This is a WIP fan-made expansion. I'd really appreciate feedback re: balancing, art, cool ideas, etc.
The goal of this expansion is to ultimately buff some classes that really need buffs (eg. Hunter, Shaman, Rogue to an extent), as well as diversify some extremely one-dimensional classes (Hunter again, Warrior, Rogue, Priest). So keep that in mind when you see that Paladin didn't get ten auto-includes.
EDIT FINAL UPDATE (5/26): All the cards are now uploaded and the expansion, barring some tweaks given feedback, is now complete.
DRUID:
Tokens:
HUNTER:
MAGE:
PALADIN:
PRIEST:
ROGUE:
SHAMAN:
Tokens:
WARLOCK:
WARRIOR:
NEUTRAL:
Tokens:
JOKE CARDS: NOTE: These are not serious cards to be implemented.
Tokens:
Clarifications:
-Muradin's effect lifts all restrictions except "friendly", "enemy", and "minion". This means Bolster doesn't hit enemy minions, though it now hits all of your own, you can't Execute your own Sylvanas or your opponent's face, and you can now Shield Slam that pesky Spectral Knight.
-Draconic Avenger counts damage done from your opponent, even to Armor, but not Alexstrasza, Fatigue damage, or damage incurred while using weapons.
-Totem of Fortune affects Joust cards as well if there are two numbers to choose between. Currently the only card that fits that description is Healing Wave.
-Kil'Jaeden also adds cards to your hand that your opponent has discarded. If there are more than ten cards in this pool, ten will be added at random.
-Ancient of Devastation damages itself if you choose the first option and can destroy itself if you choose the second.
-Shadowed Shredder can only summon collectible cards, not things like Boom Bot.
-Randomly trigger means targeted Battlecries like Fire Elemental hit a random target, while following rules like "friendly" and "minion".
-Nofin Really Matters discards from hands and decks.
I'd really prefer constructive commentary rather than "lol that sucks"
Anyways, some new neutral minions.
A lot of RNG and not a lot of use but it's too fun to not include.
A common problem against hard aggro (particularly Hunters) is that even if you gain board advantage in the lategame, you might not be able to kill them before they ping away the rest of your health.
A fun little card I thought of randomly.
Obvious synergy is obvious. Flavor: "Camel not included"
And finally, the quintessential Murloc of the expansion! Of course, probably not the only one.
Totemic Devastation is useless. 10 mana for at best 7 damage, and that's only if you kill 7 of your own minions.
Camelrider is a terrible card that should not exist. I shouldn't have to tell you that a 2/4 and a 6/6 for 3 mana is broken as hell... so why do I need to?
Totemic Devastation is useless. 10 mana for at best 7 damage, and that's only if you kill 7 of your own minions.
Camelrider is a terrible card that should not exist. I shouldn't have to tell you that a 2/4 and a 6/6 for 3 mana is broken as hell... so why do I need to?
If you have seven totems on board you're getting at least 14 damage out of Totemic Devastation (unless...idk, Whirlwind?). I'm considering lowering the cost significantly though.
The main drawback of Camelrider is that you can't run any other 1-drops in your deck or draw the card, so it's pretty unreliable at best. btw here's new Camelrider:
New cards:
If you thought playing around Mirror Entity was hard, try playing around two! (Flare still destroys all secrets.)
As if you didn't already have enough activators for Execute? Also Bolster. And Rampage.
Who knows, maybe Fatigue Druid might be good with AoE? You can't have a board though.
Shaman now has a 5-drop that acts as a definite turn 5 play. That is, if you happen to draw it. Also, Elemental Destruction synergy.
I don't know how to make this not broken given that Frost Nova exists. Maybe it's not so good after all. IDK.
Acts as an alternative to Siphon Soul and is a big removal target.
Every class deserves Dragon synergy.
It's 8 mana so you can't combo it with Prep and Reno. You can still do some pretty cool things with Deckhand+Prep+Tinker or Prep+Healbot, though I intended it to mostly be an arena card.
And finally, a big one. Nerfs Voidcaller slightly, but the main focus here is the synergy with Warlock cards and DEATHWING. It's rare you'll be able to pull the latter off though.
If you have seven totems on board you're getting at least 14 damage out of Totemic Devastation (unless...idk, Whirlwind?). I'm considering lowering the cost significantly though.
You're right, I misread the card. However, I still think it's a bad card for the game, because when it's not terrible (when you play Totemic Might), it's completely broken.
The main drawback of Camelrider is that you can't run any other 1-drops in your deck or draw the card, so it's pretty unreliable at best. btw here's new Camelrider:
That's a small sacrifice to pay - half the time you won't even notice, since you can just coin out a 2-drop instead. And in return you get a ridiculous tempo lead on turn 3.
imo if you have that many totems on board, are running Totemic Might, and are holding the combo, you kinda deserve to just win.
I'm still considering either removing Overload or making it cost less to make it more playable.
New Devilsaur Tamer:
As always, new cards.
See "Clarifications" below.
The downside might be too much for the stats. IDK.
It's a must-remove for many decks and you can't use your Battlecries to remove it. Might be nice in Warlock so those nasty Demon Battlecries don't activate.
Maybe SMOrc isn't the best policy after all? :O
Also some clarifications:
-Tuskarr Totemic will need to be changed to "Battlecry: Summon a random Totem that costs (3) or less." for obvious reasons.
-Muradin's effect lifts all restrictions except "friendly", "enemy", and "minion". This means Bolster doesn't hit enemy minions, though it now hits all of your own, you can't Execute your own Sylvanas or your opponent's face, and you can now Shield Slam that pesky Spectral Knight.
