zul'jin as I prefer the original to the copy. Since Zul'jin was already the warrior legendary, I replaced him with Warmaster Voone (who is less famous, but fits the warrior theme just as well). Their respective effect remain identical.
Amani Axethrower:
"New troll here!". Since I reused the original art for Voone, I had to replace it.
Mojos:
I found better art and names so...
Rain of Frogs:
I reused the old art for Murloc Mage so I had to change it, even if the new one sucks.
Like the frog, however the Amani'shi Hatcher doesn't have the Young Dragonhawk card it summons.
This is simply because Young Dragonhawk already exists. (and also because I didn't find any decent dragonhawk artwork except the one for YD)
Also, here are today's cards:
Some comments :
Serpent's Spine Wall is a modified version of the card I submitted for this week's contest. I reduced its cost, since it was meant to be a face counter, so it should be playable before being dead.
Undefeated Headhunter is a textless epic minion only because it is extremely cost-effective.
Sandfury Cretin was created before the nerf for Warsong Commander was announced, but I think people may nonetheless find good combos for this (Savage Roar, Bloodlust, etc...). Also its 5 Health allows it to withstand a Flamestrike.
In addition to these cards I made some changes for other cards:
Both the collectible and the uncollectible version of the Frog has been given the Beast type, Hunters have many other ways to trigger their hyena or their skill command anyway.
The art was changed for Troublemaker, also its attack has been reduced by 1.
The art was changed for Troll Batrider, also its cost has been increased by 1 (so that it is balanced when compared to a Demolisher).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Here are the neutral legendaries:
Uncollectibles:
I tried to keep the cards powers consistent with their lore (except Zalazane who is just here to counter dr.6)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Ok time to show the class cards now, beginning with the hunter class:
Associated Uncollectibles:
Also yes, I know that the art for my Mallet of Zul'Farrak is the same as Charged Hammer, but this is because this weapon also exists in WoW and has the exact same skin.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Um, here are the priest cards:
Also I reverted the change made to my keyword. [b]Stress[/b] now again triggers when damage is lethal (Vilebranch Cannibal was updated as a consequence).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Warlock class cards !
Also, advice on how to balance the cards is welcome! Especially since I do not play all classes. Notably, I think my Jindo and my Zabra Hexx from yesterday is op but I am not sure...
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Warrior cards, including Zul'jin !
Note that Magatha's Trick isn't simply an op Heroic Strike since it requires a weapon to be equipped.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Rogue plays Nefarian. Gets Magatha's Trick.
Deadly Poison, Deadly Poison, Sharpsword, Sharpsword.
Blade Flurry.
I can already see the Trolden video for it.
True, but I don't find this more shocking than casting Sacrificial Pact on Jaraxxus, or any other op combo.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Really cool concepts! I'm always a huge fan of shorthand keywording recurring effects like the way you have with "Stress" - it just makes expansion cards easier and it makes existing minions with the effect less wordy.
I do think you have a number of balance, rules, and wording issues though.
-Terrible Hexmeister: Battlecries by definition cannot single target the source minion. You should probably just make this "At the end of your turn, transform this minion into a random 1-cost minion." - that'd also give it some strategy with silence effects like Wailing Soul.
-Saltscale Hunter needs to be re-worded. I'd have it "Battlecry: Destroy ALL Frogs, friendly Murlocs get +1/+1 for each Frog destroyed this turn."
-Kurzen Witch Doctor makes no sense to me as worded. It sounds like you wanted it to be like a Counter Attack effect rather than Stress and debuff whatever attacks it. With that being said, it seems super OP if this is a permanent debuff. It seems OP even it's until end of turn as it's basically immune to any 2 or less Attack that way, but if it's permanent it's turning even a Yeti into a 2/5 and then surviving the attack as a 2/1 to debuff something else.
-Smolderhorn Pyromancer seems easily abused in a Dragon Warrior deck or something as a Stress trigger. 2-damage still feels pushing it with 1-damage being the more realistically balanced, as a neutral common. Compare it to Flamewaker statline/mana cost/effect wise and that's a class-specific rare.
