Gonna do a brief look at all the guys who passed and give my opinions. Can't be bothered to talk about Hall of Fame choices unless they're relevant to any of the cards.
Doctor Whoops' Year of the Frog
Right off the bat, the sets are quite diverse and well presented. The Infiltrate keyword is nice, I imagine there's quite a lot of potential design space for it and it only makes sense. Feed is already easy to imagine in-game because it's already in the game and Surface Hunter is a fine card to show off. Those two keywords are fine, but you've walked into an issue Tek found himself in while working on Treasures, which was why the inclusion of the Sandy Shores card was made. Essentially, if the Guest cards included in your deck actually count against card count without any chance of actually being drawn, then what you effectively have is a deck that has less cards in it. The vast majority of decks in the game would take a 28 card, 26 card, 24 card etc deck over a 30 card one if that was freely available. It's just more consistent, and there's absolutely no reason not to do it. This would lead to players using Guests purely as cards to lower deck sizes rather than making actual Guest decks.
The Guest keyword is very interesting thematically and I like the flavor of the Stormwind City set the most, so I'd like to see it still, I just think it should be reworked maybe in a similar way to Treasures. Of course, there's also the chance that I've misinterpreted the keyword and missed something like an idiot, so I'm sorry if that's the case. Overall I can definitely see why this was the most highly voted set, but I think Guest is a genuinely big issue.
Linkblade91's Year of the Kodo
The flavor for the first set is fantastic, I'm quite fond of the Burdens. They're a way of introducing massive changes to a deck that remain simple. I do feel like The Vigilant Crusader could be made more simple with just one keyword, the textbox is getting a little packed there, but with how much that would impact you don't need to worry too much. The cards showcased for the War of Sea and Sky could have been better. Though I like the idea of the expansion, I'm indifferent with Terror Drake, kinda unsure how it has Stealth thematically, but I dislike the Naga Siren. What you've said about the Naga is that they provide benefit to the 'Biggest' Naga in terms of Attack, Health or Cost, so a card with "The Naga with the highest X has..." should be a common occurrence. Despite that, the first Naga you show is a 5/5 that does that with Taunt which is Epic. That sounds more like a Common and it doesn't really show what the potential of the Naga's tribal shenanigans could be. It doesn't feel too different from a 5 mana 5/5 Taunt, and feels so boring and bad considering giving minions taunt isn't really valued very highly. Metal and Mayhem seems nice, the flavor's good. Encore is a great keyword, I like it a lot. Power Up is a little more meh, kinda odd to revisit spare parts in general. The cards you showcased are good for them, with Spirit Bouncer showing off some fantastic possible synergy with Encore effects off the bat by allowing its effect to be used by a much bigger minion, and Treant Harvester being flavorful and useful.
Overall, all three sets are very good but I'd really like to see the potential of the Naga tribe and the Challenge keyword.
KingKuba's Year of the Lion
I felt quite happy looking through all of this. I'm not generally going to talk about the people behind the cards that much in these reviews but you seem like the kind of person who's quite new to making custom cards but has some really good ideas. What I mean by that is that you've got some really fantastic concepts here among some simple mistakes and I'm excited to see this set potentially flourishing. Obviously the place to start with is Storage, which I think is a potential UI nightmare and unsure on how good it is CURRENTLY, but it has some serious potential. I think you should go over a brief summary of how you use Storage cards during deckbuilding and through that find a way to include as many copies of Storage cards as you want so I can run a warehouse deck (that's only 30% a joke) and I'd love this keyword and the set. I love the flavor behind all the sets by the way, just wanted to go over Storage first. Then I'm going to go onto the third expansion for a reason that'll be obvious soon after. I like the flavor of this set the most, it's quite light and jovial. Rent could have a lot of potential as a keyword, especially if you throw some Rent (1 turn) cards in there, which could be quite interesting for designs. I dislike Buyout however, it doesn't feel like it has too much of a purpose. Making a way of keeping your Rent minions feels uninteresting more than anything else as well as quite parasitic. I think just having the Rent cards is preferable. Right, set 