And here we are, folks, the last reveal that completes this set. I'm happy to present you the remaining cards, and thankful for your comments and all the praise and constructive criticism you guys put out there. Stay tuned for the additional Adventure, "N'Zoth's Scheme", for something special!
BIG BOYS!
THE QUEEN HERSELF!
CAPTAIN'S JOURNAL: WARLOCK
Last of the last, I present you the remaining three Warlock cards. Warlock was pretty straightforward, I had two archetypes in mind, handbuff and discard. So I just did some stuff, the only card that had me almost go creatively bankrupt was Into the Unknown. Still don't know if it's too strong or too weak, didn't try to balance it too much.
OTHER REVEALS:
TOKENS:
That's all, folks! I'll post again in this thread when I eventually open up my other thread about the additional Adventure! 50 MORE CARDS ARE COMING!
Tbh, I had trouble with Warrior. Especially the Pirate package, I had trouble designing unique and interesting stuff. Most of the time I didn't have anything in mind and just went with the card art to design something, which is a bad habit I developed from hoarding too much good art. But the Tortollan guy had me an Eureka moment. What if... Armor + Pirates? I tried to gave it a shot with a measly 2 cards, as you can see, so it's by no means a developed archetype, sadly.
OTHER REVEALS:
NOTES:
-Feludius received a change.
-Rock Bottom Defender received a change due to being op af, thank you MrBurger for pointing it out!
It's been a couple of days since I last posted to this thread. This is either second or third to last card dump, then I'll move on to this set's adventure, "N'Zoth's Scheme" and post the 50 additional cards that'll be added on top of this set in another thread. Today we have:
ELEMENTALS! LOTS OF WATER ELEMENTALS! (AND...MURLOCS!?)
ON NEPTULON'S MURLEMENTALS:
-The same mentality as Zombeasts, Murlementals are hybrids of a Murloc and an Elemental. Unlike Zombeasts, they don't have a limitation of being 5-Cost or less. You'll be offered gigantic Elementals, and if you choose, let's say, a 9-Cost Elemental, you'll only get 1 or 0-Cost Murlocs as your next choice. They are dual type, so they trigger stuff for both types. Here's an example using the card above and Grimscale Oracle.
CAPTAIN'S JOURNAL: SHAMAN
As you've probably noticed by looking at the rest of the set, especially the class cards, I try to juggle two, three or four archetypes at once with each class. For some, like Hunter, I tried to implement wacky stuff like Murlocs, but for most classes I just expanded upon an existing archetype they already have. For Shaman, those were Elemental, Murloc, Big Spell and Evolve. I really enjoy designing cards that incorporate multiple archetypes, and for Shaman, I did plenty of them. If I ever make another project this big I'd like to focus more on a Totem Shaman though.
Wuz good? Ya boi H.P. Lovecraft is back at it again with more reveals! We're delving deep into the realm of eldritch horrors for the day.
OG GANG
I'm a huge fan of Lovecraftian storytelling, and while WoW is mostly devoid of the core things that make Lovecraftian Horror good, they at least nail the aesthetic. Besides, the deep sea and Lovecraft basically go hand in hand, which is why I had so much fun creating these cards so far. It's not easy to give the vibe of a lurking horror, but I think Submerge is at least a formidable attempt at it.
By the way, I'm trying my best to give responses and make changes according to your reviews of the set, so hmu if you want to help me balance it out. For example, The Eater of Names is a card that I was hesitant when balancing, because it has a very powerful effect but also needs a lot of setup to pull it off, and it could possibly be countered by your opponent. I appreciate the feedback you guys give, so don't hesitate to comment and stuff.
CAPTAIN'S JOURNAL: PRIEST
I attempted to try something different with Priest. Most of Priest's cards revolve around a Tempo-esque archetype that revolves around Creating 2/1 Disciples and do various stuff with them, perhaps immediately using them for board presence or holding on to them for big turns. The Priest is the best and most fitting class to try out the Lovecraftian aesthetic that I'm rambling about in this post. Cult stuff is just a no-brainer in an Old God related expansion like this, and Priest is the perfect match for it!
MORE REVEALS!
-Dockside Terror doesn't have Charge in the Keyword pool, it has Rush instead.
-EE ER
Some more clarifications about the mechanics as well as other news:
-Applies for X turns spells can only be activated one at a time, meaning you can't have two of them active a the same time.
-Abyssmancer Reze makes it so you can have regular minions do the Submerge/Resurface. In the case of Battlecry minions, they'll trigger their Battlecries first before you get to make the decision to Submerge, if that's what you aim to do with it.