-Drakkari Berserker, I'm pretty sure the way cards with Stress would work if using Acolyte of Pain and Gurubashi Berserker as examples would make this card immune to death via damage so long as it isn't silenced. What would happen is it would go to 7/0 and then immediately become 7/3 as both Acolyte and Gurubashi will still trigger their effects at 0 Health. As such this is insanely broken.
-Reversed Berserker is just broken as heck. It's a 8/7 for 5. You just go face with it and let them have to trade up potentially repeatedly to kill it. Unless you're doing 7 damage to it all at once, it's still be a 5/X post first damage which is still high attack at 5 mana. Compare this to Fel Reaver and how much an opponent often needs to trade to kill a turn 5 Reaver. And this berserker is a common. It's just too much.
-Vault Guardian is an interesting stat line but I think ultimately with cards like Charge being a thing this would likely be too easy to abuse at 5 mana. Also it's neutral so Shadowflame says hi.
-Gurubashi Hexmeister needs to say "Random" as by definition Deathrattle effects can't target and as stated right now it looks like you choose the minion.
-Stromgarde Troll Hunter feels weaker than a lot of your commons. I think his rarity is inflated for no reason. It attacks as a 2/3 and takes damage as a 4/3 - compare that to Wrathguard or the +3 Enrage troll 2/3 2 drop.
-Raptor Rider also feels weak at Rare. It's a fen raptor that sometimes ignores taunt. It's not even that good as a common or if the effect was 100%.
-Troll Slavemaster is OP as written. It's too often "2 mana - 1/2 Battlecry: Deal 3 damage divided as you choose among enemy minions." Even if it just said "At the end of your turn, Opponent gains control of all Slaves" it would be more balanced but still pretty OP. I think the only way to really balance it is to remove Charge from the Slaves. 2 mana 1/2 with the same battlecry and deathrattle but no charge on the slaves.
-Ogre Witch Doctor I think runs into the self-Battlecry problem. You'd either need it to be some sort of trigger, hit friendly minions, or make it like a Spell. The only other way Battlecry functions like this is Joust mechanic, so maybe if you lose the Joust transform type thing.
-Zanadalari Invader is underpowered for it's cost. There are already 3/2 and 2/3 stealth minions at common for 2 mana (albeit the 3/2 is druid class) - this isn't much better statwise than Worgen Infiltrator as it attacks for the same damage and 2 Health compared to 1 Health is fairly marginal. As such this is worse than Worgen most of the time because it costs +1 mana.
-King of Frogs is unnecessarily wordy: "Friendly Frogs have +2/+2" is fine. This is where the whole "Frog" thing becomes an issue. There's no such as "Frog" as even the "Frog" you have is seen as a "Beast" by the game. You'd need to make it a minion super-type for it to work like this as it's otherwise too ambiguous. Is King of Frogs a "Frog"? Because it's neither a "Frog" super-type nor is it specifically named "Frog" which raises concerns.
-Shadowtooth Troll is super OP. It's basically a neutral Polymorph with the added upside of a 2/1 body attached.
-Frog - Is this the 1/1 Frog everything gets turned into? Is the text to suggest as long as you have a Frog in play you can't draw cards? You just draw more Frogs? If so that is SUPERRRRRRRRRRRRRRRR broken.
-Baby Raptor - You're definitely overvaluing "Ignore Taunt" - a 1/2 for 1 is terribad and this is an epic rarity.
-Serpent Spine Wall seems way too good as a neutral option for control decks. This is basically "4 mana - gain 10+ armor" and it can even get the benefit or things like Direwolf Alpha to make it stronger than that.
-Undefeated Headhunter - Just no. A neutral 6/6 for 4? Talk about insane power creep. Better than even the new 5/6 for 5 and the old standby vanilla 4/5 yeti for 4 by orders of magnitude.
-Ritual Dancer - I really think you're kind of pushing effects like Polymorph or Hex into neutral cards too much. There's basically no downside to this card either.
-Overlord Drakuru - Too much again. Read this as 4 mana: 7/8 - "You can't play minions" and it's still SUPER good. It's like a Legendary but arguably better at 4 mana Fel Reaver.
-Zanzil the Outcast - Compare this to Maexxna and you'll see this card is undercosted by about 2. You're giving up 2 Health, but you're now getting 1/2 minions off the effect.
