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Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLLPosted in: Fan Creations -
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Pikaton659 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLLPosted in: Fan CreationsHere's hoping for The Archaeologist to win! I've loved it since the first phase.
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Pircival posted a message on [Class Competition Winner] - The ArchaeologistPosted in: Fan CreationsIntroducing... the newest member of the League of Explorers... Izzy Jameson !
Izzy Jameson is the greatest explorer of Azeroth! Well, she will be, anyway. First, Izzy has to go on an adventure, to prove her worth. She first finds her calling, travels from the great Un'Goro jungle to the chilly Northrend wastes, from the deep Kobold-infested catacombs to the eerie Witchwood, just south of Gilneas. Finally, Izzy explores the Netherstorm with her greatest idol: Reno Jackson, and busts up a moneymaking scheme lead by the decieving Nokano.
Keyword Showcase: Decay
Decay is the class keyword of Archaeologist, representing the antiquity of their antiques. Decay is shown mostly on weapons as a way to make effects that last over time, but in KoFT, it's shown on Decaying Armor , a new type of Armor that is lost one by one each turn. Also, Decay also deals damage so Scavenger Crab's effect would trigger because of Decay. Some examples are shown below:
Decay cards would look dusty as shown above, and like Aluneth, the lightning icon would glow and the weapon, minion, or Armor would lose 1 Durability.
Alternate Heroes
These three alternate heroes can take Izzy's place as Archaeologist, featuring a young Pandaren, an explorer in some mud, and a Beast.
- Li Li is given upon completion of a special daily quest on the release of Un'Goro, which is " Adapt 10 times."
- Brann, Stuck is given upon completion of a special daily quest on the release of League of Explorers, which is " Discover 10 times."
- Tristlehiss is given after you defeat Tristlehiss in the Dungeon run. Tristlehiss is an extremely rare encounter.
Tristlehiss runs an Egg Hunter deck mixed with some Archaeologist cards. The Hero Power is not used often, only when Tristlehiss is losing or only controls Deathrattle minions.
Archaeologist Playstyles
Izzy Jameson knows many ways to outwit her opponent. She uses powerful, ancient artifacts to slowly beat you down, could recruit ancient temple golems to beat you down, or can utilize the scraps of Armor she finds along the way. Some of Archaeologist 's main playstyles are these:
- Passive Weapon Beatdown: These high power weapons can be cycled through so Izzy always has an artifact up her sleeve. These weapons grant long-lasting benefits.
- Killer Control: Every Indiana Jones movie features a main nemesis, but none are as iconic as the boulder. Izzy Jameson has a few tricks up her sleeve, many of them controlling the enemy.
- Discover the Way: It would be wrong to have the League's standout keyword not also be a main keyword of Archaeologist. From the Quest to Nokano, Archaeologist prominently features Discover as one of the ways to play.
- Armornipulate: An archaeologist would be nothing without ransacking ancient temples for everything inside! This includes everything, like random shields along the way, or an entire mine. Additionally, Archaeologist also can take advantage from "selling" off her Armor, gaining benefits from minions that need it.
- Dig, dig, dig: In The Boomsday Project, Archaeologist popularizes a unique type of synergy. Although, yes, Rogue does also have shuffle, Archaeologist gains more even value, preferring Midrange rather than combo.
Showcase Cards
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Basic
Challenge Created Cards
Decks
The Last Crusade - Discover Archaeologist
Top Men - Control Archaeologist
Quel'Delarcheologist - Shuffle Archaeologist
Scissorhands - Weapon Archaeologist
Previous Phases
Phase V - The Witchwood & Kobolds and Catacombs
Phase IV - Journey to Un'goro & Knights of the Frozen Throne
Phase III - Classic
Phase II - Basic
Phase I - First five cards
Final Note
I'd like to thank maxlot, teknician, Skarlon, Bazil, link, Shatterstar, Cheese, Grand Inquisitor, krowski, and anybody else I missed who helped with Archaeologist on Hearthpwn or Discord. Thank you for taking the time to look at my class.
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Pircival posted a message on [Class Competition Winner] - The ArchaeologistPosted in: Fan CreationsThis is probably my favourite of the finalists. Decay's not that bad of a custom keyword, the hero power's good, you've got well established themes and the card quality is very high. I've got a little feedback but I think most of the cards you can still update are fine.
I think you should upscale Gnomechanic. As a 1 mana minion with a reward also worth about 1 mana, I think it's still a fairly disappointing thing to draw later on in the game, despite only working later on in the game.
I think mechanically your Rumble set works well, but I'm not sure I'm getting enough Jani vibes from it, feels maybe a bit too generic. The flavour on most of the cards points to the arena, dueling, combat etc, but there's very little on scavenging, trash, or other prominent Jani themes.
I think your Boomsday theme is fine but maybe Shuffl-o-Tron is a bit too direct.
Hope you win.
Alright, I updated several of the Rumble cards and Gnomechanic to be like you suggested. Thanks for the feedback and support!
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Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Submission Topic]Posted in: Fan CreationsTHE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps to build off of the defensive strength with new Decaying Armor. Decaying Armor is separate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack and appears separate on top of armor. Example:
Ignore that it's a warrior. The bottom is normal Armor, and the top is Decaying Armor. Both counts as Armor, Decaying Armor is lost first and is lost once per turn.
In Un'goro, Izzy Discovers her way around the jungle and begins on a quest to find the mythic lost Ark of Archaeologic yore. In KoFT, Izzy explores the caves around the Icecrown Citadel but is corrupted by what she finds.
Strengths of Archaeologist:
- Defensive Spells : Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Armor Generation: Izzy has plenty of cards that can generate more Armor to increase survivability.
- Powerful Weapons : Using ancient artifacts, Izzy can have access to powerful effects that happen over time. Although Archaeologist has less weapons in KoFT and Un'Goro, they're still potent.
- Card Generation : Archaeologist can Discover and draw plenty of cards.
- Sticky Minions : Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.Weaknesses of Archaeologist:
- Limited Board Presence : Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential : Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game : Archaeologist has more high-cost cards than many classes.
- Synergistic Cards : In Un'Goro, this means that many cards rely on you playing Elementals. In KoFT, this means having Armor.
