@the_Zef Not a bad idea; The phrasing in Hearthstone would be “Reborn. Overkill: Give a random friendly minion Reborn.” I’d also recommend raising cost to 6 or lowering attack to 3, though I suppose the overkill does mitigate the damage you can do.
@Beckemon It’s not a bad idea, so if you want to use the effect, you can always slap the spell onto a battlecry minion.
@Lordinaryus Sick art edit! I think it balances pretty nicely like this, though as a veteran card creator I’d say you can probably play around with the word spacing on the card.
@Sillyraptor I like both of these as ideas. The spirit guide is neat but I believe the growing sapling is even more conceptually interesting. I can’t quite place the balance but it’s probably balanced fine. Good stuff!
@MattyHooba good concept for a phoenix. I fear it’s too slow as is, but I also feel the constant Reborn (But inability to guarantee immortality) could be a great asset. I like it!
Also,
Submission thread goes up in half an hour from this post!
Spend as much time as you’d like perfecting your cards though, although most of the stuff I’m seeing is pretty dope!
Well this is all going very nicely! Here’s a quick blanket announcement;
We do have a fan creation section of the Hearthpwn Discord as well!
That being said, gonna do some @‘s of my own...
@Lordinaryus I think technically a Reborn aura would mean they would regain the reborn once they died, effectively making all Wisps a psuedo-Dreadsteed. I’d recommend you either give wisps Reborn on summon, or have it lose health per summon like Imp Master.
@Hoez Per the rules we stick to the nine classes and neutrals for weeklies and tackle new classes in a seperate comp.
@Simonsaid The concept’s neat, the balance is maybe a bit too undercosted; However even with the addition of SN1P-SN4P we don’t see new keywords over past watermarks. SN1P-SN4P lacks a watermark, so in the vein of consistency I’d recommend dropping the witchwood tag.
@DarkArtisan I like it conceptually but it feels like an extremely overtuned boardswing. Compare it to Shirvallah the Tiger, which only upticks your health by 7, leaves a 7/5 lifesteal body and requires a decent amount of lead-up to play; some games you’re locked out of your loa entirely. This offers a potential 10 health swing AND leaves a 8/4 body (admittedly a split one) for 8m in neutral. I like both Lifesteal and Squashlings as a Horseman concept, I just they’re too much together.
@ArcyroX I think Reborn with a Tar Creeper twist is really fun and great conceptually. Not sure it’d get me to play Wasteland Assassin though.
@MrBurger This busts Kangor’s Endless Army on paper but I like it, I’m pretty sure it’s fine.
@Kinggo Imma say it, this would be fine at 1 mana. Since Reborn doesn’t stack, most you could do is gain like two charges in one turn it’s not pulling any Dreadsteed shenanigans and it’s probably safe, if a bit frustrating, as a turn one “semi-infinite” totem.
I pulled two Living Monuments in my first two packs, chuckled, and told my friend packfiller loved me today.
now I cross my fingers and pray to slam my giant STATUE WARRIORS into measly RAT PEOPLE with my Duel! or throw them down for for the same cost as a Murmy whilst my Desperate Measures become completely unplayable.
Turns out the intended result was that Blademaster would actually kill both of them. Hoping this gets fixed soon for my 100% legit 7-cost no board plays,
Seeing some good action and some distinct ideas posted; I’ll quickly draw your attention to the posting tutorial. Imgur links are having issues in the backend, so we’ve tracked down a viable alternative for now. I’ll place the tutorial in the following spoiler;
Posting Tutorial
This is a posting tutorial for the website postimage.org. If you use another website, the process will be similar.
It is recommended you use hearthcards.net to create your cards. Save the generated card to your device.
Upload the image to postimage.org. Use the "Do not resize my image" option. You can choose either "No expiration" or "Remove after 31 days".
After your image is uploaded, many links will be generated. Find the "Direct link". It will have a .jpg or .png at the end of the link. Copy the link.
