Notes: Only 2 effects may be chosen, the options are randomly shown and 3 choices are revealed on both selections.
Notes: "This weapon cannot be destroyed or weakened" refers to effects from cards such as Toxic Sewer OozeAcidic Swamp Ooze and Harrison Jones. Legacy of Valhalas will still lose durability whenever you attack and inevitably break.
This is a really cool concept that if you play around with the card text for awhile, could lead to a very good design. Otovent has a very good point and one that popped into my mind instantly, if you mulligan poorly or draw a highly situational, high cost and important card(s) then you have no chance of discarding since you would lose your most important cards and be forced to wait until you can use them, but then again the whole design of Discard is high-risk high-reward so perhaps that that kind of risk is still fitting.
Nonetheless a really cool design, I suggest playing around with the concept!
These are really good changes and you did well on them. The expansion now looks way better as a whole and i felt the art changes were the most importent but also good balance changes like The Emerald Dream. Keep it up this is a great expansion!
Thank you very much! I appreciate compliments and critique equally and have you to thank for a lot of the critique and I most certainly will!
I apologize for not updating yesterday as I said I would, become caught up with real life stuff xD
EDITS: Mainly Artwork, some have been reworded or changed statistically.
Druid Edits:
Valithria Dreamwalker: Art Changed
The Emerald Dream: Changed from (9) Mana to (10) Mana.
Massive Proto-Drake: Reworded from Nullified to Prevent.
Hunter Edits:
Patience..: Now activates after your hero is attacked for a second time, instead of a third time.
Mage Edits:
Sindragosa, Frost Queen: Text for Battlecry changed to ALL OTHER, instead of ALL(That was originally a typo) Deathrattle: Add 2 copies of Ice Shard to your hand has been removed! Art also changed.
Lord Marrowgar: Art Changed
Vrykul Frostcaller: Mana cost changed from (3) to (5), stats changed to 3/3 and now Freezes all enemies, instead of just minions.
Paladin Edits:
Bronze Proto-Drake: Name changed from Yellow Proto-Drake, Art changed.
Frostbrood Spawn: Art changed.
Argent Knight: Text fixed from Hero Power to Hero Powers.
Priest Edits:
Deathbound Ward: Art changed
Sister Svalna: Art changed
Rogue Edits:
Festergut: Art changed
Rotface: Art changed
Artwork looks practically the same, as they do in-game, but slightly different in minuscule details.
Shaman Edits:
Elementalist: Mana cost changed from (4) to (2)
Warlock Edits:
Decaying Colossus: Art changed
Morbidius: Art changed
Tomb Guardian: Art changed
Warrior Edits:
Neutral Legendary Edits:
Brglmrgl The Winterfin: New Battlecry and Artwork! Mana cost changed to (7) from (3) stats changed to 5/5 from 2/4
Contaminated Murloc: Art changed
Reanimate: Mana cost changed from (4) to (2) and new artwork!
Neutral Epic Edits:
Mur'Ghoul: Text changed, stats changed to 2/3 from 5/5 and mana cost changed from (7) to (3). Art also changed!
Neutral Rare Edits: None!
Neutral Common Edits:
Tuskarr Hunting Pack: Art changed!
Giga Kraken: Art changed!
Fjord Penguin: Art changed!
Scourgewrath Enforcer: Art changed!
Vrykul Servitor: Art changed!
Winteraxe Cleaver: Name changed from Vrykul Cleaver + Art changed!
This is my thought on everything, please if anyone disagrees to a particular thing please single that out in a quote instead of everything, ofc if you have a problem with everything its ok
Druid
Your quest, i feel like it needs more balancing, for quest of priest, shaman, hunter etc have the stats of their reward to be 8/8 not 6/6, which makes it survive longer on the board.Hearthstone doesn't use keywords like nullified but rather prevented, i am talking about the massive proto-drake so you can change that, if you want.
Remulos' favour, choose one cards don't start with choose one, choose.... they do not mention choose again.
The emerald dream card is very broken, i was thinking 10 mana but that's still broken, so maybe if it is a token of a card it will do..imo.
Titanforged Idol feels a little imbalanced to me, i think that maybe the latter should be draw a card and reduced the cost by (1) or something, because that card is good but its more OP when you go for the latter.
Hunter:
The legendary secret's are very good but i feel that they are not worthy of legendary, maybe epic, a few deserve it though.
Death's cheat. The wording can be corrected to when a friendly minion is attacked...
Patience is too weak imo.. maybe twice?..believe me most minions they need just 2 attacked face to finish you or to get value from.
Poison dart doesn't fit the details
Mage:
The quest..hmm... why doesn't the frost queen just destroy all minions? So basically its Deathwing?
Icyveins. When can you destroy other enemy minions?
All other cards are good. :)
Paladin:
The quest feels weak imo. Dragon soul?..why that name, how does dragon soul fit what it does, at least why not dragon souls?
Dragonstrike is too much for a common card
Argent knight should say "....hero powers...."
Priest:
Deathbound ward. Silence cancels all card text btw.
All other cards are very good imo
Rogue:
Blightrunner. The combo can just be draw a card.
