One of my biggest focuses is to one day join the Hearthstone development team, and with that I decided to test myself by building a set of cards. I decided to go with Burning Crusade because it was the first expansion, and I felt I would learn a lot from trying to build a set that a lot of players would know a lot about.
Instead of trying to create a new "mechanic" with this set, I decided to focus on an existing one and try using it in new and interesting ways. With that, I chose Enrage.
Now of course, I'm open to any and all constructive feedback, and these cards may need tweaking in power. I plan on play testing the cards physically to see which ones would need to be nerfed or buffed, and will post back here if I have any updates!
The way Enrage works is an effect is triggered once the minion is below max health, and this effect triggers before death. So, minions like the Dark Conclave Shadowmancer or the Shattered Sun Sentry would only activate the first time they're brought below max health. They can be activated again if the minion is first healed to full and then redamaged, but bringing a two out of three health minion to one out of three health won't retrigger the Enrage effect (other wise cards like Grom would be insane.)
I decided to build one class spell for each class, one class creature, one legendary, and then 21 neutral creatures.
So, without further adieu, I'll start us off with all of the Neutral cards of the set.
Next we'll move onto the Class specific cards. I've clumped them all together and will explain anything that needs to be explained about them.
Druid
Hunter
I understand the 5/5 Ravagers may be too strong if too many gets out, I've been thinking of nerfing them to 4/3s or decreasing the odds the'll hatch to 25%.
Mage
Archmage Vargoth's Staff is the legendary "creature" for the mage, Image of Archmage Vargoth is not collectible.
Priest
The Phasing Cleric loses its Immunity every other turn, and the immunity itself is only to damage, not to spell effects. In regards to Phasing Cleric being confusing as to when the creature has Immunity, Immunity has its own effect on the gameboard that's vert prominent. The turn it has Immunity it'll be surrounded by a greenish bubble (very different from Divine Shield). The turn it's not immune, the bubble goes away.
Rogue
Rafe, Catriona, Crispin, Kiera, and Robin are all the "dinner guests" that Moroes can summon, none of them are collectible.
Shaman
The Ashtongue Shaman's ability can activate either on the turn you cast a spell that overloads you next turn, or the turn after you've been overloaded to free that mana up.
Warlock
With Malchezaar, instead of giving you a card similar to Ysera, it immediately plays whatever happens at the end of the turn regardless of mana. This includes Equipping Nathrezim Mindblade, Enfeebling the field, Summoning 2 Flying Axes on your side of the field, Summing a Netherspite Infernal on your side of the field, or Summoning 3 Netherspite Infernals on your opponent's side of the field.
This forum's formatting is always weird for me, so I apologize if the above posts are oddly spaced. Here are some imgur links to all of the cards in album form as well as full descriptions for each card. There are also some other iterations of cards and some ones that ended up getting scrapped. Thank you all for your time :)
Some pretty neat ideas. Some of the card suggestions I have are:
In order:
Neutral 2 mana for 3/3 with enrage WF is too powerful. There are no 2/3/3 creatures I believe, let alone with abilities. 3/2/5 seems a bit powerful. Fel Reaver 6/9/3 is absolutely broken. The current stealth one is I think 7//7/5 or corehound 7/9/5. It's like a 6 mana delayed pyroblast. Lady Vashj is pretty neat. I Ravager eggs idea is interesting. They could be 1/1 instead of 1/2 Nice mage ideas. The living bomb seems pointless though because the damage only happens at the beginning of your next turn. Phasing Cleric would be a confusing card. Ashtongue could be ambigious is you have OL this turn and next and you play the card. Warrior card commander: to deal damage to yourself with a battlecry doesn't seem like a warrior ability. Paladin: why play 3/2/3 with enrage heal when you could play 3/3/3 with battlecry heal 3. Vindicator seems like it would be an interesting Priest card instead of Paladin. Perhaps if it healed for 3 instead of 1.
They look good and I like some of the different combinations of the current mechanics.