-Does Venoxis restore you to 20 Health when your hero transforms as it seems from the Hero image? If so that's crazy broken. Compare that to Lord Jaraxxus (and as a neutral consider playing it along side Jaraxxus). The hero power is already so good and presumably you may even still have a 6/X High Priest in play. Also, what happens if Venoxis gets healed to full as that cancels enrage effects?
-Snake Charmer is OP at 4 mana. You're getting a 3 mana emperor and a 2/2 for 4 mana. That's so much value. Too much.
-Halazzi is uber broken - A 5/5 Charge Beast is already worth more than 6 mana see Druid of the Claw and this is giving you a 4/4 to boot.
I'll finish later.**
Balancing busted cards version 1.0.
Thanks for your lengthy comment. I think you're right for many of those cards (as I didn't know how to balance them). That said there are some with which I don't agree.
I've never read any rules that specify that a battlecry can't target the source minion. Frostwolf Warlord and many other minions have self-targetting battlecries, and Faceless Manipulator also transforms itself when summoned. I think the card is fine as it is, except maybe for the wording (I would simply say "transform" rather than "transform itself")
Reworded as this would mean that friendly murlocs would also gain +1/+1 for frogs destroyed by effects other than this one which is not what I want. Only the battlecry should give them the buff.
Yes I think I should word it as "Any minion damaged by this minion LOSES 2 Attack". Yes, the debuff would be permanent but would occur only after KWD has received the damage, so he would still be killed by the Yeti. Do you think I should put -1 instead of -2, or make it a 2/2 ?
I compared it to Demolisher as well as my own troll batrider to balance this. If I reduce the damage output then it would be strictly worse than those two cards (except for the 2-attack but than does not change anything). I think I will reduce his Health to 2 or change it to "randomly split" ... but this may still be op in a dragon priest deck with all its healing and health-increasing spells. Maybe convert it to a "deal 1 damage to all minions" ?
Same thing as for the terrible hexmeister
No, I made two versions of the 1/1 Frog, a collectible and an uncollectible one, the uncollectible one is textless. As for the collectible frog, what I meant is that it will always be in your initial hand (although it is "mulliganable"). As for the frog type, I think it is not a problem not to have one since there are already several cards that specifically reference Silver Hand Recruits.
As for the rest, I will do the modifications later.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Druid cards!
Uncollectibles:
All the Choose One cards:
http://imgur.com/a/Q29lK
I have some doubts for Daakara's Eagle form, isn't a 7/6 Windfury for 8 mana too op ?
I am currently correcting balance issues with other cards.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Before moving on to the last 4 sets of class-specific cards (paladin, mage, rogue, shaman), here is a
fewlot of balance adjustements I made to existing cards following people's feedback as well as some changes I think should be made. 46 cards (more than half of my current set!) have been modified more or less heavily. Some aesthetic changes have also been made (names and artworks changed).http://imgur.com/a/140EJ
Functional Changes:
Kurzen Witch Doctor:
Kurzen Witch Doctor's text has been reworded in order to be less ambiguous,
also it's cost has been increased to 3 (up from 2) and his power doesn't work
on heroes anymore.
As a 2-mana minion, he was objectively better than Shrinkmeister since his power is permanent and actionable several times.
Smolderthorn Pyromancer:
Attack and Health reduced by 1 and the damage is now randomly split among enemies. The card's quality has been updated since this effect is too powerful for a common. Artwork and name changed.
Reversed Berserker:
-2 Attack, artwork updated.
Gurubashi Hexmeister:
Its effect now target the leftmost enemy minion rather than a random one. This is consistent with my will to tone down RNG effects. This way, the opponent has a way to anticipate the deathrattle and put a useless minion at the far left. Note that I am not sure that the "from your point of view" is useful since I don't know whether minion order is reversed for your opponent. It may actually be useless.
Also the name and artwork have been updated as I found this lovely female forest troll artwork (I have a troll fetish apparently).
Stromgarde Troll Hunter:
Health and Mana cost increased by 1 (my ratio of 3-Cost cards was too low, so I decided to change some mana costs). Now this minion attacks as a 3/3 and defens as a 5/3. Quality decreased to Common.
Raptor Mount:
Its cost has been increased by 1 and it now only grants +1/+1 when the joust is won. +2/+2 and Charge for 1 mana was just too much. This would wreak havoc in an OTK deck, even if the Joust requires to be won.
