Welcome to my custom expansion for Hearthstone. While it's not centered around any special theme, it's going to include a lot of minions and spells that fit very well into the game and could enable new decks to become viable. A big thing to consider is also that the expansion also includes a lot of minions that fit arena very well but are otherwise not expecialy great in constructed play. Others have abilities that enable whole decks to be shaped around them. The expansion also includes a new keyword - Tough. While it's not actually written on the cards, it's a short term for "Takes 1 less damage from attacks." There is also a new minion tribe - Nagas. Most of them are tough high cost minions which have great synergy between them.
I will be updating the thread so keep tuned for more cards!
The expansion includes 31 common, 27 rare, 23 epic and 14 legendary neutral cards and 4 common, 3 rare, 2 epic and a legendary card for every class.
Tauren Battlemaster should not be able to reduce cost lower than 1. That's the reason Mana Spring Totem was cut off... it created a Brewmaster x2, Juggler Loop (tho it would be hard to pull off as it requires T10... still)
This looks awesome! I always love looking at community made things. So much more creativity involved.
Wilfred fizzlebang is already in the game. He was the warlock class legendary for TGT so you may need to change that. If I can add a suggestion which is you need to come up with a new function. eg. LoE has discover, TGT has inspire etc etc.
Apart from that your card designs look awesome and seem to take the concept of some of the solo adventures and put them into the game
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Check me out at twitch! Might not be streaming now but a follow would be nice anyway.
Tauren Battlemaster should not be able to reduce cost lower than 1. That's the reason Mana Spring Totem was cut off... it created a Brewmaster x2, Juggler Loop (tho it would be hard to pull off as it requires T10... still)
That's funny, I've actualy thought about this exact thing while I was laying in the bed. Was to tired to change it imediately though. Anyway, this has been fixed, the change is as you suggested (this was my way to fix it too).
This looks awesome! I always love looking at community made things. So much more creativity involved.
Wilfred fizzlebang is already in the game. He was the warlock class legendary for TGT so you may need to change that. If I can add a suggestion which is you need to come up with a new function. eg. LoE has discover, TGT has inspire etc etc.
Apart from that your card designs look awesome and seem to take the concept of some of the solo adventures and put them into the game
I've been testing out some ideas for new abilities, I've been toying with fear (affected minion can't attack the enemy hero) and sleep (affected minion can't attack untill it's taken damage) but I haven't made enough of them yet to include them. I've made some of the minions with inspire effect prior to the expansion coming out (I've been calling it "Imbue" but it did the same thing). Actualy quite a decent amount of cards that I've made prior to the expansion actualy got into the game, however they were usualy simple minions so that is most likely just a coincidence.
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The Gathering - a Custom Expansion of 185 new cards
These are really great! Only thing I wanted to chime in about was that I thought Vindicator Maraad and Kael'thas seemed kind of overpowered...for the latter, that's a lot of extra Spell Damage!
You've made a shaman's cards really strong . You can easily spam totems with Totemic Call and Hero Power boost them with existing Thunder Bluff Valiant then get some extra value from Draenei Totemcarver (so, you've got at least 8/8 minion) or new Master of Spirits. After that you can completly destroy all enemy minions (even Giants) with Totemic Explosion (for at least 8 damage to all minions). And in the resummon the board of totems with Elder Thomas or second Totemic Call ,so you can boost your second Totemcarver or Master of Spirits. So you've made this insane killing machine (combo) with those cards . Those other cards are also really usable. The Storm Hammer and Unstable Transporter would make Aggro Shaman even more scary ,then is it and Bound Spirit Master has an ability to creat a new more control Overload Shaman. Overall ,if those cards would be released as they are now ,Shaman would be unstopable.
Paladin :
It wouldn't be that stong as shaman ,however the Silver Hand Veteran/Master for Battle and Quartermaster is still insanely good combo.I really like the concept of Faith Keeper ,finally some strong viable one drop for Paladins,but I think it would be much more balanced if the card text would be just : Batllecry: Gain +1/+1 if you control a minion with Divane Shield. Dranei Exact would fit in to Token Paladin extremly well and Avenger of Live ,Last Stand and Marrad would surely find some nice spot in Control Paladin. And last but not least Scarlet Officer for Secret and Blessed Dragon for Dragon paladin. Overall ,I like this set I really appreciate,that you 've made somothing usable for every existing Paladin deck.
PS: Some says that Marrad is OP ,I don't think so. It's just version little bit weaker (,but still original and nice) version Kel'thuzad :/
Rogue
I think, that you were traing to make strong oil cards and you have succeeded :) Some those cards would be briliant in oil. Medusa Blade is great weapon ,balanced because you need to play it turn 7 or later (If you would play it on turn 6 ,than opponent will cast Loetheb and whole combo will be destoyed). Halucination is good and would be even Op in combo with Medusa Blade ,Assassin's Blade ,Madeiv Shadowsong or Oil (I recommend to change it's cost to 2,because of this avaible combo ). Worgen Weaponsmith is an insane minion,that must to overplayed very carefully almost as Mysterious Challangerand Weapon Experimentr's ability is also pretty usable. However ,current Rogue doesn't need better oil archetipe. Roguesneedsdiversitycardsthat are able to created newarchetype. I appreciate you were trying to create so COMBO carsd ,but I don't think any of them is that good to to establish a Combo rogue as new archetype and these cards simply doesn 't fit into any current deck . I really like ideas behind Blade Dancer and Masked Assasin and would love to play them ,but where ? Blade Dancer is two slow to replace Zombie Chow in tempo decks and there so many good 4 drops ,so why should I play Masked Assasin .Sadly , Delifias Gang Leader has a same problem.Overall, you've made some broken cards ,some really good cards and some cards with great potencial ,but without any viable usage :D
Warrior
I can see many "meh" cards here and it's surely the worst set (as for strength of cards, not originality) of an expansion so far. Let's with better cards of this set. . Hellreaver is brialiant card and would surely see some play in Control Warrior. Then we've got some weapon synergy cards as Call to Arms,Saurfang and Ancient Blademaster.As for a Call to Arms ,it would be insanely hard get some value from Calll to Arms,beacuse warriors usaly don't have many of minions on the board,and even if they would have three of them it's still way worst Oil. And witout any good spell to active him Ancient Blademaster wouldn't be played thought .And playing Saurfang witbout any other sinergy with weapons ,just to make your Death's Bite better for trading would be a little bit meaningless,but It's still a powerfull legendary that would surely find a way how to be played. Then there is Spinning Warrior ,that synergies very well with Patron,so I think it might see some play in Patron Warrior. Good idea with Scarred Batllemaster nice stats ,but probaly wouldn't be played that much ,because there is currently only one good card with Enrage -Gromash . Next one is Durotan Footman , I don't like an idea behind this one ,but it could be playble in some Bolster Warriors . Then ,there is Dragon Eater - potencial Dragon Warrior card ,but it's ability isn't good and there are already six mana dragons to play ,so why should i pick this one ? Then you've made another weapon synergy card Novice Blackmsmith I've got only two questions about it: in which case would I need 1/1 weapon ? and why would i want to give 1/1 weapon to my opponet ? And last card is Unreleting Strike,an ability to deal 4 damage is fine ,but I think ,that drawback is too high, it's like a little bit better Cursed Blade. Overall only card that would be played for sure from is deck is Hellreaver and Saurfang ,other ones are "meh-cards",maybe they would find spot in current decks and would be played,but they would never be a main reason ,why you would win a game.
Oh, that's all for now hope you will read my feedback and sorry for all those typos. I will post rest of classes later on.
You've made a shaman's cards really strong . You can easily spam totems with Totemic Call and Hero Power boost them with existing Thunder Bluff Valiant then get some extra value from Draenei Totemcarver (so, you've got at least 8/8 minion) or new Master of Spirits. After that you can completly destroy all enemy minions (even Giants) with Totemic Explosion (for at least 8 damage to all minions). And in the resummon the board of totems with Elder Thomas or second Totemic Call ,so you can boost your second Totemcarver or Master of Spirits. So you've made this insane killing machine (combo) with those cards . Those other cards are also really usable. The Storm Hammer and Unstable Transporter would make Aggro Shaman even more scary ,then is it and Bound Spirit Master has an ability to creat a new more control Overload Shaman. Overall ,if those cards would be released as they are now ,Shaman would be unstopable.
