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    posted a message on Weekly Card Design Competition 8.06 - Discussion Topic
     

    @Demonxz95

     

     I like the idea. It's a pretty good counter to Beasts (Hunter) and, more importantly, Mechs, which are about to rise in popularity (imo).

    @Lathy

     

    Bottled Plague is the more interesting idea, though it reminds me too much to Defile, albeit a bit more inconsistent. Also, I know it doesn't exactly deal damage to minions, but it reduces Health, which is very similar to damaging.

    Soul of the Barren, while not a bad idea, is a bit less interesting, imo. I also can't see Warlock taking advantage of token spawning as much as other classes.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.06 - Discussion Topic

    Here's me attempting to get back on these weekly comps again :P

      

    Posted in: Fan Creations
  • 0

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

    Posted!

    Again, I'd like to thank everyone for all the feedback and help! I'm sorry for not having beign able to give more feedback.

    I'm not fully satisfied with this expansion, but it's good enough. It proved to be a lot more difficult to do this, this time around. Maybe next competition I'll team up with somebody.

    I really hope I'll make it to the next phase, I have a really cool idea for the next expansion, The Scholomance. Though I'm not feeling it.

    Posted in: Fan Creations
  • 3

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

    YEAR OF THE RAM'S

    "Hey! Um, so... we're having a minor... inconvenience right now, as you already know. Time is all messed up and stuff, and all of Azeroth has caught up to the news. And believe me, they're not taking it well. The entire world has begun to panic and gone mad! And let me tell you, there's some wacky stuff going on here! Everyone's at each other's guts, it's a total free-for-all! What's more, the desperate denizens of Azeroth have begun grouping up and fighting each other! Alliances are made, only to be broken the day after; wars left and right; impossibilities made possible! And you are stuck in the middle of it! So grab your cards, we're going to war!"

    The first expansion of the Year of the Ram is TRIBES ROYALE ! An expansion all about Tribes, conflict, and camraderie! What are tribes, you say? Well, you've seen the a tag on the lower part of a card that reads "Murloc", or "Dragon"? That's a tribe! Tribes can be divided into the following: Beasts, Demons, Dragons, Elementals, Mechs, Murlocs, Pirates and Totems. And this expansion is all about tribe interactions! Since everyone's grouping up with each other, it's no surprise to see Murlocs enlisting into pirate crews! Or some of the most diverse and colorful groups in Azeorth!

    ________________________________________________________________________________________________________________________

    WE WANT YOU!

                                                                                     

    A new keyword arrives to the scene: Enlist ! Now, how does Enlist work? Well, when Enlist activates you will be able to give a target minion one of four tribe tags (between BEAST, MECH, MURLOC, AND PIRATE). Once a minion is Enlisted, the following will pop up:

    Once this shows, you may choose on of the four. The minion that was Enlisted will be added that tribe tag!

    This will allow for easier tribe interactions! And, be sure, there will be a few of those here and there! After all, you'll need all the help can get in this maddening clown fiesta!

    ________________________________________________________________________________________________________________________

    UNLIKELY ALLIES

    Another feature in the expansion are tribe interactions ! Just imagine, decks of Murlocs and Pirates together for a powerful army of your own! Or maybe some Mech firepower, with Dragons on the side! Or, hell, maybe as many tribes as you can fit in your deck! Some cards push you to build decks with a wide variety of tribes, while others benefit from just two, or three!

    ________________________________________________________________________________________________________________________

    TWO IN ONE!

    Time has compeltely twisted some of the minions in the expansion too! I've heard about minions of not one, but TWO TRIBES! That's right, Dual tribe minions! The strangest combinations you can think of!

    ________________________________________________________________________________________________________________________

    STRENGTH IN NUMBERS!

    But what's war without an army? Some cards in the expansion interact with your or your opponent's board in different ways! Some might get stronger as your board grows! Or maybe, they might help you when overwhelmed by a huge enemy board!

    ________________________________________________________________________________________________________________________

    FULL CARD LISTS AND EXPLANATIONS

    DRUID

    ______________________________________________________________________________________________________________________

    • Shifting Sprite: A versatile strong-bodied minion to fit whatever card you need to play after it.
    • Wildkeeper: Provides your hero with further durability and helps with some Elemental synergy.
    • Wilden Warden: In a tribe-diverse Druid deck, this can be a very strong defensive and offensive tool, given the condition is met.
    • Verdant Wrath: A powerful single-target clear that, when conditions are met, will result in a really strong control tool.
    • Gajsh, CInder Spirit: For a more control-oriented druid, this is a dream come true! Provides a very strong clear with an average body that keeps on giving!... unless it's transformed or silenced.

    HUNTER

    ______________________________________________________________________________________________________________________

    • Murloc Spearman: An aggresive and sticky Murloc, perfect for hunters!
    • Dragonkiller: Dragon-holding synergy in Hunter has become reality before, so this lends an extra hand to it!
    • Fishing for a fight: Floods the board with small, but useful, Murlocs. Watch out for that Murloc Warleader .
    • Grand Collector Al'an: For a tribe-diverse Hunter, this can provide the card draw Hunters have always longed for.

