Doesn't hold a candle to Tunnel Trogg, but should still be playable.
- Dezitronix
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Member for 8 years and 4 days
Last active Mon, Jun, 28 2021 14:18:51 -
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Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLLPosted in: Fan Creationsnice.
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Long_John_Silver posted a message on [WIP Fan Expansion] Stormwind After Dark | 1/17/19 - 10 New Cards!Posted in: Fan CreationsWow! That's heck of a presentation! Good luck with the rest of the Card Rumble.
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CypherBenkes posted a message on [WIP Fan Expansion] Azeroth's Most Wanted! - Cards & Balance Complete! Took me long enough...Posted in: Fan CreationsI'm glad you acknowledged the problem with Pyrestone Shard. Nice change.
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MarioToast posted a message on [WIP Fan Expansion] Azeroth's Most Wanted! - Cards & Balance Complete! Took me long enough...Posted in: Fan Creations8 mana 5/5 Battlecry: Return all enemy minions to your opponents hand.
WAY too powerful.
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plantlord98 posted a message on ArfusPosted in: ArfusI'm not the only one who thought this and The Lich King added Death Knight Hero cards to your hand right?
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NewSunshine posted a message on Deathstalker RexxarPosted in: Deathstalker RexxarMaybe they don't want Hunter to be just a face class anymore.
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Someday this card will work. Someday...
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Introduction
A murderer's on the loose! Shady figures lurk in the shadows, sleazy dealings in dank and unlit alleyways, and no one knows a thing? Stormwind's Royalty has enlisted the aid of renowned Detective Grey to solve the case, but there's no way he'll be able to do it alone, and it's only a matter of time until the murderer strikes again. Will you be able to close the case before anyone else gets hurt?
Mechanics
To fit with the secretive atmosphere of the expansion, we've made a new keyword. Hidden essentially means that all information about the card is hidden from your opponent (except the Mana Cost for obvious reasons) until it attacks, takes damage, or is interacted with by a card or hero. All Hidden cards have a Cost ranging anywhere from 2 to 5, with a variety of effects in each grouping, reinforcing the overarching theme of Stormwind After Dark—to use stealth, trickery and psychological warfare to come out on top.
There will also be two other side mechanics. We have ideas for them, but finding the correct place for them is proving to be difficult, so we're holding off on unveiling them until we're confident with how they are designed.
The Cards (90/135)
Neutral Commons (20/22)
Neutral Rares (8/9)
Neutral Epics (5/9)
Neutral Legendaries (4/5)
Druid (6/10)
Hunter (5/10)
Mage (8/10)
Rogue (8/10)
Paladin (9/10)
Priest (4/10)
Shaman (5/10)
Warlock (4/10)
Warrior (4/10)
F.A.Q. (No one actually asked, I just want to clarify some things)
Q: What year is this part of?
A: This exists in its own "Year of the Viper", together with Azeroth's Most Wanted.
Q: What sets influence Stormwind After Dark's balance?
A: This set is balanced with our previous project "Azeroth's Most Wanted". In addition, the Year of the Viper exists at a point in time after the Year of the Mammoth has been rotated out of standard. When pointing out potentially really strong combos, keep in mind that the power level of Wild is by default much higher than that of Standard. Considering this, we also plan on periodically updating this, as well as the other Viper sets, as expansions come out for the next year, as all these sets exist side-by-side with them.
Q: What are the full plans for this project?
A: We aim to grow our team to include a variety of other jobs, and hopefully improve the quality of our work as time goes on. Right now, our current goal is to just finish all the cards and go through a set-wide balance check. Afterward, we plan on hosting all these cards on a dedicated website and include the names of all the artists (Or at least the ones we've been able to find the names of), flavor texts, and art sources. In addition, the website will include deck recipes and the lore of the expansion (Yes, we have lore). We also eventually want to get voice acting as well!
Q: How can I help the project?
A: If you wanna help with the expansion, shoot me (Dezitronix) a private message and tell me what you wanna help with! Currently, we don't need card designers, but we'd love to have people with experience with editing photos, people who can do basic art (Like a logo and an expansion banner), composers (Very short tunes for Legendary minions and stuff), and voice actors. If you think you have skills that I could use that I forgot to include here, be sure to let me know and I'll get to you as soon as possible! Beyond that, even just spreading the word and showing your friends can help. Thanks for showing interest!