Note that I ultimately aim to make this a GvG-sized expansion.
Loses health as opposed to damaging itself so you can't game it with Priest.
Soft Taunt with some amazing value if it survives a turn. Also, killing it after spending all your mana might be nice since guaranteed Target Dummy protects your board.
Hunter got a Legendary duo in TGT, why can't Mage have one?
I erred on the side of extremely underpowered/useless for this, though I have a feeling this could cost 4 or even 3. IDK.
Putting a pacifist in the Warrior class just shows how little I care about flavor.
TGT gave us AoE Aldor, why not have AoE Uldaman? It's also essentially Equality. Plus the dude is literally the keeper of Uldaman.
The Durability is completely arbitrary tbh unless I decide to make a way to Silence weapons. Buff this dagger to deal devastating damage or clear. Note that Blade Flurry still destroys it.
Combo wombo with Kil'Jaeden? Warlock has the advantage of being able to repopulate its hand easily, but your opponent gets first draw. It's still pretty nice against combo decks (Anyfin anyone?)
I tried to make the stats double those of Djinni of Zephyrs but 8/12 was probably too much (or too terrible, since BGH).
The stat spread of Troggzor the Earthinator, but completely neuters all enemy damaging spells. It's absolutely amazing against Freeze Mage, which is basically an autowin if you get this thing down. Cards like Holy Fire and Excavated Evil can also synergize with it though that's pretty inefficient.
So what if Hex is superior in 80% of situations, this card allows immediate counterplay after removal, doesn't leave behind a Taunt minion, and can be included as a third and fourth removal card, though Crackle is probably superior in that regard. Control Shaman tho?
Decent in Arena and/or Taunt Warrior decks. Probably won't see too much play though.
Reverse Life Tap! IDK how to cost this thing since the effect is pretty negative.
Way too many cards to comment on at once... Ah well, let's just start.
Ancient of Devastation: So if my opponent has a board, and I don't, I get a Flamestrike that summons a 5/5? Druid has one remaining weakness, no good board clears. This adds one of the best fucking board clears in the game. That alone is OP as hell, but you add another option to use when he has one big minion (say Ysera) and I have a board of token crap. Needs a hard nerf or a bump to 9 mana.
Ancient of Harmony: What's the point of shuffling these wisps into the opponent's deck? It's not a good mill strategy. If the Wisps get drawn, he can just dump them at no cost, and if they get burned, you just gave him fatigue advantage!? The other one was OP, this is pretty useless. 2/5
Young Dragonling: Interesting idea, but there really isn't enough space to stuff dragon synergy and beast synergy in a 30-card deck. If you want to make Dragon Hunter a thing, just give them a good 1-mana dragon that can compete with Twilight Whelp. This can't. 2/5
Silent Archer: One-eyed Cheat is 2 mana cheaper and still doesn't see play. 2/5
Slime Trap: Ok card, but Bear Trap is better in most cases. 4/5
Resolveless Wolf: A card that's countered by weapons and Life Tap? I'd rather play King Mukla, thanks. Unless you want to make Wailing Soul Hunter a thing. 3/5
Sacred Knowledge: Interesting concept. The main weakness is that if this card gives you a second use of a secret, your opponent will know what it is and play around it. This might see play if Mage would ever get the equivalent of Mysterious Challenger, which I hope is never. 2/5
Dalaran Warrior: Zero reasons to play this over Azure Drake. 1/5
Vacuum Frost: Interesting card. Freeze Mages would love this.Ultimately though, it might be too expensive as a replacement for Doomsayer, even if it allows less counterplay. 4/5
Corrupted Drake: Has the same problem as Blood Knight. If you bump it to 9/9, it just gets shot by BGH. With Blood Knight, that's a 3 mana tempo loss, with your card, you lose 6. Not worth it. Now, if it would destroy enemy (or just all) secrets for a smaller bonus (+1/+1), this card would be AMAZING. 3/5
Kael'Thas: Uh, what? Lots of Fireballs is nice, but I wouldn't be able to draw and play them fast enough as a finisher. Thanks, I'll stick to Antonidas. 2/5
Magna Aegwynn: This would break Arena in half. Also, after we had the Magna Aegwynn card creation competition, pretty much any version of the card has already been done. 1/5
Dark Knight: Uh, what? This card is weird. First of all, you can just play it as a 4 mana 5/5 on curve and not hero power. A 5/5 minion is too strong to just leave on the board, so won't have the disadvantage for too long anyway. Even better, if you have Sir Finley, this will now be guaranteed to kill enemy Silver Hand Recruits. While this card isn't super overpowered, it still has a too good body in exchange for a disadvantage that, depending on your deck, really isn't one. The only reason not to play this is the broad choice of other OP options for Paladin in the 4-slot, like Shredder, Murloc Knight, and Keeper of Uldaman.
Inspirational Call: For an "if your opponent doesn't have board clear, lose the game" card, this is too cheap. Good that the number of minions is limited to 7, otherwise this would be just bonkers.
Archaedas: Not sure what to make of this card. The best scenario is that your opponent has 2-3 really strong minions and you have a bunch of tokens. Will this create Egg Paladin as a new archetype? Could this work in Murloc decks? My gut feeling is that this card is in the same category like Mekgineer Thermaplugg, really powerful on paper but in reality just too expensive to play.