-Balance changes are made for multiple cards. Check them out to find out!
I think Cult Propagandist is fine, because it's strong early game card on a class that generally has weak tempo plays. Sandwasp Queen is a "good" card at best, I think a card reasonably stronger than it can be printed in realistic Blizzard standards.
Rollback Post to RevisionRollBack
Check out my ambitiously horrific custom expansion, Call of the Ocean!
Thank y'all for all the kind comments and constructive criticisms. I'm dumping another batch of cards. This time, it's Murlocs!
MRGL!
Murlocs are a core part of both Warcraft universe and Hearthstone. They are one of this expansion's main focuses, it's pretty self explanatory. To be honest, I didn't quite revolutionize the way Murlocs are played in this expansion. They are the same, small minions, wide boards, but I tried to give them as much variance as possible, as well as incorporating new mechanics on some Murlocs here and there.
CAPTAIN'S JOURNAL: HUNTER
Hunter was probably the wackiest class I did in this project. I tried to do something completely different from a game perspective, Murloc Hunter! Murlocs make sense as hunters, also, it humbly boosts the "menagerie" theme Team 5 tried to create a while back. Together with Paladin, Hunter is a class that has a variety of different tribal builds, Mechs, Beasts, Dragons, and now Murlocs are added to the squad. I tried to keep the power level as high as possible, because it's already an unorthodox build, so to even have a chance at entering the meta, it needs to have a strong baseline. Hope you enjoy it as much as I do!
Note: It works exactly like Magnetic, just a different wording of choice because of flavor.
MORE REVEALS!
UPDATED CARDS:
Deploying Submarine - Concept changed.
Abyssmancer Reze - Changed the card text. Thanks to MrBurger for suggesting this change.
More info and clarifications regarding Submerge/Resurface, and more importantly, new cards!
EVERYTHING ABOUT THE SUBMERGE/RESURFACE MECHANIC:
-Submerged minions are immune to all target effects (unless it's specified otherwise) and AoE damage. However, they are not immune to random destroy, transform or "destroy all" types of effects, much like Immune minions
-However, cards like Equality will not effect Submerged minions. They can gain stats while hiding in the depths, but not lose.
-The in-game activation to switch between Submerge/Resurface is to double click the minion. The minion has to be able to attack to switch between the two, if it already attacked, it can't Submerge, unless it has multiple attacks a la Windfury.
-Only minions with the Submerge/Resurface text can do this action. However, other minions can gain these abilities or achieve this action via other cards. Submerged minions can also gain additional Submerge or Resurface effects via other cards.
-Submerge triggers at the end of every turn, unless it's a constant aura effect or a conditional effect.
-Submerged minions can be summoned randomly in regular position, but when it's specified like "Summon a Submerged minion.", like in the case of Lady Vashj, a minion from the Submerge/Resurface pool is summoned in corresponding position.
CAPTAIN'S JOURNAL: PALADIN
I kinda went into designing cards without proper planning when starting this huge project. Paladin was one of the classes I experimented the Submerge/Resurface mechanic the most, besides a perfect match like Rogue. So, Paladin got a lot of synergistic cards with this mechanic. This mechanic will be explored even further in the Galakrond's Awakening-esque adventure that further gives each class a Common, Rare and Epic card as well as a bunch of neutrals. Look forward to royal guardians of Nazjatar and Azshara manipulating the waters to their favor.
MORE REVEALS!
Anyways, keep it 100 and stay tuned for more. Hopefully this'll get more views at time goes on tho.
Thanks! An underwater expansion is something HS desperately needs, and last WoW expansion already gave a lot of material for it. For Submerge, yes, it triggers at the end of your each turn, so it can stack. There are some exceptions, though.
Good question. Tbh I quit playing games altogether so when I feel like killing time I resort to stuff like this. Putting out a product/creating a project has always been fun for me, and designing HS cards are also fun, so I tend to do stuff like this from time to time. And why not post it on the internet if I wasted that much time on it, right?
The deep sea is the biggest unknown of Azeroth, and mortals fear the unknown. For this reason, the seas were left mostly untouched by Azeroth's denizens for millenia. And now, we are going on an expedition into the ocean! Brace yourselves, for we'll discover hidden places unbeknownst to men for thousands of years, race against Elemental waves, Pirates, Murlocs and various Beasts, face eldritch horrors, and most importantly, find treasure!
The sea floor hosts many dangerous predators and mysterious creatures. Some of them are Submerged in deep waters, and may Resurface for different effects!
