• 0

    posted a message on OLD Play a Friend! 4.0

    Battletag: ZardozSpeaks #11540
    Region: NA
    Trade Only?: Yes, you go first.

    FINISHED

    Posted in: Players and Teams Discussion
  • 0

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Cogito_Ergo_Sum >>

    HERE'S A 2x6 CHART IF ANYONE NEEDS IT! JUST COPY AND PASTE!

     

     

     

     

     

     

     

     

     

     

     

     

    ALSO, HERE'S A 2x2 ONE!

     

     

     

     


    IF YOU NEED ANYTHING SPECIFIC, JUST ASK! <3

     testing ur tablez.
    Is it possible to adjust the width of each column? Say I wanted the left column taking 2/3 the page, and the right column with 1/3?

     

     

     wwwwwwwwwwwwwaaaaaaaaam

     asdfwda2443sdfa

    Posted in: Fan Creations
  • 1

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Demonxz95 >>
    Do you think if I just changed the name to something like "Void Portal" or something similar, then I could get away with it? It's actually extremely difficult to find artwork that makes sense in the context of the card and the expansion.
     Sure. Maybe go with Shadow Portal. Priests are associated with shadow stuff. Shadow Gate, Shadow Portal, Shadowy Gate, w/e
    Posted in: Fan Creations
  • 1

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Cogito_Ergo_Sum >>
    Quote from ZardozSpeaks >>
    Quote from Cogito_Ergo_Sum >>
     
     

    (Battlecries occur whether you play the Stabilize cost or not. Minions with Stabilize cannot be summoned by random effects like Evolve. Elementals with Stabilize will still trigger "If you played an Elemental last turn effects" even if you didn't pay the Stabilize cost.)

    The Story So Far...
    After arriving at Dalaran (Neutral Common Set), getting a taste of the magical island (Neutral Rare Set), and discovering the floating city's many wonders and Secrets (Neutral Epic Set), you have by chosen by Khadgar to look into the strange occurrences that have suddenly started appearing in Dalaran. What will you explore next?

    Warlock's Themes

    • Discarding spells in particular (Turns out, discarding minions is worse)
    • Healing

    Warlock's Lore
    You begin to look into the rumors surrounding Vargoth, a mage and a member of the Council of Six. Apparently, sources tell you that he belongs to a secret society called the Empyrean Society. Rumors has it that they study forbidden Fel magic that can have great effects if sacrifices are made. One of the most surprising things you've heard is that Vargoth has been possessed by a demon! Vargoth isn't controlled by a Demon! That's impossible; that would never happen in Dalaran...well, okay it happened with Medivh, but come on. Lightning doesn't strike twice...but you decide to explore Vargoth's retreat just in case. And wouldn't you know it, there happens to be a secret passage behind the bookshelf...

    Warlock Cards (10/7)

    Some Quick Clarifications:

    • The damage dealt by spells cast by the 6/8 Vargoth will have Lifesteal. Also, the order of spells cast by Vargoth will be from the leftmost to rightmost spell (in your hand). Vargoth will still continue to cast your discarded spells even after he dies in the process by spells like Twisting Nether (i.e. he acts like pre-nerf Yogg-Saron, Hope's End). It's worded with "This" in order to make the Lifesteal effect more clear. Also, the spells target ENEMIES ONLY.

    Tokens
    Bloodbloom

    Paladin's Themes

    • Enchant/Buffing
    • Elementals

    Paladin's Lore
    The Sunreavers are the Horde faction within Dalaran; their main goal is to find the "Divine Bell" which is a sacred object with mystical powers. They have recently taken accepted Elementals into their community who have mastered manipulating the Light and using buff spells to their advantage. Some Sunreaver Paladins have learned the ways of the Light Elementals and have ascended to become humanoid Elementals called Ascendants (real original name there guys). However, it seems that Aethas Sunreaver has been seen in public less often. Those who have seen him claim that his armor was stained in blood and seemed to radiate some sort of Light energy. Curiously, there have also been reports of Ascendants missing...you wonder if Sunreaver has been siphoning the energy of these beings. Well, there's only one way to find out.

    Paladin Cards (7/7)


    Some Quick Clarifications

    • The copy of the spell casted on Prism Phoenix WILL NOT trigger Prism Phoenix's effect. Otherwise, infinite shenanigans will occur.
    • Note that Paladin's Anthology says "TARGETING" spells. So, if you Discover a buff spell, well obviously the next minion you draw gets the buff. If you Discover a healing spell, then nothing happens to the next minion. However, if you Discover Lay on Hands, then you would draw 3 cards when you draw a minion. If you Discover a damaging spell, then the next minion you draw would lose Health. If that minion takes fatal damage from this, then it would be discarded.

    Priest Themes

    • Shadow Priest (If your hero has less Health than your opponent...)
    • Stealing
    • Healing. Mostly for Auchenai Soulpriest like synergies.