Auchenai Aspirant: Weird card. It pretty much requires either Shadowform or the right Mrrgglton pick. If you have an untargeted hero power, it doesn't work at all. Plus, you probably don't want to play this on turn 2, because you'd still have your standard hero power then. I guess it's the same strange concept like Dark Knight above. Seriously, why so counterintuitive? Why not make this a straightforward 3 mana 2/4 "Increase the damage or healing of your hero power by 2"?
Shadowy Apparition: Mirrored Cursed Blade effect? Interesting. Giving a card like this Stealth is bad design though. There is a reason minions with big effects like this can be removed, and you need to either play them carefully or protect them.
Tyrande Whisperwind: An interesting effect, but a bit extreme, no? This will stall the game until your opponent finally draws his Polymorph / Execute / ... Some of us like to play during work breaks, and for that the game needs to end at some point.
Nerubian Overseer? This should probably say "can't be silenced" to make the effect clear. Interesting though.
Forsaken Dagger: With all the weapon buffs in Rogue!?
Hara-Kiri: So pretty much a Concede button!!?? Rogue is pretty likely to have a lower health total than the opponent, so when would this ever win a game, instead of just force a draw or just lose?
Lightning Strike: Mhh... Can this be balanced when Lava Shock exists? Besides, Shamans already have Hex.
Murloc Warhammer: A weapon that gets Murlock buffs!?
Totemic Devastation: Oh, the 2x Totemic Might combo salt is real.
Totem of Fortune: Now, this is a card I like. Give it 4 health and I'm sold.
Thunder Elementalist: Interesting. I like this one too. It has the typical Shaman problem that if you ignore all the Overload and RNG shenanigans, most of their stuff is just vanilla bodies of stats that don't do anything interesting. (Looking at you, Fireguard Destroyer!) But still, good card.
Shard of Sulfuras: Interesting idea. Of course, this has the usual Shaman issue of getting a card that is just worse than what other classes get (Death's Bite here) with the promise of being awesome sometimes but it never materializes on ladder. You need to draw two weapons, equip both, make 2 attacks with the first and 4 with the second before fatigue hits? The Elise Starseeker problem.
Orgrim Doomhammer: It continues the Shaman tradition of awesome-looking Shaman legendaries that turn out to be worse than what Paladin gets. ... That said, Tirion is the most powerful legendary, hands down though, and this one is at least close to it. So it is a good card and about the power level that an 8-mana legendary should be.
Amateur Soulbinder: This is un-warlocky. The battlecry should just discard a card. The body you get in return is good enough, plus you get two health (useful, considering how easily Warlocks burn through hp) Warlock already has some discard synergy, so this card will only get better.
Darnassus Corruptor: This is an extremely powerful effect, especially since you are guaranteed to get it. This harmless-looking card counters Ysera, Tirion and even Sylvanas on an otherwise empty enemy board (Hellfire...). This card should be 6 or even 7 mana, hands down.
Immolation: No enemy hand attacks. Period.
Kil'Jaeden: If you consider other big legendaries that give card advantage, like Nefarian or Varian Wrynn, this isn't particularly good. It only shines in the Warlock mirror, or in a Brann Bronzebeard combo. Discard Warlock will need a card like this at some point to be a viable deck, but I'm not sure this is the exact card. Maybe at 9 mana?
Orgrimmar Defender: Pretty broken if combo'd with Gorehowl.
Pacifist: Power level is ok, but how does this fit into Warrior thematically? I'd expect it in something like Priest.
Worgen Guardian: Interesting effect. I guess this is for the Hobgoblin - Bolster deck? I'm not quite sure how you can create a board of cheap taunts, but I might be missing something. Also I'm not sure this should trigger off enemy minions.
Muradin Bronzebeard: What's the point here? Counter cards like Faerie Dragon? Are there any Warrior spells that are improved by this? Do I need a 5-mana legendary that allows me to execute my own Sylvanas?
Camelrider: Stupid broken with Desert Camel. Nope, having to play this as the only 1-drop is not a viable limitation. Nuff said.
Acolyte of Rage: Meh. Mainly an issue with lack of good Enrage minions outside of Grommash.
Acolyte of Silence. Interesting. A card like this could open some interesting options in a "grief deck". Nerubar Weblord doesn't see much play though, so ultimately this might not end up too popular.
Unfazed Ogre: Meh. The body is too bad for the disadvantage. Why would you play this over Pit Fighter? There are other ways around taunts.
Starving Naga: Again, Pit Fighter is better.
Lone Adventurer: Too fiddly and unpredictable.
Murloc Privateer: Nice idea, but will see as much play as Hungry Crab.
Devilsaur Tamer: Won't see play. It's basically a 2/2 and 5/5 for 8 that you can't play if the opponent has a taunt. The 2/2 will die the next turn to... well pretty much whatever your opponent can throw at it.
Sneaky Sharpshooter: Do we need another BGH?
Gruul's Older Brother: !? That's even less useful...
Draconic Avenger: Does that only apply to face damage from heroes, i.e. weapon to face? Does this take the difference between 30 and my current health total, or the total damage? And do we really need a 10-mana neutral finisher card that requires zero combo or setup? Me face no trade?
Asaad, Caliph of Zephyrs: Wait, this goes for any spell, friendly or opponent, against any minion, friendly or opponent? Ouch...
A lot of these are very WIP ideas I threw together, keep in mind. Also keep in mind that any 2-card comboes, especially those involving Sir Finley, are basically irrelevant when it comes to card design imo--the inconsistency basically nullifies pretty much any minor advantage you might get when you do pull it off. I don't have time to go through each card, but here's some things you probably missed.
