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

    I have a few ideas for the first expansion... Aside from the whole treasure business, I want to make Coin Rogue a thing. To that end;

    I don't really know if I totally like Time to Collect because it's a little wordy. I could go for Coin transformation, but I'm not entirely sure what cards I should be looking to transform Coins into that have value—spells, or minions? Mercenaries that you hire with your coins, or something to do with Treasures?
    Additionally, I'm doing a cross-class rare spell cycle, sort of like spellstones. They're meant to be useful/powerful effects that take effect on your next turn and last for that turn.

    Lastly, Treasures. These are the bottom card of your deck, so they have to be powerful yet reliant on you having a plan after you run out of a deck. These are the only ones I plan to make for classes, I'll be doing 'normal' legendaries for the other classes.

    Appreciate feedback and ideas on direction for these cards, will return it. :)

    Bag of Doubloons: Seems good. Though, isn't 5 a bit too much for it's cost? Is 4 not good?

    Two Three gold doubloons

    Time to collect: I feel the combo needlessly complicates the card; I find it good without it. Though that's just me. 

    Kul'tiras Holiday: Seems way too overpriced for the effect. I think (3) or (4) is just fine.

    Light of K'Ure: I feel this is very weak compared to the other treasure cards. I'd, again, reduce the cost.

    Gul'Dan's Locket: I don't know why, but this feels a bit too powerful. Warlock has so many ways to inflict damage on itself, it kinda makes this card crazy. Not to mention the amount of healing it has now. This may not be true, though, as I don't know how previous expansions work in this competition. But, I'm going to assume they just exist.

    The other cards I think are good.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from Vilegloom >>

    Hey! I actually made it! Well then, let's get this started! I know it's a ton, be free to rate whatever card you want... feedback is appreciated!

                                                                                                               

    YEAR OF THE RAM

     

                                                                      

    ORIGINAL POST

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals left and right, unlikely friends and expected foes! And all this at a blinding fast pace! It's a free-for-all; and you're in the middle of it!

    This expansion's main theme is tribe wars ! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all kind of weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster . A card with Muster will gain a bonus effect when played if you control a minion with an certain tribe tag!
    • New Keyword: Enlist . When a minion is Enlisted , you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe for it to enlist to!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

     

    How does Enlist work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up:

    You just have to Choose One of them and the Drafted minion is nor from that Tribe!

    "What's that? Why no choosing Demons, Totems, Elementals or Dragons? Well for one, most of these will be summons, but do expect some new synergies with them. Secondly, most also have a very special kind of interaction with other minion of their tribe. So, I've stuck to the four OG neutral tribes."

     Some cards to get started:

     

     

    Some notes:

    • Right now I'm considering making almost all dual-tribe cards Legendaries, which is why there's a lack of them.
    • I'm missing some Enlist cards. I didn't plan any more of them yet.
    • Even though I want all classes to try to use all tribes, they will still use a few of them more widely. A list of what I have planned:
    • Druid: Beasts, Dragons, Elementals.
    • Hunter: Beasts, Dragons, Murlocs/Mechs.
    • Mage: Mechs, Elementals, Dragons.
    • Priest: Dragons, Mechs... tbd.
    • Paladin: Murlocs, Dragons, Pirates.
    • Shaman: Mechs, Totems, Murlocs.
    • Rogue: Mechs, Elementals, Pirates.
    • Warlock: Pirates, Murlocs, Demons.

    Warrior: Dragons, Pirates, Mechs.

    Nice job!

    A few comments:

    • Mushu, Rock King: What does "become untargetable" mean?
    • Automatic Totemcarver uses the same artwork as the Repair Bot token from Gelbin Mekkatorque. Might be a good idea to change it.
    • Unless you play on making Neutral or non-Shaman class Totems, Clayton, All-Hunter may as well just be a Shaman card because only Shamans have Totems (except for Nightmare Amalgam).
    • Darksea Cultist: Warlocks getting weapons at the common level seems a little weird, but they already have them at all, so I suppose it goes. As a Pirate, it does make sense.
    • Daredevil: This card is fantastic except that the tribal tag looks odd.
    • Overall I do quite like this "multi-tribe" thing you've got going on, kinda like the Menagerie cards from Karazhan, but I like this better.
    • I think Elementals would be a good fit as your third Priest tribe.

     

     Thanks for the feedback! I'll try giving my feedback back as soon as I can. 

    On this a few things:

    • "Untargetable" is supposed to mean Permanent, like Mark Moonwalker in the Party Portals Taver Brawl. I guess I used the wrong wording.
    • I am looking to bring some Neutral Totems to the table right now. Keep an eye out for that! :)
    • Well, I'm trying to use PS on it to make it look better. We'll see how it turns out!
    • Elementals in priest, silly me, of course!
    Posted in: Fan Creations
  • 0

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

    Hey! I actually made it! Well then, let's get this started! I know it's a ton, be free to rate whatever card you want... feedback is appreciated!

                                                                                                               

    YEAR OF THE RAM

     

                                                                      

    ORIGINAL POST

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals left and right, unlikely friends and expected foes! And all this at a blinding fast pace! It's a free-for-all; and you're in the middle of it!

    This expansion's main theme is tribe wars ! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all kind of weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster . A card with Muster will gain a bonus effect when played if you control a minion with an certain tribe tag!
    • New Keyword: Enlist . When a minion is Enlisted , you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe for it to enlist to!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

     

    How does Enlist work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up:

    You just have to Choose One of them and the Drafted minion is nor from that Tribe!

    "What's that? Why no choosing Demons, Totems, Elementals or Dragons? Well for one, most of these will be summons, but do expect some new synergies with them. Secondly, most also have a very special kind of interaction with other minion of their tribe. So, I've stuck to the four OG neutral tribes."