Other card are good
Shaman:
I thought you will make favour of Al'Akir be something about windfury?
That hero power, i feel 3 mana will be better
I like all the other cards.
Warlock:
Experimental Larvae seem OP., for zoo that is.
Scourgeblood Painhealer is good
Warrior:
The quest, why isn't overthane 8/8?
Why are val'kyr for warrior.. note priest or warlock?
The other cards are perfectly created
why do you use the words 'spell power' instead of spell damage in your cards?
Mur'ghoul should be a legendary imo
greedy collector is weak
Great job overall
Thank you very much for taking the time to critique.
The reason I chose 6/6 is they are 4 mana instead of 5, which then should be 7/7 but I felt 6/6 for 4 mana is still quite powerful.
Druid: I agree the wording on Massive Proto-Drake is weird, I will change that.
The reasoning for repeating Choose One is because Remulos' Favor is a card where you Choose One multiple times, the first choice is to decide if you want to go for the path to THEN Choose One: Discover a Minion or Spell twice OR Draw 3 cards or reduce all of your cards by (2) mana in your hand. If you go for the first option, it is 3 Choose Ones and if you go for the second option, it is 2 Choose One. I know there are currently no cards in Hearthstone with multiple Choose Ones and that is why it was hard to find proper wording for that. I was thinking the exact same actually about The Emerald Dream! I think I will change it to 10 Mana, but as for Titanforged Idol I am not sure because originally I compared it to Farsight but felt that (3) mana reduction was too strong and make it (2) mana instead so that it was not always the go to option.
Hunter: Death's Cheat: The choice of wording behind that is because I do not want it to proc if they are not going to die from the attack, it would probably require a lot of work to make it work that way but basically I felt that the card's name would not be well suited if they were not going to take lethal damage from the attacker. I'm going to change Patience.. to (2) attacks per your advice, thanks much! I agree with you that Poison Dart does not equate the effect, as it should be Poison Scales or something like that, I may change that.
Mage: Yes, she is essentially Deathwing but without discarding your hand, the reasoning behind Freeze, then Shatter is to fit her character.
I'm not sure exactly what you're saying about Icy Veins, but if I read it correctly, it's a clarification question and so here: Think of it as Vaporize but also counting as a freeze towards your quest and will destroy any other frozen enemy minions in the process much like a mass Shatter but allows your opponent to play around it.
Paladin: The Dragon Soul in WoW Lore is the Demon Soul, which was used by Neltharion(Deathwing) against his fellow Aspects, Alexstrazsa, Ysera, Nozdormu and Malygos to trick them into putting their own essence inside of the device and attack them with it, thus the name Essence of the Aspects for the Paladin quest. Ah yes, Argent Knight is another wording error even though I went multiple times through(I probably spent several hours fixing wording because one night of it doing I was quite tired) I will have that fixed.
Priest: Deathbound Ward's text is hard for me to juggle, since I REALLY want that effect to exist but I do know it silences all text, but I am sure it can be coded in a way to work.
Rogue: I figured I say a second card since it already draws one card, otherwise kind of sounds repetitive.
Shaman: Yes, I was debating between using the offensive connotation of air or defensive connotation of air in WoW and settled on defensive since these cards are designed around a Control Elemental Shaman and not a Bloodlust Elemental Shaman.
Warlock: Forgive me if I did not notice something in my design of it but I purposefully put that they cannot attack so they cannot be used in wild with Power Overwhelming and more so as prime candidates for the quest to destroy Friendly Minions.
Warrior: Overthane is not 8/8 because I went with the theme of 4 mana 6/6 and besides, an 8/8 minion with an ability to gain half of your health in the form of armor and legendary minions is extremely powerful. I would not want to force the opponent to use a heavy removal on it when they are already going to be having to deal with a multitude of Legendary minions.
I thought the same about Mur'Ghoul funny enough, I think I am going to swap the card text with Brglmrgl The Winterfin.
Yes, I agree it's more of a fun card, Greedy Collector I originally had as 2 mana but then figured, what if they just have like 5 legendaries and it's a 2 mana 6/6 which would be busted.
Again, thank you very much for the critique and comments and I will be working on editing per your critique!
At first glance, really good expansion. The cards are fine with most of them having good art (but i'll get into that later) and most of the cards fit the theme though i'll get into that later as well.
First of all though, how big is this expansion? This isn't your casual 132 card expansion holy crap that's a lot of cards... You must've invested quitte some time into this... And also because you have this many cards you probally could've afforded to reveal them in parts which could be between 10 to even 30 at a time. Otherwise i'm afraid this would be lost in a sea of other threads which would be a shame.