Paladin :
It wouldn't be that stong as shaman ,however the Silver Hand Veteran/Master for Battle and Quartermaster is still insanely good combo.I really like the concept of Faith Keeper ,finally some strong viable one drop for Paladins,but I think it would be much more balanced if the card text would be just : Batllecry: Gain +1/+1 if you control a minion with Divane Shield. Dranei Exact would fit in to Token Paladin extremly well and Avenger of Live ,Last Stand and Marrad would surely find some nice spot in Control Paladin. And last but not least Scarlet Officer for Secret and Blessed Dragon for Dragon paladin. Overall ,I like this set I really appreciate,that you 've made somothing usable for every existing Paladin deck.
PS: Some says that Marrad is OP ,I don't think so. It's just version little bit weaker (,but still original and nice) version Kel'thuzad :/
Rogue
I think, that you were traing to make strong oil cards and you have succeeded :) Some those cards would be briliant in oil. Medusa Blade is great weapon ,balanced because you need to play it turn 7 or later (If you would play it on turn 6 ,than opponent will cast Loetheb and whole combo will be destoyed). Halucination is good and would be even Op in combo with Medusa Blade ,Assassin's Blade ,Madeiv Shadowsong or Oil (I recommend to change it's cost to 2,because of this avaible combo ). Worgen Weaponsmith is an insane minion,that must to overplayed very carefully almost as Mysterious Challangerand Weapon Experimentr's ability is also pretty usable. However ,current Rogue doesn't need better oil archetipe. Roguesneedsdiversitycardsthat are able to created newarchetype. I appreciate you were trying to create so COMBO carsd ,but I don't think any of them is that good to to establish a Combo rogue as new archetype and these cards simply doesn 't fit into any current deck . I really like ideas behind Blade Dancer and Masked Assasin and would love to play them ,but where ? Blade Dancer is two slow to replace Zombie Chow in tempo decks and there so many good 4 drops ,so why should I play Masked Assasin .Sadly , Delifias Gang Leader has a same problem.Overall, you've made some broken cards ,some really good cards and some cards with great potencial ,but without any viable usage :D
Warrior
I can see many "meh" cards here and it's surely the worst set (as for strength of cards, not originality) of an expansion so far. Let's with better cards of this set. . Hellreaver is brialiant card and would surely see some play in Control Warrior. Then we've got some weapon synergy cards as Call to Arms,Saurfang and Ancient Blademaster.As for a Call to Arms ,it would be insanely hard get some value from Calll to Arms,beacuse warriors usaly don't have many of minions on the board,and even if they would have three of them it's still way worst Oil. And witout any good spell to active him Ancient Blademaster wouldn't be played thought .And playing Saurfang witbout any other sinergy with weapons ,just to make your Death's Bite better for trading would be a little bit meaningless,but It's still a powerfull legendary that would surely find a way how to be played. Then there is Spinning Warrior ,that synergies very well with Patron,so I think it might see some play in Patron Warrior. Good idea with Scarred Batllemaster nice stats ,but probaly wouldn't be played that much ,because there is currently only one good card with Enrage -Gromash . Durotan Footman ,don't like an idea behind this ,but it could be playble in come Bolster Warriors . Then ,there is Dragon Eater - potencial Dragon Warrior card ,but it's ability isn't good and there are already six mana dragons to play ,so why should i pick this one ? Then you've made another weapon synergy card Novice Blackmsmith I've got only two questions about it: in which case would I need 1/1 weapon ? and why would i want to give 1/1 weapon to my opponet ? And last card is Unreleting Strike,an ability to deal 4 damage is fine ,but I think ,that drawback is two high, it's like a little bit betterCursed Blade. Overall only card that would be played for sure from is deck is Hellreaver and Saurfang ,other ones are "meh-cards",maybe they would find spot in current decks and would be played,but they would never be a main reason ,why you win a game.
Oh, that's all for now hope you will read my feedback and sorry for all those typos. I will post rest of classes later on.
Thank you for your feedback :), I read everything you've written and am looking forward to the other classes. I'll give you a bit of feedback on the things you've pointed out and will take your feedback in consideration in a bit of "in depth" balancing. I'm also starting to make a second expansion which will be a bit smaller, i hope you'll take a look at it once I'm finished.
Shaman
I see why you'd think that shaman would get overpowered, however I don't really think this is true. I intentionaly made some cards a bit more powerfull, since they're meant to push the certain archeotype a bit (Totemic Call, Totemic Explosion and Unsable Transporter) , however I don't think I've made them too strong. I'm going to give a short overview of the cards you've listed as problematic:
Storm Hammer - Don't really see it as a weapon for aggro decks, since it's best used against aggro. The older version I've made had Overload (1) but I thought that it was a bit to weak.
Totemic Call - The card with the most controversy, also the biggest reason for totem decks to exist (simmiliar to why Muster for Battle is almost a must have in paladin). Its biggest problem is that it relies on board control, since the totems can easily be removed. Also most of the combos you've listed are lategame combos That require a turn setting up (compare Totemic Call + Thunder Bluff Valiant to Muster for Battle + Quartermaster, the paladin combo gives a 2/5 and (at least) three 3/3 (total of 11/14 and a 1/4 weapon) for 8 mana while the shaman combo costs 10 mana and gives you a 3/6, 2/2 (most likely) and three 2/1 (total of 11/11) for 9 mana - granted, the thunder valiant can stick and buff totems over time. As far as I know, this isn't really an op card, however it could be the thing to make totem shaman a very viable deck.
Totemic Explosion - I don't really see the problem with this card, its high cost and the fact it destroys your own minions can make it comparable to Shadow Flame (which can wipe out most enemy minions by destroying your own molten giant for 4 mana).
Unstable Transporter - Don't really see this as to strong, it gives you three random minions for 3 "+1" mana and you have to play them, resulting in 6 mana total. Granted, it's best in aggro decks, however one mana minions usualy aren't that strong, combined with the fact they are randomly selected makes for a situational card draw.
Bound Spirit Master - The only thing I'm not sure about is his stats, otherwise I think the ability is quite good, but not to strong.
Elder Thomas - Totem shaman didn't really have a legendary, this is basicly a high cost board flood. Don't see it as too powerfull, since the totems aren't that good on their own.
Paladin
Thank you for the feedback, I really like the aditions to paladin too :). I agree that the change to Faith Keeper would make it simpler, however I don't think the card would be good enough with it (it would most of the time still be a 3/2).
I'll post my answers about the other classes tommorow, I've got some quality changes in store for rogue :).
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Hello, before I will start with rest of classes i will leave a comment about Shaman cards once again :
You are absolutly right ,if you're saying that most of these cards one by one aren't overpowered,but I think these cards together in one deck would be absolutly insane.It' s same thing like with Grim Patron .Card as it is ,isn't that strong but whole deck (combo) was ,so they've nerfed it (also not ,that card ,but deck) .As said this ,this deck would be able to summon 2 incredible bodies ,then destory all enemy board and easily respam whole board with totems in two turns.I disagree with two main points of your review. First one is your comment about Totemic Explosion. You have compared it with Shadow Flame ,but there is main difference between this two cards. If you play Shadow Flame ,you need to destory you big minion to get value of it ,but with Totemic Explosion you can simply destroyonly 0/1 minions ,whoaredesignated for this and just one of them is enough to get close to value of concentration.And second pont is comment about Unstable Transporter. Most of Agrro decs lags with reasonible card draw and this is a really nice strong solution,so can you imagine agro shaman with ulitimate surce of Leper Gnome ? As said I didn't want to say that all of these cards are OP ,but I wanted to say that you've made all of them really strong (unlike the othersets) and they have an ability to make Totemic Shamy incredibly Op.
