IIRC, "All" is defined as its own thing in this situation; you didn't play all minion types, you played the All minion type, so it would only count once.
This longer reveal-video explains which keywords they're using for the The One-Amalgam Band, among other things: it'll be all of those except Spell Damage.
Not to monopolize the page with my ideas, but I have another one: Launch! Coming from an outer space/rocketry sort of flavor, Launch is the opposite of the new Finale, giving you a bonus if it's the first card you play in a turn.
Krazzel always has some scheme goin' on, so he's never in a place for long. By playing him first you get a lot of card draw, but he's A. hard to tutor for, B. technically inefficient over time, paying 2 mana for 1 card, and C. creates no board presence whatsoever if you continue to Launch him.
Blowback Punch is like the Warrior version of Lightning Breath, but can be trickier to use since the target needs to survive long enough.
Booster Rocket is like Life Sentence, but they'll come back should you choose to attack with it (or have your weapon destroyed some other way). In that sense, it's a single-target Anachronos effect without a set timer. It is cheaper than Life Sentence because you can really only ever use it once if you plan to leave that minion gone forever; otherwise, you're gonna have to deal with it eventually.
Ages ago, I made a custom expansion called Metal & Mayhem: it was a part of my "Year of the Kodo" for a competition I was helping to run on HearthPwn. It was supposed to be the final expansion of my Year, but I didn't end up getting far enough; had to disqualify myself because I stupidly forgot to submit enough Neutral cards in the first wave >_> Anyway, Metal & Mayhem was gonna be about an E.T.C. rock concert that gets interrupted when Dr. Boom invades, unleashing his Mech hordes upon, well, the Horde.
I got a lot of things right from that Year of the Kodo submission, from Dr. Boom's return in The Boomsday Project to the Naga minion type (in my middle expansion), and now maybe we'll see an E.T.C.-focused expansion? That would be really cool.
I really like Gunslinger, but you have to be careful: according to the rules, this card would not count because it doesn't have Gunslinger itself. I don't agree with this, but that's how they're worded.
This might bite me in the butt come tomorrow's reveal, but I thought I would ride the groove of the teaser with Encore!
Let's say you played these three minions on curve; this is what would happen:
Incessant Drummer would cast Ancestral Spirit on itself, but you haven't played an Encore card before this so that's all it does.
Electric Soloist would do its thing, then also cast Ancestral Spirit on itself, as that's what your previous Encore said.
Encore E.T.C. would do its thing, then cast the Nature spell because that is now your most-recent Encore effect.
Side-note: I don't believe there's a single keyword in the game with a tooltip greater than two lines of text. It's probably okay if yours is a little more than that, but it shouldn't take a paragraph to explain what's happening.
Update: The Shaman and Time Pirate have been worked on, along with the occasional card here-and-there. The two aforementioned classes have their expansion cards, although I'm not 100% happy with the TP. Shaman, though: I'd be down to play with those hehe :)
In case anyone forgot/didn't know, "Spring Forward" was today for the server, so the clock moved ahead an hour and thus people have a little less time to vote this go-around. I almost forgot myself lol D:
I'll get aboard the Early Feedback Train as well. And by popular demand (and by that I mean "peer pressure", and by that I mean "no one asked, but I feel guilty for not doing it anyway"), I will start separating out my feedback like everyone else instead of lumping it all together lazily lol.
CursedParrot
I like the idea behind the Quest the most: focusing on another minion type can be a fun way to open up a class to new experiences. I do it in my custom work with stuff like Dragon Demon Hunter, Mech Shaman, etc. That being said, a couple things need to be addressed:
The Quest requirements should be higher. Un'Goro Quests were more lengthy than Uldum Quests, because their Rewards were supposed to be powerful and game-shifting. Fire Fly and Igneous Elemental make this requirement a joke; it's definitely less strict than Fire Plume's Heart, for example.
You should never use in-game screenshots as art. It's obvious and it doesn't look great :(
'Elementals' is not capitalized on Ahune. Ahune should also be an Elemental IIRC.