A few criticisms i have in general though. First of all, if you have a good idea for a card but you can't find good art for it, don't make it! I can speak from experience with this one. Doesn't matter how good the idea is having screenshots as art makes it look very amateurish so don't do it. An alternative is to pick art from something that somewhat looks like the card you want to have (this goes for legendaries) where you have for example a card for someone like Arygos but use another blue Dragon's art. An other alternative is to look deeply on google images, Pintrest, or somewhere else. If none of these work, don't make that card. However most of the art is really good and fitting and also, if you ever run out of art go here! http://us.battle.net/wow/en/media/artwork/
Second, i don't get a few cards lorewise. I do read lore, or at least listen to it, though not that much so i might be wrong about some of this. Since the expansion is about the Scourge or at least Northrend i don't get why the aspects all have a legendary card Kalecgos and Deathwing since Kalecgos wasn't even an aspect then but i'll let it slip because of the whole Malygos thing (though then he would deserve a card more). But i really don't understand Deathwing since he was barely mentioned in Wrath of the Lichking which i believe the expansion is based of. With some cards i honestly feel i'm looking at a Cataclysm themed expansion with all of the aspects and the throne of the elements. But this again only aplies for a few cards, most of them are fine. Though this isn't as much criticism as it is curiousity.
I also find some of the cards and especially quests a little weird. A quest reward should really do one thing and one thing only i feel. Except Putricide's Potion because that's just really cool (though it might not be good enough). With most you might be underestimating how difficult it is to do some things. For example the Dragon Soul (which again i have no idea why it is in a scourge themed expansion) and Syndragosa do 2 things which it shouldn't. If you look at JTU quests they're win conditions and completely turn the game around. Except for time warp mabey but you can combo it so it is one and even if it isn't it's still a very powerful effect. Again i'm kind of curious why you did this.
I also feel you could've added more cards that synergise with the new tribes since i don't think it would've hurt to have a few more out of the 200 or something.
Cards: Honestly i can't cover all the cards since there are like 200 of them or something.
Scourgebrood Form: Isn't this just straight up Jungle Panther but with an undead tribe?
Sindragosa's Fall: I don't understand the art choice, you could've just looked up Sindragosa art on google images and you woul've had much better art but fine i guess. As i already mentioned i'm not a fan of a quest reward having multiple effects. And also, it should read: Freeze and Shatter all OTHER Minions since now she will also destroy herself if i'm correct
Vrykul Frostcaller: Wait isn't this just straight up Frost Nova but with a 2/2 body? That's a little to powerful IMO, should be at least 4 mana.
Therazane: It's nearly a drawback to have as hero power i feel. I honestly don't see why you had to up the mana cost to 4 since i feel it would be fine at 2.
Ysera: This is way to benefitial for Freeze Mage which isn't needed since you already gave Freeze Mage tons of tools. This would've mabey been better as a class card.
Scourgelord Tyrannus: As with Therazane the hero power should be 2 mana i feel.
Spiritstalker: Power creep Twisted Worgen + it has the Beast tag on it.
These are only cards i have criticisms for i like most of the others. Cards i really like though are cards like The Re-Animator and Linoar. Just to name 2. There are a bunch more cool cards here and i like the expansion in general. Keep up the good work :)
Oh and don't forget on Hearthcards there is actually an option to change the swirl thing on your card to something else. Though i don't know if that was intended.
First of all, thank you so much for such a thorough critique, as that is what I was hoping for!
After reading all that you've said and going back through the artwork, I totally agree with you how it makes it so amateur and noobish, that was particularly laziness on my part with some of the cards as I went through google images and did not use other sources to attempt to find the necessary art and thank you very much for that link, I did not know about that but am going to use it from now on to find art for my cards.
Regarding lore and card choices, you are absolutely right the aspects and the elements are not directly linked at all to WOTLK, but since I was going for Elemental/Undead/Vrykul synergy, I felt it necessary to design the Shaman quest around the Elements, which on hindsight does hurt the theme behind the expansion, likewise the Aspects who were not particularly influential in WOTLK except for The Blue Dragonflight who, under Malygos' guidance waged a war against The Lich King and also given that Dragonblight is in Northrend, I felt it necessary to include Dragon synergy such as the Paladin Quest since I was trying to design the expansion around Northrend but with the Scourge as the main highlight. I may decide to use the Aspects instead in an Cataclysm expansion that has been running around in my head the past few days and perhaps pull them from this list, so thank you very much for noting that! As for Kalecgos, after Malygos died Kalecgos did become the Aspect of Magic, or the Spell-Weaver but that was during the Cataclysm so you are correct for the time line of WOTLK.
Responding to the individual cards:
Sindragosa's Fall: I chose that artwork because Sindragosa's Fall is a crater in Icecrown where Sindragosa crashed when she was hurled by Neltharion(Deathwing) when he used the power of the Dragon Soul against her and Malygos' Blue Dragonflight and ultimately died there until being risen and crowned the Frost Queen by the Lich King and yes I just noticed that too and that upsets me because I looked over all of my cards multiple times to make sure the wording was correct, i'm going to be editing the wording later. The reason I chose to also give her a Deathrattle was because of the fact she eventually is killed a 2nd time and felt Deathrattle was necessary to honor the lore.
