Riveting. Tell us another story.
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BearSails posted a message on Realized something awful. Sorry.Posted in: Fan Creations -
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Tatercake posted a message on Realized something awful. Sorry.Posted in: Fan CreationsSo, a humblebrag that Shudderwock was "your" idea?
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kitoxme posted a message on Realized something awful. Sorry.Posted in: Fan Creationscool story bro
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Otovent posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Submission Topic]Posted in: Fan CreationsYear of The Chimera
Made together with @ThisOtherGuyTox and @Cogito_Ergo_Sum
Everyone is at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.
The expansion features a new keyword and a new type of cards. Stitched cards! For those that do not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!
Introducing; the new keyword!
Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.
And now for the Example cards,
Starting with our Northmost group, The Northrend team!
This expansion's Mage and Hunter sets are focused heavily on spellcasting. A proficiency the Mage class has been long known for and one that Hunters really took liking to lately. Spell Damage is also very prevailent in the set, buffing not only spells but minion's and Hero powers too?Introducing the first card with War and Peace , the keyword is as much a build around one as a choice you can make when facing different kinds of decks. A control deck? An extra Polymorph won't hurt, but if you're facing an tempo deck maybe turning the already small minions into something just a bit smaller isnt that good? Then youd rather have something to come back with after getting stabilized.
Winterlash is a cheap but a pretty high value card, not only able to deal 4 damage on its own but also adding +1 damage to your spells. Another thing to be said is that it will also be able to buff the hunter legendary minion or upgrade your Hero Power without using its 'charge'.
Going east we meet the Eastern Kingdoms and their Champions
Paladin's and Warlocks often focus their play style on tokens and small minions. That's also why we have a lot of summoning cards and cards that buff, or even completely transform your minions to better and stronger minions.Murlocs often play a big role in these type of decks, but there is always something that missing... the card draw. Our murloc here is a really strong card that allows you to draw an extra murloc with no stat decrease! Beware though, if you don't play it outright it will get discarded and lost forever in the void. Or maybe you could use it as a way to trigger an discard effect without losing your precious valuable cards? Who knows!?
A quick word on Varimathras, It's a really cool card that fits really well into the self-destroy theme of Warlock and pushes the Felguard effect to the extreme.
Soutmost we have the misty Pandaria with their peacefull monks and fearsome warriors.
Rogue and Priest have a few things in common, we decided to focus more on the maybe most fun one, The Stealing!
We have some pretty neat simple Burgle and Steal cards, and things like Taran Zhu, that massively improves their quality for the simple reason you get to choose the card you want to gain! It works also with cards that produce many random cards at once ( Witch's Cauldron [/card]) but it won't work on your opponent's turn.
Other from that we also added a few 'dissruption' cards that both Rogue and Priest are known for. Introducing cards that [card]Sap your opponent's minion's back to hand, with a twist ;) or cards that stop your opponent from playing certain cards. Perfect to disrupt a crucial combo or stop your opponent from playing a crucial key card.Ending our circle is Kalimdor, the last continent battling this war.
The two classes of Druid and Warrior have a few similiarities, most notably Taunt and armor. This also set the focus on the cards we made. We also added a gist of deck interaction. Shuffling cards into your deck, playing them while they are still in it or drawing specific cards.
For armor we made our common stitched card take a new but really simple take on it, instead of gaining armor you just simply lose it. Note that this card can be played even if you dont have any armor. It'll just give you a slight drawback if you have ;)And in the middle of all this we have Shaman sitting right in the Maelstrom together with some neutral cards.
Oh i should mention that since Shaman doesn't really have a continent to be with he has this new cool mechanic that its "Behind the scenes" name was 'Vortex', and it reads "Cast this again for every minion race you control" ( yes, race is the official term >:c ) It is currently on only one card but eh... was supposed to be on more.
And as for the Innacurate Translator i hope i dont have to explain the joke...
This is just the same as with the scribble :l
Northrend:
Mage & HunterEastern Kingdoms
Warlock & PaladinWildcard #1
Pandaria
Rogue & PriestWildcard #2
Kalimdor
Druid & WarriorMaelstrom
ShamanNeutral Cards
Wildcard #3
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ShadowsOfSense posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Submission Topic]
The First Expansion - The Forbidding Voyage
The League of Explorer's has been branching out their operations ever since Elise decided it would be a great idea to take a group of kids into the depths of Un'goro. In order to help cover her legal fees, the other members of the league have gone off in search of treasure.
Sir Finley Mrrgglton has headed off on his ship, the Murky Celeste, after receiving a hot tip of suspicious activity in the Forbidding Sea from his friend, Morgl. Pirates and Murlocs roam this stormy sea, on their own quests for long lost treasures. Occasionally, a chilling northern wind will roll in, freezing even the most prepared of adventurers in their tracks.
Explore Example Cards
The new keyword, Explore , allows you to plan ahead, charting the journey your next turns might take - if no unexpected storms shuffle your deck. When you Explore, a Discover -like interface will appear, showing you the next cards in your deck. Simply click the 'Done' button to finish viewing them.
- Mystical Whirlpool - A simple example of an Explore mechanic. Many cards that Explore will do something with the cards that are revealed; draw them, copy them, or use them to determine a number. Since Mage has very powerful Explore interactions, this card may seem weak at first, but is very powerful when comboed.
- Headwind Elemental - Like Mage, Priest is another class that can Explore very well. To give them even more incentive to do so, this card will reduce the cost of cards you Explore. This effect stacks, so you may want to view cards you've already seen in order to reduce their cost further.
- Finley the Seafarer - Finley himself joins the expansion! True to his Hero Power enhancing ways, once played Finley will let you scout ahead whenever you want by just using your Hero Power. Can be used to plan your next turn, or activate Explore synergies.
Ambush Example Cards
Ambush is the second new keyword. In these treacherous waters, those who dare win, so playing cards the moment you get them can provide an advantage. Classes like Rogue, which can bounce minions back to their hand, will be able to take particular advantage of this ability.
- Prepared Assassin - Everybody likes it when they have more control over their cards. This guy lets you activate Ambush effects whenever you want, without needing to rely on drawing the cards at the right time.
- Stalker's Bow - A simple low-cost weapon for Hunters that allows them to continually put out damage if they keep Ambushing their enemies. Even just getting the effect once makes it worth it!
- Slick Smuggler - Most Ambush effects are not strictly positive, since that can feel bad for the opponent when subjected to it, and bad for you when you miss them. Here, we see a Pirate who just loves to fling money at people to surprise them. How kind!
Further Example Cards
- Prophet of Growth - Part of a 5-Cycle of cards which provide some solid card draw if you've built your deck around them. The classes which get them are Druid, Paladin, Shaman, Warlock and Warrior. Luckily, none of these classes have too much Explore synergy inherently, so such strong Explore isn't an issue.