    Priest's Lore
    The Kirin Tor has gained the attention of the Black Temple as it now floats over the Broken Shore. There have been stories of members of the Black Temple recruiting Kirin Tor ex-Mages, alchemists, and shadowy psychics. It is rumored that Alchemist Karlain was one of the recruited. Karlain is another member of the Council of Six and an expert Chemist who has sworn off succumbing to his rage, sadness, and emotions after accidentally killing her wife when she was raped. He claims that he is now composed and that his rationality overpowers his feelings. Unfortunately, like the Shadowpriests, everything has a dark side...and Twists of Fate can occur at any time. You must confront Karlain at Eventide as he seems to be planning concocting some private "potions" there for some "guests" tonight. Hopefully, he will be as composed as he has ever been.

    Priest Cards (8/7)


    Some Quick Clarifications:

    • If Twist of Fate Enchants an enemy minion with 3 or less Health, you opponent will discard it.
    • Clumsy Potionbrewer can heal herself.
    • If Purloining Telepath is on the board and your opponent adds a card to their hand in any other fashion besides drawing (e.g. Discover, Babbling Book, Shadowstep), YOU get it instead.

    Tokens
    Mind Shatter

    It's interesting how you're telling your story with different card sets and rarities. I don't know how well the rarity distinction will come across, but its probably still a useful design tool. The players will get the feel, even if they don't consciously draw connections between rarity and story element.
    WARLOCK: Some of these discard effects are missing the mark. I wouldn't make cards that reduce the cost of discarding, or even give you much control over it. Instead, just make the tempo gain really worthwhile. The discard mechanic has this flavor of great power at great cost. Don't try to limit the cost too much. So Fel Imp, Emperyan Magician, Warlock Anthology, Hearthstone thingy, I'd axe those concepts. Also, I wouldn't have cards generate un'goro cards, like your bloodbloom generation. A minion with a cho'gall like effect would be fine. We've already seen Princess Huhuran reduced to 3 mana 3/3 epic with Deathscale Stalker or w/e it's called. A mini-cho'gall won't kill cho'gall, who is still great to play for his body, especially as a discovered card. Ritual of Summoning is neat, can I suggest calling it Fell Intellect or something? Play off it's similarities to Arcane Intellect and corrupted mages gone warlock. Infact, that might be a good way to flavor many cards. Fireball becomes Fellball, etc etc. The first Vargoth is neat. You can imagine some kind of suicide otk deck that uses Fellfire Potions and Helfire to blast everything to oblivion. The second Vargoth is OP. Don't discard your opponents hand.
    PALADIN: Mechanically, this all looks good. It feels distinct enough from Gadgetzan hand-buffing that it has its own identity. My only critique here is the flavor. Why have the paladins be dark and tainted? Given we've seen this in Whispers and soon KoFT, I'd keep your paladins holy and righteous and goody goody. Let Daralan's darkness be within Warlock, and maybe some reckless mage stuff.
    PRIEST: Pretty dark story again... I'd keep the rape stuff out of this. It's way too heavy and serious for a 'children's card game'. I know MtG has strayed into this territory, but I think it's too much for the almost comical tone of HS. Twist of Fate is strange, I bet some people will hate it. I'm not totally against it, but it could be a pretty viscous counter if you kill the right cards with it. Clumsy Potion Brewer is odd, too mechanical, its effect only works with a few niche synergies. I really like the second version of the Legendary, I'd totally put that in sooooo many priest decks.
    Summary: I'm surprised this set has such a dark theme. I wasn't expecting that, I assumed this was going to be 'happy' dalaran. I know it was conquered by the scourge in WC3, whats its current state in wow? Is it a dark dungeon or a rebuilt Kirin Tor Stronghold?
    Thanks for the feedback!
    Unfortunately...I didn't make half of this up. Vargoth DID got possessed by a Demon (yes, it happened a second time). Karlain did accidentally kill her wife when she was raped. Aethas...okay that one I made up. :P But every other Paladin card is goody, goody except him. I agree that I should probably make it less dark...
    I wanted to it to be Gravity Falls-ish where you're trying to find the Illumanati-esk dark Secrets and Wonders of Dalaran. Hopefully, I didn't make it too dark, but seeing as Hearthstone's latest expansion involves everyone DYING, I thought I could go that far (I mean, did you notice that Thrall has Ner'zhul's skull mask in the Knights of the Frozen Throne page? Creeps the heck out of me.)
     
     Yeah, I hear you on KoFT and Whispers being dark, but they kind of have to be. I think Daralan can be more... wonderous, mysterious. Lost secrets, magnificient wondrous inventions, high gleaming ivory towers, those arcane vaults thingys, etc. Did you ever play the WC3 missions in Daralan? The place is  under siege and burning and stuff, but you get the impression that it's an amazing magical fortress unlike any other on the world. The walls are gleaming and white. There are crazy magical guard towers and stuff.
    These are just the things that spring into my mind with Daralan. But I could be totally off here, I haven't  seen Daralan in WoW. HS has a strange way of being 'anarchronistic', plenty of dead characters, a set like One Night in Karazhan which is some alternate, comic joke version of the haunted tower. Your Daralan can take any number of angles, but i think it's important to find what the core feel of Daralan is, and work with that.
    Oh and those people who don't like Discard lock? They're just weaklings. They want 'safe' discarding. What discarding needs is MORE POWER!!!! It should be as terrifying as overload. Over-statted, under-costed stuff. Extremely cheap 'answers' and extremely power 'questsion' to put to your opponent.
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Demonxz95 >>
    Quote from ZardozSpeaks >>

    ALRIGHT, some payin' back some reviews. @demonxz95 @Cogito_Ergo_Sum @shatterstar1998

    Q
    I'm glad you overall liked this set. This feedback ended up being better than I expected. I didn't know Dark Portal was a thing in Warcraft until I made the card. I just found the art and was like "yeah, that's a dark portal". I'm not sure I can really change it as it was one of my showcase cards from Phase I.
    I don't think a card producing a lot of tokens is necessarily a bad thing. Look at the Spare Parts cards for example. While your criticism for it complexity does have merit, I would like to mention that if Curious Glimmerroot or Kazakus didn't exist and someone made them as custom cards, people would've had the same reaction as you've given. While I would be fine with changing Arithela, I don't know if I really can while still preserving the effect and nature of the card.
    Thank you for looking at my set though. I was pleasantly surprised.
     As far as changing the Dark Portal, I'm pretty sure we're allowed to change our submissions as much as we want. I plan on ditching the priest legendary I made for phase 1. It just doesn't fit anymore. And the Dark Portal isn't just a miniscule thing in Warcraft, its a really, really, really big fucking deal. You've even got a game named "Warcraft II: Beyond the Dark Portal". Its the gateway from outland to azeroth that the orcs use to invade. It's tied up in the backstory of Gul'dan and Thrall and Medivh and so many characters. You could easily imagine a whole HS expansion around the Dark Portal.
    I really hope you reconsider Arithela. It could easily be divided into 2 different legendaries. Consider a 7 mana 7/7 with that Weapon, something like Medivh. Consider a card which transforms your hero power into random spells. The fact that combined mana cost of all effects is 7+8, you've already got two Legendaries worth of mana cost. Cards like Kazakus and Jarraxus are very complex, but they're also streamedlined and elegant. Jarraxus' weapon does nothing special. Kazakus Potions have an internal logic to them, it only takes a few expirements and you've grasped the concept. your card does not feel streamlined or elegant. You're totally right about needing to sell new, complex ideas, and how they will be resisted. Get some more opinions on this one, see how others feel about it. I could always be wrong.
    Posted in: Fan Creations
  • 0

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Shatterstar1998 >>

    I'm finish on all my cards. Here's my plan submission post to see if anyone cares to review. I decided to mix thing up since my last showcase since people can misunderstood the flavor:

    Rebuilding the Outland - A Hearthstone expansion

     

    Flavor

    After an invasion of the Burning Legion, leaders from both Alliance and Horde are now in the process of rebuilding this forsaken place into something more hospitable. Expect to see a lot of Draenei, Elves, Ogres, Orcs, Arakkoa, Plants, Elementals along with a few returning members of the Explorers League and their Horde friendnemy the Reliquary compete to discover this broken land.

    Mechanic: 

    A big push for this expansion is decision making. Many of the mechanic reward planning ahead to get maximum value for the player with the most in-depth decision making skill

    Keywords:

    • Study: To rebuild something, you first must understand it! The Study mechanic is introduced in this expansion as the Explorer's League and the Reliquary study the local creatures to have a better knowledge on how to understand them in order to rebuild this broken land. Study allows you more potency in your card in exchange for delay yourselves from playing them. In order for the player to keep track of the Study turn, the card will show the Study turn when you hover over it. For example, if a card has Study (2), at the start of your next turn it will show as Study (1) on the card and when you hover onto it. When the X reached (0), the Study keyword will disappear and the effect will appear as normal.
    • Shaping: The creatures at the Outland along with the people who come to rebuild the place are highly unstable. All of them are capable to Shaping themselves or others into something else. Each turn the card is in your hand, their form becomes more unstable to the point of a certain time, they will transform into a different form. Similar but yet different in many ways to the Study mechanic, Shaping allows more flexibility in how to build your deck as minions with Shaping can be used both as their original form or their transformed form. The visual for this effect is similar to the Study keyword. However, because Hearthstone is at foremost designed to be simple and new players friendly, therefore any cards whose Shaping effect that named a specific card will be limited to three sources: Cards from the expansion itself, a new / established token like Ancient of Wonder or cards from the Classic and Expert set like Rosalina. Just knowing these three sources and you are good to go!
    • It should be noted that the countdown on Study and Shaping starts the turn AFTER your mulligan. Which mean it's incredibly important to mulligan out the bad cards depend on your match up and calculate the Risk / Reward ratio to play the Shaping / Study cards in their original form or their more powerful / situationally good form!
    • Another mechanic that will be introduced in this expansion is Side Quest: This mechanic is similar in many ways to the Quest: They present an objective for the players to complete. However, unlike Quests, they do NOT start in your opening hand. Most of the Side Quests are much easier to complete but their reward are also less game-winning and permanent. They cost 2 mana and can also be completed alongside your main Quest but, like Secret, you can only have 1 Side Quest with the same name at once (different name is fine though!). The good news is that they are Epic cards, which mean you can choose to include and complete two Side Quest in one game!
    • New Tribes! The Plant are now officially a Tribe for this expansion. A list of Plant that already existed in Hearthstone can be seen here. The Plant tribe cards are a diverse bunch and has various effect ranging from getting value, single target removal and summoning tokens, but for this expansion they will interact with your opponent's cards based on a few of the examples: Vilespine SlayerCurious Glimmerroot and Living Mana. They will have synergy with each other whether as they on the field, summon another Plant and even have their own tutor effect!

    The Showcase Cards:

    Our dear Malfurion is united with one of his oldest friend, son of Cenarius himself, Keeper Remulos to help this broken land. Remulos will help Malfurion hones and perfect his offensive skill in order to chase away the Demons lingering on the Outland and threatened to corrupt the creatures on it once again, as demonstrated by cards that synergize with Druid's Attack buff card.

     

    Rewards:

     

    Being in such a confused and harsh world recently being purified from the Burning Legion, the creatures left in the Outland has to Adapt and survive. Survival of the Fittest is an example of the Druid theme this expansion: Cards focusing on Adapt, especially on the Plants.

    Note: The reward use the same 2/2 Treants used on many Druid cards like Force of Nature or Soul of the Forest

     

    With the Burning Legion gone, A'dal  and his people brings their power to heal this broken land. He and his followers introduce the theme of expert healing, their compassionate teaching will allow them to heal the enemy. But beware... 

     

    ...For the brightest light cast the darkest shadow. Shadow Priests  will also come to this land. Let's just say that their help is... unconventional, but they do a good job of keeping the more chaotic Arakkoa like our lovely Sethekk Talonpriest in check through channeling their frustration of losing their master into something more useful. Sethekk Talonpriest signify a few of the healing synergy to compliment of the manipulative healing theme.

     

     

    With her Lasher being freed from the Burning Legion's influence, the forgotten queen of the Outland's Lasher Rosalina has returned! With her newfound freedom and power, Rosalina, Lasher Queen stumbled upon the Rogue adventurer and decided to contribute her power to rebuilding the Outland through turning useless junks like those Coin and Razorpetal into manpower rival of the SI:7 Agent. Her presence signify a big focus on the Rogue set this expansion to turn those low value Coins and Razorpetals to more useful resources. 

     

     

    Outland Coin:

     

    When there is need, there's a good deal! Outland Auctioneer will give you the money and the resource to rebuilding the Outland, as long as you are willing to wait for the right moment that is. His coins in this land are not unlimited like the one in Gadgetzan you know! His presence signify a big theme to generate the Coin for a big Rosalina or a Miracle turn. 

     

    The rest of the Druid cards:

     

    Tokens:

    The rest of the Priest cards:

    Side Quest Reward:

    The rest of the Rogue cards:

    SI:7 Agent

    Side Quest Reward:

    Q & A

    • Does this expansion come out with the same patch fix between the interaction between Auchenai Soulpriest / Embrace the Shadow effect for Lifesteal cards? Yes! This mean that Corrupting Shadow won't give the Priest player any stupid OTK.
    • Why is Rosalina's effect only needs to wait for 1 turn? She has no impact on the board the turn she is played outside of a 5 mana 4/5 Taunt body while requiring a huge amount of investment from the Rogue player, who already having difficulty staying alive. Any more waiting and she will be too weak.
    • Does Rosalina's effect hit ALL Coins? Yes! She will hit Gallywix's Coin, The Coin and Counterfeit Coin.
    • Why is Cabal Apprentice has such drastically different effect from Cabal Shadow Priest? Well, she's just an apprentice, which mean she will hurt herself handling such powerful Shadow magic!
    • WOW! A'dal with Auchenai / Embrace the Shadow + Hero Power is 18 damage!  Yes, but it's only 18 damage WITHOUT the enemy control a Taunt minion at 10 mana! It isn't even close to what Miracle Rogue did in its heyday or Freeze Mage shenanigan. Plus, you need atleast 13 Health in order to not die when executing this combo, which is easier say then done.
    • Why is Seed of Hallucination not a Plant? I don't want Rogue's card set is filled with anymore lackluster Plant since Razorpetal Lasher and Biteweed already existed. Plus, making it a Plant would make it too strong compare with Undercity Huckster.

    The Neutral set:

    Commons: 

    Elven Archer

    Forest Protector isn't a Plant because then she will be too hard to remove if you chain summoning her.

    Rare: 

    Epic: 

    Legendary 

    Tae'thelan is the leader of the Reliquary, a Horde rival to the League of Explorer. Similar yet different in many ways, while the League focusing on creating more resources such as Elise adding cards, Brann and Finley drawing and Reno is healing, Tae'thelan can also create more resources but also capable of disrupt his enemy's play.

    Token from Ancient Seed:

     
    Quote from Shatterstar1998 >>

    So, I've been think back about Rosalina, and I realize how easy it is to fix / indirectly buff her that preserve her flavor. So easy that I've been kicking myself in the head after discovering it:

     

     

    First lets talk about this final submission format. I don't like the huge body of text after the keyword tooltips. Slim that down, get it behind a spoiler, something. Your keywords are really flavorful, easy to understand, I think you can communicate this stuff much better. People aren't going to read that much text before jumping to the cards.

    Also, have you considered consolidating the two keywords into a single keyword? Could Shaping just be "Study: transform this card into X". While having two keywords lets you create distinct flavor divides, I wonder if the simplicity of a single keyword is just easier to grasp.

    And while I love the flavor attached to these, the actual words Study and Shaping don't feel quite right. Building? Preparing? Prepare? Mature? Grow? I'd grab a thesaurus and check out a few dozen synonyms for these words and really hammer down some solid flavor.

    DRUID: The class identity and flavor feels off here. Keeper Remulos is a neat card, but I think it kind of belongs in Shaman. Also, I don't like that your set is using Adapt, which probably should end with Un'goro. Also, adapt was almost always tied to Dinosaurs, and never plants. Mangle is fucking awesome. I want that card alot. I actually really think crafting your Druid set around hero attack stuff is a cool identity. I've want a were-druid archetype for a long time.

    PRIEST: I really dig these cards. finally an Aggro Priest deck? Part of me does want some "happy" priest stuff, with less shadow priest flavor, so I really like how many of these cards are like 'stealth' shadow priest effects. Until you actually play Embrace the Shadows or Auchnai, these are all just happy, healing plants. Great way to enable both options in deck building.

    ROGUE: I'd remove direct references to Razorpetals.  Create your own token, maybe make it slightly different. 0 mana deal 1 damage to a random enemy? Or maybe focus on your new coin token. And man, it's hard to find good coin artwork. I went looking for a comp a few weeks ago, couldn't find a damn thing. The new Legendary is better, but cut the Razorpetal reference, just have it transform all spells? all cards that cost 1 or less? The flavor is spot on, growing cards into new little seedlings.

    Posted in: Fan Creations
  • 1

    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Cogito_Ergo_Sum >>
     
     

    (Battlecries occur whether you play the Stabilize cost or not. Minions with Stabilize cannot be summoned by random effects like Evolve. Elementals with Stabilize will still trigger "If you played an Elemental last turn effects" even if you didn't pay the Stabilize cost.)

    The Story So Far...
    After arriving at Dalaran (Neutral Common Set), getting a taste of the magical island (Neutral Rare Set), and discovering the floating city's many wonders and Secrets (Neutral Epic Set), you have by chosen by Khadgar to look into the strange occurrences that have suddenly started appearing in Dalaran. What will you explore next?

    Warlock's Themes

    • Discarding spells in particular (Turns out, discarding minions is worse)
    • Healing

    Warlock's Lore
    You begin to look into the rumors surrounding Vargoth, a mage and a member of the Council of Six. Apparently, sources tell you that he belongs to a secret society called the Empyrean Society. Rumors has it that they study forbidden Fel magic that can have great effects if sacrifices are made. One of the most surprising things you've heard is that Vargoth has been possessed by a demon! Vargoth isn't controlled by a Demon! That's impossible; that would never happen in Dalaran...well, okay it happened with Medivh, but come on. Lightning doesn't strike twice...but you decide to explore Vargoth's retreat just in case. And wouldn't you know it, there happens to be a secret passage behind the bookshelf...

    Warlock Cards (10/7)

    Some Quick Clarifications:

    • The damage dealt by spells cast by the 6/8 Vargoth will have Lifesteal. Also, the order of spells cast by Vargoth will be from the leftmost to rightmost spell (in your hand). Vargoth will still continue to cast your discarded spells even after he dies in the process by spells like Twisting Nether (i.e. he acts like pre-nerf Yogg-Saron, Hope's End). It's worded with "This" in order to make the Lifesteal effect more clear. Also, the spells target ENEMIES ONLY.

    Tokens
    Bloodbloom

    Paladin's Themes

    • Enchant/Buffing
    • Elementals

    Paladin's Lore
    The Sunreavers are the Horde faction within Dalaran; their main goal is to find the "Divine Bell" which is a sacred object with mystical powers. They have recently taken accepted Elementals into their community who have mastered manipulating the Light and using buff spells to their advantage. Some Sunreaver Paladins have learned the ways of the Light Elementals and have ascended to become humanoid Elementals called Ascendants (real original name there guys). However, it seems that Aethas Sunreaver has been seen in public less often. Those who have seen him claim that his armor was stained in blood and seemed to radiate some sort of Light energy. Curiously, there have also been reports of Ascendants missing...you wonder if Sunreaver has been siphoning the energy of these beings. Well, there's only one way to find out.