- Decay : Archaeologist has many Decaying things that naturally die out on their own. This is a time constraint for the class.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
- Tortollan Trapfinder is my Challenge 1 card and great fuel for the Quest, completing one-third of its requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
- Taletellers is a large minion that supports spilling your hand in Elemental Archaeologist because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
- Search for the Ark is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy Discovers her path of Un'goro?
- Faraghoul is my example card to show off Decaying Armor. Because Decaying Armor is also Armor, the third line of text is to prevent loops. Although on its own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have Decaying Armor.
- Izzy the Greedy has been corrupted by gold, and the loot she found in the caves underneath the citadel. She no longer yearns for knowledge, but lusts for wealth and power. The Archaeologist Death Knight shows a key backbone of the Armor archetype, generating plenty of Armor and has a strong Hero Power that adds bone brothers to your hand, which has already been foreshadowed in Basic . The Hero Power supports the Un'goro Discover archetype.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
- Mystick does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
- Dino-might is a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
- Paven, Elemental of Surprise 's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
- Thanks for the hero card border, NiRaSt!
- Keeper Greatooth 's effect gains regular Armor when Decaying Armor decays at the end of your turn, or when Decaying Armor is lost otherwise (taking damage). Same with regular Armor.
- Effects that make you lose Armor lose Decaying Armor first, then regular Armor . If not specified, Armor gained is normal Armor. If not specified, Armor lost is both Decaying Armor and Armor.
- Cavern Resolidifier is like Dreadsteed.
Previous Phases
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teknician posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Submission Topic]Posted in: Fan CreationsTHE ENCHANTER
The Enchanter is all about magic and change. Reduce the cost of your cards, increase the stats of your minions, make your spells stronger: everything to gain an edge over your opponent. The Enchanter has access to AOE and buff spells galore with some single target damage to boot; however, it lacks a late-game finisher, instead preferring a midrange playstyle. With the addition of the Death Knight, however, that playstyle can shift towards the late-game — but the value there isn't infinite either.
Keyword
Phase activates if the text on a card has changed when played: Spell Damage on spells, cost reduction, stat buffs. It also activates if the card has been enchanted in your hand (one of the basic set cards reads "Give a random minion in your hand Spell Damage +1." — this would trigger Phase .
Example Cards
Explanations :
- Jungle Book is a twist on Evolving Spores , and helps out your quest 3/10ths of the time! You could also put your minions out with Divine Shield, Stealth for 1 turn, Deathrattle, Windfury, Poisonous, Elusive, or Taunt.
- The Enchanted Forest gives you a reward that gives all your minions +1/+1 each turn for the rest of the game, then restarts the quest!
- Icebound Terror is a soft removal tool that can be used to save valuable minions from your opponent and eventually advance your quest or to take an enemy minion out of the game for a time. This isn't strictly better than Recycle but it comes close (even though that's not saying much).
- Enchantress Necra summons a legendary that has natural base stats equal to her's — this means she can summon King Togwaggle , Akali, the Rhino , Archbishop Benedictus , Dr. Morrigan , Glinda Crowskin , Hadronox , Rotface , Sunkeeper Tarim , and more! Keep in mind that you can buff this in your hand to get better legendaries with more immediate effects!
- Blood-Fiend Elisande is the heal card Enchanter needs, and is a valuable control tool.
Reward for the quest and the DK's tokens in the spoiler below.
Tokens
The Enchanted Forest Token:
Blood-Fiend Elisande Tokens:
• Drain Blood is different from Lifesteal, because the health it steals can increase your maximum health.
The Lich King Fight
The Enchanter has a lot of low-cost cards, and mainly uses them in conjunction with each other to pull off interesting combos. With a soft 1 card a turn requirement, the Enchanter has to rely on single cards. However, the fact that mana costs are altered allows you to almost always activate Phase . You can also try to play the Quest and slowly complete it with cards like Jungle Book and Opal Signet Stone . Once you've completed the Quest, the value you generate over time will outstrip the Lich King — it's just getting to that point that's the problem.
Remaining Cards
Journey to Un'Goro
Fire-Eating Raptor is a conditional Doubling Imp that triggers off of Elementals — the interesting thing about Un'Goro for Enchanter is that it swaps Elemental and Adapt synergy on two cards: Fire-Eating Raptor and Elementium Crawler . The latter is a bit of an edge case, because it sort of looks like a beast anyway. Mana Pool Guardian = Stonehill Defender ... 'nuff said.
Jungle Book , Opal Signet Stone , and Elementium Crawler are all Quest fuel, and Kano the Moonshard is a synergy card that increases the value you get from Adapt and Discover cards in Un'Goro — if you notice, there are three of each in this set. The Enchanted Forest is v a l u e g e n e r a t o r 1 m i l l i o n. With the help of Adapt and classic set buff cards (and some more in KFT) you can start a cyclical process that eventually makes your board practically invincible. What's more, every time you complete the quest, you essentially get Gruul .Knights of the Frozen Throne
One of the themes in KFT for Enchanter is 'deep freeze'. Instead of stopping a minion from attacking for one turn, you just freeze it off the board and into a hand or deck — for it to come back later. Soul Fragments , Tuskarr Snowcaller , and Icebound Terror all follow this theme. Completely unintended, but Soul Fragments has the same effect as Bog Slosher . The next theme is kind of like Priest's; dead stuff and bringing it back. However, the effects are less pronounced. Grave Robber only gives you the card, doesn't summon it like Eternal Servitude . Crypt Cleansing is sort of like Dragon's Fury or Deadly Arsenal except usually better if you've built your deck correctly. However, Crypt Cleansing is more impactful (especially if you need a super-duper-clear you can pair it with Kano the Moonshard ). There are also two cards that preview mechanics from upcoming expansions; Exhume brings back the 'left-most' mechanic from Classic, and shows off cards that play other cards in your hand — a theme to be explored in Witchwood. Wrathgazer is a powerful Deathrattle... K&C cards will have some more Deathrattles! As far as quest support goes, Soul Fragments put you 1/10th of the way towards it.