I'm going to be taking your advice with Vrykul Frostcaller, Therazane and Tyrannus because after reading what you wrote, it did dawn on me that Vrykul Frostcaller was a little too powerful, I originally had it 2/3 but edited it fearing the high stats and compared it to Twilight Flamecaller, but on second thought dealing 1 damage to all enemies are far different than freezing them all and attributing to quest/Doomsayer synergy. For Therazane and Tyrannus, I absolutely agree with you that it is too high of a cost, I had just feared that the response would've been for (2) mana that they can discover 8 drops like Al'Akir the Windlord and Kalimos, Primal Lord over and over and use it the same turn. Spiritstalker was interesting for me because I actually compared it toDuskboar which was never used in arena but felt that Spiritstalker would be used in arena and make that kind of card design a bit more viable and yes Scourgebrood Form is practically that, I compared that kind of design for Druids to Shellshifter which basically had a Sen'Jin Shieldmaster.
And again, thank you so much for your critique, I will be editing the cards mentioned around your criticism and will hopefully have it edited in the next few hours.
HELP! I just spent the last 3 hours designing this post carefully putting all images of cards into it and was automatically marked as spam.
My post is in entirely English and have no clue why it was marked as Spam. I cannot remake the post as I have spent literally 3 hours sitting in my chair creating it.
Welcome to my custom expansion, Northrend Exposure: Scourge of the North. This is my first time ever making a post about my custom creations and am very new at card design, picking it up only a few months ago as a personal hobby in my spare time. But after playing around with it for awhile I started becoming very passionate it about it and have spent the past month designing this expansion with many times over redesigning class concepts and cards as I value(possibly too much) synergy between class cards in sets and uniqueness among cards.
As an avid WoW lore reader, I went through pages after pages of lore to find what I thought would be best suited for an expansion and settled on Wrath of The Lich King particularly involving The Scourge and Icecrown Citadel for many of my cards as well as the lesser known scattered around Northrend's vast continent. Inspired by the Quest mechanic, synergy amongst my class cards revolve primarily around their respective quests. I have also created two new tribes (Undead) and (Vrykul) which can be found commonly throughout this expansion as well in many cards from previous expansions, particularly (Undead).
After contemplating whether I should reveal all cards at once or a batch at a time, I figured I should reveal them all at once given they are already designed so that feedback can be given and make room for editing purposes.
All cards are designed with Standard, Arena, Synergy and types of players in mind(Those who like cards to win, those who like big cards and those who enjoy fun and interesting effects) Wild is not particularly in mind behind the design of any of these cards and although I have considered several situations where these cards could be extremely powerful such as with Portal spells, not all scenarios have been considered.
Without further ado, these are ALL of my cards currently made. All feedback is welcome as this is my first time doing such a post and would love to learn a bunch about card design. Thanks in advance!
Druid:
Notes: Dormant Valithria Dreamwalker is similar to Sherazin, Seed in that it cannot be targeted or destroyed. The Dream Portal is Permanent. Mangle will also damage your own minions. Massive Proto-Drake's nullify effect is very similar to counterspell but only on the Massive Proto-Drake and it works both against you and your opponent. Example: If you cast Moonglade Portal on it, you will lose 6 mana and it will be neither healed nor spawn a random 6 drop, but if you cast a second Moonglade Portal on it, you will cast the spell as normal, likewise if your opponent uses Fireball, then Fireballs again ON the Massive Proto-Drake, they will spend both spell's mana costs but only the second fireball uses it's effect on it. Remulos' Favor text is kind of complicated, but to dumb it down, think of it as you are going through multiple Choose One effects and the first option is basically Raven Idol being used twice with another set of choose ones opening up to choose Minion or Spell, while the second option is to Choose One of the options again, which is to draw 3 cards or reduce all of your cards cost in your hand by (2). If Fandral Staghelm is active, it's a whole lot faster and a lot more crazy LOL.
Hunter:
Notes: The Riders of Undeath choose 3/6 Legendary secrets at random. If played with Brann Bronzebeard, only 5/6 at maximum can be put into play. Death's Cheat's can only activate against minions. Patience.. requires it to be attacked specifically by any minions 3 times, does not attribute to weapon attacks. Fierce Shoveltusk's effect is equivalent to that of Small Time Buccaneer's. Poison Dart can trigger from weapon attacks or minion attacks. Orbaz Bloodbane's secrets do not attribute to quest completion for The Secrets of Malykriss.
Mage:
Notes: Icy Vein's effect is essentially a Vaporize against that one specific minion, but it also destroys any other frozen minions, enemy or allied. Shatter is the effect of the Mage spell Shatter that destroys a Frozen minion, Sindragosa, Frost Queen's and Shatterfrost Revenant's Shatter effect is exactly that. Glacial Storm and Lord Marrowgar's effects damage and freeze your minions as well as your opponent's minions. Ice Shard's effect only counts as freezing the target once, the amount is always 1-3 at random, although the damage is affected by spell power similar to Greater Arcane Missiles.
Paladin:
Notes: Argent Knight's effect is unique to those of Soggoth's and Air Elemental's in that although your opponent cannot target it, you still can. Scarlet Puritan's effect is basically dealing 1 damage to the target and while also reducing their attack by 1.
BUFF spells refer to spells that give a positive stat attribute to the minion, such as Spikeridged Steed, Divine Intervention, Blessing of Wisdom, Blessing of Kings. NOT positive healing such as Holy Light, Flash Heal, etc.
