So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
Bone Stack is a problematic design in my opinion. You can get 20 Health and 20 Armor in some scenarios and that isn't very balanced. I think you should change the effect, maybe 'If your opponent has more Armor, cast this again.' The rest of the cards seem fine, Dragons are the best.
What if I tripled the life gain and adjusted the cost accordingly?
It sounds better, you could also keep it at 1 and remove the armor gain, so it could be a pure heal card. For the mana cost, it should be way more expensive, 4 mana 12 health is the Priest spell, so you can go for a 5 mana or something around that ( for the 3 health and 1 armor effect ).
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
Bone Stack is a problematic design in my opinion. You can get 20 Health and 20 Armor in some scenarios and that isn't very balanced. I think you should change the effect, maybe 'If your opponent has more Armor, cast this again.' The rest of the cards seem fine, Dragons are the best.
Have some time left, here's a review for everyone who hasn't submitted yet
@IceKing16
Un'goro
I can withstand the fact that you used the Quest I wanted to use, but ALL other cards in this are waaay too close to my Alchemist. You have both multi-tribe synergy and 1-Cost minion synergy. I can't get behind that.
KFT
Permafrost Drake could be a 4/5
Melting Barrage's image is dead
Ah Puch is complicated, and the base effect is better than the Favor one most of the time.
The Lich King card's effect looks too trivial
@Turkeybag
Un'goro
Same comment as last phase: Your cards are waay too complicated!
Your Training Dummy synergies have the same problem as Jade stuff back in MSoG: You are required to play ALL the Training Dummy synergy if you want this to be effective. Your Quest should be broad enough to be completed with a variety of cards
KFT
Cards are complicated, again
Solidify weapon can pretty much be "Give your Weapon +2 Durability". You're always gonna attack before playing this.
Animated Wookwaker could just be "Summon two 0/3 Training Dummys" since Dummys are generic minions
"your hero's attack" on Searlus
The DK seems super weak and not very interesting
@NiRast
Un'goro
Tortollan Cannoneer looks too powerful
Extinction Event is too confusing
I got a very similar idea to your Territorial Firehound for my set lul
Overall I like the set, in particular the minion merging stuff. I might draw inspiration for that, lel
KFT
Nothing in particular to say, except that I don't really like the art
@Noah_McGrath
Un'goro
Sanguing Spring heals your hero whenever a minion dies, not whenever "anything" dies.
Skull-Feather Amuler -> "loses"
The Moon's Chosen is a strict powercreep on Polymorph, which is already very strong
KFT
No KFT set yet?
@Wailor
Un'goro
Exotic Fragrances wouldn't work imo
Paleochemist Nydia should cost more.
KFT
Twisted Geneticist
The rest of the set looks alright
Overall both of your sets lack synergy with your Transmute keyword.
@thepowrofcheese
Un'goro
It's a personal thing, but I don't like "this game" effect that aren't trackable (one of the many reasons why Crystal Core is bad)
Exploit Un'goro could cost (2).
KFT
Plaguemaster Bork is OP as fuck for this cost. It should cost 9 or even 10.
Spark of Madness could cost less given its random nature.
Festergut is too confusing. Dealing damage to minions that aren't on the board is impossible.
Blightmare is best.
Overall I like your sets. Cool ideas. Guaranteed future finalist and maybe winner.
@Piricival
Un'goro
Crap, I had almost the same idea for my quest
I don't understand Dino-Might. Is it supposed to affect future copies of the card?
Evergreen Grower is waaay too good on turn 2. It's even worse than Mole into Razormaw.
KFT
Magic Forcefield sucks, it could cost less.
First Izzy.
@krowski_nall
Your images are dead bro
@SunnoxPL
Un'goro
The Quest is waaaay too hard to complete, especially since your set only has ONE support card for the archetype!
The rest of your cards are too simple and lack originality. Besides the Adapt one, all could have been in the classic set.
KFT
Void Touch is bad because it can give permastealth
I'm sorry you feel that way.I I wanted to do the Tribe synergy quest since I started the competition and I printed Tribal minions in both the Basic and Classic set to give it a push. I didn't mean to copy your ideas in any way. I will change the elemental so it won't be 1-Cost related. The interaction between tribes is a cool mechanic and it seemed quite appealing. Again, sorry for the incovenience, I will play with the tribes as individuals in future sets and not between-tribes synergies so you can further explore your theme.
I have some adjustments to make to the Knights set but I will try to do it these days. I replaced the missing image card with another one because I didn't find it fitting in the set. The Ah Puch effect is a bit tricky. The battlecry resummons all dragons that died, which won't be so much of a threat because they will mostly be low-stated minions, while the favor one will summon the big ones from your hand, but will leave you vulnerable to a powerful board clear and with no cards in your hand. It really depends on the situation. I will look into the Death Knight effect, trying to come with something more unique.
So, I have an idea for the Witchwood that I really want to include but I feel it would be too broken with the Quest. Should I nerf the Quest Reward back to 1 damage and 1 heal? Should I just limit the Echo card to minions? Or is it fine because you have to complete a Quest to get it? Should I just leave the Quest Reward as it is and then nerf it in the next round per Blizzard's tradition?