On your hearthpwn post, find the "Insert/edit image" button:
Paste the direct link. This is recommended but not mandatory: You may choose to make the image smaller by changing the image dimensions.
Now actually I would like it if they reprint Water Elemental for Shaman. Lore wise it makes sense.
While the Shaman class in Wow can only summon Earth and Fire Elementals, NPC Shamans summon the other elements as well.
Water Elemental is as vanilla-ish as it could get. If both Priest and Hunter can have the same card (Holy Smite / Arcane Shot), why not Mages and Shaman?
Freeze Shaman is the most unloved synergy set Blizzard ever created. Water Elemental would certainly help that theme, but most importantly I want an Overload version of Frost Nova, same text, but for two Mana with Overload:(1).
I mean Shaman got Water Elemental, conceptually; Voodoo Hexxer spent most of it’s standard availability seeing no play.
I’d also argue the reason Frost/Water Elementals weren’t limited to Shaman also is involved in the shift that occurred in JtU with the introduction of the subtype.
lorewise? Here’s the bigger thing; I’m pretty certain, if not explicitly stated that Mages Water Elementals are closer to constructs ingame. Shamans can only summon Elementals temporarily, whereas the water elemental functions more like a warlock demon. Unlike the demons, I’ve seen no instances where they’Ve demonstrated sentience.
As for Al’akir... all the base set legendaries are kind of weird. A lot of them are mostly just “conceptually” related to the class (King Krush especially springs to mind), and Al’akir, whilst not being a shaman or beholden to them is certainly Shaman flavored.
Frost Elemental is, if I remember correctly, a reference to Alterac Valley, where it was summonable whether or bot you were a Shaman.
I tip my hat to the finalists! It was a long, difficult competition and I don't feel like we're really losing out if good concepts are getting highlighted. Congratulations to everyone who made, and Cheese, Cheese and Noah, first round's on me...
On the upside, I no longer need to constantly color-change all my cards into purple flames, so that's a side plus.
SIngularity on a weapon and a secret especially seems like unneccessary and there was so much more potential
I designed Singularity as a balancing mechanic; compare the output of Netherstormer to Gladiator’s Longbow and evidently Netherstormer is more overtuned. However, the Singularity mechanic encourages you to somewhat limit your deckbuilding, and not just overstock yourself. It’s meant to be reminiscent of Overload. It’s also on all the secrets because I wanted to play around with 0-cost secrets, and otherwise they are a balance nightmare.
if you have other suggestions though, I wouldn’t turn them down.
Enter the Void... We've been here long enough, so let's just do strengths and weaknesses.
Strengths
Spell doubling and redirection
Damage Redirection
Strong draw
Vision buffs
Downsides
Gives opponent's Armor
Restrictive deckbuilding
Almost no AoE
Severe lack of healing and armor gain
Optional Keyword Section
Y O U R W O R L D C O M E S T O A N E N D
Singularities are high powered cards with a stipulation; You can't play a Singularity if you already have one on board. They take the form of Minions, 0-mana secrets and this set, Weapons!
Example Cards
Mind Tangler Tokens:
Absorption:
Probably one of the stronger secrets printed for this class, and certainly the most risky. Absorption is a massive payoff for possibly fully locking out your Singularities. Combined with the later Xavius you can truly throw your opponent for a loop.
Xan, Lord of Glass:
Appologies in advance; All my Void legendaries somehow all ended up with names that start with X. And yeah... I took them all from ingame. Xan was part of a hidden quest to tame a void wolf, so it seemed fitting here. Xan fulfills a similar role to
Sonya Shadowdancer
and
Keeper Stalladris
, a small investment to make any damaging spell repeatable, to abuse it's powers and secondary effects (Note: It turned out every AoE spell only did 1 damage so it's FINE).