     Some cards to get started:

     

     

    Some notes:

    • Right now I'm considering making almost all dual-tribe cards Legendaries, which is why there's a lack of them.
    • I'm missing some Enlist cards. I didn't plan any more of them yet.
    • Even though I want all classes to try to use all tribes, they will still use a few of them more widely. A list of what I have planned:
    • Druid: Beasts, Dragons, Elementals.
    • Hunter: Beasts, Dragons, Murlocs/Mechs.
    • Mage: Mechs, Elementals, Dragons.
    • Priest: Dragons, Mechs... tbd.
    • Paladin: Murlocs, Dragons, Pirates.
    • Shaman: Mechs, Totems, Murlocs.
    • Rogue: Mechs, Elementals, Pirates.
    • Warlock: Pirates, Murlocs, Demons.

    Warrior: Dragons, Pirates, Mechs.

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

    Okay, so, I've just submited and I wanted to take a bit of time to thank everyone and anyone who's given me feedback and helped me!

    This has already been the best Big Comp experience I've had. I've made some really cool expansions (imo), I've had lots of fun making my own logos (finally managed to put my artistic skills into something hs-related) and making everyone's icons. I hope I can make it to the 2nd phase, but If that's not the case, still, I've had tons of fun.

    I'll be around giving some feedback if I can, so just ask for it if you want some. Same goes for the Year Icons! If you want one, ask. I can even make it myself if there's no symbol to find online, so don't be shy!

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

    YEAR OF THE RAM

    Why the year of the Ram ? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals left and right, unlikely friends and expected foes! And all this at a blinding fast pace! It's a free-for-all; and you're in the middle of it!

    This expansion's main theme is tribe wars ! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all kind of weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster . A card with Muster will gain a bonus effect when played if you control a minion with an certain tribe tag!
    • New Keyword: Enlist . When a minion is Enlisted , you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe for it to enlist to!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

    How does Enlist work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up:

    You just have to choose one of them and the Drafted minion is nor from that Tribe!

    "What's that? Why no choosing Demons, Totems, Elementals or Dragons? Well for one, most of these will be summons, but do expect some new synergies with them. Secondly, most also have a very special kind of interaction with other minion of their tribe. So, I've stuck to the four OG neutral tribes."

    Tide Revenant: Whenever a poor soul is at trouble in-sea, they call in a Tide Revenant to help. A versatile minion; not only an elemental, but with the chance of having both Taunt and Rush, it's a premier control card for Shaman!

    Friendly Recruiter: He's the kinda guy who's just really nice. Whatever tribe he joins, he'll do it with a smile... and a friend! Having a minion that can draw a particular kind of minion is a great ally to have!

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? After all, learning is the best- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the care of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see:

    • New Keyword: Sacrifice . Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: Blight . Blighted minions are marked with Blight , and whatever minion is played next to them will also be Blighted ! Several cards interact with Blight and Blighted minions.
    • Many cards power-up from Deathrattle effects and friendly minions dying.

    How does Sacrifice work?

    Well, let's take for example Academy Steward : "A the start of your turn, Sacrifice a minion to draw an extra card". This means that,after your turn begins and you draw a card, this will pop up:

    Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect i f you wish . You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath , when you choose a target to damage.

    How does Blight work?

    Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.

    Now let's say we play a minion next to it, shall we?

    -->

    Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...

    Do note, however, that only minions that are played will be Blighted, not summoned . For example, if a card is played on the left to a Blighted minion, it will be Blighted. However, the token it spawns from it's battlecry won't, as it is summoned , not played .

    Academy Steward: A powerful drawing tool to have. For the price of just one friendly minion, even if it's the meekest, you'll draw an extra card at the start of your turn. Handy!

    Skeletal Guard: Now he doesn't want anyone breaking into the Scholomance, no sir. Any minion played next to it, will gain Taunt and reinforce you defense! A great tool for warrior!

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

    • Recurring theme of spells! Many cards interact with spells in some way or another!
    • Spell Damage synergy!
    • Cards that allow for Spell-heavy decks.

    Living Fireball: A minion that also works as a spell? This minion eats spell damage for breakfast, making him stronger with each point of Spell Damage you control.

    Olaf Stoutstorm: A master of the elemental powers of Storm, he'll keep your Mana Crystals un-overloaded... as long as you have enough magic power in-deck!

    Road to the Hall of Fame!

    At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?

    Malygos : Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.

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

    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. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.

    Well, that's it... for now. Be sure to go around and check the other submissions, there's some real cool ones to see! So take a vote, and may the best move one!

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

    @Vilegloom Okay, here's the feedback I promised:

    I've always liked the idea of multi-tribe decks, so Tribes Royale is exciting. Draft makes sense to me, though the name might be a problem for the Arena reason, especially if lots of people are taking issue. Maybe change it to Enlist or Conscript or something. Also, the letter 'T' is missing at the very beginning of the first spoiler.

    The Scholomance is one of the most unique ideas I've seen. Not many people are doing undead, much less an undead school, and you managed to take a normally dark subject and make it kind of lighthearted. Academy Steward seems weak- compare Gnomish Inventor- but I guess it would depend on the context of the rest of the set. Sacrifice and Blight themselves aren't too original, but they still have plenty of interesting design space. Also, question: how would Blight work when multiple minions are summoned at the same time? Would they all become Blighted, or just the one?

    Wizz-con is a pun, so automatic points there, and I also like the Spell Damage theme. Olaf Stoutstorm is especially interesting, though you might consider changing "can't Overload" to "don't Overload" to avoid confusion.

    Not much else to say. Your themes are solid, and the example cards do a great job of showcasing the set's mechanics. I'd vote for this.