+
You could go for a 3 mana deal 2 damage effect. 2 mana echo effects are very strong and with your current quest it could be a little broken. I wouldn't change the quest because the card in cause is op but the other way around.
Well i did it. Exams are over, for a few months at least. I'm gonna try to make my cards in the next few days, so you can expect more activity from me. But for now, sleep ^_^
Same man. I got my last exam today, I will try to tweak my sets a little and begin working on the final post. Good luck to everyone.
Ragnaros is 8 mana and requires 1 card. His effect is 8 mana, requires 2 cards and, as he stated, it won't trigger the end of turn effect the turn it is summoned. It is a much weaker version of rag even if the effect would trigger.
Fafnir is something that caught my eye as an odd, maybe even detrimental card. The initial Dragon resummoning is cool. But the Favor effect...
First, Fafnir is a super late game card. Unless you curve real well, you’re going to want some big dragons to die before you play him. Then you resummon then, and then the Favor triggers.
Now you have a big dragon wall that can’t attack. Late in the game. Against other late-game decks that win by combos, face burst, and use board clears. So your opponent can either go face and ignore your impotent minions, or nuke the board after you play the lengendary.
The only counterplay would be a way to destroy your own legendary, which just feels really lame. It’s like a worse Hadronox, so unless your class has Naturalize I don’t see why you’d want to trigger that effect.
I didn't think of that. I will work with the favor effect more, thank you for the feedback.
In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Adapting Sparkling - Adapts you Hero Power tokens and other 1-Cost minions you Discover or play in your deck.
Spikeshell Defender - More of a control card, it ensures the survival of your Worshipers in order to gather Favor to fuel your late game cards.
Erupting Geyser- A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - This card allows you to Discover a Tribal minion to advance your quest. What lies deep in the jungle?
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1. What a deal. Hinting the Dragon archetype from Frozen Throne.
Chimeric Vision - A powerful card draw that helps you advance you quest and search for powerful minions. Useful in a number of decks.
Primal Shaman - Your main card for the Quest deck. Changes your Hero Power into a more useful version branching the class from the Favor mechanic.
Artemis, the Huntress- Artemis is capable of taming even the wildest creatures. She teaches the art of the hunt to those who have ears to listen, being a wise advisor to the gods and mortals alike.
A value machine, with Tribal synergies.
Frozen Throne
Themes: Dragons, Freeze, Demons
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to 'The Way of the Scourge'.
Frosy Friends (Challenge 3) - Support for the Tribal Quest archetype, adding a Murloc, an Elemental and a Dragon to your hand. (Brrrloc, Glacial Shard). Also support for the Freeze archetype.
Draconic Defensive - The reprinted version of the original Breath of Life, this card is a perfect fit in a control Dragon deck.
Permafrost Drake - An ice-breathing Dragon, perfect for a Quest deck.
A Taste of the Frozen Wastes - A glimpse of the Death Knight's power, combining the 3 effects into a flexible card.
Frostguard - A cold-blooded demon with a weakness for ice.
Diamond Dragon - A strong Dragon with an array of defensive options.
Melting Barrage - an unique effect that allows you to remove the Freeze debuff from all minions, mostly in your benefit. Usable as a mild board clear or after a board freeze to allow your minions to attack as normal.
Crystal Fiend - A chaotic Demon bent on freezing everything aroun him.
Ah Puch, the Risen - Fallen from the sky staight into the Frozen Wastes, the God of Death found new subjects to toy with... Dragons. What is more magnificent than raising an army of undead Dragons to conquer the world?
Please read the descriptions and don't make pointless comments. Thank you and have a nice day.
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Shatterstar: I think your cards are probably overcomplicated; most of them have four lines (including tokens!) and are kinda confusing. It might be a good idea to make more simple but solid designs. Also transforming enemy minions into a 0/1 guy seems like a bad idea because most decks can't do anything with them. Gazing your hero is way too impactful for a common. I don't see how meteorites can be hidden. Start of turn effects are bad. This whole Secret thing doesn't seem very well thought out if you made a synergistic legendary but started it in KoFT. Unwilling Sacrifice. Potion of Polymorph. These cards seem like there's barely any theme to them. I don't get how planets (0/1 planets???? Aren't planets massive???) play a role in Un'goro. Divine Shield shouldn't have a period after. Celestial Intervention is bad. Quest is dependant on matchup. The only thing I like much about your set are the Marks. I would consider reworking most of the cards.
This one are my corrections from the previous post.
Un'Goro.
Major Changes
UPDATE
Changed the Phytoblade, now it has +2 attack while you have 2 or more Evergrowth
Sap scrying costs 2
Fixed the quest as suggested. I decided to gave him Poisonous and +1 attack only during the opponent turn.