Blade Vendor:
The theme for KnC VC is mid-dungeon traders! Playing into the Ethereal lore, we've got weapons into the class for this set and this set only. Blade Vendor can give you a weapon from any class (Minus any ones with Durability effects), and gain it's effect. Many Legendary weapons and VC weapons work well with the Blade Vendor, and it gives you the weapon as well.
Mind Tangler:
A strong culmination of the thought cycle of VC cards, Mind Tangler gives both players the token from the thought card of your choice (Listed below). Played with the cost of the Token accounted for for can get an advantage on your opponent.
Netherstormer:
VC Doesn't like taking damage. With very few ways to gain Armor or Heal, they do their best to redirect damage and avoid what little they can. With that being said, the Netherstormer is the shotgun from hell you never knew you wanted. represented ingame with similar effect's to the Supercollider (with a black hole added one for funsies), the Netherstormer is the sort of weapon you can justify paying 7 mana for; The devastating kind.
Kobolds and Catacombs:
Tokens:
Blinkstrike:
A lightning Bolt style sdirect damage spell, meant to combo with VC's many spell redirection cards, and semi provide the possibility of Malygos combos (But not too much possibility)
Dark Thoughts:
VC has a cycle of cards that give you buffs while your opponent holds them. This is a fairly simple buff but one that can ramp up in intensity over time.
Lodestone Broadsword:
Much like Rogue Secrets, VC has a set-only cycle of Singularity weapons. 3m 4/2 weapons have traditionally had downsides, and thus it fits the theme as a common perfectly.
Area 52 Special:
Badda-boom! The Ethereal traders have some outside sources for weapons this time. This is one of the very few AoE options VC has, as it is notoriously the weak spot of the class.
Twilight Suppressor:
This is the Dungeon Run art challenge for Seriona. Utilizing the effects of a previous secret, Twilight Suppressor is the ultimate attacking option, if you have the space in your deck.
Infinite Spellstone Cycle:
It starts as a weaker Mind Control, still triggering Deathrattles and only giving a 5/5, but with investment it's a devastating boardswing. Also, one of the longest art editing I had to do.
Xal'atath:
Mind not her whispers. Xal'atath is a Void Lord in the body of a... knife. It represents another use of VC's constant redirection and alternative survival methods. It also rewards you for playing larger minions, slowing down your opponent considerably (But not protecting your board at all).
Xur'ios:
Let's make a deal. Xur'ios is a dealmaker, and will give you access to his Spellstone collection... as long as you invest into him. Several Stones break the chain, so you won't be going off constantly
Witchwood:
Tokens:
Nightmare Breath:
Blaaaaaargh. Have some whelps! Spread it around! And welcome, to excess damage cycle.
Xavic Trickster:
Play some 4d chess! On both yours and your opponent's turn, any card played icreases the damage output. If they remove your taunt with a card, it's a 3/5, maybe a 4/5, and it adds just that extra level of "how do I attack" that I really wanted to highlight in VC.
Horrormite:
Scrabbling madness and cute terrors! A simple scaling card draw with a goofy body attached.
Utter Consumption:
Devour all the armor you gave your opponent. Balanced around basic destroys.
Nightmare Cry:
Designed to be used with
Xal'atath
, the Taunt dragons slow opponents and likely have at least one stick around a turn to be added to the opponent's hand.
Spread the Nightmare:
Another scaling card draw, this time designed for the opponent to play around. At baseline it's a
Hammer of Wrath
, but if your opponent isn't careful it's a 1-damage draw 3. VC is a strong card draw class, and this is an exemplar of that.
Xavius, Nightmare Lord:
Why stay dead? Xavius (Whose name is at the top of my Hearthcards name suggestions) is designed as a mindgame card. As long as the secret is on the field the opponent has no way of knowing if it's one of your
Singularity
Secrets or Xavius. However, I wanted him to be more versatile so his secret is not
Singularity
locked. Also, I've played enough games with
Hidden Wisdom
to know that sometimes... it just never triggers. Combine this with Absorption from earlier and you can really mindgame your foe.