One card that appears to be OP is the Druid's Lifebloom but I could be misinterpreting it. Is it a persistent effect so all I would have to do is cast it once and would receive healing for the rest of the game? A Turn 1 play on my hero would essentially be an irremovable Prophet Velen + Lightwell combo. Depending on which direction you want to go in you could make it only applicable to minions or put a turn limit on it. I would for sure bump up the mana cost though to at least 2 and maybe switch to end of turn so you can get some immediate benefit from it. So it could be 2 Mana "Select a character. Restore 2 health at the end of each turn for the next 4 turns." So you're healed for a total of 8 health . If you want it to be persistent I would have it only be applicable to minions.
Fel Reaver 6/9/3 is absolutely broken. The current stealth one is I think 7//7/5 or corehound 7/9/5. It's like a 6 mana delayed pyroblast.
I wouldn't say it is broken. It would have to be a Legendary to justify the mana cost with those stats but most AOE spells/combos could deal with it and you could throw up a taunt as well which you can't do with a Pyroblast.
They look good and I like some of the different combinations of the current mechanics.
One card that appears to be OP is the Druid's Lifebloom but I could be misinterpreting it. Is it a persistent effect so all I would have to do is cast it once and would receive healing for the rest of the game? A Turn 1 play on my hero would essentially be an irremovable Prophet Velen + Lightwell combo. Depending on which direction you want to go in you could make it only applicable to minions or put a turn limit on it. I would for sure bump up the mana cost though to at least 2 and maybe switch to end of turn so you can get some immediate benefit from it. So it could be 2 Mana "Select a character. Restore 2 health at the end of each turn for the next 4 turns." So you're healed for a total of 8 health . If you want it to be persistent I would have it only be applicable to minions.
Some pretty neat ideas. Some of the card suggestions I have are:
In order:
1. Neutral 2 mana for 3/3 with enrage WF is too powerful. There are no 2/3/3 creatures I believe, let alone with abilities. 2. 3/2/5 seems a bit powerful. 3. Fel Reaver 6/9/3 is absolutely broken. The current stealth one is I think 7//7/5 or corehound 7/9/5. It's like a 6 mana delayed pyroblast. 4. Lady Vashj is pretty neat. I 5. Ravager eggs idea is interesting. They could be 1/1 instead of 1/2 6. Nice mage ideas. The living bomb seems pointless though because the damage only happens at the beginning of your next turn. 7. Phasing Cleric would be a confusing card. 8. Ashtongue could be ambigious is you have OL this turn and next and you play the card. 9. Warrior card commander: to deal damage to yourself with a battlecry doesn't seem like a warrior ability. 10.Paladin: why play 3/2/3 with enrage heal when you could play 3/3/3 with battlecry heal 3. 11.Vindicator seems like it would be an interesting Priest card instead of Paladin. Perhaps if it healed for 3 instead of 1.
I numbered your points to make them easier to reply to.
1. Amani Berserker is a 5/2 for 2, this is kind of the same thing, and Harvest Golem is effectively a 4/4 for 3, but I could definitely see nerfing it to 2/3. 2. A 2/5 is budgeted for 3 is a tad bit over budgeted, definitely considering lowering to 2/4. 3. I wouldn't say absolutely broken, but increasing its mana cost to 7 would make it better budgeted for its stats. 4. Thanks :D 5. I definitely played around with the number a bit, but I didn't want these to be picked off by things like a single whirlwind or fireblasts. 6. The thing about living bomb is it can be stacked and forces your opponent to do something with those minions if they want to try and avoid the damage. I considered lowering the mana to 2 to budget in the "time" as part of the cost. 7. It's confusing off the board, but on the board it wouldn't be, because the "immunity bubble" would surround it the turns it was active. 8. If you play Ashtongue on a turn where there's absolutely no Overload on your mana "dock," then it would do nothing. The card itself will delete a locked "crystal blocker" whenever it's played, regardless of where that locked crytal is (either ON the "dock" or underneath it.) 9. Warriors take damage to gain Rage in world of warcraft, and they risk killing themselves in the game all the time by using their health to attack minions with weapons and heroic strike. The idea kinda played into that. 10. This is a very good point. I'll probably consider redoing the creature's stats to put it on par with the Farseer. 11. The number that it heals for is purely theoretical, it would require some serious testing to nail down a fair number.
