• 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    I just posted my full submission! It can be reached from my signature. If anyone sees anything wrong with it, please tell me!

    Posted in: Fan Creations
  • 8

    posted a message on Expansion Creation Competition - Phase II [Submission]

    His homeworld was bigger than he had imagined. Boom Jr. had set out looking for business opportunities, but ended up searching for inspiration, a new enterprise in his mind. To search for the most wondrous of places, the strangest of things and the most powerful of characters, and bring them back to Area 52, in miniature. Maybe some explosives could be added, too! He read through the history of the Aldor and the Scryers, the fall of Illidan and his Illidari. He searched for the orc that fought for two Hordes and lead an ogre clan, Lantresor of the Blade. He even travelled to the place where Doom Lord Kazzak, commander of the Burning Legion's Outland forces, had fallen. His travels made him friends, like the Netherwing or the Sha'tar, but enemies too. He also lost half an ear to a Warp Stalker once! But in the end, it was worth it. The danger, the discovery, it all flowed through his mind when he finally decided to return home... but not for long.


    Reminder: my entry for the first phase can be found in the spoiler below.

    Preview

    Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?


    New mechanic: Unleash (X)

    Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:


    Demons

    Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.

    Dragons

    The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...

    Arcane powers

    The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other

    And much more to discover!


    Example cards


    New mechanic: Unleash (X)

    Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:


    Example cards:

     

    No place in Outland is totally secure from the demons of the Burning Legion. As their numbers dwindled, they had to develop new tactics. Boom Jr. soon learned that no demon was truely alone, and that escaping a Doomguard is now easy task.

    Conditional unleash makes its first new appearance. Some cards will only be able to unleash themselves if a condition is met, and more cards like this will appear in some class' sets.

    Nagrand was still full of life. Roaming the plains, the stoic Elekk ignored the world crumbling around, forming tight packs that grazed together. There is nothing that a matriarch wouldn't do to protect the young or sick.

    Positioning has never been this important! With a new trigger for abilities, some minions will gain benefits when standing between two allies. Be careful, though, if one of the adjacent minions dies the aura will fade!

    The Netherwing Flight was as rare as powerful their magics. Their attunement to the arcane energies that swept the earth was unparalleled, and this dragons could harness it to protect their own. However, Boom Jr. discovered that simply by being nice - and not mentioning Zuluhed -, allies are easy to obtain.

    There are Dragon synergies this expansion, but not as minion focused as in the pst. This time around, the nether dragons will benefit from spell damage or provides us with new spells. Unbridled Energy is a new neutral spell akin to Spare Parts, obtained from creatures touched by Outland's energies.

    Unbridled Energy

     

    Even though the reign of Illidan, the Betrayer had ended a long time ago, the schemes of Maiev and Akama hadn't erased the impact it had on the land and its denizens. Boom Jr. didn't enter the Black Temple despite its new owner being a lot more welcoming. It didn't feel right.

    As the summit of every demon deck that tries to go for the long game, Illidan, Lord of Outland lends you his warglaives. As a demon hunter sworn to end the Burning Legion, his weapon gains strength for each demon that has died this game. This provides a demon deck with a finisher, while providing the opponent with time to react if they didn't die outright.

    Warglaives of Azzinoth

     
    As he travelled across the shattered remains of Draenor, Boom Jr. started to really appreciate the land where he was born. With new friends, allies and enemies, he returned to Area 52, in Netherstorm, and founded Boom's Workshop. He now trades regularly with goblins, ethereals and draenei, and even the small garrisons of Horde and Alliance soldiers that still remain here. However, his lust for discovery will return, and his miniatures and puppets will need more characters to be based on!

    Commons

    Unbridled Energy

     

    Rares

    Unbridled Energy

     

    Epics

    Unbridled Energy

     

    Legendaries

    Warglaives of Azzinoth

     

    I hope you liked this first taste of what To Netherstorm and Beyond could become. See you, hopefully in the next phase, were we will take a look at those shiny new Dragons for mage, hunter's spell synergies and the new Demons for warlock!

    This post was brought to you by Boom's Workshop®

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from Cogito_Ergo_Sum >>
    Quote from Demonxz95 >>

    I question though. Will the hero cards be each class's Legendary, or will it be like Un'Goro where each class got 2 Legendaries, a Quest and their minion?

     Presumably, it'll be like Un'Goro. I don't see them NOT doing that for obvious reasons.
     Yeah, it sounds like they liked the Un'Goro system. I mean, I'm alright with this, but it usually means the expansion will be more expensive.
    However, after finishing the prologue we are awarded with a random new Hero! Between this, the Legendary in the first 10 packs and the theme of the expansion, release date is going to be AWESOME.
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    I'm just going to post this here now in case one of the new cards from the reveal looks similar to one of mine. I'm very close to posting my submission, and I'm looking for ideas for the wording on Outland Pathfinder, and some feedback on the "If there are two minions adjacent to this one" mechanic.