Just because I hear we're all trying to use different spellstone art, I just want to confirm I won't overlap with anyone. Don't worry; I edited a different piece. I don't think I saw anyone using it when I started, though, so it may not be a big issue.
Also, I'm not on here often, so let me take this oppurtunity to say this has been a great competition so far! I'm excited to see what we all come up with this round!
The blood mage quest reward claims that the "ignited flame" will do 2 damage to all friendly characters. But the summoned token reads "deal 1 damage". Is everthing alright there? Am I missing something?
Me and McF4rtson were beyond tired when we posted, chances are he put the wrong iteration of the token in. 2 damage is the intended amount.
The Voidcaster
is the last line of defense against the void... in their own mind at least. Taking in the powers that they seek to fight,
the Voidcasters
manipulate
singularities
and remove enemies from the board with disturbing efficiency. With powerful singular use secrets, spell targeting manipulation and tradeoff with enemy's armor,
the Voidcaster
dances in and out of rifts on the battlefield, shunting enemies into rifts and overall... looking purple doing it. Oh, and
Locus-walker
? The Ethereal behind the whole movement? He'll reveal his secrets... in due time... (C'mon Blizzard, don't keep him an enigma forever).
It's time to bask in the sun and freeze our wrappings off in
Journey to Un'Goro
and
Knights of the Frozen Throne!
Locus-walker has enemies in both locations, as he finds himself in conflict with the Emerald Nightmare and Il'gynoth in Un'goro, and Ner'zhul out in Icecrown. Of course, he'll be utilizing the tactics of his opponents, as this time around, he's reaching out for some new powers of the void...
The powers of Madness!
Singularity
Singularity
is the Overload style tradeoff keyword of this class. All
Singularity
cards feature strong effects, stats or costs, if not all three, balanced on the fact that you can only have one in play at a time, and as a consequence, you need to restrict yourself from over corwding your deck with them. They can be cheated out over the top of each other, such as with the infamous
Mad Scientist
.
Singularity
has no big changes this time around, but it is now officially going to cheated out by in-class cards. This is to make the secrets partially more useful but also to add some more interesting design space for Voidcaster to play with.
Strengths and Weaknesses
Strengths
Strong Single Target Removal:
Single target removal so good you can hit multiple targets with it! VC excels at spreading it's varied removal options, some hard, some soft and some which deny resummoning combos.
Good Draw:
While the draw isn't always consistent, it's across the board strong once it gets off.
Hand Dancing:
VC can throw out a strong minion, get off an attack with it, then return it to your hand until the start of your next turn. It can do this with both yours and your opponent's minions, allowing you to cheat out Singularities over the top of each other.
Strong single turn survival:
VC has several options for preventing it's death for just one turn longer. None as fire and foget as
Ice Block
, but more numerous and a bit more skill intensive
0-mana secrets:
As all VC secrets are balanced on the Singularity Keyword, they are all balanced at 0-mana and thus can be played without skewing your curve.
They can void any bad contracts you're stuck in.
Weaknesses
Inefficient AoE:
If there's anything that really gets to VC, it's the AoE issue. ALL AoEs are either high costed (And in much later sets) or require multiple cards to use. More often than not, they will have to save their single target removal spells to be spread around using Void Might or Gravity Well, or burn an excess of cards inefficiently to proc Twisted Heartbeat.
Singularity deckbuilding:
There isn't really a logistical way to build a 30 singularity deck; Depending the speed you go at, you could brick your hand with around nine. You have to make sure each of your Singularities can be used or at least is worth the draw. Also worth noting that if you're locked into a secret and your opponent neve manages to trigger it, a lot of your other secrets are also bricking something major. Most have pretty open-ended conditions though
Weak Defenses:
Other than some Taunt abilities, VC is severely lacking in armor gain and desperately out of Healing. Health is a resource you won't be getting back much.
