Hello all, Rabidwhale here! I am Bringing you, Hearthstone: The Innkeeper's Compendium.
A Hearthstone Unofficial Expansion set.
First off, I will say that all the cards in this set are subject to balancing changes, that will occur at both my own discretion and from the opinions of people in this thread. Another thing I will mention is that not every card in this set is some new and exciting thing. When we do eventually get a new Official set in Hearthstone you can guarantee that there will be less interesting cards as well as exciting ones. One more thing I will point out is that the Rarities are Skewed, I didn't keep track when I was making the cards and I don't feel like going back just to even out the rarities, so deal with it. The Last thing is there are a few cards which I just couldn't get the wording to a place that I liked, if you come across these cards and have a stroke of brilliance in wording them more soundly, Please Let me know, I may take your points under advisement.
Now to the content!
We are going to start with a key to explain changes to the current rules and new ones.
Poison - (Destroy any minion damaged by this character.) Cards such as Emperor Cobra now instead have the Poison ability.
Freeze X - Follows the same rules as freeze but lasts for X turns now instead.
Snipe - (This character is Immune while attacking.) Gladiator's Longbow will now just read, Snipe.
Undead - Added a New race, it functions the same as other races. Has some Unique interactions.
Naga - Added a New race, it functions the same as other races.
Phase - A character with phase can bypass minions with taunt.
Resurrection - When a Minion with resurrection dies a copy of that minion without resurrection is summoned.
Cleave - When a character with Cleave attacks a minion they deal their attack damage to the minion to the Right of the original target. When attacking a Hero, Cleave becomes temporarily inactive.
Spellsteal - Silence target minion, the minion with spellsteal gains any buffs the silenced minion had.
-X/-X - Functions the same as +X/+X. The only differences are, if attack is brought below zero is becomes zero. If health is brought below zero the minion dies.
Demoralize - When a Character with Demoralize attacks a minion, that minion gains -1/-1. When a Character with Demoralize does damage to a hero, Demoralize has no effect.
Bleed X - Bleed X does 2 damage per X turns to the target character. If Bleed is on a spell and that spell is modified by Spell Damage, the X number is modified not the 2 Damage. Additional Bleeds adds to the end of the current Bleed making it longer, you cannot increase the 2 damage amount, only the duration.
Inspire - A minion with inspire gains +1 attack for each other minion that attacked this turn. For example if 1 minion attacks before the minion with inspire, it gains +1 attack. If 6 minions attack before the minion with Inspire, it gains +6 attack.
Refresh X - At the start of your turn, gain X mana crystals this turn only. This ability functions much like Innervate.
If you don't understand any of the abilities and the way they work, please ask and I will explain it. Any Individual cards that need explaining will be done afterward. If you want to know my thoughts behind anything specific just ask, I will happily answer questions and go into depth about my ideas.
And Now that we got that out of the way on to the Cards!
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Death Knight
Neutral
Tokens
Thank you Everyone for Checking out, Hearthstone: The Innkeeper's Compendium. I hope you enjoyed reading it. And Check back from time to time I may expand this expansion or make another one. You can follow me both on Hearthpwn by going to my profile and on twitter @Rabidwhale.
Freeze x - I decided I don't like the freeze x mechanic, freeze is returning to the standard ruling and I am revising all cards with freeze x.
Naga - Darkscale Healer is also a Naga now. Let it be noted I intended to add more Naga cards, I guess I just forgot about it and let it slide. I will eventually probably do a second expansion maybe a vashj'ir themed one and add in more Nagas for this.
Phase - There are two types of people when it comes to this ability, those whom are fine with it, and those who oppose it with every fiber of their being. The latter are scared there will be some huge arms race, with super taunts and mega phases, let it be known I will never add either of those to one of my expansions. I plan to keep it only phase and taunt, no arms race at all, and hopefully if Blizzard ever adds their own variant they keep it within my model style. I also feel that the total amount of phase minions should be at least less than half of the total taunt minions. Phase may also be undervalued, I am considering increasing the cost of phase over the cost of taunt.
Resurrection - Some people expressed concern with how Resurrection works with deathrattle, as far as I am concerned right now, Resurrection is not a deathrattle effect and therefore is unrelated.
Demoralize - This is being changed to "When a character with Demoralize damages a minion, that Minion gains -1/-1." This is what I intended the effect to be anyways.
Snipe - Concerns with snipe fall in to the fact that it becomes really dangerous with bigger minions, I tried to limit how big a minion was if they had snipe specifically for this reason.
-X/-X - Needs some clarification, here is a scenario:
1/2 minion given -1/-1 become a 0/1, if this effect is then silenced the minions current health doesn't change back to 2 only its. maximum health does. This means the minion is a 1/1 at the end of the ordeal.
+1/+1 works similarly in reverse. 1/2 minion given +1/+1 becomes a 2/3 if silenced it returns to 1/2.
Now we add in damage to the equation.
If you have a 5/5 minion that has 2 damage done to it and then is given -1/-1 it is now a 4/2 with a maximum health of 4, if silenced its maximum health of 5 is the only change. If healed before silence to its max of 4 then silenced it will now be a 5/4.
This is the reverse case of having a 5/5 minion with 2 damage on it and then is given +1/+1 becomes a 6/4. If this minion is silenced it is then a 5/4. If this minion is healed before it is silenced it becomes a 6/6 and then a 5/5 respectively.
That's it for the Rule changes and Clarifications, now for card specific clarifications and balancing.
Card Clarifications and Balancing
Druid
Empower - I am going to leave this as is for now, I want phase to be overvalued a little bit and at 3 mana this seems like a good spot for it. Might consider 4 in the future.
Barkskin - I feel this is in a good spot, right now.
Entangling Roots - I am tempted to increase this to 3 mana and a draw a card, but if I don't its current effect and mana cost seem balanced.