    Reminder: my entry for the first phase can be found in the spoiler below.

    Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?


     

    New mechanic: Unleash (X)

    Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:

     

    Demons

    Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.

    Dragons

    The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...

    Arcane powers

    The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other

    And much more to discover!


    Example cards


    Commons

    Unbridled Energy

     

    Rares

    Unbridled Energy

     

    Epics

    Unbridled Energy

     

     Text on Outland Pathfinder is a bit clunky. Ideas?

    Legendaries

    Warglaives of Azzinoth

     

     I finished my the first full draft of my set, and I'm very happy with the result. The feedback received from all of has been invaluable! Thanks for the help. I hope the new versions are received with open arms :P

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    I'm so afraid of the potential of infinite Ice Blocks with your expansion, Cogito... It's bad enough as it is right now :P

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    Hello there! I came up with a crazy idea and I just had to post it.

    A really niche and crazy card, Boom Jr will invest in you if he likes your deck. The animation would be similar to Prince Malchezaar's, but placing the coins directly in your hand. Meanwhile, he'd say "This looks like a gooood investment, heHEE!" or something similar. In my mind, this card would see play in combo and ramp decks, disallowing things like an early Flamewreathed Faceless or a really big Edwin VanCleef.

    Thoughts?

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from Zence >>
    Quote from Zence >>

    Very close to submitting! All cards are complete, so please, help by checking it out and verifying that everything is in its right place and doing its job! Thanks again for all who helped with balance and design. (Kael'thas may still need to be reworded, but i'll leave it up in the air for now. I'll take any of your suggestions though!)

    Mechanics for Reference:

    Common (8/8)

    Tokens

    I will not let the Magma Rager tradition pass me by lol

    Rare (5/5)

    Epic (4/4)

    Legendary (4/4)

    Tokens

    Quest Tokens

     MINOR THEMES FOR THIS EXPANSION

    • Minion Summoning
    • Dealing direct minion damage
    • Card Generating
    • Minion Positioning

    UPDATED FAQ's and Notes (CHECK HERE BEFORE INQUIRING ABOUT A SPECIFIC CARD PLS)

    "WHY AREN'T THERE A LOT OF CARDS WITH THE RECOVER MECHANIC????" - Don't worry! I planned Recover to be a major mechanic, but it will be featured much more prominently in the class cards, whereas Ally with appear sporadically.

    "On Celestial Ridge Sentry, will you draw a Waypoint on your text turn? Or will it draw a card from your deck?" - This triggers after you turn starts, meaning you will draw a card as normal, and a Waypoint will be dropped on your deck for your NEXT draw. 

    "What happens if you target your own Interconceder?" - Well i'm not really sure why you'd willingly waste 3 mana... but in that case you will receive another Interconceder.

    "Where is Nexus Prince's stats????" - Surprise!! The first non-Legend, well, Legend! Sticking close to his lore, this guy will protect his hide at all costs, so of course his minion would instead be his famous Hologram! 

    "What happens if another non-minion like Sherazin, Seed is on your side of the board with Nexus Prince?" - Well, seeing as something like the Seed isn't technically a minion, Haramad technically doesnt have a reason to show his hologram there, meaning it will destroy itself.

    "Can Nether Shard be drawn before you run out of cards?" - YES. Out of balance reasons, Nether Shard will be randomly shuffled in with the last 7 cards in your deck, meaning once you draw it, you lose a card draw that turn and your enhanced effect! Beware!

    "Does the Rogue Enhancement include spells and/or minions that deal 1 damage?" - Yes! Anything that can deal 1 damage will be considered poisonous! Blade Flurry now is a board wipe with your hero power! Woo!

    "Can the Shaman/Druid Enhancements be silenced?" - The Shaman one CAN. The Druid one CANNOT. Reasoning is that while both are from a passive effect, the Druid Health buff IS the passive effect, meaning even silencing a minion will do nothing (similar to Crystal Core). The Shaman effect only triggers once the condition is met, and it instead GIVES your minions the Health, therefore also making it removable.

    "How does the Priest Enhancement translate? Can you heal above 10 Health? Is the deathrattle gone once you've died once?" - As long as the Nether Shard is in your deck, your deathrattle is INFINITE. On the other hand, your Health is PERMANENTLY set to 10. Meaning unless you also have Amara, Warden of Hope in hand, you cannot heal above 10 Health. Fighting a Priest, your job will be to control the board until they discard their Nether Shard. Then go for the 10 damage kill. Goodbye Aggro >:)

    "Will Sunfury Guard summon Sunfury Sentinel i an enemy minion attacks it and they both die?" - YES. This minion can easily be a problem for your opponent, as they will either have to answer it with a spell, or with a big minion that won't die if it trades into it.