Sap Infusion is gone, Phytoblade is in ( I realized i didn't planned any weapon for the KFT so it make sense to have 2 in Un'Goro, specially to give more flexibility with the quest reward) (Fun Fact: Phytoblade is an in-game weapon, the only weapon that can go inside an Herbalist Bag)
Sap Elemental Lord is gone graphically, Sap Giantess is in ( I decided to call it Giantess to be in line with the other giants)
Vitalus, Nightmare Vine is a bit different, it gets a smaller buff and it can't attack heroes. It can be a powerfull minion on the board but only to remove other minions, specially with what i got in mind with Witchwood.
KFT
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Major Changes
Add at random at Herbling
Slightly changed the text of Deadnettles Geist
Herbling now can only get randomly Lifesteal, Evergrowth or Poisonous, not the 3 of them combined.
Fixed the grammar error (hopefully all of them)
Infesting Lichesn now does 1-2 damage to be more in line with the class damaging spells.
Harvester Grano is no more an Elemental (*cry*) but it's a 3/5 now.
Lich King card - Silence them all, and because they might attack we gonna freeze them too.
Laurendor: Again, your Quest is matchup dependent. The quest reward should be "Your hero has +1 Attack during your opponent's turn this game." Sap Scrying feels off with the rest of the set. Bristly Podling doesn't need while this is alive. I wouldn't do Elemental synergy at all. You don't need this one, just say this. Ghost Mushroom seems winmore. Phytoblade seems out of place. Herb synergy seems clunky, it seems like you randomly substituted Herb in for minion in some places. I don't understand the DK card. What does it mean? Toxic Specimen could cost 1. The random cards are bad. Team 5 stopped making those cards for a reason, it's that it's out of the player's control and there's little thought process that could go into playing an RNG card and they feel bad when you lowroll. Why does Geist have that first sentence? Grano seems random. Seed synergy is also very clunky, there's no uniting theme behind those cards.
This was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it so I'm showing it first as it comes up a lot!
Un'goro:
Grown Sporestick: Not super happy with the art but it'll do in the meantime. Fitting art for this class is super tricky to find D: Overzealous Trainee: I'm debating cutting this card due to card text and I feel it's one of the weaker designed cards of the set. Jungle Master Voldat: Note that Spellfury (2) is actually quite hard to get, as currently the only possible ways are by either using Conflagration Cutlass on the enemy hero while they have exactly 1 minion, or by using the quest reward if it hasn't gained effects that'll change it's damage. Primal Practice: You can kinda customize your reward based on what you use. It can only get each weapons effect once, but even so it's still surprisingly powerful.
KotfT
Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately. Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance! Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable. Searlus the Enticer: While this guy is out, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! He also works well with the hero power Battlemancer Anielas: The class is rather slow, and this is definitely a slow DK as he quite literally does nothing when you play him aside from grant the normal armor. However there are some big spellfury cards out there and that can give you some pretty crazy healing. The hero power is a bit lackluster normally but with spellfury it is actually insane as you'll also heal for 6. It's easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons is a good idea, otherwise you might not even be able to trigger low spellfury cards.
I'm out of time but I will give full explanations for the cards eventually!
Turkeybag: Still not a fan of the weapons can't attack immediately thing, and Spellfury seems like a very limited effect. I would make it on fewer cards, instead of trying to cheat around it. I don't like any of the cards that have multiple effects because they have multiple effects, detracting from the purpose of the card and making it harder to play. You don't have enough Training Dummy synergy and summoning cards to reliably finish your quest unless I missed it and it was in classic? The Un'goro cards don't fit Un'goro very well. Tortollan Primalshell doesn't fit in with the rest of the set. Voldat should be Gain X. Primal Peacemaker is a really bad reward. Given that your entire KoFT set is about Spellfury, I'm not a fan. Solidify Weapon could just be used after your hero attacks, or if you use a weapon that can't attack immediately. Animated Woodwaker doesn't feel like it belongs in KoFT and doesn't synergise with the rest of the set. Bloodblade's () effect feels dumb. Searlus's effect should be hero's, and I don't like that it's two different effects jammed together. Your DK HP feels clunky and overcomplex, with disconnected effects. Spellsword Slayer seems like it could force you to rebalance your weapons around it. Also the Dummy summoning things should say they have Taunt. This set also has the issue of overcomplexity with multiple 4-line cards with several effects.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
Haven't posted my stuff in a while, but not much has changed: just a couple balancing tweaks based on feedback. Here's my "final submission", unless someone has anything additional they'd like to say :)
The Lich
For this Phase, the connecting theme between the two expansions is Corruption:
In Journey to Un'Goro, Kel'Thuzad has corrupted the very idea of Darwinism and natural selection. Through forced evolution and the resurrection of extinct species, High Cultist Herenn will create new soldiers for the Scourge!
The Quest focuses on mastery of revival effects, with hand-Adapt on the side. Minions will return to the battlefield better than ever!
In Knights of the Frozen Throne, Kel'Thuzad has finally taken his rightful place as ruler of the Scourge. Without The Lich King holding him back, he can unleash his full power upon the world, bringing an eternal winter to all!
On a gameplay-level, the Lich will "corrupt" people's perception of what can be done with Freeze, Freezing your own minions for benefits (Moorabi? Never heard of it).