2 is the one I have the most problems with by far. The faction mechanic just isn't interesting, it's just a tribe that locks you out of playing certain cards. The two cards you've showcased aren't doing it any favors either. Garona Halforcen is a legendary class tech card, which you really want to avoid. The general issue with that is that legendary cards, especially class cards, are cards that you put into your deck to promote an archetype in an interesting or powerful way. Tech cards are cards you use to counter OTHER archetypes. It's straight up just an overpowered assassinate with a body in most cases and that's not the reason why I dislike it. She doesn't do anything to help your Horde deck, she just might do something against Alliance minions with Deathrattles. That's probably not many cards. Othmar Garithos is far and beyond the most overpowered card in the game. He's an autoinclude in every paladin deck due to the way purely positive Start of Game cards work. When you don't actually have to draw the card nor use the card, it just provides a benefit to your deck unconditionally at the start of the game, the card shouldn't be printed. You don't even have to account for the technical risk of drawing this minion which is understatted in comparison to almost all the other broken start of game cards that people have made, it's an Alliance minion, it just draws itself at no cost when the game begins, as well as whatever other Alliance card you put in there is. I'd suggest a complete rework of the second expansion but if you don't want to do that at least just fix those two cards up. Sorry the review got negative towards the end, it's just that your first and third sets are on completely different levels to your second. I genuinely meant what I said about the year having some serious potential and I look forward to seeing what you make.
Tomerick88's Year of the Butterfly
I'm going to be blunt...
That is not an interesting keyword. It's not flexible, it's not got any potential design space, more than anything it's just a boring and bad version of taunt. I do not like the pet keyword, not at all. Keywords can mean so many potential different things depending on the cards they're on, and how singular this keyword is is mundane. Hemet's Petting Zoo itself could be interesting with good flavor but I'm not feeling it so far. Going into the second expansion, Fate's fine, there's some design space for it and it fits the expansion, though I'm starting to think you've rushed through all this a bit. The presentation for your cards isn't great and the actual cards are similar. Veteran Tracker is missing capitalization and is literally just using the Tracking art. Tactical Retreat is a great card that utilizes your rotation of Divine Favor well. The terrain cards aren't very aesthetically pleasing, I once again think you could have spent more time and precision with this. Regardless I do feel that the terrain should last for a set amount of turns and shouldn't be countered by enemies playing terrains. Having it last infinitely is insane value that forces people into playing terrains, and playing a really expensive terrain that goes away immediately isn't fun.
CheeseETC's Year of the Scorpion
First set is good. The factions are alright and I don't really have a lot to say about it other than I'm fond. Could open up a lot of interesting new decks. I'm not fond of the second set at all. Dividing things into a bunch of guys who generate resource and then a bunch of things that need resource is parasitic and hard to manage before you even account for the fact that the things that take your resource take up board slots. It's hard to manage in a simple manner, simple being one of Hearthstone's core themes, and it feels more like a nostalgia trip than a fun or functional expansion. Don't want to include more than 4 buildings in my deck because I don't want to ever collect dead buildings in my hand but then I want to have enough resource to play them otherwise they're just dead anyway so better distribute a bunch of resource gatherer's into my deck. Draw dependency is rampant here. In comparison I really like recipes. They're flavorful and quite similar to buildings in that they're permanent benefits except way more interesting and better because they don't take a parasitic new resource to exist, you just need to fulfill certain conditions to repeat effects. I certainly wouldn't include both buildings and recipes into the year, in my eyes one's just better than the other. I will say though, the way you've formatted the recipe card is stylish and cool but I think you might have to change it unless you don't want to write much on the cards. Small Drink is the epitome of a common of the effect with literally three words and then a basic condition, yet it ended up with 4 lines. How are you going to make Epic recipes?
