Possible cards: Hand of Protection, Divine Strength, Blessing of Might, Seal of Champions, Blessing of Kings, or Blessed Champions *Vindicator Maraad also gets buff from these effects, as he is a friendly minion.
On Summon: "Walk with the light." Attacking: "This is war!" On Death: "In the Light, we are one."
Card may see use in some sort of Bolster or Tempo Warrior. Suggested by the name, it will most likely be used to protect a minion or used as a straight-up Health buff for a good trade.
Situationally worse than SI:7 Agent because of the random factor, but where your opponent only has 1 minion, this deals slightly more damage to it. Also, the Silence effect might be occasionally useful. You would not want to play this without the combo when your opponent has a board.
It would make it so, arguably that the adjacent minions gets a "Can't attack" rule attached to them, though, not really since it has a good upside to it more than just that. The stats of the card is low because of it's unique and powerful effect, wanted it to have a chance to stick but not impossible to remove either by your opponent but also you, when your ready to use the minions normally.
Example/Rule: If you have a Kidnapper on board, play this card and attack. Instead of doing damage/attacking you would return a/the targeted enemy minion to his hand; or if you had a SI:7 Agent you would deal 2 damage to a/the targeted minion instead. A Edwin VanCleef would trigger it's +2/+2 buff again for each card played the turn you attack, same goes for Bladed Cultist.
Sorry for the wall of text but, as always, good luck everyone!
A straight forward "Big Buff" for Warrior, the iconic Mountain King Ultimate all the way back in WC3 that makes you bigger, tougher and immune to spells. Compare to similar buff spells like Dark Wispers (No spell immune, but has Choose One to summon wisps)
Taunt and Can't be targeted by spells and hero power make one vicious combo, as it forces your opponent to trade multiple minions into it. So despite its 6 Cost, I believe this card is solid and will function decently against aggro and control alike.
The old Gods have turned their eyes to the power of the forest, granting Beasts the power to become gargantuan.
Possible buffs ---------------------------- Ancestral Healing Ancestral Spirit Beastial Wrath Blessed Champion Blessing of Kings Blessing of Might Blessing of Wisdom Charge Cold Blood Demonfire Demonheart Divine Spirit Divine Strength Hand of Protection Inner Rage Mark of the Wild Mark of Y'Shaarj Power Overwhelming Power Word: Glory Power Word: Shield Power Word: Tentacles Rampage Rockbiter Weapon Seal of Champions Tinker's Sharpsword Oil Velen's Chosen Windfury
You only get standard effects in Standard. Some of these will damage your own minion, that's by design, the mutagen is unstable. Some will draw you a card, you only get the buff, not the card. Note that it's play not summon, so you don't trigger on things like Animal Companion or UTH.
Amazing on something like Jungle Panther where you can just buff it in safety until it's a win condition.
Animation: Chains wrap around the minion being buffed.
I heard you like buffs, so lets add even more buffs onto your buffs!
I decided to continue on with the theme of "buffs" by adding a new dragon. I typically consider buffing stuff is generally considered a form of control play. Although this may not always be true with temporary buffs that only last a turn like Abusive Sergeant. Although potentially seen as another version of Dragonkin Sorcerer, Chained Dragon can be accessed for lower mana, and will buff cards other than it. I see it more as a version of Addled Grizzly, along with Ancient Watcher.
The issues with this dragon are a price to pay for the additional benefits. Like many dragons they have a large range of value, this one suffers a similar fate. For a 3 mana card, 4/4 is a great stat array that puts it up there with Ogre Brute. But for 1 less mana you could get play an Ancient Watcher instead, which as +2/+2 worth of stats above other 2 drops. The buffing portion of Chained Dragon should be able to cover the difference like Addled Grizzly but with more stick. Although you have to continuously play cards to gain the benefits of Chained Dragon, you might end up with a larger tempo lead if it isn't dealt with.
Enrage in this way has never been done before in an existing card but I've seen it around. A simple Slam on this minion would make it a 5/3, it could then attack, and you draw a card. You could conceive many combos with the card's enrage effect, but those are limited to warrior or classes than can deal small damage to minions. It might just be a good enough dragon synergy minion you want to play to add taunt to.
Druids have lacked a 1/3 for 1 for too long, the treant summon would also be a hero power. The former could make a new use for Mukla's Champion as well as just help out low cost cards in the late game/aggro cards in the early game, and the latter could be used to help reduce face damage from early game aggression.
Possible cards: Hand of Protection, Divine Strength, Blessing of Might, Seal of Champions, Blessing of Kings, or Blessed Champions
*Vindicator Maraad also gets buff from these effects, as he is a friendly minion.
On Summon: "Walk with the light."
Attacking: "This is war!"
On Death: "In the Light, we are one."
"You're safe now, just let me - NONE SHALL PASS!"
Card may see use in some sort of Bolster or Tempo Warrior. Suggested by the name, it will most likely be used to protect a minion or used as a straight-up Health buff for a good trade.
Click here to check out my Custom Cards!
Situationally worse than SI:7 Agent because of the random factor, but where your opponent only has 1 minion, this deals slightly more damage to it. Also, the Silence effect might be occasionally useful. You would not want to play this without the combo when your opponent has a board.
To be clear, it can give your minions armor as well.