The Natural Order - I agree 1 mana is probably a little low, 2 mana might be more balanced, the only issue is that at 2 mana the opponent needs to have 5 minions on the board to get the same value as mind blast. So at 3 minions it is balanced with sinister strike at 1 mana, I will probably increase it to 2 mana, I am still considering this one though.
Tranquility - I am Increasing the cost of this to at least 6, I am still in debate to whether or not it should be 7 since it is essentially anti-Flamestrike + draw a card. Healing is generally valued lower than damage though so it may be good at 6. I may put it at 6 and drop the draw.
Rake - Cost-wise I think it is in an ok spot. It now will read "An enemy character Suffers Bleed 3" Decreasing rarity to common.
Moonkin Form - Definitely being increased to at least 4. I have a hard time justifying 5 mana though because that is a lot to get the secondary effect.
Might of Ursoc - Increasing to 4 mana, will consider 5 in the future, if the issue is revisited.
Nomadic Moonkin - Considering making his health 4 instead of 5, but honestly I sort of like it where it is at, if they take it out in one spell they only have a 2/2 to deal with.
Rune of Metamorphosis - Reducing the cost to 3 mana. Decreasing rarity to common.
Hunter
Aspect of the Cheetah - This card is overpriced, considering Empower only costs 3 mana and it doesn't have the draw back. Definitely reducing the cost but haven't decided whether it will be 2 or 3 depending on where I put empower.
Volleying Bow - I feel this is in a good spot, right now.
Wildhammer Sniper - I have a hard time justifying his stats being over 3 at his cost and even at 5 mana, I am considering reducing his Attack by 1 and leaving him at 4 mana.
Death Adder - I feel this is in a good spot, right now. I like the feel of the card, personally.
Dragonhawk Ranger - Increasing cost to 5 mana. Decreasing rarity to common.
Phase Beast - I feel this is in a good spot, right now.
Wyvern Rider - I feel this is in a good spot, right now.
Bear Pride - I am going to keep this at 8 for now because not only is aoe an issue for it because they are 3/3s but at turn 8 three 3/3s isn't a huge issue for most classes. It needs to cost a little less than its valued price because 3/3s just aren't particularly dangerous.
Rifleman's Scope - There was concern about bears running around with guns, and honestly I understand your concern, it's just that buffs don't always make sense thematically, so I am going to keep it the way it is for now.
Skyfire Bow - Price-wise it seems in an ok spot. Thematically it is boring I may consider adding some flair to this card.
Mage
Gnomish Frost Mage - Now reads "Battlecry: Freeze an enemy Minion, that minion stays frozen until Gnomish Frost mage leaves the playing field." Silencing the frost mage will remove the freeze at the start of the owner of the frost mage's turn. Silencing the freeze will remove the freeze immediately. I am keeping the Price at 4 for right now.
Emberist - I feel this is in a good spot, right now.
Frost Tomb - This card is being redone, I am thinking something like "Freeze two random enemy minions, they suffer Bleed 2." but I haven't decided completely which way I was going. Decreasing rarity to common.
Siphoning Arcanist - I feel this is in a good spot, right now.
Destructive Terminus - This card definitely requires some balancing, maybe "5 mana, Overload: (5)" so it is more limiting on the first turn you play it and less so on the second. The other thing I was thinking was reducing the durability to 1 so that it is not nearly as strong combo-wise.
Frozen Rod - I feel this is in a good spot, right now. It costs the same as cone of cold and ultimately has a similar effect, except that cone of cold hits 3 on the same turn where frozen rod on hits one. Also cone of cold can target anything, where taunts stop frozen rod.
Living Bomb - I want living bomb to be like a time limit, killing you slowly but each turn your impending doom gets closer. Therefore I am changing the mana cost to 6 and making it Bleed 5.
Mana Ruby - The mana crystal works like nourish it gives you a new permanent crystal. Increasing cost to 4, reducing health to 3. This way it costs closer to an appropriate value and it has a low survival rate so it isn't too strong. Decreasing rarity to common.
Meteor Megalomaniac - Reducing his cost to 4 mana, I can't justify it under that because if his ability triggers twice and he gets to attack that is a ton of value for 4 mana. Decreasing rarity to rare.
Overpowering Energy - Now reads "At the end of your turn deal 4 damage to all other friendly characters." I am not sure this change quite fixes the issue but for now, I'll think about it.
Paladin
Holy Berserker - He needs a tiny adjustment, I am hesitant to put him at 4 mana and more inclined to leave him at 3 and make him 2/1.
Sacred Shield - I feel this is in a good spot, right now. It seems balanced enough and I like the card.
Turn Evil - I feel this is in a good spot, right now. So Far the amount of demons and Undead is limited, and with the exception of Warlocks don't particularly end up all in one deck.
Avenger of Light - Increase his mana to 6, decrease his health to 3. Decreasing rarity to rare.
Avenging Honorblade - Increase to 9 mana.
Blade of Purity - I feel this is in a good spot, right now.
Divine Storm - I feel this is in a good spot, right now. Some people had concerns it was to strong because it was better than Multi-Shot, but it needs 3 minions instead of two so I think that evens it out, and some people said it is weaker than Consecration, but it is different from Consecration. Decreasing rarity to rare.
Hammer of the Crusader - Increasing its cost to 6 mana, reducing its durability to 3. Decreasing rarity to rare.
Judged! - Reducing its mana cost to 3. Decreasing rarity to common.
Templar's Verdict - Reducing its mana cost to 4.
Priest
The Undying - I am considering keeping him at 3 mana, reducing his health to 2.
Penance - Now reads "Restore 1 Health for each character damaged."
Scepter of Illumination - I feel this is in a good spot, right now. But that being said I would consider increasing the mana to 4 or reducing the durability to 3 in the future.