    MAGE

    ______________________________________________________________________________________________________________________

    • Furnace Fire: A useful removal spell by itself; combine it with a Mech, and you have a highly powerful spell akin to Fireball .
    • Scrapbuilt Drake: A highly explosive minion that serves as the perfect removal tool. It not only has a high attack, but also deals damage to all that is around it.
    • Annihilate: A very selective but powerful board clear. Some minion will always survive, whether it is friend or foe.
    • Junkwing: Goblins thought it'd be a sick joke to bring back The Destroyer himself. And it was, until it crashlanded and they had to rebuild it again, and again, and again... It serves as a very powerful body and removal tool. Not only that, but offers synergy with other Mechs and Dragons! Whenever one of Junkwing's Prototype dies, a new and more powerful one will be shuffled into your deck! Going from a 3/3, to a 6/6, to a 8/8, to a 12/12!

    PALADIN

    ______________________________________________________________________________________________________________________

    • Paladin Pupil: A strong early game card, provided your opponent has something on the board. Light's Justice
    • UNITE!: All for one, as they say. If a Paladin were to have a diverse board of minions of many tribes, this could become a deadly tool.
    • Unemployed Knight: He brings his goons with him! Imagine a board full of Murlocs, or Mechs! Silver Hand Recruits love him!
    • Highlord Kameloz: A ruthless Drakonid that slays all he considers lesser. His pride and babbling make him an annoying one, but his power is not something to be reckoned with. Silver Hand Recruits hate him.

    PRIEST

    ______________________________________________________________________________________________________________________

    • Initiation Ritual: Need some Elementals? or Maybe a Dragon? How about a simple tribeless minion? This card allows you to control whatever you'll discover , and offers enough flexibility to be included in many decks!
    • Corageous Cleric: This tauren laughs at the face of danger! The more minions your opponent has over you, the stronger he becomes!
    • Nullify: Another hard single-target removal for Priest, under a condition, giving Priests further durability.
    • Spirit of Redemption: When summoned into battle, if you have a minion-diverse deck, she could build a powerful board that not only threatens your opponent, but also offers some defense! The minions summoned will be in whatever order they were killed.

    ROGUE

    ______________________________________________________________________________________________________________________

    • Shallowshore Corsair: Friend to both Murlocs and Pirates, she offers some gold in return for giving her some company. And we know how Rogue loves gold. The Coin
    • Swamp Slasher: Grants Murlocs some removal against bigger threats and Taunts.
    • Blade of Mutiny: A great weapon for both Aggresive and Miracle Rogue.
    • Cap'n Kreed: A very strong Pirate, with both offensive and defensive capabilities. Rest assured, though, there is no face involved here.

    SHAMAN

    ______________________________________________________________________________________________________________________

    • Static Shock: An early AoE spell along the lines of Lightning Storm . If you control a Mech, this will be able to pack a real punch!
    • Murloc Cannon: Works both defensively and offensively. Also has both Mech and Murloc synergy!
    • Totemic Protector: Works great with big boards and makes sure your smaller minions are protected... against minions.
    • Mushu, Rock King: Stories tell of a powerful legendary spirit, able to bend the elements to its will. However, Shamans have been able to trap it within a Totem and bend it to their will. This powers up all Totems, including itself, giving them a more threatening pressence, and making them harder to remove.

    WARLOCK

    ______________________________________________________________________________________________________________________

    • Bloodfin Ritualist: Allows Warlocks to flood the board with small Murlocs that, if not careful, could overwhelm your opponent.
    • Daredevil: A powerful tool for aggro/zoo decks, allowing them to draw a card, even if you control the smallest minions.
    • Call the Legions: If you're in need of you're very own Burning Legion, this is right for you! It offers some further firepower for Demonlock and Zoolock, while also refilling hands and offering a lot of potential outcomes!
    • Demonic Agent: This minion will boost your board's power... by corrupting you minions, and then by boosting them ! A great tool for Aggro/Zoo and Demonlock!
    • Aznu, Hellmouth: As the name implies, this corrupted Corehound is able to summon armies of Demons, straight from the heart of the Burning Legion. You could say it can make quite a Fiendish Circle .

    WARRIOR

    ______________________________________________________________________________________________________________________

    • Support Squad: A solid defensive tool that grants Warriors a tribe-diverse board.
    • Chieftain's Hatchet: A strong weapon that can support both aggro and control!
    • Free-for-all: Random minions will die until one tribe minion remains. If there is none, then none wins, and they all die.
    • Lifewarden Ultraz: Even though he might look like your run-of-the-mill Dragon, he can offer some mighty durability in your most dire situations.

    NEUTRAL

    ______________________________________________________________________________________________________________________

    • Footman: Your classic Enlist minion. A strong early drop with tons of possibilities!
    • Adept Marauder: She's adept alright! Minions, weapons, or spells, she's got them all! Looking for a Junkwing? Here you go!
    • Backstabber: This slimy goblin will join whatever tribe you choose, and instantly betray it! Keep an eye out on him, though, it may even target one of your own!
    • Winds of War: A great card to fill the board with smaller minions or to play more expensive cards earlier. Careful, though, the winds of war don't discriminate. It will affect both you and your opponent!
    • Captain Cookie: Because he's a "captain", he always wants to go first. This Murloc allows for an early body and pirate-murloc synergies early on in the game!
    • Clayton the All-Hunter: This madman is hunting down all he sees! And when he hunts, he brings the trophy home! A very powerful control tool, offering both an offensive and defensive ability, while also granting your hero some replenishment!
    • Twin King Percimonde: A ravenous Chimaera dedicated to protect its fellow giants. He buys you some extra time so you can play those huge minions you put into your deck!