Thanks for reading ,truhly i didn't expect that by english would be readible (does this word exist in english ?)You can also take look on if my cards if you want to (link below) :D
Also not that strong set as a Shaman or a Paladin one ,but with few awesome cards. I love concepts behind Pact Demon and Seductive Succubus.Pact Demon would be a really good choose for Handlock and might see in play in Demon Synergy deck to. An idea behind Succubus's ablitty is amazing ,but this card wouldn't be playble ,because of it's bad stats (it would be killed without any attack -usage of his abilitty) .If it would be 4/3 or her card text would be "This minion is immune to minions with 2 or less attack" it would be much better and playble versus Tempo or Agrro meta. Next one is Glowing Infernal ,which is basically a smaller version of currently not played Dread Infernal ,but this smaller version would be really able to clear some enemy minions strategically ,so it might see some good plays.Then there is Fell Explorer a kind of powercreep to Summoning Portal with drawback ,that actives only if your opponent plays Demons. Very strong and playble card in demon decks ,but not that much creative from your side :D. I really appreciate ,that you vere traing to make demon-dragon and demon-mech synerges. Both cards (Fell Shreeder,Corrupted Dragon ) are really good and they propably would create some crossovers ,horever I don't think that Dragonlock or Mechlock would really be some thing with these cards,but cards still fit in to Demon decks really well. Then there is Ancient Demon,card that grants you heal for short time,only problem with this card iI can see is that Warlocs need heal only if he has 7 health or less, so this card would be usable only if you are under 7 health and you need health to get to Healbot. Then there are few spells. Summonnig Circle is to much RNG spell for me and I think it should cost a little bit less ,because they are always imps ,on the other side it also fits well into some demon synergy deck. And second spell is Demonic Infusion ,something bad between Power Overwhelming (which still will be used in Agrro or Tempo instead of this spell) and Corruption (which is bad and this is even worse). And last ,but not least Thoglos , fine legendary for stoping your opponent ,which good in any unagresive deck. Overall ,these card would surely create more kind of Demon Synergy decks and that's great , and rest of them would make Handlock better. Obviouslythere are also some badcards in this set ,but those better ones preveil.
Sorry for any mistakes in text. More classes coming soon. Have a nice rest of day Vojza
Thank you again for your feedback, I've already made some adjustments to some of the rogue and warrior cards. I'd love to hear what you think of the changes. Also, I've taken a look at your card design for rogue and warrior, haven't managed to do a "review" of rogue cards yet.
Rogue:
- Masked Assassin now defaultly has 4 attack but gains +2 attack and stealth when you use a combo (6/3 with stealth). - Halucination has been reworded and mana has been increased to 2. - Worgen Weaponsmith got completely reworked, it now costs 4 mana combines Weapon Experimenter and Spiteful Smith for an interesting minion. - Defias Gang Leader now has 5 health (up from 4). - Entirely new card that works well with combos has been added, Brother in Blue.
Warrior:
- A new card has replaced Ancient Blademaster (was previously neutral), Armored Shieldmaster. - A new card has replaced Call to Arms, Shattering Strike. - Dragon Eater was completely remade - A new card has replaced Scarred Battlemaster, Fearless Commander.
As for the other classes, thank you for your efford, I'll surely take a look at the feedback.
- Fell Explorer I agree, it might have not be the most inovative card, mostly due to the fact that I was running out of ideas. But hey, I still think it's not a powercreep over summoning portal, since it only effects demons. - Demonic Infusion This is actualy one of my favourite cards from warlock, it just has so many uses. Keep in mind that the summoned minion is a demon so there is certain synergy with using it on an enemy minion (hint - (Sacrifitial Pact) and a friendly minion can either be silenced or shadowflamed. I really, really like this card and don't think it needs changing. - Ancient Demon Simmiliar to the previous card, this isn't actualy such a big downside and can save you for a couple of turns if the opponent can't remove him (so it basicly heals you for 15 due to 5 health of the minion) and it can be silenced to prevent the deathrattle. I've kind of went with the silence theme on it. - Summoning Circle A bit random but it can surely pay off. You need to get a minion of an average cost of 3 to make it worthwhile and I think there are many minions with a high enough cost to make it good.
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Rogue : Set is now great ,you've really worked out ! Brother in Blue would be such great card and reworked Worgen Weaponsmith is great too.
Warrior :Shattering Strike is good card , but in most of cases it wouldn't deal more damage ,then Arcane Missiles ,so I think it's little bit overcosted. Reworked Dragon Eater - It's still kinda meh ,now it's cunter to Dragons ,which is a Dragon. If you want to play it as cunter ,you can play only copy of it, beacause second coppy of it can destoy the first one. You wouldn't play it in Dragon deck ,because if your opponent doesn't play any dragon you would need to destroy your own ones in order to play it. Fearless Commander and Armored Shieldmaster are nice cards with nice artwork ,but I would love to see Scarred Battlemaster's comeback together with some strong enrage card ,that would make him playble. I would also love to see some rework of Novice Blacksmith (or atleast answers) ,becase i think it's needed
About Warloc:
Ok ,now I get it . Demonic Infusion and Ascient Demon ,are good cards , and probably would create a silence Warlock together. And with Fell ExplolerI wanted to mention there is already card like this in Warlock set and this one would be strictly better in most of cases . Itdoes not matterif it'san inovativecard, but this one is not. I would like to know ,what do you think about my feedback about Seductive Succubus. Are you going to rework it somehow ?
Druid (with reworked feedback system -Do you think it's better ?) :
Crying Treant : Good well and well balanced card, that might be able to create new Giant Druid (seriously don't know if it would or wouldn't be enough to create a new archeotipe. It also would be great in allready exesting Silence Druid . 10/10
Terrokar Treant : Good tech card . Control,Rump or Combo decks might run this one to be stronger versus agro. 10/10
Boxing Treat : I love this one. All those Druid cards with Armor will finally make some sence. I don't know if it's well balanced or not because of Flamewaker's deal 2, but on the other hand druid can gain armor more easily (Hero Power) ,then mage cast a spell . 10/10
Satyr : Great card for Beast Druid. Such simple and viable card. I love it ! 10/10
Night Elf Druid : I think this one is really UP and unplayable as it is. I will tell you a crad creation rule : If card has got a simetrical effect ,it hasn't got any stat payment - for example Mechanical Yeti. I think it would be balanced if it would simply read "Choose one - All enemy minions cost (2) more or all enemy spells cost (2) more" or if you would simply change more for less and all for your. 4/10
Mookin Elder : Good card idea,but it's a little bit weak. It would be more balanced as 5/5 if you compare it with Rhonin 8/10
Bear Form : Usable and very flexible card. Card ,that can be used for OTK damage in agro or for surving one more turn as Combo or Control. I love this idea ! 9/10
Rise of Nature : Good card for some board persistence deks . I really like the way how do you rework an agressive card to rather defensive. 8,5/10
Ancient Protector : Unusual card for druid. I don't think it would be played at all. As for an idea and balance it's good thought.Also a card name doesn't fit to it's text. 6/10
Hamauul Runetotem : Balanced card ,that might be played (good way how to get to Aviana in Aviana based decks) ,but i don't think it is as legendary as legendary should be (if you know what i mean) . It also has a weird statline, if you would compare it Confessor Paletress. 5/10
Overrall : This set is the most original and balanced of your expansion. I really love most of these cards.
Sorry for any mistakes in text. More is coming soon.
I really like the reworked feedback system, it makes reading it much easier. Thank you for all of the feedback you're giving me, I also hope you could take a look at the legendary minions later on if you have the time, I think some of them are quite interesting.
Warrior
Shattering Strike - I think it's much better than Arcane Missiles, expecialy if you can trigger it on a big weapon. A big upside is also that it's more reliable on killing minions since it can only target minions so it can be used as a good AoE clear. Might be a bit weak but it's hard to say without seeing it in action.
Dragon Eater - Yeah it's a bit of a counter strike, but dragons are pretty common in most of the decks so that wouldn't be that much of an problem. It's got the potential to destroy a huge minion and still have good stats so I think it's quite a nice card, expecialy if dragon focused decks become really popular (dragon priest). Another upside is that it's a great arena card, which warriors need more of.
Scarred Battlemaster - The card will most likely make a comeback in the next expansion I'm making.