Dolphinslayer
I like this card a lot because it implies an archetype - 1 Health minions - while still being functional by itself (or at least, with the Hero Power). The better loas - Gonk, the Raptor, Jan'alai, the Dragonhawk, etc. - were similar. Nice work!
anchorm4n
I have to agree with the others about it being too close to Deliverance. Sorry :(
Wailor
I want to like Recycling Bin more because I have a soft spot for Mechs and Spare Parts, but…yeah. Defiling Accusation is just better.
(I skipped Demon because we already talked about our cards together; I'm not a meanie)
Pretty happy with this. The Battlecry functions as you might expect, adding their Health to your hero. That's why it's not enemy-only: it would be blatantly better than the Priest's Galakrond...although they arguably have the better Hero Power, so maybe it would balance out. Like most of the Galakronds, it upgrades from 1 to 2 to 4 random minions eaten.
It's been a while, but I'm back with another installment of custom card fare. This one is exciting because it's both a new class and a new expansion to go with it! I've mostly done one or the other, but I'm gonna try my hand at pulling off the Demon Hunter/Death Knight experience of releasing both simultaneously. I originally started this project right after Voyage to the Sunken City, but lost motivation until now; since then, we've seen locations, Undead, dual minion types, and the Death Knight class added to the game - that's a lot of extra stuff to consider! This is a Work In Progress and everything you see is of the first-draft variety, so feedback is certainly welcome :) Without further ado, let's begin!
New Class: Time Pirate
Time Pirates are interlopers who herald from the future, gallivanting across time and space in search of adventure...and of course, treasure. Collecting dissenters from all along the time-line, their crew is made up of a large variety of species; as such, while they naturally include Pirates, they are in fact a true Menagerie of various minion types cobbled together. They utilize their high-tech gadgets and knowledge of time itself to outwit their opponents, always ready to make their escape. But when things get dicey, there's nothing more dangerous than a Time Pirate backed into a corner with nothing to lose, so be ready for anything!
Gameplay Summary
Captain Aldrax's gameplay is a twist on expected Pirate play-patterns: these aren't your run-of-the-mill scallywags. I will admit I have spent more time on the expansion and existing classes than on the Time Pirate itself, but this is a general run-down of what might be in the class:
Slower Pirate archetypes - This isn't just "play Pirates, play weapons, go face". I want this to be a slower, more tactical version of the Pirate. You can be aggressive, certainly, but that's not all that will be available.
Menagerie synergies - Elementals, Dragons, the occasional Beast; bringing together disparate groups is what makes a Time Pirate crew!
Pillage keyword - As you can see below, "Pillage" provides a bonus of some kind if you already damaged the enemy hero that turn. With cheap triggers like the Hero Power, you can weave in strong, tempo-reclaiming plays.
Gadgets to get out of situations - Time Pirates have all sorts of tricks up their sleeves, gathered from across time.
Secrets? - Probably falls under the "gadget" scenario listed above.
A second ramp class? - Future-tech should be more efficient in its energy usage, after all. Yeah, I know, Druid is fairly problematic in this regard, but maybe we can compete for the space while not destroying the game in the process >_>
Time Pirate Cards
As this is very much a Work In Progress, you won't find a lot here right now; that said, I'll be working on it as long as my motivation takes me lol. Check back for more updates!
Show Spoiler
New Expansion: Captains of the Rift
As the Time Pirates make themselves known to the people of present-day Azeroth, they unwittingly open up a huge time rift from within the Maelstrom. That brings with it monsters, mayhem, and all sorts of trouble from across Azeroth's time-line. The Time Pirate being about, well, time shenanigans, this is a golden opportunity to explore various characters from Warcraft's past, present, and future, and possibly all three at the same time! Here's a quick summary of what to expect:
Creatures, characters, and objects from across time - Reoccurring villains, variations of the same character in different classes; when you're making an expansion about time manipulation, expect the irregular. We don't know how Chromie can keep up!
Tribal support across the board - No class will go without some form of support for a minion type, and some might even be lesser-utilized combinations, like Mech Shaman and Dragon Demon Hunter.
