
(NOTE: This expansion is not based on any existing WoW location. However, the fantasy theme is consistent)
The Dawning Cataclysms - An Overview
It's as it was written, the stars have spoken back to us and have confirmed our suspicions. The Cataclysm approaches and we are not strong enough to combat it, not with our decaying power, our champion has to come, not only for the safety of the town, but of the townspeople too. O constellations of the sky, guide our champion one to the path they belong.
The Dawning Cataclysms covers three different places, the (Unnamed) town, Tomorrow's Rise, a cult awaiting for the cataclysm to come for their invasion to begin, and The Crystal Circle, an association of astrologists and magicians that protect their most sacred treasure, the Violet Rune, away from the cult.
Demon Hunter, Hunter, Warrior, Warlock and Rogue will be part of Tomorrow's Rise. While Druid, Mage, Paladin, Priest and Shaman will join forces with the town and The Crystal Circle.
Every prophecy starts with someone, and the road that lies ahead of them will be defined by those circumstances that suround them. It's what we read of what will come, so be prepared.
This expansion features one new keyword, Prophecy.


When you play a card with Prophecy, it will play like normal, and then a shattered circle will form above your Hero (taking a Secret slot, just like Quests), the card with Prophecy will fill one of the three gaps in it. Cards with Prophecy will replay themselves when you cast your Prophecy, and cards with "Prophecy: X" will add their effects to your current Prophecy, but both fill the circle that will become the road ahead.
For example, you play Carrion Invader, your Prophecy is now 1/3rd complete. If you play another one, 2/3rds, playing another card with Prophecy will finish it and create a Forseen Prophecy in your hand. Their art varies depending on which class used it, based on the flavor of this expansion.


If you've played two Carrion Invaders, and another card with Prophecy, once you play your Forseen Prophecy, it will play all of that in order, if a targettable spell is in there, you can choose targets, as each is cast individually (exception is while it's your opponent's turns). Battlecries and Outcast effects will not trigger with this however, nor will any spells in it count as cast for synergy purposes, however a Prophecy is a spell by itself. Isn't it odd?
All classes will get around 2-3 cards with Prophecy, with a few one or two exceptions that will get one more.
Death Knight (13/13)
Demon Hunter (10/10)
Druid (10/10)
Hunter (10/10)
Mage (10/10)
Paladin (10/10)
Priest (10/10)
Rogue (10/10)
Shaman (10/10)
Warlock (10/10)
Warrior (10/10)
Neutral (35/35)
Conspiracy Under the CracksDo you really know what's in this hollow earth? All of its secrets are deep beneath the underground? Those who move up and cause activities? Have you heard about the society living below? All of those are questions they'll ask.
Did you know that the food you eat is alive?
Was that mountain always there?
Is there a bunch of rats stealing your stuff that you can't find it?
How did that bush move like it had life?
You won't know yet, only I know, hehe...
Conspiracy Under the Cracks is the mini-set for this expansion, featuring 35 brand new cards without favoring any side of battle, legends and rumors are supposed to maintain themselves neutral over the conflict. As mentioned, this tackles conspiracies and urban legends/rumors, putting my own spin on them. You may see a lot of threes in this- I mean trees.
Card List (38/38)
I am simply hoping that the formatting isnt messed up after getting this up and running, hope you guys like it!
EDIT (04/06): Wohooo we finally done.
EDIT (29/06): Added the finished mini-set.
EDIT: (3/11): Fixed some cards as they were dissapearing, also preparing for Death Knight.