    Expansion's Tokens

        Verdant Wrath             Murloc Cannon          Bloodfin Ritualist       Shallowshore Corsair       

                                                                                         Fishing for a fight

     Paladin Pupil

        Cap'n Kreed                    Junkwing

    -> ->

    Hall of Fame reminder

    Malygos : Though it's not much of a widespread card, it limits cool Spell Damage synergy, along with others.

    Cult Master : Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance (Following expansion).

    Mana Wyrm : One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop.

    That is all... for now! Be sure to look around and vote for your favourite expansion! Good luck to all others, as well!

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]

    Okay, last post before submitting. Just looking for some overall feedback and tweaking if necessary. I will post tomorrow, whether I get feedback or not. I'll be around giving some feedback. Also, I'm willing to make a few logos to whoever wants for this phase. Not for everyone, but some. PM me if you want one, and I'll see what to do.

    DRUID (+ Wildcard)

     HUNTER

     MAGE

    PALADIN 

     PRIEST

    ROGUE

     SHAMAN

     WARLOCK (+ Wildcard)

     WARRIOR

    NEUTRAL (+ Wildcard)

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from TheProgenitor >>

    Sorry for double post, but I'm finally ready to put something out. A few cards are missing, but I at least have a direction down for each class. Any and all feedback is appreciated and will be returned!

    Shattrath, City of Secrets

    Flavor and mechanics:

    At first glance, Shattrath appears a perfect city, united in its fight against the Void. But beneath that façade lies a bitter rivalry. The city’s two factions, the devout Aldor and the mystic Scryers, are at war for control. Behind the scenes, allegiants plot, spy, and maneuver against the opposing faction in a perpetual fight for advantage. In Shattrath, secrets are dearer than gold, information a deadly weapon. And while the city schemes against itself, a darker foe lays its own plans...

    -New keyword Plan. In the game’s UI, Plan will look just like a mulligan, with the leftmost cards being closer to the top of your deck.

    -Secrets. The set will include many cards that interact with Secrets and new Secrets for the 4 classes that have them.

    -Information. This expansion will feature cards that give information on and manipulate the hand and deck.

    Neutral:

     Druid:

    Theme: Choose

    Potential wildcard and Unassuming Arbor token:

     

    Hunter:

    Theme: Secrets/Toolbox

     Mage:

    Theme: Card draw/Secrets

    Mystic Insight was called Scryer's Insight in Phase I. I know we don't have to use the cards showcased there, but does that mean I can use a changed version of one?

     Paladin:

    Theme: Secrets/Buffs?

    The plan is to make another Secret since Paladin's Secret pool is trash and use a wildcard to show a non-Secret thing.

    Lightwarden Adyen interactions:

    According to Plan: Put 2 more random Mage Secrets into the battlefield.

    Avenge: Give another +3/+2 buff to a random friendly minion (not necessarily the same one).

    Bear Trap: Summon another Bear.

    Cat Trick: Summon another Panther.

    Concealed Carry: Give your minion 6 more Attack.

    Competitive Spirit: Give your minions an additional +1/+1.

    Counterspell: No additional effect.

    Cheat Death: Add another copy that costs (2) less.

    Dart Trap: Shoot another 5 damage at a random enemy (not necessarily the same one).

    Duplicate: Add 2 more copies.

    Effigy: Summon another random minion of the same Cost (not necessarily the same one).

    Evasion: No additional effect.

    Explosive Runes: Deal another 6 damage. Excess is still redirected to the enemy hero. This counts as 2 separate instances of damage.

    Explosive Trap: Deal 2 more damage to all enemies. This counts as 2 separate instances of damage.

    Eye for an Eye: Deal that much damage again. This counts as 2 separate instances of damage.

    Freezing Trap: The minion costs an additional (2) more.

    Frozen Clone: Add 2 more copies.

    Getaway Kodo: Add another copy to your hand.

    Hidden Cache: Give another +2/+2 buff to a random minion in your hand (not necessarily the same one).

    Hidden Strength: Give your minion an additional +2/+2.

    Hidden Wisdom: Draw 2 more cards.

    Ice Barrier: Gain 8 more Armor. This counts as 2 instances of Armor gain.

    Ice Block: No additional effect.

    Mana Bind: Add another copy that costs (0).

    Mirror Entity: Summon another copy.

    Misdirection: No additional effect.

    Noble Sacrifice: Summon another Defender. It doesn't get attacked.

    Potion of Polymorph: No additional effect.

    Rat Trap: Summon another Rat.

    Redemption: Summon another copy with 1 Health.

    Repentance: No additional effect.

    Sacred Trial:No additional effect.

    Snake Trap: Summon 3 more Snakes.

    Snipe: Deal 4 more damage. This counts as 2 separate instances of damage.

    Spellbender: Summon another 1/3. It doesn't get targeted.

    Sudden Betrayal: No additional effect.

    Two-Prong Amubush: Deal an additional 3 damage to the minion and to the enemy hero. These count as separate instances of damage.

    Vaporize: No additional effect.

    Venomstrike Trap: Summon another Cobra.

    Wandering Monster: Summon another random 2-Cost (not necessarily the same one). It doesn't get attacked.

