Armaments of Azeroth (lots of cards)

Submitted 4 years, 7 months ago by

So I made this expansion a while back, I think it was right before RoS and I was kind of fatigued of the game that moment, which explains why alot of these cards are just WAY OP. But at the same time I didn't entirely make this expansion with an inkling that most of these cards would be reasonable, I wanted to try something with a high power level to shake up a theoretical end-of-year Standard meta and obviously the Wild meta to make things a bit more fun. All the cards fall into the classes three talent tress in some way. Armaments of Azeroth is about each class strutting it's stuff to prove which is more dominant. I'll give brief descriptions of cards I want to highlight here and there.

So some ground rules with this set, each class has a Building, they are straight up, non-interactable, non-destructible, non-targetable cards, after I released the set and thought about it, I realized how absolutely broken these cards are, so hey there's something to learn from. Another thing, each class has is a General, super powerful cards that can turn the tide of the battle. There is one Neutral Building and several Neutral Generals, but a deck can only contain one of either. Meaning there is not possible way to mix and match these Legendary cards. You are either on the defensive, or offensive.

Druid:

So fun things with Druid, Broll draws from the power of all the dead and currently alive minions which allows him to gain a copy of whatever enchantments have been played this game.

Teldrassil has a chance for a
"Choose Both" card to be generated since it does count for a beast form.

As you can see in the Druid set one of my mistakes was, unintentionally, punishing a player for not owning a copy of Teldrassil. The player could have the cards that it supports but not the legendary itself, my way of thinking at the time was more along the lines of "save resources until you can get the maximum benefit out them". Also Pulverize was made before Team 5 said that Druid shouldn't have strong single target removal.

Hunter:

With Vareesa Windrunner I thought that Hunter would need a new board clear since Deathstalker Rexxar was rotating out and Unleash the Hounds or Explosive Trap could help the class out a bit. I think most of Hunter's other cards are of course either really OP or just unplayable in typical HS fashion.

Trueshot Lodge was fun, it's a constant value generator, much like every other building in this set,  and always keeps your opponent guessing.

Mage:

First off, yes, Nessy is pretty much a mirror of Deathstalker Rexxar with an arguably better Battlecry. Build-a-Bot functions the exact same way as Build-a-Beast. I had this idea of a Gnome mechanic building bots, thought of DK Rexxar and it made sense. It's just as broken as DK Rexxar.

Karazhan is pretty fair I feel, HEAVY RNG of course but you could constantly just get spells that don't help the current situation.

Consuming Flame plays with an idea I wish HS would implement and that's more dead draws/dead cards in hand. A great reward for a high price.

I can easily see Call Canceled actually be printed.

Paladin:

Gathios The Shatterer is a better Obsidian Statue and I feel that it's fair considering it's a legendary.

Hand-buff Paladin never works right? Maybe Sanctum of Light can fix that, or maybe it'll give you 400 hundred more dust to craft a better card.

I'm pretty sure Platoon Sergeant exists already in another set but I can't exactly remember which one.

Priest:

Alonsus Faol was designed just to be a better, class specific version of Reno Jackson.

I always enjoyed the idea of Priests using your own cards against you, I use Archbishop Benedictus in every Wild Priest deck I make because it's just simply fun. So I wanted to make a card that appealed to that style of gameplay.

I have no idea where I was going with Writings of the End.

Shadow Word: Void, because it was needed.

Rogue:

Arantir the Tea Drinker is pretty much a high-roll Legendary and I felt that it fit well with Rogues.

Hall of Shadows is just more Thief-Rogue shenanigans.

Poison the well is Probably the most unfair, unfun, broken card in the Rogue set. But hey, it beats combo.

I have no idea what I was trying to accomplish with Hostage Taker. I kind of have a clue but 5 lines of text isn't enough.

Shaman:

I think Muln Earthfury most likely will fit into a niche deck or just be a drop that sees benefits if it survives long enough on board.