The Fanciful and Fantastic Dev Team
Dezitronix - Project Lead, Sound Mixer, Writer
Nerdtron - Dez's Right Hand Man
Cyclick - Meta Expert
Spindan - Card Designer
Daffyth Scoot - Card Designer
Chivi - Front-end Developer
My Other Fan Projects
Azeroth's Most Wanted! - (85% Complete)
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Introduction
Zakat's got big plans. He's a trade-prince, but he's always been one of the weaker ones. But things are going to change. Zakat's been amassing wealth to do what everyone once thought was impossible—he's going to break into the famed Azerite Vault.
Mechanics
The core mechanic of this expansion is the Side-Quest. It functions very similarly to the regular Quest mechanic, except it's attached to minions, and both the quests and the rewards are much smaller in the scale. Side-Quests can only be completed once, and they can't be completed once the minion dies.
The Cards (All Done!)
Neutral Commons
Neutral Rares
Neutral Epics
Neutral Legendaries
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
The Super Duper Amazing Dev Team
Dezitronix - Project Lead
Cyclick - Standard Format Expert
Nerdtron - Card Designer
Daffythscoot - Card Designer
Spindan - Card Designer
Cece - Voice Actor
My Other Fan Projects
Dawn of the Celestials - A Pandaria-themed Expansion (WIP)
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Introduction
Azeroth is once again in turmoil. The Horde and Alliance are clashing once again, this time on the long-forgotten continent of Pandaria. With the help of the dangerous Zandalari, the Mogu have once again risen to rise an army and rebuild their lost nation. And all this hatred and desire for revenge has lead to the Sha once again spreading their influence to the once peaceful Pandaren folk, who strive to maintain a harmonious existence. Who will reign supreme in this war for Pandaria?
Mechanics
The major mechanic of this expansion is Meditate. This keyword is a lot like Battlecry, except it triggers at the start of the next turn. This rewards maintaining control over the board and having the intuition to know whether or not your opponent will have the correct answer for it. The Pandaren, peaceful by nature, like to make decisions by meditating and finding clarity.
The secondary mechanic of Dawn of the Celestials has to do with cards activating from not having Class minions in your deck, as there are some on the continent who strike to maintain their independence and neutrality, and will fight to the end to maintain it.
The Cards (84 out of 134 Cards)
Neutral Commons
Neutral Rares
Neutral Epics
Neutral Legendaries
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
My Other Fan Projects
Azeroth's Most Wanted! - A Bank Heist expansion (WIP)
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Hey! I like the set, but I can definitely see some of the cards need a lot of work.
I think Weaponforger Apprentice's effect is too strong, particularly with Arsenal being a card. Not only that, but it's also very polarizing. I'd make it a 2/4 and make it gain +1 Attack for each weapon in the your hand.
Dragon Devotee is a bad card. I don't like it at all, because there isn't enough Mage synergy to make it worth playing, and I can't imagine it being worth the play unless you could consistently get 4 or 5 secrets on the board nearly every time you played it. You're gonna need some serious Dragon synergy to make it worth playing, or you're going to need to significantly buff its stats to something like a 5/5 or 6/6 or something of that nature.
I'm torn on Sealed Book. It's a very powerful card for the Mage quest, methinks, as it will basically activate it on its own. The condition should definitely be changed as well, perhaps play 4 spells in one turn?
Now the cards I really like:
Arsenal is really cool. At first I didn't like it because it looked like it would only really affect one card, but then I looked at the weapon synergies available and I think there are enough Neutral synergies to justify the card, namely Bloodsail Raider, Southsea Deckhand, Grave Shambler and Furnacefire Colossus. I do think Paladin is going to need more synergy enablers to make the whole archetype more interesting, however.
Arms Robbery is another cool card. It's like Mana Bind, and I think Mana Bind is kinda interesting as well. It plays well with two cool aspects of Rogue that I want to see explored more. Not much to say, really, it's just a well-designed card.
Duskland Villager is an interesting card. Do you plan on giving support to the Shadowform card for Priest?
Finally, I have to say Moonkin Form is probably my favorite card of the set. It uses Necromancy in an interesting way that, at least in my opinion, justifies the keyword's existence since you can't make the effect fit into the card neatly without it.
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The Dragonflights of Azeroth
Hey guys, this is a fan expansion by myself and some friends. Somewhat inspired by Blackrock Mountain, I wanted to expand on it by going into World of Warcraft's many different Dragonflights, each with their own themes. So here it is!