Finally, the legendaries: Enchantress Necra summons a legendary that has natural base stats equal to her's — this means she can summon King Togwaggle , Akali, the Rhino , Archbishop Benedictus , Dr. Morrigan , Glinda Crowskin , Hadronox , Rotface , Sunkeeper Tarim , and more! Keep in mind that you can buff this in your hand to get better legendaries with more immediate effects!
Blood-Fiend Elisande is a control tool like Frost Lich Jaina . However, you can't keep summoning Water Elemental s with her; her battlecry is the most powerful aspect of her kit, and you have to keep hitting big enemies with your hero power to keep yourself alive (the hero power increases your maximum health).
Previous Phases
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KnivesOut posted a message on accident, you know...Posted in: Fan CreationsGet this off the internet, please.
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Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsFormat shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
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Muhframos posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Occultist
Have you ever felt like there aren't enough Old Gods in Hearthstone? No? Well, that's a shame, because now there's many more Gods and Eldritch stuffs in the game now!
The Occultist is a class based around Madness and Power at a price, similar to Warlock, but different.
It's main mechanics are LOTS and LOTS of card draw, to symbolize the Madness that you will be facing while you play with your cards, and it also contains many buffs, boardclears, and it's gameplan is to slowly grind out your opponent while controlling the board and creating huge threats for the opponent to remove.
It's Hero Power, while it has less power than most others by itself, has plenty of powerful synergies with the class' cards, granting sustain to your hero even without any synergies.
Card Showcase
Wicked Devotee : A 1-drop that benefits out of your Hero Power, gaining attack without being snowbally, and granting some early game presence to the Occultist.
Ghahnb the Judicator : A fun card that creates lots of value, at the price of potentially milling a bunch of the cards in your deck, helping you to grind out your opponent in control matchups.
Will of the Eldritch : Power at a cost. A cheaper Consecration, but at the cost of a friendly minion's life. The poor Murloc Tinyfin...
Deep Madness : The name says it. Only someone who has lost their mind would give an enemy minion +10/+10! But the reward being drawing 10 cards, it might be worth a try.
Doomed Expedition : The big threats that you control the game for. While the minion discovered may vary, giving anything a +10/+10 buff makes it into a lategame threat, but you might need to use a lot of your turns for it.
Thanks for reading through me spilling out nonsense that makes sense about my cards! An upvote is appreciated, and so is any feedback.
Ah, also, i really like H.P. Lovecraft and that kind of stuff, and that's where i took most of the inspiration for this class, as well as just loving grinding people out in control matchups.
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Flipombe_DJ posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Cursed Witchdoctor
Background:
Kneel before the master of the cursed flames! Witchdoctor Ziu'tekhul is the leader of a secret human group known as the Shadowcinder Cult located in Stranglethorn worshipping the Shadows and practicing fiery magic. The difference between the Trolls and these jungle inhabitants is that the Shadowcinders do not worship any kind of god, but rather the Shadows themselves, trying to become one with the void.
One facette of this class is its innate leaning towards combo decks because of its Hero Power.
Blazing Rune allows to "store" mana for later turns, which is really strong. In the process though, you neither develop anything on board, nor do you actually increase the value of your hand by that much. Value wise, the Warlock Hero Power would probably still be considered stronger.Another component of this class (and the one i want to showcase with the example cards) is the Shadow Realm mechanic.
The Shadow Realm basically is like a bank in which you can store cards. Minions can be copied, put, summoned in and out of it and a lot more. Xipilli, Jeweled Prince is just one of many more examples to come (if i proceed of course) showcasing unusual Shadow Realm interactions.Since the Shadowcinder Cult is located in Stranglethorn and fire magic is one of their staples, a few Beasts and Dragons here and there might pop up, but they won't be the classes main focus. Also, to explain the names of some of these cards: Ziu'tekhul is my easier to pronounce version of Xiutecuhtli, which means gentleman of fire in Aztec. Xipilli also literally translates to jeweled prince. I think these Names are very fitting and i will probably continue with Aztec names, unless they don't fit the character of course.
New Keyword!
Example Cards
Skullswinger: Easy to understand basic card. The Witchdoctor might get a few cheap
spells or other combo tools to make more use out of it than currently possible.Spirit Channeler :
Standard sized 2-drop that you most of the time do not want to play on 2. Since its not copying, but putting the friendly minion into the Shadow Realm, it is a heavy anti-tempo card, and you mostly don't want 1-Cost minions in your Shadow Realm anyways.Shadowseer :
Nothing all too special, just exploring the mechanics further. It has to be noted, that effects that put cards from your deck into the shadow realm are already considered, so this could actually give card advantage without previously losing a card from your hand or board to achieve that.Shadowball :
This is an epic spell because it can actually put your opponents minions into your
Realm, something that won't be the focus of this class, but might appear again once or twice.Xipilli, Jeweled Prince :
One of the cards that actually is the strongest as long as you keep it in the Shadows. This could be a deck buildaround card, just trying to put as many Xipillis as possible into your Shadow Realm giving ridiculous buffs to your board for the entire rest of the game.That is it for the most part, hope you guys like my ideas! If there are any major mistakes I made I'm sorry,
english is not my main language. - To post a comment, please login or register a new account.
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Hoping on Archaeologist to win also, it's the most elegantly designed one in my eyes. The keyword's simple, has a wide range of applications and allows for passive weapons to be a lot more possible and the themes work well and are well grounded. The Lost Ark is still a dumb card though, and I feel you should probably have included the Quel'Delar token for Nightblade Traveler.
I like Enchanter a lot also but I think it gets massively held back by Phase, which is a keyword that I don't think works out in practise very well. I like everything else, the class themes are concrete and distinct, even if I'm concerned with how functionally the class would work out in play.
For lich, I think it's been executed mostly quite well but it doesn't feel like it stands out enough to really interest me. A class built around ice and death without much more to mechanically distinguish it just makes me feel like I'm looking at something I've already seen hundreds of times, and I dislike the hero power and a lot of the overly long cards such as the death knight.
Quite happy with the finalists this time around overall, even if I wanted Alchemist to get through Archaeologist has always been my favourite. Good luck to all.