     As of now I am still shaky on all my showcase cards. Right now i'm leaning towards:

    Winged DeceiverInterconcederDisgruntled Worker, and either the title X-52 Nether Rocket Quest or Nexus-Prince Haramad... HELP!

    Feedback is appreciated

     Bumping, but also I felt my original poster was pretty... lack-luster. So I made new ones!

    OR

    Which do you think I should go with?
     Hey, I really like the banner with the bolded title, the first one. Your cards are really cool and interesting, but I have a couple of nitpicks, mainly because of lore or art choices.
    The first thing that bothers me is that your Sunfury set features night elves in its art. Sunfury is a blood elf name, so I would try to change the illustrations to more appropriate ones. The cards are a bit OP too, you should lower their stats a fair bit.
    Of your legendaries, I absolutely love how you portrayed Haramad. It is an interesting, cool and flavorful card, props to you. However, the fact that your Sargeras is so weak bugs me. The card itself is balanced, but Sargeras is no 9/5. I'd consider a different character for this card, taking into account that Sargeras is the Dark Titan and way above anything we've seen. May I propose Socrethar, Kazzak or any other powerful demon?
    Regarding your Rocket qnd the Nether Shard, I don't really like the mechanic, don't know why. Despite this,  want to address two things. The quest is too easy to complete, so I'd up its requirement to 4 at the very least. Apart from this, I hate the Priest enhancement with a passion. It drags a game, making your opponent shift its game plan completely, and the RNG aspect of the Nether Shard makes it even worse. I don't like it at all.
    Posted in: Fan Creations
  • 1

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from thepowrofcheese >>

    Question: Is there a way to make a card that does NOT have a rarity gem, but still has the watermark? For example, I made this in Photoshop. Unfortunately it has a white boarder around it now...not sure how to remove that.

    @SnorlaxBR You spelled 'attribute' wrong in your flavor for Spoopett. Otherwise, the set looks great! Lots of cool cards and Spoopett is a much more interesting and flavorful legendary than Eranikus.

     To get the white border out you have to export as a png instead of a jpg. If your Photoshop project already has a white background, you should add the Alpha channel. If that doesn't work, try the Color to Alpha tool. I don't use Photoshop, so I can't tell you the specifics, sorry!
    However, it is really easy to do what you want with the fantastic hearthcards.net! Just tick the Force apply emblem option as shown in this picture.
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from Cogito_Ergo_Sum >>
    Quote from Mewdrops >>
    Also, do you have an up-to-date version of your expansion? I've only found a version with a ton of extra cards, and I know you've trimmed it down a bit since then, but I'm not sure which ones you got rid of.
    Here ya go! (Again, I still need to trim some cards.) Sorry to keep you waiting!

    Notes:
    Required Amount: 8 commons, 5 rares, 4 epics, 4 legendaries, and a partridge in a pear tree
    Current Amount: 11 commons, 7 rares, 5 epics, 5 legendaries, and take one down and pass it around.


    Legendaries

    Alternative Version for Kael'thas Sunstrider (No, the copy of the spell doesn't have the Enchantment)

    Some Quick Clarifications

    • Rhonin, Theramore's Last: Basically, all minions can now use their Battlecries/Deathrattles FOR FREE. Stabilize effects will stack; so a 2-cost card with Stabilize: (3) will now have Stabilize: (5). Also, his stats are the same as Vereesa's because he is her husband! He's also dead. Ouch.
    • Vereesa Windrunner: Explained in Tokens.