Shatterstar1998 and Demonxz95's Year of the Dragon
Year of the Dragon sounds generic but whatever. Nightmare on the Nether is cool, though you could go over what makes the actual expansion itself interesting a little more, because I didn't really see anything about the expansion itself in the cards. I just got the context of the area and how it has a bunch of tribal minions. Legacy could be cool but King Arthur feels like a really bad way of showing it off. If I play three cards in a turn I get to change the Health of all minions to 1! Oh wait they've already all got 1 Health because I played the card. I'll wait till next turn and THEN use his effect. Alright, there, my opponent's played some new minions, now I can use his Legacy. Oh actually I think I'll just trade him in, that seems more efficient because I don't want to set my minions Health to 1. Why does Legacy feel so much like a redundant extra on the Legacy showcase card? Prince Charming well... I don't like him. How is he a start of game support card and how was he supposed to show off how each class is getting a start of game card? Wouldn't showing off a start of game card be more helpful for that? Why do I care about drawing my start of game cards, that's not what's interesting about those cards, the interesting part already happened. At the start of the game. Because it's a start of game card. Sure it thins my deck and I can play it to get like a 9 mana 7/8 body but that's hardly that supportive. Prince Charming just feels like a Curator card you made because you've got some new keywords. It's not got nearly as much connection between the themes as The Curator nor its Witchwood counterpart. It's boring. Caverns of Time seems alright, I like Future Strike, it's a very nice card. Temporary dormant cards are something I've seen a lot, in fact my favorite version of them I've seen was from DKPaladinMDL's Caverns of Time expansion that he finished some time ago. I feel like the showcase card you chose for it wasn't that interesting. In general I kinda wish there was more you were showing in your year, I've not been able to criticize a lot because I've not got a good grip on the expansions. Nether on the Nightmare will be dark and have demons and dragons and stuff as well as an effect that exists already. Once upon a Time will have legacy but you haven't provided a good example of a legacy card and start of game cards for every class but you haven't shown a start of game card. Caverns of Time has future stuff that could be quite cool, I'm fond of that, as well as collectible temporary permanents which are nice. I don't know, I just think your presentation was lacking with ideas that have already been explored a lot.
ThisOtherGuyTox, Cogito and Otovent's Year of the Chimera
Stitched cards could be cool, the one presented is simple and gives a good idea of what to expect, and I think I remember Tox talking about the choose one at the start of the game thing some time before and I've quite liked it as an idea. Border Patrol is also a nice simple idea for showing off how things are. Can't really see any faults so far, things look good. Weathers seem fine. I'd like to see cards that benefit off of weathers but it's understandable not to considering you only had two cards to show which did well to establish the flavor. Because I don't want to get through 2 sets without at least suggesting something I want to put in a personal request for you guys to include my favorite pokemon ludicolo in there somewhere, maybe something like this.
You don't have to call him Ludicolo or anything just please man I love ludicolo so much you'd be doing a great service for my family. Script is flavorful and quite nice, it's reminiscent of the new card type thing introduced to Magic recentlyish. I love the flavor of the set as a whole and I'm sorry that the new expansion kinda takes away some of the uniqueness of the set. In general this set seems the most refined so far... Suspiciously so. Gosh dang the mods and their ability to prepare three sets with unique flavor and keywords in a space longer than two weeks we need a revolution around here or something. For real though, looking forward to seeing the third set the most so if you go out before then I'll be angry. Good luck.
WaterwaIker's Year of the holy shit I'm only 8 submissions through this is taking so long I'm gonna end it all also why is your name spelled with a capital i rather than an l what Hydra
Starting off, Lights, Cards, Action! is gonna be a set I greatly look forward to. Great humor, very light, all good with me. Van Hellscream is a really nice card with a cool effect, though he honestly feels absurdly strong. He's got a really well statted 5 mana body for 6 that replaces your hero power with one that's worth about 2 mana, which is nuts. That said it obviously carries the downside of not working with Deathstalker Rexxar which you'd probably want to play in a more control focused Hunter so I imagine it's fine but it's certainly stronger than most hero power upgrade cards. I don't like Mildly Annoyed Max, punishing your opponent for not playing on curve isn't that fun for them, and if they do play on curve this is just a 5 mana 5/3 which isn't very fun for you. In general it kinda just doesn't feel like a fun card. Alleria Windrunner is fun but honestly I don't think trample is a good idea. Hearthstone's been existing for a while under the idea that trample isn't a thing so as you might expect stuff like Arcane Channeler suddenly being added can cause problems. What kind of problems? Problems of Meteoric proportions is what. For the next expansion, Marsh Seer is massively unfun as it can ruin so many decks. Oh, it appears I've discovered my opponents C'Thun/N'Zoth/Bloodreaver Gul'Dan/Emeriss/Alexstraza/BigGamechangingMinion/Yogg'Saron. Guess they lose. Also go to my Year of the Lion and/or Year of the Frog reviews for my stance on Tyr. I would include this in every deck because it's free consistency. I don't need to actually draw the card or use it, nor do I have to gimp my deck, yet I get benefits.