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THE RINGMASTER
Being a Ringmaster means being responsible for the wellbeing of your performers, animals and the circus itself, but they all come second to entertaining your audience and putting on a show. The Ringmaster is a class that has a lot of small themes that you, as the player can choose between to focus your deck on. They've got tokens, card draw, healing, buffs and many other themes to be explored in basic, through classic and then through later expansions. The biggest focus, in the end, tends to come down to individuality and deckbuilding. Any spell could be your archetype and you have to figure out how to use it in a way that wows the world.
Keyword
Circuses typically have a Signature act, the one that they're first to slap on posters, the one saved up until the finale of the show, the performance perfected to bring in the money. Not all do, of course, and some utilise theirs more than others, but which Signature you have and which cards you include to combine with it often plays a major role in individualising the deck. Expect this to be elaborated on in Classic, or look at my Phase 1 post below.
Example Cards
Remaining Cards
Tokens:
Captivated Cats art is by Crazy JN, can't find the artist behind Thrilling Image.
Previous Phase
Here's the first phase submission. Feel free to get a better idea on the class and Signature here.
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The Ringleader
The Ringleader is a light, fun-loving class that does its best to put on a show for its audience. The class has a lot of strong synergies, buffs, heals, tokens and a focus on miracle play.
Signature is the Ringleader's keyword, and a big part of what makes the Ringleader the Ringleader. Many circuses are famous for their own different acts, one specific act among the entire show that they slap on posters and imprint into the memories of everyone watching. Signature symbolises that. When you begin building a Ringleader deck, everything's as normal, the deckbuilding is just the same as any other. But when you include a Signature card into it, a slot appears at the top, filled with a pair of bananas to keep the seat warm. From there, you can drag any spell in your collection into it.
-->
These spells appear at the top of the decklist no matter what, in golden text and still taking up the slots in your deck. For a Ringleader, these spells are their, well, Signature , the one they're best known for and the one that puts them apart from the rest. Most Ringleader decks aren't defined fully by their themes, but more specifically by the one specific Signature that ties it all together. Enough talk on thematics though, what does a Signature really mean for a deck? Many Ringleader cards add copies of your Signature to your hand or your deck, and some modify the way it works. Many times, this just means it'll have an extra effect added on top of the spell, both spectacles triggering at the same time, but some change the way the Signature is targeted, repeating every effect on the card onto every new minion it affects.
But then, what of the subtle, overly cautious rogue, or the stoic, overly annoying priest, neither whom pay the same love towards their granduer as the greatest of Ringleaders, who happen upon Signature cards through their burglery and mind-reading? Well, much alike the Worthless Imp s from Sense Demons or the Shadow of Nothing from Mindgames , the Bananas from before will act as the default option. Should they be the type to rely on stealing a lot, they should end up finding a Signature generation card eventually. And by that point they should have built up quite the impressive Banana indeed. And besides, most Signature cards will do something by themselves regardless.
Card Showcase
Star Performance ~ A cheap, targeted, multi-purpose buff and heal card from the basic set. While not the most exciting card on its own in the game, a Ringleader knows that the signature act of their show is their most trained, not their most extravagent. Healing your hero and buffing friendly minions is a big part of Ringleader; be sure to consider basic cards like these when looking through Signature cards.
Circus Supplier ~ A handy little chap that's sure to be of use in any circus - he just radiates enthusiasm. He's a nice and simple way of getting yourself more copies of your Signature across the course of the game. I had two Star Performance s in my deck, but with two of these, I may as well have four. That's a lot of attack boosting and healing, however we're not really doing anything too fancy with it yet. And hey, if another class gets one of these guys, what they get will be amusingly appropriate.
Firedancer ~ Before, we were just setting up, but suddenly, those Star Performances might be looking a little scary to your opponent now. If the Ringleader can establish a small board, an extra 9 damage is gonna be coming right for the opponents face, maybe more. The Firedancer is an exaggerative man, putting on quite an impressive performance, and positively heating up the audience for what's to come next... But wait, those Star Performances also heal, right?
(Pay no heed to the old Ringleader border! The work of trickery, surely!)
Three times the targets, three times the spells. Three buffs, three individual heals that bring you an extra 9 Health. This goes for any targeted card that does more than one thing, though effects that say "Your next Signature " only pertain to one of those casts, of course. While any Ringleader can run any spell, the ones they're using as their Signature will surely feel different from the rest.
Dining Dash ~ Ringleaders also have access to aura spells or turn spells, whatever you want to call them. Think of Lock and Load or perhaps Stampede . These spells work the same way, and of course reward the Ringleader for doing a LOT of things in a single turn. Such as, for example, healing your hero a lot of times in one turn. Hmmmm... I wonder how they could do that? Miracle players need look no further than Ringleader for their source of massive, one turn insanity.
Finale Architect ~ This lady is the one who likes to plan out the final acts of the shows she works on. Works great with aura/turn spells and spells that don't require targets, though the ones that do will just target randomly should their original target die before they cast. Sometimes, things don't go according to plan, and that's just fine. Be sure to write out a little risk assessment form before using her, because she certainly won't be doing that. All she cares about is making sure your next turn is one that leaves an impression, which it certainly will.
Expect a lot more signature generation, healing, buffs, wacky insanity and potential for explosive plays in the future of Ringleader, for these five don't even scratch the surface of its potential.
Art Sources:
Regina ~ Fajareka Setiawan
Announce ~ Maren Marmulla
Performer ~ Jingsketch
Chain Dance ~ Anastasia Bulgakova
Star Performance & Finale Architect ~ Anzka Nguyen (Seriously check her stuff out she's great)
Circus Supplier ~ ALRadeck
Firedancer ~ Cesar Rosolino
Dining Dash ~ Dmitry Bolotov
2
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain.
As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance.
During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Themes:
Healing
Tokens
Buffs
Cones
Draw
1 Attack
Spells, Aura Spells and Spell Manipulation
Basic:
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be:
Dining Dash
Firedancer
Star Performance
Talent Seeker
And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
6
Gonna do a brief look at all the guys who passed and give my opinions. Can't be bothered to talk about Hall of Fame choices unless they're relevant to any of the cards.