Cards
Neutral (4 Neutrals, 1 Rare, 1 Epic, 4 Legendaries)
Common
Rare
Epic
Legendary
Rogue (1 Rare, 1 Epic, 1 Legendary)
Rare
Epic
Legendary
Priest (1 Common)
Common
Warrior (2 Commons)
Common
Paladin (2 Epics)
Epic
Credits
Dezitronix - Project Leader
ChairDeity - Card Designer
ShadowStrike - Card Designer
LasertheDead - Card Designer
SPECIAL THANKS: PixelDash (Made Gruul the Dragonkiller)
Changelog
7/30/17 - "The Great Reboot"
- Restarted old project
- Added 3 Neutral Common cards (Mana Whelp, Wind Drake, Goblin Dragonrider)
- Added 1 Rare Common card (Mana Drake)
- Added 3 Legendary Common cards (The Chronowraith, Morchok, Timewalker Alundra)
- Added 1 Rare Rogue card (Time Thief)
- Added 1 Epic Rogue card (Borrowed Time)
- Added 1 Legendary Rogue card (Soridormi)
- Added 1 Epic Paladin card (Wyrmcult Blessing)
- Added 1 Common Priest card (Waning Shadows)
- Added 2 Common Warrior cards (Emberwyrm, Fury)
8/1/17 - Card Drop #1
- Added a Credits and Changelog Section
- Soridormi's Mana Cost, Attack, Health, and Text changed. Cost/Attack/Health = 6/6/5 (Previously 8/4/8). Text now effects all cards shuffled into your deck, before and after Soridormi is played (Instead of only cards before)
- Time Thief now draws 2 cards (Down from 3).
- Added 1 Common Neutral card (Verdant Drake)
- Added 1 Epic Neutral card (Mana Dragon)
- Added 1 Legendary Neutral card (Gruul the Dragonkiller)
- Added 1 Paladin Epic card (Starved Drake)
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The card should be "For the rest of the game, whenever you summon a minion, set its Attack and Health to 5." The quest would be much more interactive and not nearly as polarizing, while still maintaining its power and actually allowing the Rogue to toy around with certain combos.
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Introduction
Hey guys, this is my idea for the expansion, revolving around the various Dragonflights on Azeroth.
One of the major themes that is explored is the manipulation of time, due to the presence of the Bronze and Infinite Dragonflight. These cards might go back in time to grab resources you've already used, or perhaps travel forward in time so you can use them again.
Another theme explored in the expansion are Gateways to various locations of Azeroth, again at different points in time. Each class has a Gateway, which is a Permanent minion (Think Nether Portal, the Warlock quest reward). They all follow the same rules: At the end of your turn, if you current meet a certain criteria, do something.
Cards
Neutral (2 Common, 3 Rare, 1 Epic, 4 Legendary)
Common - (2)
Rare - (1)
Epic - (1)
Legendary - (4)
Druid (2 Legendary, 1 Token)
Legendary - (2)
Tokens - (1)
Paladin (2 Common, 1 Legendary)
Common - (1)
Legendary - (1)
Priest (1 Common, 1 Epic)
Common - (1)
Epic - (1)
Shaman
Warrior (2 Common, 2 Legendary, 1 Hero, 1 Hero Power)
Common - (2)
Legendary - (2, +Hero Portrait, +Hero Power)
Hunter (1 Common, 1 Rare)
Common - (1)
Rare - (1)
Warlock (1 Common, 1 Legendary)
Common - (1)
Legendary - (1)
Rogue (2 Common, 2 Rare, 1 Epic, 1 Legendary)
Common - (2)
Rare - (2)
Epic - (1)
Legendary - (1)
Mage (1 Epic)
Epic - (1)
Meet the Team
Dezitronix - Founder, Project Lead, Card Designer
LasertheDead - Lead Druid Designer
ChairDeity - Lead Warrior Designer
Infinatis - Card Designer
bdg - Lead Paladin Designer
Tron-o-Tron - Card Designer
MasterCard "Debit" - Card Designer, Art Collector
Sun_Sword - Card Designer
MRogers - Card Designer
Squishyblob - Card Designer
Changelog
4/19/17 - Dragonflights Announcement
4/20/17 - Just Some Cards
4/21/17 - Neutral, Priest, Warlock, and Rogue
4/22/17 - Introducing the Team
4/23/17 - Couple More Cards
4/25/17 - The Great Galakrond Update
5/5/17 - Infinite Rogue Update
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Sorry to say this, but Yor'sahj can't be a Neutral minion, because of its interaction with Coldarra Drake. This is the reason why Raza the Chained is restricted to Priest only.
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Well, it IS Classic, so... It's definitely never getting cycled out.