Dropdead's Year of the Manticore
Transforming effects already fulfill the purpose of Banish elegantly, include more transform cards rather than adding in a new yet redundant keyword. It might fit in the game better if Hearthstone had an actual graveyard and not a pool of cards being tracked for Big Priests sake, but as of right now it's just taking an effect that shows up in every card game with a graveyard and putting it into a game without one. If you're in Shadowform is a terrible idea that gets passed around a lot, can't wait to get this card in a pack when I don't actually own that epic card from the classic set. Oh well I guess I could still use it as a 6 mana deal 5 spell, fantastic. For 6 mana couldn't it just banish the minion regardless of anything else? Priest already got Entomb why is this a card? Your location card is okay. I think you should have done a better job showing off themes of the expansions because some of the cards just feel irrelevant to showing the actual expansion off. Yeah Hogger's Faithful is a pretty cool card but what does it tell me about the expansion?
Phoenixfeather's Year of the Phoenix
First expansion seems alright. Soulcast is nice, Elusive is Elusive. Rise from the Grave is a cool card that does well to show off the expansion. Apatheia's one of the least interesting ways of adding neutral decks theoretically possible. The thing is, I like the idea of neutral decks, but I think a game like Shadowverse is a game that could show you a good way of going about implementing neutral synergy. Rewarding you for having disproportionate amounts of neutral cards over only running them. Running decks without spells, only minions, with no class identity, very few interesting gimmicks and such is just uninteresting. What makes the matches involving this lady more uninteresting than most? Well let me briefly say why I like Elusive. It does well in countering an enemy who relies on spells to counter minions by making it harder to deal with your elusive minions, yet it doesn't make half their deck pointless because I still have the rest of my deck to go through and it's not like they're ALL going to be Elusive so they can just use their spells on those ones! Oh wait, my entire deck IS Elusive, guess my opponents hand is just filled with dead cards now. Boy, this game of minions slapping into eachother and nothing else sure is interesting. At least AoE's still exist. Second expansion is a lot better, love Solais, it's a great weapon with good flavor. Deus Ex Machina is also good flavor and a cool card. I don't know how much I like the return of Inspire but I don't hate it. Burn is a keyword that belongs in a class and not an expansion. Removing the top one or two cards of your deck is widely irrelevant outside of decks that go to fatigue because they're exceptionally slow, are running Aluneth or rely on specific cards like C'Thun and sometimes they're on the bottom and have to dig deep. The rare cases in which removing the top card of your deck is used as a downside do so in a way where it's escalated to the point where your deck might be shredded in seconds like with Fel Reaver. Being able to include a few cards that have above average power level in exchange for burn just means I'm running cards which are too good at no extra cost.
Vilegloom's Year of the Ram
I've been really indecisive of your stuff. I don't know what it is about it. Regardless I don't trust myself to force a review on this because I don't have an opinion of it really. I'm not trying to wuss out I swear, it's just that my input would be redundant. Take that all as you like.
ShadowsOfSense's Year of the Serpent
I don't like Ambush. I remember Phoenix explored it's potential some time before with Impulse and cards which manipulate how you draw it that makes it more skilled but even then it's still the "Did you topdeck this" keyword. It's good flavor and I'm happy about its use with Cephalopirate due to it not being objectively better, but I don't really like it. Explore is a nice keyword, one thing I think a lot of people make mistakes with while making Hearthstone cards is creating cards that give information for the sake of information, yet this uses it practically. Well, at least in the case of Murloc Pathfinder. If all the Explore cards will be like that, I'm very happy with it. If you make cards which just Explore and nothing else, I'll be sad. That's just not very Hearthstone. One thing of note, with both Ambush and Explore existing, deck manipulation better exist, it just makes them both so much better. Revenant is a keyword that feels nice due to how Undead synergy works, I like it. Mount is nice but obviously unfortunately timed due to Magnetic. Flanked is nice also, no real criticisms.
Teknician's Year of the Gryphon
Treasure's are looking nice and appropriately scary and the Plunderer is a good example of a Treasure fetcher, so I'm happy with how it's developed thus far. This might just be me but Sandy Shore looks a little too realistic, I think a wide shot of a beach would be better. Overall, good first set. Unsure about the second set, Sacrifice is an alright keyword, Plague is quite questionable. Not in the "This is probably bad" sense but the "I have literally no idea how to evaluate this" sense. I will say though that the Blood Beetle's Sacrifice option feels surprisingly low impact, considering you lose both an attack and the minion. I've gone over Red Mana briefly with you already I believe, waiting to see how you handle it, I think you can make it work well.
Mrobjectionman's Year of the Pegasus
I'm a strong believer that Hearthstone's RNG isn't as bad a problem as many like to say and that it's actually quite beneficial for the game, but having it as a core theme for an expansion doesn't seem like a great idea. GvG had that as a core theme and people hated it, so I'm unsure if people will like that. Good flavor though. Good flavor for the next set also, this version of Mount is pretty good, it's like reverse Magnetic. I don't like Dominance, seems very win more. Generally the person with the biggest minion is the one winning, so to me it kinda reads like "If you're winning, has an extra effect.", which means the cards don't benefit you while losing and benefits you while winning, which polarizes the game rather than having it be a back and forth.
Aaro54's Year of the Mech
You know my opinion on your shit man go ask me things in the Discord or something
Soulbattle's Year of the Cat
Hethiss is nice, does well to show off multiple potential themes of the expansion with both poisonous and death, and I like Invoke despite not really feeling like a keyword, though I can't really explain why. I like the idea of the Grimoire of Eternity and I'm willing to see how the mage spell tribe thing works out, though I think you've not exactly got the casual and goofy vibe down in the submission. I feel like Brutallus probably isn't that hard to build a deck around and stomps aggro into the ground, though that's obviously a card that'd need playtesting. Blazing Infernal doesn't really feel like a "Positioning matters" card all that much honestly, I feel like a card that requires a lot of pre-planning would be best to show it off. This is more of a "Place between two minions and attack" card that you want to play minions around.
Wailor's Year of the Tortoise
Draenei Wanderer feels like it could do something relevant to the swap beyond just swapping, like the actual swap being a necessity that functions as a bonus. Like Curious Glimmeroot giving information or something similar. I think a card which has the pure function of swapping feels too non-Hearthstoney, too niche, yet as a secondary effect it could fulfill its intended purpose elegantly while being more interesting. I think Dive has a similar issue, Hearthstone doesn't tend to have many effects that do nothing by themselves. If Dive actually did something minor for your hero and then synergies existed on top of that, I'd like the mechanic more. Fate and Future seems fine, but giving a minion Charge allows it to attack on its first turn, it doesn't allow a minion that already attacked to attack again. Everything seems pretty well connected in this year though.
NOVEX0R's Year of the Scarab
Not too fond of Ancient, it feels like it could be done more elegantly. Tracking digits in the cards text usually isn't how things in Hearthstone work. Also I'm not sure if I like that this encourages a less than active form of play. Active playing should be encouraged even in control decks in my opinion and Hearthstone typically favors it also in comparison to most card games. Tomb Relic is a boring card in standard and absolutely game breaking in wild. Shadowboxer exists ya know. Hearthstone effects tend to do something by themselves so I'm not really fond of the nightmare/dream mechanic, I think it could be better if the Dream or Nightmare states did something regardless of the synergy cards. Stolen Plans is insanely overpowered and would be included in 100% of rogue decks because there's no reason not to. As soon as you draw it you immediately cast it and draw another card. If it didn't reveal the opponents hand it'd still be included 100% of rogue decks, it's just a way of making your deck one which only effectively contains 28 cards, which is more consistent than a 30 card one.