Doctor Whoops' Year of the Frog
Right off the bat, the sets are quite diverse and well presented. The Infiltrate keyword is nice, I imagine there's quite a lot of potential design space for it and it only makes sense. Feed is already easy to imagine in-game because it's already in the game and Surface Hunter is a fine card to show off. Those two keywords are fine, but you've walked into an issue Tek found himself in while working on Treasures, which was why the inclusion of the Sandy Shores card was made. Essentially, if the Guest cards included in your deck actually count against card count without any chance of actually being drawn, then what you effectively have is a deck that has less cards in it. The vast majority of decks in the game would take a 28 card, 26 card, 24 card etc deck over a 30 card one if that was freely available. It's just more consistent, and there's absolutely no reason not to do it. This would lead to players using Guests purely as cards to lower deck sizes rather than making actual Guest decks.
The Guest keyword is very interesting thematically and I like the flavor of the Stormwind City set the most, so I'd like to see it still, I just think it should be reworked maybe in a similar way to Treasures. Of course, there's also the chance that I've misinterpreted the keyword and missed something like an idiot, so I'm sorry if that's the case. Overall I can definitely see why this was the most highly voted set, but I think Guest is a genuinely big issue.
Linkblade91's Year of the Kodo
The flavor for the first set is fantastic, I'm quite fond of the Burdens. They're a way of introducing massive changes to a deck that remain simple. I do feel like The Vigilant Crusader could be made more simple with just one keyword, the textbox is getting a little packed there, but with how much that would impact you don't need to worry too much. The cards showcased for the War of Sea and Sky could have been better. Though I like the idea of the expansion, I'm indifferent with Terror Drake, kinda unsure how it has Stealth thematically, but I dislike the Naga Siren. What you've said about the Naga is that they provide benefit to the 'Biggest' Naga in terms of Attack, Health or Cost, so a card with "The Naga with the highest X has..." should be a common occurrence. Despite that, the first Naga you show is a 5/5 that does that with Taunt which is Epic. That sounds more like a Common and it doesn't really show what the potential of the Naga's tribal shenanigans could be. It doesn't feel too different from a 5 mana 5/5 Taunt, and feels so boring and bad considering giving minions taunt isn't really valued very highly. Metal and Mayhem seems nice, the flavor's good. Encore is a great keyword, I like it a lot. Power Up is a little more meh, kinda odd to revisit spare parts in general. The cards you showcased are good for them, with Spirit Bouncer showing off some fantastic possible synergy with Encore effects off the bat by allowing its effect to be used by a much bigger minion, and Treant Harvester being flavorful and useful.
Overall, all three sets are very good but I'd really like to see the potential of the Naga tribe and the Challenge keyword.
KingKuba's Year of the Lion
I felt quite happy looking through all of this. I'm not generally going to talk about the people behind the cards that much in these reviews but you seem like the kind of person who's quite new to making custom cards but has some really good ideas. What I mean by that is that you've got some really fantastic concepts here among some simple mistakes and I'm excited to see this set potentially flourishing. Obviously the place to start with is Storage, which I think is a potential UI nightmare and unsure on how good it is CURRENTLY, but it has some serious potential. I think you should go over a brief summary of how you use Storage cards during deckbuilding and through that find a way to include as many copies of Storage cards as you want so I can run a warehouse deck (that's only 30% a joke) and I'd love this keyword and the set. I love the flavor behind all the sets by the way, just wanted to go over Storage first. Then I'm going to go onto the third expansion for a reason that'll be obvious soon after. I like the flavor of this set the most, it's quite light and jovial. Rent could have a lot of potential as a keyword, especially if you throw some Rent (1 turn) cards in there, which could be quite interesting for designs. I dislike Buyout however, it doesn't feel like it has too much of a purpose. Making a way of keeping your Rent minions feels uninteresting more than anything else as well as quite parasitic. I think just having the Rent cards is preferable. Right, set 2 is the one I have the most problems with by far. The faction mechanic just isn't interesting, it's just a tribe that locks you out of playing certain cards. The two cards you've showcased aren't doing it any favors either. Garona Halforcen is a legendary class tech card, which you really want to avoid. The general issue with that is that legendary cards, especially class cards, are cards that you put into your deck to promote an archetype in an interesting or powerful way. Tech cards are cards you use to counter OTHER archetypes. It's straight up just an overpowered assassinate with a body in most cases and that's not the reason why I dislike it. She doesn't do anything to help your Horde deck, she just might do something against Alliance minions with Deathrattles. That's probably not many cards. Othmar Garithos is far and beyond the most overpowered card in the game. He's an autoinclude in every paladin deck due to the way purely positive Start of Game cards work. When you don't actually have to draw the card nor use the card, it just provides a benefit to your deck unconditionally at the start of the game, the card shouldn't be printed. You don't even have to account for the technical risk of drawing this minion which is understatted in comparison to almost all the other broken start of game cards that people have made, it's an Alliance minion, it just draws itself at no cost when the game begins, as well as whatever other Alliance card you put in there is. I'd suggest a complete rework of the second expansion but if you don't want to do that at least just fix those two cards up. Sorry the review got negative towards the end, it's just that your first and third sets are on completely different levels to your second. I genuinely meant what I said about the year having some serious potential and I look forward to seeing what you make.
Tomerick88's Year of the Butterfly
I'm going to be blunt...
That is not an interesting keyword. It's not flexible, it's not got any potential design space, more than anything it's just a boring and bad version of taunt. I do not like the pet keyword, not at all. Keywords can mean so many potential different things depending on the cards they're on, and how singular this keyword is is mundane. Hemet's Petting Zoo itself could be interesting with good flavor but I'm not feeling it so far. Going into the second expansion, Fate's fine, there's some design space for it and it fits the expansion, though I'm starting to think you've rushed through all this a bit. The presentation for your cards isn't great and the actual cards are similar. Veteran Tracker is missing capitalization and is literally just using the Tracking art. Tactical Retreat is a great card that utilizes your rotation of Divine Favor well. The terrain cards aren't very aesthetically pleasing, I once again think you could have spent more time and precision with this. Regardless I do feel that the terrain should last for a set amount of turns and shouldn't be countered by enemies playing terrains. Having it last infinitely is insane value that forces people into playing terrains, and playing a really expensive terrain that goes away immediately isn't fun.