The Maelstrom is OP (what isn't in this set?) because I mean hell, it takes away the drawback of overload cards. At the same time it makes Shamans use their resources more liberally so they might tun out of cards in hand before they steam-roll their opponent.

Thundercaller will overload you if you don't have The Maelstrom.

Aftershock definitely only needs to target minions.

Warlock:

Blidross Nullvoid, I don't even know where to start with this. It was a fun idea. The Warlock general showing up, summoning a portal that brought forth beasts is what I thought when I made him. But it's broken as hell, but I still love it.

Dreadscar Rift can be really weak depending on what's in standard, and in Wild the chances of getting what you want is extremely low.

Corrosive Blast is to deal with that pesky Warrior armor, and now the Linecracker Druid in Wild.

Cursed Demon is strong as a Battlecry, hell it's even strong as a random summon.

Warrior:

Broxigar Saurfang is the true highlander, your deck cannot have duplicate at the start of the game and cannot have duplicates from cards like Dead Man's Hand.

Skyhold can create that famous taunt wall every Warrior dreams of with the formidable minions it generates. Sweeping Strike is Flamestrike for Warrior.

Banner Carrier can be dangerous if in opening hand or drawn on curve.

Neutral:


Gallywix's Pride is the game ender of the set. Similar to Yogg-Saron, Hope's End and a little inspired by Hakkar, the Soulflayer. Just the idea of constant mounting pressure just feels really nice. Also, the typo in the tool tip is from Hearthcards, it bothers me too.

Sylvanas, seems I made a better version of Plague of Death, cool.

Anduin is probably best with Deathrattle minions.

Apparently I still need to make the neutral rares and commons for the set.

This is my first set and I had fun making it, if you draw any inspiration from any of the cards, please use it.

I would have waited for OoC to build their custom card/set functions on the site but I wanted to get it out there.

Thanks for reading and most likely, leaving feedback talking about how all over the place the power level is.

  • griffior's Avatar
    925 330 Posts Joined 05/31/2019
    Posted 4 years, 7 months ago

    So I made this expansion a while back, I think it was right before RoS and I was kind of fatigued of the game that moment, which explains why alot of these cards are just WAY OP. But at the same time I didn't entirely make this expansion with an inkling that most of these cards would be reasonable, I wanted to try something with a high power level to shake up a theoretical end-of-year Standard meta and obviously the Wild meta to make things a bit more fun. All the cards fall into the classes three talent tress in some way. Armaments of Azeroth is about each class strutting it's stuff to prove which is more dominant. I'll give brief descriptions of cards I want to highlight here and there.

    So some ground rules with this set, each class has a Building, they are straight up, non-interactable, non-destructible, non-targetable cards, after I released the set and thought about it, I realized how absolutely broken these cards are, so hey there's something to learn from. Another thing, each class has is a General, super powerful cards that can turn the tide of the battle. There is one Neutral Building and several Neutral Generals, but a deck can only contain one of either. Meaning there is not possible way to mix and match these Legendary cards. You are either on the defensive, or offensive.

    Druid:

    So fun things with Druid, Broll draws from the power of all the dead and currently alive minions which allows him to gain a copy of whatever enchantments have been played this game.

    Teldrassil has a chance for a
    "Choose Both" card to be generated since it does count for a beast form.

    As you can see in the Druid set one of my mistakes was, unintentionally, punishing a player for not owning a copy of Teldrassil. The player could have the cards that it supports but not the legendary itself, my way of thinking at the time was more along the lines of "save resources until you can get the maximum benefit out them". Also Pulverize was made before Team 5 said that Druid shouldn't have strong single target removal.

    Hunter:

    With Vareesa Windrunner I thought that Hunter would need a new board clear since Deathstalker Rexxar was rotating out and Unleash the Hounds or Explosive Trap could help the class out a bit. I think most of Hunter's other cards are of course either really OP or just unplayable in typical HS fashion.