Zabra'jin Shieldmasta:
Base Health increased by 1. Artwork recentered. Added "if damage taken is not lethal" to limit ambiguity.
Troll Slavemaster:
Cost increased by 1, and the Slaves no longer have charge. I hesitated to make it a 2-mana 1/2 but that would make it pass from op to up since a 1/2 can be destroyed pretty easily and hello three 1/1 for free. Also its name has been changed to Gurubashi Slavemaster to compensate for the loss of Gurubashi Hexmeister.
Trivia: The art for this card comes from the same image as the one for Shadowfiend. http://hearthstone.gamepedia.com/Shadowfiend
Amani'shi Warbringer:
Cost increased by 1 and quality changed to Epic. An effect like this deserved more, even if it is only a joust. Name and text updated.
Zandalari Invader:
The "Counter-attack +1" has been replaced by a Windfury (afaik no minion has this Stealth/Windfury mix yet). Cost increased to 3 since Windfury is well worth 1 more mana. Quality decreased to common.
Trapper:
Nerfed to a 2/2 (down from 3/3) and quality increased to Epic. An effect like this largely deserves the extra mana-cost. Imagine taking control of a King Krush for 3 mana! This would easily acquire BGH status if it was in the game.
Shadowtooth Troll:
Attack reduced by 1. This is basically a Wisp+[card]Polymorph[/Ccard] that only takes 1 deck slot, which is compensated by the fact that my expansion features frog synergies.
Baby Raptor:
Cost increased to 2. Also has been given Charge. I felt it would be worthless otherwise. Quality changed to Common.
Amani'shi Hatcher:
Cost increased to 3 (anything that spawns other minions should cost more than its statline is worth, right Dr.Balanced ?). Quality and Name changed.
Undefeated Headhunter:
The idea for the initial card was to make an extremely mana-efficient card and compensates this by making it an Epic. But even that isn't enough to compensate for this (Maybe if it was a legendary this would be viable since you can only put one in your deck). So I decided to make it the most powerful textless minion of Hearthstone, following the old "Attack + Health = 2*Cost + 1" rule. Has also been renamed tu reflect his power (forest trolls were pretty badass in WC2).
Revantusk Ritual Dancer:
This is undoubtely the card that has gone through the greatest amount of changes, both esthetically and functionnaly. It's not even the same card anymore. I hesitated between keeping the frog effect or making an other completely different effect altogether. I went for the second option, but I am not sure I managed to balance the card. The summoned token is meant to be either good or bad depending on the situation, and could therefore be used on either one of your minion or an enemy one. Still, I am not sure the Windfury isn't too pushy for the effect. Hakkari Ritual Dancer in itself is very bad for its cost, but is the additional mana cost enough for such an effect (taking into account that a minion must be "sacrificed" for the transform effect) ?
Overlord Drakuru:
Nerfed down to a 6/6 (down from 7/8). Basically, this is cheaper by 2 mana in exchange for mostly not being able to play useful minions near him. Compare to Fel Reaver: 3 mana cheaper in exchange of self-milling. However Drakuru could still be used to pop useful Deathrattles or Stress effects, that's why it is "only" 2-mana cheaper and not 3 mana as this way synergize well with other cards.
Zanzil the Outcast:
I followed Koolaid's advice and increased this card's mana cost by 2. (EDIT: Well by 4 actually, I will have to fix that later).
Sea Witch Zar'jira:
Her effect has been nerfed. A card like this would guarantee that murlocs would never be in the metagame again so I had to change it. It still has the potential to screw up an entire zoo deck though.
Zuni:
Health increased by 1. Also its effect has been reworded to be less ambiguous.
High Priest Venoxis:
Nerfed to a 3/3 (down from 6/6). Prophet of Hethiss hero power is generally less powerful than Jaraxxus so the player has an additionnal 3/3 minion for the effect. I think this is fair. Also it's artwork has been change to a WoW screenshot and his effect is now a battlecry.
Beast Slaying:
It should now target an enemy Beast. Otherwise this would have been abused if played with Gift of Mylune.
Gift of Mylune:
Filling your board with Squirrels would have been too op when compared to the first option of Dark Wispers.