CheeseETC's Year of the Scorpion
First set is good. The factions are alright and I don't really have a lot to say about it other than I'm fond. Could open up a lot of interesting new decks. I'm not fond of the second set at all. Dividing things into a bunch of guys who generate resource and then a bunch of things that need resource is parasitic and hard to manage before you even account for the fact that the things that take your resource take up board slots. It's hard to manage in a simple manner, simple being one of Hearthstone's core themes, and it feels more like a nostalgia trip than a fun or functional expansion. Don't want to include more than 4 buildings in my deck because I don't want to ever collect dead buildings in my hand but then I want to have enough resource to play them otherwise they're just dead anyway so better distribute a bunch of resource gatherer's into my deck. Draw dependency is rampant here. In comparison I really like recipes. They're flavorful and quite similar to buildings in that they're permanent benefits except way more interesting and better because they don't take a parasitic new resource to exist, you just need to fulfill certain conditions to repeat effects. I certainly wouldn't include both buildings and recipes into the year, in my eyes one's just better than the other. I will say though, the way you've formatted the recipe card is stylish and cool but I think you might have to change it unless you don't want to write much on the cards. Small Drink is the epitome of a common of the effect with literally three words and then a basic condition, yet it ended up with 4 lines. How are you going to make Epic recipes?
Shatterstar1998 and Demonxz95's Year of the Dragon
Year of the Dragon sounds generic but whatever. Nightmare on the Nether is cool, though you could go over what makes the actual expansion itself interesting a little more, because I didn't really see anything about the expansion itself in the cards. I just got the context of the area and how it has a bunch of tribal minions. Legacy could be cool but King Arthur feels like a really bad way of showing it off. If I play three cards in a turn I get to change the Health of all minions to 1! Oh wait they've already all got 1 Health because I played the card. I'll wait till next turn and THEN use his effect. Alright, there, my opponent's played some new minions, now I can use his Legacy. Oh actually I think I'll just trade him in, that seems more efficient because I don't want to set my minions Health to 1. Why does Legacy feel so much like a redundant extra on the Legacy showcase card? Prince Charming well... I don't like him. How is he a start of game support card and how was he supposed to show off how each class is getting a start of game card? Wouldn't showing off a start of game card be more helpful for that? Why do I care about drawing my start of game cards, that's not what's interesting about those cards, the interesting part already happened. At the start of the game. Because it's a start of game card. Sure it thins my deck and I can play it to get like a 9 mana 7/8 body but that's hardly that supportive. Prince Charming just feels like a Curator card you made because you've got some new keywords. It's not got nearly as much connection between the themes as The Curator nor its Witchwood counterpart. It's boring. Caverns of Time seems alright, I like Future Strike, it's a very nice card. Temporary dormant cards are something I've seen a lot, in fact my favorite version of them I've seen was from DKPaladinMDL's Caverns of Time expansion that he finished some time ago. I feel like the showcase card you chose for it wasn't that interesting. In general I kinda wish there was more you were showing in your year, I've not been able to criticize a lot because I've not got a good grip on the expansions. Nether on the Nightmare will be dark and have demons and dragons and stuff as well as an effect that exists already. Once upon a Time will have legacy but you haven't provided a good example of a legacy card and start of game cards for every class but you haven't shown a start of game card. Caverns of Time has future stuff that could be quite cool, I'm fond of that, as well as collectible temporary permanents which are nice. I don't know, I just think your presentation was lacking with ideas that have already been explored a lot.
ThisOtherGuyTox, Cogito and Otovent's Year of the Chimera
Stitched cards could be cool, the one presented is simple and gives a good idea of what to expect, and I think I remember Tox talking about the choose one at the start of the game thing some time before and I've quite liked it as an idea. Border Patrol is also a nice simple idea for showing off how things are. Can't really see any faults so far, things look good. Weathers seem fine. I'd like to see cards that benefit off of weathers but it's understandable not to considering you only had two cards to show which did well to establish the flavor. Because I don't want to get through 2 sets without at least suggesting something I want to put in a personal request for you guys to include my favorite pokemon ludicolo in there somewhere, maybe something like this.
You don't have to call him Ludicolo or anything just please man I love ludicolo so much you'd be doing a great service for my family. Script is flavorful and quite nice, it's reminiscent of the new card type thing introduced to Magic recentlyish. I love the flavor of the set as a whole and I'm sorry that the new expansion kinda takes away some of the uniqueness of the set. In general this set seems the most refined so far... Suspiciously so. Gosh dang the mods and their ability to prepare three sets with unique flavor and keywords in a space longer than two weeks we need a revolution around here or something. For real though, looking forward to seeing the third set the most so if you go out before then I'll be angry. Good luck.
WaterwaIker's Year of the
holy shit I'm only 8 submissions through this is taking so long I'm gonna end it all also why is your name spelled with a capital i rather than an l whatHydraStarting off, Lights, Cards, Action! is gonna be a set I greatly look forward to. Great humor, very light, all good with me. Van Hellscream is a really nice card with a cool effect, though he honestly feels absurdly strong. He's got a really well statted 5 mana body for 6 that replaces your hero power with one that's worth about 2 mana, which is nuts. That said it obviously carries the downside of not working with Deathstalker Rexxar which you'd probably want to play in a more control focused Hunter so I imagine it's fine but it's certainly stronger than most hero power upgrade cards. I don't like Mildly Annoyed Max, punishing your opponent for not playing on curve isn't that fun for them, and if they do play on curve this is just a 5 mana 5/3 which isn't very fun for you. In general it kinda just doesn't feel like a fun card. Alleria Windrunner is fun but honestly I don't think trample is a good idea. Hearthstone's been existing for a while under the idea that trample isn't a thing so as you might expect stuff like Arcane Channeler suddenly being added can cause problems. What kind of problems? Problems of Meteoric proportions is what. For the next expansion, Marsh Seer is massively unfun as it can ruin so many decks. Oh, it appears I've discovered my opponents C'Thun/N'Zoth/Bloodreaver Gul'Dan/Emeriss/Alexstraza/BigGamechangingMinion/Yogg'Saron. Guess they lose. Also go to my Year of the Lion and/or Year of the Frog reviews for my stance on Tyr. I would include this in every deck because it's free consistency. I don't need to actually draw the card or use it, nor do I have to gimp my deck, yet I get benefits.