Novice Blacksmith - This was one of my favourite cards and is actualy one of the first class cards I've created. It can just be used in a lot of ways (destroy your opponents weapon, use it with Harrison Jones, use the weapon to kill a 1 health minion...). I just think the double sided effect is worth it, however I might make a small stat increase (make it a 3/3 or 2/4 to make it better). Don't really think I'll change the ability.
Warlock
Fell Explorer - I might change or rework it, don't know yet, however unstable portal might lack the stats, but it effects all of your minions, while fell explorer only effects demons.
Seductive Succubus - I think the card is fine as it but I might increase the health to 3. Might change it aditionaly, since I'm also including another 3 mana minion that is immune while attacking in it.
Druid
Night Elf Druid - Yeah, I think it's a strange minion, however it will most likely effect your opponent more than yourself. I've thought about reworking it a bit, making it somehow like a Loatheb - "Choose one - Enemy minions cost (2) more next turn or; Enemy spells cost (2) more next turn." Your idea seems interesting too, however a persistant effect that would only effect your opponent might seem to strong (for example, turn 2 innervate + coin into night elf druid - enemy minions cost 2 more. The game is almost certainly won if the opponent can't get rid of the card. It would be expecialy overpowered in arena and could singlehandedly win games.
Moonkin Elder - Can't say I disagree, I'll change it to 5/5 or a 4 mana 4/4.
Ancient Protector - Will most likely take another look at the card, however i don't think I'll change the effect except of tweaking the numbers.
Hamauul Runetotem - I might rework the card and give the ability to an exotic card (might even do a neutral legendary, not sure). As for Hamauul, I've thought of another fitting ability "Whenever a friendly minion dies, summon a 2/2 Treant." Of course, the stats should be tweaked (perhaps a 4 mana 3/5)."
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Haunted Preacher :Great artwork and good card idea ,but everyone will still run Cleric instead of it , mainly because of it's stats. It would be better in few cases ,but I don't think it's enough. 7/10
Goblin Priest:Good and playble card ,not that creative ,but still a great idea for Priest card. 8,5/10
Youthfull Priestess:Creative idea ,but I think that this card is little bit overcosted. Just look at Ancestral Healing and you will see it should be at least a 4 mana 3/4 ,if not a 4/4. I am also thinking about , what would a combination of Auchenai and this one do ? 6,5/10
Grand Priestess : Balanced card ,that would make some interesting combos with Auchenai. 8,5/10
Void Shift: :I love an idea behind this one ,but I think it would be better ,if it wouldn't be ramdom ,but if it woud target exact minions. If you don't want to remove a randomness from this ,then it should cost one less. 6/10
Sorceress of Live : Insanely great card for priest ! Just imagine those combos with Holy Champion. I 've also think it's balanced and that's reason ,why I love it . I would suggest to change artwork, because this is an obvious mage , here is something better. 10/10
Shadow Apprentice: So, priests are now able to kill heroes by healing ? Face is the place. :) Balanced and aggressive minion that would be another add to Sorceress of Live and Holy Champion Combo :D 9/10
Mind Flay : I think that two mana is too much for this kind of effect. There is a very low chance ,that you will find a spell which do you need, between all those class spells and Spare Parts and that's also a reason why a Spellslinger isn't played too much. 6/10
Time Drake - Balanced effect ,which should be usable if you're Control and your opponent is Agrro or Tempo. A Dragon badge is missing !! 8/10
Legendary: A little bit boring one :P 6/10
Sorry for any mistakes in text. Have a nice rest of a day,vojza
Haunted Preacher :Great artwork and good card idea ,but everyone will still run Cleric instead of it , mainly because of it's stats. It would be better in few cases ,but I don't think it's enough. 7/10
Goblin Priest:Good and playble card ,not that creative ,but still a great idea for Priest card. 8,5/10
Youthfull Priestess:Creative idea ,but I think that this card is little bit overcosted. Just look at Ancestral Healing and you will see it should be at least a 4 mana 3/4 ,if not a 4/4. I am also thinking about , what would a combination of Auchenai and this one do ? 6,5/10
Grand Priestess : Balanced card ,that would make some interesting combos with Auchenai. 8,5/10
Void Shift: :I love an idea behind this one ,but I think it would be better ,if it wouldn't be ramdom ,but if it woud target exact minions. If you don't want to remove a randomness from this ,then it should cost one less. 6/10
Sorceress of Live : Insanely great card for priest ! Just imagine those combos with Holy Champion. I 've also think it's balanced and that's reason ,why I love it . I would suggest to change artwork, because this is an obvious mage , here is something better. 10/10
Shadow Apprentice: So, priests are now able to kill heroes by healing ? Face is the place. :) Balanced and aggressive minion that would be another add to Sorceress of Live and Holy Champion Combo :D 9/10
Mind Flay : I think that two mana is too much for this kind of effect. There is a very low chance ,that you will find a spell wich do you need between all those class spells and Spare Parts and that's also a reason why a Spellslinger isn't played too much. 6/10
Time Drake - Balanced effect ,which should be usable if you're Control and your opponent is Agrro or Tempo. A Dragon badge is missing !! 8/10
Legendary: A little bit boring one :P 6/10
Sorry for any mistakes in text. Have a nice rest of a day,vojza
I haven't been online for a couple of days, hence the late reply. I've also changed the cards that needed changing imo (priest, druid and warrior - novice blacksmith). I'm happy to see some more critique of the cards, I will definately follow some of the advice :D. So let's get started:
Haunted Preacher : I kind of did it because I was missing a common card and it seemed apropriate for the artwork. I could still increase the cost increase to 2, to make it better.
Goblin Priest: My thoughts were to give a priest a simple healing minion with good stats (since priests = healing ^^). I think it would be a perfect match, even when it's quite strong in value.
Youthfull Priestess: Well it fits decks with a lot of strong minions really well, plus you get a decent body (so ability is essencialy worth 1 mana which I think is worth it). The reason I think it's balanced is because shamans usualy don't have many high health minions (might be some examples) but this card is decent even when you heal 3 or 4 health (I also think priests would most likely run Ancestral Healing if it was a priest card). For the synergy, I think it would work the same as Ancestral Healing, so it would be "Battlecry: Destroy a minion" (At least I read that Ancestral Healing works that way).
Grand Priestess : Yep, my thoughts too. I like it as well, I think priests could use some heal minions.
Void Shift: : I wanted to have it targeted, but I didn't do it because of the trouble of targeting two minions with it (no minion or spell work that way at the moment). I think it's still good, since it draws you a card.
Sorceress of Live : I'm glad you like it. For the art, I think it fits, since the name is Sorceress of healing, implying it's a mage.
Shadow Apprentice: Most classes already have 5/4 minions for 4 mana, I think another one wouldn't hurt ^^. It is obviously meant to be used in agressive decks. I also made this card before Spawn of Shadows was released.
Mind Flay : Yeah, it isn't really that good, however I think it has some uses. Might buff it to "Add two random spells of the same cost to your hand".
Time Drake - Will fix the dragon tag, thanks for letting me know.
Legendary: Not really that boring, it seems quite unique to me. The only thing I'm not sure is the stats, it might be to strong.