Priest:
Notes: Lady Deathwhisper's effect will apply to any enemy minions currently on board or later put on board while she is on it. Although she will not interrupt Battlecry effects, if the Battlecry affects an enemy minion such as Kabal Talonpriest's +3 health, it will silence that effect. Deathbound Ward's unique effect of When Silenced cannot be silenced and will always persist regardless of how many times it is silenced once it is triggered. However, you cannot silence it 3 times and gain +1/+1 for each silence, which would give it +3/+3 total. Instead, it will always be simply +1/+1 and Taunt. Shadow Word: Damnation is a very strong tool for Priest's biggest weakness, 4 Attack minions and I was a bit hesitant to design it, especially with also converting the target's current health to a friendly minion but it is arguably weak in that it can only apply to minions with 3, 4 or 5 attack which generally do not have gigantic health. Sister Svalna's effect will replace ANY hero power, not just your basic hero power.
Rogue:
Notes: Multi-Combos such as Combo 2 and Combo 3 are as basic as they sound, requiring you to have played that many or more cards prior to using it just as you would be required to play 1 or more before a regular Combo. Grand Apothecary Putress' Toxin cards are identical to that of Xaril, Poisoned Mind's which is quite fitting for the Grand Apothecary himself.
Shaman:
Notes: Favor of Elements always puts 1 of each into your hand, 4 total. Favor of Al'Akir's effect randomly selects the 3 minions. Favor of Ragnaros' effect is NOT random. The reasoning behind making Elementalist cost 4 minion is because it is an extremely powerful card generator with the ability to discover extremely strong cards such as Kalimos, Primal Lord, Al'Akir, Neptulon and the ability to choose which you want, rather than randomly giving you an Elemental which would be worthy of 2 mana only.
Warlock:
Notes: Scourgeblood Painhealer only heals effects from hero powers and spells that specifically deal damage to your hero such as Life Tap, Scourgeblood Memento and Pit Lord. It CANNOT restore 5 health to your hero when using Felfire Potion or anything that does not specify self-inflicting damage. When a friendly minion enters a Gravestone, it will permanently stay in there until the Gravestone is silenced, transformed or killed which in the case of being killed, the minion that entered it is resummoned and NOT the Gravestone. As with Moat Lurker, that minion will not trigger it's Battlecry effect again. When Morbidius dies, he will not enter any Gravestone, vacant or occupied. Any occupied Gravestones will NOT be transformed by Morbidius.
Warrior:
Notes: Rage of the Scourge's effect will not automatically activate if the minion is already damaged, only when they are damaged again WITH the ability on them. If the minion already has an Enrage effect, this will still persist as a second Enrage. Death's Reprise will not activate that minion's Battlecry. Ufrang The Mighty's effect counts both your minions and your opponent's in the total of 4 or more and will destroy ALL, including yours. Ascension's 15 armor may be slightly overpowered, but I used the days of Elise Starseeker and Justicar Trueheart's combination as a way to judge whether I felt it was too powerful or not as Justicar Trueheart used to give 30+ armor to the Warrior before they used Golden Monkey.
Neutral Legendary:
Notes: Ysera, The Dreamer's effect will occur during both of your next 2 turns, as well as your opponent's next 2 turns. Nozdormu, The Timeless One's effect works like this: Let's say CURRENTLY your opponent has 3 Scavenging Hyenas on board and a Huffer, but last turn only had 1 Scavenging Hyena, Huffer and 2 Mishas that died and thus, buffed the Scavenging Hyena. Nozdormu, The Timeless One will revert both the stats and number of minions back to how it was last turn with just ONE 2/2 Scavenging Hyena, instead of a 6/4 and bringing back the 2 Mishas that died and retaining the Huffer on board. Similarly, if your board was just wiped by a Flamestrike last turn, Nozdormu will bring your minions that died last turn back as well as their effects such as if they have been buffed by a Blessing of Kings or debuffed by a Corrupting Mist. Ionar is the defensive version of Patches The Pirate. Blood Queen Lana'thel is essentially a standard, more random Sylvanas Windrunner. Reanimate costs (4) mana for the same reason as Elementalist, it allows you to choose what you get and potentially large minions.
Bolvar Fordragon's Sacrifice: To explain this effect much better than the text box allows, think of it as sacrificing 5 cards for early game resilience. Although this is your 26th card, it technically is not a card as you can never draw it and it does not exist in your deck. The effect of starting the game at 45 health makes you much stronger against early game aggressive decks, while significantly weaker against control decks who will have more resources than you and you entering fatigue at a much earlier state and thus, cannot draw as much as your opponent can.
The Lich King and Scourge: The card text is fairly simplistic and similar to Curse of Rafaam. When playing The Lich King, you will require your opponent to spend (5) mana the following turn to get rid of it and if played in Wild with Brann, it will require ALL of their maximum mana. Even if only affecting your opponent, the 3 cards are diverse enough to hit them where it hurts the most depending on the situation, such as if your opponent has a big board, you need to get that little extra damage in or need some healing or if they are generating a lot of card discovery and draw.