On Submerge/Resurface:
Submerge/Resurface works in a very simple way and they complete one another. When you play a minion with these effects, you will get a panel similar to Choose One. If the Resurface option is chosen, it will function exactly like a Battlecry, except for triggering Battlecry related stuff. If you choose Submerge, the minion will instead go dormant a la The Darkness and trigger its Submerge effect at the end of your turns, unless it's stated otherwise (for example, an aura effect). You can switch between these two modes by clicking on the minion in your turn if it has an unspent attack. So, if you played a minion and activated its Resurface to get an instant effect, instead of attacking with it next turn, you can Submerge it, and vice versa.
For example, you can play Bleakwater Ambusheras a 3/7 with Rush, or let it Submerge and wait for a turn to Resurface it as a 6/7 or maybe even a 9/7 or 12/7 if you're patient enough. Or maybe, after it attacked, you can let it go to hiding and attack later with it, even stronger than before!
Many residents of the ocean have some form of defense mechanism against the spellcasters of Azeroth. They utilize the waters to their full advantage, making them Evasive. These minions can't be targeted by spells or Hero Powers.
The depths have many different habitats, and when they hit the board, their effect continues for several turns. All classes get a spell that have a persistent effect for multiple turns.
All kinds of minions roam the seas, be it a Pirate, Murloc, Beast, or even Mech. Most types will get immense support cards to boot.
Call of the Ocean has 135 cards. Each class gets two Legendary cards and one class gets a new Hero Card. However, that's not all, as after I reveal all of the cards, there will be an Adventure with PvE encounters and even more collectible cards, with five more neutral Legendaries!
DRUID (10/10)
HUNTER (10/10)
MAGE (10/10)
PALADIN (10/10)
PRIEST (10/10)
ROGUE (10/10)
SHAMAN (10/10)
WARLOCK (10/10)
WARRIOR (10/10)
NEUTRAL (45/45)
TOKENS
Kisigar's Devolved Hero Powers
I hope you like the expansion! I'd really appreciate if you give some feedback. Stay tuned for more updates and reveals. Take care, and surrender yourself to the Call of the Ocean!
And here we are, folks, the last reveal that completes this set. I'm happy to present you the remaining cards, and thankful for your comments and all the praise and constructive criticism you guys put out there. Stay tuned for the additional Adventure, "N'Zoth's Scheme", for something special!
BIG BOYS!
THE QUEEN HERSELF!
CAPTAIN'S JOURNAL: WARLOCK
Last of the last, I present you the remaining three Warlock cards. Warlock was pretty straightforward, I had two archetypes in mind, handbuff and discard. So I just did some stuff, the only card that had me almost go creatively bankrupt was Into the Unknown. Still don't know if it's too strong or too weak, didn't try to balance it too much.
OTHER REVEALS:
TOKENS:
That's all, folks! I'll post again in this thread when I eventually open up my other thread about the additional Adventure! 50 MORE CARDS ARE COMING!
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Second to last card dump, we're almost done!
PIRATES!
CAPTAIN'S JOURNAL: WARRIOR
Tbh, I had trouble with Warrior. Especially the Pirate package, I had trouble designing unique and interesting stuff. Most of the time I didn't have anything in mind and just went with the card art to design something, which is a bad habit I developed from hoarding too much good art. But the Tortollan guy had me an Eureka moment. What if... Armor + Pirates? I tried to gave it a shot with a measly 2 cards, as you can see, so it's by no means a developed archetype, sadly.
OTHER REVEALS:
NOTES:
-Feludius received a change.
-Rock Bottom Defender received a change due to being op af, thank you MrBurger for pointing it out!
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
It's been a couple of days since I last posted to this thread. This is either second or third to last card dump, then I'll move on to this set's adventure, "N'Zoth's Scheme" and post the 50 additional cards that'll be added on top of this set in another thread. Today we have:
ELEMENTALS! LOTS OF WATER ELEMENTALS! (AND...MURLOCS!?)
ON NEPTULON'S MURLEMENTALS:
-The same mentality as Zombeasts, Murlementals are hybrids of a Murloc and an Elemental. Unlike Zombeasts, they don't have a limitation of being 5-Cost or less. You'll be offered gigantic Elementals, and if you choose, let's say, a 9-Cost Elemental, you'll only get 1 or 0-Cost Murlocs as your next choice. They are dual type, so they trigger stuff for both types. Here's an example using the card above and Grimscale Oracle.