    Paladin Cards (7/7)


    Some Quick Clarifications

    • The copy of the spell casted on Prism Phoenix WILL NOT trigger Prism Phoenix's effect. Otherwise, infinite shenanigans will occur.
    • Note that Paladin's Anthology says "TARGETING" spells. So, if you Discover a buff spell, well obviously the next minion you draw gets the buff. If you Discover a healing spell, then nothing happens to the next minion. However, if you Discover Lay on Hands, then you would draw 3 cards when you draw a minion. If you Discover a damaging spell, then the next minion you draw would lose Health. If that minion takes fatal damage from this, then it would be discarded.

    Priest Themes

    • Shadow Priest (If your hero has less Health than your opponent...)
    • Stealing
    • Healing. Mostly for Auchenai Soulpriest like synergies.

    Priest's Lore
    The Kirin Tor has gained the attention of the Black Temple as it now floats over the Broken Shore. There have been stories of members of the Black Temple recruiting Kirin Tor ex-Mages, alchemists, and shadowy psychics. It is rumored that Alchemist Karlain was one of the recruited. Karlain is another member of the Council of Six and an expert Chemist who has sworn off succumbing to his rage, sadness, and emotions after accidentally killing her wife when she was raped. He claims that he is now composed and that his rationality overpowers his feelings. Unfortunately, like the Shadowpriests, everything has a dark side...and Twists of Fate can occur at any time. You must confront Karlain at Eventide as he seems to be planning concocting some private "potions" there for some "guests" tonight. Hopefully, he will be as composed as he has ever been.

    Priest Cards (8/7)


    Some Quick Clarifications:

    • If Twist of Fate Enchants an enemy minion with 3 or less Health, you opponent will discard it.
    • Clumsy Potionbrewer can heal herself.
    • If Purloining Telepath is on the board and your opponent adds a card to their hand in any other fashion besides drawing (e.g. Discover, Babbling Book, Shadowstep), YOU get it instead.

    Tokens
    Mind Shatter

     

    It's interesting how you're telling your story with different card sets and rarities. I don't know how well the rarity distinction will come across, but its probably still a useful design tool. The players will get the feel, even if they don't consciously draw connections between rarity and story element.
    WARLOCK: Some of these discard effects are missing the mark. I wouldn't make cards that reduce the cost of discarding, or even give you much control over it. Instead, just make the tempo gain really worthwhile. The discard mechanic has this flavor of great power at great cost. Don't try to limit the cost too much. So Fel Imp, Emperyan Magician, Warlock Anthology, Hearthstone thingy, I'd axe those concepts. Also, I wouldn't have cards generate un'goro cards, like your bloodbloom generation. A minion with a cho'gall like effect would be fine. We've already seen Princess Huhuran reduced to 3 mana 3/3 epic with Deathscale Stalker or w/e it's called. A mini-cho'gall won't kill cho'gall, who is still great to play for his body, especially as a discovered card. Ritual of Summoning is neat, can I suggest calling it Fell Intellect or something? Play off it's similarities to Arcane Intellect and corrupted mages gone warlock. Infact, that might be a good way to flavor many cards. Fireball becomes Fellball, etc etc. The first Vargoth is neat. You can imagine some kind of suicide otk deck that uses Fellfire Potions and Helfire to blast everything to oblivion. The second Vargoth is OP. Don't discard your opponents hand.
    PALADIN: Mechanically, this all looks good. It feels distinct enough from Gadgetzan hand-buffing that it has its own identity. My only critique here is the flavor. Why have the paladins be dark and tainted? Given we've seen this in Whispers and soon KoFT, I'd keep your paladins holy and righteous and goody goody. Let Daralan's darkness be within Warlock, and maybe some reckless mage stuff.
    PRIEST: Pretty dark story again... I'd keep the rape stuff out of this. It's way too heavy and serious for a 'children's card game'. I know MtG has strayed into this territory, but I think it's too much for the almost comical tone of HS. Twist of Fate is strange, I bet some people will hate it. I'm not totally against it, but it could be a pretty viscous counter if you kill the right cards with it. Clumsy Potion Brewer is odd, too mechanical, its effect only works with a few niche synergies. I really like the second version of the Legendary, I'd totally put that in sooooo many priest decks.
    Summary: I'm surprised this set has such a dark theme. I wasn't expecting that, I assumed this was going to be 'happy' dalaran. I know it was conquered by the scourge in WC3, whats its current state in wow? Is it a dark dungeon or a rebuilt Kirin Tor Stronghold?
     
    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]

    ALRIGHT, some payin' back some reviews. @demonxz95 @Cogito_Ergo_Sum @shatterstar1998

    Quote from Demonxz95 >>

    I think I'm actually almost ready to start working on my submission post. Here's my fully completed set for anyone who wants to see it and make some last moment critiques:

    Mage:


    Tokens

    (sadly the D in Dark overlaps the line. Probably will need to change that.)