-These cards, or any of these cards, are meant to check aggro decks, as well as, to an extent, combo and other uninteractive decks. I build most of them with Midrange or Control decks in mind, with some notable exceptions (Shadowy Apparition to promote more aggresive Priests, Murloc Warhammer to include a bit more murloc synergy).
-Draconic Avenger counts all damage your opponent does to you on his turns.
-Ancient of Devastation is meant to promote more Fatigue Druid setups, since those are the only Druids that realistically won't have a board/want to play Ancient of Lore instead on Turn 7. The other Choose One option is designed to get rid of a big minion in a pinch if you need to (which might make it viable in other Druid builds). I'm considering nerfing the damage a bit but it's not a high priority right now.
-Ancient of Harmony gives your opponent dead draws, which for a non-Fatigue control Druid is one of the best things you could do in the mid-late-game. The other Choose One option lets you get some free 1/1s over time and/or stall Fel Reaver's effect.
-Cards like Resolveless Wolf are meant to make Hunter viable outside of aggro. Sure, it's pretty bad against classes like Rogue and Warrior, but other than that you get a 5/5 on turn 3 as an incentive for not going face.
-Muradin Bronzebeard is statted as such so it's not completely broken with the 394082350958 conditional buffs Warrior has like Rampage and Bolster while still being combo-able with them. Also if you read the clarifications you'll see you still can't Execute your own Sylvanas.
-A lot of cards, especially those of the Mage, Paladin, and Warlock classes (and a lot of neutrals), classes that are amazing for several different playstyles, are designed to be utter trash. I mean, where would Hearthstone be without its Magma Ragers and Mogu'Shan Wardens?
-Tyrande Whisperwind is supposed to be extreme--the idea being that if a Priest has board control to the point where its opponent needs to use spells like Fireballs to clear it, the Priest has basically already won, and if a Priest is trying to play from behind, Tyrande is pretty much useless.
-I don't think Inspiration Call would see much/any play tbh--it's just too weak for that point in the game (turn 7), and punishing for lacking board clear fits pretty well into the goal of promoting midrange/control styles.
-Nerubian Overseer is worded as such so that all non-Deathrattle card text and buffs on a minion can be silenced while the Deathrattle stays.
-Camelrider: Think Secret Paladin reliability, then divide it by like ten. It can win you the games where you manage to draw your Desert Camel and not your Camelrider, but just as many if not more of the other scenario exists when you don't draw either or you draw your Camelriders. Yes if you just want to troll and tilt opponents it can be fun, but for serious laddering I personally would pass on Camelrider. Even if it was like 12/12. (well in that case I'd play it with Ancestor's Call maybe) Not to mention Resolveless Wolf is a better body anyways.
-A lot of cards, like Lone Adventurer, are meant as soft Taunts. Basically the 3/3 body forces removal lest you get amazing value on your next turn. In that way it's kind of like Mana Tide Totem--you're not getting more than one or two cards out of it but it baits away that Wrath/Darkbomb/Frostbolt so your Shredder/Tunnel Trogg/whatever doesn't get removed.
Also, the one thing I care about least in card design is flavor/thematics. My reasoning is that if the cards themselves are solid, you can put whatever name and art on them you want. Also I know exactly zero WoW lore.
I'll take into account feedback when it comes to reworking some cards (right now I'm thinking of Darnassus Corruptor to 6 mana 4/2, restatting Asaad in some way, most of the Shaman cards). Most of the card text, however, is completely non-negotiable. Immolation, for one, is staying that way. (plus everyone I know who plays Hearthstone would never play that card anyways)
4 Health > 3 Health, and this totem could really use the extra Health.
Now on to new cards:
Druid actually has a decent selection of Beasts; most of its Beast synergy is pretty shit. Broll's effect can either be really powerful or useless and is an alternative or supplement to Savage Roar.
It's like Galozwe, but it lets you theoretically draw an infinite loop of Mechs. Considering that most Mechs are small drops, this card can either work out well or be too little too late. Or it could give you Metaltooth Leapers.
Say hello to old Leeroy Jenkins. Except it has half the Attack. Still could be nice for certain combo Rogue decks.
Tempo Mage counter? Okay maybe not, but it can be nice against Spell-heavy decks.
Randomly trigger means targeted Battlecries like Fire Elemental hit a random target, while following rules like "friendly" and "minion".
And finally, a Shaman class card! Note that it doesn't permanently affect your Hero Power--the effect dies with the minion. It might actually make Totemic Slam viable--nothing like getting a 0/2 Divine Shield/Taunt every turn.
Finisher for Zoo/Molten Giant activator+removal for Handlock.
Weapon classes and Warlock benefit a lot from this card. Control Warrior might even add it over Acolyte of Pain.
Not a very flashy effect for an end-game card but it does let you combo Muster for Battle with it for essentially a free Muster.
And finally, a card for Murlock. IMO this is balanced because:
-You can only play it on Turn 10 and drawing it without running two copies is hard. Running two copies means the second is useless.
-Murloc Warleaders don't have Charge and buff enemy Murlocs, so if your opponent has two Murlocs in his hand or deck (or is holding Anyfin Can Happen) you lose.
This is a WIP fan-made expansion. I'd really appreciate feedback re: balancing, art, cool ideas, etc.
The goal of this expansion is to ultimately buff some classes that really need buffs (eg. Hunter, Shaman, Rogue to an extent), as well as diversify some extremely one-dimensional classes (Hunter again, Warrior, Rogue, Priest). So keep that in mind when you see that Paladin didn't get ten auto-includes.
