The Classic Set Explained part mentions a card named "Glacial Advance", but it doesn't seem to actually be in the thread. Also, I'm pretty sure it should be "Ebony" Queen and Rook, not "Ebon".
Really good set, though... well, at least that's the opinion I have after just quickly glancing over most of the cards, I haven't actually thought about any of them too much yet. But for now, this seems to me like a pretty nice class.
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So...deathrattle: win the game? Not sure what the thought process was behind this card. Also, if you're going to add a new tribe (Titan in this case) put some thought into it as what distinguishes it from tribes and what synergies you would have... if you're not thinking about those when making a new tribe, you shouldn't make that new tribe.
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Some comments for this card:
Overall I think this card is fine just removing that third effect, and having it be 6 mana deal 6 to a minion with lifesteal.
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Some tips:
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This has happened to me multiple times before, but I have two specifically from KoFT.
Spirit Whisperer - Corpse Raiser
Pretty much exactly what just got released, with the minor changes of making it a shaman card and giving it +1 health.
There's also this one:
Ice Sickle - Ice Breaker
This was an early weapon concept for my Death Knight class which I ended up scrapping due to it occupying a niche of a similar card.
The reason it's posted as a discord message instead of an actual card image is because I created this card using the discord bot that I coded, which makes hearthstone cards from the command line in Discord. Since the bot doesn't save the cards it creates, it was deleted from hearthcards many months ago. (If you are truly skeptical that this happened for some reason, you can come to the customhearthstone discord, use search to see that this message from 4 months ago is unedited, and also check that my discord name is harsh criticism bird.)
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First of all, let me start by saying you're taking an excellent attitude towards trying to improve. Instead of giving you the generic pieces of feedback, I'm going to give some critiques oddly specific to your designs.
- Periods. I think this is going to help you more than it might seem like. When you don't put periods on your card, it makes it seem low-effort (regardless of how much time and effort you put into it!). Along a similar vein, making sure you have perfect syntax can also go a long way - whenever you make a card, find a card(s) that does something similar, and base your wording off of that card's wording. For example, on your first card, Obstinate Crusher, if you'd looked at Ancient Watcher to see how the text was handled, you'd have seen the "Can't Attack" Has the "A" capitalized. Furthermore, if you had looked at Wild Growth, you could see the the M and C in Mana Crystals are both capitalized as well. Looking farther down, you use "Creatures" instead of "Minions" on your reno card, which you could have avoided by looking at Volcanic Potion.
- Second, consider toning down the complexity of your cards. First of all, when your card has 5 lines of text, it's usually a sign that you should scrap the idea because it's too complicated. When you create a card with 4 lines of text and the text gets shrunk, that's also a bad sign. Only add complexity where you absolutely need to - Look at a card of yours like Portal Adept. You use about a line and a half to give the summoned minion +1/+1 - is this really necessary? You could have created roughly the same effect by making the original minion a 7 mana 5/5 and not buffing the minion that gets summoned by the portal. Think about how much cleaner "Battlecry: Cast a random Portal (targets chosen randomly)." is than what you have. Now, the card has balance and flavor issues beyond just this, but that's a clear area you can improve on.
That's all I'll say for now. If you want more help or a fast response-time community to run your designs by, come check out /r/customhearthstone's official discord server.
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Introduction
Hey guys,
For those who don't know me, I've done a fair bit of hearthstone card design over the course of roughly four years, including four classes that I've published here on Hearthpwn. The most recent of these is my iteration of the Death Knight. In playtesting the class, I realized that decks tended to use a lot of DK's class cards - partially because DK was fairly overpowered, partially because there were simply no neutral cards to synergize with the new mechanics that DK brought to Hearthstone.
My goal with ICC is to provide the game with a decent log of cards that make Death Knight feel welcome in the game as opposed to a class that's just tacked on. I'll go more in-depth into what this means later, but this expansion features things like Undead synergy and Undead tech in the neutral sets, as well as giving the other classes a little taste of what DK has to offer.
This set is designed to be an adventure - however, the boss fights themselves are still under progress. Why am I rushing an unfinished product out the door? Well, with the new expansion's reveal coming up, and the speculation that it could be about the Lich King and related northrend/ICC stuff, it would feel strange to post this concept after the expansion is revealed (if it is indeed LK related). While it is still definitely odd to have a fan-made expansion with potentially the same theme as a Blizzard expansion, I can at least have some justification if there's proof that I submitted it before the expansion was officially announced.
That brings me to the next topic, which is that this thread is under heavy construction. I'm planning to do writeups again on every single card since people seem to like those, but I'm going to be going into much more detail than I usually do, my end goal being to have a paragraph on both the design and flavor processes for each card. Not to mention that the boss fights are going to be added one by one. And not to mention that there are going to be balance changes all over the place once people start giving feedback and once testing starts.
So yeah, that's all for now. Improved flavor for each card was the main focus of this set, so balance might have suffered as a result - all the more opportunities for feedback!
Neutral Commons
Neutral Rares
Neutral Epics
Neutral Legendaries
Scourge Cards
Death Knight
Warrior
Warlock
Shaman
Rogue
Priest
Paladin
Mage
Hunter
Druid
Changelog
v1.0
Well, that's all for now. Expect frequent updates with more card writeups. Feel free to come join us on the /r/customhearthstone discord, it's where I spend most of my time designing custom cards and it's a great way to get quick feedback on a concept.
Until next time,
~DKP / HCB
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These are really high quality if you're just a newbie, they all seem generally solid so I'll comment on what needs improvement.
I'm not a fan of the "textless" mechanic, I get that it's a buildaround where you have to use cards that aren't commonly used, but since textless minions are inherently less interesting than ones with text it means that the textless decks will be less interesting overall and that there's less strategy and decision behind how you use your cards.
The "Corruptible" and "Living Weapon" mechanics have an extremely small design space. Living Weapon probably has a bigger one but that's really pushing it.
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I made this card about a year ago.
It always seemed really weak - It felt like there was no statline that was strong enough to make it a good card without it being blatant powercreep. I guess blizzard's solution was just to do exactly that and make it blatant powercreep.