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    posted a message on Rejected Legendary Concepts

    Yeah, I'm seeing I probably should've changed Nespirah's hero power to "Must remain on board, otherwise you lose."  lol  That was honestly, truly my intent - I just worded it poorly.

    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    That's it.  A 155 or so cards.  

    I need help.  ;_;

    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    NEUTRAL COMMONS

     

    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    MAGE

    Legendary

     Epic

     Rare

     Common

    • It may seem a bit weird for Jaina to come out into the field as a minion herself, but remember:  This is a game where you can have seven Ragnaroses, plus an eighth as a hero, on the field at the same time.  That said...her hero power is kind of crazy.  But keep two things in mind before saying she's OP lol:  She's squishy, and her hero power is automatic - meaning you only have five mana at most to play with per turn.  Which is why she gets a death rattle removal option.
    • What's better than Sheep?  Penguins! I admit, I just wanted a polymorph that turns a minion into something other than a sheep.
    • Critical Mass is probably OP, but I think I balanced it with its mana cost.  It also works for just a single spell.  Works well as a combo finisher I think.
    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    HUNTER

    Legendary

     Epic

     Rare

    Common

    •  This was honestly my least favorite class to cook up simply due to a lack of inspiration.  I had no idea what to do with them.  :<  So...I honestly feel these cards kind of suck, and they're only here out of obligation towards a "complete set."
    • Bait The Trap is the only card I think that's kind of "inspired."  It's effect varies from secret to secret, so you'll probably have to figure out how it works.  For example...if it trips Mirror Entity, nothing happens.  If it trips explosive traps, I imagine explosions would occur lol.  So on and so forth.

     

    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    DEATH KNIGHT

    Legendary

    Epic

     Rare

     Common

    •  K'T' as a hero is obscure and quirky.  For starters, he takes much longer to come out than Jaraxxus or Ragnaros - and technically doesn't even have a guarantee.  When he does, several things happen:  He doesn't have a set Health like the other two - if he comes in with your hero at 30, he too will have 30 Health.  He comes equipped with Bloodsurge, and Frost Volley, Frost Giant and his Signet will automatically be added to your hand.  At that point, just play him as cautiously - he loses health fast, but his pros outweigh the cons.
    • If Unearthed comes back to your hand a second time, it'll have 0 Attack.  The risk with this card, is of course, the potential to clutter your hand.  Still immensely useful though.

     

    Posted in: Fan Creations
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    posted a message on FULL EXPERIMENTAL EXPANSION II (150+ cards)

    DRUID

    Legendary

     Epic

     Rare

     Common

    •  It probably breaks the game a bit, but Nordrassil has the potential to take a mill Druid straight into the boundary of broken.
    • Not sure if Treant Form breaks the game further, but I thought it would be fitting for a Druid to also have a transformation card.  It costs less than Polymorph, but it produces a slightly beefier minion.
    • Typhoon is permanent - though it only works if you actually use your hero power.  Another potential game breaker!
    Posted in: Fan Creations
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    posted a message on Well...this was awkward...

     So, like.....lore-wise, how in the hell does this make any remote sense?  Anyone else have any weird moments to share from BRM?

    Posted in: Adventures
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    posted a message on COMPLETE Experimental Expansion! (131+ cards!)

    This is going to be without a doubt the biggest post from a single on this forum, which is why it will be split into ten different posts (indexed here).  While you COULD call this obsessive lol, in truth I only made a few cards a day and some have been recycled from earlier stuff I posted (because I liked them :) ).

    In any case, this expansion doesn't really have a "theme", but rather I wanted to play around with some "established class rules" the game's played by so far.  As a result, you'll see certain minion types in classes they might seem like they don't belong, certain perks and abilities mixed up, and other such doodads.

    And I've also invented a brand new type of card (TYPE - as in, minion, spell and weapon) - Locations, neutral spells which have a permanent effect for both players.  

    In any case, here be the index - just click on it to be taken to the post with the cards at hand:

    Posted in: Fan Creations
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    posted a message on Experimental Rogue Set

    It's been a while since I posted anything.  Just a tiny set that emphasizes Stealth and continuous chip damage pressure.

    • Gouge blacks your opponent's cards out so they can't see what they (including any cards they drew that turn).  All they can see are the costs which have been randomized, and cards they specifically target minions will just hit something randomly (like Frostbolt).  They can't see what they are playing, even if they memorized their hand since the cost is changed that turn.  Can certainly upset the tempo.  All the same, they could accidentally play Ragnaros for 2 mana.
    • Jorach is obviously a dual-use minion.
    • The only way to get rid of Goblin Determinator is to silence him or to steal him via RNG.  Due to his effect, he can't be directly buffed either.  He's basically just really determined to be an annoyance.
    • The Lock effect is basically like a permanent freeze - a minion that's Locked can't attack.  Ideally, this effect would be unique to this card.
    Posted in: Fan Creations
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