Legacy weapons - "Legacy" is a new evergreen keyword given to weapons/items that have been passed down over time and cannot be truly destroyed. It is essentially Kingsbane's everlasting effect, and the Rogue weapon would be updated to reflect this.
Storm spells - The Maelstrom is creating pocket-storms of various sizes and types, which can grow stronger with the presence of more Mana. This keyword is very similar to Manathirst, except you *must* spend the additional Mana to play the card if you currently have it.
Gold Nuggets - Gold is a gimmie for a Pirate, and Time Pirates are no exception...but don't count out those hoarding Dragons, either!
Show Spoiler
Cards for Captains of the Rift
As I noted above for the Time Pirate, this is a Work In Progress. As such, most classes currently do not have full sets just yet. I'm working on it, and will update as I can. In the mean time, I will include write ups for how I plan to proceed with each class (which can always change, of course, based on feedback or my own particular whims).
Death Knight
What To Expect: Undead-Pirates, quite possibly of the "spooky ghost" variety. Discarding Gold Nuggets to ward off downsides. Also, weapon synergies.
No cards currently :(
Demon Hunter
What To Expect: Bounty Hunters, Dragons, and Fel Chromie. "Bounties" are basically a cycle of Side-Quests for the Demon Hunter.
Druid
What To Expect: Arcane synergies, Naga, Undead, "The End of Time".
No cards currently :(
Hunter
What To Expect: Leviathans (Big Beasts), Daelin Proudmoore, benefitting from being outnumbered.
Mage
What To Expect: "The Daughter of the Sea", Elementals, Teleportation = Big Minions for the Mage?!
Paladin
What To Expect: "Time cops", Dragons, Chromie, resurrecting.
Priest
What To Expect: Sen'jin, balancing spell schools, more Nature spells to go with Whirlpool.
Rogue
What To Expect: Dragons, possibly Naga, hoarding Gold Nuggets, hand synergies.
Shaman
What To Expect: Lightning/Nature damage spells, Mechs, "Doomhammer archetype" (gain a bonus if you're wielding Doomhammer).
Time Pirate
What To Expect: Spending Gold Nuggets to trigger stuff, end of turn effects, minions that specifically cost (4).
Warlock
What To Expect: Fire archetype, putting souls into Mechs, the return of Mecha Jaraxxus?
No cards currently :(
Warrior
What To Expect: Fire archetype, Armor, airships, cannons, volcano Elementals.
Neutral
What To Expect: Support for Fire archetypes, Nature archetypes, Gold Nuggets, tribal minions, weapon synergies. I do not plan to do literally every Neutral card; only the ones that interest me enough to make. I'm not wasting my time creating what would amount to filler.
And that's all I've got for now. Thank you for giving it a look, and a double thank-you if you decide to leave me a comment :D It doesn't seem like much, but the backbone of the expansion is there; just need to spend the time to make it come to life. This is my most ambitious project to date, or at least it certainly seems that way, so getting some "early access" feedback would be especially welcome :)
Naturally now that it's a day-late and a dollar-short, I think of a Legendary location I'm more happy with. I present to you: The Maelstrom!
I made it just now for a new class/expansion combo I've been working on; the idea is that minions are being pulled to their doom by the whirling vortex. So, the "closest" minions (the ones on the board) fall into the Maelstrom and die, then a minion is pulled from each hand onto the board, then a minion is pulled from each deck into one's respective hand.
Started the class+expansion just after Sunken City, but my motivation dried up until today...only now there's locations, Undead, dual minion types, and a whole 'nother class to consider D:
IIRC, "All" is defined as its own thing in this situation; you didn't play all minion types, you played the All minion type, so it would only count once.
The options are: Divine Shield, Rush, Poisonous, Stealth, Taunt, Windfury, Lifesteal, and Reborn.
This longer reveal-video explains which keywords they're using for the The One-Amalgam Band, among other things: it'll be all of those except Spell Damage.
https://youtu.be/YGMPTH7-EJI?t=502
Not to monopolize the page with my ideas, but I have another one: Launch! Coming from an outer space/rocketry sort of flavor, Launch is the opposite of the new Finale, giving you a bonus if it's the first card you play in a turn.
