Underdog: Its a keyword that reads "if this minion kills another one and survive, transform it into its legendary form". all underdog cards have normal rarity and are fairly weak, but become legendary if destroy one creature. If you have 2 copies of the same underdog creature, only one can become its legendary form during the game.
When a minion has Courage: (X), it deals X extra damage when attacking a minion whose Attack is higher than its own. Bonus does not apply when attacks are equal. The Attacks are checked before adding the Courage bonus. The keyword is mainly used for Priest and Paladin cards. Here are some examples.
Wander X is a minion keyword that means it won't be summoned until the beginning of your turn, X turns after you played it. A minion with Wander 1 will be summoned at the start of your next turn. Minions with wander still have summoning sickness unless they also have charge. The idea is you can cast for cheaper, but it gives your opponent time to prepare - they see the card when you play it. (Remember that it also means on the turn it's summoned, it's being summoned for 0 cost, so you have plenty of synergy options.)
(Note: these cards might not have the best balance, this mechanic seems very sensitive so I erred towards unplayable rather than gamebreaking. Suddenly I have lots of ideas for cards with this mechanic; I skipped some more obvious ones, like Lost Adventurer, in favor of these 3. Oh and, yes, this is based on that one mechanic from MTG, I can't remember what it was called, with the Time Counters.)
Next Keyword: Endurance
Edit: OH! like Battlecry, Wander won't activate if the minion is played directly from your deck, or summoned from something like Summoning Stone. I don't know of any way this could happen at the moment, but if it is somehow played from your hand on your opponent's turn, then Wander won't activate.
I don't know of any way this could happen at the moment, but if it is somehow played from your hand on your opponent's turn, then Wander won't activate.
I don't know of any way this could happen at the moment, but if it is somehow played from your hand on your opponent's turn, then Wander won't activate.
Endurance is a keyword for Ice Block like effect but on a minion. So when a minion would died when taking a fatal damage, prevent it and the minion become immune this turn only, but a turn after Endurance trigger kill the minion regardless of its Health.
Madness is a Keyword that is semi-exclusive to Warlock. When a minion with Madness attacks, there is a 50% chance that it will attack the wrong target. Unlike with Ogres, though, it can attack friendly targets, too. It's just like when someone attacks with Misdirection: the new target can be anything. So, a Madness minion can be a big liability, which is why it can be best used offensively by giving your opponent's cards Madness. Here are some examples:
Dismantle is something that can only happen to mechs, and when it does happen, it destroys the minion and spreads it's stats randomly among ALL other minions.
So essentially these minions must be dealt with abilities/spells/hero powers, things like Unstable Ghoul, mage hero power, Arcane Missiles.
Next:Benevolence
Allowing Taunt to be on Unbroken would be kinda OP. If your opponent runs out of spells to deal with it, it's GG if they aren't a class with a Hero Power that can kill it.
Anyway, Benevolence means that, instead of attacking, you can choose to Heal a friendly minion. It can be on minions or Weapons. In the latter case, your hero heals the friendly minion and loses a durability. In order to heal the minion, you use the attacking UI. Just drag the minion with Benevolence onto a friendly minion as if you would attack it, and it will heal. Of course, it can't attack again (unless it has Windfury). It is almost exclusive to Priest and Paladin. Here are some examples:
This perhaps may seem off topic, but I have compiled all the abilities that seemed to most fit within the game UI and flow that we currently have into one place. I just wanted to. Any abilities not mentioned were either duplicates(there were a few), can be easily expressed with other keywords or are simply too complicated... or I just missed them. I tried my best to make them as dynamic and understandable as possible, with the possibility of sticking them on anything as "this" can be a weapon or a minion or a spell as well. Enjoy the list:
Train: Return this to your deck, give it +1/+1 Scout X: Look at top X cards of owners deck, draw one and reshufle the rest. Timewalk: Do the following if owner played no cards during the previous turn. Berzerk: Do the following whenever this takes damage. Honor X: Do the following whenever you summon a minion with a cost of X or higher. Feast: Do the following whenever a minion dies. Upgrade: Do the following whenever a spare part is used on this. Fear: Do the following whenever this is attacked by a minion that costs more. Avenge: Do the following whenever a friendly minion dies. Resonate X: Do the following whenever you opponent plays a card with X mana cost. Meditate: Do the following if this did not attack this turn. Does not come into effect the turn it is introduced. Rebirth: Do the following if owner has already played this card before. Arcane: Whenever you cast a spell, do the following. Mmrrggl: Do the following whenever a murloc is summoned. Toxicity: The attack of this scales with spell power. Doom: This grants the following to anything it attacks. Transparent: This is shown to all players when drawn. Bribe X: After playing this, do the following if you have X mana or more left and spend X mana. Duel: Do the following after this kills a minion. Sleep: This is disabled until it is damaged or becomes the target of a spell. Cursed X: This deals X damage to owner at the end of owners turn. Cleanse: return a minion to it's original state, as though it had just been summoned. Betray: This changes sides and owners if the following is true. Dodge X: Whenever damage is dealt to this, reduce it by X. Fuse X: Do the following X turns after this comes into play if this still is in play. Flee: reshuffle this into your deck Sacrifice X: This can be sacrificed to gain X mana this turn only Quest: At the end of your turn, if the following requirements are met, do the following. Behave: The following is in effect untill this attacks. Afterwards it is lost. Level: Do the following whenever you play a card. Drain: steal the following abilities from the target. Invoke: Gain a 0 mana copy of targets deathrattle and battlecry. Ally X: Do the following if X friendly minions with the same tribe as this are in play. This must have a tribe for it to work. Critical: When this attacks a minion and it survives, do the following. Vainglorious X: After killing a minion, if owner has X mana, spend X mana and do the following. Ranged: This is immune while attacking. Enlighten X: At the start of your turn, gain X temporary mana. Overgrow X: At the end of your turn, if you have at least X unspent mana, do the following. Stun: Stunned minions cannot attack until the end of their turn. Disabled: A disabled minion is efectively silenced and cannot attack. Spoil X: Like a druid "choose one" ability, but gives option of paying X mana repeatedly to gain the following effect or to stop doing so while there is enough mana. Bodyguard: This is guarding a target and takes damage in place of the target. Cleave: When this attacks, deal its damage to adjacent targets. Piercing: Damage dealt by this in excess is dealt to the enemy hero instead. Glory: Do the following if this kills another minion and survives. Barbed X: Whenever this is attacked, deal X damage to the attacker before the attack. Wander: When this is played, it is only summoned into play at the start of your turn. Ritual X: The following effect remains in play for the next X turns. Madness: 50% chance to attack a completely random target. Benevolance: This can choose to "attack" friendly minions to heal them instead. Trample: If this kills something as a part of it's attack, it can attack again. Oblivion X: Do the following if X minions have died this game.