Holy Inspiration - I feel this is in a good spot, right now.
Mind Sear - I feel this is in a good spot, right now.
Psychic Scream - I feel this is in a good spot, right now.
Necromancer - I feel this is in a good spot, right now.
Relentless Berserker - Increasing mana cost to 8.
Staff of Benevolence - I feel this is in a good spot, right now.
Void Shift - I feel this is in a good spot, right now.
Rogue
Shadow Shard - Increase to 5 Mana.
Sabotage - I feel this is in a good spot, right now.
Shuriken of Negation - Increasing its Damage to 3. Decreasing rarity to common.
Unsuspecting Execution - Increasing Bleed to 3. Decreasing rarity to common.
Seal Fate - I want to leave this at 3 mana and he is why, silence. If your opponent has a silence it completely negate this card.
Stab in the Dark - I feel this is in a good spot, right now.
Hooded Nightstalker - Reduce mana cost to 4 mana, bleed 2, health to 2, and stealth instead of phase.
The Silent Blade - Increase Health to 4, increase mana cost to 7.
Shaman
Spritwalker's Grace - I feel this is in a good spot, right now.
Stoneskin Totem - "Adjacent minions have +1 health." added to current effect.
Lightning Shield - I feel this is in a good spot, right now.
Totemic Focus - Reduce attack granted to 2, increase mana cost to 4.
Mana Spring Totem - Increase health to 4.
Unleash the Elements - I feel this is in a good spot, right now.
Call of the Elements - All totems are potential summons. Increasing mana cost to 6, would be higher but the random nature of the ability warrants a slightly lower cost.
Earthmother - I feel this is in a good spot, right now.
Sentry Totem - Reduce mana to 2, increase health to 3, reduce rarity to common.
Drek'Thar - I feel this is in a good spot, right now.
Warlock
Wither - I am not sure if this card needs to be increased to 3 mana or not, I am inclined to leave it but It may need to be increase.
Enslave Demon - I feel this is in a good spot, right now. It can not be cast on Lord Jaraxxus if he replaces a hero. If Lord Jaraxxus ends up on the field as a minion, steal away.
Abyssal Champion - Increasing to 8 mana. Reduce rarity to rare.
Curse of Weakness - I am not sure what to do with this card right now, at its current cost it is likely too strong but you have a good variety of spells you can play with the spell damage. If I increase the cost the spells become very limited, making the kicker worthless. I need to think about this more.
Demonic Scourge - Increase the mana cost to 7. Because of silence as well as if it is any higher he looses his value being an early/mid game counter.
Entropic Eye - Increased mana cost to 5. Reduce rarity to common.
Fel Pact - I feel this is in a good spot, right now.
Pact of Kil'Jaeden - Definitely needs some adjusting. I am thinking "Warlock cards cost (0) this turn." instead? or maybe minions only or spells only. I haven't decided on a way to balance this properly.
Ritual Summoning - Any Demon could be summoned. Reduced mana cost to 5 due to random nature of the spell. Reduce rarity to rare.
Shadowheart Staff - Increased mana cost to 4, increased damage per turn to 3. Reduce rarity to rare.
Warrior
Enrage - Reduce mana cost to 2, increase attack to 4.
Cowering Roar - Increase mana cost to 5.
Intimidating Berserker - Increased mana cost to 7. With the Clarification on Demoralize his ability isn't quite as strong as originally implied, He had more value than his cost still.
Warrior's Training - Increase cost to 2. Reduce rarity to common.
Pulverize - I feel this is in a good spot, right now.
Raving Shattered Hand Orc - I feel this is in a good spot, right now.
Spinning Fury - I am leaving him at 5 for now, because if you consider Multi-Shot that costs 4 mana for two 3 damage hits, this is a little more controllable but only does one more damage. Ill think about increasing it in the future.
Pride of the True Horde - Reducing mana cost to 3. Reduce rarity to common.
Warmaul Champion - Now Reads "Enemy Hero can only summon one minion from their hand per turn."
The Blademistress - Thinking of changing it to read "Enrage: Charge. This minions health can't be brought below 1 health this turn." That way she cant die the same turn she was enraged, which is the intended effect I was going for.
Neutral
Ether Wraith - The effects stolen from Spellsteal are doubled. Negative buffs such as -1/-1 are doubled. Obviously things like Taunt cant be doubled that's why the line reads "double the effect if possible" If it went live they would probably just either make it not double taunts(Etc.) or let them be doubled and not care because they would have no added effect either way, on an official card it probably wouldnt read "if possible".
Elekk Rider - I feel this is in a good spot, right now.
Fel Cannon - I feel this is in a good spot, right now.
Hakkari Coiler - I feel this is in a good spot, right now.
Wrathtail Myrmidon - Is now a Naga. I feel this is in a good spot, right now.
Shattrath Longshot - I feel this is in a good spot, right now.
Phase Hound - Remove phase keep at 3 mana. Reduce rarity to common.
Voracious Ravager - I feel this is in a good spot, right now.
Aether Ray - I am going to leave this at 4 mana for now, I will consider a change in the future.
Crystaline Earthshaker - Increase mana to 13.
Emerald Quartzcrusher - Reduced mana cost to 8.
Miniature Gladiator - I am going to leave him at three because if you look at Patient Assassin he can take out something big but also has a hard time being killed, Miniature Gladiator is killed pretty easy, especially if they have any kind of removal. Reduce rarity to common.
Naga Warlord - I feel this is in a good spot, right now.
Murloc Murderess - This sort of was a joke card, I saw the image and had to use it, I really didn't try to balance it at all.
With all these Revisions I am going to need some more feedback, it is both appreciated and helpful. If I didn't quite resolve your concerns or you have questions or ideas about the revisions I made, please respond I look forward to seeing your thoughts.