Electronite's Year of the Serpent
Hibernate is a keyword that comes up a lot, but I strongly believe that it's a bad one. Hearthstone is a very active game and making cards that encourage you to not attack are only a few steps away from cards that encourage you to not attack. Attacking is already a very big part of the decision making in the game, one of the most important elements. Making cards that make you not want to do that isn't something I like. Royal Archivist is a nice card, I like it. Knowledge Corrupt could probably do with a better name but in general the second set seems way healthier than the first. Dreamwalker's not that interesting to play nor does it do much special, yet it still feels odd to have the word Immune on a common neutral card.
LarryMoments' Year of the Wendigo
Getting a new keyword and then making two new cards with the keyword to show off an expansion feels like a way better idea when the new keyword was already a mechanic in the game, I mean the flavor's nice but I hope to see some more themes than just minions killing minions. Possession is flavorful enough and the flavor of the set as a whole is quite good, but it's really a pretty small effect and I'm not really sure what to expect out of the expansion because of it. It's not a particularly debilitating effect but I think it works perfectly with other effects as more of a marker than anything, a chance for some richly flavored cards to flourish like perhaps a minion that moves into a minion, possessing it, and comes out when the minion dies. Silver Mirror is also quite good. Lots of flavor potential in that set, I must say. You're not gonna showcase murlocs for your murloc focused expansion? Odd, and the cards you've shown haven't given me much of a view on what the expansion is all about, if I'm being honest. They're good cards however.
TheProjenitor's Year of the Fox
I like Plan, it's a common concept that's been executed well here. I'm glad you've given such a clear example of what the expansion's all about. A simple common plan card and a card that has a trade off involving the information your opponent obtains, it works nicely. Seems promising. There seems to be a broken imgur link on the next set, don't know if that's just me. Regardless, I don't like the way you've set up the keyword. Iterating Battlecry just feels too wordy. I think if you were to put (Iterate) or (Iterates) in brackets after the battlecry, kind of like Fatespinner, it might look neater. Regardless, every card with Iterate is kind of like a more restrained Shudderwock, which means it's probably really hard to manage the power level. Even a weak common Iterating battlecry minion that does 1 damage will also summon a 3/3 golem, draw a card, maybe kill a couple of minions and burn the board in a firestorm or something similar, and it escalates with every card printed. Rebuilding Dalaran is really interesting yet Enter the Legion is really uninteresting. Obviously your legendary spells are going to be very bottom-up from a design standpoint but I definitely think a stronger focus on how interesting Enter the Legion is mechanically would be good. Destroying mana crystals at later turns just isn't much of a downside so it kinda feels like summoning a bunch of guys with an overload.
I was a little exhausted near the end because it's gotten late, so I apologize if I've said much that's nonsensical or too crude, I'm not quite myself just yet. Regardless, I hope the competitors in question at least read it, I've spent a lot of time on it even if a lot is just gibberish, and if any of your works were to improve due to all this effort it'd all have been worth. A lot of promising entries this comp, many with small mistakes made here and there (that might have came from having to make a three-set concept in the space of two weeks) and I'm hoping to see some great stuff by the end. Including Ludicolo, mostly that. Tox, this is a genuine threat, I will send over 7 spammy messages to you via Discord and Hearthpwn that'll contain some kind of puzzle that'll insinuate you smell bad when you eventually solve it unless you throw Ludicolo in as a minion in Set Fire to the rain. It doesn't have to be a Legendary, though he deserves to be one, not even an Epic, and he doesn't have to be called Ludicolo but... Just please you have to do it I need it.
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Though you should put it on the top, might confuse someone else1
"You're carrying too much cards 11/10"
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The Circle Edge is a place located in Renaelar (created by yoggi)
which is NOT canon to the WoW universe, on the day, it's your beautifull and peacefull landscape, with a lot of faun and flora, you might see this as a cute thing, right? But when it's night, it's entirely corrupted, where every step inside the circle creates a new vision of the horrifying events that happen there, they witnessed cultist rituals, ghosts, nightmarish creatures and more! So make sure you be obedient to your father, 'cuz there won't be anywhere for you to hide from the abominations this place stores for you, don't be naughty, like, seriously, go back to your home before it's too late.So what's up! This is an Expansion made by the group NMR! Which consists of me, yoggizenmastuh, RenoLord and ajbookstar, if you noticed it on the HUGE opening thing you got right above you. This expansion was created by yoggi, and directed by me, LarryMoments. Yoggi originaly created his canon land, with all the places, with the supposed first expansion being Lamoneed, this "second" expansion focuses on the dark secrets that the Circle Edge hides from us, because either way, one little scare oughta do you some good!