Example Cards
Survival of the Fittest is my Quest, perfecting life through constant death and resurrection. Call it "trial and error". Know that playing the second copy of a minion after the first card died still counts.
Evolving Tactics is a double-example, showing off the cycle of 3-mana Secrets and the hand-Adapt archetype. Prepare for what's coming!
Kel'Thuzad, Unleashed is my "Death Knight", the cornerstone of the "self-Freeze" archetype. Freezing your minions buffs them much like Dinomancy, but they can still attack like normal. Adds greater versatility to the Hero Power.
Undying Turtle is my card for Challenge #2. He can help fulfill the Quest while allowing you to maintain a constant board presence.
Hinterland Golem is my card for Challenge #3. Costing 9-mana, he'll sit in your hand for a while; this allows him to soak up enchantments from the Un'Goro Adapt cards. Because he can copy himself, all of the enchantments you've put on him will also be on the copy.
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
High Cultist Herennis the Scourge's agent in the Un'Goro region, attempting to create the ultimate bio-weapon for the Scourge. If left alive (or replicated) Herenn can quickly get out of hand, empowering your minions into Elusive, Divine Shield-ed goliaths. No pun intended.
Unnatural Selector was seen way back in Phase I, and finally gets to be showcased for real. They will be rebuilt; we have the magic!
Reconstruction is the Epic card in the cycle of Secrets. Functionally, it falls between Effigy and Splitting Image, although the Lich has minions that are far more appealing to revive.
Necrotic Devilsaur is the ultimate trade minion, sturdy and self-healing. Very appealing target for Adapts, especially Poisonous.
RareLife Finds A Way adds fuel to your hand for the late game. The minions can then be given Adaptations or played to fulfill the Quest.
Scouting Raptor provides recon for your forces, allowing you to plan ahead.
Circle of Life is the last card in the cycle of Secrets, providing healing for your hero.
Knights of the Frozen Throne
Lady Deathwhisper is a reflection of her Icecrown Citadel boss fight, with her Hero Power translated into a Battlecry. The Lifesteal can provide an extremely powerful heal.
Iceborne Drake can work in concert with my Classic Legendary Sapphiron to create a powerful combo of minion damage. They're both Dragons, too...I wonder what that could mean?
Your New Master implies that the slain minion is then raised on your side of the board, but it is ultimately a 2/2 Zombie at its heart. The effects of the old minion are attached like buffs: if you revived the Zombie, it would just be a plain 2/2.
Essence Leech is a singular instance of Lady Deathwhisper's effect. The Lifesteal keeps it from being just a bad Hunter's Mark.
Frostguard is like Defender of Argus, but cheaper and with more Health. In exchange, he must remain Frozen. By having the aura attached to Frostguard, it can be reapplied if a new minion becomes adjacent.
Regenerate is a delayed healing effect. It can act as a deterrent against aggression, healing the damage that would be coming next turn.
Cold Sprite can help keep a minion locked down, or set up combos with the self-Freeze.
Servants of the Cold Dark is a combo-enabler, allowing you to immediately Freeze minions you play. This could then give them immediate applications of their auras, or the +2/+2 buff from the Hero card.
Thank you to everyone who has provided me feedback; I'm always open for more.
Link: Evolving Tactics feels pretty unnecessary as a Secret. It's balanced if it wasn't, and the passive start of turn trigger is uninteresting. Iceborn Drake doesn't need both effects. Life finds a way should be copies. You need way more Quest synergy in your Un'Goro set. Your new master could just summon a 2/2 copy of it. Cold Sprite feels kinda like antisynergy and not much fun to play with. Regenerate feels floaty (untrackable effect, too similar to the Secret about minion death). Servants of the Cold Dark (long name) doesn't synergize with enough cards to be good, but DK might make it ok. Freeze synergy feels kinda clumsy in that you both encourage freezing friendly and enemy minions. Passive Health effects are scary because they are unintuitive. Adapting in your hand is cute but doesn't work with many things from either set. I don't like how similar the DK hero power is to the original hero power.
Aaaaand here's my set:
Un'Goro: Archetypes: Discover, Elementals
KoFT (Decaying Armor is hit first, stacks on Armor, 1 is lost at end of turn) - Themes: Armor loss, Decaying Armor
Challenge 1:
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
@Pircival I don't want to sound rude, but you can't expect me to stop using my core mechanic because you think it's parasitic. It's fine as it is. You invest mana into gathering Favor an then get rewarded properly.
The hero power doesn't work that way. The hero power is Way of the Scourge. Whenever you use it you are presented with 3 options. You can use Path of Cold one turn and Path of Solitude the next one. It's not a one time Discover that lasts the whole game. You pay 2 mana to Discover the hero power and instantly use it, then it goes back to Way of the Scourge.
My class was a Demon class from day 1. The class's flavor is praying to gods to earn their Favor. But you can also sell your soul to the Demons and earn their Favor too. My classic set has 3 Demon cards and I said I will bring in more to the table in future expansion to create a unique different archetype, unlike the well known Demon Warlock.