Can you explain destructive terminus? How does a 1 mana overload 8 work?
1 mana 8 overload works the same way, 3 mana 2 overload works. You pay 1 mana when cast and next turn you are locked out of 8 mana. This means played on any turn before turn 9 and you will be left with 0 mana on your next turn. I know you are thinking, Oh, well then I will just play it on turn one no big deal if I cant play a card turn two, right? Well you better hope your opponent plays Millhouse Manastorm next turn or doesn't have an Acidic Swamp Ooze in their deck because you may not have time to make use of its full potential if you play it too early.
Seems kind of silly to add so many different keywords in your creation of a first new set. Blizzard themselves said they don't feel they'd be adding any new keywords in their first expansion, as they feel they can do a lot with the keywords that already exist.
Rollback Post to RevisionRollBack
You thought there would be something inspirational here didn't you?
Seems kind of silly to add so many different keywords in your creation of a first new set. Blizzard themselves said they don't feel they'd be adding any new keywords in their first expansion, as they feel they can do a lot with the keywords that already exist.
You are right they probably won't add as many keyword as I did in their first Official expansion, but I bet they add at least 2 themselves. In the early Magic years they almost always added something, I wouldn't be surprised if Hearthstone follows suit.
As far as me adding a bunch of keywords, Honestly I just went with it, I wanted to mess with some stuff and it is my expansion to do with as I please.
You are right they probably won't add as many keyword as I did in their first Official expansion, but I bet they add at least 2 themselves. In the early Magic years they almost always added something, I wouldn't be surprised if Hearthstone follows suit.
As far as me adding a bunch of keywords, Honestly I just went with it, I wanted to mess with some stuff and it is my expansion to do with as I please.
Completely fair enough. Does make commenting on your cards a little hard though since we have no experience with these new keywords you made.
Rollback Post to RevisionRollBack
You thought there would be something inspirational here didn't you?
I love the amount of creativity that went into this, but I don't think I agree with some of the pricing decisions you made - and some of the abilities seem broken at any price (though my opinion may change once I can give them a closer examination.
Can you explain destructive terminus? How does a 1 mana overload 8 work?
1 mana 8 overload works the same way, 3 mana 2 overload works. You pay 1 mana when cast and next turn you are locked out of 8 mana. This means played on any turn before turn 9 and you will be left with 0 mana on your next turn. I know you are thinking, Oh, well then I will just play it on turn one no big deal if I cant play a card turn two, right? Well you better hope your opponent plays Millhouse Manastorm next turn or doesn't have an Acidic Swamp Ooze in their deck because you may not have time to make use of its full potential if you play it too early.
Interesting. So it seems like it'll be more of a finisher, something you play turn 10 then dump 9 mana worth of spells.
I really like the cards, they're pretty innovative (and the cards themselves are well designed, nice job) and Hearthstone really needs more innovation and a larger card pool. There'd probably be unforeseen balance issues, but that's expected, and probably fixable. I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?
Other than that, my only knee jerk "I really don't like the sound of that" is the sentry totem. I think it would be a pretty demoralizing addition.
I love the amount of creativity that went into this, but I don't think I agree with some of the pricing decisions you made - and some of the abilities seem broken at any price (though my opinion may change once I can give them a closer examination.)
Well Balancing issues can be resolved, I am looking forward to more posts.
I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?
Charge and Phase is definitely something that is scary, but you could just as easily remove the taunt instead, which would put you in a better place overall.
@ Mana tide toten, Honestly I screwed up I am changing that right now. Couldn't even spell it right.
@ sentry totem, There are a few cards that I wasn't sure of that I liked this was one of them, frost tomb was another. I may change these depending if they still bug me over time.
I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?
Charge and Phase is definitely something that is scary, but you could just as easily remove the taunt instead, which would put you in a better place overall.
@ Mana tide toten, Honestly I screwed up I am changing that right now. Couldn't even spell it right.
@ sentry totem, There are a few cards that I wasn't sure of that I liked this was one of them, frost tomb was another. I may change these depending if they still bug me over time.
I think phase could be a balancing issue, but at the same time I'm not really sure what to do about it. maybe it'd be better if there were no way to give phase, only play existing cards with phase.
Was the mana tide totem intended to be updated?
I think the general idea of the sentry totem could still work with a different mechanic. It's supposed to kind of give you a "warning" of what's coming, so perhaps it could do something like decrease the health of the first minion an opponent plays, or decrease the attack of the first minion the opponent attacks with. I think that could make it a really useful defensive totem if balanced properly.
I think phase could be a balancing issue, but at the same time I'm not really sure what to do about it. maybe it'd be better if there were no way to give phase, only play existing cards with phase.
Was the mana tide totem intended to be updated?
Mana Tide Totem was not meant to be changed, I revised my card now Called "Mana Spring Totem".
There is going to be a charge + phase issue no matter what because the warrior can give charge. I don't know that phase is really that broken, if they had some way to destroy your taunt anyways the outcome is the same I feel. I don't know we will have to think on it.
I think phase could be a balancing issue, but at the same time I'm not really sure what to do about it. maybe it'd be better if there were no way to give phase, only play existing cards with phase.
Was the mana tide totem intended to be updated?
Mana Tide Totem was not meant to be changed, I revised my card now Called "Mana Spring Totem".
There is going to be a charge + phase issue no matter what because the warrior can give charge. I don't know that phase is really that broken, if they had some way to destroy your taunt anyways the outcome is the same I feel. I don't know we will have to think on it.
Yeah, it's hard to know what the effect would be without actually seeing it in game.
Out of curiosity, what were the cards you had concerns about?
Out of curiosity, what were the cards you had concerns about?