Spiderfling Lurker (9/10) : Creative card ,with unique effect. It 's hard to say, if it would be played or not. I would love to see more hunter class cards with deatrattle ,so foreign death wouldn't be ,that underplayed card as it is. Silverbank Crusher(6/10) : A really solid card versus any low cost minions deck. I don't know about this one ,it seems like a control card ,that needs to be cuntered before you would get his abilitty ,but on the other hand his ability is agresive and usable mainly in Agro or Combo like decks. Rabit Wolf (6/10) : Solid card ,that might see some play in midrange deck. Nothing,too special here :D Giant Gorila (6/10) :It's same like Silvebank Crusher. Strong body ,that would probably be played to dominate the board ,with an agressive enrage. It wouldn't be played in Face deck ,maybe in some Midrange. I don't know. Rain of Arrows (9,5/10) : I prefer a word damaged ,it's simplier. However ,what a nice control card. You would just damage an enemy minions with Unleash and then cast this and clear whole board with 7 mana. That's an original card :D Silverbank Elder (10/10) : I love this card. It's simple and usable. I think ,that this one might start up some stronger Lock and Load decks ,because it's an minion that gives you cheap and usable spells for Lock and Load combo. Serpent Pack (7/10): I've got one question here. How would it work with Unleash or Cluking Time ? We might see some new crazy one drop decks with this one and it might be a really good fun .However , I don't know if it would be played in any of existing ones. I also don't like an idea ,behind this one for some reason. INHO it's like a Hyena ,Auctioneer or DR.6 , you would hate to play againts it (and it probably woould need a nerf or change). Clunking Time (7/10) :Strange one ,it's hard to say if it's balanced or overcosted. It's also hard to say if it would be played or not. Only thing i can say about this one is ,that it's a really original and crazy idea for card. Master Traper (5/10) : One question .Was it made before or after Dr.6 came into the game ? Legendary (6/10) : I don't think that legendary ,that would help a HUNTER to deal more damage to face is a good idea. Overall : I don't now why ,but i don't like an idea behind high drops ,that would help to deal more damage face at all. I don't know if it would be played or not ,but it's really strange for me. High drop are played to dominate the board ,and I don't think that it should be changed. Cards look like you've made them just to complete your set , and that's wrong. There so many ways,how to make hunter card in original way. Just look at all those underused cards in Hunter's set and ask you self why they are underused ? And I am sure that some great card ideas will come into the mind.
Sorry for any mistakes in text ,I am going to review a mage next weekend.
Spiderfling Lurker (9/10) : Creative card ,with unique effect. It 's hard to say, if it would be played or not. I would love to see more hunter class cards with deatrattle ,so foreign death wouldn't be ,that underplayed card as it is. Silverbank Crusher(6/10) : A really solid card versus any low cost minions deck. I don't know about this one ,it seems like a control card ,that needs to be cuntered before you would get his abilitty ,but on the other hand his ability is agresive and usable mainly in Agro or Combo like decks. Rabit Wolf (6/10) : Solid card ,that might see some play in midrange deck. Nothing,too special here :D Giant Gorila (6/10) :It's same like Silvebank Crusher. Strong body ,that would probably be played to dominate the board ,with an agressive enrage. It wouldn't be played in Face deck ,maybe in some Midrange. I don't know. Rain of Arrows (9,5/10) : I prefer a word damaged ,it's simplier. However ,what a nice control card. You would just damage an enemy minions with Unleash and then cast this and clear whole board with 7 mana. That's an original card :D Silverbank Elder (10/10) : I love this card. It's simple and usable. I think ,that this one might start up some stronger Lock and Load decks ,because it's an minion that gives you cheap and usable spells for Lock and Load combo. Serpent Pack (7/10): I've got one question here. How would it work with Unleash or Cluking Time ? We might see some new crazy one drop decks with this one and it might be a really good fun .However , I don't know if it would be played in any of existing ones. I also don't like an idea ,behind this one for some reason. INHO it's like a Hyena ,Auctioneer or DR.6 , you would hate to play againts it (and it probably woould need a nerf or change). Clunking Time (7/10) :Strange one ,it's hard to say if it's balanced or overcosted. It's also hard to say if it would be played or not. Only thing i can say about this one is ,that it's a really original and crazy idea for card. Master Traper (5/10) : One question .Was it made before or after Dr.6 came into the game ? Legendary (6/10) : I don't think that legendary ,that would help a HUNTER to deal more damage to face is a good idea. Overall : I don't now why ,but i don't like an idea behind high drops ,that would help to deal more damage face at all. I don't know if it would be played or not ,but it's really strange for me. High drop are played to dominate the board ,and I don't think that it should be changed. Cards look like you've made them just to complete your set , and that's wrong. There so many ways,how to make hunter card in original way. Just look at all those underused cards in Hunter's set and ask you self why they are underused ? And I am sure that some great card ideas will come into the mind.
It's nice to see some more opinion on the cards, I must admit I almost never play hunter so I'm not exacly an expert on it, I've tried to mostly play it safe, Serpent Pack and Giant Gorilla were cards I've included because I couldn't think of anything else for hunter. I'll try to come up with suitable replacements.
As for the cards:
Spiderfling Lurker: Really like this one, I think it's one of the first hunter cards I've made (next to rain of arrows). It just fits hunter very well and feels somehow unique. Silverbank Crusher: Another adition I've come up because I was lacking in ideas, it went trough multiple version before becoming what it is now. I still think it's a solid common card and while it might not seem play in constructed, it makes hunter a bit better in arena. Rabit Wolf: My idea behind it was to create an "opposite" of the 2 mana discover card. Giant Gorila: I've tried to make an adition to control hunter, however I'm not sure the ability is strong enough to make it playable in constructed. It's still mainly meant for arena, as it's good even without the ability statwise. Rain of Arrows (9,5/10) : Yeah, the damaged would be simpler. It's one of my earliest card designs and I think it's one of the best cards I've made flavour wise. Silverbank Elder: Another mostly arena based card, it might even be good enough to see play in constructed. While the design has changed over time (used to have it give a bannana to each player na the stats were 5/5), I like this version better. Serpent Pack: I'm kind of meh about this card, I'll probably change summon to play to avoid confusion (the current wording is bad, I've made the card when I was sleepy). Clunking Time: This card is mostly for fun, I'll probably reduce the cost to 2, because the effect is symethrical. Master Traper : It was before, however I do think hunter traps are stronger than paladin traps. It also does not require you to fill your deck with secrets, as it puts random secrets in play. Legendary : This is actualy one of my favourite legendaries I've made, I see why you might dislike it. I still don't think the effect is that strong (kind of like the new warlock card) and I think the card is great for aggro or midrange hunter.
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The Gathering - a Custom Expansion of 185 new cards
Want to give you a bump and kudos. Amazing artwork.
Stitches, Mind Reader and Netheset Duplicator are really interesting twists. The Naga could become a force to be reckoned with. 'Imbue' seems solid as well.
Really interesting.
Nice.
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THE GATHERING
Welcome to my custom expansion for Hearthstone. While it's not centered around any special theme, it's going to include a lot of minions and spells that fit very well into the game and could enable new decks to become viable. A big thing to consider is also that the expansion also includes a lot of minions that fit arena very well but are otherwise not expecialy great in constructed play. Others have abilities that enable whole decks to be shaped around them. The expansion also includes a new keyword - Tough. While it's not actually written on the cards, it's a short term for "Takes 1 less damage from attacks." There is also a new minion tribe - Nagas. Most of them are tough high cost minions which have great synergy between them.
I will be updating the thread so keep tuned for more cards!
The expansion includes 31 common, 27 rare, 23 epic and 14 legendary neutral cards and 4 common, 3 rare, 2 epic and a legendary card for every class.
Edit: All classes have been added
Neutral
Common
Rare
Tokens
Epic
Token
Legendary
Shaman
Tokens
Druid
Token
Paladin
Hunter
Token
Priest
Warrior
Token
Mage
Token
Rogue
Token
Warlock
Token
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Tauren Battlemaster should not be able to reduce cost lower than 1. That's the reason Mana Spring Totem was cut off... it created a Brewmaster x2, Juggler Loop (tho it would be hard to pull off as it requires T10... still)
This looks awesome! I always love looking at community made things. So much more creativity involved.
Wilfred fizzlebang is already in the game. He was the warlock class legendary for TGT so you may need to change that. If I can add a suggestion which is you need to come up with a new function. eg. LoE has discover, TGT has inspire etc etc.
Apart from that your card designs look awesome and seem to take the concept of some of the solo adventures and put them into the game
Check me out at twitch! Might not be streaming now but a follow would be nice anyway.
twitch.tv/azaziltv
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
A few more cards have been added, would love to hear some opinions.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
These are really great! Only thing I wanted to chime in about was that I thought Vindicator Maraad and Kael'thas seemed kind of overpowered...for the latter, that's a lot of extra Spell Damage!