    Tokens

    Vereesa Windrunner's Tokens


    • So, in MTG, one of my favourite cards are the ones that can make you win the game in a different manner. For example, Triskaidekaphobia (literally means "Fear of the number 13") is an MTG card that allows you to choose whether you want both heroes to gain 1 Health or lose 1 Health at the start of your turn. Why is this important? If a player has 13 Health at the start of the turn, THEY LOSE THE GAME. Yeah, the games with this card are fun. Since, this is one of my favourite types of cards from MTG, I've decided in implement it in Hearthstone!
    • So, in WoW, the current story line here (without getting into much detail) is that there's a big bad guy. In order to defeat him, players must collect all of the Pillars of Creation, which are basically magical items created by gods. There is literally a quest called "Pillars of Creation" that revolves around this theme.
    • So, basically, when you play Vereesa, you're on a "Quest" to find all of the Pillars of Creation.
    • I NEED HELP BALANCING THIS.
     Hey there Cogito. I don't have the time right now to review your whole set, but I want to comment a bit on your legendaries.
    • Khadgar, Dalaran's Leader: well this is a really cool card. I like the whole secret theme you have going, and the balance is spot on in my opinion, but this looks like a very humble effect for a spellcaster as powerful as Khadgar. I would look for a different character for this effect, but it is a strong and interesting card. I am a bit weary on the whole "infinite Ice Blocks", though.
    • Kael'Thas Sunstrider: I have a very similar effect as my mage legendary, but balanced in a different way. I think this is cool and flavorful as it is, and I like that you can't get more than one extra of each secret with it. It's cost makes it very flexible, and can act as a Freeze Mage enabler by duplicating your Frostbolts or Ice Lance but making the opponent able to respond with healing or similar. It is also good in Malygos decks, allowing you to use your burn as removal if needed. I really like this card, as opposed to the second version, which I think is very problematic.
    • Rhonin, Theramore's Last: a very powerful card, prone to huge OTK's. It may be problematic, because as practically a neutral Aviana, it allows some unexpected and terrifying combos. I'm not sold on this one because of its uninteractivity.
    • Veressa Windrunner: okay, THAT is a legendary by its own right. With... a fairly bland character at its front. First of all, please make this effect on a Khadgar card, he is the one most active on the search for the Pillars and the main protagonist of this whole ordeal. It just fits him so well. Also, Vereesa (as it is spelled) is a bit boring, and should have an effect a lot less powerful. Maybe as a hunter legendary? On the Pillars themselves, they seem balanced to me. They look like each of them targets an specific opponent, and would mainly be played close to fatigue. I fear it may be an auto include on all heavy control decks, but Elise Starseeker was too in its prime. I would change the Aegis of Aggramar by only making the hero immune, because as of now it is the best of all by far.
    Quote from SnorlaxBR >>

    Hurien this may be my ultimate nitpicky comment. Shouldn't it be "[...] a random non-Demon friendly minion"? That whole BS about adjective order in English? I've never learnt it myself, but I read your text and it sounded odd.

     Well, it does sound better that way, so thanks!
    Don't tell anyone, but I learned english for a lot longer than german and I knew this rule in german and not in english. Heh.
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from Broeck1 >>
    Quote from Hurien >>
    Whew, that took a lot longer than expected. Tomorrow I'll review a couple more entries if anyone wants it. Meanwhile, I'll leave here what I have. I would love any comments or criticisms any of you could make, and I hope you like what I have for now! It is late, so I won't add any explanations, sorry!

    Reminder: my entry for the first phase can be found in the spoiler below.

    Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?


     

    New mechanic: Unleash (X)

    Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:

     

    Demons

    Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.

    Dragons

    The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...

    Arcane powers

    The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other

    And much more to discover!


    Example cards

     

    Commons (6/8)

    Rares (3/5)

    Epics (4/4)

     

    Legendaries (3/4)

     Apart from these, I want to create one or two more cards that generate Unbridled Energy, maybe one more Demon synergy card and a meme-y low cost legendary named Boom Jr. Any suggestions?

    Thanks a whole lot for reviewing my set, some of those tips are going to be really helpful. I will probably finalize my set tommorow (in about 12 hours, its going to be a long days work first :( ). If there is Anyone else that has time to share his or her opinion on my cards, that would be great.
    My opinion on you cards below. I do have to warn you tho, I am on my phone right now and things might go weird...
    Commons.
    Some cool cards there. I already liked Coilfang Myrmidon When I first saw it, also very fond of Doomguard Ambusher. I like its flavor and the conditional Unleash seems fun. I'd like to see more of those. Felgrin Bruiser might be a tough card to balance, because the Battlecry can simplicity be ignored When there isnt any non-Demon minion in play, making it really strong as it is. Could be OP in warlock because it has two playable 1-drop demons. Warm Stalker is a Total powercreep compared to Pterrordax Hatchling
    Rares.
    Insatiable Sorcerer seems cool and balanced. I am not too sure about Illidari Adept, I feel like its in the same spot as Second-Rate Bruiser. Though you might argue that its condition is more niche and not being able to meet its condition still makes it a fine card on curve. I like the drake, just not too fond of its artwork. This might just be my nitpicky personality, but.. I dont know.. its seems off, like you scanned a Pokemon card xD.
    Epics.
    I like the epics a lot! Just a few questions tho. Does Warpweaver also reduce the Unleash cost? If so, this card is amazing. Outland Pathfinder, does this Discover twice? So, first you get to choose which tribe and than which minion? Or are all demons, dragons and beast put in the same rng pool? I am hoping its the first, that be really cool. Chained broodnodiger is flavorful. Nothing mich to add. Nightlord, I am not sure there are demons at all mana cost, actually, I think you need at least two demons at each mana cost to justify the random effect.
    Legendaries.
    I like Illidari, I feel like this should have been What the real Illidari is supposed to be. Not too fond of lantresor as a legendary. I seems to me its just a Stranglethorn Tiger on steroids. Kazzak on the other hand is really cool. Just be carful with it because it might limit your design space in the rest of the set.
     
     Thanks for the good comments! I have adressed some of your comments and changed one or two cards. I have added explanations for the cards that generated doubts, too.

