I'll do a set review once I see everything, but here's my thought on the new mechanics and flavor:
Setting it in some place not on Warcraft is generally a REALLY bad idea. The game is built from the ground up to utilize Blizzard IP and most players who play the game can have familiarity with the WoW IP, even if they haven't play WoW themselves.
Mechanics are boring and uninteractive. Penetrate is basically a less interesting Overkill while Spellproof is an even less interactive improvement on the effect of Faerie Dragon (usually nicknamed Elusive by the community). Not to mention both of these together push Aggro deck, which is NOT ideal when you based an entire expansion around them. The only Spellproof card that I find creative is Nethermancer.
Glacial Storm and Overgrowth Seed are terrible designs that will and should never be printed since it took away a board slot and create a "feel-bad" feeling for your opponent. I know it isn't terribly broken balance wise but feeling from your opponent should be taken into account when designing these cards. To combat this, you either need to print a lot of Silence (which again will push Aggro deck to the roof) or Can't Attack / self-Freeze synergy (which is the more interesting route that you aren't pursuing).
In short: The expansion is severely lacking in both flavor and mechanic. There's some interesting idea here and there (most notably cards that don't use the keywords: Rootfighter, Spectral Companion, Tribunal Staff, Psychedelic Vision, Gal'Lar, Shipcrasher, Cyttorak, Furious Duelist) but I think this one should go back to the drawing board.
Thank you for your feedback! The main reason why I wanted to push away from the Warcraft IP was to try and push out a new universe of my own that would have its own lore and backstory behind it. I did not visualise this as an actual expansion that blizzard would release but rather almost like a spin-off game if you will. I think in part why this expansion is lacking in flavour is because I haven't fully revealed the lore of this universe yet, but if I have more time and if more people are interested in this I will smoothen out the lore more (There is a reason behind the name of the expansion.) Yes, I am aware that the mechanics are rather plain and simple but I had some other ideas for mechanics that would have been more interesting but that I'm saving for future expansions or haven't quite worked the kinks out for it yet. As for Glacial Storm and Overgrowth seed, I felt that the Dormant mechanic was underused and could have more potential as an offensive tool rather than a hindrance, though I do agree that the way I implemented it was lacking and simplistic. I will continue to explore these mechanics more as well as the ones that you have suggested in your comment. Thank you for your time, and I hope that I can hear more from you in the near future!
I'm not criticizing your keyword for being simple (which if anything I think should be encouraged), I'm criticizing it for being boring (being used to solely pushed Aggro decks), rehash (of Overkill and "Elusive") while being less interesting and interactive than the OG (Overkill does more than just damage face while Elusive can be interacted with by board clear and random effect.
I'll do a set review once I see everything, but here's my thought on the new mechanics and flavor:
Setting it in some place not on Warcraft is generally a REALLY bad idea. The game is built from the ground up to utilize Blizzard IP and most players who play the game can have familiarity with the WoW IP, even if they haven't play WoW themselves.
Mechanics are boring and uninteractive. Penetrate is basically a less interesting Overkill while Spellproof is an even less interactive improvement on the effect of Faerie Dragon (usually nicknamed Elusive by the community). Not to mention both of these together push Aggro deck, which is NOT ideal when you based an entire expansion around them. The only Spellproof card that I find creative is Nethermancer.
Glacial Storm and Overgrowth Seed are terrible designs that will and should never be printed since it took away a board slot and create a "feel-bad" feeling for your opponent. I know it isn't terribly broken balance wise but feeling from your opponent should be taken into account when designing these cards. To combat this, you either need to print a lot of Silence (which again will push Aggro deck to the roof) or Can't Attack / self-Freeze synergy (which is the more interesting route that you aren't pursuing).
In short: The expansion is severely lacking in both flavor and mechanic. There's some interesting idea here and there (most notably cards that don't use the keywords: Rootfighter, Spectral Companion, Tribunal Staff, Psychedelic Vision, Gal'Lar, Shipcrasher, Cyttorak, Furious Duelist) but I think this one should go back to the drawing board.
I'm not criticizing your keyword for being simple (which if anything I think should be encouraged), I'm criticizing it for being boring (being used to solely pushed Aggro decks), rehash (of Overkill and "Elusive") while being less interesting and interactive than the OG (Overkill does more than just damage face while Elusive can be interacted with by board clear and random effect.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I'll do a set review once I see everything, but here's my thought on the new mechanics and flavor:
In short: The expansion is severely lacking in both flavor and mechanic. There's some interesting idea here and there (most notably cards that don't use the keywords: Rootfighter, Spectral Companion, Tribunal Staff, Psychedelic Vision, Gal'Lar, Shipcrasher, Cyttorak, Furious Duelist) but I think this one should go back to the drawing board.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community: