@LinkBlade Thx for the feedback. I made some Alterations, notably to Pavo (gave him Rush and lessened his discount) and changed Supply's wording to "unspent" (which I had already been using about half the time in my first post for some reason - It's like I knew what the right word was but I was just to stupid to put it in the tooltip :P)
I diddled around on the internet and made me some art. Not like Art Snob level art, but arty enough for meeeeeee
Yes, I have reasoning for my hall of fame selections. The explanations may sound tongue in cheek but It's actually serious, I just like sounding like a smartass.
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern's game tables.
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is
Scavenge
.
Scavenge
effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the
Flesheating Ghoul
effect (
Flesheating Ghoul
will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the
Hunk O' Junk
below.
Hunk O' Junk
Allows other cards with
Scavenge
to get lots of value when it dies. Scrap metal Yo!
Rattlehammer
The minions keep croaking and it keeps rattlin' along. Warning! Beware of goop!
Clarification: if it has only 1 durability but it's attack kills a minion it will not be destroyed.
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like
Pavo
, the muse of the Year and a champion of the new Tribe: Celestial.
Patience
is the new Keyword for Centaurs and Celestials.
Patience
effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are
Frozen
do not trigger
Patience
effects.
Magram Moongazer
Kind of like a hidden
Choose One
.
Rush
ing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to
Rush
in many situations. Virtue or Clippety Clop? Such decisions, much wow.
Pavo
A great
combo
enabler in spell heavy decks but he comes at a high price. Will your
Patience
be worth the wait? Oh by
Yogg Saron
he's preening again! That bird is impossible to take
ANYWHERE
!
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords,
Supply
and
Panache
.
Supply:
Cards with
Supply
use unspent (full) mana crystals at the end of your turn to do something.
Supply
cards do not compete with each other, if you have more than one
Supply
card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache:
Various cards will allow
Panache
effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with
Battlecry
: etc).
Trebuchet
Only triggers it's
Supply
effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unspent mana crystals. For example if you play
Trebuchet
and nothing else on turn 9, leaving 3 unspent mana crystals the
Supply
effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana -
Supply
will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like
Defile
).
Some assembly required. Not to worry we've printed a manual in Klingon, Dothraki, AND Quenya!
Tailson Songweaver
A Start of Game effect that allows all cards you play with
Panache
to gain those effects whenever you kill a minion with a spell. He also has his own
Panache
effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have
Lifesteal
. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "
Start of Game: Panache
triggers when...")
Insert obligatory furry joke here...
Conclusion (and Hall of
Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
We here at the YoP (Year of the Peacock) Balance Team really like that Token Drood and
Taunt
Drood and EZ BIG EZ DROOD EZ are all things. We honestly wish there was MOAR DROOD!
However...
There's this card that can end a game - just as it was starting to get interesting.
Howdy y'all. I don't have much time to get feedback before the Phase 1 deadline but I might as well post my concepts up here anyways because late feedback is better than none.
Year of the Peacock
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern game tables.
Outland
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge. Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect (Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk of Junk below.
Yes. I know I forgot to bold Scavenge in Hunk of Junk. These cards are pretty straightforward, they reward minion based decks and constant trading.
Clarification: if Rattlehammer has only 1 durability but it's attack kills a minion it will not be destroyed.
Centaurs and Celestials
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo, the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
The Magram Moongazer is kind of like a hidden Choose One. Rushing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations.
Pavo is a great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait?
Tavern Tails
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache.
Supply: Cards with Supply use unused (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry: etc).
Trebuchetonly triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unused mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile).
Tailson Songweaver has a Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "Start of Game: Panachetriggers when...")
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
I have lots of questions to ask the other contributors, particularly on the presentation side of things as I feel my artistry skills might be somewhat underwhelming given the task at hand (I really want to know how some of you made the custom "Year of the ..." Shields/Buttons).
There are definitely some interesting ideas here, although I'd say you are using too many mechanics. You have weapons and secrets, you have the spare part theme, and then you also threw in a couple of random cards with overload and one with choose one. It makes the class feel a bit less cohesive overall, with so many different themes and mechanics in just the classic set.
Also, balance-wise, lightning rod is way too good. Blood razor is an extremely powerful card giving you two whirlwinds (1 mana spell) on a 4 mana 2/2 weapon. Lightning rod is two arcane explosions (2 mana spell) on a 2 mana 1/2 weapon. Arcane explosion isn't a great 2 mana spell, but it's definitely better than whirlwind, so lightning rod could easily have 1 durability or cost 3 mana (and still be very strong).
I've placed 1 Overload, 1 Choose One, and one Combo card into the Classic, GvG and TGT sets (Overload is always on a weapon). I understand if you feel it's too much but it's the class theme I've gone with.
I agree that Lightning Rod is strong but I don't know if the comparison to Bloodrazor is entirely fair. It's about context. Bloodrazor has some major synergies in Warrior with Execute and Frothing Berserker among other cards. The Spark on the other hand has very few ways of interacting with their opponent's board for less than 4 mana. That said: 3 mana is probably perfectly fair.
Spare part hero power is nice. Can really make a lot of deck types with that.
However, the invisibility spare part can be deck breaking imo resulting to various miracle decks. Minus that, the hero class might work.
Only have an opinion on Mega zapper. Too good at 7 damage as it 90% of the time will clear the enemy board (like a 7 damage flamestrike). I suggest increasing the ante to include all minions for 7 damage board wipe.
Thanks for the feedback. You may be right. It's probably more balanced if it hits friendlies as well.
The Spark is the ultimate creator. A genius who flirts with the border of madness. When she isn't tinkering away on amazing inventions she is traveling in Airships and consorting with Jagers. A bold adventurer; there's no challenge too big for a Spark's intellect and the brawn of her allies.
Mechanically, the Spark borrows whatever works, namely Overload, Combo, and Choose One mechanics. Instead of having a unique Keyword the Spark simply cannibalizes the good ones.
The character of Agatha Heterodyne and many of the cards are based on the Girl Genius webcomic and I've tried to use the art from the comic in as many cards as possible.
Basic Set
Minion:
Spells:
Weapon:
Minions:
Spells:
Secrets:
Weapon:
Tokens
Token for both Clank Assistants and Living Lab Tools:
Token for Airship:
Token for Getaway Plan (Yes I'm aware it's not a "Flying Machine"):
Tokens for Time to Improvise:
Token for Army of Mole Men:
Tokens for Jager Comanion and We Haffing Fon Now:
Token For Maxim:
Minions:
Spells:
Secret:
Weapon:
Minions:
Spells:
Secret:
Weapon:
Latest Edit: Did a lot of work to better organize the cards in each set.
Really cool ideas. I like the idea behind Scourges. Reminds me of the League of Exploreres adventure. Too bad the only collectable card we got out of that theme was Curse of Rafaam. I feel like other classes (Rogue or Druid) could have made much better use of that mechanic.
I've done a similar thing designing a custom class with 4 mana secrets and it's tough. You've done a good job. I feel like Reroute Gambit is a bit too specific, it's almost useless outside of the Paladin matchup, but maybe it's ok to have as a hate card or an unexpected play from a randomly generated spell.
The wording on "Commit the Unthinkable" is a little weird. I assume that it means your opponent takes fatigue dmg even if they have cards in their deck and that they don't actually draw a card. If that's what you mean then replacing "Draw a Fatigue card" with "take Fatigue damage" might be cleaner text.
Overall: Good stuff. If you want to keep making more I'd like to see them.
0
@LinkBlade Thx for the feedback. I made some Alterations, notably to Pavo (gave him Rush and lessened his discount) and changed Supply's wording to "unspent" (which I had already been using about half the time in my first post for some reason - It's like I knew what the right word was but I was just to stupid to put it in the tooltip :P)
I diddled around on the internet and made me some art. Not like Art Snob level art, but arty enough for meeeeeee
Yes, I have reasoning for my hall of fame selections. The explanations may sound tongue in cheek but It's actually serious, I just like sounding like a smartass.
0
IMO Rezan already works just fine with Gather Your Party, Woecleaver, Army of the Dead, and if you wanna get Wild - Varian Wrynn. These mechanics don't really work with a Battlecry but they'd work just fine with Rush.
2
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern's game tables.
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge . Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect ( Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk O' Junk below.
Hunk O' Junk
Allows other cards with Scavenge to get lots of value when it dies. Scrap metal Yo!
Rattlehammer
The minions keep croaking and it keeps rattlin' along. Warning! Beware of goop!
Clarification: if it has only 1 durability but it's attack kills a minion it will not be destroyed.
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo , the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
Magram Moongazer
Kind of like a hidden Choose One . Rush ing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations. Virtue or Clippety Clop? Such decisions, much wow.
Pavo
A great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait? Oh by Yogg Saron he's preening again! That bird is impossible to take ANYWHERE !
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache .
Supply: Cards with Supply use unspent (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry : etc).
Trebuchet
Only triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unspent mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile ).
Some assembly required. Not to worry we've printed a manual in Klingon, Dothraki, AND Quenya!
Tailson Songweaver
A Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal . (I had to work really hard to fit this card's text into 4 lines. Ideally it would say " Start of Game: Panache triggers when...")
Insert obligatory furry joke here...
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
And lastly
Inner Fire
Oh, you managed to stick ONE big minion one the board after I relentlessly removed every other one in a flurry of sweat and desperation.
Oh, you have THE CARD.
Guess I lose.
Such fun.
Much interact.
HALL OF FAMED
Savage Roar
We here at the YoP (Year of the Peacock) Balance Team really like that Token Drood and Taunt Drood and EZ BIG EZ DROOD EZ are all things. We honestly wish there was MOAR DROOD!
However...
There's this card that can end a game - just as it was starting to get interesting.
And if we here at YoP love ONE thing it is
interesting.
HALL OF FAMED
Gadgetzan Auctioneer
We wanna print cool low cost spells. Maybe even cool low cost spells for Rogue.
And we're sick of all the crybabies on Reddit.
Fine.
HALL OF FAMED
~ Thanks for reading and good luck everyone.
0
Howdy y'all. I don't have much time to get feedback before the Phase 1 deadline but I might as well post my concepts up here anyways because late feedback is better than none.
Year of the Peacock
The Year of the Peacock is themed around winning with style. The three expansions will push deck builders in many new directions and should promote great deck diversity at the tavern game tables.
Outland
The first expansion of the Year of the Peacock is set in the shattered remains of the world of Draenor, now known as Outland. Outland is homeworld of the Orcs, Arakkoa, the Netherwing Dragonflight, and many wild beasts, some of whom have become corrupted by the astral winds of the Twisting Nether. Additionally the Mech tribe will be making a bit of a comeback in this expansion. Finally, ruling over the wastelands are three legendary Avian Gods, Rukhmar, Anzu, and Sethe.
The new Keyword for Outland is Scavenge. Scavenge effects trigger on in-play minions and weapons whenever a(nother) minion dies. It's effectively the Flesheating Ghoul effect (Flesheating Ghoul will be updated with this Keyword). Why make it into a new Keyword you ask? Well. Doing so allows the printing of synergy cards like the Hunk of Junk below.
Yes. I know I forgot to bold Scavenge in Hunk of Junk. These cards are pretty straightforward, they reward minion based decks and constant trading.
Clarification: if Rattlehammer has only 1 durability but it's attack kills a minion it will not be destroyed.
Centaurs and Celestials
The Year of the Peacock's central expansion dips into the lore surrounding the barbaric tribes of Centaurs that abound in Kalimdor, as well as powerful Angelic, Demonic, and Godlike beings of the Warcraft universe. This set will feature powerful, deck-defining legendaries like Pavo, the muse of the Year and a champion of the new Tribe: Celestial.
Patience is the new Keyword for Centaurs and Celestials. Patience effects trigger at the end of the turn if a character could have attacked but didn't. Minions with summoning sickness and minions that are Frozen do not trigger Patience effects.
The Magram Moongazer is kind of like a hidden Choose One. Rushing into combat will prevent it from gaining the +1/+1 but it may be necessary or desirable to Rush in many situations.
Pavo is a great combo enabler in spell heavy decks but he comes at a high price. Will your Patience be worth the wait?
Tavern Tails
The final expansion of the Year of the Peacock is Tavern Tails. An expansion that dives full into tavern life and features many bards, businessfolk, and beastfolk of Warcraft. But it's not all fun and games. The mighty Skalds have arrived at the tavern beating their war drums. Songs will be sung, tales told of both victory and woe, and when all the cards are laid on the table we'll see who impressed the crowd.
Tavern Tails comes with two new Keywords, Supply and Panache.
Supply: Cards with Supply use unused (full) mana crystals at the end of your turn to do something. Supply cards do not compete with each other, if you have more than one Supply card in play at the end of a turn they will draw on the same pool of unspent mana.
Panache: Various cards will allow Panache effects to be triggered by certain things (examples: casting a spell on a friendly minion, killing a minion with a spell, playing a minion with Battlecry: etc).
Trebuchet only triggers it's Supply effect if you end a turn with 2 or more unused mana crystals. It triggers it's effect once for each 2 unused mana crystals. For example if you play Trebuchet and nothing else on turn 9, leaving 3 unspent mana crystals the Supply effect will trigger and do 1 damage to all enemies. If you play nothing the next turn leaving 10 unspent mana - Supply will trigger 5 times doing 1 damage to all enemies 5 separate times (kinda like Defile).
Tailson Songweaver has a Start of Game effect that allows all cards you play with Panache to gain those effects whenever you kill a minion with a spell. He also has his own Panache effect, granting your spells Lifesteal this turn. To be clear: you must have Tailson Songweaver in play (and not Silenced) and also kill a minion with a spell, then, for the rest of that turn, your spells have Lifesteal. (I had to work really hard to fit this card's text into 4 lines. Ideally it would say "Start of Game: Panache triggers when...")
Conclusion (and Hall of Fame)
There you have it. My expansion ideas, some Keywords, and example cards for the Year of the Peacock. Ideally throughout the Phases of this Project I could create a strong Class identity in each expansion whether it be through the use of a keyword or tribe or other mechanic. I'd like one of the expansions to have new Quests and another one to have new Hero cards but those create Tokens so obviously I can't showcase them now.
I have lots of questions to ask the other contributors, particularly on the presentation side of things as I feel my artistry skills might be somewhat underwhelming given the task at hand (I really want to know how some of you made the custom "Year of the ..." Shields/Buttons).
And lastly I think it's time to Hall of Fame:
Inner Fire
Savage Roar
and
Gadgetzan Auctioneer
for reasons. This post is long enough.
~ Thanks for reading and good luck everyone.
1
Works to counter Recruit / Spiteful decks. Also has Silence synergy.
0
I've placed 1 Overload, 1 Choose One, and one Combo card into the Classic, GvG and TGT sets (Overload is always on a weapon). I understand if you feel it's too much but it's the class theme I've gone with.
I agree that Lightning Rod is strong but I don't know if the comparison to Bloodrazor is entirely fair. It's about context. Bloodrazor has some major synergies in Warrior with Execute and Frothing Berserker among other cards. The Spark on the other hand has very few ways of interacting with their opponent's board for less than 4 mana. That said: 3 mana is probably perfectly fair.
0
Thanks for the feedback. You may be right. It's probably more balanced if it hits friendlies as well.
0
I accidentaly hit "post" early. The cards are coming amigo
0
The Spark
The Spark is the ultimate creator. A genius who flirts with the border of madness. When she isn't tinkering away on amazing inventions she is traveling in Airships and consorting with Jagers. A bold adventurer; there's no challenge too big for a Spark's intellect and the brawn of her allies.
Mechanically, the Spark borrows whatever works, namely Overload, Combo, and Choose One mechanics. Instead of having a unique Keyword the Spark simply cannibalizes the good ones.
The character of Agatha Heterodyne and many of the cards are based on the Girl Genius webcomic and I've tried to use the art from the comic in as many cards as possible.
Basic Set
Minion:
Spells:
Weapon:
Minions:
Spells:
Secrets:
Weapon:
Tokens
Token for both Clank Assistants and Living Lab Tools:
Token for Airship:
Token for Getaway Plan (Yes I'm aware it's not a "Flying Machine"):
Tokens for Time to Improvise:
Token for Army of Mole Men:
Tokens for Jager Comanion and We Haffing Fon Now:
Token For Maxim:
Minions:
Spells:
Secret:
Weapon:
Minions:
Spells:
Secret:
Weapon:
Latest Edit: Did a lot of work to better organize the cards in each set.
0
Next: An 11 mana minion.
0
Next: A minion that deals damage when you do something. Like Blackguard or Flamewaker.
0
Really cool ideas. I like the idea behind Scourges. Reminds me of the League of Exploreres adventure. Too bad the only collectable card we got out of that theme was Curse of Rafaam. I feel like other classes (Rogue or Druid) could have made much better use of that mechanic.
I've done a similar thing designing a custom class with 4 mana secrets and it's tough. You've done a good job. I feel like Reroute Gambit is a bit too specific, it's almost useless outside of the Paladin matchup, but maybe it's ok to have as a hate card or an unexpected play from a randomly generated spell.
The wording on "Commit the Unthinkable" is a little weird. I assume that it means your opponent takes fatigue dmg even if they have cards in their deck and that they don't actually draw a card. If that's what you mean then replacing "Draw a Fatigue card" with "take Fatigue damage" might be cleaner text.
Overall: Good stuff. If you want to keep making more I'd like to see them.
0
Next: A neutral card that creates a potion or potions (like Kazakus or Kabal Chemist)
0
Next: A card based on the Tolkien universe.
0
Next: a card that encourages freezing your own stuff