The Dragon synergy has a total of 6 cards in this set only, with 1 in the un'goro and a few in the classic set. The classic dragons are 8-8 and 4-12, very strong stats with a Taunt effect. The whole point of this contest is to create unique cards with unique effects. A Deathrattle Dragon is something never seen before and they fit perfectly in the set. Sindragosa is an undead Dragon and there is a whole cult based around her.
The Ah Puch effect is very strong. Taunting big dragons is a bit upside so I had to balance it with a freeze effect, a frozen wall to block the way.
I already expained the deal with demons. For the Freeze effect, I will try to implement it differently by making a few changes.
If i could have made more than 10 cards, I would have been able to make a lot for the archetypes, but this is not possible. An archetype isn't created in one expansion, it is supported over many to make room for cooler ideas.
Thanks for your feedback but the whole point is trying to balance the cards, not telling me how everything is wrong. I know how my class works and what kind of cards I can work with, Favor and Demons are key mechanics to the class, I can't just forget they exist and do something else.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
Path of solitude seems really powerful compared to the others. I'd make the token a 2/2
A Taste of the Frozen Wastes seems really weak. I'd make it so you get the Armor and Favor if the target was frozen.
The Favor on Crystal Fiend seems waaaaay too high for me. Frost Nova costs 3 and only freezes enemy minions. I'm not sure how easy it is to gain Favor, but I'd say 5 or 6 is good.
Demonic Bargain is kinda weak. Not sure how to balance it. Also, wrong watermark on it.
Draconic Defensive should probably cost 3 (also, it might be spelled Drakonic, but I'm not sure).
Either make the Adapt on Rubyscale Hatchling random, or move it to when you play the 6/6. You can't do anything when deathrattles trigger.
The rest of the cards seem fine, and I really like the flavour.
@NiRaSt
Demonic Bargain is a card from the classic set. I put it there because it was my 1 mana common spell that hinted at an archetype and I am starting to develop a Demon synergy.
Path of Solitude is ok in my opinion and I really don't want to break the chain of 3 from the hero powers. I tried to balance the 3/3 with the favor effect so it will be on the same level with the other 2 whose effects have an immediate impact, rather than a resource gathering tool. A control deck doesn't really need a 3/3 every turn. Sometimes drawing a card and gaining some armor is more important or using Path of Cold to neutralize a dangerous enemy.
I compared the card to Shield Block which draws a card and gives 5 armor for 3 mana. Draconic Defensive draws a specific card so it should be a little weaker, 8 armor for 3 seems too much. I could have either went with the 2 mana 4 armor, 3 mana 6 armor or 4 mana 8 armor. I decided on the later because the other 2 were too strong, because of the card draw. I checked the word before making the card, it's draconic.
I tried to keep my Favor requirements at 5 for little effects, 10 for stronger effects, like demons, and 15 for the legendaries. The card is designed to fit in a tempo or control deck where favor si pretty easy to gain ( hero powers, both basic and the death knight variant, and from other cards that generate favor). 5 favor is worth 1 mana so the effect on the card, being a frost nova that affects both allies and enemies alike, is worth 10 favor. The flavor of the 2 demon cards is that they dont make a difference between allies and enemies, hitting both with their effects.
I don't really understand what are you trying to point out being wrong with A Taste of the Frozen Wastes. The card is a combined effect of the 3 hero powers from the Death Knight, being a glimpse of the card's power. There are a lot of Freeze effects in the set so it won't be hard to trigger. Also Glacial Shard. I could get rid of the Frozen effect but that is what give the card its flavor. 1 mana is too little for the effect. I could also go with a 3 mana and change the effects from 2 to 3, but i wanted to make the card weaker than the actual hero power effects.
I will change the adapt on Rubyscale Hatchling. Thank you for pointing it out.
Thank you so much for your feedback. I hope you understand some of the choices I made and why I thought they were ok both flavor and balance-wise.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
I have made some changes to my Un’Goro Set and I scrapped most of the KFT one going into another direction.
Un'Goro.
Major Changes
I removed the dragon from the set, i planned a dragon synergies but honestly it's not a major theme and i agree that didn't fit much.
Fixed a couple of spelling mistakes
Change the 2nd legendary to have another Herb in the set and add an Elemental to the KFT one
For the quest i have a question, If the Hero has Poisonous it also destroy all minion that attack him right? Because that's what i was planning but maybe i should rework the text to make it more clear.
KFT
The set is pretty much new. New Hero, New flavour, New cards (except a couple)
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Oh and my Lich King card
I love the new direction. Good job.
I think Grano is too weak. You could buff him a little.
The hero is poisonous while attacking only, you should state that minions attacking it die.
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own kin, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Freeze - Cold Armor - Weakness Favor - Loneliness
Every turn, after using 'Power of the Undying' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result I will avoid printing more Favor cards, except the god of each expansion and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Armor and Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect is a powerful one but the Deathrattles don't have an immediate impact (Shuffle a minion into your deck, Freeze a random minion, Add a random Dragon to your hand - Bone Drake). Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
A low damage, high heal card which will get you back in the game in no time ( Challenge 2 )
Draconic Defensive should cost 3. Compare with Shield Block
This It's still a work in progress, in short words, Freywinn got his power in death from the successful experiment on Valithria Dreamwalker, a mix betwenn dreams and death.