Gurgthock lowered to a 0/1. Wodin lowered to a 1/0. (The +2 health will kick in before he actually fully resolves, so he wouldn't be doa) Haal'eshi Talonguard lowered to a 2/4 Haal'eshi Talonite lowered to a 2/3 Son of Gruul increased mana cost increased to 3, attack lowered to 3. Vindicator Maraad's healing is increased to 2. Shattered Sun Sentry is now a 5 cost with 4/4 and Enrage: Restore 4 health to your Hero.
There are a lot of cool ideas here. One problem I notice that you have cards with enrage effects that involve a choice - like Druid's Greater Frayer - which would involve having to act during your opponent's turn. If your opponent damages the creature, they can't do anything else until you decide which effect happens.
That seems to break hearthstone's current format of only playing during your own turn, which is a major major change and probably wouldn't happen for the sake of such a trivial effect. Also, that card seems extremely undercosted to me - compare it to the current druid 5 drop that gives you 4/6 taunt, I dunno, 4 mana for something almost as good that can also get +3 attack seems like too much.
The other card I notice with a weird cost is the shaman legendary. 8 mana + 4 overload for that? Compared to Earth Elemental at 5 + 3 mana? No way. I could see that card costing 4 mana with a 4 overload.
Overall these are really cool, they look great, and I think it's an amazing way to get noticed by the hearthstone staff. Thanks for putting in the effort.
Well well. I have to say, seeing this set got me really excited, I really hope Blizz comes out with another set soon. I think what you have here is a great set of cards, especially after the tweaks you've done.
Lady Vashj : I could be wrong, but I think this card might be a bit too strong, especially for priests. It would probably need some play testing first, but I would imagine the health cost should be slightly more than the damage gained.
WarpStalker : Intersting, the creatures is guaranteed to take 2 hits, so already you have huge benefit for the cost. I would say maybe increase the cost to 2 here. Just because it'll take between 2 and 4 hits to kill it. Also, this would it be better if it were considered a beast?
Greater Crust Burster : Same with the WarpStalker, I think it should probably cost 2. Stealth is already not the easiest to deal with. Seeing how it also has 2 health, means that it won't be easy to deal with. As well, would the buff work on the enemy turn? I know the buff would last through into the players turn as well, but if it does and the enemy is trying to clear the board, this buff means it has a semi taunt, as they will want to get rid of this creature first before attacking others (if that's what they plan on doing). Again, just the mana increase should make this card a bit more balanced.
Son of Gruul : This card will be situational for sure. The enemy may not even have a dragon, meaning it'll cost the user a dragon (although, most players are running Azure Drakes, so there is that). The buff might be a bit too good. If they would happen to have a dragon on the field, then you've got to deal with a 6/4 for 3 mana. This creature, essentially, has a "destroy creature" as a battlecry. I think the buff it gets should be lowered slightly.
Phasing Cleric : I just don't know how I feel about this card. Yes, it can't be healed by the priest, but I can be buffed by creatures like Defender of Argus and cards that do aoe buffs. So, potentially, it's possible to have an invulnerable taunt creature, meaning there is nothing the enemy can do that turn. This is almost as bad if Taunt+Stealth worked, where you wouldn't be able to target anything else other than the taunt, but you can't target the taunt because of the stealth (I know it's not in the game, but its just as bad as that). I just don't know how I feel about this card.
Chain Heal : THANK YOU. Shamans needed a heal since they stopped the totem from healing the player along with minions. At first, this card looks really good, healing 9 health total for 3 mana (2 + 1 overload), but because it's divided among 3 friendly characters, I suppose that it works out.