CAPTAIN'S JOURNAL: SHAMAN
As you've probably noticed by looking at the rest of the set, especially the class cards, I try to juggle two, three or four archetypes at once with each class. For some, like Hunter, I tried to implement wacky stuff like Murlocs, but for most classes I just expanded upon an existing archetype they already have. For Shaman, those were Elemental, Murloc, Big Spell and Evolve. I really enjoy designing cards that incorporate multiple archetypes, and for Shaman, I did plenty of them. If I ever make another project this big I'd like to focus more on a Totem Shaman though.
OTHER REVEALS:
TOKENS:
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Wuz good? Ya boi H.P. Lovecraft is back at it again with more reveals! We're delving deep into the realm of eldritch horrors for the day.
OG GANG
I'm a huge fan of Lovecraftian storytelling, and while WoW is mostly devoid of the core things that make Lovecraftian Horror good, they at least nail the aesthetic. Besides, the deep sea and Lovecraft basically go hand in hand, which is why I had so much fun creating these cards so far. It's not easy to give the vibe of a lurking horror, but I think Submerge is at least a formidable attempt at it.
By the way, I'm trying my best to give responses and make changes according to your reviews of the set, so hmu if you want to help me balance it out. For example, The Eater of Names is a card that I was hesitant when balancing, because it has a very powerful effect but also needs a lot of setup to pull it off, and it could possibly be countered by your opponent. I appreciate the feedback you guys give, so don't hesitate to comment and stuff.
CAPTAIN'S JOURNAL: PRIEST
I attempted to try something different with Priest. Most of Priest's cards revolve around a Tempo-esque archetype that revolves around Creating 2/1 Disciples and do various stuff with them, perhaps immediately using them for board presence or holding on to them for big turns. The Priest is the best and most fitting class to try out the Lovecraftian aesthetic that I'm rambling about in this post. Cult stuff is just a no-brainer in an Old God related expansion like this, and Priest is the perfect match for it!
MORE REVEALS!
-Dockside Terror doesn't have Charge in the Keyword pool, it has Rush instead.
-EE ER
Some more clarifications about the mechanics as well as other news:
-Applies for X turns spells can only be activated one at a time, meaning you can't have two of them active a the same time.
-Abyssmancer Reze makes it so you can have regular minions do the Submerge/Resurface. In the case of Battlecry minions, they'll trigger their Battlecries first before you get to make the decision to Submerge, if that's what you aim to do with it.
-Balance changes are made for multiple cards. Check them out to find out!
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
What about them makes you think they're op? I'm curious, is it the mechanic or do you just think their stats/costs are overtuned?
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Changed it!
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
I mostly use ArtStation, but sometimes Pinterest, Google Images and this site I found in a thread really helps: http://www.blizz-art.com
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
I think Cult Propagandist is fine, because it's strong early game card on a class that generally has weak tempo plays. Sandwasp Queen is a "good" card at best, I think a card reasonably stronger than it can be printed in realistic Blizzard standards.
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Thank y'all for all the kind comments and constructive criticisms. I'm dumping another batch of cards. This time, it's Murlocs!
MRGL!
Murlocs are a core part of both Warcraft universe and Hearthstone. They are one of this expansion's main focuses, it's pretty self explanatory. To be honest, I didn't quite revolutionize the way Murlocs are played in this expansion. They are the same, small minions, wide boards, but I tried to give them as much variance as possible, as well as incorporating new mechanics on some Murlocs here and there.
CAPTAIN'S JOURNAL: HUNTER
Hunter was probably the wackiest class I did in this project. I tried to do something completely different from a game perspective, Murloc Hunter! Murlocs make sense as hunters, also, it humbly boosts the "menagerie" theme Team 5 tried to create a while back. Together with Paladin, Hunter is a class that has a variety of different tribal builds, Mechs, Beasts, Dragons, and now Murlocs are added to the squad. I tried to keep the power level as high as possible, because it's already an unorthodox build, so to even have a chance at entering the meta, it needs to have a strong baseline. Hope you enjoy it as much as I do!
Note: It works exactly like Magnetic, just a different wording of choice because of flavor.
MORE REVEALS!
UPDATED CARDS:
Deploying Submarine - Concept changed.
Abyssmancer Reze - Changed the card text. Thanks to MrBurger for suggesting this change.
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
More info and clarifications regarding Submerge/Resurface, and more importantly, new cards!
EVERYTHING ABOUT THE SUBMERGE/RESURFACE MECHANIC:
-Submerged minions are immune to all target effects (unless it's specified otherwise) and AoE damage. However, they are not immune to random destroy, transform or "destroy all" types of effects, much like Immune minions
-However, cards like Equality will not effect Submerged minions. They can gain stats while hiding in the depths, but not lose.