EDIT FINAL UPDATE (5/26): All the cards are now uploaded and the expansion, barring some tweaks given feedback, is now complete.
DRUID:
Tokens:
HUNTER:
MAGE:
PALADIN:
PRIEST:
ROGUE:
SHAMAN:
Tokens:
WARLOCK:
WARRIOR:
NEUTRAL:
Tokens:
JOKE CARDS: NOTE: These are not serious cards to be implemented.
Tokens:
Clarifications:
-Muradin's effect lifts all restrictions except "friendly", "enemy", and "minion". This means Bolster doesn't hit enemy minions, though it now hits all of your own, you can't Execute your own Sylvanas or your opponent's face, and you can now Shield Slam that pesky Spectral Knight.
-Draconic Avenger counts damage done from your opponent, even to Armor, but not Alexstrasza, Fatigue damage, or damage incurred while using weapons.
-Totem of Fortune affects Joust cards as well if there are two numbers to choose between. Currently the only card that fits that description is Healing Wave.
-Kil'Jaeden also adds cards to your hand that your opponent has discarded. If there are more than ten cards in this pool, ten will be added at random.
-Ancient of Devastation damages itself if you choose the first option and can destroy itself if you choose the second.
-Shadowed Shredder can only summon collectible cards, not things like Boom Bot.
-Randomly trigger means targeted Battlecries like Fire Elemental hit a random target, while following rules like "friendly" and "minion".
-Nofin Really Matters discards from hands and decks.
-Icehowl can hit minions through Bulwark.
-Clunky Golem can attack starting the turn after the turn it's summoned.
Why
I'd really prefer constructive commentary rather than "lol that sucks"
Anyways, some new neutral minions.
A lot of RNG and not a lot of use but it's too fun to not include.
A common problem against hard aggro (particularly Hunters) is that even if you gain board advantage in the lategame, you might not be able to kill them before they ping away the rest of your health.
A fun little card I thought of randomly.
Obvious synergy is obvious. Flavor: "Camel not included"
And finally, the quintessential Murloc of the expansion! Of course, probably not the only one.
-Devilsaur seems a tad OP, I would make it a 5 for 5/3 maybe? Maybe a 4/5
-Devilsaur Tamer on the other hand seems like it should be something like a 4 for 1/2 or maybe 5 for 3/2, just so it's not completely unplayable
-As a final note, maybe try not to use stealth too much.
The expansion does look good so far, and I look forward to seeing more.
Totemic Devastation is useless. 10 mana for at best 7 damage, and that's only if you kill 7 of your own minions.
Camelrider is a terrible card that should not exist. I shouldn't have to tell you that a 2/4 and a 6/6 for 3 mana is broken as hell... so why do I need to?
imo if you have that many totems on board, are running Totemic Might, and are holding the combo, you kinda deserve to just win.
I'm still considering either removing Overload or making it cost less to make it more playable.
New Devilsaur Tamer:
As always, new cards.
See "Clarifications" below.
The downside might be too much for the stats. IDK.
It's a must-remove for many decks and you can't use your Battlecries to remove it. Might be nice in Warlock so those nasty Demon Battlecries don't activate.
Maybe SMOrc isn't the best policy after all? :O
Also some clarifications:
-Tuskarr Totemic will need to be changed to "Battlecry: Summon a random Totem that costs (3) or less." for obvious reasons.
-Muradin's effect lifts all restrictions except "friendly", "enemy", and "minion". This means Bolster doesn't hit enemy minions, though it now hits all of your own, you can't Execute your own Sylvanas or your opponent's face, and you can now Shield Slam that pesky Spectral Knight.
Note that I ultimately aim to make this a GvG-sized expansion.
Revamped two cards:
And four new ones:
Loses health as opposed to damaging itself so you can't game it with Priest.
Soft Taunt with some amazing value if it survives a turn. Also, killing it after spending all your mana might be nice since guaranteed Target Dummy protects your board.
Hunter got a Legendary duo in TGT, why can't Mage have one?
I find your lack of feedback disturbing.
I erred on the side of extremely underpowered/useless for this, though I have a feeling this could cost 4 or even 3. IDK.
Putting a pacifist in the Warrior class just shows how little I care about flavor.
TGT gave us AoE Aldor, why not have AoE Uldaman? It's also essentially Equality. Plus the dude is literally the keeper of Uldaman.
The Durability is completely arbitrary tbh unless I decide to make a way to Silence weapons. Buff this dagger to deal devastating damage or clear. Note that Blade Flurry still destroys it.
Combo wombo with Kil'Jaeden? Warlock has the advantage of being able to repopulate its hand easily, but your opponent gets first draw. It's still pretty nice against combo decks (Anyfin anyone?)
I tried to make the stats double those of Djinni of Zephyrs but 8/12 was probably too much (or too terrible, since BGH).
(Harmonious Wisps are uncollectible.) Wisp
And finally, a completely joke card that I wouldn't mind seeing, but won't be included because balance.
Hey look an update! How novel.
New cards:
Shaman's Tirion Fordring?
Angry Chicken combo? lol
The stat spread of Troggzor the Earthinator, but completely neuters all enemy damaging spells. It's absolutely amazing against Freeze Mage, which is basically an autowin if you get this thing down. Cards like Holy Fire and Excavated Evil can also synergize with it though that's pretty inefficient.