     

     Priest:

    Theme: Burgle

    Potential wildcard:

    Ishanah works not only on cards you steal with Thoughtsteal, etc. but also on cards that started in your deck if your opponent also happens to have them.

     Rogue:

    Theme: Stealth/Secrets

    The plan is to use a wildcard making 2 more Secrets and to have a Stealth-matters Legendary.

     Shaman:

    Theme: Self-mill

    This idea is especially wild, so I'm anxious to hear what others think.

     Warlock:

    Theme: Giving stuff to your opponent

    Street Shanker's ability includes minions you summon for your opponent, like Mastermind Sachol. 

     Warrior:

    Theme: Tempo at the cost of information

    I'm considering dropping Axe Diplomacy.

     Edit: Culled the Neutrals; I thought I needed 10 for some reason

    Edit2: Added Warrior stuff

     

     Thanks for the feedback!

    Plan seems weird to me as how it function, but I don't believe it doesn't work. It's just a weird mechanic. There are also too little cards in the set, so maybe make more of them?

    All flavours seem alright. Though I feel all but Shaman, Warrior and Warlock bring something different in terms of archetypes, though. All the other classes do something we've already seen before. I'm not saying you should change what you got, what you got is not bad at all. Ihat's just how I see it.

    Most cards are good too. Here's a few specifics:

    • I'm very against meddling with your opponent's deck so easily like with Forceful Dealer. It can be a bit unfair. But, if you end up going with it, it should be an Epic, not common.
    • Not a fan of all the Choosing you're giving Druid. All the cards you gave it have Choose One. Diversify it a little bit. Choose One is not an archetype, it's a mechanic.
    • Not a fan of According to Plan. You're getting two more secrets for the price of one. And they're random, which is always fun in mage.
    • Covert Agent is a bit too unfair. I wouldn't give it permanent Stealth.
    • Zul'Taz seems a bit too strong to me.
    Posted in: Fan Creations
  • 0

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

    Man, I see some have already started posting. I still have some work to do with mine, but I think I'm headed the right way. 

    So, basically, I've changed some cards, others are gone, and Muster was removed as a keyword. Enlist is still here, though.

    DRUID

    HUNTER

    MAGE

    PALADIN

    Remains unchanged and unfinished. Will think of something first. Basically trying to make it the class that uses Enlist the most.

    PRIEST

    ROGUE

    SHAMAN

    WARLOCK

    WARRIOR

    NEUTRAL

    How does Junkwing work?

    After the game begins, Junkwing will be destroyed and a prototype (Junkwing 1.0) will be shuffled into your deck.

    ->->->

    Notes:

    • I like Twin King Percimonde, even if it's not really about tribe interactions. It does bring somehting cool to the table and, having no card interactions, is pretty different from the other cards in the set.
    • Will keep Cap'n Kreed as is. Making it summon Southsea Deckhands is just too dangerous.
    • Want to keep one of the two Mage Dragon-Mechs. Probably the rare one. Though, would it be that bad to keep both?
    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from linkblade91 >>

    I'm coming near the end, so you won't have to deal with my spamming the Discussion thread for much longer haha :P I still need to add the "fluff" - banners and whatnot - but disregarding any additional changes brought on from feedback I think I might maybe be done or near-toward.

    There'll be a lot less Spoilers in the Submission post; this is just to keep things tidy. I also have a sort of "changelog" for clarification included within each one.

    -------------------------------------------------

    Druid

    Druid/Fear: A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.

    • Enhanced Hero damage and a permanent +1 Attack on your turn, but forced to attack each turn (unless Frozen). Focused on buffing the hero, clearing a path for the player's attacks. and sustaining oneself without Armor.
    • Story Legendary: Xavius, Nightmare Lord.

     

    Notes:

    Rather than outright denying the Druid the ability to gain Armor, I changed the Tormented Soul Burden to say that Armor has no effect instead. This allows cards like Nightmare Fuel and Ironwood Golem to continue to function, even if the Armor cannot protect you.

    -------------------------------------------------

    Hunter

    Hunter/Hatred: Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.

    • Steamwheedle Sniper + some life gain, but hounded by constant Voidlings. "Sniper" Control archetype focused on clearing with the Hero Power and generating momentum from multi-shots.
    • Story Legendary: Alleria of the Void (Alleria Windrunner).

    Notes: 

    Alleria of the Void is the first of my Wildcards. She is phrased that way to avoid confusion regarding cards like Dinomancy and Deathstalker Rexxar. She's a sniper, after all: Alleria has no need of beasts when her bow will do!

    I also nerfed the Trial, to only provide 1 Health per shot instead of having Lifesteal (which could give 2 or 3 depending on the situation). Lastly, I changed Cunning Hunter to only draw cards from Hero Power kills. That's the ultimate point of the deck, after all. Even without the Trial, it can still be used with Alleria of the Void and/or Steamwheedle Sniper.

    -------------------------------------------------

    Mage

    Mage/Gluttony: Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?

    • A kind of Shimmering Tempest en masse, but you must consume minions to keep the addiction at bay. Archetype supports a Deathrattle/Egg Mage direction, leaning into the losses to reap the rewards.
    • Story Legendary: Kael'thas Sunstrider.

    Notes:

    I nerfed the Trial to only be about spells that cost (4) or less; that reins in the RNG significantly. It's phrased a little oddly, but I did what I had to to keep the text tidier.