Neutral Epic:
Notes: Contaminated Murloc is the same as Brglmrgl The Winterfin's effect. Lichlord allows you to choose the 2, thus the high cost and low stats.
Ascendant of Ymir, Djinni of Al'Akir and Priest of The Forsaken: Similar to Legendaries, only ONE of these can be in your deck due to their potentially powerful abilities.
Neutral Rare:
Notes: Although Jormungar Carcass summons the exact version of Reanimated Jormungar, they are also separate cards. Northrend Froststeed's effect is giving any Beast you summon the effect: Freeze any character damaged by this minion.
Neutral Common:
Notes: Fjord Penguin's effect permanently causes the enemy minion it attacks to be unable to attack unless silenced or transformed. Leviorrax Shipstalker's for example vs a Bloodsail Cultist will take 1/1 from the 3/4 body, making itself 3/4 from 2/3 and the Bloodsail Cultist now 2/3 and if in play vs Patches The Pirate, will steal 1/1 from Patches and also kill it unless something such as Southsea Deckhand is in play. Chained Whelpling is a huge buff for Maelstrom Portal, considering removing it.
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UPDATE: New Cards!
Legendary Cards!
Notes: Only 2 effects may be chosen, the options are randomly shown and 3 choices are revealed on both selections.
Notes: "This weapon cannot be destroyed or weakened" refers to effects from cards such as Toxic Sewer Ooze Acidic Swamp Ooze and Harrison Jones. Legacy of Valhalas will still lose durability whenever you attack and inevitably break.
Non-Legendary Cards!
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This is a really cool concept that if you play around with the card text for awhile, could lead to a very good design. Otovent has a very good point and one that popped into my mind instantly, if you mulligan poorly or draw a highly situational, high cost and important card(s) then you have no chance of discarding since you would lose your most important cards and be forced to wait until you can use them, but then again the whole design of Discard is high-risk high-reward so perhaps that that kind of risk is still fitting.
Nonetheless a really cool design, I suggest playing around with the concept!
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UPDATE: EDITS HAVE BEEN MADE!
I apologize for not updating yesterday as I said I would, become caught up with real life stuff xD
EDITS: Mainly Artwork, some have been reworded or changed statistically.
Druid Edits:
Valithria Dreamwalker: Art Changed
The Emerald Dream: Changed from (9) Mana to (10) Mana.
Massive Proto-Drake: Reworded from Nullified to Prevent.
Hunter Edits:
Patience..: Now activates after your hero is attacked for a second time, instead of a third time.
Mage Edits:
Sindragosa, Frost Queen: Text for Battlecry changed to ALL OTHER, instead of ALL(That was originally a typo) Deathrattle: Add 2 copies of Ice Shard to your hand has been removed! Art also changed.
Lord Marrowgar: Art Changed
Vrykul Frostcaller: Mana cost changed from (3) to (5), stats changed to 3/3 and now Freezes all enemies, instead of just minions.
Paladin Edits:
Bronze Proto-Drake: Name changed from Yellow Proto-Drake, Art changed.
Frostbrood Spawn: Art changed.
Argent Knight: Text fixed from Hero Power to Hero Powers.
Priest Edits:
Deathbound Ward: Art changed
Sister Svalna: Art changed
Rogue Edits:
Festergut: Art changed
Rotface: Art changed
Artwork looks practically the same, as they do in-game, but slightly different in minuscule details.
Shaman Edits:
Elementalist: Mana cost changed from (4) to (2)
Warlock Edits:
Decaying Colossus: Art changed
Morbidius: Art changed
Tomb Guardian: Art changed
Warrior Edits:
Neutral Legendary Edits:
Brglmrgl The Winterfin: New Battlecry and Artwork! Mana cost changed to (7) from (3) stats changed to 5/5 from 2/4
Contaminated Murloc: Art changed
Reanimate: Mana cost changed from (4) to (2) and new artwork!
Neutral Epic Edits:
Mur'Ghoul: Text changed, stats changed to 2/3 from 5/5 and mana cost changed from (7) to (3). Art also changed!
Neutral Rare Edits: None!
Neutral Common Edits:
Tuskarr Hunting Pack: Art changed!
Giga Kraken: Art changed!
Fjord Penguin: Art changed!
Scourgewrath Enforcer: Art changed!
Vrykul Servitor: Art changed!
Winteraxe Cleaver: Name changed from Vrykul Cleaver + Art changed!
Frostpeak Mammoth: Art changed!
Update coming soon: New Cards!
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Thank you very much sir/mam!
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HELP! I just spent the last 3 hours designing this post carefully putting all images of cards into it and was automatically marked as spam.
My post is in entirely English and have no clue why it was marked as Spam. I cannot remake the post as I have spent literally 3 hours sitting in my chair creating it.
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/195472-northrend-exposure-scourge-of-the-north-custom
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Welcome to my custom expansion, Northrend Exposure: Scourge of the North. This is my first time ever making a post about my custom creations and am very new at card design, picking it up only a few months ago as a personal hobby in my spare time. But after playing around with it for awhile I started becoming very passionate it about it and have spent the past month designing this expansion with many times over redesigning class concepts and cards as I value(possibly too much) synergy between class cards in sets and uniqueness among cards.