    Commons

    I think Coilfang Myrmidon is a very good and simple example that shows how unleash works, so that you like it makes me happy. There will be more conditional unleashes, but I'm not sure if there is space in the neutral set for any other. Felgrin Bruiser shows what I would call demon-synergy. I imagine it as "if you control a Demon/hold a Demon/etc, gain +1 Attack". I think a 2 mana 3/3 with a drawback that hurts your early game sometimes is balanced, but I'd be open to suggestions. The damage should be random though. You were totally correct on Warp Stalker, so I dropped its health by one. Pterrordax Hatchling is terrible, so I think this is enough.

    Rares

    Illidari Adept is my take on a not so swingy Hungry Crab or Golakka Crawler for demons. It is fairly strong against decks that contain them, so it would act as a tech card. At least that's in theory. Nether Drake at is really rare, so I had to do with the little I found, though I agree it looks a bit off. I may remove the card entirely, adding neutral dragon synergy.

    Epics

    Yeah, I'm pretty proud of my epics, heh, thanks! Warpweaver discounts the unleash cost of all cards, but not their mana cost. Its epic mainly because of its niche nature. I thought of Outland Pathfinder as a Kabal Courier of sorts, making you choose between a beast, a demon and a dragon. However, I really liked your idea of choosing between tribes, so I made an alternate version. Which one sounds better?

    By the way, there is at least one demon for each cost except for 8 and 10 right now, so with only a couple additions Nightlord can transform anything except giants.

    Legendary

    Illidan and Kazzak are both really strong but I'm very happy with them. The second limits design a bit, but the only real strong combo I see right now is something like Alexstrasza -> giants + Kazzak, or Molten Giants + Arcane Giants + Kazzak; which require a lot of cards and a dedicated deck to reach the winning condition. Lantresor is more run-of-the-mill, but hopefully it is strong in some control and synergy based decks. I love the way it acts around low health minions, though. If you attack a 1-Health minion, the Whirlwind effect triggers and kills it, allowing Lantresor to attack again. This by itself makes me want to keep it as it is. Any ideas for Boom Jr?


    Quote from Crusader2010 >>

    Hello! Great ideas so far. Wish they could be in game. A short review for @Broeck1.

    Warp stalker seems a bit weak. For the same stats we have a card with a certain "poisonous" right now in HS. Maybe make it a 2/3?

    Shadowmoon obliterator seems a bit odd. Can't decide if it's too powerful or too weak. I just think it's the kind of card that will never be played. One idea would be to introduce some healing effects (i see there 2 open slots for rares), or to reduce its cost and stats (7 mana 6/5?).

    Nether drake needs more synergy cards. There could be a nice combo with "unleash".

    Doom lord Kazakk is really awesome but a wording change might be in order: "adjacent minions gain charge but cannot attack heroes this turn". With this it might be too weak for a 9 cost. Probably 8 is fine, or the minions could get charge and +1/+1.

    Also, the "unleash" keyword could be a bit over the top. For example, if the opponent kills your minion, does that trigger the unleash? I feel that it should not (when the kill is done in one swing/spell/etc). Also, the fact that the highest cost minion gets played first, kind of forces us into suboptimal plays. Eg: i leave 4 mana for unleash but have a 3 cost minion and two 2-cost ones. This means i'm forced to play the 3 cost the turn before to leave those two minions as possible unleashes.

    Let me know what you think.

    Thank you for the review! I hope some of your doubts were solved above. Warp Stalker looks weak, but is straight powercreep, so it needed a slight nerf. I think the Obliterator is a really interesting card, similar to North Sea Kraken but weaker in Arena. It is meant as a budget top-end for demon decks and a strong Arena card. Nether Drake will get synergy or be scrapped, I'm not sure about which of those will happen yet.
    About unleash. The things you see as potential problems I see as wonderful decision making. Even if the minion is killed, the card will be unleashed. If there are several unleash cards in your hand, you will have to tinker with your mana to get the best result. Maybe you prefer hero powering so that one of the unleash (2) cards gets unleashed instead of the 4 mana one. I think there won't be many unleash cards in any deck so that you don't get to this position, except if there could be a pure Unleash deck, like Unleash Rogue or something. What do you think about this?
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from Broeck1 >>
    Hello everyone, my set is done. Well.. I mean, I got all cards I want. BUT, I'm unsure about the flavor and balance and all that. Feedback is much appreciated! I'd like to upload soon :)
    For the Alliance!
    The Alliance focusses on strength; they're fast and attack fiercely. Alliance also gets their own mechanic that I'd like to call 'Sequencing'. It's a bonus cards get when they are played as the X'th card this turn
    • Frontline Enthusiast is meant as an aggressive turn 1 play, aiming to help aggro decks out. It's balanced against Elven Archer and Leper Gnome although it powercreeps Stonetusk Boar.
    • Arathor Guardsman is designed to be a core Alliance minion that gets stronger over time. Some strategic trading could make this minion a threat over time. It's balanced against Shielded Minibot.
    • Silverwing Adept is a good example of the Sequencing mechanic. It's balanced (though rather boring) when it isn't able to trigger its effect. When it can, it's really strong.
    • Worgen Warmonger seems rather weak at first because it can be killed by a 3 attack Horde minion. However, when you'd queue up against another Alliance player, this would be a really strong four drop.
    • Draenei Elder is created for a control Alliance playstyle. Nothing much else to say.