Cards I think could be worded better - Rake, Tranquility, Frost Tomb, Gnomish Frost Mage, Unholy Blood Rite.
Some of the wording on these five cards just feels clunky to me, personally.
Cards that I think could be Balanced better - Overpowering Energy, Spiritwalker's Grace, Stoneskin totem, sentry totem, enrage.
These five cards, after looking at them seemed a little weak for their cost, If I do a big balancing session, I will be taking a look at these again.
The Card I am most scared of Both balancing-wise and Clunky-ness sounding is Ether Wraith though. The card is just spooky and I am not talking about the Image.
Hello all, Rabidwhale here! I am Bringing you, Hearthstone: The Innkeeper's Compendium.
A Hearthstone Unofficial Expansion set.
First off, I will say that all the cards in this set are subject to balancing changes, that will occur at both my own discretion and from the opinions of people in this thread. Another thing I will mention is that not every card in this set is some new and exciting thing. When we do eventually get a new Official set in Hearthstone you can guarantee that there will be less interesting cards as well as exciting ones. One more thing I will point out is that the Rarities are Skewed, I didn't keep track when I was making the cards and I don't feel like going back just to even out the rarities, so deal with it. The Last thing is there are a few cards which I just couldn't get the wording to a place that I liked, if you come across these cards and have a stroke of brilliance in wording them more soundly, Please Let me know, I may take your points under advisement.
Now to the content!
We are going to start with a key to explain changes to the current rules and new ones.
Poison - (Destroy any minion damaged by this character.) Cards such as Emperor Cobra now instead have the Poison ability.
Freeze X - Follows the same rules as freeze but lasts for X turns now instead.
Snipe - (This character is Immune while attacking.) Gladiator's Longbow will now just read, Snipe.
Undead - Added a New race, it functions the same as other races. Has some Unique interactions.
Naga - Added a New race, it functions the same as other races.
Phase - A character with phase can bypass minions with taunt.
Resurrection - When a Minion with resurrection dies a copy of that minion without resurrection is summoned.
Cleave - When a character with Cleave attacks a minion they deal their attack damage to the minion to the Right of the original target. When attacking a Hero, Cleave becomes temporarily inactive.
Spellsteal - Silence target minion, the minion with spellsteal gains any buffs the silenced minion had.
-X/-X - Functions the same as +X/+X. The only differences are, if attack is brought below zero is becomes zero. If health is brought below zero the minion dies.
Demoralize - When a Character with Demoralize attacks a minion, that minion gains -1/-1. When a Character with Demoralize does damage to a hero, Demoralize has no effect.
Bleed X - Bleed X does 2 damage per X turns to the target character. If Bleed is on a spell and that spell is modified by Spell Damage, the X number is modified not the 2 Damage. Additional Bleeds adds to the end of the current Bleed making it longer, you cannot increase the 2 damage amount, only the duration.
Inspire - A minion with inspire gains +1 attack for each other minion that attacked this turn. For example if 1 minion attacks before the minion with inspire, it gains +1 attack. If 6 minions attack before the minion with Inspire, it gains +6 attack.
Refresh X - At the start of your turn, gain X mana crystals this turn only. This ability functions much like Innervate.
If you don't understand any of the abilities and the way they work, please ask and I will explain it. Any Individual cards that need explaining will be done afterward. If you want to know my thoughts behind anything specific just ask, I will happily answer questions and go into depth about my ideas.
And Now that we got that out of the way on to the Cards!
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Death Knight
Neutral
Tokens
Thank you Everyone for Checking out, Hearthstone: The Innkeeper's Compendium. I hope you enjoyed reading it. And Check back from time to time I may expand this expansion or make another one. You can follow me both on Hearthpwn by going to my profile and on twitter @Rabidwhale.
Rule Adjustments and Clarifications
Freeze x - I decided I don't like the freeze x mechanic, freeze is returning to the standard ruling and I am revising all cards with freeze x.
Naga - Darkscale Healer is also a Naga now. Let it be noted I intended to add more Naga cards, I guess I just forgot about it and let it slide. I will eventually probably do a second expansion maybe a vashj'ir themed one and add in more Nagas for this.
Undead - Current cards that will get the added undead tag: Kidnapper, Crazed Alchemist, Wild Pyromancer, Flesheating Ghoul, Cult Master, Abomination, Spiteful Smith, Archmage, and probably some of the Naxxramas cards.
Phase - There are two types of people when it comes to this ability, those whom are fine with it, and those who oppose it with every fiber of their being. The latter are scared there will be some huge arms race, with super taunts and mega phases, let it be known I will never add either of those to one of my expansions. I plan to keep it only phase and taunt, no arms race at all, and hopefully if Blizzard ever adds their own variant they keep it within my model style. I also feel that the total amount of phase minions should be at least less than half of the total taunt minions. Phase may also be undervalued, I am considering increasing the cost of phase over the cost of taunt.
Resurrection - Some people expressed concern with how Resurrection works with deathrattle, as far as I am concerned right now, Resurrection is not a deathrattle effect and therefore is unrelated.
Demoralize - This is being changed to "When a character with Demoralize damages a minion, that Minion gains -1/-1." This is what I intended the effect to be anyways.
Snipe - Concerns with snipe fall in to the fact that it becomes really dangerous with bigger minions, I tried to limit how big a minion was if they had snipe specifically for this reason.
-X/-X - Needs some clarification, here is a scenario:
1/2 minion given -1/-1 become a 0/1, if this effect is then silenced the minions current health doesn't change back to 2 only its. maximum health does. This means the minion is a 1/1 at the end of the ordeal.
+1/+1 works similarly in reverse. 1/2 minion given +1/+1 becomes a 2/3 if silenced it returns to 1/2.
Now we add in damage to the equation.
