Attention all aspiring adventurers, warriors, and explorers! The mischievous chaos deity Eris has captured the many denizens of four separate kingdoms and has forced them to do combat with one another in The Chaos Conduit, a domain of her own creation, for her own sadistic pleasure. Now, she has turned her attention to the many Heroes of Warcraft and will stop at nothing to drag them into her twisted realm. So ready your armies, sharpen your swords, hone your abilities, and fight for your survival and freedom in:
Set Features:
- 130+ New Custom Cards!
- A new Keyword: Swarm
- A new Legendary mechanic: Permanent Tokens
- Solo adventure mode (in the works)
Swarm-a new mechanic focusing on tribal synergy!
I have always enjoyed the idea of tribal decks in Hearthstone, and I think this is a step in the right direction to making more of those decks a reality. Not all classes will receive Swarm cards, but I have made one for each existing Hearthstone tribe.
Notes:
-Swarm will trigger on play, not summon so Shadowed Prowler will not gain +2/+2 after you play something like Unleash the Hounds.
-Because it triggers on cards played from hand, this expansion will favor adding many small tokens to your hand to play for Swarm triggers.
-Swarm focuses on tribal synergies, so I will be bringing back some keywords from old expansions.
Permanent Tokens-Unkillable, untargetable tokens that take up a board space, but provide constant benefits. See Nether Portal.
-To prevent some bad evolves/devolves/transform effects, all permanent tokens will be generated through spells, Battlecries, or Deathrattles of collectible cards.
Now, onto the cards!
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
-Neutral Cards-
Common
Rare
Epic
Legendary
Chaos Invocations (Eris)
Darksworn Cards (Doomjaw and Harbinger of Doom)
Notes Regarding Doomjaw:
-Cards will be replaced randomly, so in theory you could get all of the same card. Each card would have an equal chance of appearing, though.
-Alice is a "Legendary", so there will only be one in your deck (if possible). Basically, if this card is selected to replace a card in your deck, it will not appear in any future "replacement rolls"
My very first expansion! So many cards to make, but I believe it was worth it to see everything together in the end. As of the time I am posting this, the "adventure" mode is almost complete, and I will include a separate post for that later. Orgrim Doomhammer, Aegwynn, Yrel, and little Sophie will be the playable heroes for this mode, which is why they are there as class cards as well. Of course, all of these cards are subject to change! I am not a professional game developer, so if you guys believe one card is too strong or too weak, I would be more then happy to tweak it! Overall, thank you for reading and looking through all of this, feedback is very much appreciated.
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Something is coming. We can't deal with it. We aren't strong enough. Not by ourselves.
Sound the bells. Send a message to the others. Get them to bring whatever they can, their strongest men, their largest dragons, and their most potent spells.
And send a warning, for this time,
The devils that we know of don't come from the hell beneath us, but as angels descending from the sky.
Council of the Nine Rings is the first expansion in a trilogy that is set not on Azeroth, but on Kranor, a world not too different from Azeroth herself. More about the plot of this trilogy will be revealed in five chapters that will be uploaded VERY SOON. Little clues and easter eggs hinting at this expansion's plot as well as the premise of the future two expansions can be found in the cards released in this expansion. (In fact, there's a clue about when the first chapter will be released in the cards above already!)
Council of the Nine Rings features:
Latest Cards (26/3)
Keywords:
(Will be revealed in due time.)
Cards:
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Neutrals
Prologue: Awakening
Power.
Within its influence, good men fall. Bad men rise.
Wars fought and lives lost.
All in pursuit of something that does more harm in the hands of those stubborn enough to
pursue it.
How many more reckless individuals must become tainted by the golden hand for the world to realise?
I will watch no longer from the skies, let these fools mindlessly slaughter themselves no more.
For the gifts that were once given can be taken away.
The artifacts that empower them must be destroyed, and only then can order be restored.
Just like it once was.
Chapter 1: Visions
???
Chapter 2: Foes and Allies
???
Chapter 3: Decisions
???
Chapter 4: Assembly
Chapter 5: Betrayal
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Formatting came out weird. Will fix it when I reveal the next set of cards.
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Tales of Azeroth
Set Features:
Theme:
Erm, there actually isn't any. This expansion was kind of like a "what if blizzard wanted to bring back new mechanics" kind of expansion. Also cuz' I'm really bad at sticking with themes.
Cards
Druid
Hunter
Mage
(
(Grand LIch Alyssia has been nerfed to only freeze the deck, and is a 5/5.)
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
1
EVERYONE! GET IN HERE!
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Thanks for your feedback. This was a really old project that I worked on back when I first started designing cards and as such some of the cards may not have been as well designed. I'm glad to see this old thread bumped again though, and for someone to finally critique my work. If the names don't make much sense, it's probably because I translated them from my native language (where if I said it in my native language it might make more sense. And yes, some of the cards were a little rushed, and they might have been overpowered because I was trying to push the boundaries and see what I could get away with.
Grand Lich Alyssia is fucking overpowered though, no idea how I missed that one.
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Come crack a cold one with the boys.
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In case you didn't know, that's been a running gag for a while already. See Ice Rager, Shadow Rager, Am'gam Rager.
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Weapons Project can mess with maly druid if it destroys the twig.
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This card will be fun.