    Anyone notice that there are five different Alliance races?!

    For the Horde!
    The Horde focusses on defense and the more sneaky tactics. Horde also gets a new mechanic I'd like to call 'Ordering'. It's a bonus that a card can give to the next Horde minion you play.
    • Goblin Scout is an ideal 1-drop with a lot of value, which shows of a simple way the Ordering mechanic works. It's balanced against Worgen Infiltrator and Enchanted Raven.
    • Forsaken  Blightbringer can potentially have some cool combo's. Think Aldor Peacekeeper and Power Word: Shield.
    • Winterax Defender is a rather weak 3 drop but balancing out for making a strong turn 4 play. Ideally, it would be played with a Horde 2 drop that also has Ordering.
    • Persuasive Recruiter can potentially kill your opponent's Alliance synergy and make putting an Alliance minion in a Horde deck not as bad.
    • Thunder Buff Primalist could help in late game spell combo's. I think Shaman would like this minion as a replacement for Azure Drake.
    Join a faction!
    The neutral cards also include five minions that can choose which faction they'd like to join. It works like this:
    • Pandaren Duelist is an easy way to show off the 'Join a faction' mechanic.
    • Impressed Partner. Nothing much to say here actually.
    • Pandaran Duelist (FUCK TYPO) is a counter card that lets you always choose to deal damage to the opposing faction. However, when you play the same faction, it might be annoying because it limits you playing your minions.
    • Murloc Tidechanger is THE murloc of murlocs. It summons three minions and depending on what faction you choose ALL have the Alliance or Horde icon. Tidechanger obviously refers to it entering a battleground and changing the tide of war.
    • Mounted Brewmaster doesn't use the join a faction in a special way. I just really liked the stat distribution in this way, because I haven't seen it in Hearthstone before.
    Tokens in the spoiler.

    Both factions

    I also added two cards that interact with both factions, either positively or negatively. These will probably be included more, but not too much.

    • Ogre Mis-Chief. A gimmicky card that could cause some fun situations. When you play a Horde vs Alliance match, all minions have a 50% chance to attack friendlies. When you'd play an Alliance vs Alliance or Horde vs Horde minions have a 50% chance to go anywhere..
    • Blackwood Furbolg is a niche card, if there would be anyone that find a playable Alliance and Horde mix deck, it could be a helpful late game card.

     

    Neutral Legendary Spells

    If created four neutral legendary spells that depict the WoW Battlegrounds. It includes the Arathi Basin's Resource Nodes, the Alterac Valley's Reinforcement Points, the Warsong Gulch's flag and the Alterac Valley's Generals.

    • The Flag depicts the war over the flags of Warsong Gulch. When the Flag Carrier is alive your opponent can't score points (your Hero can't take damage). The more faction minions you have in play, the stronger the Flag Carrier gets (depicted the teamwork aspect). 
    • Five Resource Nodes. Basically, all Resources are a 2 mana spell that have a different effect. If you'd be able to get all Resource Nodes you are a badass (and can heal your hero to full health). Because adding 5 cards to your deck is usually a bad thing (you want to keep your deck as small as possible), the cards are all slightly a little stronger than average. 
    • The General is the most easy legendary here. It's basically a 2-in-1 legendary, because upon playing it, you can choose the Horde or Alliance General.
    • Reinforcements Points always starts in your hand and works quite similar as Quests. When you play it, a counter enters the battlefield, like the Nether Portal's Portal. It counts all the minions you play and the opposing faction minions you kill. If you reach 16 the leader of the Alliance/Horde is summoned. Which is REALLY strong.

     

    Tokens in the spoiler.

    The Flag

     

    The Five Resources

    The General

    Reinforcements Points

     Any help with the final tweeks? Also, what cards could be used as example cards? THANKS

    Well, in general, I really like your expansion so far. The theme is spot on, and the way you have implemented the factions is really cool and dynamic. The "mercenaries" are something that didn't occur to me at first and are a great idea. I'm torn, however, on how this new divide will shape the classes, but I'll give you the benefit of the doubt because this set looks great!