    Trueshot Lodge was fun, it's a constant value generator, much like every other building in this set,  and always keeps your opponent guessing.

    Mage:

    First off, yes, Nessy is pretty much a mirror of Deathstalker Rexxar with an arguably better Battlecry. Build-a-Bot functions the exact same way as Build-a-Beast. I had this idea of a Gnome mechanic building bots, thought of DK Rexxar and it made sense. It's just as broken as DK Rexxar.

    Karazhan is pretty fair I feel, HEAVY RNG of course but you could constantly just get spells that don't help the current situation.

    Consuming Flame plays with an idea I wish HS would implement and that's more dead draws/dead cards in hand. A great reward for a high price.

    I can easily see Call Canceled actually be printed.

    Paladin:

    Gathios The Shatterer is a better Obsidian Statue and I feel that it's fair considering it's a legendary.

    Hand-buff Paladin never works right? Maybe Sanctum of Light can fix that, or maybe it'll give you 400 hundred more dust to craft a better card.

    I'm pretty sure Platoon Sergeant exists already in another set but I can't exactly remember which one.

    Priest:

    Alonsus Faol was designed just to be a better, class specific version of Reno Jackson.

    I always enjoyed the idea of Priests using your own cards against you, I use Archbishop Benedictus in every Wild Priest deck I make because it's just simply fun. So I wanted to make a card that appealed to that style of gameplay.

    I have no idea where I was going with Writings of the End.

    Shadow Word: Void, because it was needed.

    Rogue:

    Arantir the Tea Drinker is pretty much a high-roll Legendary and I felt that it fit well with Rogues.

    Hall of Shadows is just more Thief-Rogue shenanigans.

    Poison the well is Probably the most unfair, unfun, broken card in the Rogue set. But hey, it beats combo.

    I have no idea what I was trying to accomplish with Hostage Taker. I kind of have a clue but 5 lines of text isn't enough.

    Shaman:

    I think Muln Earthfury most likely will fit into a niche deck or just be a drop that sees benefits if it survives long enough on board.

    The Maelstrom is OP (what isn't in this set?) because I mean hell, it takes away the drawback of overload cards. At the same time it makes Shamans use their resources more liberally so they might tun out of cards in hand before they steam-roll their opponent.

    Thundercaller will overload you if you don't have The Maelstrom.

    Aftershock definitely only needs to target minions.

    Warlock:

    Blidross Nullvoid, I don't even know where to start with this. It was a fun idea. The Warlock general showing up, summoning a portal that brought forth beasts is what I thought when I made him. But it's broken as hell, but I still love it.

    Dreadscar Rift can be really weak depending on what's in standard, and in Wild the chances of getting what you want is extremely low.

    Corrosive Blast is to deal with that pesky Warrior armor, and now the Linecracker Druid in Wild.

    Cursed Demon is strong as a Battlecry, hell it's even strong as a random summon.

    Warrior:

    Broxigar Saurfang is the true highlander, your deck cannot have duplicate at the start of the game and cannot have duplicates from cards like Dead Man's Hand.

    Skyhold can create that famous taunt wall every Warrior dreams of with the formidable minions it generates. Sweeping Strike is Flamestrike for Warrior.

    Banner Carrier can be dangerous if in opening hand or drawn on curve.

    Neutral:


    Gallywix's Pride is the game ender of the set. Similar to Yogg-Saron, Hope's End and a little inspired by Hakkar, the Soulflayer. Just the idea of constant mounting pressure just feels really nice. Also, the typo in the tool tip is from Hearthcards, it bothers me too.

    Sylvanas, seems I made a better version of Plague of Death, cool.

    Anduin is probably best with Deathrattle minions.

    Apparently I still need to make the neutral rares and commons for the set.

    This is my first set and I had fun making it, if you draw any inspiration from any of the cards, please use it.

    I would have waited for OoC to build their custom card/set functions on the site but I wanted to get it out there.

    Thanks for reading and most likely, leaving feedback talking about how all over the place the power level is.

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