- Intent Senser - This might sound complicated, but all it means is that in the History Bar after your opponent Explores or Discovers, you'll be able to see what the options were, and even what they picked if they Discovered a card! A powerful scouting tool perfect for those thieving Priests.
- Briner of Light - Gotta make sure the Light is particularly salty in order to convert those Murlocs!
- Call of the Storm - A particularly powerful AoE that can be built around to clear only your opponent's board and not yours. Shaman's also get some Overload synergy in this expansion, which makes this even more appealing.
- Enforcer's Mallet - A fairly strong weapon that, when destroyed, can be picked up by the next minion in your deck to give them a burst of energy in order to get out a quick strike.
ALL CARDS
Druid
Tokens
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
Neutral
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CheeseEtc posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Submission Topic]Posted in: Fan CreationsNOTE: If you have trouble visualizing this because the images don't load, try looking at it from my profile instead.
SCRAMBLE FOR SHATTRATH
Year of the Scorpion's first expansion
Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...
Hall of Fame reminder
Mana Wyrm ⇆ Freezing Potion
Archmage Antonidas ⇆ Rhonin
Inner Fire ⇆ Velen's ChosenFACTIONS & RINGS
Shattrath was the hub city for players during Burning Crusade , an expansion that was also notable for the introduction of Jewelcrafting. The city of Shattrath, led by A'dal and the Sha'tar, is the theater of dark machinations emanating from three factions...
- The noble Aldor , servants of the Naa'rus and masters of healing ;
- The clever Scryers , former allies of Kael'thas and masters of destructive spells ;
- ... And the cunning Consortium , an organisation of Ethereals and experts in skirmish attacks ;
UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTION PER DECK (i.e. you can't have two minions from two different factions in your deck). You are considered part of a faction when you have at least 1 card of that faction in your starting deck .
ALDOR
Minion healThe Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west. [Source: Wowpedia]SCRYERS
Spel damageThe Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor. [Source: Wowpedia]CONSORTIUM
Hero attackLed by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places. (Source: wowpedia)
Each faction has its leader, as well as its own type of Ring . Rings are a new special type of cards, like heroes.
FACTION LEADERS
FACTION RINGS
Note: The Consortium Ring is also active during your opponent's turn, and can break during it.- Rings will be displayed in the same zone as your Secrets/Quests;
- As a consequence, you can't have more than 5 (five) of them;
- Unlike Quests or Secrets, you can have the same Ring "equipped" several times;
- They will all cost (2);
- They are fully collectible, but my expansion will feature ways of generating them otherwise;
- They give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions;
Yes, it's a Druid with a Paladin Secret . What you gonna do about that?
OTHER NOTABLE DENIZENS & SPELLS
C'mere! Ya don't want to be riskin' yerself in a dungeon, do ya? Filthy work, and for what? Some worthless trinket? Nah, what ya need be one of my amulets. Guaranteed to work!
Griftah is a NPC in Shattrath famous for selling junk items with descriptions that make them sound like they have actual effects. Needless to say, the below tokens are in fact all useless.
ALL 45 CARDS OF THE EXPANSION
NEUTRAL (9)
DRUID (4)
HUNTER (4)
TOKENS
MAGE (4)
- Gemmologist can also draw you the Scryer Ring.
PALADIN (4)
- Shattrath has a strong paladin flavor in Wow. This is why Paladin has 2 Ring-related cards instead of 1, and can generate Rings from other factions.
PRIEST (4)
- Void'al turns back to A'dal only after it is effectively healed. Healing him at full health won't work. It's a potential sticky 8/8 if you're skillful enough.
ROGUE (4)
SHAMAN (4)
WARLOCK (4)
- Illidari Infiltrator 's effect only applies to your minions. For example, casting Hellfire will deal 4 damage to all enemies and heal your characters for 4 (4 instead of 3 because of spel damage)
WARRIOR (4)
TOKENS
Special thanks to @teknician for the Ring template, and to everyone who gave feedback on my cards!
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linkblade91 posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Submission Topic]Posted in: Fan CreationsYear of the Kodo Expansion #1:
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separate tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic.
Trial cards do not cost mana, because they are played automatically at the start of the game. They take up space in your deck initially, but they cannot be drawn or generated and they remove themselves from your deck upon activation, after the mulligan.
A reminder for the Burden takes the form of a purple gem, just like the orange gem for Quests. They have unique names, art, and card text, but they are not something that can be held in your hand like a token.
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise.
Here are my main 10 examples; six Trials + their Burdens and four regular cards:
Trials:
The corresponding Burdens:
Other Cards:
If you'd like to know more about each of the classes, their stories and their gameplay archetypes are described below, along with additional notes as necessary. Just as a reminder, I rotated Divine Favor, Preparation, and Gadgetzan Auctioneer to the Hall of Fame; I did not replace them with anything.
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Druid/Fear: A dark force seeks to consume the Emerald Dream from within. When a mortal has become corrupted by the Nightmare, there is no return: only death will set them free.
- Enhanced Hero damage and a permanent +1 Attack on your turn, but forced to attack each turn (unless Frozen). Focused on buffing the hero, clearing a path for the player's attacks. and sustaining oneself without Armor.
- Intended Archetype: "Feral" Mid-Range Druid.
- Story Legendary: Xavius, Nightmare Lord
Notes: Rather than outright denying the Druid the ability to gain Armor, the Tormented Soul Burden says that Armor has no effect instead. This allows cards like Nightmare Fuel and Ironwood Golem to continue functioning, even if the Armor cannot protect you.
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Hunter/Hatred: Her desire for vengeance pushes Alleria beyond the Dark Portal. She will come to know a thousand years of war, in the Twisting Nether.
- Steamwheedle Sniper + some life gain, but hounded by constant Voidlings. Focused on clearing with the Hero Power and generating momentum from multi-shot abilities.
- Intended Archetype: "Sniper" Control Hunter.
- Story Legendary: Alleria of the Void (Alleria Windrunner)
Tokens + Notes:
Alleria of the Void is the first of my Wildcards. She is phrased that way to avoid confusion regarding cards like Dinomancy and Deathstalker Rexxar. I only want her to function with the two sniper-based Hero Powers: it's more thematically appropriate and plays into the intended archetype. She doesn't need Beasts when her bow will do!
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Mage/Gluttony: Dependent on the power of the Sunwell for centuries, the "Blood Elves" are addicted to magic. What lengths will they go to sate their appetite?
- Your Passive Hero Power makes it such that your spells function like Dragon's Breath or Solemn Vigil, allowing you to reap the rewards of friendly deaths via combos. An attempt to make "OTK Mage" more fair.
- Intended Archetype: Deathrattle Combo Mage.
- Story Legendary: Kael'thas Sunstrider
Tokens +Notes:
While the class doesn't have many Deathrattles, one has to imagine there are other Mage Deathrattle minions in the set; I just can't show you them. A little faith is required in these things, you know? There's more to this than just the four cards I'm allowed to present.
As for the subject of "OTK" Mage's return, an infinite Fireball chain with Archmage Antonidas is still theoretically doable but it requires four friendly minions to die on the same turn you play him. Something like Onyxia or Splitting Festeroot could set up the tokens, but you still need a way to remove them; if you cannot trade them away, you'll have to do it yourself (which eats up more mana). Removing the Freeze and Ice Block techniques means the combo will be more difficult to pull off reliably; however, the deck wouldn't be fully reliant on the combo to win, either, because it's running more minions. Together this should reduce the frustrating nature of Combo /OTK Mage, meaning the archetype as a whole should be more stable and fair.
I don't want this to be like the Quest Mage of old, and hopefully that shows.
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Paladin/Despair: Enslaved by the Iron Horde, their leader lost, her people betrayed; Yrel will take it upon herself to lead the draenei into the Light. One could lose hope walking such a lonely road...
- Bonus stats + Keywords, but you can only ever have one minion. Focused on outlasting the opponent behind high-value Taunt walls, healing, and defense.
- Intended Archetype: 1-vs-Many Control Paladin/Healadin.
- Story Legendary: Yrel, Light of Hope
Notes: The "other minions" spoken of in the Burden are destroyed the moment they come into existence on your side of the battlefield. You yourself are not allowed to play a second minion while one is already on the table, so there can be no abuse of cards like Sylvanas Windrunner. The only way these extra minions could possibly have an effect is if your opponent gives you a minion that triggers something as it is being killed.
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Priest/Arrogance: "I consume the essence of the weak and foolish," the blade whispers in your mind. "You're not weak...are you?" Only the mad would dare wield such an artifact.
- Immediate Mind Shatter but it reciprocates damage back at the player. Constant, dramatic juggling of their Health: the Priest must find a balance between healing and damage...or go all-in.
- Intended Archetype: Shadow Face Priest.
- Story Legendary: Xal'atath, (Blade) of the Black Empire
Notes: Xal'atath, of the Black Empire is the second of my Wildcards. Its official name is unfortunately too long to fit on the card; the name's already super-long as it is.
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Rogue/Zeal: The Defias Brotherhood want what they're owed...but ambition will be their undoing. Revolutions demand attention, and that's exactly they'll get.
- Gain free copies of the Coin over time, but so can the opponent if not careful. New ways to generate and interact with the Coin, along with new board control elements.
- Intended Archetype: Coin Control Rogue.
- Story Legendary: Vanessa VanCleef
Tokens + Notes:
Vanessa VanCleef is my third/final Wildcard.
Because you'll be generating extra Coins, playing Vanessa + the Bomb in the same turn is theoretically doable. Think Insanity Bomb is inappropriate for the Rogue? I counter that notion with Betrayal and Sudden Betrayal, so there :P
Coin-Flipper's effect does not benefit from Spell Damage, because you're not using them as magical damage spells. You're just...throwin' them.
To echo my sentiment in the Mage notes, there are surely more ways to generate Coins and interact with them in the set. I just don't have the room to show you them; you'll have to take my word for it.
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Shaman/Doubt: Doubt can paralyze the mind and Freeze the body, prior failures haunting one's thoughts like apparitions. How does one escape such a prison?
- Your army is cheaper, but doubt slows you down in the form of Freeze. Focused on uniting a defensive force that can provide value without having to attack right away (Taunt, Deathrattles, auras, etc.).
- Intended Archetype: Control/Fatigue Freeze Shaman.
- Story Legendary: Aggralan, Thrall's Life-Mate.
Notes: Besieged by Doubt is unique, as the only non-minion member of the Sha cycle (the art only fits in the spell window lel). The transformed minions become a collectible Neutral card, described below.
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Warlock/Violence: Binding his soul to the Burning Legion, Gul'dan will know power and blood as Darkness Incarnate. The Legion is infinite; their tolerance for failure is not.
- Your minions are better as long as there enough cards in your hand, but each card you draw wears on your body. Pushes "Handlock" in a new direction that doesn't necessarily rely on Molten Giants or Mountain Giants.
- Intended Archetype: Mid-Range Handlock.
- Story Legendary: Kil'jaeden, Lord of Flame
Tokens + Notes:
Why not just give Cruel Gargoyle Windfury? 'Cause it technically does something different. While Windfury is more versatile - it allows you to attack two different enemies - Cruel Gargoyle does not have to attack again, possibly saving it from a lethal trade. Still a solid buff target, either-way.
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Warrior/Anger: In pursuit of strength, the orcs submit themselves to Mannoroth's Blood-curse. However, rage is a double-edged sword; will the fire consume them as well?
- Minions have bonus Attack but your forces take damage periodically. Focused on chunking the enemy's Health with an army of strong, expendable minions...just not in a traditional Aggro sense.
- Intended Archetype: Mid-Range Attack Warrior.
- Story Legendary: Mannoroth, the Destructor
Notes: Heart of Rage is like Bloodlust for the Warrior. Rather than handing out +3 Attack evenly across all friendly minions, Heart of Rage can fluctuate depending on how damaged the Warrior's army is. It could only give at most +2 Attack on someone like Tauren Warrior...but it could give up to + 11 Attack on a 4/1 Ysera! This encourages players to run high-Health minions, rather than relying on a traditional Aggro or Token mindset.
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Neutral
- Haunting Remnant is a collectible token of Besieged by Doubt, much like Spikeridged Steed's Stegodon.
- Shadow Clone is a Neutral removal card making a straight-forward exchange: their destruction for a new 4/4.
- Sha of Pride is a tech card against the influx of healing effects, and the tenth/final Sha.
- Spirit of Redemption is the ultimate gambit: if you can prove you can survive at 1 Health, you are fully healed.
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Thank you very much for taking the time to read this, especially if you read the whole thing! :)
- Title art and Year icon courtesy of Vilegloom; I am very appreciative <3
- Edit: Very light editing, just some punctuation and the like; no actual content changes.
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linkblade91 posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]Posted in: Fan CreationsGonna 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.
...
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.
Thanks for the feedback; mass-replies are always a large undertaking haha. I agree in-that my middle expansion is kind of my nadir: I'm heavily invested in The Trials Within Us and very proud of it, and I'm pretty hyped on the flavor for Metal & Mayhem! ...that leaves War of Sea and Sky, which came about when I took two separate expansion-ideas and smashed them together. I figured that Dragons would be a common flavor, and Naga/undersea terrors might be a common flavor, but pitting them against each other could be unique. If it feels "forced" that's because it is lel
Lots to do to make it better...but first things first ^_^
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teknician posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Submission Topic]Posted in: Fan Creations3 Cards from the Classic Set are moving to the Hall of Fame this year.