    In terms of balance, Merely a Setback is roughly on par with Effigy, and Living Bomb is supposed to be comparable to Meteor; it costs less and inflicts significant damage, but it's slower, requires good positioning, and has no immediate effect on the middle minion.

    -------------------------------------------------

    Paladin

    Paladin/Despair: Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. One could lose hope walking such a lonely road...

    • Bonus stats + Keywords, but you can only ever have one minion. 1-vs-Many Control archetype, outlasting the opponent behind high-value Taunt walls, healing, and defense.
    • Story Legendary: Yrel, Light of Hope.

    Notes:

    I dropped the Sha of Despair to just end the troubles it causes. I replaced it with Final Stand: Taunts surviving the clear can be a knock against it when compared to Twisting Nether if you're looking to sweep the board completely. However in a Control Paladin like the one I'm pushing, it is undeniably a good thing to save your Taunts from destruction.

    I also removed my Rare card and replaced it Knight of Shards, whom I believe is more interesting, more flavorful, and better equipped to  help Control/Trial Paladins hold the field.

    -------------------------------------------------

    Priest

    Priest/Arrogance: "I only consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.

    • Immediate Mind Shatter, but it reciprocates damage back at the player. Constant, dramatic juggling of their Health; all-in evolution of the Shadow Priest and potentially even an Aggro/Face Priest.
    • Story Legendary: Xal'atath, (Blade) of the Black Empire.

    Notes:

    Xal'atath, of the Black Empire is the second of my Wildcards. I also "buffed" it to make the attacking easier. With the various Shadow cards introduced in this expansion, the rest of my Year, and the cards in Wild, triggering the weapon shouldn't be impossibly difficult. As for its balance, Uther of the Ebon Blade tells us that a 5/3 Lifesteal weapon is worth 6-mana (1 for the Armor, 2 for the Hero Power, 6 for the Weapon). Xal'atath is -1/-1 compared to that, and it has a limiting condition.

    Lastly, I reworded Whispers of Power to remove the (no longer needed) mention of Shadowform.

    -------------------------------------------------

    Rogue

    Rogue/Zeal: The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.

    • Gain free copies of the Coin over time, but so can the opponent if not careful. New ways to generate and interact with the Coin, along with new board control elements.
    • Story Legendary: Vanessa VanCleef.

    Tokens + Notes:

    Vanessa VanCleef is my third/final Wildcard. Because you'll be generating extra Coins, playing Vanessa + the Bomb in the same turn is theoretically doable. Think Insanity Bomb is inappropriate for the Rogue? I counter that notion with Betrayal and Sudden Betrayal, so there :P

    I overhauled the Common and Rare slot for the Rogue, moving it back in the sneaky-control direction I originally wanted. Just to be clear, Coin-Flipper's effect does not benefit from Spell Damage. You're not using them as magical damage spells, you're just...throwin' them.

    -------------------------------------------------

    Shaman

    Shaman/Doubt: Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?

    • Your army is cheaper, but doubt slows you down in the form of Freeze. Archetype focuses on uniting a force that can provide value without having to attack (Taunt, Deathrattles, auras, etc.).
    • Story Legendary: Aggralan, Thrall's Life-Mate.

    Notes:

    Another one where I overhauled some stuff. I "buffed" the Burden to only Freeze minions as they are summoned, not all the time. Your army is still inherently slower, but this can be compensated for by utilizing the "cost (1) less" benefit and playing higher-value minions. I also replaced Volcanic Guardian with Frigid Guardian, allowing the Freeze to act as a sort of "Frost Armor", and buffed Frozen Challenger. He's supposed to be comparable to Defender of Argus: a better statted-minion that buffs more friendlies, but also Freezes them.

    Besieged by Doubt is unique, as the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.

    -------------------------------------------------

    Warlock

    Warlock/Violence: Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.

    • Evolution of the "Handlock" archetype: your minions are better as long as there are enough cards in your hand, but each card you draw wears on your body.
    • Story Legendary: Kil'jaeden, Lord of Flame.

     

    Tokens + Notes:

    Completely overhauled the Warlock...again. I think I might maybe have found something this time, for realsies: moving "Handlock" into a more mid-range direction, boosting your minions while you maintain a heavy hand. However, Handlocks need a constant flow of cards to keep said hand full, so the Burden is hopefully an appropriate punishment.

    Why not just give Cruel Gargoyle Windfury? 'Cause it technically does something different. While Windfury is more versatile - it allows you to attack two different enemies - Cruel Gargoyle doesn't have to attack again, possibly saving it from a lethal trade. Still makes for a great buff target.

    -------------------------------------------------

    Warrior

    Warrior/Anger: In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?

    • Minions have bonus Attack but your forces take damage periodically. Archetype consists of overwhelming the enemy with an army of strong, expendable minions.
    • Story Legendary: Mannoroth, the Destructor.

    Tokens: Fiery War Axe, Kor'kron Elite, Warsong Commander.

    Changed some cards here, as well. It felt weird to me flavor-wise that the Rare card was not an orc, even if the Tauren Horncaller achieved what I wanted. The Warrior's story is about the orc's Blood-curse, after all. I also removed the Sha of Anger to avoid having to deal with its confusing text; instead, I gave the Warrior their own version of Call of the Wild. It can inflict more face-damage than a single Huffer, but it's an all-in strategy that can be fully blocked by Taunt. If you fail to kill your enemies, you'll be left in a far less tenable condition without a Misha of your own.

