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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Submission Topic]

    Da Restless Spirits celebrates Death, Life and all things in-between as all the trolls of the land gather to celebrate the gods. But like always rivalry will form and in the expansion this is shown though each of the class and there signature Loa God.

    But First, MAGIC

    A Further Explanation

    Each turn (including the turn you play it) a minion/weapon with Invoke will add a spell to your add until the end of turn. This spell has base cost equal to the amount written on the card.

    FAQ

    • Playing an spell from an Invoke card does count as a normal spell ( Sorcerers Apprentice , Mana Wyrm ).
    • You only a cards Invoke effect once a turn (including the turn you summon it).
    • If a Invoke minion is Silenced or removed from the board, the Invoke spell disappears immediately.
    • The Invoke card is added to your hand after you draw a card at the start of your turn.
    • If you have no room in your hand, the Invoke card won't be added. If later in your turn you now have a free hand slot, the Invoke spell will be added.
    • There is no limit on the amount of Invoke spells that can be played on one turn as long as they are from different minions.

    • Card like Mam'Thot's Chosen that name a minion in there Invoke spell: The spell only affects the minion that added it to your hand, not all minion which share it's name.

    The Classes

    Hunter: The Servants of Hethiss

    Hunters have embrace a more sinister form of Hunting embracing the power of poisons. Hethiss is there finisher, a powerful 9 cost card that resurrects all the victims of your deadly toxin's. They are only 3/3 copies to make the power level a bit more consistent.

    When Trolls need some more game to hunt, they call upon the spirits to summon more dangerous monsters for them. Hethiss likes to summon Poisonous minions.

    It's not all toxin and poison for the Trolls, the Skullsplitter tribe prefers to use the trap they have set to ambush and unleash a storm of arrows on there opponents, reflected in Skullsplitter Stalker.

    Bloodvine is the most traditional ingredient for most Troll poison, and it is also a common food trolls like to feed to there Beast to give them a different kind of bite.

    Mage: Followers of Hir'eek

    Hir'eek loves Spell Damage , so much that whenever a Spell Damage minion dies, he gains Spell Damage to enact his revenge. Spell Damage hasn't seen synergy for a long time and I would love to see it for Mage, so that is what Hir'eek is here for.

    Mage's take on Nobel Sacrifice uses the power of Hir'eek to summon a copy of a friendly minion as the new target, confusing a ruining your opponents plans.

    A mix of both Deathrattle and Spell Damage , Hir'eek Disciple shares the power of magic onto it's ally's. With a powerful statline, she is able to be a must have in any spell have or Hir'eek deck.

    Likely the most power card in the set, this magic wielder picks up where Coldlight Oracle left off. Being the cheapest Spell Damage minion in the game, Gurubashi Sorcerer is a powerful early game minion which can combine with cheap spells for powerful outcomes.

    Shaman: Akil'darah's Army

    The followers of Akil'darah's love spells, and the great eagle himself blesses them with the power of returning spells. Ancestors Guidance is a card to help Shaman get some more interesting card draw options then there current selection.

    The 10-Cost eagle from your nightmares, Akil'darah does not mess around rushing into battle and clearing your board with Windfury . He then uses his power to bring back your most powerful spells ready to cast again. Great finisher and even better if you build a deck with only great spells to bring back.

    The only weapon with Invoke so far, Aurastone Hammer takes from Mjolnir returning to your all the time. Theoretically a weapon that can last forever as it's durability is reset when it comes back to your hand.

    Trolls take there death ceremonies seriously and sometimes it's because death isn't the end. A powerful control Shaman card, Resurgence is perfect for giving your finisher cards a second chance.

    Finally a little something for Elemental Shaman, this giant invokes the power of Akil'darah to return a spell to your hand. It's Taunt also makes it a useful anti-aggro card for the mid game.

    Warlock: Children of Shadra

    Being the second ever "Destroy the enemy hero" this might seem like a scary scary card. And that's what Shadra want's. Just don't think to hard about how nearly impossible this card is to use consider you can't play any cards to trigger it's effect. Effect way Handlock might work something out.