Divine Favor
Doomguard
Inner FireReasoning :
Divine Favor : Aggressive Paladin decks often make us of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in the Paladin class and will be moved to the Hall of Fame as other card draw methods should be considered for the class.
Doomguard : With ever-expanding ways to cheat out demons that would otherwise have large detrimental effects, Warlock as a class has become overall stronger than it has ever been. With finishers like Doomguard combined with cards like Carnivorous Cube and Warlock’s various friendly minion destruction cards, a Charge minion like Doomguard often threatens lethal damage with little counterplay. As such, Doomguard is rotating out of standard to make way for a more interactive Warlock playstyle.
Inner Fire : Priest has been in a great spot for a long time, and its abundance of board clears and healing makes it easy to pilot a control deck with it. But cards like Inner Fire allow the class to defeat their opponent within one turn. Cards from the Year of the Raven support an Inner Fire archetype, but in some ways this Priest archetype can feel oppressive because of its predictable gameplan. For this reason, Inner Fire is being rotated out of the Classic set so that this archetype can be supported on a year-by-year basis.
From the beaches of Kul'Tiras and the sunken depths of Sailgrave, the sandy shores of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! While the mood is light on the beaches, summer brings gullible tourists, and the coasts around these holiday islands are rife with thieves and Pirates! And these Pirates aren't going to go boarding Azerothian cruise ships without keeping track of their Treasure . And don't forget about the unspeakable horrors of the deep that lurk just out of sight...
The new keyword in Greetings from the Great Seas is Treasure.
Sandy Shores are tokens shuffled into your deck whenever a Treasure is put in it (especially at the start of the game).
As a start of game effect, your opponent will be able to see how many Sandy Shores get shuffled into your deck.
Multiple Treasures sort themselves by lowest Cost above highest Cost.
Advantages / Disadvantages:- Treasure cards are often epic or legendary; powerful effects at the bottom of your deck that would make your deck smaller...if you knew where to look.
- Makes you ever so slightly less angry about topdecking a bad card (unless you draw Sandy Shore)
- Ensures fatigue/combo decks get to their win condition or can plan out what they'll do when they run out of cards
- Soft-counters Gnomeferatu / and other deck attacks. Oddly, treasure cards synergize with cards like Keening Banshee .
- Will never appear in your opening hand or mulligan.
While this expansion might seem to push aggro with more Pirates, it only includes Pirates and midrange costs and above—we're looking, strangely enough, at control Pirate decks. Furthermore, there will be 'status effects' that go beyond just minion auras, lasting a turn or more.
Further Notes:
Blacksail Plunderer : Treasure cards are hard to be come by in the midgame, so this is the quintessential tutor card. Dig up your treasure early and take advantage of its effect when it's guaranteed to be more potent.
Light of K'ure : This is a new and unique effect: It's not when you play or summon a minion with Divine Shield , or even when a minion is given Divine Shield — it's both. Any time a Divine Shield comes into play, whether by spell or summon or effect, this weapon gains attack. A scary prospect for a weapon with 6 Durability.
What to expect from this Expansion :
Beast Mage! Coin Rogue! Suntan Paladin! Deep Sea Shaman! Crystal Hoarder Warlock! Raid Warrior!
Holiday cards: Cross-class rare spells with an 'On your next turn' effect.
"If you have a weapon equipped" and other weapon-related cards.
You want your own Pirate Ship? Hmm...
The isle of Zandalar is the ancestral home of the trolls, but Cataclysm has shattered their home in pieces, with the ancient Eldritch experiments of the Titans escaping from their magical prisons into the surface world. The thirst for blood of the Hakkari meets the murderous appetites of the Old God, G'Huun, with the noble troll race caught in the middle. What sacrifices must be made to help—or to hinder—the plague of blood?
Blood of the Zandalari is all about infection and sacrifice. Use your Plague cards to your advantage or to the detriment of your opponent, and time your Sacrifices to gain the most benefit. The decaying marshes underneath Zandalar also mean new Deathrattle cards.The new keywords in Blood of the Zandalari are Sacrifice and Plague .
Sacrifice can be activated by double-tapping/clicking on a minion/weapon and then confirming your selection with a button. Sacrifice can only be activated on minions that don't have summoning sickness or haven't attacked that turn.
Advantages / Disadvantages :- Sacrifice cards have base power levels that make it so that keeping them alive is more useful in certain situations than in others.
- You can't attack with the minion on the same turn you Sacrifice it, and Sacrifice effects only work when the minion can attack—that includes Charge and Rush minions, however.
- Plague cards are tough to utilize without the right deck—you need to be willing to lose some other cards in your hand to maintain the infection
- Plague spread is random—not chosen.
- Plague activates after you draw a card at the start of your turn, which means if your hand is full of plague it will transform the card you draw into it too! Don't hold onto your plague too long or it might spread faster than you can get rid of it.
- Drawing a Plague at the end of your turn is either a good or a bad thing... It depends.
- Some plagues will be passed onto your opponent, just like Curse of Rafaam —another form of hand sabotage!
Further Notes:
Blood Beetle can be used as a respectable life-gain card and a solid enough body. Its Sacrifice effect gives it some flexibility to act as a board clear, similar to Spirit Lash . Hakkari Blood Goblet can be used as a finisher— with 5 of these, you can potentially clear taunt minions and push 10 damage to your opponent's face. You'd better be careful about holding 4 or 5 plague cards, as the turn after they'll infect your whole hand.
What to expect from this Expansion :
Plague cards provide a boost to hand-token decks like Hand Druid and... Coin Rogue ( ͡° ͜ʖ ͡°)
How many minions can you sacrifice to a certain blood god before he joins your side...or your opponent's?
Looks like some zealous Blood Elf mage has awakened a gigantic Eredar demon! Classic Kael'thas.¯\_(ツ)_/¯ What would we do without him! Ah well, guess we have to turn to some blood magic if we're going to bring this guy through the Sunwell!
Regular Mana isn't enough to perform these arcane rituals... we need Red Mana .
The new keyword in Trouble at the Sunwell is Red Mana .
Red Mana splits up your existing mana tray—you can have 10 mana and no red mana, 10 red mana and no mana, and anything in between. Here's what that looks like:
Empty Mana Crystals default to being blue ones when they are replenished. Once you've used Red Mana, it's gone unless otherwise stated.
Now by virtue of this expansion, there are a lot more cards that use regular mana than red mana. Therefore, Red Mana cards are usually more powerful than regular mana cards to a certain extent.