Ages ago, I made a custom expansion called Metal & Mayhem: it was a part of my "Year of the Kodo" for a competition I was helping to run on HearthPwn. It was supposed to be the final expansion of my Year, but I didn't end up getting far enough; had to disqualify myself because I stupidly forgot to submit enough Neutral cards in the first wave >_> Anyway, Metal & Mayhem was gonna be about an E.T.C. rock concert that gets interrupted when Dr. Boom invades, unleashing his Mech hordes upon, well, the Horde.
I got a lot of things right from that Year of the Kodo submission, from Dr. Boom's return in The Boomsday Project to the Naga minion type (in my middle expansion), and now maybe we'll see an E.T.C.-focused expansion? That would be really cool.
I really like Gunslinger, but you have to be careful: according to the rules, this card would not count because it doesn't have Gunslinger itself. I don't agree with this, but that's how they're worded.
This might bite me in the butt come tomorrow's reveal, but I thought I would ride the groove of the teaser with Encore!
Let's say you played these three minions on curve; this is what would happen:
Side-note: I don't believe there's a single keyword in the game with a tooltip greater than two lines of text. It's probably okay if yours is a little more than that, but it shouldn't take a paragraph to explain what's happening.
I have made three Keywords in the past, but I can't really use them to their fullest.
Pretty upset about this, not gonna lie.
Congrats to Wailor again!
Should be good to go!
Update: The Shaman and Time Pirate have been worked on, along with the occasional card here-and-there. The two aforementioned classes have their expansion cards, although I'm not 100% happy with the TP. Shaman, though: I'd be down to play with those hehe :)
Good luck to the finalists!
In case anyone forgot/didn't know, "Spring Forward" was today for the server, so the clock moved ahead an hour and thus people have a little less time to vote this go-around. I almost forgot myself lol D:
You have just about an hour left to vote!
I'll get aboard the Early Feedback Train as well. And by popular demand (and by that I mean "peer pressure", and by that I mean "no one asked, but I feel guilty for not doing it anyway"), I will start separating out my feedback like everyone else instead of lumping it all together lazily lol.
I like the idea behind the Quest the most: focusing on another minion type can be a fun way to open up a class to new experiences. I do it in my custom work with stuff like Dragon Demon Hunter, Mech Shaman, etc. That being said, a couple things need to be addressed:
I like this card a lot because it implies an archetype - 1 Health minions - while still being functional by itself (or at least, with the Hero Power). The better loas - Gonk, the Raptor, Jan'alai, the Dragonhawk, etc. - were similar. Nice work!
I have to agree with the others about it being too close to Deliverance. Sorry :(
I want to like Recycling Bin more because I have a soft spot for Mechs and Spare Parts, but…yeah. Defiling Accusation is just better.
(I skipped Demon because we already talked about our cards together; I'm not a meanie)
Congratulations to Wailor!
My hunger, never-ending. My will, everlasting!
Pretty happy with this. The Battlecry functions as you might expect, adding their Health to your hero. That's why it's not enemy-only: it would be blatantly better than the Priest's Galakrond...although they arguably have the better Hero Power, so maybe it would balance out. Like most of the Galakronds, it upgrades from 1 to 2 to 4 random minions eaten.
Shout-out to Demonxz95 for reinvigorating my desire to see this through - you're also the reason behind the Doomhammer archetype haha :)
It's been a while, but I'm back with another installment of custom card fare. This one is exciting because it's both a new class and a new expansion to go with it! I've mostly done one or the other, but I'm gonna try my hand at pulling off the Demon Hunter/Death Knight experience of releasing both simultaneously. I originally started this project right after Voyage to the Sunken City, but lost motivation until now; since then, we've seen locations, Undead, dual minion types, and the Death Knight class added to the game - that's a lot of extra stuff to consider! This is a Work In Progress and everything you see is of the first-draft variety, so feedback is certainly welcome :) Without further ado, let's begin!