    Shadra loves cards, she loves you holding cards and she loves your opponent holding cards. A powerful mill effect, Curse of Shadra taints your opponent in the hopes they will overdraw a few cards.

    Shadra loves her children and spreads them deep into your deck. A great card for decks with few minions especially if you have some way to draw them out. May look slow at first but it could be a 8/8 for 2 mana at best.

    At least one discard minion is needed for every set, but this one is a bit different. This medium reaches into the spirit realm pulls out your favourite minion and discards it. Jokes on him if your favourite minion is Silverware Golem .

    Rogue: Cult of Shirvallah

    The Cult of Shirvallah hides in the Shadow and waits to unleash hell. Bringing stealth back to the scene Rogue is back to embracing it's core values. Pact Assassin invoke the power of Shirvallah to take down it's targets. Another piece of hard removal for Rogue.

    A finisher card for Rogue, Shirvallah calls from the Shadows to empower your Stealth minions, as long as you have a small army ready.

    The ceremony mask of the trolls, Mask of Shirvallah normally gives a minion +1/+1, which on it's own isn't bad for Rogue who love cheap spells. But if the Mask is placed on a Troll in the Shadows, they gain the power of Poison to take down powerful enemies.

    It is not uncommon for there gatherings to turn into all out brawls and when it comes to brawls, rogues do not hold back. Unleashing a powerful strike and drawing you a card, Relentless is a multi-tool of a card.

    Druid: Alliance Under Torga

    Torga is the most peaceful of Loa gods only wanting his disciples to be safe under his might shell. Many Trolls call of his blessing them and their allies the power to withstand powerful attacks. Blessing of Torga is an anti-aggro spell aimed to let Druid survive the early game and combined with Torga himself, outvalue the late game.

    A very value centric god, Torga is power the turn he is played lets you send you Taunt minions into Battle with no fear of Death. He also has powerful stats himself letting you send him battle and if you grant him Taunt , he can be Immune to.

    Not all Druid love Torga's peaceful way opting to drain the power of minions using a field of thorns. While in the early game this card is just ok, if you set it up, you can gain more mana then you spent, now that's what I call value.

    The Calvary is here, on ferocious battle raptors. But once there rider dies, most raptors tend to run on into the hills. That's unless they have a friend around, then they sick the battle out. A Beast Druid card, Bloodfen Calvary give a strong mid-range card to Druid in a Piloted Shredder kinda way.

    Priest: Blessings from Tharon'ja

    Now you may be thinking, what on earth is this. Why is there a Vanilla class minion. You may think I just forgot to give this minion text but that's exactly what Tharon'ja wants you to think. Tharon'ja loves minions with no text and his Acolyte's are no exception. Not this minion does have higher cost-stats ratio than most Vanilla cards, this is because it is a class card.

    Tharon'ja is calling all River Croclisk 's, Faceless Behemoth and Rager's (not you Shadow Rager ). All the cards that have never seen play due to there lack of Keyword's or abilities. Tharon'ja asks his Priest followers to hold these minions in there hand until he dies, which is when he summons them all for free.

    Some Troll's aren't about the caster life, some Trolls just hate competition. Void Doctor prefers to be the only Spell Caster in the party and if you don't have any spells in your deck, he will unleash his ultimate move.

    Leave it to Trolls to find a way to make mass murders have an upside. Zandalari Ghostcaller using the spirit realm, pulls and minions who have died recently back into the material plane. While it is hard to pull off, this card could be a game changer for Control Priest giving them their Reno Jackson in time of need. It also is amazing anti board clear card.

    A new Power Word for Priest, this is a very simple spell letting priest get back to their healing/buffing form. Great for early game of aggro decks.

    Paladin: Champions of Mam'toth

    Mam'toth is huge, there is no doubting Mam'toth is the largest Loa God there is, but it is when Paladin's are on there last leg that he thrives. Once in the presence of the wounded or fatigued, Mam'toth will double in size to a huge 8/18.