Hello ,some words abouth class cards :
Shaman
You've made a shaman's cards really strong . You can easily spam totems with Totemic Call and Hero Power boost them with existing Thunder Bluff Valiant then get some extra value from Draenei Totemcarver (so, you've got at least 8/8 minion) or new Master of Spirits. After that you can completly destroy all enemy minions (even Giants) with Totemic Explosion (for at least 8 damage to all minions). And in the resummon the board of totems with Elder Thomas or second Totemic Call ,so you can boost your second Totemcarver or Master of Spirits. So you've made this insane killing machine (combo) with those cards . Those other cards are also really usable. The Storm Hammer and Unstable Transporter would make Aggro Shaman even more scary ,then is it and Bound Spirit Master has an ability to creat a new more control Overload Shaman. Overall ,if those cards would be released as they are now ,Shaman would be unstopable.
Paladin :
It wouldn't be that stong as shaman ,however the Silver Hand Veteran/Master for Battle and Quartermaster is still insanely good combo.I really like the concept of Faith Keeper ,finally some strong viable one drop for Paladins,but I think it would be much more balanced if the card text would be just : Batllecry: Gain +1/+1 if you control a minion with Divane Shield. Dranei Exact would fit in to Token Paladin extremly well and Avenger of Live ,Last Stand and Marrad would surely find some nice spot in Control Paladin. And last but not least Scarlet Officer for Secret and Blessed Dragon for Dragon paladin. Overall ,I like this set I really appreciate,that you 've made somothing usable for every existing Paladin deck.
PS: Some says that Marrad is OP ,I don't think so. It's just version little bit weaker (,but still original and nice) version Kel'thuzad :/
Rogue
I think, that you were traing to make strong oil cards and you have succeeded :) Some those cards would be briliant in oil. Medusa Blade is great weapon ,balanced because you need to play it turn 7 or later (If you would play it on turn 6 ,than opponent will cast Loetheb and whole combo will be destoyed). Halucination is good and would be even Op in combo with Medusa Blade ,Assassin's Blade ,Madeiv Shadowsong or Oil (I recommend to change it's cost to 2,because of this avaible combo ). Worgen Weaponsmith is an insane minion,that must to overplayed very carefully almost as Mysterious Challangerand Weapon Experimentr's ability is also pretty usable. However ,current Rogue doesn't need better oil archetipe. Rogues needs diversity cards that are able to created new archetype. I appreciate you were trying to create so COMBO carsd ,but I don't think any of them is that good to to establish a Combo rogue as new archetype and these cards simply doesn 't fit into any current deck . I really like ideas behind Blade Dancer and Masked Assasin and would love to play them ,but where ? Blade Dancer is two slow to replace Zombie Chow in tempo decks and there so many good 4 drops ,so why should I play Masked Assasin .Sadly , Delifias Gang Leader has a same problem.Overall, you've made some broken cards ,some really good cards and some cards with great potencial ,but without any viable usage :D
Warrior
I can see many "meh" cards here and it's surely the worst set (as for strength of cards, not originality) of an expansion so far. Let's with better cards of this set. . Hellreaver is brialiant card and would surely see some play in Control Warrior. Then we've got some weapon synergy cards as Call to Arms,Saurfang and Ancient Blademaster.As for a Call to Arms ,it would be insanely hard get some value from Calll to Arms,beacuse warriors usaly don't have many of minions on the board,and even if they would have three of them it's still way worst Oil. And witout any good spell to active him Ancient Blademaster wouldn't be played thought .And playing Saurfang witbout any other sinergy with weapons ,just to make your Death's Bite better for trading would be a little bit meaningless,but It's still a powerfull legendary that would surely find a way how to be played. Then there is Spinning Warrior ,that synergies very well with Patron,so I think it might see some play in Patron Warrior. Good idea with Scarred Batllemaster nice stats ,but probaly wouldn't be played that much ,because there is currently only one good card with Enrage -Gromash . Next one is Durotan Footman , I don't like an idea behind this one ,but it could be playble in some Bolster Warriors . Then ,there is Dragon Eater - potencial Dragon Warrior card ,but it's ability isn't good and there are already six mana dragons to play ,so why should i pick this one ? Then you've made another weapon synergy card Novice Blackmsmith I've got only two questions about it: in which case would I need 1/1 weapon ? and why would i want to give 1/1 weapon to my opponet ? And last card is Unreleting Strike,an ability to deal 4 damage is fine ,but I think ,that drawback is too high, it's like a little bit better Cursed Blade. Overall only card that would be played for sure from is deck is Hellreaver and Saurfang ,other ones are "meh-cards",maybe they would find spot in current decks and would be played,but they would never be a main reason ,why you would win a game.
Oh, that's all for now hope you will read my feedback and sorry for all those typos. I will post rest of classes later on.
Take a look at my card creations here in vojza's mini expansion topic.
Paladin
Thank you for the feedback, I really like the aditions to paladin too :). I agree that the change to Faith Keeper would make it simpler, however I don't think the card would be good enough with it (it would most of the time still be a 3/2).
I'll post my answers about the other classes tommorow, I've got some quality changes in store for rogue :).
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Hello, before I will start with rest of classes i will leave a comment about Shaman cards once again :
You are absolutly right ,if you're saying that most of these cards one by one aren't overpowered,but I think these cards together in one deck would be absolutly insane.It' s same thing like with Grim Patron .Card as it is ,isn't that strong but whole deck (combo) was ,so they've nerfed it (also not ,that card ,but deck) .As said this ,this deck would be able to summon 2 incredible bodies ,then destory all enemy board and easily respam whole board with totems in two turns.I disagree with two main points of your review. First one is your comment about Totemic Explosion. You have compared it with Shadow Flame ,but there is main difference between this two cards. If you play Shadow Flame ,you need to destory you big minion to get value of it ,but with Totemic Explosion you can simply destroy only 0/1 minions ,who are designated for this and just one of them is enough to get close to value of concentration.And second pont is comment about Unstable Transporter. Most of Agrro decs lags with reasonible card draw and this is a really nice strong solution,so can you imagine agro shaman with ulitimate surce of Leper Gnome ? As said I didn't want to say that all of these cards are OP ,but I wanted to say that you've made all of them really strong (unlike the other sets) and they have an ability to make Totemic Shamy incredibly Op.
Thanks for reading ,truhly i didn't expect that by english would be readible (does this word exist in english ?)You can also take look on if my cards if you want to (link below) :D
Take a look at my card creations here in vojza's mini expansion topic.
So here I am once again ,so let's start :
Warloc
Also not that strong set as a Shaman or a Paladin one ,but with few awesome cards. I love concepts behind Pact Demon and Seductive Succubus.Pact Demon would be a really good choose for Handlock and might see in play in Demon Synergy deck to. An idea behind Succubus's ablitty is amazing ,but this card wouldn't be playble ,because of it's bad stats (it would be killed without any attack -usage of his abilitty) .If it would be 4/3 or her card text would be "This minion is immune to minions with 2 or less attack" it would be much better and playble versus Tempo or Agrro meta. Next one is Glowing Infernal ,which is basically a smaller version of currently not played Dread Infernal ,but this smaller version would be really able to clear some enemy minions strategically ,so it might see some good plays.Then there is Fell Explorer a kind of powercreep to Summoning Portal with drawback ,that actives only if your opponent plays Demons. Very strong and playble card in demon decks ,but not that much creative from your side :D. I really appreciate ,that you vere traing to make demon-dragon and demon-mech synerges. Both cards (Fell Shreeder,Corrupted Dragon ) are really good and they propably would create some crossovers ,horever I don't think that Dragonlock or Mechlock would really be some thing with these cards,but cards still fit in to Demon decks really well. Then there is Ancient Demon,card that grants you heal for short time,only problem with this card iI can see is that Warlocs need heal only if he has 7 health or less, so this card would be usable only if you are under 7 health and you need health to get to Healbot. Then there are few spells. Summonnig Circle is to much RNG spell for me and I think it should cost a little bit less ,because they are always imps ,on the other side it also fits well into some demon synergy deck. And second spell is Demonic Infusion ,something bad between Power Overwhelming (which still will be used in Agrro or Tempo instead of this spell) and Corruption (which is bad and this is even worse). And last ,but not least Thoglos , fine legendary for stoping your opponent ,which good in any unagresive deck. Overall ,these card would surely create more kind of Demon Synergy decks and that's great , and rest of them would make Handlock better. Obviously there are also some bad cards in this set ,but those better ones preveil.