As an avid WoW lore reader, I went through pages after pages of lore to find what I thought would be best suited for an expansion and settled on Wrath of The Lich King particularly involving The Scourge and Icecrown Citadel for many of my cards as well as the lesser known scattered around Northrend's vast continent. Inspired by the Quest mechanic, synergy amongst my class cards revolve primarily around their respective quests. I have also created two new tribes (Undead) and (Vrykul) which can be found commonly throughout this expansion as well in many cards from previous expansions, particularly (Undead).
After contemplating whether I should reveal all cards at once or a batch at a time, I figured I should reveal them all at once given they are already designed so that feedback can be given and make room for editing purposes.
All cards are designed with Standard, Arena, Synergy and types of players in mind(Those who like cards to win, those who like big cards and those who enjoy fun and interesting effects) Wild is not particularly in mind behind the design of any of these cards and although I have considered several situations where these cards could be extremely powerful such as with Portal spells, not all scenarios have been considered.
Without further ado, these are ALL of my cards currently made. All feedback is welcome as this is my first time doing such a post and would love to learn a bunch about card design. Thanks in advance!
Druid:
Notes: Dormant Valithria Dreamwalker is similar to Sherazin, Seed in that it cannot be targeted or destroyed. The Dream Portal is Permanent. Mangle will also damage your own minions. Massive Proto-Drake's nullify effect is very similar to counterspell but only on the Massive Proto-Drake and it works both against you and your opponent. Example: If you cast Moonglade Portal on it, you will lose 6 mana and it will be neither healed nor spawn a random 6 drop, but if you cast a second Moonglade Portal on it, you will cast the spell as normal, likewise if your opponent uses Fireball, then Fireballs again ON the Massive Proto-Drake, they will spend both spell's mana costs but only the second fireball uses it's effect on it. Remulos' Favor text is kind of complicated, but to dumb it down, think of it as you are going through multiple Choose One effects and the first option is basically Raven Idol being used twice with another set of choose ones opening up to choose Minion or Spell, while the second option is to Choose One of the options again, which is to draw 3 cards or reduce all of your cards cost in your hand by (2). If Fandral Staghelm is active, it's a whole lot faster and a lot more crazy LOL.
Hunter:
Notes: The Riders of Undeath choose 3/6 Legendary secrets at random. If played with Brann Bronzebeard, only 5/6 at maximum can be put into play. Death's Cheat's can only activate against minions. Patience.. requires it to be attacked specifically by any minions 3 times, does not attribute to weapon attacks. Fierce Shoveltusk's effect is equivalent to that of Small Time Buccaneer's. Poison Dart can trigger from weapon attacks or minion attacks. Orbaz Bloodbane's secrets do not attribute to quest completion for The Secrets of Malykriss.
Mage:
Notes: Icy Vein's effect is essentially a Vaporize against that one specific minion, but it also destroys any other frozen minions, enemy or allied. Shatter is the effect of the Mage spell Shatter that destroys a Frozen minion, Sindragosa, Frost Queen's and Shatterfrost Revenant's Shatter effect is exactly that. Glacial Storm and Lord Marrowgar's effects damage and freeze your minions as well as your opponent's minions. Ice Shard's effect only counts as freezing the target once, the amount is always 1-3 at random, although the damage is affected by spell power similar to Greater Arcane Missiles.
Paladin:
Notes: Argent Knight's effect is unique to those of Soggoth's and Air Elemental's in that although your opponent cannot target it, you still can. Scarlet Puritan's effect is basically dealing 1 damage to the target and while also reducing their attack by 1.
BUFF spells refer to spells that give a positive stat attribute to the minion, such as Spikeridged Steed, Divine Intervention, Blessing of Wisdom, Blessing of Kings. NOT positive healing such as Holy Light, Flash Heal, etc.
Priest:
Notes: Lady Deathwhisper's effect will apply to any enemy minions currently on board or later put on board while she is on it. Although she will not interrupt Battlecry effects, if the Battlecry affects an enemy minion such as Kabal Talonpriest's +3 health, it will silence that effect. Deathbound Ward's unique effect of When Silenced cannot be silenced and will always persist regardless of how many times it is silenced once it is triggered. However, you cannot silence it 3 times and gain +1/+1 for each silence, which would give it +3/+3 total. Instead, it will always be simply +1/+1 and Taunt. Shadow Word: Damnation is a very strong tool for Priest's biggest weakness, 4 Attack minions and I was a bit hesitant to design it, especially with also converting the target's current health to a friendly minion but it is arguably weak in that it can only apply to minions with 3, 4 or 5 attack which generally do not have gigantic health. Sister Svalna's effect will replace ANY hero power, not just your basic hero power.
Rogue:
Notes: Multi-Combos such as Combo 2 and Combo 3 are as basic as they sound, requiring you to have played that many or more cards prior to using it just as you would be required to play 1 or more before a regular Combo. Grand Apothecary Putress' Toxin cards are identical to that of Xaril, Poisoned Mind's which is quite fitting for the Grand Apothecary himself.