-The in-game activation to switch between Submerge/Resurface is to double click the minion. The minion has to be able to attack to switch between the two, if it already attacked, it can't Submerge, unless it has multiple attacks a la Windfury.
-Only minions with the Submerge/Resurface text can do this action. However, other minions can gain these abilities or achieve this action via other cards. Submerged minions can also gain additional Submerge or Resurface effects via other cards.
-Submerge triggers at the end of every turn, unless it's a constant aura effect or a conditional effect.
-Submerged minions can be summoned randomly in regular position, but when it's specified like "Summon a Submerged minion.", like in the case of Lady Vashj, a minion from the Submerge/Resurface pool is summoned in corresponding position.
CAPTAIN'S JOURNAL: PALADIN
I kinda went into designing cards without proper planning when starting this huge project. Paladin was one of the classes I experimented the Submerge/Resurface mechanic the most, besides a perfect match like Rogue. So, Paladin got a lot of synergistic cards with this mechanic. This mechanic will be explored even further in the Galakrond's Awakening-esque adventure that further gives each class a Common, Rare and Epic card as well as a bunch of neutrals. Look forward to royal guardians of Nazjatar and Azshara manipulating the waters to their favor.
MORE REVEALS!
Anyways, keep it 100 and stay tuned for more. Hopefully this'll get more views at time goes on tho.
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Thanks! An underwater expansion is something HS desperately needs, and last WoW expansion already gave a lot of material for it. For Submerge, yes, it triggers at the end of your each turn, so it can stack. There are some exceptions, though.
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Good question. Tbh I quit playing games altogether so when I feel like killing time I resort to stuff like this. Putting out a product/creating a project has always been fun for me, and designing HS cards are also fun, so I tend to do stuff like this from time to time. And why not post it on the internet if I wasted that much time on it, right?
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
CALL OF THE OCEAN!
The deep sea is the biggest unknown of Azeroth, and mortals fear the unknown. For this reason, the seas were left mostly untouched by Azeroth's denizens for millenia. And now, we are going on an expedition into the ocean! Brace yourselves, for we'll discover hidden places unbeknownst to men for thousands of years, race against Elemental waves, Pirates, Murlocs and various Beasts, face eldritch horrors, and most importantly, find treasure!
The sea floor hosts many dangerous predators and mysterious creatures. Some of them are Submerged in deep waters, and may Resurface for different effects!
On Submerge/Resurface:
Submerge/Resurface works in a very simple way and they complete one another. When you play a minion with these effects, you will get a panel similar to Choose One. If the Resurface option is chosen, it will function exactly like a Battlecry, except for triggering Battlecry related stuff. If you choose Submerge, the minion will instead go dormant a la The Darkness and trigger its Submerge effect at the end of your turns, unless it's stated otherwise (for example, an aura effect). You can switch between these two modes by clicking on the minion in your turn if it has an unspent attack. So, if you played a minion and activated its Resurface to get an instant effect, instead of attacking with it next turn, you can Submerge it, and vice versa.
For example, you can play Bleakwater Ambusher as a 3/7 with Rush, or let it Submerge and wait for a turn to Resurface it as a 6/7 or maybe even a 9/7 or 12/7 if you're patient enough. Or maybe, after it attacked, you can let it go to hiding and attack later with it, even stronger than before!
Many residents of the ocean have some form of defense mechanism against the spellcasters of Azeroth. They utilize the waters to their full advantage, making them Evasive. These minions can't be targeted by spells or Hero Powers.
The depths have many different habitats, and when they hit the board, their effect continues for several turns. All classes get a spell that have a persistent effect for multiple turns.
All kinds of minions roam the seas, be it a Pirate, Murloc, Beast, or even Mech. Most types will get immense support cards to boot.
Call of the Ocean has 135 cards. Each class gets two Legendary cards and one class gets a new Hero Card. However, that's not all, as after I reveal all of the cards, there will be an Adventure with PvE encounters and even more collectible cards, with five more neutral Legendaries!
DRUID (10/10)
HUNTER (10/10)
MAGE (10/10)
PALADIN (10/10)
PRIEST (10/10)
ROGUE (10/10)
SHAMAN (10/10)
WARLOCK (10/10)
WARRIOR (10/10)
NEUTRAL (45/45)
TOKENS
Kisigar's Devolved Hero Powers
I hope you like the expansion! I'd really appreciate if you give some feedback. Stay tuned for more updates and reveals. Take care, and surrender yourself to the Call of the Ocean!
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean