• 3

    posted a message on Rotface DK Warrior Control from 15 to 5 26w-9l 74% winrate

    I don't agree. Rotface is nice but definetly not necessary.
    You can put any big minion in that slot, here a some ideas:
    Bonemare
    Primordial Drake
    Ysera

    Posted in: Rotface DK Warrior Control from 15 to 5 26w-9l 74% winrate
  • 0

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

    Unfortunatly I will not be able to submit my cards in time. I will have to drop from the competition. 

    i hope the next competitor in line can get my spot and submit his cards in time. I'm really sorry for this inconvenience!

    Posted in: Fan Creations
  • 0

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

    Hi guys! Are you just assuming some entries will go to the next round based on votes? Or are the results already out?

    Posted in: Fan Creations
  • 0

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

    Since rally triggers whenever you play a minion of the same tribe, I think that repeating the tribe on the text isn't necessary. You can save space and make the cards easier to read. 

    Posted in: Fan Creations
  • 16

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

    The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
    The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
    A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
    In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.  

    Battle for Booty Bay is a Multi-Class expansion!

    I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards. 

    Let me introduce the mechanics and the factions!

    Factions:

    • The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)

    The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
    They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse

    Infuse works similarly to Adapt, but here you can give
    additional effects to your spells, choosing between 6 total Infusions. 
    Let's see an example of a card with Infuse, and the Infusions!

     

    • Blackwater Raiders (WarriorRogue, Pirate-based theme)

    Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
    They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play.  This is well represented by their keyword: Duel

      

    Duel is basically a bad version of Charge, but i like to think that Charge will become like this
    one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones. 

     

    • The Pack (Hunter, Druid, Beast-based theme)

    The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts.  They don't have a specific keyword. 

    • Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme) 

    The Silver Hand army decided to send their Peacekeeping unit in order to restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working around the idea of bringing peace through war.

    Posted in: Fan Creations
  • 0

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

    Basic Photoshop.

    If you look closely, you can see the the bit i used to cover the attack value is just the Top-right corner turned upside-down. 

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition- [Phase I Discussion]
    Quote from Vilegloom >
    Quote from Vilegloom >>

    I've personally have had a tough time trying to figure out mechanics for a full expansion. Took me some time, but here's me taking shot at it.

    RAIDERS OF ULDUM

    A city of wonders hidden away for eons by the everlasting sands of the desert, Uldum hides many secrets itself. From the enigmatic, stone-skinned Tol'vir, to the ancient temples bearing riches beyond imagining. Some of these riches come in the form of Relics.

    Relics work similarly to weapons. They take up the weapon slot, meaning you can only use either a Relic or weapon at a time. Relics, however, do not offer an offensive ability nor count as a weapon. They work passively, and last a number of turns before wearing out. 

    These Relics have also caught the eye of many interested... businesspeople. From all over the world raiders have come to claim the prizes of Uldum for their own. To do this however, they will have to overcome the many obstacles that may appear, such as the four Constructs.

      http://imgur.com/A4YRv5N.jpg

    There are four Constructs hidden away in the Halls of Origination. One of them is the Construct of Magic known as Isiset. All Constructs offer a different playstyle. In the case of Isiset, her and her followers may lack strength, but they make up in firepower; boosting the power of spells permanently to deliver a devastating blow.

    Raiders have their Resources as well, though. Rogues use Gold Coins to "buy" their way to the top. Holding the Gold Coins grant the access to not only Combo triggering, but also triggering effects of different cards. For example: 

          

    Not showcasing these in the actual submission, this is just to give a broader idea.

    Token Gold Coin: 

     (Maybe I should raise the cost by 1)

    In the end, there is no better feeling than uncovering the many hidden treasures that lie in the city.

    When said card is drawn, Loot will come to effect. Meaning that if the card is pulled out of the deck or discovered, the effect won't trigger. However, when they are drawn the effect will be much more powerful.

    So, what did you guys think? Feedback is appreciated. I have other mechanics planned, like Hunters and Druid using token Scarab-minion synergy and Elementals, among others I'm still developing.

    Edit: Obviousy balance is not the main priority here, just showcasing the mechanics. I'll rebalance them in due time. 

    I really like the idea of relics! I went ahead and tried to give them a little twist, because the wording and the absence of attack and durability on a weapon felt awkward. 
    Basically the card is the exact same as the one you submitted, but Relics lose one durability whenever they activate. What do you think?
     

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition- [Phase I Discussion]
    Quote from Wishmaster333 >>
    Quote from LeoScibi >>
    Quote from LeoScibi >>

    The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
    The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
    A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
    In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.  

    Battle for Booty Bay is a Multi-Class expansion!

    I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards. 

    In order to introduce the mechanics and the factions!

    Factions:

    • The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)

    The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
    They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse

     

    Infuse works similarly to Adapt, but here you can give
    additional effects to your spells, choosing between 6total Infusions. 
    Let's see an example of a card with Infuse, and the Infusions!

    • Blackwater Raiders (WarriorRogue, Pirate-based theme)

    Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
    They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play.  This is well represented by their keyword: Duel

      

    Duel is basically a bad version of Charge, but i like to think that Charge will become like this
    one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones. 

     

    • The Pack (Hunter, Druid, Beast-based theme)

    The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts.  They don't have a specific keyword. 

    • Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme) 

    The Silver Hand army decided to send their first Peacekeeping unit in order to try and restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working the around the idea of bringing peace through war.


    (Originally I wanted to base the Peacekeepers of the Silver Hand on Mech synergy. Probably I will have to abandon this plan, because I dind't find fitting mech illustration. This card will probably change in the future unless I can find better artworks)

     Hi guys! I'll repost my idea to have some feedback, I will try to give mine on some of the submissions tonight aswell!
    Thanks
     Alright, I actually found my favorite idea So far. I love the WoW Trolls and using Stranglethorn to set up a battle sounds reasonable considering, although it was structured a bit differently, that's actually how the questline goes with the Bloodsail attacking Booty Bay instead of trolls. Gurubashi Invoker is an amazing card.The infuse Keyword is a good take on Adapt, but for spells.
    REally good stuff here. All the class alignments make sense. The only thing that doesn't is the mech thing for Paladins/Priests. I know it sounds cool but really you should just go with other races like humans, elves, gnomes, dwarves, etc. All cards seem balanced but the peacekeeper itself. Seems easy to exploit. It'll have 'soft-taunt' insta-kill status as it were. It definitely seems out of place for both Paladins and Priests to use as well. Otherwise, I like everything in here. Good stuff.
     Thanks for your nice words! I decided to go with Draenei instead of Mech for the  Peacekeepers. 
    About the Peacekeeper himself, here's my reasoning behind the card:
    When playing Priest or Paladin (especially in arena), sometimes it happens to Power Word: Glory or Blessing of Wisdom an opponent's minion in order to "pacify" it. When it happens it's really cool, because your opponent will have to make decisions, and I like that kind of interaction. 
    This minion casts a aura of both Power Word: Glory and Blessing of Wisdom on ALL minions, and the impact on the board should be to bring the game to a stop, where every attack needs to be decided carefully. 
    I feel like the symmetrical effect balances the card. 

    Here's the updated art. No longer a mech. 
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition- [Phase I Discussion]
    Quote from ThisOtherGuyTox >>
     Protection dosen't really feel. . . Hearthstone. It also dosen't protects from spells, which Mtg does. The idea of intimidation is that they're too scared to attack the opponent. 
    Intimidate also dosen't prevent damage from them. You can still trade into them with intimidating minions. 
     You make really good points! Overall the mechanic is really interesting even if a bit complicated. 
    Posted in: Fan Creations
  • 0

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

    I like the mechanic, maybe a wording similar to MTG's "Protection" might be better suited?

    Protection from Murlocs, Beasts and Dragons, maybe?

    Also you could go for something like: Protection from spells that cost 3 or less. 

    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition- [Phase I Discussion]
    Quote from LeoScibi >>

    The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
    The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
    A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
    In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.  

    Battle for Booty Bay is a Multi-Class expansion!

    I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards. 

    In order to introduce the mechanics and the factions!

    Factions:

    • The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)

    The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
    They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse

     

    Infuse works similarly to Adapt, but here you can give
    additional effects to your spells, choosing between 6total Infusions. 
    Let's see an example of a card with Infuse, and the Infusions!

    • Blackwater Raiders (WarriorRogue, Pirate-based theme)

    Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
    They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play.  This is well represented by their keyword: Duel

      

    Duel is basically a bad version of Charge, but i like to think that Charge will become like this
    one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones. 

     

    • The Pack (Hunter, Druid, Beast-based theme)

    The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts.  They don't have a specific keyword. 

    • Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme) 

    The Silver Hand army decided to send their first Peacekeeping unit in order to try and restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working the around the idea of bringing peace through war.


    (Originally I wanted to base the Peacekeepers of the Silver Hand on Mech synergy. Probably I will have to abandon this plan, because I dind't find fitting mech illustration. This card will probably change in the future unless I can find better artworks)

     Hi guys! I'll repost my idea to have some feedback, I will try to give mine on some of the submissions tonight aswell!
    Thanks
    Posted in: Fan Creations
  • 0

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

    Since there aren't actual cards that can choose between 3 options I think I can freely decide how this works. 

    To be consistent with the wording on Fandral Staghelm, If you play the Expert Tamer you would summon 2 different random Animal Companions.

    Edit: Altough Expert Tamer has more than 2 options, it wouldn't make sense to reword Fandral and it would be too powerful if it summoned all 3 companions.

    Edit2: Also this might be a non-problem, actually. This card and Fandral would only be legal in Wild, where almost everything is allowed.

    Posted in: Fan Creations
  • 0

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

    The Blackwater Raiders, leaders of Booty Bay, have to defend the city against a troll invasion!
    The Gurubashi Empire recently discovered a legendary heirloom and is marching on the city with their newfound magical powers.
    A group of skilled adventurers based in the Stranglethorn Vale, named The Pack and lead by Hemet Nesingwary Jr. decided to protect the vale from the troll threat, joining the fight.
    In the meantime, The Silver Hand army is deploying its peacekeeping forces to restore order.  

    Battle for Booty Bay is a Multi-Class expansion!

    I will try to explore different ways to make multi class cards, with the already proven 3 class faction and "new" dual class cards. 

    In order to introduce the mechanics and the factions!

    Factions:

    • The Gurubashi Empire (Shaman, Mage, Warlock, Spell -based theme)

    The troll of the vale, scattered for decades over different clans, now reunited under the power of the Sphere of Magic, a long-forgotten heirloom that grants exeptional control over all sorts of spells. (In WoW lore, the trolls actually found the Sphere of The Tides, that granted control over water. I decided to give it a different twist to help my theme while still being somewhat accured. Sorry guys.)
    They gained the ability to enhance their spells, giving them additional powers. This is represented by the keyword: Infuse

     

    Infuse works similarly to Adapt, but here you can give
    additional effects to your spells, choosing between 6total Infusions. 
    Let's see an example of a card with Infuse, and the Infusions!

    • Blackwater Raiders (WarriorRogue, Pirate-based theme)

    Blackwater Raiders are the leaders of Booty Bay, and they will do anything to defend their city!
    They are pirates indeed, but their are different from that Bloodsail scum. They will try to play a slower game, going from the traditional all-in pirate aggression to a much more board-centered style of play.  This is well represented by their keyword: Duel

      

    Duel is basically a bad version of Charge, but i like to think that Charge will become like this
    one day. Minions with Duel can act as powerful removals, and are much easier to balance than charge ones. 

     

    • The Pack (Hunter, Druid, Beast-based theme)

    The Pack is a group of Druids and Hunters, devoted to the preservation of all beast species. They constantly live in contact with all types of creatures, and this gives them a lot of knowledge when it comes to Beasts.  They don't have a specific keyword. 

    • Peacekeepers of the Silver Hand (Priest, Paladin, Peace-Based theme) 

    The Silver Hand army decided to send their first Peacekeeping unit in order to try and restore order over the Vale. These Priest and Paladin cards will try to play a very controlling role, working the around the idea of bringing peace through war.



    Posted in: Fan Creations
  • 0

    posted a message on Parasites: a mechanic for Priest.

    Thanks for the replies. 

    I will try to answer some questions in a random order:

    The parasite tag really doesn't fit here. I like it as a mechanic written on the text, for various reason. Parasites cannot be draw and that's the biggest thing about them. I would have to write "cannot be drawn" in the text, and that would take up so much space. 

    About the tempo loss of shuffling Parasites: honestly priest always had problems with tempo, having a lot of dead turns where they just hero power their face. Giving up some (already very low) tempo to shuffle some cards should not hinder you that much, and you just need to play a normal game of Hearthstone to gain the benefits. 

    Peiest decks already copy cards from their opponent's deck, and if you get to copy a parasite you get additional value. 

    Dark extorsion is a bad card. The effect is strictly limited to the amount of Parasites shuffled, it costs too much and it could fill up your hand and you would overdraw. Still, I like the card for the flavor and for the potential swing it can create. I feel like Epic Cards should follow this trend, being very powerful cards when you commit your strategy to them, but weak overall. 

    Posted in: Fan Creations
  • 1

    posted a message on Parasites: a mechanic for Priest.

    Parasites

    The idea behind this mechanic is that you put stuff into your opponent's deck, but you are the only one who can use it!

    Parasites are stong minions that you shuffle into your opponent's deck. Whenever a parasite is shuffled, each player gets to see what type it is. Then, the priest can collect those parasites and use the knowledge they gained to his advantage. There are various ways in which a priest can add the parasites to his hand: Crystalline Oracle, Shifting Shade, Drakonid Operative and my custom card, Dark Extorstion.

    I always liked how priest can mess with their opponent's hand and deck, and this way of sending "probes into their mind" seems very flavourful to me.

    Let me know if you liked it!

    Posted in: Fan Creations
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