Shaman:
Notes: Favor of Elements always puts 1 of each into your hand, 4 total. Favor of Al'Akir's effect randomly selects the 3 minions. Favor of Ragnaros' effect is NOT random. The reasoning behind making Elementalist cost 4 minion is because it is an extremely powerful card generator with the ability to discover extremely strong cards such as Kalimos, Primal Lord, Al'Akir, Neptulon and the ability to choose which you want, rather than randomly giving you an Elemental which would be worthy of 2 mana only.
Warlock:
Notes: Scourgeblood Painhealer only heals effects from hero powers and spells that specifically deal damage to your hero such as Life Tap, Scourgeblood Memento and Pit Lord. It CANNOT restore 5 health to your hero when using Felfire Potion or anything that does not specify self-inflicting damage. When a friendly minion enters a Gravestone, it will permanently stay in there until the Gravestone is silenced, transformed or killed which in the case of being killed, the minion that entered it is resummoned and NOT the Gravestone. As with Moat Lurker, that minion will not trigger it's Battlecry effect again. When Morbidius dies, he will not enter any Gravestone, vacant or occupied. Any occupied Gravestones will NOT be transformed by Morbidius.
Warrior:
Notes: Rage of the Scourge's effect will not automatically activate if the minion is already damaged, only when they are damaged again WITH the ability on them. If the minion already has an Enrage effect, this will still persist as a second Enrage. Death's Reprise will not activate that minion's Battlecry. Ufrang The Mighty's effect counts both your minions and your opponent's in the total of 4 or more and will destroy ALL, including yours. Ascension's 15 armor may be slightly overpowered, but I used the days of Elise Starseeker and Justicar Trueheart's combination as a way to judge whether I felt it was too powerful or not as Justicar Trueheart used to give 30+ armor to the Warrior before they used Golden Monkey.
Neutral Legendary:
Notes: Ysera, The Dreamer's effect will occur during both of your next 2 turns, as well as your opponent's next 2 turns. Nozdormu, The Timeless One's effect works like this: Let's say CURRENTLY your opponent has 3 Scavenging Hyenas on board and a Huffer, but last turn only had 1 Scavenging Hyena, Huffer and 2 Mishas that died and thus, buffed the Scavenging Hyena. Nozdormu, The Timeless One will revert both the stats and number of minions back to how it was last turn with just ONE 2/2 Scavenging Hyena, instead of a 6/4 and bringing back the 2 Mishas that died and retaining the Huffer on board. Similarly, if your board was just wiped by a Flamestrike last turn, Nozdormu will bring your minions that died last turn back as well as their effects such as if they have been buffed by a Blessing of Kings or debuffed by a Corrupting Mist. Ionar is the defensive version of Patches The Pirate. Blood Queen Lana'thel is essentially a standard, more random Sylvanas Windrunner. Reanimate costs (4) mana for the same reason as Elementalist, it allows you to choose what you get and potentially large minions.
Bolvar Fordragon's Sacrifice: To explain this effect much better than the text box allows, think of it as sacrificing 5 cards for early game resilience. Although this is your 26th card, it technically is not a card as you can never draw it and it does not exist in your deck. The effect of starting the game at 45 health makes you much stronger against early game aggressive decks, while significantly weaker against control decks who will have more resources than you and you entering fatigue at a much earlier state and thus, cannot draw as much as your opponent can.
The Lich King and Scourge: The card text is fairly simplistic and similar to Curse of Rafaam. When playing The Lich King, you will require your opponent to spend (5) mana the following turn to get rid of it and if played in Wild with Brann, it will require ALL of their maximum mana. Even if only affecting your opponent, the 3 cards are diverse enough to hit them where it hurts the most depending on the situation, such as if your opponent has a big board, you need to get that little extra damage in or need some healing or if they are generating a lot of card discovery and draw.
Neutral Epic:
Notes: Contaminated Murloc is the same as Brglmrgl The Winterfin's effect. Lichlord allows you to choose the 2, thus the high cost and low stats.
Ascendant of Ymir, Djinni of Al'Akir and Priest of The Forsaken: Similar to Legendaries, only ONE of these can be in your deck due to their potentially powerful abilities.
Neutral Rare:
Notes: Although Jormungar Carcass summons the exact version of Reanimated Jormungar, they are also separate cards. Northrend Froststeed's effect is giving any Beast you summon the effect: Freeze any character damaged by this minion.
Neutral Common:
Notes: Fjord Penguin's effect permanently causes the enemy minion it attacks to be unable to attack unless silenced or transformed. Leviorrax Shipstalker's for example vs a Bloodsail Cultist will take 1/1 from the 3/4 body, making itself 3/4 from 2/3 and the Bloodsail Cultist now 2/3 and if in play vs Patches The Pirate, will steal 1/1 from Patches and also kill it unless something such as Southsea Deckhand is in play. Chained Whelpling is a huge buff for Maelstrom Portal, considering removing it.
ALL feedback welcome!