Blessing of Shirvallah:
Because a 5/4 with Charge for 5 is definitely too op, even if it requires a "sacrifice". Now it is basically a Reckless Rocketeer with Beast synergy and 1-mana less to compensate for the minion to be transformed. This could also be used against an enemy minion to get rid of it easily.
Snake Charmer:
Goodbye Emperor Cobra. This minion now summons an entirely new minion.
Thrallmar Sniper:
+1 Health. Also the ugly white border has been removed.
Halazzi:
The Amani Lynx has basically become a Huffer. It still has a high stat-line for Halazzi's cost but this is a compensation for the fact that the Enrage has to be triggered for the Lynx to be summoned (and the Charge effect is useless if it is activated during your opponent's turn).
Argent Dawn Healer:
Cost increased to 3 (up from 2).
Zabra Hexx:
Now restores only 6 Health (down from 7). Also, artwork changed.
Cosmetic/Rarity changes:
Pain Suppression:
Reworded.
Raptor Rider:
Quality decreased to Common.
Darkspear Loyalist:
Quality Decreased to Common.
Terrible Hexmeister:
Reworded.
Drakkari Berserker:
Added the mention "if damage taken is not lethal".
Sandfury Cretin:
Artwork changed.
Ogre Witch Doctor:
Reworded.
Drakkari Golem:
Quality increased to Rare. Living Mojos now costs 1.
Darkspear Rebel:
Quality increased to Rare. Reworded.
King of Frogs:
Reworded.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Paladin cards!
I had a hard time finding good names and cards for paladins since troll paladins don't exist in WoW lore. But I did it. There are potential frog synergies with those cards. After secretadins: frogadins!
http://imgur.com/a/0HW7l
Uncollectibles:
Card explanations:
Mossflayer Lightcaster: Most a free buff on command, although a slow one. Nonetheless useful in early game, and could potentially snowfall if left alive.
Rastakhan Golden Mojo: Initially its spot was taken by a "blessing of [loa]" card, but since no loa associable with paladins exists I went for that instead. A very nice buff for all Silver Hand Recruits for its cost but this card should not be associated with...
Silver Hand Hexmeister: (Note: This minion doesn't replace your hero power, it merely changes its effect. If Justicar Trueheart is played, your Hero Power would simply summon 2 Frogs). A 3-mana 4/4 is very cost efficient, but class-specific cards are always slightly more powerful than neutral ones. Also, in a classical Paladin deck, this card's effect would be a drawback except if the paladin has...
Critter's Revenge: This card is a huge anti-removal. It turns a 1/1 into a 7/7! It is much more powerful than the basic Blessing of Kings but it requires to have a critter on your side of the field. As I said this synergizes extremely well with Silver Hand Hexmeister. Your opponents would think twice before polymorphing or hexing one of your minions.
Merely a Setback: This was my submission for card creation contest #36 with some changes: it is now a paladin spell (obviously) and it now sends back the minions into your hand (rather than into your deck like my initial card). Does not work if your hand is full obviously, so this may be allow your opponent to mill you if you have lots of minions on the field. Trivia: This card is a reference to the famous "merely a setback" speech given by Kael'Thas at the end of Magister's Terrace, hence the Kael'Thas artwork. This doesn't have anything to do with trolls, but many class-specific cards have nothing to do with their expansion's general theme (what is the common point between GvG and Mal'Ganis ?).
Tiki Shield: I guess I am not the first to have this idea. But still, weapons that aren't actually weapons are lacking in the game. This could save you some time, but your opponent could also choose to trigger it with 1-damage spells/minions in order to get rid of it.
Sergeant Bly: I guess I have to explain how it works. When summoned, Bly's battlecry will summon, in that order: Raven -> Murta Grimgut -> Oro Eyegouge -> Weegli Blastfuse. If at any point your board becomes full, the summon will stop. As I imagined it, Weegli Blastfuse would actually be summoned directly for your opponent.
Note that the summoned tokens are the only class-specific tokens that are paradoxically not accessible to the class they belong to. Priests can try to copy Bly, but for rogues and warlocks the only way to get them (as far as I know) would be to play Grand Crusader and get Bly or to acquire an Unstable Portal through Nefarian or Spellslinger and get Bly.