So what if Hex is superior in 80% of situations, this card allows immediate counterplay after removal, doesn't leave behind a Taunt minion, and can be included as a third and fourth removal card, though Crackle is probably superior in that regard. Control Shaman tho?
Decent in Arena and/or Taunt Warrior decks. Probably won't see too much play though.
Reverse Life Tap! IDK how to cost this thing since the effect is pretty negative.
Mrrggl face Mrrggl
Probably understatted. IDK.
Way too many cards to comment on at once... Ah well, let's just start.
Ancient of Devastation: So if my opponent has a board, and I don't, I get a Flamestrike that summons a 5/5? Druid has one remaining weakness, no good board clears. This adds one of the best fucking board clears in the game. That alone is OP as hell, but you add another option to use when he has one big minion (say Ysera) and I have a board of token crap. Needs a hard nerf or a bump to 9 mana.
Ancient of Harmony: What's the point of shuffling these wisps into the opponent's deck? It's not a good mill strategy. If the Wisps get drawn, he can just dump them at no cost, and if they get burned, you just gave him fatigue advantage!? The other one was OP, this is pretty useless. 2/5
Young Dragonling: Interesting idea, but there really isn't enough space to stuff dragon synergy and beast synergy in a 30-card deck. If you want to make Dragon Hunter a thing, just give them a good 1-mana dragon that can compete with Twilight Whelp. This can't. 2/5
Silent Archer: One-eyed Cheat is 2 mana cheaper and still doesn't see play. 2/5
Slime Trap: Ok card, but Bear Trap is better in most cases. 4/5
Resolveless Wolf: A card that's countered by weapons and Life Tap? I'd rather play King Mukla, thanks. Unless you want to make Wailing Soul Hunter a thing. 3/5
Sacred Knowledge: Interesting concept. The main weakness is that if this card gives you a second use of a secret, your opponent will know what it is and play around it. This might see play if Mage would ever get the equivalent of Mysterious Challenger, which I hope is never. 2/5
Dalaran Warrior: Zero reasons to play this over Azure Drake. 1/5
Vacuum Frost: Interesting card. Freeze Mages would love this.Ultimately though, it might be too expensive as a replacement for Doomsayer, even if it allows less counterplay. 4/5
Corrupted Drake: Has the same problem as Blood Knight. If you bump it to 9/9, it just gets shot by BGH. With Blood Knight, that's a 3 mana tempo loss, with your card, you lose 6. Not worth it. Now, if it would destroy enemy (or just all) secrets for a smaller bonus (+1/+1), this card would be AMAZING. 3/5
Kael'Thas: Uh, what? Lots of Fireballs is nice, but I wouldn't be able to draw and play them fast enough as a finisher. Thanks, I'll stick to Antonidas. 2/5
Magna Aegwynn: This would break Arena in half. Also, after we had the Magna Aegwynn card creation competition, pretty much any version of the card has already been done. 1/5
Dark Knight: Uh, what? This card is weird. First of all, you can just play it as a 4 mana 5/5 on curve and not hero power. A 5/5 minion is too strong to just leave on the board, so won't have the disadvantage for too long anyway. Even better, if you have Sir Finley, this will now be guaranteed to kill enemy Silver Hand Recruits. While this card isn't super overpowered, it still has a too good body in exchange for a disadvantage that, depending on your deck, really isn't one. The only reason not to play this is the broad choice of other OP options for Paladin in the 4-slot, like Shredder, Murloc Knight, and Keeper of Uldaman.
Inspirational Call: For an "if your opponent doesn't have board clear, lose the game" card, this is too cheap. Good that the number of minions is limited to 7, otherwise this would be just bonkers.
Archaedas: Not sure what to make of this card. The best scenario is that your opponent has 2-3 really strong minions and you have a bunch of tokens. Will this create Egg Paladin as a new archetype? Could this work in Murloc decks? My gut feeling is that this card is in the same category like Mekgineer Thermaplugg, really powerful on paper but in reality just too expensive to play.
Auchenai Aspirant: Weird card. It pretty much requires either Shadowform or the right Mrrgglton pick. If you have an untargeted hero power, it doesn't work at all. Plus, you probably don't want to play this on turn 2, because you'd still have your standard hero power then. I guess it's the same strange concept like Dark Knight above. Seriously, why so counterintuitive? Why not make this a straightforward 3 mana 2/4 "Increase the damage or healing of your hero power by 2"?
Shadowy Apparition: Mirrored Cursed Blade effect? Interesting. Giving a card like this Stealth is bad design though. There is a reason minions with big effects like this can be removed, and you need to either play them carefully or protect them.
Tyrande Whisperwind: An interesting effect, but a bit extreme, no? This will stall the game until your opponent finally draws his Polymorph / Execute / ... Some of us like to play during work breaks, and for that the game needs to end at some point.
Nerubian Overseer? This should probably say "can't be silenced" to make the effect clear. Interesting though.
Forsaken Dagger: With all the weapon buffs in Rogue!?
Hara-Kiri: So pretty much a Concede button!!?? Rogue is pretty likely to have a lower health total than the opponent, so when would this ever win a game, instead of just force a draw or just lose?
Lightning Strike: Mhh... Can this be balanced when Lava Shock exists? Besides, Shamans already have Hex.
Murloc Warhammer: A weapon that gets Murlock buffs!?
Totemic Devastation: Oh, the 2x Totemic Might combo salt is real.
Totem of Fortune: Now, this is a card I like. Give it 4 health and I'm sold.
