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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    I lost the card image for one of the cards, so that will be up as soon as I remake it. That's why I didn't post yesterday.

    Regardless, here's all the new cards from yesterday and today!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

     

    Quote from JKevh >>

    I feel like the concept of a deck that wants to rush too fatigue by drawing tons of cards isn't especially healthy, but quite cool. With this archetype in mind I made this quest, I doubt it would be competitive enough to see play beyond rank 15, but I think it would be fun nonetheless.

    (Sorry for putting the images as attachments but I don't know how to do it otherwise).

    A deck like this would probably be completely useless right now, but with the addition of some new cards that work well with the Warlock meta and this archetype (drawing your deck fast) it could be a usable deck. The Murloc i created works both with the new Witchwood "archetype" (if you can call it that) and this deck.

    Now considering I came up with this idea in a matter of minutes it isn't very flushed out yet, but I think it has potential.

    The quest is a little bit broken, because you'd want to draw through your deck as quickly as possible, and you'd probably run some sort of control deck to keep him from using all his resources until you start taking his things. Maybe it should be an active effect for the reward?
    The murloc is really interesting in my opinion. I really like MurLock so I love it, but it also feels extremely dangerous if you take damage. Neat concept!
     
    Here's some ideas I had, would love some feedback!
    I dunno if this one counts, because it doesn't explicitly mention fatigue, but *shrug*. I would probably make it have more stats if I were to remake it.
    This one is really interesting because while it has a huge downside in most of the game, his ability helps in fatigue. If I were to remake this, I'd lower its cost and its attack/health to make it easier to remove.
    Pretend Violet Illusionist doesn't exist before you judge this card. Sure, you could potentially gain 5 more mana for free, but at what cost? 15 damage, and a fatigue ramp.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

    Would destroying your deck count as something related to fatigue, or would it not?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

     

    Quote from linkblade91 >>

     

    Quote from revalista >>

     

    Quote from revalista >>

    Got a couple ideas, would love some feedback!

    Thoughts and opinions would be much appreciated!

     Bumping!
     
     I'm not a fan of Lucid Dream Yogg: he's insanely slow - you have to take Fatigue damage multiple times to make it worth anything - and it's ultimately a retread of what the existing Yogg-Saron, Hope's End does. Ragnaros the Firelord and Ragnaros, Lightlord are very similar, but the end result of their respective Battlecries are not the same. If you want to follow in classic-Yogg's footsteps as an RNG-machine, consider turning the Battlecry into a passive effect that says something like "Fatigue damage dealt to your hero is instead dealt to a random character." It's still in the random-YOLO spirit of Yogg-Saron, but provides a unique take on Yogg instead of just copying what he used to do.
    Mannoroth's stats are way too low: his Battlecry has an extremely-specific use, and even then you're arguably better off with a more imposing minion that can help to end the game before Fatigue becomes a problem; that's something an 8-mana 4/7 will struggle with.
     Thank you for your advice! I do agree that the Lucid Dream Yogg is not very useful unless you're way into the late game, so I'll have to scratch him, probably. 
    I wasn't entirely sure how to make Mannoroth viable, but since the ability has such a specific use, I'll definitely look into raising his stats.
    Do you think the Warrior card is okay? I'd originally designed it to go with Control Warrior via Dead Man's Hand.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

     

    Quote from revalista >>

    Got a couple ideas, would love some feedback!

    Thoughts and opinions would be much appreciated!

     Bumping!
     
    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!
    Quote from KillTheCow >>

    Here one of the core mechanics is Rally which is a great idea but so far you've only revealed 4 Rally cards all of which could've just read: "Whenever this minion attacks, ______. I'm not sure if there's cards that synergise with the effect that make it unique that yet have to be revealed but there is so much potential with this effect.

    It could've just read "Whenever this minion attacks," but the keyword and the mechanic are there to be flavorful. The idea of the expansion is a big war, and the flavor of the cards in general is to be a war, however that may be.
     