     

    Thanks for the feedback! On that a few things:

    • You're the first one I've seen to get the flavour of Draft. I don't know if that's good or not.
    • Minions will only get Blighted if they're played, not summoned, next to a Blighted minion.  
    • Glad you liked the icon :)

    Onto yours:

    Shattrath: City of Secrets

    Though Plan is an interesting mechanic, very strategic for Hearthstone, I don't see how it would work. I get how it works, but I can't see it working in actual Hearthstone, especially with a lot of cards Planned . Maybe if you gave a visual example it'd be better.

    Discoveries in Dalaran

    I can't evaluate Experiment because there is nothing to. I get the idea, but I don't actuallt know what it does. What happens the first time you experiment? Is it like Discover? What follows?

    Azeroth's Last Stand

    Sortie is a nice keyword. Though, it triggers before hitting the minion, no? And since it's When it attacks, it only triggers one, correct?

    Hope to see your next rendition of the post :)

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Reknar427 >>

    Greetings to all of you. I have finaly decided to join the competition. Here is what I have come up with so far.

    So let me welcome you to the :

    Why turtle? Well because turtles appear as calm animals with time to enjoy every moment, and that is what we should all do in the game we all probably love and hate.

    First Expansion: The Brewfest Festival

    Speaking of enjoyment allow me to introduce you the first expansion of the Year of the Turtle – The Brewfest Festival (TBF). This festival is part of WoW for quite some time and the time has come to bring it to Hearthstone alongside a new mechanic ...

    Reinforce:

    Well I could not think of a better name for a keyword – I guess you could say to Reinforce yourself with a drink or two in english (Well it certainly can be said so in my language). As for the cards - Candlebeard is making a reappearance as a rogue legendary minion. With his ability he will Recruit a Pirate whenever you target him with Spell or Battlecry allowing for a new rogue archetype to rise.

     Brews for everyone

    Calming Brew introduces a new card spell type for this expansion only - Brews. They are similar to Kazakus Potions, but all of them can only target a single minion.

    Calming Brew is a great example of this, the Sleep effect is already in game as the summon sickness (Or something like that) in this case it works quite as a Freeze effect, but it is called sleep to keep the flavour of the card. Every class will get their own brew and the three main characters of this event will make an apperance as well.

     Second Expansion: Watchers of Ulduar (WoU)

    During the Brewfest festival you learn about Titanic keepers - ancient creatures tasked with protecting Azeroth. You, alongside Krom Stoutarm - Ironforge historician and your guide, leave to a journey to meet with the keepers themselves. The Keepers control huge armies of their brethren - The Titan-forged.

    New Minion Tribe - Titan-forged

    Titan-forged are creatures that bolsters your army or themselves, when you summon another Titan-forged.

     Keepers of Azeroth

    Turns out that Azeroth has exactly 9 Keepers, just as many as the number of classes in Hearthstone. What will that mean - every class will get one.

    Odyn, Prime Designate is a new warrior legendary, capable of turning the tides of battle with his army of Valarjar. Incredibly strong minion as long as your opponent has more minions than you. 

     

    Third Expansion: After the Reorigination (AtR)

    AtR is a catastrophe-like scenario in which the Halls of Origination was launched and destroyed almost all life on Azeroth, with your Hero and a few others being out of reach. You assign yourself to the duty to use the Forge of Will and repopulate Azeroth. You might try to remember your past friends but no one’s memory is that great. And for this we have a new Keyword:

    Remember your past

    As an example I am showing you a Goldshire Footman, ehm Soldier sound better. You do remember this guy. He was from Stormwind army and was definetly wearing a cool guard helmet. You can say what his stats and mana cost were, but you cannot remeber his effect. Was it Stealth? Whenever you cast a spell gain +1 Attack? Or perhaps Taunt? No, certainly not Taunt… But as a maker and creator it is for you to decide…

    Goldshire Soldier is a simple card to just explain the mechanic. The keyword itself will have much more to offer.

     Infinite Dragonflight

    There are some creatures that prefer the new world and will do their best to sabotage all your actions. This is very guldany behavior…….

    Infinite Vanquisher will undo whatever action your opponent did last. As an example your opponent has wiped your board with brawl and ends turn. Vanquisher will undo it so basicaly your opponent had done nothing and kept Brawl in his hand. But if he played Brawl and then decided to Hero Power Vanquisher will just neglect the Hero Power as this was his last action.

     Finale: Hall of Fame

    Northshire Cleric - Priest in my opinion should not have such a strong 1-drop in its basic set not to mention that those extreme draws it can offer can be tiring. Rotating it might allow to experiment with other 1-drops like Lightwarden

    Doomsayer - A staple in most control decks, it is time to rotate him and allow other removal to be played or created.

    Mana Wyrm - Very popular candidate for rotation for obvious reasons. Extremly strong 1-drop that limits mage design space in cheap spells.

     

    Thank you for reading all of this stuff and tell me what do you think of all of this. I have some other cards in case these will not be the most optimal. 

     

     

     The Brewfest Festival

    • Reinforce is a pretty neat keyword. I like it.
    • Don't really like Candlebeard. He's a character designed for another expansion and, I feel, doesn't fit here. I'd go for something more related to brews and stuff.

    Watchers of Ulduar

    • Titan-forged as a tribe? I'm not completely sure about it sicne they're intelligent humanoids and almost all intelligent humanoids are tribe-less. But I'll go with it.

    After the Reorigination

    • Remember I actually like. Though it can be very  dangerous depending on what minions you get, so be careful.
    Posted in: Fan Creations
  • 0

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

    VERY quick rewievs from all years so far

    (I'm only going to comment fleshed-out ideas)

    @waterwalker

    • Arena thingy expansion: I don't like this for rougly the same reasons as Sinti.