Kael'thas Sunstrider , the grand villain of the expansion is also the quintessential legendary to get you into Red Mana. As the gatekeeper to a lot of red mana cards, he is given to all players, just like C'Thun . As a start of game effect, you can fill your deck with Red Mana cards rather than looking for meagre single crystals of it. As he can be generated by minion-generating cards, he costs either red or blue mana to prevent him being unplayable in pure red/pure blue decks. With Thirst for Power , Red Mana decks can make use of the many, many regular mana cards that are out there. As a legendary minion, legendary generation effects mean he could pop into your hand in a normal mana deck—thus, he costs normal OR red mana (and is a highroll!).
Advantages / Disadvantages :- Skill-testing. Using Red Mana cards requires an extra element of skill that isn't found with the regular mana mechanic.
- Forgetful Empty Mana: This means that Red Mana isn't 'remembered' unless you're playing a pure Red Mana deck with Kael'thas as its cornerstone.
- Mana Combinations are— 10 blue, 0 red, 9B 1R, 8B 2R, 7B 3R, 6B 4R, 5B 5R, 4B 6R, 3B 7R, 2B 8R, 1B 9R, and 0B 10R.
- Some cards can either cost regular or red mana . These are indicated by a half-blue/half-red mana cost. The card will pay the cost that you can most easily afford. If you can afford it with blue mana as well as red, it will cost Red Mana.
- Blue mana card generators (Discover effects etc.) will only generate blue cards and cards that cost blue and red mana. The same is true of Red mana card generators, except with generating red cards.
Further Notes:
While you might expect cards that further an archetype—and there will be—the vast majority of cards will push a new red-mana based archetype for each class.
Druid : Choose Red vs. Blue Mana using the Choose One mechanic.
Hunter : Spell Hunter (see I didn't say all of them were red mana)
Mage : Using a minimal amount of Red Mana and amplifying its effects on regular cards.
Paladin : Red Mana cards will amplify Deathrattle effects and the 'power' of paladin spells.
Priest : Cleanse blood magic by messing with your opponent's and your own mana tray; Radical transitions between red and blue mana.
Rogue : Steal cards from your opponent's hand and craft a deck on the fly.
Shaman : Overload turns into Red Mana (temporarily) the next turn!
Warlock : ALL Red Mana.
Warrior : Building up Armor as an alternative resource to convert into Red Mana to then spend on single, expensive cards that have very powerful effects.
That's all the expansions. Thank you very much for reading—I'd appreciate your vote, as I really want to show you where this ride goes. :)
Much thanks to the feedback from linkblade91, waterwalker, NOVEX0R, dropdead, Vilegloom, NirAsT, and the art for Kael'thas from krowski_nall on the Custom Hearthstone Discord. -
7
aaro54 posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Submission Topic]Posted in: Fan CreationsThe Year of the Mech
Welcome to the Year of the Mech. This sets gains its name from the first two sets, which both try to revisit some of the flavor themes last seen in Goblins vs Gnomes, and bring back the Mech tribe that has received an awfully low amount of support after GvG rotated out.
Set 1: Westfall Redemption
In the region of Westfall, law and order have collapsed. In the already chaotic region, a valuable material used for mechs discovered underground adds more complexity to the situation. Gangs fight each other and themselves for that material, opportunistic engineers offer their services for anyone willing to pay enough, or construct their own mechanical armies to take it all for themselves, all while Stormwind struggles with bringing the region back under control.
Westfall Redemption portrays, among other themes, the more volatile goblin side of engineering. Goblin engineers, ready to work for whoever pays the most or for no one else but themselves try to make do with what they have in the chaotic situation, Assembling impressive mechs out of nothing. Assemble is the keyword for the set. When you play a card that Assembles , you get to choose one of three mechs to summon . There's a total of four different mechs, but you will only have three to choose from each time you Assemble
You can see each Mech created by Assemble in the following Spoiler (Credits to ThePixelDash from the r/customhearthstone discord for allowing me to use Hard Puncher for this)
Example Cards:
Desperate Engineer uses Assemble to create small mech tokens that help it stay alive, even if you have no other mechs for it to destroy for survival.
Illegal Improvements is a prime example of volatile and explosive goblin engineering. Use it for a bit of burst and to make a mech that will be dangerous to leave on the board, but also potentially bad for your opponent to remove, or trade up with a mech and either get some face damage or remove another minion, if you're lucky.
Set 2: The Battle for Gnomeregan
From one field of battle to another, this time we join Gelbin Mekkatorque on his fight to take back Gnomeregan. Once the great capitol of the gnomish race, it fell when Sicco Thermaplugg deceived Gelbin to detonate a radiation bomb in the city against troggs, claiming that the gnomish citizens would be safe. The bomb only angered and mutated the attacking trogg force, and backfired on the gnomes, killing many of them and forcing the rest of them to flee. Now, the city is inhabited by leper gnomes, irradiated troggs, and the self-proclaimed 'King of Gnomeregan', Sicco Thermaplugg, driven mad by the radiation.
Here, we continue to explore mechs, but in different ways than what we did with chaotic goblins in the first set. This set also contains a new keyword, Irradiated . Irradiated minions spread their sickness to others, making any minions damaged by them also become irradiated. They however are doomed to die a quick death, taking 2 damage each time they attack.
Being damaged by Irradiated minions includes damage from other sources than attacking, so if you were to Irradiate something like Baron Geddon , it would be quite strong at spreading it to everything else.
Example cards:
High Inventor Mekkatorque is potentially a huge amount of value for some mech decks, filling your board with different mechs. The amount of mechs summoned is naturally limited by board size, and first summons copies of any mechs in hand, and then from your deck, starting with any at the top of your deck.
Sicco, King of Gnomeregan can really cause quite a chain of explosions with his first effect, while his second effect makes those explosions almost certain to happen sooner than later.
Set 3: Dalaran High
For the final set of the year, we leave the Mech theme mostly behind and venture from Gnomeregan to another grand city, this one much more lively. In the great city of mages, Dalaran High is accepting new students! Prided not only for its high quality education on magic, technology and various other subjects, but also for it's top-tier sports team, the Dalaran Gryphons. So take out your books and your writing instruments, and make sure to not miss your lectures.
Dalaran High has a new keyword, and a new mechanic seen in a cycle of 9 books, one for each class. The Study (X): mechanic gives you a reward if the last card you played was X, and the card could have been played on a turn before the current one. X could be many things, like card type (Minion, Spell, Weapon), specific cost, tribe or even some more specific requirements. Each class gets a Book card, which is a spell that becomes stronger as you play certain things during the game.
Example cards:
Field Study is a simple Study card for hunter. Being able to tutor a beast can come in handy, for example if you're playing a deck that runs mostly high cost beasts, you could play this in the late game after playing one of them to guarantee drawing another one. The part of the keyword in brackets not being bolded is intended, as with longer Study requirements, sometimes half of a card's text could end up being bolded, making it look very bad.