    -------------------------------------------------

    Neutral

    • Haunting Remnant is a collectible token of Besieged by Doubt, much like Spikeridged Steed's Stegodon was.
    • Shadow Clone is a Neutral removal card making a straight-forward exchange: their destruction for a new 4/4.
    • Sha of Pride is a tech card against the influx of healing effects, and the tenth/final Sha.
    • Spirit of Redemption is the ultimate gambit: if you can prove you can survive at 1 Health, you are fully healed. I nerfed this card to make it less of a win-more: you must remain at 1 Health longer, and it only heals you to full instead of setting you to 40 Health.

    Thank you again for taking the time to read through this.

     

    Druid: I like the idea you're going with. "Feral Druid", if you will, sounds like the next step druid cold go after hand, treants, ramp, taunt, etc. I will say Savage Moonkin's wording is weird. I know you gain Attack from it, but benefit is a loose term. IMO it should read "Your hero gains Attack from Spell Damage" or something like that.

    Hunter: Now this, this is true control hunter. Not much to say here, I like it.

    Mage: It still seems a bit too random. Couldn't you make the trial give you some token spell? I feel it would be a lot more fair, but that's just me. I just don't like random mage. The class idea seems nice, though. Especially the Secret.

    Paladin: Great! Nothing to say here, though you should clarify if the minions are destroyed after being played or after your turn ends.

    Priest: Priest as a warlock? I love that idea! Though, Penance is a tad bit too strong imo, considering Priest already has a lot of healing and that it will be heavily based on damage. Maybe make it restore 10?

    Rogue: Same as priest! Love the Coin usage. Though, Defias Waterwalker is a bit weird in Rogue.

    Shaman: Really like it too! Freeze Shaman does seem like it could work as a control/fatigue deck. I don't really like the art on Besieged by Doubt, though.

    Warlock: Seems fine. I like you bringing back the self-damaging mechanic. 

    Warrior: Maybe showcase some synergy with damaged minions? I think it would fit. War with Everyone scares me. It's a better, 9-mana Pyroblast that gives you minions.

    Neutral: All seem fine. Spirit of Redemption I could only see being used in Warrior, though. Not that that is something bad, it's just not that flexible imo.

     

    Overall, great expansion and ideas! The trials seem a lot more polished this time around and feel pretty good. Good job!

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]

    Okay, so, question: Whatever happens to the Year of the Mammoth/Raven after our first hypothetical expansion arrives? Do it/they leave or we count them as if they stayed? It's a bit confusing.

    I'm sorry I've not been giving feedback recently. I've been struggling hard with my expansion, alongside other things. I'm trying to perfect it as much as I can and will give feedback as soon as possible.

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from linkblade91 >>

    Only showing the Trials/Burdens this time: the Neutrals are all remaining as-is, and you don't need the flavor text about their representative Sha/Emotion to get the bare-bones idea. Just to reiterate on their purpose, the Trials are supposed to undermine a class' weakness or play even further into a particular strength, in exchange for the Burden's heavy penalty the player must now deal with.

    • Edit: Based on everyone's feedback two have been completely reworked, five have been buffed or nerfed, and the last two have remained unchanged; fittingly, it's the two I showcased in Phase 1 (Paladin + Priest).
    • Edit2: Put the Warrior back to the way it was, so now it's 2/4/3.

    Druid/Fear

     

    Archetype: Mid-range "Hero" Druid

    I added what I think is a significant nerf to the Burden, losing the ability to gain Armor from any and all sources. I still want to create a "Hero Druid" archetype focusing on turning your hero into the primary damage source, creating a new spin on the Druid's "I can attack with something other than Weapons" unique quality. The cleave also gives them reliable clearing power they badly want; it's just a matter of finding the right price in exchange for willfully undermining that weakness. If people are still against the cleave being in there, I've reached the point where I'm okay with removing it...although something will have to take its place. Windfury?

    Hunter/Hatred

    Archetype: Control Snipe Hunter

    I did not intend for the Hunter and the Priest to have perfectly-overlapping benefits; just an oversight on my part lel. With that in mind, I've switched to the other iteration I was thinking of. This provides Control Hunters something they badly desire - life gain - in exchange for losing the Hero Power's strong face pressure and dealing with never-ending Voidlings. If the Burden is not enough, I can always buff the Voidlings to 1/2s, 2/2s, etc.

    Mage/Gluttony

    Archetype: Deathrattle Spell Mage

    This one came together after several hours of moping brainstorming, trying to find a way to connect the Blood Elves' magic addiction with an archetype I'm satisfied with and one that's healthy for the game. Thus has the Deathrattle/Egg Mage been born lol. Everyone becomes a Shimmering Tempest, but you must continue to sacrifice minions to sate your hunger (essentially the Blood Elves' Mana Tap). I went with the Burden occurring every-other turn because it seemed too heavy to lose a minion literally every turn, but I can dial it up if need be.

    Paladin/Despair

    Archetype: 1-vs-Many Control/Healadin

    Unchanged, outside of clarifying the Burden's text a little bit. I am the most happy with this one, I'm fully on board with trying to make this 1-vs-Many archetype work, and thus it will remain this way. I was planning to state that the game literally won't let you play another minion if you already have one on the table, so the second part of the Burden cannot be taken advantage of. It's more there to clarify what happens when your opponent plays a card like Hungry Dragon or Cornered Sentry.