    Mam'toth's followers call on it's power in order to double there own strength. Mam'Toth's Chosen is a Buff Paladin/Midrange Paladin card, almost acting as a finisher if the time is right. It can snowball out of control if given enough time, constantly doubling in power.

    A second Lifesteal card, Fires of Justice lives up to the name. Unleashing holy light from the spirit realm, and getting more powerful, the more minions it affects. Put this againest a Zoo deck, and your potentially looking at a 12-24 heal for 7 mana.

    Blazing with the fury of the gods, the Sun Eater baths in the death of minions. Getting temporally empowered, Sun Eater is a great card for Aggro and Anti-Aggro decks alike.

    Warrior: Guide of Jani

    Jani may be the smallest of all the Loa gods, she and her followers do not care. They use there small size to salvage from the scraps of battle to get equipment to gain the upper hand. Jani's Blade Collector turns your useless weapons into free buffs; snowballing into a massive armed force to be reckoned with.

    Jani is a special kinda God,being the most hands on and person. She looks though all the weapons you have through out this game and randomly throws them back at you. This is the first Weapon Deathrattle synergy card but also can be powerful just giving you your Woecleaver or Gorehowl back.

    Trolls love combat, and if they die in combat it's even better. Zul'Drak Punisher is so willing to die in combat that if you let him, he will grant you his blessing onto your blade, ready to enact his revenge from the grave. This card is kinda hard to activate with it's high health, but it's good stats and weapon buff potential is worth it.

    Sometimes you have to put everything aside and just pick up a massive axe.

    Neutral Minions

    Legendary Minions

    The legendary minions in Da Restless Spirits are leaders of the many tribes or cults that make up the gathering. They call all the shots.

    Bwonsamdi, the Loa god of Death in the flesh. There is nothing he loves more than scarifice and is if you let him, he will kill your entire hand. While this card may seem very bad, Deathrattle minions and death synergy minion might get a kick out of a heap of minions dying at once.

    Hakkar is very powerful and therefore, is very hard to call upon successfully.

    To summon him, you must burn him, that means either overdrawing him or having him burned by Keening Banshee , Fel Reaver or Gnomeferatu .

    But this difficult summoning process is worth the wait as a 15/15 minion is on the otherside ready to destroy you opponent at any moment.

    If there is one thing Hex Lord Malacrass hates, it's boring. While he is down for the whole, be zen and pray to the gods, he and his followers use this power to try out all different kinds of magic, hate playing all these Mage spell, swap them for Rogue strikes or Priest enchantments.

    The Followers

    These are either followers of the gods or creations of the gods, I'll let you work these minions out.

    Summary

    Hope you enjoy the first set from Year of the Cat and big thank you for taking the time to read some of it. Tried to keep it as small and concise as possible and if there is any feedback you think I should for the future let me know.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.04 - Submission Topic

    The strangest and most extreme removable card in the game. A good way for Priest to catch up again aggro. Very good against Charge or Taunt minions. Named in a similar way to Myra's Unstable Element .

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.03 - Finale Poll

    Well can't say I expected that, disappointing to see so few people remember the competition is on when it's not put on the home page. Congrats to all the finalists.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.03 - Submission Topic

    Good for Big Spell Mage, hard for Mage to trigger the turn they play it so your opponent can play around it a bit. Still fairly powerful being able to hold a board clear or some card draw in it.

    Posted in: Fan Creations
  • 9

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Submission Topic]

    Welcome to the Year of the Cat, named so after the cat's cultural link to magic and the dark arts, the Year of the Cat is a celebration of magic in all it's forms.

    First Set

    Much as GvG was a celebration of all things Techy and Mechanical, De Restless Spirits is an exploration of the Trolls, their culture and their gods. This first expansion will have a lot of Death synergy, but not Deathrattle synergy, we already have Naxxramas for that, no the Trolls celebrate death and all it's benefits. Each class with receive a powerful late game Loa God as a Legendary that will each lead the way for new and exciting deck archetypes for the classes, like for example Hethiss, the Snake God, a powerful late game card for Poison Hunter.