Dragon tools for Rogues:
Will only buff friendly Dragons but will get cheaper if your opponent has Dragons. It's an aura buff, so when this weapon gets destroyed, buff ends.
Opponent: ha ez trade!
*Trades Chillwind Yeti with Webspinner
*Webspinner becomes 5/1 because of secret
*Both cards die
You: ha bad trade.
This is an old idea of mine and it's well suited for this weeks rules. It works like a static(if wished to remain so) minion buffer or transforms a minion to something completely else, in the form of turn tactics. Cards it combines with are: Bladed Cultist, Defias Ringleader, Shado-Pan Rider, Undercity Valiant, SI:7 Agent, Kidnapper and of course Edwin VanCleef.
It would make it so, arguably that the adjacent minions gets a "Can't attack" rule attached to them, though, not really since it has a good upside to it more than just that. The stats of the card is low because of it's unique and powerful effect, wanted it to have a chance to stick but not impossible to remove either by your opponent but also you, when your ready to use the minions normally.
Example/Rule: If you have a Kidnapper on board, play this card and attack. Instead of doing damage/attacking you would return a/the targeted enemy minion to his hand; or if you had a SI:7 Agent you would deal 2 damage to a/the targeted minion instead. A Edwin VanCleef would trigger it's +2/+2 buff again for each card played the turn you attack, same goes for Bladed Cultist.
Sorry for the wall of text but, as always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Flavor: While casting away his negative emotions, he didn't realize that being proud of himself for doing it was probably not the best decision...
Play: Do not burden your mind, be happy and free.
Attack: Perish weakling!
Death: Do not seek outsiders, flourish from within...
A straight forward "Big Buff" for Warrior, the iconic Mountain King Ultimate all the way back in WC3 that makes you bigger, tougher and immune to spells. Compare to similar buff spells like Dark Wispers (No spell immune, but has Choose One to summon wisps)
Taunt and Can't be targeted by spells and hero power make one vicious combo, as it forces your opponent to trade multiple minions into it. So despite its 6 Cost, I believe this card is solid and will function decently against aggro and control alike.
Flavor: For Khaz Modan!
Side effects may include: nausea, vomiting, dizziness, and the uncontrollable urge to chase squirrels.
Finally fixed it!!!
Murloc is Love, Murloc is Life.
The old Gods have turned their eyes to the power of the forest, granting Beasts the power to become gargantuan.
Possible buffs
----------------------------
Ancestral Healing
Ancestral Spirit
Beastial Wrath
Blessed Champion
Blessing of Kings
Blessing of Might
Blessing of Wisdom
Charge
Cold Blood
Demonfire
Demonheart
Divine Spirit
Divine Strength
Hand of Protection
Inner Rage
Mark of the Wild
Mark of Y'Shaarj
Power Overwhelming
Power Word: Glory
Power Word: Shield
Power Word: Tentacles
Rampage
Rockbiter Weapon
Seal of Champions
Tinker's Sharpsword Oil
Velen's Chosen
Windfury
You only get standard effects in Standard. Some of these will damage your own minion, that's by design, the mutagen is unstable. Some will draw you a card, you only get the buff, not the card. Note that it's play not summon, so you don't trigger on things like Animal Companion or UTH.
Amazing on something like Jungle Panther where you can just buff it in safety until it's a win condition.
Galavant Animation
Vote for my card!
Another 3 drop option for Taunt/C'Thun Druids, although they will have to decide what they want to cut to include it, if they think it's worth it.
You can find me here! Good luck everyone!
Pump You Up!
"My bonds have been broken!"
Animation: Chains wrap around the minion being buffed.
I heard you like buffs, so lets add even more buffs onto your buffs!
I decided to continue on with the theme of "buffs" by adding a new dragon. I typically consider buffing stuff is generally considered a form of control play. Although this may not always be true with temporary buffs that only last a turn like Abusive Sergeant. Although potentially seen as another version of Dragonkin Sorcerer, Chained Dragon can be accessed for lower mana, and will buff cards other than it. I see it more as a version of Addled Grizzly, along with Ancient Watcher.
The issues with this dragon are a price to pay for the additional benefits. Like many dragons they have a large range of value, this one suffers a similar fate. For a 3 mana card, 4/4 is a great stat array that puts it up there with Ogre Brute. But for 1 less mana you could get play an Ancient Watcher instead, which as +2/+2 worth of stats above other 2 drops. The buffing portion of Chained Dragon should be able to cover the difference like Addled Grizzly but with more stick. Although you have to continuously play cards to gain the benefits of Chained Dragon, you might end up with a larger tempo lead if it isn't dealt with.
Enrage in this way has never been done before in an existing card but I've seen it around. A simple Slam on this minion would make it a 5/3, it could then attack, and you draw a card. You could conceive many combos with the card's enrage effect, but those are limited to warrior or classes than can deal small damage to minions. It might just be a good enough dragon synergy minion you want to play to add taunt to.
Druids have lacked a 1/3 for 1 for too long, the treant summon would also be a hero power. The former could make a new use for Mukla's Champion as well as just help out low cost cards in the late game/aggro cards in the early game, and the latter could be used to help reduce face damage from early game aggression.
Pantlessness is next to Saintliness.
Phalanx Commander