    Priest/Arrogance

    Archetype: Shadow Face Priest

    Literally the same as before, although my intentions for the archetype have changed slightly. The original intent was to force you to keep healing against the damage you're doing to yourself; after all, the key to defeating Arrogance is balancing your ego That's still the case, but I will also be embracing the Face Priest potential: if you think you can kill them before you kill yourself healing-be-damned, more power to you!

    Rogue/Zeal

    Archetype: Coin Mid-range (or Control?) Rogue

    Better name for the Burden, and technically a buff. Now instead of handing out Coins to any-ol' damage that hits you on your opponent's turn, they only collect from minion attacks Cutpurse-style. Otherwise the archetype is the same, generating Coins and using them for a variety of interesting effects. Stuff like spending them to summon an extra copy of a minion, to heal, to bribe enemy minions, etc.

    Shaman/Doubt

    Archetype: Mid-range "Unity" Freeze Shaman

    Rather than permanently Freezing the hero and leaving the minion-Freeze to Deathrattles, now half of your forces will be locked up by Thrall's doubt every turn. This is intended to be a nerf, given how good cost-reduction can be, but also opens up the hero to not being permanently on lockdown. The nerf also prevents this from being just another Bloodlust deck. All of that being said, the archetype still follows its original goal: your forces need to work together to win the day, taking advantage of being Frozen and/or generating value without attacking through Battlecries, Deathrattles, auras, Taunts, etc. There is only a single Shaman Deathrattle class minion in the entire game (White Eyes), but this will no longer be the case! 

    Warlock/Violence

    Archetype: Healing Control Deathlock

    I think i finally settled on something I'm okay with. One of the Warlock's main weaknesses is Health management and survivability, while a key strength is their ability to accumulate cards. If you want the former you'll have to lose the latter, brainstorming other ways to generate the resources you need. Outside of the Hero Power the Warlock can still take advantage of cards like Sense Demons and Cult Master, the latter of which plays perfectly into the Death Sustains Me direction that the Trial encourages. Keep in mind that Lesser Amethyst Spellstone and Dark Pact will have rotated by the time this card comes to Standard.

    Warrior/Anger

     

    Archetype: Mid-range Enrage Warrior

    Edit: I put it back to the way it was. I was much happier with this original iteration, dealing 2 damage to all friendly minions instead of 1 damage to all friendly characters. It's still technically beneficial to an Enrage deck, but for the most part it's too painful to take advantage of the Enrage for longer than a turn or two (as intended). Two damage per turn also prevents the deck from being Aggro 'cause it'll obliterate most cheap minions, which was the ultimate goal here.

     I think I hit on everyone's points - you don't have to use damage for the Burden so often, Spell Damage Mage is a dangerous direction, drawing cards for the Warlock is needless, benefit overlap, certain Trials being too good/bad, etc. - but I would definitely appreciate further feedback to make sure everything is okay :)

     

     Thanks for the feedback back there! I have a lot to check, change and improve.

    I like the idea of how Burden could also be used on (Legendary) minions.

    Most of the trials seem fine, albeit a bit too complicated for my taste. I have a few problems with the Mage and Warlock, being that mages with endless random unpredictable spells and warlock with even more healing are kinda annoying, to me atleast.

    I will say that the Priest and Rogue trials have a lot of potential for synergy card-design. Cards that interact with both Shadowform and healing, Coin synergy, etc.

    All in all, I find them okay. It's just really hard to evaluate cause you don't really know how they would actually impact games. I feel like if they were too powerful (despite the burden), there might not be a reason to use trial-less decks.

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from waterwaIker >>

    Quick repost of my cards. No flavor text yet, only some explanations here and there. Some old cards are gone, some were reworked. I still plan to bring back ideas like Darth Knight, just don't know how.

    DRUID

    I feel like there's too much Choose One already, even if it's just two cards. That is bothering me a bit.

    TOKENS

    HUNTER

    MAGE

    PALADIN

    - "Enchantment spell" means any spell that gives a minion an effect or alters its stats. Think Dark Conviction, Blessing of Wisdom, Blessing of Kings etc.

    - I feel like Adam Eternum and his Warlock counterpart, Keldor the Lost, are mechanically too simple and bland for Legendaries, though I like the flavor of them a lot. (The idea is they're both fighting for the control of the Greyskull Castle board in a way that's very characteristic to their own class.)

    PRIEST

    - Ironically, I'm not a fan of Fan Club myself. The card is really unfun in Wild and it costs too much; also there is already a board clear for Priest in the set. I just wanted to show you so I can see your opinions on it; I also don't want to give up on this art yet.

    TOKENS

    ROGUE

    - I really think Rogue should get at least one spell, but I tried turning CSI into one (cost 2-3) and it just felt even more highroll-y. I honestly don't think that's a problem in Wild, as the pool is so diluted it is just not worth running, but I might have to be careful not to fuck up Standard with this card. Having all minions also helps make Shaw more viable, which is something to consider as well.

    SHAMAN

    - I can't decide which class should get Piranhado. The Piranhas themselves were originally created by a Hunter weapon but its set is already finished, and the whole tornado thing fits way better in Shaman. Druid up there appears to be the middle ground.

    - Swamp Thing should probably be an Epic like someone suggested before. I just forgot to change the gem.