     
    Quote from KillTheCow >>

    Another thing that is so far lacking is an identity for each class. Each class every expansion has at least 1 main archetype it's trying to get to work. Here i see a bunch of great card ideas but they don't interact with each other at all. It's making a couple of neat cards and putting them all in one class. Again, haven't seen all the cards yet so i hope that i'm wrong on that as well.

    I suppose this is true. I did have an idea of flavor identity, but I wanted to support multiple archetypes and allow diversity. I'll spoil some of the class identities, and list a couple examples of identities that I primarily supported with the expansion:
    • Priest's main class identity is the dragon aspect, but I also supported Big Priest, and all in all, it has somewhat of a controlling aspect.
    • Rogue's main class identity, as I'm sure you'll discover tomorrow, is a mixture of Pirates and Weapons this expansion. I've added some Pirate synergy and some weapon synergy for Rogue.
    • Hunter's main class identity for this expansion is actually Secret Hunter. I have yet to reveal a large majority of Hunter's cards, and as more are revealed you'll understand what I mean.

     

    Quote from KillTheCow >>

    There's also some balance issues i found but i won't go in depth on those but my 2 main ones are Lord Ravencrest since he probably won't even stay alive before he could do anything and he is 8 mana so you could probably just play the minion you wanted to Recruit to begin with for that cost. Hopefully some cards that interact with the Rally mechanic will buff it. There is also Dragon's Call which compared to Arcane Intellect is already bad and even worse when you realize it has a requirement and you draw Dragons which can arguably be worse.

     1. Lord Ravencrest was really difficult for me to balance, because Recruiting is such a strong mechanic in decks built around it. Dragonhatcher actually sees a decent amount of play, due to it being a 2/4 body that pulls another body with up to 12/12 in stats. However, due to that being at the end of the turn, it may be better. I have been considering buffing Lord Ravencrest due to its comparison with Dragonhatcher.
    2. Dragon's Call is primarily built around drawing Dragons to activate your synergies, but it also allows you to pull consistent drops, such as Duskbreaker or Sleepy Dragon. More consistent pulls, such as through Cavern Shinyfinder, are valued at 2 mana, as opposed to regular card draw only being valued at 1.5 mana. While I have considered reducing Dragon's Call to cost 3 mana, I feel that the consistency of it would make it too overpowered.
    There will be more upcoming synergy with the Rally mechanic, though.
    Something I do agree with though, is that some of the classes have a lack of class identity. The primary classes who don't have a main class identity are Druid, Shaman, and Warlock. Warlock has had the most cards revealed, so it's easy to notice a lack of class identity for it. I struggled a lot to find class identities for these classes, mainly because of wanting to support diversity in the meta but also because a lot of these classes have all the tools they need (except Shaman). With that being said, I may end up changing some of the cards.
    Thank you so much for your feedback!
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

    Also who won the 7.13 weekly competition?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Discussion Topic

    Got a couple ideas, would love some feedback!

    Thoughts and opinions would be much appreciated!

    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    Happy Thursday! The week is almost done! Unfortunately I only have about 10 minutes before I need to leave for work, so I'm just going to leave the cards and add them to the post.

    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    I'm just gonna leave the images here today (I've got a busy schedule sometimes!)

    Posted in: Fan Creations
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    posted a message on New Neutral Legendary - Dollmaster Dorian

    edit: it didn't quote it. ugh

    Posted in: Card Discussion
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    Happy Monday, haha! Time for card reveals.

    I've always kinda liked the idea of more controlling cards, and Steel Crusader is the perfect card for that. A mid-range equivalent of Righteous Protector allows for more mid-game control as Paladin.

    I love The Emerald Dream for its flavor, but it could also allow some insane pulls! The randomness of the Dream cards allowed this card to be relatively cheap, but it'll usually be some sort of value.

    Translucent Slime is my take on a more flexible card. If you're missing a board, it serves as a way to quickly deal 3 damage. If not, you can use it to protect your minions. I can see this being played on curve, and with Frost Lich Jaina the card gets so much more value.