    EDIT:

    • #1 Nice, but what's the central theme?
    • #2 Same as #1, also I believe the effect is called "Pierce". Allera is a literal OTK in Miracle rogue
    • #3 Meh. Be careful with titan art, there's almost none.

     @Tomerick88

    • Weather & Terrains: I would only do one of those, don't overload your audience with new keywords. Good idea on paper, waiting for the execution.
    • Fate: Cut the colon on your Fate spells, it' redundant and makes your card look better. Looks nice, but maybe not enough for an expansion?
    • Pet: Calling such an effect "Pet" is super weird (is Bolf Ramshield a pet? lel). Give it another name like "Arcane Shield" or some shit. Same issue as the previous expansion, the card you gave as an example didn't conveince me.

     @linkblade

    • ATT: Looks ok on paper, but I really think you should find a way around this restriction and show us a Burden with everything on it, because the two cards you've shown are random and don't showcase your expansion (Sha is broken btw). Looks like you've been hoist with by own petard with the token restriction :p
    • WSS: I like the Naga tribe mechanic, but not Challenge looks very underpowered.
    • M&M: Both mechanics look cool. I'd make Encore a simple, non-colon keyword like "Encore. Battlecry: Do X" or "Battlecry(Encore): Do X". Be careful about mech & music arts, there aren't many that could fit HS out there.

    @Novexor

    • Andanus: Flavor is cool, concept is alright but not exceptional. Shorten the explanation on the keyword.
    • Neverending Nightmare: The concept could be cool but you should simplify it.
    • HvsU : Lacks a concept that makes it unique. Silverhandsome is a super standalone card though.

     @Soulbattle

    • Troll expa: TOKENS!
    • Arcane Unbound: Too focused on mage. The idea is good, but I don't like the example Grimore (too complicated)
    • Sunwell: Alright, but not exceptional.

     @Demonx(z)95

    • Nightmare Nether: Simplify the keyword textbox. Cards are good but do not like central mechanics.
    • Once upon...: Legacy looks like a weak mechanic.
    • Caverns of Time: Coll as it is

     @Larry Moments

    • HOA: Looks alright.
    • PH: Possess is too complicated, and you can"t really build an expansion around it. I suggest you find a new mechanic.
    • MOTC: I think you should still have central mechanics. Also Mako Raider is a neutral Mindblast. Hunter and Mage with Mindblast is broken.

     @ColinthePyro

    • Loa: I like the ideas of spells with tribes, but "Voodoo" doesn't sound like one. Also most Loas are already Beasts.
    • Trek: It's cool
    • Argus: Not convinced. The infuse cards you've shown is extremely underpowered. Also don't try to make discolock viable. Blizzard tried and didn't succeed.

     @Wishmaster333

    • Dragonblight: Oh crap those equipment cards are like my gems
    • Stormwind: Except when put on Taunt minions, duelist does not sound exciting. Blood of The Ancient One uses "merge".
    • Veil: Same thing, on top of wording issues: "Restore 6 Health to hero" + "Gain 5 Armor".

     @MurderyUnicorn

    • Ighaluk Crag: The mechanic you named "prophecy" is starting to be overdone...destroying mana crystals????
    • Pirates vs Ninja: Lol, love the flavor. The Ninja you showcased isn't cool enough though.
    • Black Temple: Love the Mana Shield mechanic!

     @Nirast

    • Scourge of Iron: Looks cool and original! But it's gonna trigger some WoD PTSD in some of us
    • Curse of Flesh: That is... weird. Also there's the problem of lack of mech art.
    • Pirate stuff. I like the Vessel concept, but the rules about them must be simplified. Why not just make them hero cards that restore your previous hero when destroyed?

     @Sillyraptor

    • Into the Outland: Looks cool.
    • Sea: Splash as a mechanic has issues. Not a fan.
    • Stranglethorn: There doesn't seem to be a central mechanic. Loquenahak is OP as fuck!

     @freddoccino

    • Booty Bay: I don't get the point of resurgent. Your card is practically a 4mana 3/4 taunt?
    • Firelands Call: Ysera has the no-tokens-allowed issue. What's the general theme mechanically?
    • Wildhammer: Sleep looks weak. Be careful there isn't many WH art out there

    More:

    Rest sounds like a weak mechanic.

     @Vilegloom

    • Tribes Royale: Nice. I'd put both effects under a single Muste. Draft doesn't make sense lore-wise. A human can't become a murloc!
    • Scholomance. Nice. Not sure I get how Blight works. Triggers each time you play a minion around it?
    • Wizz: Oh crap my Scryers have spell damage synergy too. More serioysly it's cool, and it's an aspect of you class I liked during CCC#4

     @Viridian

    I'll need one of those banners when I will be set on a creature pls

    • Great seas: Best expansion I've seen so far. Good job! Only criticism is that it should be precised on the keyword that the treasures are sorted by cost
    • Zandalari: Very good too
    • Sunwell: copied blizz lel damn I wish I knew how to use photoshop too!

    Best year I've seen so far after mine

     @thepowerofchoose

    • Pirates: Nice. I'd make the ships into actual dormant minions.
    • Lost in Time: Nice. This fade is an interesting mechanic.
    • Technodome: It's the Invoke mechanic from the Summoner from CCC#4. Also, same issue with mech arts

     @Vision136

    • #1 Rummage is nearly-identical to Roast from my Chef class (check signature). You certainly had the idea independently of me, but I won't vote for this.
    • #2 The effect is unofficially called "forgetful" not sure you can build an expac around this
    • #3 Unseen is interesting. Good expac!