I don't think I've got anything else to add. I do like the cards you have listed here, they certainly change things up a bit. Hopefully Blizzard will release some cards similar to this.
Haven't had time to look and think about tweaks, but I definitely think you should submit this with a resume to the hearthstone team now. Even if you aren't qualified, they may review it and remember you when another round of hires comes up. That way they have your contact information and may even contact you!
Many interesting concepts! The one card that sticked out for me was Shattrath City Peacekeeper.
Not only it represents the same WoW character as Aldor Peacekeeper, but the minion itself is just a more expensive Stormwind Knight with taunt. And Stormwind Knight is already considered a meh card.
Mage cards are a little lacking. Scryer Arcanist is a little better than Ancient Mage as it doesn't require minions on the board, but being a 4 drop doesn't help - it's the most crowded mana cost for mage. Plus the card is pretty slow as you'll want to trigger enrage yourself for 2 mana. Living Bomb is very underpowered. Compare it to Corruption, for 1 mana it outright kills the minion. And it still sucks because you'll get beaten for another turn before it takes effect. Living bomb is worse than that as it can also be silenced, the minion might trade, the opponent may place beefy minions around and the damage itself isn't stellar either. All for a hefty 3 mana price. Archmage Vargoth's Staff is an interesting concept, but pretty underwhelming for a legendary. Not only do you have to wait 4 turns for it to activate and maybe even damage yourself against taunt to speed it up, but the resulting Image dies to any AoE! Basically you have to build your deck with many spell damage minions to benefit from this legendary, and it can die to a random Wild Pyromancer, Knife Juggler or Concecrate.
Hey all! Just to keep everyone up to date, I plan on making "expansion" sets to the Burning Crusade set focused on most of the raids throughout the Burning Crusade. I'm currently working on a Karazhan one and plan on releasing it as soon as its done! Any feedback on what I have here is still definitely appreciated!
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... or at least, my version of it.
One of my biggest focuses is to one day join the Hearthstone development team, and with that I decided to test myself by building a set of cards. I decided to go with Burning Crusade because it was the first expansion, and I felt I would learn a lot from trying to build a set that a lot of players would know a lot about.
Instead of trying to create a new "mechanic" with this set, I decided to focus on an existing one and try using it in new and interesting ways. With that, I chose Enrage.
Now of course, I'm open to any and all constructive feedback, and these cards may need tweaking in power. I plan on play testing the cards physically to see which ones would need to be nerfed or buffed, and will post back here if I have any updates!
The way Enrage works is an effect is triggered once the minion is below max health, and this effect triggers before death. So, minions like the Dark Conclave Shadowmancer or the Shattered Sun Sentry would only activate the first time they're brought below max health. They can be activated again if the minion is first healed to full and then redamaged, but bringing a two out of three health minion to one out of three health won't retrigger the Enrage effect (other wise cards like Grom would be insane.)
I decided to build one class spell for each class, one class creature, one legendary, and then 21 neutral creatures.
So, without further adieu, I'll start us off with all of the Neutral cards of the set.
The One Drops
The Two Drops
The Three Drops
The Four Drops
The Five Drops
The Six Drops
The Seven+ Drops
Next we'll move onto the Class specific cards. I've clumped them all together and will explain anything that needs to be explained about them.
Druid
Hunter
I understand the 5/5 Ravagers may be too strong if too many gets out, I've been thinking of nerfing them to 4/3s or decreasing the odds the'll hatch to 25%.
Mage
Archmage Vargoth's Staff is the legendary "creature" for the mage, Image of Archmage Vargoth is not collectible.
Priest
The Phasing Cleric loses its Immunity every other turn, and the immunity itself is only to damage, not to spell effects. In regards to Phasing Cleric being confusing as to when the creature has Immunity, Immunity has its own effect on the gameboard that's vert prominent. The turn it has Immunity it'll be surrounded by a greenish bubble (very different from Divine Shield). The turn it's not immune, the bubble goes away.