    Priest:

    Rogue:

     

    Current showcase cards:

    • Mage: Magician of Midnight and Arithela
    • Priest: Deadly Ritual and Vivifica Nekros
    • Rogue: Mad Dash and Fyriand Elar

    If you wish to object, you may do so.

     

    Alright, so you know I don't like the Void Orb mechanic, I'll quickly just say that I don't know having 2 point pools to manage actually adds much to gameplay. I've seen this in a lot of Tabletop RPGs and video games, where multiple resource tracks are tacked on as afterthoughts. MTG did it fairly well with Planeswalkers and their counter system, maybe check that out for some inspiration. But as it stands, I'm still not sold on the concept. Moving on.
    MAGE: I'm liking the 'cast unique spells' mechanic. It's got obvious synergy with the un'goro mage quest, without actually feeling like an un'goro mechanic. I think this kind of cross-set synergy is a good thing to consider. Within the standard rotation, it's nice to have sets that feed into each other. The Mage Legendary feels kind of over-cooked. That's a lot of custom tokens for one card. ! legendary, creates a minion, that replaces your hero, that creates a weapon and a hero power that creates token minions to play from hand.... And the end result feels alot like some combination of Yog-Sarron and Lyra. I'd take this one back to the drawing board, slim it down. What if the legendary minion just gave you a hero power to add random spells to your hand? That'd be powerful. Also, "The Dark One" is feeling kind of generic, but maybe it's WoW Lore I'm unaware of. Give the dude a name! Also, a lot of this flavor feels like Warlock stuff. Consider making it less dark, so preserve that space for warlock flavor?
    PRIEST: I really like Shadow Sillhoutes and Twilight Cleric. Those are neat, flavorful cards that are really getting the right flavor for priest. The legendary is alright, its another N'zoth like option, but probably worse, since the pool of options contains everything. At the very least, make it's wording consistent with N'zoth. Dark Portal feels off, the actual Dark Portal in warcraft doesn't return creatures to life. Deadly Ritual contines my sketpicism towards Void Orb cards. This is just Forbidden Shaping with a new point pool. Is that needed?
    ROGUE: These are your best cards for sure. I love the legendary, I love flying daggers, I like Staker Scout, even though its maybe too cheap. Mad Dash has a nice connection to Sprint, but I'm also just not quite seeing how any of these decks are generating enough void orbs to make these effects actually work well.
    Summary: Setting aside my dislike of void orbs, I think the only thing in here which feels totally wrong is the mage legendary. Chill out on that card, simplify it a bit. Right now it just doesn't feel like a realistic HS card.
    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Shatterstar1998 >>
    • Dragontomb: Cannot function without a Choose One text, which is a Druid-only mechanic. 

    Oh, one more thing. This isn't a choose one card, because the effect is determined by whether you target a friendly or enemy dragon. Much like Demonfire

    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Shatterstar1998 >>
    Quote from ZardozSpeaks >>
     
    • First, how does the Dragongrave will visualize? Where will it be put? What is the visual of a card enter the grave?
    • Secondly, is the Dragongrave accessible for both players (AKA does your opponent's Dragons be put in the grave?)
    • Neltharaku: How does this card work if the card from the Dragongrave is less than your deck?
     thanks for the feedback! If I highlight my Dragongrave classes this round, I'll be sure to include some extra info on how it works. I imagine the Dragongrave will be a visual thing, dragons die and a portal opens up to a boneyard looking place, and the card sucks into it. You won't be able to check the dragongrave, just like you can't check your dead minions or whats remaining in your deck. Neltharaku... I'm not totally sure, part of the reason I wanted some feedback. I could see it being like Explore Un'goro, where 1 card is replaced with 1 dragon. Or maybe it just destroys your deck and puts the entire dragongrave into your deck holder. The second is much much more powerful, but I'd be surprised if you could grab more than 10 dragons with it. And you still need to draw them.
    Quote from Demonxz95 >>

    @ZardozSpeaks

    I know you don't like my set, so I won't ask for feedback in fear that you'll just bash everywhere on it (about 75% jokey). Something I'm not a fan of regarding the Dragongrave mechanic is that you'll have to reword a lot of existing cards, and even the Warlock Hero Power to say "from your deck", but that's a bit nitpicky since it's all hypothetical.

     

     Hey, this is some great feedback. I'll rework some text and reconsider costs/stats/balance on these cards. As for Dragongrave mechanic requiring rewords on all draw cards, I don't think it's necessary. If a card says 'draw a card', we can assume it means your deck. Cards that draw from the Dragongrave will specify that, since they're the exception. 
    And I'll totally review your cards. Who cares if I liked your last submission? Probably better to get some feedback from a critic than your biggest fans. I'll set aside my objections from the last review and look more closely at these cards specifically. Expect some reviews later tonight! Anyone else need reviews? If you already got a review from someone else but want another opinion, thats totally cool too.
    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]

    FIRST: Anyone need feedback, this thread moves fast, I see a lot of people are getting responses. Has anyone been skipped over? I'll focus my attention their instead of repeating the good advice of others.