If you have a 5/5 minion that has 2 damage done to it and then is given -1/-1 it is now a 4/2 with a maximum health of 4, if silenced its maximum health of 5 is the only change. If healed before silence to its max of 4 then silenced it will now be a 5/4.
This is the reverse case of having a 5/5 minion with 2 damage on it and then is given +1/+1 becomes a 6/4. If this minion is silenced it is then a 5/4. If this minion is healed before it is silenced it becomes a 6/6 and then a 5/5 respectively.
That's it for the Rule changes and Clarifications, now for card specific clarifications and balancing.
Card Clarifications and Balancing
Druid
Empower - I am going to leave this as is for now, I want phase to be overvalued a little bit and at 3 mana this seems like a good spot for it. Might consider 4 in the future.
Barkskin - I feel this is in a good spot, right now.
Entangling Roots - I am tempted to increase this to 3 mana and a draw a card, but if I don't its current effect and mana cost seem balanced.
The Natural Order - I agree 1 mana is probably a little low, 2 mana might be more balanced, the only issue is that at 2 mana the opponent needs to have 5 minions on the board to get the same value as mind blast. So at 3 minions it is balanced with sinister strike at 1 mana, I will probably increase it to 2 mana, I am still considering this one though.
Tranquility - I am Increasing the cost of this to at least 6, I am still in debate to whether or not it should be 7 since it is essentially anti-Flamestrike + draw a card. Healing is generally valued lower than damage though so it may be good at 6. I may put it at 6 and drop the draw.
Rake - Cost-wise I think it is in an ok spot. It now will read "An enemy character Suffers Bleed 3" Decreasing rarity to common.
Moonkin Form - Definitely being increased to at least 4. I have a hard time justifying 5 mana though because that is a lot to get the secondary effect.
Might of Ursoc - Increasing to 4 mana, will consider 5 in the future, if the issue is revisited.
Nomadic Moonkin - Considering making his health 4 instead of 5, but honestly I sort of like it where it is at, if they take it out in one spell they only have a 2/2 to deal with.
Rune of Metamorphosis - Reducing the cost to 3 mana. Decreasing rarity to common.
Hunter
Aspect of the Cheetah - This card is overpriced, considering Empower only costs 3 mana and it doesn't have the draw back. Definitely reducing the cost but haven't decided whether it will be 2 or 3 depending on where I put empower.
Volleying Bow - I feel this is in a good spot, right now.
Wildhammer Sniper - I have a hard time justifying his stats being over 3 at his cost and even at 5 mana, I am considering reducing his Attack by 1 and leaving him at 4 mana.
Death Adder - I feel this is in a good spot, right now. I like the feel of the card, personally.
Dragonhawk Ranger - Increasing cost to 5 mana. Decreasing rarity to common.
Phase Beast - I feel this is in a good spot, right now.
Wyvern Rider - I feel this is in a good spot, right now.
Bear Pride - I am going to keep this at 8 for now because not only is aoe an issue for it because they are 3/3s but at turn 8 three 3/3s isn't a huge issue for most classes. It needs to cost a little less than its valued price because 3/3s just aren't particularly dangerous.
Rifleman's Scope - There was concern about bears running around with guns, and honestly I understand your concern, it's just that buffs don't always make sense thematically, so I am going to keep it the way it is for now.
Skyfire Bow - Price-wise it seems in an ok spot. Thematically it is boring I may consider adding some flair to this card.
Mage
Gnomish Frost Mage - Now reads "Battlecry: Freeze an enemy Minion, that minion stays frozen until Gnomish Frost mage leaves the playing field." Silencing the frost mage will remove the freeze at the start of the owner of the frost mage's turn. Silencing the freeze will remove the freeze immediately. I am keeping the Price at 4 for right now.
Emberist - I feel this is in a good spot, right now.
Frost Tomb - This card is being redone, I am thinking something like "Freeze two random enemy minions, they suffer Bleed 2." but I haven't decided completely which way I was going. Decreasing rarity to common.
Siphoning Arcanist - I feel this is in a good spot, right now.
Destructive Terminus - This card definitely requires some balancing, maybe "5 mana, Overload: (5)" so it is more limiting on the first turn you play it and less so on the second. The other thing I was thinking was reducing the durability to 1 so that it is not nearly as strong combo-wise.
Frozen Rod - I feel this is in a good spot, right now. It costs the same as cone of cold and ultimately has a similar effect, except that cone of cold hits 3 on the same turn where frozen rod on hits one. Also cone of cold can target anything, where taunts stop frozen rod.
Living Bomb - I want living bomb to be like a time limit, killing you slowly but each turn your impending doom gets closer. Therefore I am changing the mana cost to 6 and making it Bleed 5.
Mana Ruby - The mana crystal works like nourish it gives you a new permanent crystal. Increasing cost to 4, reducing health to 3. This way it costs closer to an appropriate value and it has a low survival rate so it isn't too strong. Decreasing rarity to common.
Meteor Megalomaniac - Reducing his cost to 4 mana, I can't justify it under that because if his ability triggers twice and he gets to attack that is a ton of value for 4 mana. Decreasing rarity to rare.
Overpowering Energy - Now reads "At the end of your turn deal 4 damage to all other friendly characters." I am not sure this change quite fixes the issue but for now, I'll think about it.
Paladin
Holy Berserker - He needs a tiny adjustment, I am hesitant to put him at 4 mana and more inclined to leave him at 3 and make him 2/1.
Sacred Shield - I feel this is in a good spot, right now. It seems balanced enough and I like the card.
Turn Evil - I feel this is in a good spot, right now. So Far the amount of demons and Undead is limited, and with the exception of Warlocks don't particularly end up all in one deck.
Avenger of Light - Increase his mana to 6, decrease his health to 3. Decreasing rarity to rare.