Rogue
Rafe, Catriona, Crispin, Kiera, and Robin are all the "dinner guests" that Moroes can summon, none of them are collectible.
Shaman
The Ashtongue Shaman's ability can activate either on the turn you cast a spell that overloads you next turn, or the turn after you've been overloaded to free that mana up.
Warlock
With Malchezaar, instead of giving you a card similar to Ysera, it immediately plays whatever happens at the end of the turn regardless of mana. This includes Equipping Nathrezim Mindblade, Enfeebling the field, Summoning 2 Flying Axes on your side of the field, Summing a Netherspite Infernal on your side of the field, or Summoning 3 Netherspite Infernals on your opponent's side of the field.
Warrior
Paladin
This forum's formatting is always weird for me, so I apologize if the above posts are oddly spaced. Here are some imgur links to all of the cards in album form as well as full descriptions for each card. There are also some other iterations of cards and some ones that ended up getting scrapped. Thank you all for your time :)
Neutral Creatures: http://imgur.com/a/Z4nul
Class Creatures: http://imgur.com/a/oOSU7
Class Spells: http://imgur.com/a/QblPM
Legendaries:
Druid: http://imgur.com/a/ecfEE
Warrior: http://imgur.com/a/UnKPz
Shaman: http://imgur.com/a/e2GdH
Priest: http://imgur.com/a/CtRak
Hunter: http://imgur.com/a/mPdcj
Rogue: http://imgur.com/a/GJjer
Mage: http://imgur.com/a/M5d3g
Paladin: http://imgur.com/a/UvHfJ
Warlock: http://imgur.com/a/6T0PI
Edited Cards Based on Feedback:
Gurgthock: http://i.imgur.com/ua0SaHb.png
Wodin: http://i.imgur.com/yFRKC88.png
Sheinor Talonite: http://i.imgur.com/HZJAVyE.png
Haal'eshi Talonguard: http://i.imgur.com/ldbHak3.png
Son of Gruul: http://i.imgur.com/6VNyCNd.png
Vindicator Maraad: http://i.imgur.com/6COlA1b.png
Shattered Sun Sentry: http://i.imgur.com/2CDr5lo.png
And done! What do you guys think? I'll be here for a little while to answer any questions you may have.
Some pretty neat ideas. Some of the card suggestions I have are:
In order:
Neutral 2 mana for 3/3 with enrage WF is too powerful. There are no 2/3/3 creatures I believe, let alone with abilities.
3/2/5 seems a bit powerful.
Fel Reaver 6/9/3 is absolutely broken. The current stealth one is I think 7//7/5 or corehound 7/9/5. It's like a 6 mana delayed pyroblast.
Lady Vashj is pretty neat. I
Ravager eggs idea is interesting. They could be 1/1 instead of 1/2
Nice mage ideas. The living bomb seems pointless though because the damage only happens at the beginning of your next turn.
Phasing Cleric would be a confusing card.
Ashtongue could be ambigious is you have OL this turn and next and you play the card.
Warrior card commander: to deal damage to yourself with a battlecry doesn't seem like a warrior ability.
Paladin: why play 3/2/3 with enrage heal when you could play 3/3/3 with battlecry heal 3.
Vindicator seems like it would be an interesting Priest card instead of Paladin. Perhaps if it healed for 3 instead of 1.
They look good and I like some of the different combinations of the current mechanics.
One card that appears to be OP is the Druid's Lifebloom but I could be misinterpreting it. Is it a persistent effect so all I would have to do is cast it once and would receive healing for the rest of the game? A Turn 1 play on my hero would essentially be an irremovable Prophet Velen + Lightwell combo. Depending on which direction you want to go in you could make it only applicable to minions or put a turn limit on it. I would for sure bump up the mana cost though to at least 2 and maybe switch to end of turn so you can get some immediate benefit from it. So it could be 2 Mana "Select a character. Restore 2 health at the end of each turn for the next 4 turns." So you're healed for a total of 8 health . If you want it to be persistent I would have it only be applicable to minions.