Trivia: In WoW, Bly and his followers can be found in Zul'Farrak. They initially help the players kill a wave of Sandfury Cretins (also featured in my expansion, ironically with a similar effect) but later turn on them if asked about a rod. Weegli Blastfuse, however, will run away and later help you. Hence him being summoned for your opponent.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Rogue cards!
https://imgur.com/a/4dynO
Uncollectibles:
Comments on the card:
Tauren Rogue: They do exist, but they're so good you never see them. Obviously his Stealth will cancel his Taunt when he is played, but once he has attacked once, Stealth will dissapear and he will automatically become a Taunt minion. It some circumstances, he could replace two smaller minions.
Gurubashi Arena Chest: Some equivalent to Arcane Intellect but with the guarantee of getting a weapon. The additional card is only a combo to keep it balanced against said Arcane Intellect.
Blessing of Bethekk: A 5/5 with Stealth for 5 which requires a minion to be sacrificed. I think I may have to buff that, I don't know.
Stranglethorn Ganker: Because a card with this name could only be a rogue card, right ? This is a basically a reverse BGH with a combo. Note: When the card says "destroy them all instead", it means all enemy minions with 2 Attack or less. Great as a mass removal against aggro decks.
Griftah: When played, this card makes you draw 5 cards and give one of the 4 "useless" cards I made as uncollectibles. On top of that, Griftah also has the same effect as Acolyte of Pain. 3 of those cards are really useless (read carefully: 2 of them makes you do things that you already do, and 1 is just here as a flavor text vessel), but the 4th one (the Hula Girl Doll) has a real ability. Trivia: In WoW, Griftah is known for selling absolutely useless items for a big sum of gold. However one of his item, the Hula Girl Doll, is needed by engineers to craft their flying machine. Hence the special effect for it.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
We're almost there! Shaman cards!
http://imgur.com/a/gJiHR
Comment on the cards:
Enchanted Tiki Warrior: Basically an alternative to Totem Golem. 1 less Health in exchange of no overload seems a fair deal to me. A 3/3 for 2 mana is above the statline for 2-mana minions but this one is class-specific so this is acceptable (compare Voidwalker with Goldshire Footman)
Earthen Ring Stormancer: Yup, that's a negative overload. It means that you will have 1 more mana crystal the next turn and next turn only (just like playing The Coin or Innervate). Her effect also helps trigger friendly Enrage or Stress effects.
Hot Dancer: Negative Overload. It is a 7-mana 4/3 so this basically means that you are paying this turn the 4 crystals you will get the next turn. She can potentially enable devastating combo.
Drakkari Idol: Much needed Overload Synergy. That said, as a minion it is pretty much useless. I am not sure this will be played as a passive minion. I hesitate between giving it attack or improve the buff it gives.
The Maelström: Twisting Nether for shamans. Overload:(10) basically means that you won't play anything of value the next turn, however it allows you to play other cards this turn and potentially transfer board control to you. I hesitate to change this to "destroy all enemy minions" since it rarely provides much more value than Elemental Destruction except if your opponent has big minions.
Sen'jin: The card every Shaman needs! Note that Overload only triggers after any effect following the card played so Sen'jin can't combo with my Maelström to dodge the Overload:(10).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Annnnd my expansion is finally complete with those mage cards!
http://imgur.com/a/bGbOy
Comments on the cards:
There's not much I can add actually. Just for those who wonder why Malacrass has this effect, that is because in WoW Malacrass literaly steals players speels.
From now on I will probably continue to make some balance updates to existing cards, or even add more cards if I get ideas that I think would fit in my expansion.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
TROLOLOLOLOLOLOLOLOLOLOLOLOL
Good Job Dude:)
MAKE SURE TO CHECK OUT MY MURLOC PALADIN DECK :)
Thanks for the bump. I got new ideas in the meantime, so I may make them into a card alongside adjustments to existing cards.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Brand new cards are currently in preparation. In the meantime, however, I made new balance adjustments to existing cards.
http://imgur.com/a/JVmkb
Functional Changes:
Apparently we can't do imbricated spoilers anymore so here are all the cards in one go:
Darkspear rebel:
Now also gives Taunt to adjacent minions. Rarity decreased to Common.