ANCIENT BLOOD AND BLACKEDNED SKIES, THE FOREST DARK SHALL ONCE MORE RISE
This places holds some dark secrets, but also holds some new hope! With the new keyword AND new mechanic, Day/Diurnal and Night/Nocturnal!
A good example of a Diurnal or whatever card is Dreaded Protectorr, while it's Day (btw, the battlefield ALWAYS starts at day), this fiend will act as a Sen'jin Shieldmasta with -1 Attack, but when it's Night, this creature will become a 5/5! Quite a lot, right? But that's because you can't handle when it'll be Night, I mean you can handle them with cards, but you can't know when! Acting completely different depending on how they are used to.
We also have a new type of card, Idols, you play them and start worshipping them, increasing their power, just a few good action offers will make these babes grow even stronger than before! These Legendary Rarity cards are permanents, and can't attack or be destroyed, but will give a benefitial effect for you for the rest of the game.
Druid
Druids will use midgame power, developing a stable board, just for then strike with surprises or maximum overdrive cards! Watch out, these big creatures bark and bite at the same time!
Tokens:
Explanation: The Cauldron will transform into a Boiling Cauldron when a minion is putted inside it, the minion is putted in the Cauldron before damage is done. When the minion inside the Cauldron dies, it will transform back into the Cauldron, and another minion may be putted again in there.
Hunter
Hunter will take a versatile spot here, instead of an specific archetype, it will develop bendability, with minions and cards that offer many different options at different conditions, especially when the time is changing so constantly- ugh, does someone have a sunscreen?
Tokens:
Mage
Shhh! Don't tell anyone about this on- oh wait, sorry! Didn't see you there! This remains Secret between us, and everyone else, as this class focuses on Secrets and Secret Synergy.
Paladin
Paladins as always will control the light of the battlefield, having powerfull effects during day! Oriented to a more control-ish style, though most of these control effects trigger on day, you can't just be in the bright side of the dark side!
Priest
Priests will manipulate the mind of his foes, debuffing them, driving them to madness, or disabling them from any ability other than attack, and maybe squeal, but who knows who still does that?
Tokens:
Clarifications: Yes, I realize the 1st Phase of Lecture Idol is broken, we forgot to fix it, but consider it as it deals 2 damage instead of 3.
Rogue
Rogues get expert repetition things, like Echo, we know it has been developed in the Witchwood, but in here, we develop it a lot more! Even synergising with the own Echo cards!
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Shaman
Shaman is going to focus on Overload, y'know, you can easily stress on the forest, critters are around you! And you surely need to rest to restore your power. Also, Murlocs, yeah, those mindnotless creatures annoy a LOT.
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Warlock
Warlocks will dominate the board with many minions, don't hype too much, because you'll be able to use them in your favour! Additionally of attacking with them of course.
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Warrior
Archetype of Swap our is new tech for words changing position their places off the board, change health and attack for efficience bigger, out look the creatures big.
Neutral
The Spirits are free, there's only one way to pay the fee, and it's to play Hearthstone now for free!
Tokens:
As always, any feedback is appreciated, since this is our first fully revealed expansion, it really gives an impression of what we are doing right and what we are doing wrong.
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Updated Presentation Tools.
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Damn these are really usefull! Thx Cogito!
Take your upvote rain!
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Don't ever ask this Old Dragon how many discussions he'd before, he gets quite melancholic when someone asks him about that.
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Just a question, but does it needs to interact directly with Fatigue or can just be synergy with it AND maybe other things? Because then not sure if this is legal.
This synergises with Fatigue, as you clearly don't add cards to your hand, just Fatigue cards, however this also works with the "Cast this when drawn" cards.
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"But at the end, it was just the photo that was blurried"