Thunder Elementalist: Interesting. I like this one too. It has the typical Shaman problem that if you ignore all the Overload and RNG shenanigans, most of their stuff is just vanilla bodies of stats that don't do anything interesting. (Looking at you, Fireguard Destroyer!) But still, good card.
Shard of Sulfuras: Interesting idea. Of course, this has the usual Shaman issue of getting a card that is just worse than what other classes get (Death's Bite here) with the promise of being awesome sometimes but it never materializes on ladder. You need to draw two weapons, equip both, make 2 attacks with the first and 4 with the second before fatigue hits? The Elise Starseeker problem.
Orgrim Doomhammer: It continues the Shaman tradition of awesome-looking Shaman legendaries that turn out to be worse than what Paladin gets. ... That said, Tirion is the most powerful legendary, hands down though, and this one is at least close to it. So it is a good card and about the power level that an 8-mana legendary should be.
Amateur Soulbinder: This is un-warlocky. The battlecry should just discard a card. The body you get in return is good enough, plus you get two health (useful, considering how easily Warlocks burn through hp) Warlock already has some discard synergy, so this card will only get better.
Darnassus Corruptor: This is an extremely powerful effect, especially since you are guaranteed to get it. This harmless-looking card counters Ysera, Tirion and even Sylvanas on an otherwise empty enemy board (Hellfire...). This card should be 6 or even 7 mana, hands down.
Immolation: No enemy hand attacks. Period.
Kil'Jaeden: If you consider other big legendaries that give card advantage, like Nefarian or Varian Wrynn, this isn't particularly good. It only shines in the Warlock mirror, or in a Brann Bronzebeard combo. Discard Warlock will need a card like this at some point to be a viable deck, but I'm not sure this is the exact card. Maybe at 9 mana?
Orgrimmar Defender: Pretty broken if combo'd with Gorehowl.
Pacifist: Power level is ok, but how does this fit into Warrior thematically? I'd expect it in something like Priest.
Worgen Guardian: Interesting effect. I guess this is for the Hobgoblin - Bolster deck? I'm not quite sure how you can create a board of cheap taunts, but I might be missing something. Also I'm not sure this should trigger off enemy minions.
Muradin Bronzebeard: What's the point here? Counter cards like Faerie Dragon? Are there any Warrior spells that are improved by this? Do I need a 5-mana legendary that allows me to execute my own Sylvanas?
Camelrider: Stupid broken with Desert Camel. Nope, having to play this as the only 1-drop is not a viable limitation. Nuff said.
Acolyte of Rage: Meh. Mainly an issue with lack of good Enrage minions outside of Grommash.
Acolyte of Silence. Interesting. A card like this could open some interesting options in a "grief deck". Nerubar Weblord doesn't see much play though, so ultimately this might not end up too popular.
Unfazed Ogre: Meh. The body is too bad for the disadvantage. Why would you play this over Pit Fighter? There are other ways around taunts.
Starving Naga: Again, Pit Fighter is better.
Lone Adventurer: Too fiddly and unpredictable.
Murloc Privateer: Nice idea, but will see as much play as Hungry Crab.
Devilsaur Tamer: Won't see play. It's basically a 2/2 and 5/5 for 8 that you can't play if the opponent has a taunt. The 2/2 will die the next turn to... well pretty much whatever your opponent can throw at it.
Sneaky Sharpshooter: Do we need another BGH?
Gruul's Older Brother: !? That's even less useful...
Draconic Avenger: Does that only apply to face damage from heroes, i.e. weapon to face? Does this take the difference between 30 and my current health total, or the total damage? And do we really need a 10-mana neutral finisher card that requires zero combo or setup? Me face no trade?
Asaad, Caliph of Zephyrs: Wait, this goes for any spell, friendly or opponent, against any minion, friendly or opponent? Ouch...
A lot of these are very WIP ideas I threw together, keep in mind. Also keep in mind that any 2-card comboes, especially those involving Sir Finley, are basically irrelevant when it comes to card design imo--the inconsistency basically nullifies pretty much any minor advantage you might get when you do pull it off. I don't have time to go through each card, but here's some things you probably missed.
-These cards, or any of these cards, are meant to check aggro decks, as well as, to an extent, combo and other uninteractive decks. I build most of them with Midrange or Control decks in mind, with some notable exceptions (Shadowy Apparition to promote more aggresive Priests, Murloc Warhammer to include a bit more murloc synergy).
-Draconic Avenger counts all damage your opponent does to you on his turns.
-Ancient of Devastation is meant to promote more Fatigue Druid setups, since those are the only Druids that realistically won't have a board/want to play Ancient of Lore instead on Turn 7. The other Choose One option is designed to get rid of a big minion in a pinch if you need to (which might make it viable in other Druid builds). I'm considering nerfing the damage a bit but it's not a high priority right now.
-Ancient of Harmony gives your opponent dead draws, which for a non-Fatigue control Druid is one of the best things you could do in the mid-late-game. The other Choose One option lets you get some free 1/1s over time and/or stall Fel Reaver's effect.
-Cards like Resolveless Wolf are meant to make Hunter viable outside of aggro. Sure, it's pretty bad against classes like Rogue and Warrior, but other than that you get a 5/5 on turn 3 as an incentive for not going face.
-Muradin Bronzebeard is statted as such so it's not completely broken with the 394082350958 conditional buffs Warrior has like Rampage and Bolster while still being combo-able with them. Also if you read the clarifications you'll see you still can't Execute your own Sylvanas.
-A lot of cards, especially those of the Mage, Paladin, and Warlock classes (and a lot of neutrals), classes that are amazing for several different playstyles, are designed to be utter trash. I mean, where would Hearthstone be without its Magma Ragers and Mogu'Shan Wardens?