Hemet's Trainee:
Attack decreased by 1. Name changed to "Apprentice".
Terrible Hexmeister:
Attack decreased from 3 to 1. I made this card before LoE and a 3/3 for 1 mana would be too OP with Mounted Raptor and Desert Camel being around.
Vault Guardian:
Stats changed. It is now a defensive card rather than a offensive one. A 10/1 for 5 is simply not safe with cards like Charge or Shadowflame.
Hakkari Ritual Dancer:
Now transforms minions into random beasts. It is a bit like (old) Tinkmaster Overspark except its stats are adjusted for her not being too OP, although it could still be annoying if your opponent gets a free King Krush.
Zanzil the Outcast:
Cost decreased by (2), as promised.
Zuni:
Zuni has been given taunt on top of "spelltaunt", which I reworded to be shorter.
Orgrimmar Chef:
Cost decreased by (1).
Halazzi -> Bloodlord Mandokir:
Cost decreased by (1). I initially was reluctant to give hunters too powerful cards, but hunters aren't the cancer they used to be anymore. Since the effect is conditional (and requires the hunter to trade! ) I think it is not too OP to make it a 5-mana. Also, name and art changed as you can see.
Zandalari Dinomancer:
Cost decreased by (1), Attack and Health reversed. The raptor remains unchanged.
Jin'do/Hakkar:
Jin'do initial effect was too complicated. I replaced it with a stand-alone tempo Hakkar. I initially wanted to make it "deal 15 damage to your Hero" but with Reno Jackson being around that would have been too op. Also Hex, Polymorph, Shadow Word: Death, etc...
Corrupted Blood:
Another card whose effect has been replaced. The initial effect was too complicated. Also, the new effect forces your opponent to abstain from playing any other minion, which makes it extremely annoying just like its namesake. I think this may be too OP. What if I replace "When it dies" by "If it dies from it" ? Art changed.
Frostmane Sorcerer:
Attack increased by 1. As it was before, Frostmane Sorcerer was an objectively worse Snowchugger.
Refreshment Table:
Effect changed. It is now an improved Sorcerer's Apprentice. Powerful, but is has to stick to be viable!
Hethiss Staff:
REMOVED! A collectible weapon for mages didn't feel right. Especially one with such an effect. I replaced it with this completely different card instead:
Flamewanker's evil twin! Murloc Mages might one day be a thing, who knows ?
Tauren Rogue:
Cost decreased to 3. Powercreep on Ironfur Grizzly but so is Fierce Monkey so that's okay I guess ? Also, the taunt is conditional since stealth cancels taunt.
Griftah:
Again, the card has been totally replaced. The first version was just too weird, now it is a big Coldlight Oracle. Stats changed to reflect that. Art changed.
Sandfury Buccaneer:
Effect changed. Cost increased by (1).
Hot Dancer:
On second thought, the negative overload does not appear viable to me. Especially one that is that huge. I made it into a Dr.4 with a random battlecry akin to fire elementals. You will either get a very defensive card or a very offensive one. Card art zoomed in.
Earthen Ring Stormancer:
Effect completely changed again. Now a nice way for shamans to deal with aggro.
Witherbark Axe:
Effect nerfed. A perma-counter-attack for 2 is too strong for this cost. Card art changed.
Sergeant Bly:
Cost increased by (1). Art has been changed, now the new art represents the real Bly from the TCG.
Cosmetic/Rarity changes:
Troll monk -> Deepholm Monk:
The first one didn't really look like a monk.
Sandfury Cretin:
Art changed again. Now the troll on the art really is a Sandfury Cretin.
High Priest Venoxis:
Card art reversed to the original one. I don't know why I changed it to begin with.
Quality increased to Rare.
Druid and Warrior Legendaries:
I replaced Daakara with Zul'jin as I prefer the original to the copy. Since Zul'jin was already the warrior legendary, I replaced him with Warmaster Voone (who is less famous, but fits the warrior theme just as well). Their respective effect remain identical.
Amani Axethrower:
"New troll here!". Since I reused the original art for Voone, I had to replace it.
Mojos:
I found better art and names so...
Rain of Frogs:
I reused the old art for Murloc Mage so I had to change it, even if the new one sucks.
Blessing of Har'koa:
Found a better art.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)