     Alright, I've stopped in the middle of page 15. I will do the rest tomorrow (even tough it's already technically "tomorrow") alongside posting my own crap along the way

     

    I mean, if you think about it, does Draft actually not make sense? The whole thing is that they don't turn into that tribe, they get recruited by it. 

    I know many people say it doesn't make any sense, but I don't really want to ditch Draft as I think it can offer some cool cards.

    Thoughts? By the way, I can make that Year Banner for you if you want as soon as you reveal the year or you tell me what it's about. Feedback's also coming.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.02 - Discussion Topic

    A bit too much? Higher cost or discard alltogether? Maybe legendary?

    Posted in: Fan Creations
  • 0

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

    Okay, I know I haven't contributed to this thread at all, but I've been busy thinking about my own year. Any feedback would be appreciated and will be returned, including a new icon. Also, apologies to those who have something similar to me, especially linkblade91- I have a mechanic very similar to Encore. Now, without further ado...

    THE YEAR OF THE FOX

    Set 1: Shattrath: City of Secrets

    At first glance, Shattrath City appears idyllic. Ruled by the divine naaru of the Sha'tar, the City of Light seems a gleaming bastion against evil. Beneath that unified façade, though, lies a bitter enmity. The city's two factions, the devout Aldor and the mystic Scryers, are at war for the favor of the Sha'tar and control of the city. Since their common allegiance keeps them from open warfare, they fight their battles with schemes and secrets, intrigue and espionage, each seeking an advantage over the other. Information is dearer than gold, secrets deadlier than any sword. And as the Light schemes against itself, a darker foe forms its own plots...

    The new keyword Plan lets you form your own schemes, giving the information needed to, well, plan out future turns, and it promotes decision-making with the discard component. As the City of Secrets, Shattrath will also feature an emphasis on Secrets, including new Rogue Secrets. Information about, and manipulation of, the hand and deck will be prominent in the set's cards as well

     

     

    Set 2: Discoveries in Dalaran

    Not all learning has to be against someone, though. In Dalaran, Azeroth's capital of learning and research, the brightest minds in the land gather to make the next great breakthrough. Any and every field- magic, history, ice cream, you name it- is represented, and weird and wonderful experiments are carried out daily. The Light alone knows what kinds of wonders you'll see in the Violet Citadel's halls, and as the old saying goes, there's only one way to find out...

    Knowledge builds upon itself, past discoveries informing new ones, and the Experiment keyword is no different. Most Experiment cards look like Modera; they perform an Experiment, leading to a unique result, and your future Experiments will replicate that result. Though most Experiments won't be as great as Modera's- she is an archmage- even small discoveries, when accumulated, can have a huge impact. In addition, the set will feature numerous funky build-around cards commemorating Dalaran's greatest breakthroughs.

     

    Set 3: Azeroth's Last Stand

    But all this talk of intrigue and learning is tiring. Let me tell you a truly thrilling tale, of a battle nearly unparalleled in scope, when Azeroth itself was at stake. An undead Scourge and demonic legions without number threatened to end all life on this world. The greatest heroes in Azeroth gathered to contend with them, and the war they fought was nothing short of legendary. Hear, now, of how our world struggled to survive, of the defeats it suffered, the victories it enjoyed, and the prices it paid to win them. All that remains now are the scars of their struggle and the tales of their deeds, so hear, and remember, so their memory can live on...

    This expansion introduces the keyword Sortie, taking effect when a minion engages with another. It encourages trading and minion interaction as opposed to simply hitting face, leading to fights for control of the battlefield like those in the Third War. In addition, some of the greatest events of that war are commemorated with powerful Legendary spells, one for each class. But just as victory comes with a cost, these spells have significant drawbacks that you'll need to build around. Tactical positional cards and cards that draft 1/1 Rushing Soldiers for your hand will also be featured to further recreate those epic battles.

    Hall of Fame Entries

    Divine Favor- This has long been one of Hearthstone's least popular cards, and with good reason. It essentially negates aggro's biggest weakness, running out of steam, making it too strong against the control decks that it should be weak to.

    Nozdormu- Though not exactly problematic for the meta, this Dragon Aspect has numerous problems with its design. It discourages strategizing, often leads to frustrating misplays, and can only really be used to cheat your opponent out of his/her turn. Such a card isn't something that we need to deal with.

    I haven't decided on the third yet. Will edit in once I think of something.

     

     

     Hey, the symbol of the year doesn't show that much of a Fox.

    Try using this one, if you want. I'll be giving you some feedback soon enough.

    Posted in: Fan Creations
  • 0

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

    This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...

     

     

    YEAR OF THE RAM

    Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

                                                     

     

    he breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe tag for it! 
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

    How does Draft Work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up

    You just have to choose one of them and the Drafted minion is nor from that Tribe!

    Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.

     

                                                  

     

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be Blighted! Several cards interact with Blight and Blighted minions.
    • Many cards power-up from Deathrattle effects and friendly minions dying.

     

    How does Sacrifice work?

    Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:

    Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to  Wrath, when you choose a target to damage.

    How does Blight work?

    Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.

    Now let's say we play a minion next to it, shall we?

     -->  

    Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...

     

     

                                                       

     

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    • That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

      • Recurring theme of spells! Many cards interact with spells in some way or another! 
      • Spell Damage synergy!
      • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
      • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

    What's going into the Hall of Fame?

    At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?

    Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con. 

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

    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. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.

     Draft and Muster: The first keywords seems okay-ish. Muster has been used normally for a long time, and several cards already write that wording, without it being a keyword. Draft seems the same, although i'm not sure i like it being limited. Why can a human be a Murloc, but not a Demon? But....

