I'll go through this set card by card! Neutrals first.
Neutral:
- Peculiar Hermit: Great flavour, interesting in a Druid deck that has Crystalsong Portal.
- Blooming Lasher: Very weak. 1 mana 0/2 in neutral is a very low tempo play and only becomes an Enchanted Raven on turn 2.
- Reckless Quel'dorei: This actually depicts a shal'dorei i.e. nightborne. This is an extremely powerful turn 1 play with no immediate downside. In fact, it could synergize with egg cards quite nicely. I'd say it's too powerful.
- Phasing Fox: I don't really see why this needs the swap synergy as it usually won't last for more than a turn otherwise. Not powerful enough to put in a Time Vortex deck – it's not even really an upside.
- Displaced Corsair: A 1 mana 2/2 is once again not very powerful. I'd say this could be a 1/2 easily.
- Zin-Azshari Rat: This is a fun card for all the combos it enables, but I don't really get the flavour? Why is this rat able to give you spells? And why any spells?
- Parasitic Corruptor: There is too much text here. Additionally, the effect is overcomplicated. It would be more intuitive and simply more useful if the deathrattle was just part of the battlecry instead – it doesn't need to be a Voodoo Doll reprint. The effect you're giving it is also quite powerful even with it being a deathrattle. This card needs a rethink.
- Glassjaw Fiend: Reminds me of Anima Golem. However, I think this is a lot better, being an early game card. Maybe having Reckless Quel'dorei and Glassjaw Fiend is too much overstatting for one expansion? I'm not sure about it.
- Coldlight Elder: Good – just a small Violet Teacher with murloc synergy. I like it.
- Azsuna Alchemist: How do these stack? For instance, I play Dalaran Mage and two Azsuna Alchemists. The Dalaran Mage subsequently dies. Do both Alchemists lose Spell Damage or does the aura of one make the other's persist?
- Acidblood Bogbeast: This is very strangely worded. I'm not actually sure how I would fix it, but it's very difficult to read. "While damaged, at the end of your turn, deal 1 damage to all enemy minions." It's still janky. The balance is fine otherwise. I wouldn't put 'beast' in the name if it's not a beast though.
- Wormhole Agitator: ahhh parasitic card. At least it has vanilla stats. I'm not sure why this is a good effect because it's only useful as a... soft counter? For Murozond decks. Even then it's a very weak effect and seems like a waste of deck space.
- Polarity Reverser: Another parasitic card... but it's somewhat more useful than the previous one. I don't think either of these cards would see play.
- Time Capsule: This is a pretty good egg. It's actually better than Runic Egg because it doesn't put you closer to fatigue and samples only from your OG deck. Thumbs up.
- Displaced Defender: I debate whether this is better or worse than Stonehill Defender. For fatigue and value generation it's worse. For tutoring it's better. It really does depend on the deck.
- Fel-touched Angler: Very scary card. Sticky murlocs with +3 attack buff with a new body to boot could be oppressive indeed, especially when you pair this with Coldlight Elder.
- Time-Lost Protodrake: Clarification on Warped: is this an aura trigger like Enrage or a pseudo-Battlecry? Does it lose rush if you put something between it and the Time Vortex?
- Solicitous Priestess: There is no reason why this shouldn't be restricted to targeting minions. Heroes don't have Deathrattles.
- Paradox Incubator: Muckmorpher? Very slow "eggy" card that has a) a deckbuilding restriction and b) no immediate impact. Another clarification: This can't trigger multiple times, right? It obviously loses its text/doesn't remember being a Paradox Incubator after it transforms.
- Chromie: I like her. I do think that "Parallel Universe" should transform the minions into ones of the same Cost –– but that weakens the effect. I'd change the flavour somewhat.
- Time Guardian: Oof more parasitism. I don't think this is a very good card to print, even though it's a good tempo play. The fact that one of the Time Guardians dies renders the other's deathrattle useless, and that feels awkward to play with.
- Congested Ooze: Really like this card.
- Hyjal Harpy: Nice pack filler.
- Demonsbane Dervish: Oof, very punishing to Warlock. Light's Champion is I think the only demon-hate card in neutral and that has a very 'meh' effect. This is a bit more polarizing so I'd at least lose the +1/+1.
- Indomitable Brave: I love this effect. Interesting to play around and take advantage of.
- Palace Handmaiden: Archmage Vargoth? Is that you? In all seriousness, this is probably too powerful an effect to exist. Imagine Warlocks running Twisting Nether and Mages using Flamestrike with this card, and building up their own tempo with minions in between. I imagine this would be bonkers in wild. Also crazy with Priest resurrect spells and even the legendary spells like Kangor's Endless Army.
- Temple Archivist: Good card. Good flavour. A+
- Untamed Gardener: Very interesting. The fact that it can target itself and that your opponent can also proc it makes it very dangerous but it sucks against zoo decks. I don't exactly see what deck you do play this in because it costs quite a bit, it requires spells (which zoo decks don't run so many of) and can hit your opponent's minions. Unfortunately this just isn't the statline for this card. I'd say bump it down to a 3 mana 2/5 or a 4 mana 2/7.
- Sentinel Ward: The fact that it has attack is puzzling. It's very much a static object, so the flavour is off on that point. Aside from that, it's just a +1/+1/+1 on Spectral Knight, so I guess that's okay.
- Captain Varo'then: This is brutal. It effectively neuters combo decks and allows aggro/midrange to be very dominant. I'm not sure 6 mana is okay on this.
- Shen'dralar Sage: This is a nice snowball-y card and I hate it in Rogue.
- Unbound Mana Storm: I don't think this would be played, but I like the idea. The name is pretty long and cumbersome, however.