    Alliance: it felt weird at the start when I read that the Alliance would be the ones using strength, but once I read your explanation and the cards you show, I felt it was a great fit. Frontline Enthusiast and Draenei Elder look a bit underpowered, they don't seem to accomplish much, but not every card has to fit in a top tier deck and maybe the faction synergies could push them a bit. Worgen Warmonger is a bit risky, but is one of those self-balancing cards, strong but with clear counters. Silverwing Adept is interesting because of its strange condition, and powerful when met. Finally, I think Arathor Guardsman is the most interesting of the Alliance cards, well balanced even if it could snowball a bit. I would only consider a slight buff to Draenei Elder here, maybe healing your hero too or something, but the rest seem balanced. The one I like less is Frontline Enthusiast, because it looks complex for very small benefit.

    Horde: the fact that the Horde have always been kind of the underdogs shows through in your cards, and I like that. Goblin Scout is really powerful, and you will have to be careful not to print any powerful end of turn or similar effect on a Horde minion because of it. If that is taken care of, it's otherwise a flavorful and interesting card, and I like it. I don't get why Forsaken Blightbringer should be an epic, though. Two straightforward keywords and nothing else doesn't scream epic to me. The others seem balanced and cool, and I really like how you have to weave together minions and spells to get the most out of Thunder Bluff Primalist.

    Mercenaries: as I said before, your mercenaries are very interesting. The murloc one is great, I love its murglars, even though it seems its main purpose would be anti-faction tech in normal murloc decks. Just two nitpicks: Pandaran Ambusher should be called Pandaren Ambusher, and Mounted Brewmaster is a bit overstatted. I would lower each of the parts by 1 Attack. It also bugs that it has nothing to do with returning minions to your hand even though it is called Brewmaster. Why not something like Shado-Pan Tigerrider instead?

    Both: these two cards look good, even though I always hated the ogre miss chance. I would showcase one of them just to show that the factions are not everything there is to this expansion, at least not directly. I'm partial to the Furbolg, I love furbolgs and this is a really cool and whacky card.

    Legendaries: my general feeling is that the name of these cards could be changed to that of the battleground on which they are based, or something similar. The Flag is the only one I like, while I think the others could benefit from names like Arathi Conquest, The Grand Melee and Alterac Warmaster.

    • The Flag: This is my favorite legendary from your set.  The flag carriers look balanced, and each one is easier to kill in different circumstances. The Horde one looks more interesting to me, because it seems more vulnerable but its access to stealth when not killed immediately allows some wonderful combos. You need a minion on the board to use this spell, though, and you lose it in the process, so a little buff to the carrier's stats may be ok.
    • Five Resource Nodes: I don't really like this legendary because it looks very complex, slow, and its final reward is making the game even slower. It also has the Reno Jackson effect, making the draw RNG more determinant. At least each part is interesting in how it relates to the node itself. Not a big fan of this card, but I don't know how to "fix" it, or if it needs it at all.
    • Reinforcements Counter: this card is great, and I guess it would be an auto-include on slower faction decks because it provides a great win-con, moreso in the Horde case. I don't know if it's bias or what, but I'm finding your Horde choices more interesting than your Alliance ones.
    • The General: my feeling is that the General in both cases is really underpowered, more Drek'Thar, but both of them need a buff. Some more attack couldn't hurt, because an 8 cost card that doesn't affect the board immediately has to be really menacing for the other player.

    To finish, I would like to say that I would showcase Arathor Guardsman, Thunder Bluff Primalist, Blackwood Furbolg and Reinforcements Counter.


    Whew, that took a lot longer than expected. Tomorrow I'll review a couple more entries if anyone wants it. Meanwhile, I'll leave here what I have. I would love any comments or criticisms any of you could make, and I hope you like what I have for now! It is late, so I won't add any explanations, sorry!

    Reminder: my entry for the first phase can be found in the spoiler below.

    Set in the remnants of a devastated Draenor, Outland, this expansion follows the adventures of expert businessman and engineer Boom Jr., who didn't follow in his father's footsteps and set out to explore and colonize this unhospitable world. He will meet the remnants of the Burning Legion, setting entire forests ablaze as they battle the few Illidari left to confront them. The enigmatic Netherwing will prove to be a reliable ally, along with the ethereals... if you can spare the coin. However, not everything is the same as it was when his father lived. The arcane energies that sweep through the floating isles have granted new abilities to their inhabitants, allowing some of them to shift through space and tear the fabric of the universe, unleashed in a moment's notice. Who will our young entrepreneur meet in his travels through Hellfire, Terokkar, Netherstorm... and beyond?