    SECOND: Here are my 3 classes that use the Dragongrave mechanic, a communal dragon graveyard that both players dragons enter when they die or are discarded.

    What I'm looking for in feedback:  Balance and mechanic feedback is great, especially if there is anything totally broken, but I'd also really like feedback on themes, lore, art choices, mood, that kind of stuff. Do any of the mechanics feel out of place? Are there any names you really like or dislike? I'm trying to not repeat the word 'dragon' in every damn card. Does any of the art feel out of place? I've color edited lots of this artwork, trying to create cohesive aesthetics for each class. Since every class gets dragons, it's really important I give each class it's own visual feel.

    • Hunter (Protodragons): These dragons are fierce cannibals, feasting on their fallen brethren. I wanted something that felt savage, almost prehistoric. I went looking for bestial looking dragons with antlers and fur, found some cool MTG art, that while not being exactly true to WoW lore, has a very distinct feel. These protodragons are beast/dragons, so hunters can still play around with beast synergy stuff.
    • Shaman (Black Dragons): Neltharion, before he became Deathwing, was the dragon aspect of the earth, caverns, tombs and graves. For inspiration, I was looking at cards like Spirit Echo and Earth Shock, but I don't actually want Shaman's resurrecting dragons. The flavor here is that Neltharion and his shaman allies are trying to kill renegade time anomaly dragons that shouldn't exist. I'm going with typical black dragons, trying to keep the color palette earthy and dusty too.
    • Warlock (Netherdragons): These are spooky dragons, made of pure void energy. Warlocks will get the ability to take dragons out of the dragongrave and play them again. Haven't made many of these cards yet, but I'm looking at discard and card draw as the key mechanics. I need to keep these dragons spooky, and mostly green and ethereal. I need to keep them looking distinct from Twilight Dragons (priest) and Infinite Dragons (rogue) who are also essentially black dragons.

    Hunter Cards 7/7

    Shaman Cards 6/7

    Warlock Cards 4/7

    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from UndeadRebel13 >>
    Quote from ZardozSpeaks >>
     
    To let you know for future reference, "When" is for secrets and effects that only trigger once, such as Counterspell. Whenever is for activated effects that can trigger more than once, like Violet Teacher
     This is what I was assuming, but I wanted to read all of the After, Before, When, Whenever, If, Then cards and get a better grasp on it all. I did find another database that searches all words in a card, but it isn't as nice as Hearthpwn's database. 
    Posted in: Fan Creations
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    posted a message on Expansion Creation Competition - Phase III [Discussion]

    Hey guys, I just made a thread over on the site feedback forum, asking for better search functions in the card database. Today, I was trying to figure out whether I should use 'when' or 'whenever' on a card, but we can't search for common words like 'when'. I figure this is a pretty niche issue, but I bet some of you have been equally frustrated when trying to track down existing cards to polish up your own custom card text.

    http://www.hearthpwn.com/forums/off-topic/site-feedback-support/197127-request-search-for-all-words-in-card-text?comment=1

    Working through Hunter cards today. I'll hopefully have something to share later!

    Posted in: Fan Creations
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    posted a message on Request: Search for ALL words in Card Text

    Here's my request. When using the Hearthpwn card database, you can check a box that says "Include Card Text". It's a really handy tool when making decks and examining cards, but it doesn't let you search for "common words" like the, and, when, if, to, for

    I'm guessing this is to limit the stress on the search algorithm, and it's probably fine for people who are just trying to make decks or find a card they can't remember the name of. But for those of us over on the custom card forum, we often need to look for cards as examples, when crafting our own text mechanics. An Example:

    Today, I searched for 'whenever' and 'when'. Hearthstone uses both words, but I'm not quite clear on why and in what situations it uses them. I can search for "whenever", but searching for "when" gives zero results, even though it appears on all sorts of secrets and other cards like Noble Sacrifice and Snake Trap

    Is it possible to remove this limit from the search function? I realize you don't want to enable this on the forum search function, but with only a couple thousand cards, as opposed to millions of forum posts, I bet you can handle the bandwidth stress.

    Edit: Alternatively, is there anyway for me to download the entire database myself, and let my computer chug through the search algorithm instead of your servers?

    Posted in: Site Feedback & Support
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    posted a message on Expansion Creation Competition - Phase III [Discussion]
    Quote from Giz4Gamer >>

    Looks like I missed the cutoff. I can't say I'm surprised though since my expansion wasn't really presenting anything flashy or unique. Congrats to those who made it though, wish you guys the best of luck.

     I really liked your expansion, I thought it was pretty damn flashy and unique. I tried to get you some last minute votes... but sadly my reviews weren't enough. Keep working on it, see what you can make of it! And rename it BUGS VS ROBOTS. that'll sell better
    Posted in: Fan Creations
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