Avenging Honorblade - Increase to 9 mana.
Blade of Purity - I feel this is in a good spot, right now.
Divine Storm - I feel this is in a good spot, right now. Some people had concerns it was to strong because it was better than Multi-Shot, but it needs 3 minions instead of two so I think that evens it out, and some people said it is weaker than Consecration, but it is different from Consecration. Decreasing rarity to rare.
Hammer of the Crusader - Increasing its cost to 6 mana, reducing its durability to 3. Decreasing rarity to rare.
Judged! - Reducing its mana cost to 3. Decreasing rarity to common.
Templar's Verdict - Reducing its mana cost to 4.
Priest
The Undying - I am considering keeping him at 3 mana, reducing his health to 2.
Penance - Now reads "Restore 1 Health for each character damaged."
Scepter of Illumination - I feel this is in a good spot, right now. But that being said I would consider increasing the mana to 4 or reducing the durability to 3 in the future.
Holy Inspiration - I feel this is in a good spot, right now.
Mind Sear - I feel this is in a good spot, right now.
Psychic Scream - I feel this is in a good spot, right now.
Necromancer - I feel this is in a good spot, right now.
Relentless Berserker - Increasing mana cost to 8.
Staff of Benevolence - I feel this is in a good spot, right now.
Void Shift - I feel this is in a good spot, right now.
Rogue
Shadow Shard - Increase to 5 Mana.
Sabotage - I feel this is in a good spot, right now.
Shuriken of Negation - Increasing its Damage to 3. Decreasing rarity to common.
Unsuspecting Execution - Increasing Bleed to 3. Decreasing rarity to common.
Seal Fate - I want to leave this at 3 mana and he is why, silence. If your opponent has a silence it completely negate this card.
Stab in the Dark - I feel this is in a good spot, right now.
Hooded Nightstalker - Reduce mana cost to 4 mana, bleed 2, health to 2, and stealth instead of phase.
The Silent Blade - Increase Health to 4, increase mana cost to 7.
Shaman
Spritwalker's Grace - I feel this is in a good spot, right now.
Stoneskin Totem - "Adjacent minions have +1 health." added to current effect.
Lightning Shield - I feel this is in a good spot, right now.
Totemic Focus - Reduce attack granted to 2, increase mana cost to 4.
Mana Spring Totem - Increase health to 4.
Unleash the Elements - I feel this is in a good spot, right now.
Call of the Elements - All totems are potential summons. Increasing mana cost to 6, would be higher but the random nature of the ability warrants a slightly lower cost.
Earthmother - I feel this is in a good spot, right now.
Sentry Totem - Reduce mana to 2, increase health to 3, reduce rarity to common.
Drek'Thar - I feel this is in a good spot, right now.
Warlock
Wither - I am not sure if this card needs to be increased to 3 mana or not, I am inclined to leave it but It may need to be increase.
Enslave Demon - I feel this is in a good spot, right now. It can not be cast on Lord Jaraxxus if he replaces a hero. If Lord Jaraxxus ends up on the field as a minion, steal away.
Abyssal Champion - Increasing to 8 mana. Reduce rarity to rare.
Curse of Weakness - I am not sure what to do with this card right now, at its current cost it is likely too strong but you have a good variety of spells you can play with the spell damage. If I increase the cost the spells become very limited, making the kicker worthless. I need to think about this more.
Demonic Scourge - Increase the mana cost to 7. Because of silence as well as if it is any higher he looses his value being an early/mid game counter.
Entropic Eye - Increased mana cost to 5. Reduce rarity to common.
Fel Pact - I feel this is in a good spot, right now.
Pact of Kil'Jaeden - Definitely needs some adjusting. I am thinking "Warlock cards cost (0) this turn." instead? or maybe minions only or spells only. I haven't decided on a way to balance this properly.
Ritual Summoning - Any Demon could be summoned. Reduced mana cost to 5 due to random nature of the spell. Reduce rarity to rare.
Shadowheart Staff - Increased mana cost to 4, increased damage per turn to 3. Reduce rarity to rare.
Warrior
Enrage - Reduce mana cost to 2, increase attack to 4.
Cowering Roar - Increase mana cost to 5.
Intimidating Berserker - Increased mana cost to 7. With the Clarification on Demoralize his ability isn't quite as strong as originally implied, He had more value than his cost still.
Warrior's Training - Increase cost to 2. Reduce rarity to common.
Pulverize - I feel this is in a good spot, right now.
Raving Shattered Hand Orc - I feel this is in a good spot, right now.
Spinning Fury - I am leaving him at 5 for now, because if you consider Multi-Shot that costs 4 mana for two 3 damage hits, this is a little more controllable but only does one more damage. Ill think about increasing it in the future.
Pride of the True Horde - Reducing mana cost to 3. Reduce rarity to common.
Warmaul Champion - Now Reads "Enemy Hero can only summon one minion from their hand per turn."
The Blademistress - Thinking of changing it to read "Enrage: Charge. This minions health can't be brought below 1 health this turn." That way she cant die the same turn she was enraged, which is the intended effect I was going for.
Neutral
Ether Wraith - The effects stolen from Spellsteal are doubled. Negative buffs such as -1/-1 are doubled. Obviously things like Taunt cant be doubled that's why the line reads "double the effect if possible" If it went live they would probably just either make it not double taunts(Etc.) or let them be doubled and not care because they would have no added effect either way, on an official card it probably wouldnt read "if possible".
Elekk Rider - I feel this is in a good spot, right now.
Fel Cannon - I feel this is in a good spot, right now.
Hakkari Coiler - I feel this is in a good spot, right now.
Wrathtail Myrmidon - Is now a Naga. I feel this is in a good spot, right now.
Shattrath Longshot - I feel this is in a good spot, right now.