    Cards, first expansion: Tide Revenant is an excellent example of why Muster needs to be a Keyword. I don't understand why it needs a Pirate, and why the Pirate gives Taunt, but i don't really care either. Really cool card.  Friendly Recruiter however is... Weird. Why can he be a Murloc, Dragon or Beast? Also, poor neutral Elemental synergies.

    Blight: Blight feels... Weird. Because it does nothing on it's own, and every interaction with it is different. It also seems weird that despite a minion being blighted, it doesn't suffer anything from it. Actually, your current example cards actually makes it a bonus to be blighted.

    Sacrifice: This seems fine, and pretty well executed. You promptly showed how it works nicely, and it seems like something that could be in the game.

    Cards, second expansion: Skeletal Guard seems just fine. A decent card to show off the mechanic, although Blight being positive seems weird. Also, Taunt is not that great, so it could probaly be a 2/4. Does it give itself Taunt tho? Academy Steward is a decent card, although it is VERY weak. It needs to stay alive atleast 2 turns, to be worth it, and it does nothing to protect itself. Could probaly do with 5 or 6 Health.

    Cards, Third Expansion: Living Fireball is pretty good. I can't say a lot more than that. Maybe you should drag "Spell" down a line, to not have an Orphan (single word line). It just simply looks better. Olaf Stoutstorm seems very nice aswell. Encourages deck-building, and i don't think it is too strong, unless you give Shaman some burst spells, which could prove to make it very dangerous. Overall pretty good.

     

     Thanks for the feedback! On that, a few things:

    Draft: I chose Murlocs, Pirates, Beasts and Mechs because they are all neutral tribes. Demons, even though some are neutral, mostly belong to Warlock. Dragons and Elementals, though, have a very specific kind of synergy with each other (in-hand, if played last turn). There will be more Elemental and Dragon synergy, but they will also interact with other tribes. The flavour of the keyword is that they don't turn into said tribe but rather are recruited/drafted into it. These tribes do need reinforcements, after all.

    Blight: The reason of blight being positive is very similar to how Forsaken were all about Blighted ground back in W3. Necromancers spread the Blight of the Scourge and use it for their cause. Scholomance is full of necromancer, so there's that. They're basically turning other minions into infected lackeys, turning them undead.

    Skeletal Guard: It does not. Other minions that are Blighted (played next to Skeletal Guard, for example) will gain Taunt after being Blighted.

    Posted in: Fan Creations
  • 0

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

    Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.


    Year of the Chimera

    Feedback plz.

    League of Heroes

    Ya'll like superheroes and villains, right? Well then this expansion will be the one for you.

    Introducing two new keywords:

    Alter-Ego lets you replace one of your already on board minions, for one with Alter-Ego in hand with the same or lower Mana Cost for no price! You choose yourself whether you want to make it use it's Alter-Ego, or just play it normally. Note that Battlecries aren't triggered when Alter-Ego is used.

    Emulate might seem familiar, as it is to a large degree the same thing that Seeping Oozeling does. Except for the whole "reveal" part. This effect can also copy stats, Mana Costs and more. And can be triggered from drawing it, like with Unidentied Weapon, ETC.

    War of the Continents

    Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria!

    A new Keyword, and "Drum rolls" Stitched cards.

    Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.

    Goldshire Studios

    Ya'll played Overwatch i believe? Well, if you do, you probaly remember the movie posters, where all the movies are made by Goldshire Studios.

    We'll bring it to life, with THREE (two sorta) new keywords.

    Stage-Left/Right are pretty explainatory. The left-most and Right-most card in your hand. They trigger a Battlecry-ish effect, if their conditions are meet.

    Script is the new one tho. You get a sequence of effects, where they trigger at the start of your turn, one after one. Those effects are super powerful, but slow as hell.

     

    Thanks for reading through this all.

    Feedback would be most apperciated, and will be returned.

     

    League of Heroes

    • Nice theme.
    • Name rings too close to League of Explorers imo. I'd try some other name.
    • I feel like you could just replace Emulate with "copy". Mybe if Emulate was "Copy the effect of x" it could do, but rn I feel like it doesn't make much of a difference, at least with the card you chose to showcase.
    • Alter-ego seems like a pretty interesting keyword, though limited by flavour. 

    War of the Continents

    • So War/Peace is basically Choose One, only a bit more flavourful and restrictive in terms of theme, also neutral (heh, clever...). It's not the same thing, though, as War/Peace will always have only two options. 

    Goldshire Studios

    • Nope, no Overwatch from me.
    • I feel Stage-Left and Stage-Right are even more confusing than saying "the left/right-most card in your hand".
    • Script seems like a good mechanic, though isn't it not only too slow but also underpowered to pay 5 mana to do nothing when you play it? How would it fare if you got the first effect right away, then got the others at the end of your next turns? Though, the effect is quite powerful, so maybe it's alright.
    Posted in: Fan Creations
  • 1

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

    Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.


    Year of the Chimera

    Feedback plz.

    League of Heroes

    Ya'll like superheroes and villains, right? Well then this expansion will be the one for you.

    Introducing two new keywords:

    Alter-Ego lets you replace one of your already on board minions, for one with Alter-Ego in hand with the same or lower Mana Cost for no price! You choose yourself whether you want to make it use it's Alter-Ego, or just play it normally. Note that Battlecries aren't triggered when Alter-Ego is used.

    Emulate might seem familiar, as it is to a large degree the same thing that Seeping Oozeling does. Except for the whole "reveal" part. This effect can also copy stats, Mana Costs and more. And can be triggered from drawing it, like with Unidentied Weapon, ETC.

    War of the Continents

    Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria!

    A new Keyword, and "Drum rolls" Stitched cards.

    Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.

    Goldshire Studios

    Ya'll played Overwatch i believe? Well, if you do, you probaly remember the movie posters, where all the movies are made by Goldshire Studios.