I wouldn't say it is broken. It would have to be a Legendary to justify the mana cost with those stats but most AOE spells/combos could deal with it and you could throw up a taunt as well which you can't do with a Pyroblast.
As soon as Lifebloom heals, the effect is gone.
I numbered your points to make them easier to reply to.
1. Amani Berserker is a 5/2 for 2, this is kind of the same thing, and Harvest Golem is effectively a 4/4 for 3, but I could definitely see nerfing it to 2/3.
2. A 2/5 is budgeted for 3 is a tad bit over budgeted, definitely considering lowering to 2/4.
3. I wouldn't say absolutely broken, but increasing its mana cost to 7 would make it better budgeted for its stats.
4. Thanks :D
5. I definitely played around with the number a bit, but I didn't want these to be picked off by things like a single whirlwind or fireblasts.
6. The thing about living bomb is it can be stacked and forces your opponent to do something with those minions if they want to try and avoid the damage. I considered lowering the mana to 2 to budget in the "time" as part of the cost.
7. It's confusing off the board, but on the board it wouldn't be, because the "immunity bubble" would surround it the turns it was active.
8. If you play Ashtongue on a turn where there's absolutely no Overload on your mana "dock," then it would do nothing. The card itself will delete a locked "crystal blocker" whenever it's played, regardless of where that locked crytal is (either ON the "dock" or underneath it.)
9. Warriors take damage to gain Rage in world of warcraft, and they risk killing themselves in the game all the time by using their health to attack minions with weapons and heroic strike. The idea kinda played into that.
10. This is a very good point. I'll probably consider redoing the creature's stats to put it on par with the Farseer.
11. The number that it heals for is purely theoretical, it would require some serious testing to nail down a fair number.
Thanks for the feedback!
Patch 1.1
Gurgthock lowered to a 0/1.
Wodin lowered to a 1/0. (The +2 health will kick in before he actually fully resolves, so he wouldn't be doa)
Haal'eshi Talonguard lowered to a 2/4
Haal'eshi Talonite lowered to a 2/3
Son of Gruul increased mana cost increased to 3, attack lowered to 3.
Vindicator Maraad's healing is increased to 2.
Shattered Sun Sentry is now a 5 cost with 4/4 and Enrage: Restore 4 health to your Hero.
There are a lot of cool ideas here. One problem I notice that you have cards with enrage effects that involve a choice - like Druid's Greater Frayer - which would involve having to act during your opponent's turn. If your opponent damages the creature, they can't do anything else until you decide which effect happens.
That seems to break hearthstone's current format of only playing during your own turn, which is a major major change and probably wouldn't happen for the sake of such a trivial effect. Also, that card seems extremely undercosted to me - compare it to the current druid 5 drop that gives you 4/6 taunt, I dunno, 4 mana for something almost as good that can also get +3 attack seems like too much.
The other card I notice with a weird cost is the shaman legendary. 8 mana + 4 overload for that? Compared to Earth Elemental at 5 + 3 mana? No way. I could see that card costing 4 mana with a 4 overload.
Overall these are really cool, they look great, and I think it's an amazing way to get noticed by the hearthstone staff. Thanks for putting in the effort.
Well well. I have to say, seeing this set got me really excited, I really hope Blizz comes out with another set soon. I think what you have here is a great set of cards, especially after the tweaks you've done.
Lady Vashj : I could be wrong, but I think this card might be a bit too strong, especially for priests. It would probably need some play testing first, but I would imagine the health cost should be slightly more than the damage gained.
WarpStalker : Intersting, the creatures is guaranteed to take 2 hits, so already you have huge benefit for the cost. I would say maybe increase the cost to 2 here. Just because it'll take between 2 and 4 hits to kill it. Also, this would it be better if it were considered a beast?