-Tyrande Whisperwind is supposed to be extreme--the idea being that if a Priest has board control to the point where its opponent needs to use spells like Fireballs to clear it, the Priest has basically already won, and if a Priest is trying to play from behind, Tyrande is pretty much useless.
-I don't think Inspiration Call would see much/any play tbh--it's just too weak for that point in the game (turn 7), and punishing for lacking board clear fits pretty well into the goal of promoting midrange/control styles.
-Nerubian Overseer is worded as such so that all non-Deathrattle card text and buffs on a minion can be silenced while the Deathrattle stays.
-Camelrider: Think Secret Paladin reliability, then divide it by like ten. It can win you the games where you manage to draw your Desert Camel and not your Camelrider, but just as many if not more of the other scenario exists when you don't draw either or you draw your Camelriders. Yes if you just want to troll and tilt opponents it can be fun, but for serious laddering I personally would pass on Camelrider. Even if it was like 12/12. (well in that case I'd play it with Ancestor's Call maybe) Not to mention Resolveless Wolf is a better body anyways.
-A lot of cards, like Lone Adventurer, are meant as soft Taunts. Basically the 3/3 body forces removal lest you get amazing value on your next turn. In that way it's kind of like Mana Tide Totem--you're not getting more than one or two cards out of it but it baits away that Wrath/Darkbomb/Frostbolt so your Shredder/Tunnel Trogg/whatever doesn't get removed.
Also, the one thing I care about least in card design is flavor/thematics. My reasoning is that if the cards themselves are solid, you can put whatever name and art on them you want. Also I know exactly zero WoW lore.
I'll take into account feedback when it comes to reworking some cards (right now I'm thinking of Darnassus Corruptor to 6 mana 4/2, restatting Asaad in some way, most of the Shaman cards). Most of the card text, however, is completely non-negotiable. Immolation, for one, is staying that way. (plus everyone I know who plays Hearthstone would never play that card anyways)
Huge update time?
I dunno about huge.
Restatted and/or reworded a few cards.
Honestly not quite sure how much this thing should cost. 8 avoids Unearthed Raptor combo so I put it there for now.
Should this be Legendary? You're never playing it as a body anyways.
Anti-Shaman tech/crazy Nerubian Egg/Abusive Sargeant/Aldor/Eadric/Shrinkmeister synergy? IDK.
Update time!
4 Health > 3 Health, and this totem could really use the extra Health.
Now on to new cards:
Druid actually has a decent selection of Beasts; most of its Beast synergy is pretty shit. Broll's effect can either be really powerful or useless and is an alternative or supplement to Savage Roar.
It's like Galozwe, but it lets you theoretically draw an infinite loop of Mechs. Considering that most Mechs are small drops, this card can either work out well or be too little too late. Or it could give you Metaltooth Leapers.
Say hello to old Leeroy Jenkins. Except it has half the Attack. Still could be nice for certain combo Rogue decks.
Tempo Mage counter? Okay maybe not, but it can be nice against Spell-heavy decks.
Randomly trigger means targeted Battlecries like Fire Elemental hit a random target, while following rules like "friendly" and "minion".
And finally, a Shaman class card! Note that it doesn't permanently affect your Hero Power--the effect dies with the minion. It might actually make Totemic Slam viable--nothing like getting a 0/2 Divine Shield/Taunt every turn.
A few new cards. Most of them are more fun than viable.
Fun/troll idea I would have submitted for Love is in the Air if I had better artwork.
Useless? Probably. Might be nice to play in Secret Paladin?
I'm quite hesitant to make this Neutral given cards like Forgotten Torch and Fireball exist.
Not sure how much this should cost.
Taunt Warrior buff? Probably not but still great anti-aggro card.
Beat Freeze Mage with fire imo.
And finally, my Love is in the Air submission. The balance of this card depends a lot on the deck your opponent is playing.
Update time:
Hilarous Bolster combo.
Board clear? Maybe. It's a pretty big drawback though and typically you'd prefer Shadowflame. Good thing is that it doesn't affect your board at all.
Not sure how much this should cost.
"Turn my Highmane into another Highmane!"
Battlecry is basically overload (-1). Helps with Overload a bit and can set up Turn 5 Fire Elemental.
You can pull out your own Boom or combo it with BGH to neuter the threat of his Boom. Or just scout the other guy's deck.
A new meaning to Oil Pirate Rogue!
Power creep? Power creep.
Clarifications:
-If no Beast of x cost exists, Tagar Bearclaw will not affect minions of x cost.
-Bombmeister summons Dr. Boom on the side of the player who owns the card pulled from the "Joust".
Update to old cards:
Now for new cards:
Finisher for Zoo/Molten Giant activator+removal for Handlock.
Weapon classes and Warlock benefit a lot from this card. Control Warrior might even add it over Acolyte of Pain.
Not a very flashy effect for an end-game card but it does let you combo Muster for Battle with it for essentially a free Muster.
And finally, a card for Murlock. IMO this is balanced because:
-You can only play it on Turn 10 and drawing it without running two copies is hard. Running two copies means the second is useless.
-Murloc Warleaders don't have Charge and buff enemy Murlocs, so if your opponent has two Murlocs in his hand or deck (or is holding Anyfin Can Happen) you lose.
-Freezing Spell + Doomsayer, Lightbomb, and Twisting Nether also counter it.
Clarifications:
-Nofin Really Matters discards from hands and decks.