Book on Magical History is the mage card of the cycle of Book cards. As with all other Book cards, the text first states what the card does, and then in brackets and italics, the thing you need to do this game to empower it. The number on the card increases whenever you play a card that improves it, so there's no need to track how many of those card you have played so far. This one could be used in some deck that happens to run many different cost spells as a decent amount of damage later in the game, or one could build a deck around getting the most out of it and using it as very powerful burst.
Hall of Fame
Mana Wyrm : Mana Wyrm is an extremely powerful 1-drop, and can snowball out of control very easily. Because Mage is likely going to get a spell synergy theme in Dalaran High, this could get even more insane there, so it is being rotated out. As a replacement, Arcane Artificer is rotated into the Classic set so that Mage still has a cheap spell synergy card there, but not one that is good on its own and snowballs out of control easily.
Cold Blood : Cold Blood is both a very strong tool for aggressive decks and a cheap piece for combos. Rogue has a very strong Basic and Classic set that could do with removing one of their powerful cards. Gang Up is moved to Standard to replace it, as it is a much less powerful card that can be key to some really interesting decks. For example, it could be used in some combo with High Tinker Mekkatorque in a Mech Rogue.
Cabal Shadow Priest ; This might seem like an odd choice, as this has hardly been a problematic card at any point. That is true, and the main reason for this rotation is really the card brought to Classic to replace it, Lightbomb . With this rotation, Priest will finally have a good board clear in Classic, which means that they won't be so reliant on expansions now, and that Blizzard won't need to print more and more board clears to help the class. Cabal Shadow Priest was chosen as the card to go because like Lightbomb , it is a tool for control decks. Having so many good cards for Control Priest in Classic could make the archetype far too good, and removing one might bring it to balance.
And that is all. I hope you enjoyed reading it.
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14
The Summoner
Some people like to invoke magical energies to form armor out of ice... Some like to crush others with raw physical power... And some people just want to summon big things, and lots of them. Among those people are Mephilia, the hero who stands before you here. She's intent on world domination, total power and the death of all those who'd oppose her. She's even got a book on how to be the PERFECT villain and summoner, which she never lets out of her reach.
Villainy 101: Summoner's Guide
Any decent summoner will know that the only way you're going to be able to summon yourself giant minions is to be able to live long enough to do it, so they'll practice summoning Pebbles until their hands bleed. They aren't very hard to kill and they won't be strong at all physically, but they get in the way a lot and are sure to stop your foes from reaching you.
The summoners path is one forged by passion but ended early by haste. You have to prepare to destroy your opponents forces for long enough to get your big summons up. You'll struggle early on a lot of the time, but fortunately your board clears and removal will do just fine for making sure you get to that point. You also don't have much unconditional card draw or healing, so be sure to stock up on secrets and taunt minions to get in the way of your opponents plans. That said, you do have the resources to be the aggressor and take out your opponent early on, but keep in mind that doesn't give you enough time to monologue evilly or summon cool big minions and your Pebbles won't be incredibly useful.
Summoners are good at what they do. Most classes just summon minions for the sake of summoning minions, and that's that, but follow through this book, and you will perfect the art of summoning, allowing you to temporarily summon minions for their effects before losing control of them. Versatility with mana is key, it's how you work early on in a fight.
When you don't quite have the mana to summon your board devastating landshark, just drop the landshark out of the picture once he's done his job and you won't have to spend as much. Just simply pay attention to which order you play your cards in.
Example Cards
Villainy Tip #1! Intimidate your foes! Baby Gryphon is not a card you want to play. While you CAN summon a Gryphon and drop off its baby on the spot or you COULD keep the Gryphon around to make a terrifying pair, a baby gryphon isn't intimidating. Although its effect allows it to be versatile, as a villain, you need to inspire fear into the hearts of your foes by kicking minions like this and then denouncing them for being repugnant before burning a nest full of 'em. I don't see why you would use this unless you secretly liked cute animals and couldn't bring yourself to just not use it, which I couldn't even imagine you would be.
Villainy Tip #2! You're a summoner, not an enchanter! Savage Anger is the perfect example of one of your main strengths, you can be versatile and alter your minion as you summon it, in this case with lots of uncontrolled anger. That said, don't expect to have an easy time changing the minions you already have, that's not in your job description. Don't forget, this will work just fine for minions you don't actually play yourself, but are generated by other effects.
Villainy Tip #3! Be evil and relish in the moment! Evil Laughter provides you some much needed excitement and joy as you look over your huge army of monsters. Don't laugh evilly when you have nothing by your side though, that's just being stupid. Laughter will only bring you happiness when you're in a state where you have reason to be happy. It helps to send a message to your opponent and works well with a lot of the token generation available to you as a summoner.
Villainy Tip #4! Always have an escape plan! Exit, Stage Left is merely the term used to describe yourself realising you're not in a great position and then simply getting out of there. You don't have much of a way to keep yourself alive aside from removing minions and blocking attacks, so when you're in a bad spot, hop aboard your dragon real quick and hope your opponent doesn't shoot it out of the air. You'll find yourself on it a lot, as the difference between a major villain and a one off villain is simply their abilities to do this. If you don't do this, you'll die and then absolutely no merchandise depicting you would be sold, making you a bad villain. The dragon won't keep you alive as reliably as [c ard] Ice B lock [/ card ], but if you make it out alive with him, he can pack a punch and you can stay on his back, allowing you to get back in the fight rather than just annoyingly delaying your death.
Villainy Tip #5! Get a Dragon! Kofko, The Dragon is an example of a Dragon, and you're probably going to want to keep him by your side. Sure, he's not actually a dragon, but here we mean you need a bodyguard who stays by your side at all times, who keeps you safe and runs things while you're thinking heavily about world domination. Kofkos powers specifically are actually quite deceptive. He might look simple, but his effect can be potent and very synergistic with your other abilities. Replicate, Exit, Stage Left, anything that summons two minions or more, they all gain some serious value from this mans powerful rallying ability. Don't expect him to survive a turn unless you keep him safe (using something like Replicate, as said before), so Balls of Fire might be ambitious due to the focus your opponent will usually have on blowing this guy up.
Classic Cards
Energetic Mentee: It's her dream to summon Deathwing, but she'll just stick with what's she's got for now, it's close enough in her eyes. She won't live long enough to ever summon a dragon like Deathwing anyway. Kofko makes her and her whelp pretty scary.
Falling Stones: You've got some Pebbles, so why not just throw them at your opponents? Well, they're gonna take some mana to not just break on impact, but they'll be pretty helpful when you get them out. Kofko makes this give you two 3/4's with Taunt .
Dragon Ambush: A good villain always lays traps for would-be heroes. They'll have to send in their weaklings first to avoid getting a good minion taken out by a dragon. And no, they cannot avoid this by simply not attacking your hero.
Replicate: You probably don't want to lose that minion, so just summon another. Works really well with big minions like the Academic, and works really well with Kofko, allowing you to get another Kofko which gets buffed by the first.