Dropdead's Year of the Manticore
Transforming effects already fulfill the purpose of Banish elegantly, include more transform cards rather than adding in a new yet redundant keyword. It might fit in the game better if Hearthstone had an actual graveyard and not a pool of cards being tracked for Big Priests sake, but as of right now it's just taking an effect that shows up in every card game with a graveyard and putting it into a game without one. If you're in Shadowform is a terrible idea that gets passed around a lot, can't wait to get this card in a pack when I don't actually own that epic card from the classic set. Oh well I guess I could still use it as a 6 mana deal 5 spell, fantastic. For 6 mana couldn't it just banish the minion regardless of anything else? Priest already got Entomb why is this a card? Your location card is okay. I think you should have done a better job showing off themes of the expansions because some of the cards just feel irrelevant to showing the actual expansion off. Yeah Hogger's Faithful is a pretty cool card but what does it tell me about the expansion?
Phoenixfeather's Year of the Phoenix
First expansion seems alright. Soulcast is nice, Elusive is Elusive. Rise from the Grave is a cool card that does well to show off the expansion. Apatheia's one of the least interesting ways of adding neutral decks theoretically possible. The thing is, I like the idea of neutral decks, but I think a game like Shadowverse is a game that could show you a good way of going about implementing neutral synergy. Rewarding you for having disproportionate amounts of neutral cards over only running them. Running decks without spells, only minions, with no class identity, very few interesting gimmicks and such is just uninteresting. What makes the matches involving this lady more uninteresting than most? Well let me briefly say why I like Elusive. It does well in countering an enemy who relies on spells to counter minions by making it harder to deal with your elusive minions, yet it doesn't make half their deck pointless because I still have the rest of my deck to go through and it's not like they're ALL going to be Elusive so they can just use their spells on those ones! Oh wait, my entire deck IS Elusive, guess my opponents hand is just filled with dead cards now. Boy, this game of minions slapping into eachother and nothing else sure is interesting. At least AoE's still exist. Second expansion is a lot better, love Solais, it's a great weapon with good flavor. Deus Ex Machina is also good flavor and a cool card. I don't know how much I like the return of Inspire but I don't hate it. Burn is a keyword that belongs in a class and not an expansion. Removing the top one or two cards of your deck is widely irrelevant outside of decks that go to fatigue because they're exceptionally slow, are running Aluneth or rely on specific cards like C'Thun and sometimes they're on the bottom and have to dig deep. The rare cases in which removing the top card of your deck is used as a downside do so in a way where it's escalated to the point where your deck might be shredded in seconds like with Fel Reaver. Being able to include a few cards that have above average power level in exchange for burn just means I'm running cards which are too good at no extra cost.
Vilegloom's Year of the Ram
I've been really indecisive of your stuff. I don't know what it is about it. Regardless I don't trust myself to force a review on this because I don't have an opinion of it really. I'm not trying to wuss out I swear, it's just that my input would be redundant. Take that all as you like.
ShadowsOfSense's Year of the Serpent
I don't like Ambush. I remember Phoenix explored it's potential some time before with Impulse and cards which manipulate how you draw it that makes it more skilled but even then it's still the "Did you topdeck this" keyword. It's good flavor and I'm happy about its use with Cephalopirate due to it not being objectively better, but I don't really like it. Explore is a nice keyword, one thing I think a lot of people make mistakes with while making Hearthstone cards is creating cards that give information for the sake of information, yet this uses it practically. Well, at least in the case of Murloc Pathfinder. If all the Explore cards will be like that, I'm very happy with it. If you make cards which just Explore and nothing else, I'll be sad. That's just not very Hearthstone. One thing of note, with both Ambush and Explore existing, deck manipulation better exist, it just makes them both so much better. Revenant is a keyword that feels nice due to how Undead synergy works, I like it. Mount is nice but obviously unfortunately timed due to Magnetic. Flanked is nice also, no real criticisms.
Teknician's Year of the Gryphon
Treasure's are looking nice and appropriately scary and the Plunderer is a good example of a Treasure fetcher, so I'm happy with how it's developed thus far. This might just be me but Sandy Shore looks a little too realistic, I think a wide shot of a beach would be better. Overall, good first set. Unsure about the second set, Sacrifice is an alright keyword, Plague is quite questionable. Not in the "This is probably bad" sense but the "I have literally no idea how to evaluate this" sense. I will say though that the Blood Beetle's Sacrifice option feels surprisingly low impact, considering you lose both an attack and the minion. I've gone over Red Mana briefly with you already I believe, waiting to see how you handle it, I think you can make it work well.
Mrobjectionman's Year of the Pegasus
I'm a strong believer that Hearthstone's RNG isn't as bad a problem as many like to say and that it's actually quite beneficial for the game, but having it as a core theme for an expansion doesn't seem like a great idea. GvG had that as a core theme and people hated it, so I'm unsure if people will like that. Good flavor though. Good flavor for the next set also, this version of Mount is pretty good, it's like reverse Magnetic. I don't like Dominance, seems very win more. Generally the person with the biggest minion is the one winning, so to me it kinda reads like "If you're winning, has an extra effect.", which means the cards don't benefit you while losing and benefits you while winning, which polarizes the game rather than having it be a back and forth.
Aaro54's Year of the Mech
Soulbattle's Year of the Cat
Hethiss is nice, does well to show off multiple potential themes of the expansion with both poisonous and death, and I like Invoke despite not really feeling like a keyword, though I can't really explain why. I like the idea of the Grimoire of Eternity and I'm willing to see how the mage spell tribe thing works out, though I think you've not exactly got the casual and goofy vibe down in the submission. I feel like Brutallus probably isn't that hard to build a deck around and stomps aggro into the ground, though that's obviously a card that'd need playtesting. Blazing Infernal doesn't really feel like a "Positioning matters" card all that much honestly, I feel like a card that requires a lot of pre-planning would be best to show it off. This is more of a "Place between two minions and attack" card that you want to play minions around.