- Displaced Doomsayer: Funny and balanced.
- Meticulous Planner: Art and statline/effect don't mesh for me.
- Infinite Collaborator: Hogger with a weird condition doesn't cut it for me. I also don't see the point of summoning Dragons when most of the synergy comes from holding them (exception for Onyxia because Classic didn't have dragon synergies).
- Legion Devastator: I like the balance and effect, but not sure about the flavour of it being a Fel Reaver. If you could explain it I'd probably be okay with it.
- Zheros, Eternity's Heart: This doesn't feel like a legendary effect to me. Card draw is pretty 'meh' and this doesn't do anything the turn it's played.
- Anachronos: Now this is crazy. You might be able to do some insane combos with this card... I'm looking at Jepeto for this one, but I guess he already does that on his own.
- Mo'arg Warbringer: While Feeding Time stuck on a 3 mana 4/3 is something that can be done, I'm not sure that it should. Since it's a common I'll let it slide. For comparison however, I'd see North Sea Kraken for balance: 9 mana 9/7 that deals 4 to anything vs. 8 mana 7/6 that deals 3 to a minion. Makes me think this is quite underpowered.
- Stomping Crystalmaw: Feels broken. I know the new 9/9 Rush for 9 is powerful – in arena especially – but a 7/6 deal 7 damage for 8 mana seems much more powerful (even compare it to Mo'arg Warbringer). I'd nerf the attack to 5 or 6.
- Continuum Protector: No complaints here.
- Murozond the Infinite: I do feel like the Time Vortex token has too much going on (esp. with the minions thing) but that's up to you. I'm also not sure about Murozond having that Warped effect. Seems tacked on.
- Snobby Aristocrat: Well, here we go with the evolve nerfs.
- Advance Scout: Fair enough.
- Antinomious Giant: I don't know what's going on with the name, but since this expansion reminds me of WotOG, would you have liked a giant that said "Costs (1) less for each Attack of your C'thun"? I don't think that is the kind of parasitism we need here. Since these giants are very powerful with time vortex it feels like you need them if you want to play that deck, which you shouldn't.
7
With Blizzard showing how to introduce a new class with the Demon Hunter Initiate set , I don't have to make cards for every expac from Naxx to the present, so I decided to try my hand on making another class, this time Bard.
Meet Scanlan Mellowridge, Gnomish Bard extraordinaire. Well traveled and with many adventures under his belt, he prefers the slower pace of his local tavern these days, where he entertains the patrons with songs and tales of his past exploits. But make no mistake, if there's trouble, he has more than a few aces up his silk sleeve.
Bard in fantasy settings is a nimble, versatile support class, and I wanted to capture that with the hero power costing 1 rather than 2. The Bard can always sneak in a small word of encouragement in the middle of combat, whether to themselves or an ally.
But the Hero Power is much more than a small heal. Every time you use it, you generate a Note (up to a maximum of 3) that are displayed on the Hero Power button similarly to Silas' and Kael'Thas' abilities in Battlegrounds. Notes enable the class' keyword: Melodic
With some cards requiring 1 Note, while others 2 or 3, there's always an interesting decision to be made on whether to use a Melodic card now, hold off to play a more powerful one later, or plan out your turns so you can accumulate more in the interim.
The class has multiple ways to cheaply draw cards to maintain a nimble, versatile playstyle, while also excelling in stat manipulation (buffs, handbuffs and debuffs), once again drawing on the Bard's identity as a support class. And when you've been around as much as Scanlan has, you hear things, and no one understands the power of information better than the Bard, giving the class access to powerful 1 mana Secrets and related synergy cards.
To balance things out, the class has access only to limited amount of healing beyond its Hero Power, and very few ways to deal damage directly from hand. It also has no hard removal or area of effect damage spells in its arsenal.
Unlike Demon Hunter, that had a 20 card Initiate set and got 15 cards per Year of the Phoenix expansion, I decided on a 30 card Initiate set (mostly because Secrets and Secret synergies take up so much space), which will probably allow me to get away with giving Bard the normal 10 cards per expansion, before picking some of the Initiate set to become part of next year's Core.
To see all 30 cards: Click here: http://www.hearthcards.net/setsandclasses/#6574-Bard
Looking forward to your feedback.
1
The discord server of the CustomHS subreddit has a phenomenal art gallery, more than 10000 pieces. https://discord.gg/bxza8BCW
1
Hello! This is a class I've been working on since about Rastakhan's Rumble. Recently the good folks at Outof.Cards were kind enough to spotlight it and gave me the opportunity to explain some of my thinking in making it.
Thought I'd share it here as a starting point for discussion: https://outof.cards/hearthstone/2644-hearthstone-fan-community-spotlight-drnoones-custom-lich-class
Link to the class: http://www.hearthcards.net/setsandclasses/#3648-Lich
0
Hit Legend day2 with Gala Warlock, always nice getting the grind over with before the expansion hits.
The packs being scholo was a nice surprise.
2
Do you know how broken Agro DH is? I took the standard list, added Leeroy in place of 1 Adept, and went to Wild.
Quest Highlander mage had to Reno, Zola Reno, take his quest extra turn to Alex his face, and they still lost (in Diamond 9 btw).
2
The idea that this deck could beat mage, rogue or hunter, which is currently about half the meta, seems far fetched
1
DrNoOne#2533EUYou go first.Done
1
Battletag: DrNoOne#2533Region: EUTrade only?: You challenge to see your quest, I cancel, then challenge you and we duel.3
It's a nasty job, but someone has to do it.
1
I also removed Lifesteal, it was one effect too many.