Phase Hound - Remove phase keep at 3 mana. Reduce rarity to common.
Voracious Ravager - I feel this is in a good spot, right now.
Aether Ray - I am going to leave this at 4 mana for now, I will consider a change in the future.
Crystaline Earthshaker - Increase mana to 13.
Emerald Quartzcrusher - Reduced mana cost to 8.
Miniature Gladiator - I am going to leave him at three because if you look at Patient Assassin he can take out something big but also has a hard time being killed, Miniature Gladiator is killed pretty easy, especially if they have any kind of removal. Reduce rarity to common.
Naga Warlord - I feel this is in a good spot, right now.
Murloc Murderess - This sort of was a joke card, I saw the image and had to use it, I really didn't try to balance it at all.
With all these Revisions I am going to need some more feedback, it is both appreciated and helpful. If I didn't quite resolve your concerns or you have questions or ideas about the revisions I made, please respond I look forward to seeing your thoughts.
Adventures
Work in Progress.
Other Sets
Coming Soon.
I got some questions about Paladin Class
Avenger of Light.
Cleave?
Avenging Honorblade
Resurrection?
Blade of Purity
Spellsteal?
Hammer of the Crusader
Snipe. Demoralize?
Btw, is all or most of the cards come from this thread?
http://www.hearthpwn.com/forums/off-topic/general-chat/5142-invent-your-own-cards-with-a-new-card-generator
Check it out: <[Season 8]> Tautadin ←Click
I Created all these cards originally myself, none of them come from that other post.
Also I want you to click that first spoiler button, it will help you out with the abilities.
Can you explain destructive terminus? How does a 1 mana overload 8 work?
So will all above cards, or some of it only will come later as real cards since you said it unofficial?
Oh my bad. Didn't read carefully.
Check it out: <[Season 8]> Tautadin ←Click
1 mana 8 overload works the same way, 3 mana 2 overload works. You pay 1 mana when cast and next turn you are locked out of 8 mana. This means played on any turn before turn 9 and you will be left with 0 mana on your next turn. I know you are thinking, Oh, well then I will just play it on turn one no big deal if I cant play a card turn two, right? Well you better hope your opponent plays Millhouse Manastorm next turn or doesn't have an Acidic Swamp Ooze in their deck because you may not have time to make use of its full potential if you play it too early.
Seems kind of silly to add so many different keywords in your creation of a first new set. Blizzard themselves said they don't feel they'd be adding any new keywords in their first expansion, as they feel they can do a lot with the keywords that already exist.
These are Cards I made myself, If they ever become real Cards I will be very surprised.
You are right they probably won't add as many keyword as I did in their first Official expansion, but I bet they add at least 2 themselves. In the early Magic years they almost always added something, I wouldn't be surprised if Hearthstone follows suit.
As far as me adding a bunch of keywords, Honestly I just went with it, I wanted to mess with some stuff and it is my expansion to do with as I please.
Completely fair enough. Does make commenting on your cards a little hard though since we have no experience with these new keywords you made.
Wow, um. This may take me awhile.
I love the amount of creativity that went into this, but I don't think I agree with some of the pricing decisions you made - and some of the abilities seem broken at any price (though my opinion may change once I can give them a closer examination.
You can definitely expect further posts from me.
Thank you for putting these up.
Interesting. So it seems like it'll be more of a finisher, something you play turn 10 then dump 9 mana worth of spells.
I really like the cards, they're pretty innovative (and the cards themselves are well designed, nice job) and Hearthstone really needs more innovation and a larger card pool. There'd probably be unforeseen balance issues, but that's expected, and probably fixable. I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?
Other than that, my only knee jerk "I really don't like the sound of that" is the sentry totem. I think it would be a pretty demoralizing addition.
Giving this a second glance, I will need at least one clarification right of the bat:
-X/-X: Does this reduce maximum health, current health, or both?
Well Balancing issues can be resolved, I am looking forward to more posts.
Charge and Phase is definitely something that is scary, but you could just as easily remove the taunt instead, which would put you in a better place overall.
@ Mana tide toten, Honestly I screwed up I am changing that right now. Couldn't even spell it right.
@ sentry totem, There are a few cards that I wasn't sure of that I liked this was one of them, frost tomb was another. I may change these depending if they still bug me over time.
Both, it acts the same way that a +1/+1 buff would work.
I think phase could be a balancing issue, but at the same time I'm not really sure what to do about it. maybe it'd be better if there were no way to give phase, only play existing cards with phase.
Was the mana tide totem intended to be updated?
I think the general idea of the sentry totem could still work with a different mechanic. It's supposed to kind of give you a "warning" of what's coming, so perhaps it could do something like decrease the health of the first minion an opponent plays, or decrease the attack of the first minion the opponent attacks with. I think that could make it a really useful defensive totem if balanced properly.
Mana Tide Totem was not meant to be changed, I revised my card now Called "Mana Spring Totem".
There is going to be a charge + phase issue no matter what because the warrior can give charge. I don't know that phase is really that broken, if they had some way to destroy your taunt anyways the outcome is the same I feel. I don't know we will have to think on it.
Yeah, it's hard to know what the effect would be without actually seeing it in game.
Out of curiosity, what were the cards you had concerns about?
Cards I think could be worded better - Rake, Tranquility, Frost Tomb, Gnomish Frost Mage, Unholy Blood Rite.
Some of the wording on these five cards just feels clunky to me, personally.
Cards that I think could be Balanced better - Overpowering Energy, Spiritwalker's Grace, Stoneskin totem, sentry totem, enrage.
These five cards, after looking at them seemed a little weak for their cost, If I do a big balancing session, I will be taking a look at these again.
The Card I am most scared of Both balancing-wise and Clunky-ness sounding is Ether Wraith though. The card is just spooky and I am not talking about the Image.