Tradeoffs:
A lot of your cards with strong effects that have no Singularity cost will often give your opponent armor. You get irrefutably good tempo through your Hero Power as well, but you'll need a strong board presence to eventually get back through most of that armor.
They expired all your coupons.
Themes
Journey to Un'goro:
It's easy to forget the ties between the Crater and the Emerald Dream, but be assured the Old Gods and Void Lords have certainly not forgotten. Through
Jungle Madness
, the heart of corruption, Il'gynoth, makes his way into our world, whispering madness and spreading dark thoughts to the many elementals and beasts of the primeval jungle. Even some of the stones in Un'goro have been imbued with dark unlife of the void. But of course, Locus-walker always has another agenda... and in this case it's attempting to trap the massive Hydra
Markuranoc
for the Netherstorm Eco-domes.
Mechanics;
Enemy armor capitalization:
Several minions in this set have battlecries or effects that trigger when your opponent has a certain amount of armor, or improves the minion if they have a lot. This class makes that consistent through Hero Power and base set cards.
Twisted thoughts:
Let's face it,
Curse of Rafaam
was underutilized. Voidcaster establishes it's theme of gaining buffs by giving your opponent passive buffs that they have to deal with, unless they pony up the mana to cast them.
Knights of the Frozen Throne:
Icecrown is a dark place, and many of it's inhabitants have varied and expansive pasts with the void. None more so than
Ner'zhul
, though, the original Lich King and practioner of Void magic. Of course Locus-walker is out to end his communion with the void lords, but when you go to fight madness... chances are you'll go mad too. Consumed by the Shadowmoon Warlords power and tied to a Lich's Phylactery, Locus-walker becomes the sort of dark figure he worked to destroy...
Limbo-walker
.
Mechanics;
Discover Synergies:
When he lost his mind to the void, Limbo-walker became obsessed with discovering more and more twisted power. As such, we have several Yogg-saron themed discover cards and cards that return themselves to your hand or board, with the cost of having your discover choice chosen at random.
Damage Redirection:
Damage isn't worth taking, and the Shadowmoon clan, Ner'zhul's clan, have mastered the redirection of it. Survival cards for Voidcaster designed to limit and threaten using your opponent's damage against them, creating a few more 4d chess situations this class was conceived for.
Example Cards
Locus-walker isn't having the greatest time of it, is he? Let's take a look at these first entries...
Jungle Madness:
The real game-closer of Voidcaster,
Jungle Madness
is designed to showcase the Vision cycle of Un'goro. Utilizing the Emerald Nightmare, you can begin to countdown your opponent's health. The more maddening visions you fill your opponent's hand with, the quicker they're lost to the maddening whispers of Il'gynoth. You can use the twisted thought cycle or you can smack a
King Mukla
into your deck for some Super Monkey Ball craziness.
Limbo-walker:
"That's the problem with the void... Once you're in it's grip, what can you do but freefall?" Limbo-walker is the twisted (Well, more twisted) version of the void Ethereal, and he's now tied to his Phylactery. He won't be easy to ill either, surrounding himself in the secrets of the void and building the defenses of his phylactery. His Hero Power still does the 2 damage but now transfers armor to his one-use Ice Block, to make a lategame comeback after an attempted kill by your opponent. He subverts Singularity by bringing in as many secrets as possible in the same instant, popping up as many as five secrets possibly (However, bear in mind how hard your hand can brick with that many secrets in your deck). I avoided an infinite value Hero in favor of one of desperate survival tactics, giving him several chances to retaliate.
Voidrattle Archer:
This is a cycle I'm excited to show off. Once killed, the archer turns all your discover effects into a random choice if you choose to resummon him. This is represented by a fourth option, which adds one of the three cards to your hand and rebuilds the skeleton. Of course, often you may really, really need one of those three cards, and at that point you have to decide if you can gamble on resummoning the archer or if you can break the archer's resummon chain permanently. There are no unending discover chains within VC, so the strength of this minion caps at however many cards you put in your deck to synergise with it.