    But Death is not all the Trolls excel at, their famous Voodoo magic will be prominent and so will their magic, aspecially though the new Keyword for this set, Invoke.

    For example, here is the Guardian of Torgo, faithful worshipper of the Turtle God. Each turn after she is played, she will add a spell to your hand until the end of turn, with the effect "Choose a minion, restore 5 Health to all other minions.". The spell will cost 2 as is stated next to the Invoke text and the spell will be removed from your hand if you cast it, when your turn ends, or when Guardian of Torgo is removed from play or Silenced.

    This Keyword is not Druid exclusive, all classes will have at-least one Invoke card.

    Second Set

    As the token Fun Set of the year, Arcane Unbound is a party to celebrate all the way parts of magic.

    Firstly, all mage spells will be divided into three "schools" of magic listed below. Some cards form this set have synergies with particular spell schools.

    Here is an example of a Mage minion that synergizes with Flame spells for example.

    The Invoke Keyword will continue to be included with more cards featuring it (But not as many as De Restless Spirits).

    Each class will be given a huge 10 Mana spell that permanently effects the game that point forward. For example the 10 Mana Warlock spell Grimoire of Eternity below.

    This card permanently adds three spells to your hand that you can cast every turn.

    This set will also include the most RNG of the three sets and include lots of goofy artwork, specifically the non-Magic classes like Warrior and Hunter who are just trying there best.

    Third and Final Set

    The huge final set of the year, based on the Sunwell Plateau Raid from World of Warcraft Burning Crusade, as well as Quel'Danas and Blood Elves in general. This set will feature massive wow lore characters including Kil'Jaeden and Kael'Thas.

    Each Class will get two legendary's, one build around card like similar to Reno Jackson , Baku the Mooneater and the Princes and one Legendary Weapon, Hero or Quest.

    This is the Warrior's build around card.

    This set will also include a lot of "Positioning matters" cards.

    Hall of Fame

    These are my three choices for the Hall of Fame.

    1. Stonetusk Boar

    The cheapest card with unconditional Charge in the game, Stonetusk Boar is extremely design limiting as it means that all buff cards can't be too powerful, else they be abused by it. The Boar has also been proven to be a problem for cost reduction cards as well as bounce cards as seen in the old Quest Rogue deck. By taking it out of standard, I could make better high cost buff cards without the potential of them constantly getting abused by a 1 cost charge minion.

    2. Divine Favor

    Kinda popular choice here, but this card is one of the best in the games history and makes sure that if a control meta would ever come, Paladin would arrive with a crazy Aggro deck to stop it. Thus Paladin has always had to be slowed, making sure it never got amazing card draw of Aggro cards that were too insane. If we remove this card from standard, it becomes easier to make Paladin cards.

    3. Alexstrasza

    Finally and most importantly we have the combo deck classic Alexstrasza. This card guarantees that if you have 15 or more damage on the board, you have lethal, which is not good for the game when control decks are a thing. One of the weaknesses of control decks is the fact they spend so much of the early and mid game controlling the board that they don't deal any damage to the opponents face, Alexstrasza takes any this weakness away which limits the kinda of late game cards that can exist in standard.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Thanks for the feedback so far, fixed all of the major issues addressed.

     

    First Set

    Based around the Trolls and the Loa gods.

    Main Mechanics would include

    •  Non Deathrattle, minion death synergy.
    • Powerful Loa Gods for each class.
    • New Deck Types for classes.
    • Lots of Beasts
    • Health as a resource
    • Introduction of the "Invoke" Keyword.

    Second Set 

    The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.

    The Main Mechanics would include.