Greater Crust Burster : Same with the WarpStalker, I think it should probably cost 2. Stealth is already not the easiest to deal with. Seeing how it also has 2 health, means that it won't be easy to deal with. As well, would the buff work on the enemy turn? I know the buff would last through into the players turn as well, but if it does and the enemy is trying to clear the board, this buff means it has a semi taunt, as they will want to get rid of this creature first before attacking others (if that's what they plan on doing). Again, just the mana increase should make this card a bit more balanced.
Son of Gruul : This card will be situational for sure. The enemy may not even have a dragon, meaning it'll cost the user a dragon (although, most players are running Azure Drakes, so there is that). The buff might be a bit too good. If they would happen to have a dragon on the field, then you've got to deal with a 6/4 for 3 mana. This creature, essentially, has a "destroy creature" as a battlecry. I think the buff it gets should be lowered slightly.
Phasing Cleric : I just don't know how I feel about this card. Yes, it can't be healed by the priest, but I can be buffed by creatures like Defender of Argus and cards that do aoe buffs. So, potentially, it's possible to have an invulnerable taunt creature, meaning there is nothing the enemy can do that turn. This is almost as bad if Taunt+Stealth worked, where you wouldn't be able to target anything else other than the taunt, but you can't target the taunt because of the stealth (I know it's not in the game, but its just as bad as that). I just don't know how I feel about this card.
Chain Heal : THANK YOU. Shamans needed a heal since they stopped the totem from healing the player along with minions. At first, this card looks really good, healing 9 health total for 3 mana (2 + 1 overload), but because it's divided among 3 friendly characters, I suppose that it works out.
I don't think I've got anything else to add. I do like the cards you have listed here, they certainly change things up a bit. Hopefully Blizzard will release some cards similar to this.
Haven't had time to look and think about tweaks, but I definitely think you should submit this with a resume to the hearthstone team now. Even if you aren't qualified, they may review it and remember you when another round of hires comes up. That way they have your contact information and may even contact you!
Good luck!
Many interesting concepts! The one card that sticked out for me was Shattrath City Peacekeeper.
Not only it represents the same WoW character as Aldor Peacekeeper, but the minion itself is just a more expensive Stormwind Knight with taunt. And Stormwind Knight is already considered a meh card.
Mage cards are a little lacking. Scryer Arcanist is a little better than Ancient Mage as it doesn't require minions on the board, but being a 4 drop doesn't help - it's the most crowded mana cost for mage. Plus the card is pretty slow as you'll want to trigger enrage yourself for 2 mana. Living Bomb is very underpowered. Compare it to Corruption, for 1 mana it outright kills the minion. And it still sucks because you'll get beaten for another turn before it takes effect. Living bomb is worse than that as it can also be silenced, the minion might trade, the opponent may place beefy minions around and the damage itself isn't stellar either. All for a hefty 3 mana price. Archmage Vargoth's Staff is an interesting concept, but pretty underwhelming for a legendary. Not only do you have to wait 4 turns for it to activate and maybe even damage yourself against taunt to speed it up, but the resulting Image dies to any AoE! Basically you have to build your deck with many spell damage minions to benefit from this legendary, and it can die to a random Wild Pyromancer, Knife Juggler or Concecrate.
I actually did plan on making a raid themed "Expansions" to each set starting with Kara! These are definitely my favorite bosses from the set!
Love the new name for Landro there :P
Listen, he was one of the last cards I made and finding decent goblin art was a pain :P
haha.. yea. I love the art from the Warcraft TCG, but I never played it. I wonder if they'll add raid content. Would be interesting.
Btw, nice collection of BC cards :D
Hey all! Just to keep everyone up to date, I plan on making "expansion" sets to the Burning Crusade set focused on most of the raids throughout the Burning Crusade. I'm currently working on a Karazhan one and plan on releasing it as soon as its done! Any feedback on what I have here is still definitely appreciated!