• 1

    posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]

    Reno's Madness

    Intro

    With that being said, welcome to "Reno's Madness", a four wing adventure where you have to go through all 4 major continents, starting with Kalimdor and ending with Pandaria. In each wing you have to defeat the biggest threats of that continent, ending with Reno EACH TIME! Every time you fight against him he has new abilities from the wing you are currently in.

    Reno, Keeper of the Old OnesRage of Y'Shaarj

    This is the final fight against Reno, where he uses the power of the Old Gods to fight you. His Hero Power forces you to play big minions on curve, which could get interesting. He uses flavorful cards like Y'Shaarj, Rage UnboundN'Zoth, the CorruptorYogg-Saron, Hope's EndC'ThunInfested TaurenPossessed VillagerServant of Yogg-Saron and spells like Spreading Madness to defeat you on curve.

    In this expansion you discover all the possibilites of Reno Jackson with his 4 ability spells. These spells are really unique, because they are for TWO classes at the same time! This works like if they were two spells for two classes with the exact same text, but glued together into one! One of these ability spells is an example card so you can see how it looks. But the ability spells do a little more than that! They are giving Reno new powers wherever he is (like C'Thun) and also changing his voice lines! What exactly is said under the cards in the preview here. 

    Soul of the DemonReno, the very RichWatching Knight

    "Soul of the Demon" (Warlock/Hunter) will change Reno's Deathsound into: "You are NOT prepared... I guess."

    "Reno, the very Rich" was created for a very specific reason: Having two Renos in your deck. The ability spells buffs all Renos, not only one.

     

    With "Reno's Madness" I wanted to create a very unique adventure with many little ideas in it. I made the ability spells so most classes (8 out of 9) can get a Reno upgrade and not only 4. English is not my mother tongue, so please don't judge me based on a few grammar mistakes.

    I hope you had fun reading it and are interested in seeing more from "Reno's Madness".

    Posted in: Fan Creations
  • 1

    posted a message on OLD GODS, NEW TRICKS - A Card Design Competition (Submission Topic)

    Yogg-Saron's Right Hand

    This card goes in a line with the idea behind Yogg-Saron, while also making it more likely that he will survive the madness of his effect.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 3.12 - Submission Topic

     Mark of the Claw

    The token generated from the card is inside the Spoiler :)

    Crow (Token)

     

    Posted in: Fan Creations
  • 3

    posted a message on Love is in the Air - A Lovely Card Design Competition [Submission Topic]

    Q-Pido

    He brings love to everyone who pays enough.

    Posted in: Fan Creations
  • 11

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Submission]

    Jedi Knight

    Anakin SkywalkerMay The Force Be With You

    Jedi PadawanSith Apprentice

     

     Greetings Everyone!

    Thanks for giving me the opportunity to enter Phase II of the competition. Let's start, and have fun!

    The Jedi Knight is, like I said last time, a class about flooding the board and keeping the board control. If you want to have a look on the general concept, klick here.

    Padawan's LightsaberThe Force Is StrongPay Back!

    This time, I present to you some tools that are very useful to build a strong board. The "Padawan's Lightsaber" is a weapon that create you more Jedi Padawan (that are also created with your hero power). To make your stuff stronger, you can use the strongest single target buff of the Jedi Knight, "The Force Is Strong". Additional, you also have "Pay Back", what you can use directly after attacking with a 1/1 dude of your hero ability. 

    C-3POForce StrikeJedi MeditationJedi YounglingRaging ForceSith RecruiterOrder 66

    And last, the token, that is produced by "Order 66":

    Clone Trooper

     I hope you enjoy my class. Thank you for reading and sorry for my bad english! :)

    Posted in: Fan Creations
  • 5

    posted a message on Weekly Card Design Competition 3.01 [Submission Topic]

    Lu'linSuen
    Card clarification: If it somehow happens that you control two (or more) Lu'lins when you summon Suen, only the first one (playorder!) will be buffed, but both will gain Stealth.

    EDIT: Maybe this combo is too weak, so Suen should buff Lu'lin for +2/+2 at least.

    Posted in: Fan Creations
  • 19

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Submission]

    Hello, this is the first time I post on this forum, because of the very interesting competition. ;) Side Note: English is not my first language so please don't kill me for mistakes. :) Have Fun!


    Klass:
    Jedi Knight

    Hero: Anakin Skywalker

    Anakin SkywalkerMay The Force Be With You

    The Jedi Knight is a class about board control and the balance of Jedi and Sith. To clarify the things, let's have a look at the tokens that can spawn out of his hero ability:

    Jedi PadawanSith Apprentice

    As you can see, the class works with the new tags Jedi and Sith. But for what is this useful? For that, let me show you a basic spell and a common minion of the classic set:

    Force ThunderYoung Jedi

    Here you can see the 2 new keywords “Dark Side” and “Light Side”, which are working in similar ways. Both triggers when you play out the card and something special is on your side of the field. Dark Side activates when you control more Sith than Jedi and Light Side when you control more Jedi than Sith. If the “sides” are equal, nothing happens. Because both sides give you very powerful abilitys, the Jedi Knight deck should be built in a way where he can switch the sides very often and quick.

    Last but not least, I want to present you one of the legendarys the Jedi Knight has:

    Darth Sidious

    I think that this card showcases perfect what the Jedi Knight can do to deal with minions in the late game. Force Thunder is the spell I showed at the beginning, and so Darth Sidious let you make 12 damage (3x Force Thunder + Spell Damage + (if he is the only minion on your side) Dark Side) to minions of your choice.

    To put it in a nutshell, the Jedi Knight is intended for use as midrange-control type of deck with many choices (much more than just the Darth Sidious ;) ) to react to your opponent.

    Thanks for reading! :)

    EDIT: Changed size of the hero and the hero ability as well as the tokens, to stand next to each other.

    Posted in: Fan Creations
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