What a perfect candidate to unleash the power of Valithria. They didn't heal her wounds, we consume her essence and twist her power, tapping into the Dream itself to spread the grip of the Lich king. The Botanist was once a simple researcher of the plant life, now it's an harald of their corrupted essence.
I know that some of you of pointing out the fact the this didn't fit the flavour of the class so i tried t make some adjustment but i don't know if't is the right way to go. The missing Epic card will be an healing spell
KFT
Wait, is the Herbling and the Verdant Soul supposed to be tokens or collectable cards? If they're tokens, then they should lose the Rarity gem.
Dream Drains doesn't deserve the Epic rarity. I think its rarity should be Common and let Blood of Valithria to be Epic and Dreamcatcher should be Rare
Exotic Fragances. I don't plan to remove this card, but I'm gonna have to check every Potion I print so that it's not broken with it.
Wicked Crystalization. It's a very powerful tutor, and as such it's very hard to balance. Then again, my class is supposed to be about tutors, and Druid has Juicy Psychmelon which is stronger, so...
Stitch to the Plan. While I think the flavor is very good, summoning a huge minion without effects it's not really good design. It either gets removed (most likely) or it simply destroys your opponent with its titanic Attack. Either this or Wicked Crystalization will probably get replaced by Shadow Flask.
Grave Homunculus. I'm having troubles balancing this card. Right now it's a 3/3/3, akin to Silverware Golem. I think the card is balanced if you only have one in your hand, but it might get out of control if you have both of them. Then again, that would empty your hand a lot, so it might be alright-ish.
I feel like Nydia's design overlapping with the DK (giving new Hero Power) and would end up competing with it. I think she should be completely redesign.
Exotic Fragrances is one of those design limiting card that I would very carefully consider putting in since it limit what kind of Potion you would want to design later.
Finally, here are my first ideas. For the moment, I have several options for both the Quest and the DK, so I need your opinion.
Not gonna lie, I won't have time to do any reviews before the next week.
UN'GORO
The Quest Reward is fixed. 2 mana might sound a lot, but 0 mana would be OP and 1 mana is anti-synergy with other Alchemist cards and is also hard-countered by Skulking Geist.
Now what I need is to choose between the three quests conditions listed below. Numbers can be changed, obviously. Please focus on concept.
#1 - "Summon 5 minions of 5 different types"
The set will then focus on cross-tribe synergy. Examples:
#2 - "Destroy 7 minions with spells"
#3 - "Summon 10 minions with spells"
There are already cards that almost complete this quest in my class basic set (see here). However this would be the occasion to use an old favorite of mine:
KFT
I liked the idea of a 1-Cost DK. Currently the cheapest DK is Thrall, Deathseer wich costs (5). I want to push this further.
I might change the battlecry to only one Skeleton. Two might be OP on top of what the card does.
#1 -"Summon a 1/1 copy of a friendly minion that died"
In the Deathrattle HP, the Skeletons make sense because it prevents you from getting broken value with a big deathrattle minion, since it would turn your summon into a 1/3 chance of getting the big stuff.
Anyway, my set will be full of snowballing small Deathrattle minions. Murlocs will be a secondary theme of this expansion.
#2 - "After a non-Skeleton friendly minion dies, add a 1/1 Skeleton to your hand"
Tokens and hand synergies will be key here.
The entire concept of a cheap DK is NOT a good idea. DK are design to swing game when they are played, thus having a cheap one is comparable to having Prince Keleseth early in the opening hand, only magnify ten fold since the Hero Power - one of the most reliable way to get value, would be different.
I like the Summon 10 minions condition best since it points toward an Aggro deck, which this Quest would act as a refill.
Can I have a some opinions on my Un'Goro set? I delved into the lore a bit for mine to make it interesting and would be happy to answer questions and receive feedback.
In game, Li Li is depicted as a 12 year old girl. Having her as a sexy 20-something is kind of disturbing as well as going against the character. I would urge you to change the name to just be a generic Pandarean.
We do not need a 2.0 Vicious Fledgling 2.0 in the form of Nimble Shorckraptor. This kind of snowball effect is not just not healthy at 2-3 mana. I would increase this minion to 4 mana at the very least (which stat adjust accordingly)
Your Quest has a fundamental problem: By the time you fulfill the condition, you very likely not requiring the Reward to win the game or you just die to Aggro and never got the Reward in the first place. I like the first Reward more if only because it fits the flavor of a World Ender rather than the grinding nature of the 2nd reward.
Repost my cards with a List of Secret that can potentially pop up by Koltira:
Showcase Card:
Titanic Ritual: The Quest and build-around card for the class. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver: Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the DK Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Theme: Elemental synergy, Gaze synergy
Elegon: The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secret that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely threatening early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Theme: Strong continuous effect or Deathrattle to synergize with the Death Knight, stealing and copying effects from enemy minions.