Please don't be upset if it doesn't quite look like the original, as I tried to represent them as the core of what these abilities meant. For instance, spoil can be either a battlecry or a start of turn effect. Only real problem was with sacrifice X and similar abilities as the game currently doesn't have any method of "activating" abilities that are on minions, unlike other ccg's.
Thanks for doing this. Sorting it up like this is really helpful for me to make another keyword. This make it so I don't accidentally make a double.
Reload, Hunter card only, basically your weapon gain +1 durability when the condition is met. Eaglehorn bow text changed to "Reload: Whenever a friendly Secret is revealed."
Radiate, is the same as an aura effect but only the one that effecting all friendly minion such as Stormwind Champion and Raid Leader.
Whenever you Pillage you add a copy of one of the cards in your opponent's hand to you hand. So, Mind Vision could be reworded to simply "Pillage". That seems a little weird, but the cards I made better fit the theme of pillaging:
Underdog: Its a keyword that reads "if this minion kills another one and survive, transform it into its legendary form". all underdog cards have normal rarity and are fairly weak, but become legendary if destroy one creature. If you have 2 copies of the same underdog creature, only one can become its legendary form during the game.
Defiant crusader turns into...
Elementalist of the ring turns into...
Next: Barbed.
Barbed X means whenever the minion or your hero (if it's on a weapon) is attacked, it deals X damage to the attacker before taking damage.
Next: Courage/Courageous
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Tries to put Swamp King Dred in every Hunter deck
Favorite Deck: Spell Damage Druid (Old days)
Favorite card: Ancient of Lore
Least favorite card: Ice Block
Wander X is a minion keyword that means it won't be summoned until the beginning of your turn, X turns after you played it. A minion with Wander 1 will be summoned at the start of your next turn. Minions with wander still have summoning sickness unless they also have charge. The idea is you can cast for cheaper, but it gives your opponent time to prepare - they see the card when you play it. (Remember that it also means on the turn it's summoned, it's being summoned for 0 cost, so you have plenty of synergy options.)
(Note: these cards might not have the best balance, this mechanic seems very sensitive so I erred towards unplayable rather than gamebreaking. Suddenly I have lots of ideas for cards with this mechanic; I skipped some more obvious ones, like Lost Adventurer, in favor of these 3. Oh and, yes, this is based on that one mechanic from MTG, I can't remember what it was called, with the Time Counters.)
Next Keyword: Endurance
Edit: OH! like Battlecry, Wander won't activate if the minion is played directly from your deck, or summoned from something like Summoning Stone. I don't know of any way this could happen at the moment, but if it is somehow played from your hand on your opponent's turn, then Wander won't activate.
Check out my submission to this week's card design contest! (4.03)
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Eifhr
Check out my submission to this week's card design contest! (4.03)
Endurance is a keyword for Ice Block like effect but on a minion. So when a minion would died when taking a fatal damage, prevent it and the minion become immune this turn only, but a turn after Endurance trigger kill the minion regardless of its Health.
Next Keyword : Ritual
my thing
the swarm class
and
cards?
Leech: When this minion kills a minion do X.
Ghoul is a vanilla 2/1. An alternate idea I had would be to make cards like Mistress of Pain have their effect be the Leech keyword.
Next Keyword: Madness
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Come Play Make the Keyword!!!
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Dismantle is something that can only happen to mechs, and when it does happen, it destroys the minion and spreads it's stats randomly among ALL other minions.
Next Keyword: Unbroken
[Insert cool/funny thing here]
Unbroken: Can't be killed in combat.
So essentially these minions must be dealt with abilities/spells/hero powers, things like Unstable Ghoul, mage hero power, Arcane Missiles.
Next: Benevolence
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
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Check out my Worgen Class in the Class Competition
Explosive: when damaged by a minion there is a 50% chance to destroy both minions.
Next word: Trample.
Oblivion is a keyword that activates if (X) minions have died during the current game.
Next: Radiate
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Sunder: destroy target minion; its controller summons 1/1s equal to its power
Next keyword: Might
Might: This minion gains +2 attack every time it attacks
Example:
Master Armorer: 3 mana 2/4, Might, Deathrattle: Gain armor equal to Master Armorer's attack
Next Keyword: Shift