One-Eyed Academic: Card advantage is nice and it comes with a big taunt . Has great value for his cost and can be very efficient when cheated out with the next card along.
Panicked Summoning: You don't want to die, do you? Then I'd suggest finding a way of getting those minions out your hand a little faster. If you're getting beaten down, this really ought to help you out.
Titanic Strength: A simple buff. When you want your next minion to come out looking like a giant, simply play this first, and watch it tower over the other minions on the board.
Earthquake: Summon a Behir to crash through the ground, dealing damage to all in his path. You can then spend some mana to have him hop out the ground and stick around with you. Just a solid boardclear for the class.
Evil Counterpart: Since the hero keeps beating you and you keep running away, just make your next summon the hero... But EEEVIIILLL!!! Hell, summon two even. Just let them know you're still better than them despite relying on their superiority to try and win, because you have two of him and he has one.
Balls of Fire: Firepuffs are also too cute, try and use scarier minions. I'm starting to think Mephilia might like cute things despite her protests, actually. Regardless, heavy spenders will be rewarded with a way to fill the board, which is great for Evil Laughter outside aggro.
Classic Tokens
Basic Cards
Basic Tokens
1
Apocalypse Jester: Good flavour, obvious use, seems balanced. Great common in my opinion.
Unity of Will: I quite like the balance of this card and the flavour's also rather nice. Just a solid common, not much to say.
Awakening: Definately a nice way of showing off how attack buffs can be more interesting than just getting some attack on your turn. Seems fairly strong and it's really flavourful once again.
Immortal Devil: This honestly feels a little weak. I get the purpose and the flavour's nice, but I feel like it could have another health point. A 3/5 Taunt for 5 isn't something you want to be drawing generally unless you're in a fatigue position, which means that you ought to just keep this in your hand until that point.
Azura: Really simple legendary, which means it's probably a good one. It's got a powerful effect, though I would say it doesn't feel quite as win conditionny as all the other classic legendaries however, which I don't quite like. It's a nice way of showing off attack synergy, but maybe shouldn't be your classic leggy. Also the formatting's not great, you should make sure there isn't a word on its own on the last line the majority of the time.
Soulsworn Acolyte: Really simple card, with the potential to give your hero some devastating power. Playing two of these into a board clear could be terrifying. Terrifying in a way I like. Nice common.
Ritual Dagger: Probably a pretty strong card, because you can swing for 3 to reliably trigger the effect. All these cards have really nice flavour. I will say though, it's got an orphan, much like your legendary (the word by itself on the last line).
Fireblade Acolyte: A very way of showing off the keyword, fits very, very well into the class. Probably a staple card.
Soul Crush: Simple enough removal, though I wasn't previously aware that Faye was capable of crushing peoples souls and now I'm a little unsure of what her powers actually are.
Archdemon's Rage: Nice combination of themes, but you don't seem to have a lot of really cheap attack buffs, they're mostly secondary features. Might be a little hard to make cards like this work.
Cursed Child: Nice way of making a fetch card, certainly not as weak as it might originally seem due to the poor stats. Cool flavour.
Incinerate: Pretty decent random card, simply because it's fairly controlled. I think it should say "two" rather than 2 though.
Bloodrage Berserker: More attack synergy, this time potentially a nice finisher card. It could probably be a 3/1 or 3/2, honestly. Doesn't feel like it would be too strong like that.
Crimson Sceptre: I'm still not really too fond of weapons that stop you from using your own hero power, but this card at least can get finished within the turn used or turn after. It's got some nice value.
Harbinger's Decree: This is a pretty cool card. It seems fair enough and has really nice value. I can't think of anything else to say about this card... Other than that orphan at the bottom of the card. If you could reformat those, I think they'd look a little prettier.
1
1
24
The Summoner
Mephilia is back again, with a slightly toned down hero power, but her love for giant minions and destroying everything remain strong! Definately stronger than her connection to the internet during the time in which she's planning to submit her powerful conjuring magic to Deathwing, that's for sure!
Click here for a link to the Phase I post!
Example Cards
Docile Boulder: Tremble in fear! This horrifying monstrosity is borderline unkillable and will devour your puny 2-drops whole!.. Usually. One of Mephilia's biggest weak points is that for healing and armor, she doesn't really gain any all that reliably. Fortunately for her, she has these! Minions, surprisingly a focus for the Summoner, will have to serve as her shield, her ability to survive. For a lot of these cards, they'll have to sacrifice some ability to kill things in order to better protect their master. And isn't he just the c u t es... I mean, the scariest thing you've ever seen?
Double: The Summoner has another weak point, and it's card draw. Although card draw isn't completely non-existant in the class, the ability to actually cycle through your deck and get to your important cards is foreign to Mephilia. Fortunately, she's still a studious spellcaster, and can copy from her own books to get an effect that's... Good enough. In other words, despite her struggles with drawing, she can still get value from copying. Value, of course, being a big deal to Mephilia, because big value means big minions.
Dramatic Entrance: Another defensive tool to stop herself from dying, Mephilia can augment her summoning magic by adding additional effects to minions as they come in! In this case, this is done by making the minion sturdy and hard, summoning it in the air and having it fall with an IMPRESSIVE three point landing. How you could expect your opponent to keep their eyes on you during this, I'm unsure. Don't expect her to actually boost one of the minions she ALREADY has on the board though, she's a summoner; She creates monsters, but doesn't change them.
Take Down: It turns out, you don't really need to learn any giant fireballs, magic that sucks out an enemies soul or magic that will turn a minion into a frog to get rid of minions. Surprisingly, it turns out you can just summon a giant elemental right behind some huge minion, have it grab them by the neck and let gravity do the rest. Watch out though, this only works on minions of the appropriate cost, which is something that's rather important to Mephilia. If the minion ain't all that expensive, how's it gonna be heavy enough to be killed by gravity? No amount of excited yelling is going to make that miracle happen. Also, though her card draw is lacking as well as her healing, destroying things is something she can come to terms with. This does mean that's she's going to have a cost of minion that she's not too fond of, you'll find out which soon.
Trouble!: How could the basic set for the Summoner not include a spell that just summoned a bunch of scary, scary dragons? The name of the spell is unusual, because it's not what you say as you cast it, it's what the people against you will scream as the dragons descend. I'm sure Deathwing will appreciate a spell that summons some big scary dragons for 10 mana, right? Be sure to try your luck at Doubling Trouble when you can for maximum dragon spawning.
Remaining Cards
Apprentice Animator: You're not the only summoner around, you know? Just like how Mage has some mages, Priest has some priests, and Warrior has some warriors, Summoner has some summoners working under her. And naturally, they summon things. This minion for 5 mana has a total of 6/6 stats split into two minions, one of which has Taunt . That's some nice value, but you just have to now hope they don't have an AoE, else your apprentice might not live long enough to ever learn anything new. She gets the idea that she needs to summon minions to protect her though, she's got the idea by now.