Sorry for any mistakes in text. More classes coming soon. Have a nice rest of day Vojza
Take a look at my card creations here in vojza's mini expansion topic.
Thank you again for your feedback, I've already made some adjustments to some of the rogue and warrior cards. I'd love to hear what you think of the changes. Also, I've taken a look at your card design for rogue and warrior, haven't managed to do a "review" of rogue cards yet.
Rogue:
- Masked Assassin now defaultly has 4 attack but gains +2 attack and stealth when you use a combo (6/3 with stealth).
- Halucination has been reworded and mana has been increased to 2.
- Worgen Weaponsmith got completely reworked, it now costs 4 mana combines Weapon Experimenter and Spiteful Smith for an interesting minion.
- Defias Gang Leader now has 5 health (up from 4).
- Entirely new card that works well with combos has been added, Brother in Blue.
Warrior:
- A new card has replaced Ancient Blademaster (was previously neutral), Armored Shieldmaster.
- A new card has replaced Call to Arms, Shattering Strike.
- Dragon Eater was completely remade
- A new card has replaced Scarred Battlemaster, Fearless Commander.
As for the other classes, thank you for your efford, I'll surely take a look at the feedback.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Some quick thoughts about your Warlock review:
- Fell Explorer
I agree, it might have not be the most inovative card, mostly due to the fact that I was running out of ideas. But hey, I still think it's not a powercreep over summoning portal, since it only effects demons.
- Demonic Infusion
This is actualy one of my favourite cards from warlock, it just has so many uses. Keep in mind that the summoned minion is a demon so there is certain synergy with using it on an enemy minion (hint - (Sacrifitial Pact) and a friendly minion can either be silenced or shadowflamed. I really, really like this card and don't think it needs changing.
- Ancient Demon
Simmiliar to the previous card, this isn't actualy such a big downside and can save you for a couple of turns if the opponent can't remove him (so it basicly heals you for 15 due to 5 health of the minion) and it can be silenced to prevent the deathrattle. I've kind of went with the silence theme on it.
- Summoning Circle
A bit random but it can surely pay off. You need to get a minion of an average cost of 3 to make it worthwhile and I think there are many minions with a high enough cost to make it good.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
So ,more feedback is here :
About reworked cards :
Rogue : Set is now great ,you've really worked out ! Brother in Blue would be such great card and reworked Worgen Weaponsmith is great too.
Warrior :Shattering Strike is good card , but in most of cases it wouldn't deal more damage ,then Arcane Missiles ,so I think it's little bit overcosted. Reworked Dragon Eater - It's still kinda meh ,now it's cunter to Dragons ,which is a Dragon. If you want to play it as cunter ,you can play only copy of it, beacause second coppy of it can destoy the first one. You wouldn't play it in Dragon deck ,because if your opponent doesn't play any dragon you would need to destroy your own ones in order to play it. Fearless Commander and Armored Shieldmaster are nice cards with nice artwork ,but I would love to see Scarred Battlemaster's comeback together with some strong enrage card ,that would make him playble. I would also love to see some rework of Novice Blacksmith (or atleast answers) ,becase i think it's needed
About Warloc:
Ok ,now I get it . Demonic Infusion and Ascient Demon ,are good cards , and probably would create a silence Warlock together. And with Fell ExplolerI wanted to mention there is already card like this in Warlock set and this one would be strictly better in most of cases . It does not matter if it's an inovative card, but this one is not. I would like to know ,what do you think about my feedback about Seductive Succubus. Are you going to rework it somehow ?
Druid (with reworked feedback system -Do you think it's better ?) :
Crying Treant : Good well and well balanced card, that might be able to create new Giant Druid (seriously don't know if it would or wouldn't be enough to create a new archeotipe. It also would be great in allready exesting Silence Druid . 10/10
Terrokar Treant : Good tech card . Control,Rump or Combo decks might run this one to be stronger versus agro. 10/10
Boxing Treat : I love this one. All those Druid cards with Armor will finally make some sence. I don't know if it's well balanced or not because of Flamewaker's deal 2, but on the other hand druid can gain armor more easily (Hero Power) ,then mage cast a spell . 10/10
Satyr : Great card for Beast Druid. Such simple and viable card. I love it ! 10/10
Night Elf Druid : I think this one is really UP and unplayable as it is. I will tell you a crad creation rule : If card has got a simetrical effect ,it hasn't got any stat payment - for example Mechanical Yeti. I think it would be balanced if it would simply read "Choose one - All enemy minions cost (2) more or all enemy spells cost (2) more" or if you would simply change more for less and all for your. 4/10
Mookin Elder : Good card idea,but it's a little bit weak. It would be more balanced as 5/5 if you compare it with Rhonin 8/10
Bear Form : Usable and very flexible card. Card ,that can be used for OTK damage in agro or for surving one more turn as Combo or Control. I love this idea ! 9/10
Rise of Nature : Good card for some board persistence deks . I really like the way how do you rework an agressive card to rather defensive. 8,5/10
Ancient Protector : Unusual card for druid. I don't think it would be played at all. As for an idea and balance it's good thought.Also a card name doesn't fit to it's text. 6/10
Hamauul Runetotem : Balanced card ,that might be played (good way how to get to Aviana in Aviana based decks) ,but i don't think it is as legendary as legendary should be (if you know what i mean) . It also has a weird statline, if you would compare it Confessor Paletress. 5/10
Overrall : This set is the most original and balanced of your expansion. I really love most of these cards.
Sorry for any mistakes in text. More is coming soon.
Take a look at my card creations here in vojza's mini expansion topic.
I really like the reworked feedback system, it makes reading it much easier. Thank you for all of the feedback you're giving me, I also hope you could take a look at the legendary minions later on if you have the time, I think some of them are quite interesting.
Warrior
Shattering Strike - I think it's much better than Arcane Missiles, expecialy if you can trigger it on a big weapon. A big upside is also that it's more reliable on killing minions since it can only target minions so it can be used as a good AoE clear. Might be a bit weak but it's hard to say without seeing it in action.
Dragon Eater - Yeah it's a bit of a counter strike, but dragons are pretty common in most of the decks so that wouldn't be that much of an problem. It's got the potential to destroy a huge minion and still have good stats so I think it's quite a nice card, expecialy if dragon focused decks become really popular (dragon priest). Another upside is that it's a great arena card, which warriors need more of.
Scarred Battlemaster - The card will most likely make a comeback in the next expansion I'm making.
Novice Blacksmith - This was one of my favourite cards and is actualy one of the first class cards I've created. It can just be used in a lot of ways (destroy your opponents weapon, use it with Harrison Jones, use the weapon to kill a 1 health minion...). I just think the double sided effect is worth it, however I might make a small stat increase (make it a 3/3 or 2/4 to make it better). Don't really think I'll change the ability.
Warlock
Fell Explorer - I might change or rework it, don't know yet, however unstable portal might lack the stats, but it effects all of your minions, while fell explorer only effects demons.
Seductive Succubus - I think the card is fine as it but I might increase the health to 3. Might change it aditionaly, since I'm also including another 3 mana minion that is immune while attacking in it.
Druid
Night Elf Druid - Yeah, I think it's a strange minion, however it will most likely effect your opponent more than yourself. I've thought about reworking it a bit, making it somehow like a Loatheb - "Choose one - Enemy minions cost (2) more next turn or; Enemy spells cost (2) more next turn." Your idea seems interesting too, however a persistant effect that would only effect your opponent might seem to strong (for example, turn 2 innervate + coin into night elf druid - enemy minions cost 2 more. The game is almost certainly won if the opponent can't get rid of the card. It would be expecialy overpowered in arena and could singlehandedly win games.
Moonkin Elder - Can't say I disagree, I'll change it to 5/5 or a 4 mana 4/4.
Ancient Protector - Will most likely take another look at the card, however i don't think I'll change the effect except of tweaking the numbers.