Wailor's Year of the Tortoise
Draenei Wanderer feels like it could do something relevant to the swap beyond just swapping, like the actual swap being a necessity that functions as a bonus. Like Curious Glimmeroot giving information or something similar. I think a card which has the pure function of swapping feels too non-Hearthstoney, too niche, yet as a secondary effect it could fulfill its intended purpose elegantly while being more interesting. I think Dive has a similar issue, Hearthstone doesn't tend to have many effects that do nothing by themselves. If Dive actually did something minor for your hero and then synergies existed on top of that, I'd like the mechanic more. Fate and Future seems fine, but giving a minion Charge allows it to attack on its first turn, it doesn't allow a minion that already attacked to attack again. Everything seems pretty well connected in this year though.
NOVEX0R's Year of the Scarab
Not too fond of Ancient, it feels like it could be done more elegantly. Tracking digits in the cards text usually isn't how things in Hearthstone work. Also I'm not sure if I like that this encourages a less than active form of play. Active playing should be encouraged even in control decks in my opinion and Hearthstone typically favors it also in comparison to most card games. Tomb Relic is a boring card in standard and absolutely game breaking in wild. Shadowboxer exists ya know. Hearthstone effects tend to do something by themselves so I'm not really fond of the nightmare/dream mechanic, I think it could be better if the Dream or Nightmare states did something regardless of the synergy cards. Stolen Plans is insanely overpowered and would be included in 100% of rogue decks because there's no reason not to. As soon as you draw it you immediately cast it and draw another card. If it didn't reveal the opponents hand it'd still be included 100% of rogue decks, it's just a way of making your deck one which only effectively contains 28 cards, which is more consistent than a 30 card one.
Electronite's Year of the Serpent
Hibernate is a keyword that comes up a lot, but I strongly believe that it's a bad one. Hearthstone is a very active game and making cards that encourage you to not attack are only a few steps away from cards that encourage you to not attack. Attacking is already a very big part of the decision making in the game, one of the most important elements. Making cards that make you not want to do that isn't something I like. Royal Archivist is a nice card, I like it. Knowledge Corrupt could probably do with a better name but in general the second set seems way healthier than the first. Dreamwalker's not that interesting to play nor does it do much special, yet it still feels odd to have the word Immune on a common neutral card.
LarryMoments' Year of the Wendigo
Getting a new keyword and then making two new cards with the keyword to show off an expansion feels like a way better idea when the new keyword was already a mechanic in the game, I mean the flavor's nice but I hope to see some more themes than just minions killing minions. Possession is flavorful enough and the flavor of the set as a whole is quite good, but it's really a pretty small effect and I'm not really sure what to expect out of the expansion because of it. It's not a particularly debilitating effect but I think it works perfectly with other effects as more of a marker than anything, a chance for some richly flavored cards to flourish like perhaps a minion that moves into a minion, possessing it, and comes out when the minion dies. Silver Mirror is also quite good. Lots of flavor potential in that set, I must say. You're not gonna showcase murlocs for your murloc focused expansion? Odd, and the cards you've shown haven't given me much of a view on what the expansion is all about, if I'm being honest. They're good cards however.
TheProjenitor's Year of the Fox
I like Plan, it's a common concept that's been executed well here. I'm glad you've given such a clear example of what the expansion's all about. A simple common plan card and a card that has a trade off involving the information your opponent obtains, it works nicely. Seems promising. There seems to be a broken imgur link on the next set, don't know if that's just me. Regardless, I don't like the way you've set up the keyword. Iterating Battlecry just feels too wordy. I think if you were to put (Iterate) or (Iterates) in brackets after the battlecry, kind of like Fatespinner, it might look neater. Regardless, every card with Iterate is kind of like a more restrained Shudderwock, which means it's probably really hard to manage the power level. Even a weak common Iterating battlecry minion that does 1 damage will also summon a 3/3 golem, draw a card, maybe kill a couple of minions and burn the board in a firestorm or something similar, and it escalates with every card printed. Rebuilding Dalaran is really interesting yet Enter the Legion is really uninteresting. Obviously your legendary spells are going to be very bottom-up from a design standpoint but I definitely think a stronger focus on how interesting Enter the Legion is mechanically would be good. Destroying mana crystals at later turns just isn't much of a downside so it kinda feels like summoning a bunch of guys with an overload.
I was a little exhausted near the end because it's gotten late, so I apologize if I've said much that's nonsensical or too crude, I'm not quite myself just yet. Regardless, I hope the competitors in question at least read it, I've spent a lot of time on it even if a lot is just gibberish, and if any of your works were to improve due to all this effort it'd all have been worth. A lot of promising entries this comp, many with small mistakes made here and there (that might have came from having to make a three-set concept in the space of two weeks) and I'm hoping to see some great stuff by the end. Including Ludicolo, mostly that. Tox, this is a genuine threat, I will send over 7 spammy messages to you via Discord and Hearthpwn that'll contain some kind of puzzle that'll insinuate you smell bad when you eventually solve it unless you throw Ludicolo in as a minion in Set Fire to the rain. It doesn't have to be a Legendary, though he deserves to be one, not even an Epic, and he doesn't have to be called Ludicolo but... Just please you have to do it I need it.
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I'm quite confused now. I definitely agree that the cards you've shown are more interesting than Bolf, but I'm not sure what you mean when you say they would ideally have their own card type nor how you could say the same for Hero cards. I didn't see the previous discussions, I apologize as I won't have much context on them. I'll try and be more present in the discussions from here on out I just wanted to avoid the first phase ones.
Don't worry, I can appreciate the mistakes and that you've got work to do. We all make mistakes, pretty sure I've made more neutral weapons accidentally than class ones. It's just when compared to a lot of the other posts that went through yours seemed a lot more rough, and if you invest more time to make sure everything's nice and shiny next time I'll have no issues.
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Invoke is the keyword of the Summoner. It represents her summoning expertise; she can summon creatures with potent effects, that annihilate the board or specific minions, but stop concentrating on it straight after, saving her mana but losing the minion.
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I definitely enjoyed reading, and I'm surprised that you managed to come up with really good flavour text for all the cards. That's some dedication. I will say I'm offended you called Baby Gryphon ugly however. I'm not really sure what to say to properly thank you here, nothing I say will be able to compare to what you've actually done, so I feel rather spoiled right now.
Thank you, this was really nice of you.
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By the way, if everything is loading real slowly for you, you can see all my cards here in my Imgur album