    We'll bring it to life, with THREE (two sorta) new keywords.

    Stage-Left/Right are pretty explainatory. The left-most and Right-most card in your hand. They trigger a Battlecry-ish effect, if their conditions are meet.

    Script is the new one tho. You get a sequence of effects, where they trigger at the start of your turn, one after one. Those effects are super powerful, but slow as hell.

     

    Thanks for reading through this all.

    Feedback would be most apperciated, and will be returned.

     

     here

    I'll be giving feedback to you guys soon enough.

    Posted in: Fan Creations
  • 0

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

    This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...

     

     

    YEAR OF THE RAM

    Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

                                                     

     

    he breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe tag for it! 
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

    How does Draft Work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up

    You just have to choose one of them and the Drafted minion is nor from that Tribe!

    Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.

     

                                                  

     

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be Blighted! Several cards interact with Blight and Blighted minions.
    • Many cards power-up from Deathrattle effects and friendly minions dying.

     

    How does Sacrifice work?

    Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:

    Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to  Wrath, when you choose a target to damage.

    How does Blight work?

    Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.

    Now let's say we play a minion next to it, shall we?

     -->  

    Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...

     

     

                                                       

     

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    • That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

      • Recurring theme of spells! Many cards interact with spells in some way or another! 
      • Spell Damage synergy!
      • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
      • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

    What's going into the Hall of Fame?

    At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?

    Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con. 

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

    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. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.

     I thought I provided feedback, but I guess I didn't :( I'll correct that now:

    1. You've got some spelling mistakes littered throughout, so I'd do one-last walk-through before posting :P
    2. Dragon-Mechs? Fucking sold.
    3. Using Draft as a Keyword seems like a mistake to me, and I think a person who plays a significant amount of Arena would be even more bothered about it than I am. I know it really makes sense for what you're going for, but Draft is already taken by them, you know? You "draft" cards to the team that is your deck; that terminology is pretty set in stone by this point. People even use it as their Keyword for Arena-focused expansions :/
    4. As long as you avoid the second coming of Carnivorous Cube, I'm on board with Expansion #2. I love Deathrattles, so it seems fine to me.
    5. Are you prohibited from showing us your special Neutral Weapon because it creates unique tokens? If not, I'm wondering why you hold it back considering you took the time to hype it specifically.
    6. With Olaf Stoutstorm, are you barred from using cards with Overload, or is it that when you play an Overload card your crystals are protected? 'Cause while I quickly determined you meant the second thing, my initial interpretation was the former scenario, and that misunderstanding could backfire on you.
    7. All of your Hall of Fame choices are solid picks considering your plans for the Year.

     

    Quote from linkblade91 >>
    Quote from Vilegloom >>

    This is a way more complete rendition of my last bump, which was pretty compelte. I added mechanic specifications, visual examples and finished my Hall of Fame choices. I just need further feedback (hey, a little more doesn't hurt anyone :)) on cards and mechanics. This is just to finish up my submission. I'll also be around giving feedback to whoever I can and making Year Icons to whoever is in need of one. SO without further ado...

     

     

    YEAR OF THE RAM

    Why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

                                                     

     

    he breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Mechs, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from Beast, Murloc, Mech and Pirate) a new tribe tag for it! 
    • New build-around cards that will lead to some new wacky tribe-combination decks!

     

    How does Draft Work?

    Simple, when you play a card with draft, or you draft a minion, this will pop up

    You just have to choose one of them and the Drafted minion is nor from that Tribe!

    Disclaimer: Draft minions are not turned into said tribe, but rather are recruited (or drafted) into it.

     

                                                  

     

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: BlightBlighted minions are marked with Blight, and whatever minion is played next to them will also be Blighted! Several cards interact with Blight and Blighted minions.
    • Many cards power-up from Deathrattle effects and friendly minions dying.

     

    How does Sacrifice work?

    Well, let's take for example Academy Steward: A the start of your turn, Sacrifice a minion to draw an extra card. This means that,after your turn begins and you draw a card, this will pop up:

    Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect if you wish. You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to  Wrath, when you choose a target to damage.

    How does Blight work?

    Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.

    Now let's say we play a minion next to it, shall we?

     -->  

    Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...

     

     

                                                       

     

    "WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"

    • That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?

      • Recurring theme of spells! Many cards interact with spells in some way or another! 
      • Spell Damage synergy!
      • An immensly powerful neutral weapon that serves as a build-around for many spell-heavy decks!
      • Maybe- cards that allow for Spell only decks, similar to Rhok'delar.

    What's going into the Hall of Fame?

    At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?

    Malygos: Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con. 

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

    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. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.

     I thought I provided feedback, but I guess I didn't :( I'll correct that now:

    1. You've got some spelling mistakes littered throughout, so I'd do one-last walk-through before posting :P
    2. Dragon-Mechs? Fucking sold.
    3. Using Draft as a Keyword seems like a mistake to me, and I think a person who plays a significant amount of Arena would be even more bothered about it than I am. I know it really makes sense for what you're going for, but Draft is already taken by them, you know? You "draft" cards to the team that is your deck; that terminology is pretty set in stone by this point. People even use it as their Keyword for Arena-focused expansions :/
    4. As long as you avoid the second coming of Carnivorous Cube, I'm on board with Expansion #2. I love Deathrattles, so it seems fine to me.
    5. Are you prohibited from showing us your special Neutral Weapon because it creates unique tokens? If not, I'm wondering why you hold it back considering you took the time to hype it specifically.
    6. With Olaf Stoutstorm, are you barred from using cards with Overload, or is it that when you play an Overload card your crystals are protected? 'Cause while I quickly determined you meant the second thing, my initial interpretation was the former scenario, and that misunderstanding could backfire on you.
    7. All of your Hall of Fame choices are solid picks considering your plans for the Year.