    Pious Knights is another control-based card, and with buffs through something like Val'anyr, you immediately double your value when this duplicates. More late-game Paladin control allows you to easily stay alive!

    Lunge is a Secret idea I had for Rogue, because it allows you to copy your opponent for cheap value. However, you'll have to be careful, because your opponent might just play Unlicensed Apothecary!

    Ah, MurLock. You've only been given one card. I wanted to fix that with Darkscale Visionary to allow flavor and mechanics to blend. A possessed Murloc that destroys your resources but potentially summons other allies to help it fight could be playable in something like MurLock.

    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    First card of the day is a new Battlefield!

    Stormwind City is an interesting Battlefield, as it allows you to quickly fill up your board while also dealing damage to another minion that is attacking. Keep in mind the fact that Battlefields affect both player's fields, so this could prevent some big turn swings via Call to Arms.

    Crystal Mace is an interesting card, because when you attack with it, it summons a random basic Totem! This could allow for effective build-up for Windshear Stormcaller.

    Annihilate took a lot of time to balance. I originally had it at 8 damage, but felt that you would really feel the sting of early-game if it was this much damage. Keep in mind the excess is dealt to your face, so if you use it on a 10/2... ow.

    I wasn't sure originally if Charging Worgen should be Rare instead of Common, but the weapon this is based on (Fool's Bane) is a Common, so. This is really interesting because although it can attack infinitely, it can't attack heroes, so it is hard to make broken.

    Don't be scared of Hunter Card Draw! This card, Retreat requires you to return a friendly minion to your hand before you can draw cards, and not only that, but it costs 1 extra mana! I thought this was weak originally due to the cost, but due to the inherent inbalance of Hunter draw, it needed to be done. However, this does allow potential plays through cards like the infamous Queen Carnassa!

    Dragon Rider is an Evolve nerf a very powerful card, because it essentially lets you deal 5 damage immediately, and then if it dies, it summons another 5/5 Dragon that your opponent has to deal with.

    Those are all the cards today!

    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    Next up is an announcement!

    I'm halving the time of release. That means, instead of 3 cards, you'll get 6 with each and every day that arrives! The topic and text will be edited shortly.

    Posted in: Fan Creations
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    posted a message on Legends of Azeroth - A Custom Hearthstone Expansion, Revealed *6* at a Time!

    Welcome back! Sorry for the delayed posting, but here's SIX cards, to make up for missing out yesterday.

    Bone Knight was created as an anti-aggressive card, and is given high power for its ability to attack only if your opponent uses a more board-filling deck.

    Curse-bearing Warrior is a tempo-oriented card, made to be played on curve. If it survives, it allows itself to get stronger through its Rally buffs.

    Galhara Goblin Gang is an interesting card, because its mechanics require it to be Recruited. If you play the card from hand, it loses its value, making it a 4-Cost 4/3. However, Recruiting the minion through cards like Guild Recruiter or Grizzled Guardian allow the minion to give itself more inherent value through adding a copy to your hand.

    Ethereal Champion is also an interesting card, because it serves somewhat as a prepared Molten Reflection for 1 less Mana; however, unless the minion has already been on the board, it is up to your opponent as to what minion this copies. This could lead to interesting OTKs through cards like Dark Pact.

    Now, onto class cards!

    Our first Mage card! Acolyte of Discord is designed for a different type of Secret Mage. The idea is for Secret Mage to embrace Hearthstone's RNG and, if we're being honest, it serves kind of as a funny card. At the same time, the random Secret aspect of it could allow for potentially amazing plays through pulls like Cheat Death!

    Lastly we have a Priest card. Power Word: Life is a Big Priest's dream come true in the form of a spell. It allows you to pull your own huge minion out for 5 Mana, but beware! It also causes your opponent to pull his biggest minion! This has huge potential, because if your minion isn't big enough, it dies, and not only that, but these minions don't get to trigger their Battlecries. Mages, better draw your Archmage Antonidas!

    Posted in: Fan Creations
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