     

    New mechanic: Unleash (X)

    Arcane energies flowing from the Twisting Nether have imbued some of the beasts and humanoids of Outland, granting them the power to appear in a moment's notice when needed. Spells can also be cast through the tears in time and space, surprising enemies and allies alike. This new mechanic allows some cards to be played automatically on your opponent's turn when a friendly character is damaged, if you have some mana available. If you are holding more than one unleash card, the most expensive you can afford will be played first. If there is any mana remaining, the next more expensive card will be played, and so on. The mechanic's tooltip is shown below:

     

    Demons

    Outland is overflowing with demons, so a lot of them will appear in this expansion. Many more neutral demons, and class cards related to them for Warlock, Rogue and Warrior, will be released. Some of these minions will feature a brand new type of synergy, or, shall I say... anti-synergy? Demons generally despise other creatures, so texts like "Battlecry: Deal 2 damage to a friendly non-Demon minion" will not feel out of place on them, in exchange for more powerful effects or stats.

    Dragons

    The Netherwing bring new dragons to the table with exciting new synergies to explore. Magic-based as they are, these dragons will grant you Spell Power or more spells, rather than pure brawn, when holding other members of their species. No more Priest dragons, though maybe we will see some in the Mage's arsenal...

    Arcane powers

    The landscape is brimming with magic in Outland. So much so, that classes more traditionally focused on minions, like Hunters, will now get support for spell based strategies. Deterministic spell generation will feature heavily in this expansion, granting heroes new tools with which to battle each other

    And much more to discover!


    Example cards

     

    Commons (6/8)

    Rares (3/5)

    Epics (4/4)

     

    Legendaries (3/4)

     Apart from these, I want to create one or two more cards that generate Unbridled Energy, maybe one more Demon synergy card and a meme-y low cost legendary named Boom Jr. Any suggestions?

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    It looks like the one I used for my banner, and if I am correct, it is called LifeCraft and based on the Warcraft font.

    I have been a bit out of the loop for a couple days, but I'll try to get some reviews out tonight (EU here).

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    What do you guys think of this card? It is meant as a N'Zoth, the Corruptor or Finja, the Flying Star for the Demon tribe, with a Tirion Fordring flavor.

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]

    Hey @ShadowsOfSense, am I allowed to change the rarity of one of the cards in my preview for phase 1? This is the change I wanted to do:

    I don't want it to look like I'm evading rules by submitting a card as epic just to have a better Preview. I came up with the following card and thought it fit better as an epic for this phase.

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase II [Discussion]
    Quote from ZardozSpeaks >>
    Quote from Hoax91 >>
     
    Any words on my other legendary, Lantresor? I feel like it's a very interesting card, and powerful. I am biased, though.

     

     

     I dig the flavor of Lantresor. If you had to put a Blademaster into Hearrthstone it would have that effect. However I don't know if 1 damage aoe is enough. Maybe "...deal 2 damage to all other minions." would be better. On turn 7 and higher 2 damage aoe is ok and he really doesn't need to damage himself imo.
     Its pretty similar to Baron Geddon. Which is a useful card, but not a centerpiece for a deck. He works well in all sorts of control warrior decks though, and I could see Lantresor having similar niche.
     Well, I used the fact that it damages itself to balance its power against 1-Health minions and curved boards in general. Imagine a board with a Loot Hoarder, a Sorcerer's Apprentice and an Arcanologist. Lantresor can attack the Hoarder, killing it with the whirlwind effect and get to attack again. The end result would be a board with a 5/4 Lantresor and 5 damage to the opponent's face. If it wouldn't damage itself, I would have to lower its Health to 5 or something like it. I also wanted it to combo with effects that activate when a friendly minion is damaged, like Rampage, of which I will introduce more this expansion. I'd see him in Control Warrior, Stealth Rogue and Enrage Warrior, if my cards are capable of pushing this decks enough :D
    A 2 damage AoE would be really powerful though, and I'd have to lower its stats a lot to justify it.

    Quote from Mewdrops>>

    Okay, so I don't have a lot of cards made, but I just want to check up on what you guys think about this legendary.

    CardCard

    Also, would including both her and Highborne Azshara be a bad idea? I mean, we've already gotten alternate versions of existing cards, so it should be ok? Edit: Him as well:

    CardCard

     As a wielder of Sharas'Dal in WoW, I really like how you introduced it here. However, I think having both Azshara and the weapon give Spell Damage may be a bit too samey, and this card could become a better Malygos. In spite of this, I think they are different enough, and this one is more flexible and better in decks not entirely focused on a OTK like WotOG's MalyDruid, along with having a humbler top end. I could see a funky Azshara Warrior with an absurd OTK, mixing Sharas'Dal, Upgrade! and Heroic Strike or similar, and it sounds fun as hell.
    On the other hand, I don't really like Farondis. He has a lot of flavor, but the fact that the spirits are permanents and can't be played around makes for a boring and uninteractive strategy. Something like cheap 1-Health minions + Farondis + Whirlwind -> Armor Up! ad infinitum doesn't sound too healthy for the game.
    Posted in: Fan Creations
  • To post a comment, please login or register a new account.