     

     3. Fair enough. I'll think of synonims I can use for it. Any help ideas?

    4. Now that you mention it, maybe I should consider Hall-ing Naturalize instead of Wyrm. It doesn't allow for big and powerful Deathrattle minions.

    5. Actually, I've not designed it yet. I guess it would do stuff in a similar manner to Olaf Stoutstorm.

    6. He protects you crystals from Overloading. You can still play the spells, only you don't overload from them.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Wishmaster333 >>

    I can't sleep, so here's my set ideas. I was just trying to polish this presentation some and fix some of the problems I had. 

      Introducing: The Year of the Lionhttps://i.imgur.com/cTBxieA.png

    I thought to myself, what better creature for this competition to represent my year other than that of the mighty king of the jungle. I started with the idea of having a set of words to tie down to my creature, to build upon for each set.Those words were decided upon to be Strength, Honor, and Wisdom. Something that thematically fits a Lion and provides a broad base that gives me the opportunity to branch into a variety of sub-themes and ideas, with a sets initial feel correlating to each word. The idea here is have strong cohesive themes across each set that builds into one-another, and I hope I accomplish that with what I will be showcasing to you today.

    But First, What are we rotating? 

    1. Divine Favor: Paladins have had a long history of being able to rush minions out onto the board only for this card to keep them up in pace and card advantage. It's too strong of a draw tool in the current state of the game where it's easy to use. I think this is the number one card that needs to be removed from the game in the current state, as much as I do enjoy playing my weenie decks. It's just too good for aggro.

    2. Doomsayer: Controversial pick, I know. I love this card, but I think having it around will hurt design space in the long run for standard. Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild. 

    3. Gadgetzan Auctioneer:  Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to nerf Auctioneer but I think this has been a long-time coming for this guy to visit the wild. 

    With that out of the way. Let me introduce the First set of our year and a few of the cards that you might see.

    First Expansion, The Barren Wildlands: The Barrens is a tough place to live. It's a place where everything and everyone wants to kill you. If the tough savanna  conditions don't get to you, surely the numerous wild creatures and inhabitants will. It has everything from centaur, quillboar, wild elementals, beasts, pirates, to even the horde and Alliance at war all inhabiting the same space in these massive swaths of land. The current idea is to still give a number of the classes an unique passive weapon that degrades over time. You'll certainly need all the help you can get if you want to survive out there.

    ice shieldgold roads

    Ice Shield: A simple defensive card for Mage that provides a small boost to early game defense without being overbearing.

    Gold Road Merchant: Even merchants need to protect themselves out there. It gives rogue an early game control option that also feeds into their Combo stratagem. Was unsure of how to balance this, but I think it works quite nicely as is. I thought thematically this fit rogue very well, and I got a nice bonus of the art having a savanna plains behind the central character.

    Second Expansion, Siege Of Stormwind: Time to head on out to war! What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airships battling Goblin Zepplins. Tauren charging through the gates as Night Elves defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme of honorable and dishonorable warfare. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn. So you better deal with it one blow!

    DuelistThe SeamstressOathbound Taurenb

    Duelist: It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion. I think this would be a welcome addition to the Hearthstone key-word roster.

    The Seamstress: Works like Deathstalker Rexxar's Hero Power, where the cards costs and effects are combined. Having the freedom to mix things up is what I feel would make this a legendary effect. I can already think of some pretty powerful combinations. No doubt there are some I didn't think of either. 3 mana 2/2 is a pretty common stat line for powerful effects these days. It does something largely unique, it definitely fits warlocks themes. I really like this design, but I might change it from being a demon and change the art. I dunno yet. Just the thought of someone twisting the soldiers around to her liking so they become more powerful feels so awesome to me.

    Oathbound Tauren: Really simple, really effective. I like simple designs as much as the complex ones. This card would be really handy in Warrior and just honestly springs to mind when I think of the keyword. That's the ideal kind of card. 

    Third Expansion, Beneath The Veil:  Slow down and listen for a while. Patience is a virtue after-all. The last set ventures to the land of Pandaria where their ancient wisdom is unparalleled. There are plenty of mysteries to uncover and lessons to be taught. The set definitely rounds out the three of my core themes. I love Pandaria and it definitely works for my year of Hearthstone. The set will have one theme being that of learning things(Or taking things!) from the other classes. 

    Enlightened Monksalvage

    Enlightened Monk: I said this last time, but yeah this could potentially be a common. Probably should be. Good early game card that might need a few tweaks. Anyway, the idea was that delayed effects are neat, so let's experiment with some of those around the expansion. 

    Salvage: Shows off that other concept i was talking about. Really cool design I think, and it's relatively balanced at the mana cost. I don't really have much else to talk about here. 

     So, there we go. Any comments, criticisms, etc are always welcomed. 

     

    The Barren Wildlands

    • Ice Shield should probably be an epic card.
    • Is Gold Road Merchant's effect a 'Whenever', Battlecry or Deathrattle? Specify.

    Siege Of Stormwind

    • The Seamstress just in case, specify it's two random cards from your hand. That aside, I don't feel it fits Warlock that well, you could make it a neutral perhaps. Also, cost can go off to more than (10)?
    • If you can sew any card, how do spells and weapons affect the equation? They become Battlecries I suppose.
    • Duelist I kinda actually like, though it doesn't seem to offer a lot of synergy potential.

    Beneath The Veil

    • Both cards seem fine, but imo you should showcase some cool mechanic or archetype you have planned for this expansion; if you have one, that is. They just don't excite me for the expansion that much.
    Posted in: Fan Creations
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