    • The three schools of magic for Mage
    • Potentially more schools for other classes.
    • Expansion on the "Invoke" Keyword.
    • A massive 10 Mana Legendary Spell for each class.
    • Some good old RNG (In controlled amounts)

     

    Third and Final Set

    The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.

    The Main Mechanics would include

    • Late game high Mana cost cards with massive effects.
    • Deck-building challenges for each class, similar to Reno Jackson, Baku the Mooneater and the Princes.
    • Demons and Demonic influences.
    • "Positioning matters" cards.
    • Reinforcement of new and old deck types.

     

    Hall of Fame

    At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Initial idea that I have thought of.

     

    First Set

    Based around the Trolls and the Loa gods.

    Main Mechanics would include

    •  Non Deathrattle, minion death synergy.
    • Powerful Loa Gods for each class.
    • New Deck Types for classes.
    • Lots of Beasts
    • Health as a resource
    • Introduction of the "Invoke" Keyword.

    Second Set 

    The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.

    The Main Mechanics would include.

    • The three schools of magic for Mage
    • Potentially more schools for other classes.
    • Expansion on the "Invoke" Keyword.
    • A massive 10 Mana Legendary Spell for each class.
    • Some good old RNG (In controlled amounts)

     

    Third and Final Set

    The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.

    The Main Mechanics would include

    • Late game high Mana cost cards with massive effects.
    • Deck-building challenges similar to Reno Jackson, Baku the Mooneater and the Princes.
    • Demons and Demonic influences.
    • "Positioning matters" cards.
    • Reinforcement of new and old deck types.
    • Legendary Weapon for three classes, Quest for three classes, Hero Card for three classes.

     

    Hall of Fame

    At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)

    Posted in: Fan Creations
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    posted a message on Hearthstone 3.0 - A New Classic Set - 100/500 Cards - Last Update 06/28/2018

    Though I put enough work into this set that I should bring it back. Sadly had to change the watermark as the old flame one was removed.

    New Cards:

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.01 - Discussion Topic
    Quote from Demonxz95 >>

    Would this count as Spell Hunter synergy?

    The idea is that it allows you to run a few minions for Spell Hunter, and then you can remove them from your deck, which is useful for deck thinning and for when you want to activate To My Side! or Rhok'delar. Of course, I've never played Spell Hunter before in my life (#F2P 4life), so I don't know if this would actually be useful for the deck. Although only one would have any effect, it needs to be a spell, so it can't be Legendary. Running 2 also makes it more likely that you draw it.

     Would definitely recommend either dropping the cost to (1) or add "Draw a Card" to the card in order to make it more playable because at the moment it's too risky to run this in case you don't draw it. Maybe even make it a Legendary Minion since you are already putting minions in your deck.

    Quote from 

    How about this 1-cost spell?

     So cute and great concept would definitely vote for it.

    Quote from AngryChicken >>

      Great pun but potentially too powerful, especially when compared to Hunting Mastiff.

    My ideas for Miracle Rogue

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: A new Arena only card for the current event going on.

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    A redeemed version of Silvanas  Windrunner

    Next: A Weapon with equal Attack, Durability and Mana Cost

    Posted in: Fan Creations
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    posted a message on [Game] Name another card that has the same...

    Voidcaller (Limits design space for future Demons)

    Abnormal Demon

    Posted in: General Chat
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    posted a message on My Most Ambitious Idea Yet. Upgrade Your Cards

     

    Quote from Infirc >>

    i've played card games tha thave this system and imh it sucks when you play your level 1 Yugo that does technically nothing vs someone's lvl 3 Yugo that basically wins the game for him, because not only you're set behind on legendaries you are also set behind in upgrades...so imho the system sucks ass.

    edit: well  unless the upgrade only counts for that gae only, then it looks fun and it's pretty commendable that you are 277 cards deep.

     Yeah to clarify, this is a game by game mechanic. Only that copy of the card is upgraded and it returns to the original at the end of the game.
    Yeah I am not a fan of the upgrade mechanic is games like Elements.
    Posted in: Fan Creations
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