Monstrous Thoughts:
Welcome to the vision cycle full time. I like Curse of Rafaam, and I felt that it was the sort of card that would be fun to see again. Essentially all of these visions are small tempo boosts for you, either in providing you small minions, cards or buffs, or in slwoing down your opponent's plays to remove them from their hand. One by itself might not be a big deal, but these effects can stack and crowd your opponent's hand, and they're the precursor to something even more devastating... so how long can they let themselves be concumed with visions?
Ner'zhul:
The original Lich King, Ner'zhul was a must have for this set. For those of you who rightfully point out Arthas is the Lich King, I say to you Warcraft lore is complicated and we came in roughly 15 years in. In any case, on alternate Draenor (Bear with me here) Ner'zhul became a practioner of void magic, and that's more info than you need to know. Ner'zhul is the ultimate 1 for 1 card, if not more. If the opponent isn't willing to crank a hard removal into him, He will take down an enemy minion with him.
Remaining Cards
Tokens:
Jungle Madness Tokens:
Limbo-walker Tokens:
Ung'oro:
Knights:
The Lich King Fight
Ner'zhul
May no longer be anything more than the guiding hand of the lich king, but he knows how to counter a void practioner still. During the fight you will be completely locked out of most singularity effects, and you must scramble to find other survival options... as Locus-walker is quite reliant of the dark powers to survive his assailants,
I want to give a massive thank you to McF4rtson, for the several nights we spent with not enough sleep getting this done. Also NiRaSt for putting in the work to actually make the background for Sorceror King Hero Background. Having had to edit nigh-on all cards to give them void theming baseline or at most the wholesale background of the card for the Dormant Il'gynoth, I'm fully aware of how long this stuff takes. Here's to yet more art to turn various shades of purple!
0
@the_Zef Not a bad idea; The phrasing in Hearthstone would be “Reborn. Overkill: Give a random friendly minion Reborn.” I’d also recommend raising cost to 6 or lowering attack to 3, though I suppose the overkill does mitigate the damage you can do.
@Beckemon It’s not a bad idea, so if you want to use the effect, you can always slap the spell onto a battlecry minion.
@Lordinaryus Sick art edit! I think it balances pretty nicely like this, though as a veteran card creator I’d say you can probably play around with the word spacing on the card.
@Sillyraptor I like both of these as ideas. The spirit guide is neat but I believe the growing sapling is even more conceptually interesting. I can’t quite place the balance but it’s probably balanced fine. Good stuff!
@MattyHooba good concept for a phoenix. I fear it’s too slow as is, but I also feel the constant Reborn (But inability to guarantee immortality) could be a great asset. I like it!
Also,
Submission thread goes up in half an hour from this post!
Spend as much time as you’d like perfecting your cards though, although most of the stuff I’m seeing is pretty dope!
1
Well this is all going very nicely! Here’s a quick blanket announcement;
We do have a fan creation section of the Hearthpwn Discord as well!
That being said, gonna do some @‘s of my own...@Lordinaryus I think technically a Reborn aura would mean they would regain the reborn once they died, effectively making all Wisps a psuedo-Dreadsteed. I’d recommend you either give wisps Reborn on summon, or have it lose health per summon like Imp Master.
@Hoez Per the rules we stick to the nine classes and neutrals for weeklies and tackle new classes in a seperate comp.
@Simonsaid The concept’s neat, the balance is maybe a bit too undercosted; However even with the addition of SN1P-SN4P we don’t see new keywords over past watermarks. SN1P-SN4P lacks a watermark, so in the vein of consistency I’d recommend dropping the witchwood tag.
@DarkArtisan I like it conceptually but it feels like an extremely overtuned boardswing. Compare it to Shirvallah the Tiger, which only upticks your health by 7, leaves a 7/5 lifesteal body and requires a decent amount of lead-up to play; some games you’re locked out of your loa entirely. This offers a potential 10 health swing AND leaves a 8/4 body (admittedly a split one) for 8m in neutral. I like both Lifesteal and Squashlings as a Horseman concept, I just they’re too much together.