Morsel: As nice as the Summoners removal is, early on it's not quite as amazing. At the very least however, you can summon a giant creature to come and devour one of your opponents small minions, at a pretty reasonable price. It's no Frostbolt , but this is the simply price you pay for your really nice control options and terrifying minions you get later. Summoning's a bumpy ride, but it'll level out eventually. And who knows, sometimes you'll get to eat a minion that's been buffed up a little bit, or even a Doomsayer .
Devouring Maws: These big boys sure are hungry and can manage more than just a light snack. Their mouths may only be big enough to consume minions on the smaller end, but their giant body means they won't stop until their plate is clean. It's a simple board clear that uses the same idea as Morsel and Take Down and one that pretty much needed to exist to complete the holy trinity of the Summoners destructive tools that rely on cost. This will help you to start developing a board after that mediocre start, eh?
Pound: Sometimes instead of going for a full on bashing, you can just summon a big minion and have it give it a solid punch. Doing this is quick and hits fairly hard, but it's expensive. Card draw is not very common in this class, so treasure this one card you do have so far.
Study: Quickly jot down what you just did so that you can do it again. Repition is key to remembering, and it's also key to playing key cards twice, pulling off comboes, and getting good value in general. You can also Study up on the act of studying if you wanted, to learn how to study better. Then you can spend your whole turn studying, who would want that!? It's similar to Double, a way of getting cards in your hand without having to draw for them, though you get to choose these ones.
Tokens
18
Introducing Deathwing's Second Biggest Fan...
The Summoner
Mephilia would TOTALLY get along with Deathwing, they have so much in common! She also loves destroying everything, chaos and all other things evil. She also quite likes dragons... But not cute things, happiness or friendship, she hates those things! ...Well, she says she hates those things at least, but her Golden Snowflippers are starting to make me have doubts.
The idea of this class is that you don't really go around casting any non-summon magic yourself, but rather you summon minions to perform effects for you. Due to your full time job being a summoner, you know more uses for summoning and are more versatile with the art. This is shown by your keyword, Invoke .
By summoning something and immediately using it to do it's thing and then not paying the mana you need to have it stick around, you can get the same effects as any other spellcaster can. She is more versatile with her casting, therefore she is better at summoning than the other guys... At least flavourfully.
I hope you like the class!
Explanations for cards below
Falling Stones is a very simple way of translating your proficiency with summoning into doing some damage. By summoning your Pebbles above your opponents, you can crush them with their heavy bodies. If you want, you can pay the mana necessary to stabilise them in reality, to keep you safe, but you can also just play it for 3 if you don't need them or need the effect earlier. This is just a nice versatile removal card available to the Summoner.
Panicked Summoning is a way of keeping yourself alive, sending out huge minions on early turns... And it's a 4 mana secret . The class will be utilising defensive and minion focused secrets, of course. Try to cheat out big minions like a giant taunt minion or Ysera and you might carry on living against that aggro deck for just a little while longer.
Blue Tunneler is a tribal card. In a class focused summoning creatures of all shapes and sizes, I don't think it will come as a surprise to say that this class will have a lot of dragons, a lot of beasts, a lot of murlocs and maybe a few mechs here and there. This card will probably be a solid staple in Dragon Summoner, but don't expect to see it in decks not fully committed to dragons. You'll see why later in the comp. For now, just know Dragon Summoner is much more focused on control than tempo, and has a lot of dragons which stick out from most dragons you find, because creatures the summoner creates come from her mind, which results in creatures which are quite alien.
Thrashing Amalgamation is just a simple but chunky taunt . That said, he's absolutely terrifying, with both more mouths than what's actually necessary and the intimidating ability to consume all that stand before him. Unless they're Deathwing, that'll take some chewing time. It can get out of control quick if you don't deal with it, once it's taken away a few of your minions, you're gonna have a hard time recovering. It's a perfect minion to get from Panicked Summoning, with its relatively low attack and ability damage suddenly becoming a little stronger and its hard to take down body.
Finally, Monologue . Anyone who's ever indulged in a story of any kind with a villain present will know exactly what this is. The hero has chased Mephilia to her lair, and has been fighting her for what seems like hours. But now in Mephilia's hands, she's finally obtained the power she needs, a beast of unrivalled power that will destroy all the hero's friends and drain the hope from his body, making her only more and more powerful. She's already won. Feeling a surge of confidence pulse through her body, she does what every other antagonist in this situation feels incredibly compelled to do: Gloat. Boast. Tell him just how hopeless it always was, why she's been doing this all along, and how. She tells him to look around him, at his friends and despair as they perish. During this time, the hero desperately tries to find a way out, trying to get exactly what he needs to defeat this villain. Sometimes, it will have been too late. Sometimes he topdecks Bloodlust and annihilates her. Sometimes, he'll realise what he needs to do for the world is to sacrifice all his own friends to stop her from regaining any strength and kill her with his new friends. Sometimes, her health explosion doesn't regain her much from the damage the minions did to her. Regardless of what happens, it's often going to play a big part in who wins, and who loses.
This card is just a fun card that shows off some of Mephilia's more stereotypical evil aspects, and one of my favorite ones in general.
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Right, I've been seeing this a bit among all the classes, but the Lich class posted just before made me make the decision to finally say something about this.
Permanent Attack reductions should be avoided like the plague. Methods of giving minions Can't Attack potentially permanently or just flat out permanently aren't exactly much better. Hearthstone has 7 board slots, and has been designed with the expectation that when a minion is removed, another slot is freed up so that you can replace it with another. Not every deck runs Dark Pact or a giant stack of buffs, so for a lot of classes, a 0 attack minion without an effect attached to it is just a board slot that doesn't exist anymore. Not being able to play as many minions as before and not being able to do anything about it, needless to say, isn't particularly fun. One minion on it's own that can't attack isn't gonna ruin your match for you, but what about when you play a 1/1, and your opponent hero powers it into a 0/1? Then after that, he hero powers one of your other low attack minions a couple times? Oh, you drew your Firefly? You mean you drew your pair of 0/1's in a deck with no buffs. Oh look, now you only have 3 slots available on the board, I can't wait to see how much value you'll get off your N'zoth. Sure, this exact scenario is unlikely and unrealistic, but that doesn't make the concept of permanently locking down minions if their hero can't kill it off themselves an okay prospect. This is even more of an obvious problem when you can just play a 5 mana minion that gives a minion can't attack, return it to your hand, and just make that minion completely worthless and unusable. At that point, it's worse than dead.
This goes out to everyone who's made a attack reduction card or a can't attack card, and anyone planning on doing the same. That includes the people quoted and probably more, but I'm not going on a giant trek through the whole discussion topic to find em.
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