    WARLOCK

    WARRIOR

    - You should think of the weapon not as a weapon, but as a mount. The idea is that, if you're too injured to fight on foot, you can get on horseback and charge at your enemies.

    NEUTRAL

     

     Thanks for the feedback! I'll be giving it some thought.

    Your cards are pretty good. On that a few things:

    • I'd change Druid of the Dark Night into a Night Elf. Unless we're talking about Kul'Tirans, there're no human Druids.
    • Blue and Green Wranger look cluncky. They're too specific and don't apply to all their respective class secrets, which I personally don't like.
    • Fan Club is a bit overpriced. I feel it could cost either (7) or (8).
    • I get Mathias Shaw's effect, but even if your opponent gets to draw garbage it doens't seem that impactful. Not only that, but you have to build your deck around it for it to, probably, do nothing of that much importance rather than slowing your oppoent down. Maybe if, when our opponent draws it, it gets summoned on your side of the board?
    • Pirahnado definetely should be a Druid card imo.
    • When you mean you can summon War Horse as a weapon, how can you do it? Do you get to choose, if so, how? Or is it more like "If you're below 12 Health equip this as a weapon instead"?
    • I see you're trying to out-tribe me, my dude >:)
    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from CheeseEtc >>

    I've made more cards for both the faction and the ring mechanics to give you a better idea of what I plan to do.

    Factions

    Rings

    NOTE: The Rings aren't weapons even though they have the weapon (they will be placed in their own slots). Now I only have to find that template without the attack symbol.

     

     

     So, I'm supposing you want to choose one out of the two to use, like last time? If that's the case, definetely go for the Faction Points. They're much easier to understand now with the examples you've shown. They're also a quite nice idea. I'd change the name though, something like Influence/Honor, stuff like that. For example, a card could say "Gain (x) Honor". Just an idea.

     

    All the cards seem fine, the do the job of showcasing what the factions are all about well. Nothing to say here, really.

    Posted in: Fan Creations
  • 0

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

    I've made some more cards and improvements on my set. I'm still missing a few cards, though, I just thought this might give me some ideas and, of course, feedback always makes perfect. I'll be trying to give feedback back to whoever I can, I'm just in the middle of some things.That being said...

     

    DRUID

    HUNTER

    MAGE

    PALADIN

    PRIEST

    ROGUE

    SHAMAN

    WARLOCK

    WARRIOR

    NEUTRAL

    How does Mushu, Rock King work?

    Once you play Mushu, it will become permanent.

     ----> 

    Like other permanent cards, such as Nether Portal and Mark Moonwalker from the Party Portals tavern brawl, it will not count as a minion anymore, will take up space int he battlefield, cannot attack or be targeted/destroyed, and will keep it's effect.

     

     

    Some Notes:

    • Neutral Totems are coming, I just haven't figured out a cool design for them.
    • I'm thinking about whether Muster is actually necessary to include atm, as it kinda makes the expansion a bit more complex than it needs to be. Don't know if I can actually make such a change at this point of the comp.
    • I'm considering removing Mushu, Rock King. I just feel Totems don't need it and could be replaced with some kind of spell. That being said, I still like it, so maybe I won't end up doing that.
    • Considering making Racrook a neutral minion. 
    • Speaking of which, Racrook's effect means that whatever weapon you steal, you will equip with whatever buffs and durability it had.
    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from CheeseEtc >>

    I thought a little about my Ring mechanic and wondered whether there is a better way to implement "factions"

    New way (Flags)

    The idea here is that "rewards" are dissociated from "quests". There will be several cards that synergize with Faction Points, but the way you earn those points depends on your faction!

    Old way (Rings)

    Which is best ?

    (will review everyone's shit later)

     

    Rings are easier to understand, though I think they should be weapons as spells don't make much sense.

    Faction Points, though seem cool and have a lot of potential for card design, should be better presented. Have a visual demonstration of how can you see your faction points, maybe show other cards that can earn you faction points; Is there a limit to how many of these you can hold?

    Both are nice ideas, but you should explain FPs more throughly.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from Tomerick88 >>

    Well done to everyone that made it.  Commiserations to those who didn't.

    A big thank you to the people who voted for the year of the butterfly!

    My question would be which of the 3 expansions people want to see first?  I've been working on all three simultaneously to make sure they synergise but Fractured Time has the most creations so far.

    Here are a couple of my ideas so far if anyone has any input?

     

    Warrior will implement an archetype where Armor can become a resource to unlock a card's effect or improve it.

    Rogue will venture into some time bandit chicanery stealing your opponent's unspent resources to enable more powerful combos.

    Paladin will push the archetype of using  Silver Hand Recruits as enablers rather than just minions.

    Wont get chance to respond to people until tomorrow as it's 23:00 here but again well done people and I'll catch up with the discussion tomorrow!

     

    •  I like the idea of Warrior spending weapon to boost it's cards. I'd actually like to see more of it.
    • "Coinmaul"? That's pushing it, even for Hearthstone Legendary names :P The card could go either way. It's very powerful against the more control-y decks, but weaker agains aggro decks, I think. Since it's so ambiguous, I'm say it's good as it benefits you way more than it doesn't.
    • Silver Hand Recruiter seems good, though I'd change the art. I mean... that's Uther. Though I believe not many will notice. 
    • Does Fate activate even without the minion being alive?
    Posted in: Fan Creations
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