New Class: Time Pirate
Time Pirates are interlopers who herald from the future, gallivanting across time and space in search of adventure...and of course, treasure. Collecting dissenters from all along the time-line, their crew is made up of a large variety of species; as such, while they naturally include Pirates, they are in fact a true Menagerie of various minion types cobbled together. They utilize their high-tech gadgets and knowledge of time itself to outwit their opponents, always ready to make their escape. But when things get dicey, there's nothing more dangerous than a Time Pirate backed into a corner with nothing to lose, so be ready for anything!
Gameplay Summary
Captain Aldrax's gameplay is a twist on expected Pirate play-patterns: these aren't your run-of-the-mill scallywags. I will admit I have spent more time on the expansion and existing classes than on the Time Pirate itself, but this is a general run-down of what might be in the class:
Time Pirate Cards
As this is very much a Work In Progress, you won't find a lot here right now; that said, I'll be working on it as long as my motivation takes me lol. Check back for more updates!
New Expansion: Captains of the Rift
As the Time Pirates make themselves known to the people of present-day Azeroth, they unwittingly open up a huge time rift from within the Maelstrom. That brings with it monsters, mayhem, and all sorts of trouble from across Azeroth's time-line. The Time Pirate being about, well, time shenanigans, this is a golden opportunity to explore various characters from Warcraft's past, present, and future, and possibly all three at the same time! Here's a quick summary of what to expect:
Cards for Captains of the Rift
As I noted above for the Time Pirate, this is a Work In Progress. As such, most classes currently do not have full sets just yet. I'm working on it, and will update as I can. In the mean time, I will include write ups for how I plan to proceed with each class (which can always change, of course, based on feedback or my own particular whims).
What To Expect: Undead-Pirates, quite possibly of the "spooky ghost" variety. Discarding Gold Nuggets to ward off downsides. Also, weapon synergies.
No cards currently :(
What To Expect: Bounty Hunters, Dragons, and Fel Chromie. "Bounties" are basically a cycle of Side-Quests for the Demon Hunter.
What To Expect: Arcane synergies, Naga, Undead, "The End of Time".
No cards currently :(
What To Expect: Leviathans (Big Beasts), Daelin Proudmoore, benefitting from being outnumbered.
What To Expect: "The Daughter of the Sea", Elementals, Teleportation = Big Minions for the Mage?!
What To Expect: "Time cops", Dragons, Chromie, resurrecting.
What To Expect: Sen'jin, balancing spell schools, more Nature spells to go with Whirlpool.
What To Expect: Dragons, possibly Naga, hoarding Gold Nuggets, hand synergies.
What To Expect: Lightning/Nature damage spells, Mechs, "Doomhammer archetype" (gain a bonus if you're wielding Doomhammer).
What To Expect: Spending Gold Nuggets to trigger stuff, end of turn effects, minions that specifically cost (4).
What To Expect: Fire archetype, putting souls into Mechs, the return of Mecha Jaraxxus?
No cards currently :(
What To Expect: Fire archetype, Armor, airships, cannons, volcano Elementals.
What To Expect: Support for Fire archetypes, Nature archetypes, Gold Nuggets, tribal minions, weapon synergies. I do not plan to do literally every Neutral card; only the ones that interest me enough to make. I'm not wasting my time creating what would amount to filler.
And that's all I've got for now. Thank you for giving it a look, and a double thank-you if you decide to leave me a comment :D It doesn't seem like much, but the backbone of the expansion is there; just need to spend the time to make it come to life. This is my most ambitious project to date, or at least it certainly seems that way, so getting some "early access" feedback would be especially welcome :)
Naturally now that it's a day-late and a dollar-short, I think of a Legendary location I'm more happy with. I present to you: The Maelstrom!
I made it just now for a new class/expansion combo I've been working on; the idea is that minions are being pulled to their doom by the whirling vortex. So, the "closest" minions (the ones on the board) fall into the Maelstrom and die, then a minion is pulled from each hand onto the board, then a minion is pulled from each deck into one's respective hand.
Started the class+expansion just after Sunken City, but my motivation dried up until today...only now there's locations, Undead, dual minion types, and a whole 'nother class to consider D:
Good luck to everyone in the voting