Hamauul Runetotem - I might rework the card and give the ability to an exotic card (might even do a neutral legendary, not sure). As for Hamauul, I've thought of another fitting ability "Whenever a friendly minion dies, summon a 2/2 Treant." Of course, the stats should be tweaked (perhaps a 4 mana 3/5)."
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
So ,let's continue with a Priest :
Haunted Preacher :Great artwork and good card idea ,but everyone will still run Cleric instead of it , mainly because of it's stats. It would be better in few cases ,but I don't think it's enough. 7/10
Goblin Priest:Good and playble card ,not that creative ,but still a great idea for Priest card. 8,5/10
Youthfull Priestess:Creative idea ,but I think that this card is little bit overcosted. Just look at Ancestral Healing and you will see it should be at least a 4 mana 3/4 ,if not a 4/4. I am also thinking about , what would a combination of Auchenai and this one do ? 6,5/10
Grand Priestess : Balanced card ,that would make some interesting combos with Auchenai. 8,5/10
Void Shift: :I love an idea behind this one ,but I think it would be better ,if it wouldn't be ramdom ,but if it woud target exact minions. If you don't want to remove a randomness from this ,then it should cost one less. 6/10
Sorceress of Live : Insanely great card for priest ! Just imagine those combos with Holy Champion. I 've also think it's balanced and that's reason ,why I love it . I would suggest to change artwork, because this is an obvious mage , here is something better. 10/10
Shadow Apprentice: So, priests are now able to kill heroes by healing ? Face is the place. :) Balanced and aggressive minion that would be another add to Sorceress of Live and Holy Champion Combo :D 9/10
Mind Flay : I think that two mana is too much for this kind of effect. There is a very low chance ,that you will find a spell which do you need, between all those class spells and Spare Parts and that's also a reason why a Spellslinger isn't played too much. 6/10
Time Drake - Balanced effect ,which should be usable if you're Control and your opponent is Agrro or Tempo. A Dragon badge is missing !! 8/10
Legendary: A little bit boring one :P 6/10
Sorry for any mistakes in text. Have a nice rest of a day,vojza
Take a look at my card creations here in vojza's mini expansion topic.
Haunted Preacher : I kind of did it because I was missing a common card and it seemed apropriate for the artwork. I could still increase the cost increase to 2, to make it better.
Goblin Priest: My thoughts were to give a priest a simple healing minion with good stats (since priests = healing ^^). I think it would be a perfect match, even when it's quite strong in value.
Youthfull Priestess: Well it fits decks with a lot of strong minions really well, plus you get a decent body (so ability is essencialy worth 1 mana which I think is worth it). The reason I think it's balanced is because shamans usualy don't have many high health minions (might be some examples) but this card is decent even when you heal 3 or 4 health (I also think priests would most likely run Ancestral Healing if it was a priest card). For the synergy, I think it would work the same as Ancestral Healing, so it would be "Battlecry: Destroy a minion" (At least I read that Ancestral Healing works that way).
Grand Priestess : Yep, my thoughts too. I like it as well, I think priests could use some heal minions.
Void Shift: : I wanted to have it targeted, but I didn't do it because of the trouble of targeting two minions with it (no minion or spell work that way at the moment). I think it's still good, since it draws you a card.
Sorceress of Live : I'm glad you like it. For the art, I think it fits, since the name is Sorceress of healing, implying it's a mage.
Shadow Apprentice: Most classes already have 5/4 minions for 4 mana, I think another one wouldn't hurt ^^. It is obviously meant to be used in agressive decks. I also made this card before Spawn of Shadows was released.
Mind Flay : Yeah, it isn't really that good, however I think it has some uses. Might buff it to "Add two random spells of the same cost to your hand".
Time Drake - Will fix the dragon tag, thanks for letting me know.
Legendary: Not really that boring, it seems quite unique to me. The only thing I'm not sure is the stats, it might be to strong.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
I am back with a hunter review :
Silverbank Crusher(6/10) : A really solid card versus any low cost minions deck. I don't know about this one ,it seems like a control card ,that needs to be cuntered before you would get his abilitty ,but on the other hand his ability is agresive and usable mainly in Agro or Combo like decks.
Rabit Wolf (6/10) : Solid card ,that might see some play in midrange deck. Nothing,too special here :D
Giant Gorila (6/10) :It's same like Silvebank Crusher. Strong body ,that would probably be played to dominate the board ,with an agressive enrage. It wouldn't be played in Face deck ,maybe in some Midrange. I don't know.
Rain of Arrows (9,5/10) : I prefer a word damaged ,it's simplier. However ,what a nice control card. You would just damage an enemy minions with Unleash and then cast this and clear whole board with 7 mana. That's an original card :D
Silverbank Elder (10/10) : I love this card. It's simple and usable. I think ,that this one might start up some stronger Lock and Load decks ,because it's an minion that gives you cheap and usable spells for Lock and Load combo.
Serpent Pack (7/10): I've got one question here. How would it work with Unleash or Cluking Time ? We might see some new crazy one drop decks with this one and it might be a really good fun .However , I don't know if it would be played in any of existing ones. I also don't like an idea ,behind this one for some reason. INHO it's like a Hyena ,Auctioneer or DR.6 , you would hate to play againts it (and it probably woould need a nerf or change).
Clunking Time (7/10) :Strange one ,it's hard to say if it's balanced or overcosted. It's also hard to say if it would be played or not. Only thing i can say about this one is ,that it's a really original and crazy idea for card.
Master Traper (5/10) : One question .Was it made before or after Dr.6 came into the game ?
Legendary (6/10) : I don't think that legendary ,that would help a HUNTER to deal more damage to face is a good idea.
Overall : I don't now why ,but i don't like an idea behind high drops ,that would help to deal more damage face at all. I don't know if it would be played or not ,but it's really strange for me. High drop are played to dominate the board ,and I don't think that it should be changed. Cards look like you've made them just to complete your set , and that's wrong. There so many ways,how to make hunter card in original way. Just look at all those underused cards in Hunter's set and ask you self why they are underused ? And I am sure that some great card ideas will come into the mind.
Sorry for any mistakes in text ,I am going to review a mage next weekend.
Take a look at my card creations here in vojza's mini expansion topic.
Spiderfling Lurker: Really like this one, I think it's one of the first hunter cards I've made (next to rain of arrows). It just fits hunter very well and feels somehow unique.
Silverbank Crusher: Another adition I've come up because I was lacking in ideas, it went trough multiple version before becoming what it is now. I still think it's a solid common card and while it might not seem play in constructed, it makes hunter a bit better in arena.
Rabit Wolf: My idea behind it was to create an "opposite" of the 2 mana discover card.
Giant Gorila: I've tried to make an adition to control hunter, however I'm not sure the ability is strong enough to make it playable in constructed. It's still mainly meant for arena, as it's good even without the ability statwise.
Rain of Arrows (9,5/10) : Yeah, the damaged would be simpler. It's one of my earliest card designs and I think it's one of the best cards I've made flavour wise.
Silverbank Elder: Another mostly arena based card, it might even be good enough to see play in constructed. While the design has changed over time (used to have it give a bannana to each player na the stats were 5/5), I like this version better.
Serpent Pack: I'm kind of meh about this card, I'll probably change summon to play to avoid confusion (the current wording is bad, I've made the card when I was sleepy).
Clunking Time: This card is mostly for fun, I'll probably reduce the cost to 2, because the effect is symethrical.
Master Traper : It was before, however I do think hunter traps are stronger than paladin traps. It also does not require you to fill your deck with secrets, as it puts random secrets in play.
Legendary : This is actualy one of my favourite legendaries I've made, I see why you might dislike it. I still don't think the effect is that strong (kind of like the new warlock card) and I think the card is great for aggro or midrange hunter.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
many cards are not visible unfortunately. Please re-charrrrrrrge
Want to give you a bump and kudos. Amazing artwork.
Stitches, Mind Reader and Netheset Duplicator are really interesting twists. The Naga could become a force to be reckoned with. 'Imbue' seems solid as well.
Really interesting.
Nice.