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder: A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
I compared Draconic Defense with Shield Block and that is why I made it a 2 cost, to make it different. The draw effect makes the card playable in only one deck so it should be more powerful. I changed it to a 4 cost so it can have a bigger impact when played.
Servant of Sindragosa and Terrorscale have the same statline and the same effect more or less. I wouldn't call it horrifically weaker as Terrorscale is not a balanced card, leading to a lot of powerful combos with its general Deathrattle trigger. I added 1 attack to make it more "balanced", but the effect is what matters in this case.
Path of Solitude fits perfectly with the effect. My short story puts our hero in a delicate position, being abandoned by its brethren. As the Lich King offers him the Death Knight powers, he is able to summon the dead, so he would never be alone again. The Paths are the hero's weaknesses when he arrives in the Frozen Wastes, turned into strengths as he taps into his Death Knight powers. Same goes for Frailty, giving him armor and Cold, allowing him to use ice and frost as a weapon.
I have a question for the mods. I got this cool idea for the Kobolds and Catacombs set ( if I make it to the next phase ) where I could play around gorgons turning things into stone. I want to know if I can make a new keyword named Petrify to act as a more thematically fitting Freeze and have a bonus effect to differentiate it from Freeze. Is it possible? I would like to know if it's not so I can think of a different implementaion of the theme.
The possibility was not specifically banned, but after discussing it with Shadows we are a No. There is zero precedent of a class-exclusive Keyword coming into existence in an expansion.
I have a question for the mods. I got this cool idea for the Kobolds and Catacombs set ( if I make it to the next phase ) where I could play around gorgons turning things into stone. I want to know if I can make a new keyword named Petrify to act as a more thematically fitting Freeze and have a bonus effect to differentiate it from Freeze. Is it possible? I would like to know if it's not so I can think of a different implementaion of the theme.
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It sounds better, you could also keep it at 1 and remove the armor gain, so it could be a pure heal card. For the mana cost, it should be way more expensive, 4 mana 12 health is the Priest spell, so you can go for a 5 mana or something around that ( for the 3 health and 1 armor effect ).
You could go for a 3 mana deal 2 damage effect. 2 mana echo effects are very strong and with your current quest it could be a little broken. I wouldn't change the quest because the card in cause is op but the other way around.
Same man. I got my last exam today, I will try to tweak my sets a little and begin working on the final post. Good luck to everyone.
Ragnaros is 8 mana and requires 1 card. His effect is 8 mana, requires 2 cards and, as he stated, it won't trigger the end of turn effect the turn it is summoned. It is a much weaker version of rag even if the effect would trigger.
I didn't think of that. I will work with the favor effect more, thank you for the feedback.
Un'goro
Themes: Tribal Minions, Adapt
In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Adapting Sparkling - Adapts you Hero Power tokens and other 1-Cost minions you Discover or play in your deck.
Spikeshell Defender - More of a control card, it ensures the survival of your Worshipers in order to gather Favor to fuel your late game cards.
Erupting Geyser- A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - This card allows you to Discover a Tribal minion to advance your quest. What lies deep in the jungle?
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1. What a deal. Hinting the Dragon archetype from Frozen Throne.
Chimeric Vision - A powerful card draw that helps you advance you quest and search for powerful minions. Useful in a number of decks.
Primal Shaman - Your main card for the Quest deck. Changes your Hero Power into a more useful version branching the class from the Favor mechanic.
Artemis, the Huntress - Artemis is capable of taming even the wildest creatures. She teaches the art of the hunt to those who have ears to listen, being a wise advisor to the gods and mortals alike.
A value machine, with Tribal synergies.
Frozen Throne
Themes: Dragons, Freeze, Demons
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to 'The Way of the Scourge'.
Frosy Friends (Challenge 3) - Support for the Tribal Quest archetype, adding a Murloc, an Elemental and a Dragon to your hand. (Brrrloc, Glacial Shard). Also support for the Freeze archetype.
Draconic Defensive - The reprinted version of the original Breath of Life, this card is a perfect fit in a control Dragon deck.
Permafrost Drake - An ice-breathing Dragon, perfect for a Quest deck.
A Taste of the Frozen Wastes - A glimpse of the Death Knight's power, combining the 3 effects into a flexible card.
Frostguard - A cold-blooded demon with a weakness for ice.
Diamond Dragon - A strong Dragon with an array of defensive options.
Melting Barrage - an unique effect that allows you to remove the Freeze debuff from all minions, mostly in your benefit. Usable as a mild board clear or after a board freeze to allow your minions to attack as normal.
Crystal Fiend - A chaotic Demon bent on freezing everything aroun him.
Ah Puch, the Risen - Fallen from the sky staight into the Frozen Wastes, the God of Death found new subjects to toy with... Dragons. What is more magnificent than raising an army of undead Dragons to conquer the world?
Please read the descriptions and don't make pointless comments. Thank you and have a nice day.
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
@Pircival I don't want to sound rude, but you can't expect me to stop using my core mechanic because you think it's parasitic. It's fine as it is. You invest mana into gathering Favor an then get rewarded properly.