@ArcyroX I think Reborn with a Tar Creeper twist is really fun and great conceptually. Not sure it’d get me to play Wasteland Assassin though.
@MrBurger This busts Kangor’s Endless Army on paper but I like it, I’m pretty sure it’s fine.
@Kinggo Imma say it, this would be fine at 1 mana. Since Reborn doesn’t stack, most you could do is gain like two charges in one turn it’s not pulling any Dreadsteed shenanigans and it’s probably safe, if a bit frustrating, as a turn one “semi-infinite” totem.
All this is looking great, keep up the good work!
2
I pulled two Living Monuments in my first two packs, chuckled, and told my friend packfiller loved me today.
now I cross my fingers and pray to slam my giant STATUE WARRIORS into measly RAT PEOPLE with my Duel! or throw them down for for the same cost as a Murmy whilst my Desperate Measures become completely unplayable.
Duel paladin is pretty sweet.
0
Turns out the intended result was that Blademaster would actually kill both of them. Hoping this gets fixed soon for my 100% legit 7-cost no board plays,
0
Seeing some good action and some distinct ideas posted; I’ll quickly draw your attention to the posting tutorial. Imgur links are having issues in the backend, so we’ve tracked down a viable alternative for now. I’ll place the tutorial in the following spoiler;
Posting Tutorial
This is a posting tutorial for the website postimage.org. If you use another website, the process will be similar.
Good luck creating!
0
I mean Shaman got Water Elemental, conceptually; Voodoo Hexxer spent most of it’s standard availability seeing no play.
I’d also argue the reason Frost/Water Elementals weren’t limited to Shaman also is involved in the shift that occurred in JtU with the introduction of the subtype.
lorewise? Here’s the bigger thing; I’m pretty certain, if not explicitly stated that Mages Water Elementals are closer to constructs ingame. Shamans can only summon Elementals temporarily, whereas the water elemental functions more like a warlock demon. Unlike the demons, I’ve seen no instances where they’Ve demonstrated sentience.
As for Al’akir... all the base set legendaries are kind of weird. A lot of them are mostly just “conceptually” related to the class (King Krush especially springs to mind), and Al’akir, whilst not being a shaman or beholden to them is certainly Shaman flavored.
Frost Elemental is, if I remember correctly, a reference to Alterac Valley, where it was summonable whether or bot you were a Shaman.
0
The person to contact is Dnikko; I’ll forward your request to another moderator who’s been through the process. Good luck with your class!
1
I tip my hat to the finalists! It was a long, difficult competition and I don't feel like we're really losing out if good concepts are getting highlighted. Congratulations to everyone who made, and Cheese, Cheese and Noah, first round's on me...
On the upside, I no longer need to constantly color-change all my cards into purple flames, so that's a side plus.
0
I designed Singularity as a balancing mechanic; compare the output of Netherstormer to Gladiator’s Longbow and evidently Netherstormer is more overtuned. However, the Singularity mechanic encourages you to somewhat limit your deckbuilding, and not just overstock yourself. It’s meant to be reminiscent of Overload. It’s also on all the secrets because I wanted to play around with 0-cost secrets, and otherwise they are a balance nightmare.
if you have other suggestions though, I wouldn’t turn them down.
2
Wooooooooo, now we wait tentatively to find out what's next. Good work to everyone who's gotten this far!
0
V O I D C A S T E R
Enter the Void... We've been here long enough, so let's just do strengths and weaknesses.
Strengths
Downsides
Optional Keyword Section
Y O U R W O R L D C O M E S T O A N E N D
Singularities are high powered cards with a stipulation; You can't play a Singularity if you already have one on board. They take the form of Minions, 0-mana secrets and this set, Weapons!