The hero power doesn't work that way. The hero power is Way of the Scourge. Whenever you use it you are presented with 3 options. You can use Path of Cold one turn and Path of Solitude the next one. It's not a one time Discover that lasts the whole game. You pay 2 mana to Discover the hero power and instantly use it, then it goes back to Way of the Scourge.
My class was a Demon class from day 1. The class's flavor is praying to gods to earn their Favor. But you can also sell your soul to the Demons and earn their Favor too. My classic set has 3 Demon cards and I said I will bring in more to the table in future expansion to create a unique different archetype, unlike the well known Demon Warlock.
The Dragon synergy has a total of 6 cards in this set only, with 1 in the un'goro and a few in the classic set. The classic dragons are 8-8 and 4-12, very strong stats with a Taunt effect. The whole point of this contest is to create unique cards with unique effects. A Deathrattle Dragon is something never seen before and they fit perfectly in the set. Sindragosa is an undead Dragon and there is a whole cult based around her.
The Ah Puch effect is very strong. Taunting big dragons is a bit upside so I had to balance it with a freeze effect, a frozen wall to block the way.
I already expained the deal with demons. For the Freeze effect, I will try to implement it differently by making a few changes.
If i could have made more than 10 cards, I would have been able to make a lot for the archetypes, but this is not possible. An archetype isn't created in one expansion, it is supported over many to make room for cooler ideas.
Thanks for your feedback but the whole point is trying to balance the cards, not telling me how everything is wrong. I know how my class works and what kind of cards I can work with, Favor and Demons are key mechanics to the class, I can't just forget they exist and do something else.
@NiRaSt
Demonic Bargain is a card from the classic set. I put it there because it was my 1 mana common spell that hinted at an archetype and I am starting to develop a Demon synergy.
Path of Solitude is ok in my opinion and I really don't want to break the chain of 3 from the hero powers. I tried to balance the 3/3 with the favor effect so it will be on the same level with the other 2 whose effects have an immediate impact, rather than a resource gathering tool. A control deck doesn't really need a 3/3 every turn. Sometimes drawing a card and gaining some armor is more important or using Path of Cold to neutralize a dangerous enemy.
I compared the card to Shield Block which draws a card and gives 5 armor for 3 mana. Draconic Defensive draws a specific card so it should be a little weaker, 8 armor for 3 seems too much. I could have either went with the 2 mana 4 armor, 3 mana 6 armor or 4 mana 8 armor. I decided on the later because the other 2 were too strong, because of the card draw. I checked the word before making the card, it's draconic.
I tried to keep my Favor requirements at 5 for little effects, 10 for stronger effects, like demons, and 15 for the legendaries. The card is designed to fit in a tempo or control deck where favor si pretty easy to gain ( hero powers, both basic and the death knight variant, and from other cards that generate favor). 5 favor is worth 1 mana so the effect on the card, being a frost nova that affects both allies and enemies alike, is worth 10 favor. The flavor of the 2 demon cards is that they dont make a difference between allies and enemies, hitting both with their effects.
I don't really understand what are you trying to point out being wrong with A Taste of the Frozen Wastes. The card is a combined effect of the 3 hero powers from the Death Knight, being a glimpse of the card's power. There are a lot of Freeze effects in the set so it won't be hard to trigger. Also Glacial Shard. I could get rid of the Frozen effect but that is what give the card its flavor. 1 mana is too little for the effect. I could also go with a 3 mana and change the effects from 2 to 3, but i wanted to make the card weaker than the actual hero power effects.
I will change the adapt on Rubyscale Hatchling. Thank you for pointing it out.
Thank you so much for your feedback. I hope you understand some of the choices I made and why I thought they were ok both flavor and balance-wise.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
I love the new direction. Good job.
I think Grano is too weak. You could buff him a little.
The hero is poisonous while attacking only, you should state that minions attacking it die.
I will give some more feedback later.
I compared Draconic Defense with Shield Block and that is why I made it a 2 cost, to make it different. The draw effect makes the card playable in only one deck so it should be more powerful. I changed it to a 4 cost so it can have a bigger impact when played.
Servant of Sindragosa and Terrorscale have the same statline and the same effect more or less. I wouldn't call it horrifically weaker as Terrorscale is not a balanced card, leading to a lot of powerful combos with its general Deathrattle trigger. I added 1 attack to make it more "balanced", but the effect is what matters in this case.
Path of Solitude fits perfectly with the effect. My short story puts our hero in a delicate position, being abandoned by its brethren. As the Lich King offers him the Death Knight powers, he is able to summon the dead, so he would never be alone again. The Paths are the hero's weaknesses when he arrives in the Frozen Wastes, turned into strengths as he taps into his Death Knight powers. Same goes for Frailty, giving him armor and Cold, allowing him to use ice and frost as a weapon.
Thank you very much.
I have a question for the mods. I got this cool idea for the Kobolds and Catacombs set ( if I make it to the next phase ) where I could play around gorgons turning things into stone. I want to know if I can make a new keyword named Petrify to act as a more thematically fitting Freeze and have a bonus effect to differentiate it from Freeze. Is it possible? I would like to know if it's not so I can think of a different implementaion of the theme.