Example Cards
Mind Tangler Tokens:
Kobolds and Catacombs:
Tokens:
Witchwood:
Tokens:
Previous Phases
Un'goro and KoFT: Voidcaster Entry
Classic Set: Anotha One
Basic Set: ANOTHA ONE
Showcase: A N O T H A O N E
0
Oh thank god.
0
Just because I hear we're all trying to use different spellstone art, I just want to confirm I won't overlap with anyone. Don't worry; I edited a different piece. I don't think I saw anyone using it when I started, though, so it may not be a big issue.
Also, I'm not on here often, so let me take this oppurtunity to say this has been a great competition so far! I'm excited to see what we all come up with this round!
1
Me and McF4rtson were beyond tired when we posted, chances are he put the wrong iteration of the token in. 2 damage is the intended amount.
1
The Voidcaster
It's time to bask in the sun and freeze our wrappings off in Journey to Un'Goro and Knights of the Frozen Throne! Locus-walker has enemies in both locations, as he finds himself in conflict with the Emerald Nightmare and Il'gynoth in Un'goro, and Ner'zhul out in Icecrown. Of course, he'll be utilizing the tactics of his opponents, as this time around, he's reaching out for some new powers of the void...
The powers of Madness!
Singularity
Singularity is the Overload style tradeoff keyword of this class. All Singularity cards feature strong effects, stats or costs, if not all three, balanced on the fact that you can only have one in play at a time, and as a consequence, you need to restrict yourself from over corwding your deck with them. They can be cheated out over the top of each other, such as with the infamous Mad Scientist . Singularity has no big changes this time around, but it is now officially going to cheated out by in-class cards. This is to make the secrets partially more useful but also to add some more interesting design space for Voidcaster to play with.
Strengths and Weaknesses
Strengths
Weaknesses
Themes
Journey to Un'goro: It's easy to forget the ties between the Crater and the Emerald Dream, but be assured the Old Gods and Void Lords have certainly not forgotten. Through Jungle Madness , the heart of corruption, Il'gynoth, makes his way into our world, whispering madness and spreading dark thoughts to the many elementals and beasts of the primeval jungle. Even some of the stones in Un'goro have been imbued with dark unlife of the void. But of course, Locus-walker always has another agenda... and in this case it's attempting to trap the massive Hydra Markuranoc for the Netherstorm Eco-domes. Mechanics;
Knights of the Frozen Throne: Icecrown is a dark place, and many of it's inhabitants have varied and expansive pasts with the void. None more so than Ner'zhul , though, the original Lich King and practioner of Void magic. Of course Locus-walker is out to end his communion with the void lords, but when you go to fight madness... chances are you'll go mad too. Consumed by the Shadowmoon Warlords power and tied to a Lich's Phylactery, Locus-walker becomes the sort of dark figure he worked to destroy... Limbo-walker . Mechanics;
Example Cards
Locus-walker isn't having the greatest time of it, is he? Let's take a look at these first entries...
Remaining Cards
Tokens:
Jungle Madness Tokens:
Limbo-walker Tokens:
Ung'oro:
The Lich King Fight
Ner'zhul May no longer be anything more than the guiding hand of the lich king, but he knows how to counter a void practioner still. During the fight you will be completely locked out of most singularity effects, and you must scramble to find other survival options... as Locus-walker is quite reliant of the dark powers to survive his assailants,
Here's round one's submission... Voidcaster Entry one
And here's the basic set... Voidcaster Basic
Lastly, the classic set... Voidcaster Classic
I want to give a massive thank you to McF4rtson, for the several nights we spent with not enough sleep getting this done. Also NiRaSt for putting in the work to actually make the background for Sorceror King Hero Background. Having had to edit nigh-on all cards to give them void theming baseline or at most the wholesale background of the card for the Dormant Il'gynoth, I'm fully aware of how long this stuff takes. Here's to yet more art to turn various shades of purple!