For the record, I'm not a huge fan of the concept of 'permanent spells'. However, the applications are intriguing. I'm thinking with this spell, build deliberately terrible decks with the intention of giving it to your opponent. However, you have to be able to survive long enough to pull it off, not to mention this card reshuffles itself back into your opponent's deck after the swap, so there's always a chance they'll take their deck back!
This card is fairly costly at 5. You only get 1 card from a deck you didn't build (compare to Nourish, which gives a choice of 2 mana ramp or 3 cards) but deck swapping is a very powerful tool and difficult to balance. I feel that shuffling the card back into your opponent's deck helps with that. Anyway, seems like it could be an interesting and fun to play card! Enjoy!
Flavor text: "Don't look so shocked, every shaman does this!"
Explanation:
The card is very simple. It gives your hero a passive 1 attack when it's your opponents turn, so if they attack with a minion that minion takes 1 damage. This is a huge anti-aggro card for shaman. It will destroy any 1-health minion, and pop divine shield. The best part is shaman may still use weapons, but the weapon does not get buffed from this. The hero only gets that 1 attack when it is not their turn. The 1 attack is static, it cannot be increased. Finally, since the card is legendary, the deck can only run 1 copy. I know, legendary spells is breaking the meta because it isn't a thing (yet), but it is needed for this.
We need some board size manipulation. I added draw a card so that you could play 2 copies without fear of a dead card. It also adds a little extra value to a fairly low value effect. This card helps keep token and zoo decks at bay by limiting the board they can have while not effecting the ramp style of druid's ability to create a strong board.
Flavour Text: "No-one replied to the first arm, so he had to use another"
Maybe we can have a deck that revolves around silver Hand recruits. Great synergy with Silver Hand Regent, Warhorse Trainer and Stand Against Darkness. There is a combo involving the two latter cards but that is only 10 Damage for 10 mana (8 if this is played previously), so it doesn't seem to over powered. This could see a new type of flood paladin.
The point is that both players will be able to see the cards that will be drawn next. If you play it more than once (or if you're opponent plays it after you've played it) then the effect is canceled out. Combo it with Thistle Tea for some fun shenanigans. No more wondering which card will be duplicated!
Keep in mind, spells are still unknown. However, removing some of the surprise factor from your opponent's hand could have devastating effects on how each player plans their moves.
This effects tokens, itself, your minions, enemy minions, minions in play, minions not in play, so on and so forth--everyone is just brawling it out. Theoretically very good with Bolster and potentially The Black Knight, and can do wonders for many control decks. What does it matter if your opponent's minions have taunt if you're just removing them anyway? They probably don't even have taunt synergy cards! Like Bolster! Seriously though, I'd like to argue that the stats are balanced because they're somewhat below par, while the effect is both substantial and not necessarily only good--what your getting is exactly what your opponent is getting (like Refreshment Vendor). Your opponent is still getting taunt on anything they have/play. This concept means that your fewer minions of high strength can out preform aggressive and zooy minions, as long as you can draw him and play him of course, which is always a down side of control. All in all, I think this adds some potentially cool stuff for Warrior to work with, and I'd personally love to see something like it in Hearthstone--auras are cool!
What does turn both players' deck up-side-down mean?
Both players know what card comes next, the order of drawing will also be changed.
For example, before you use Cataclysm, your deck have 3 cards, being Ysera, Alexstrasza and Nozdormu (in order), after using Cataclysm, the order becomes Nozdormu, Alextrasza and Ysera, and Nozdormu will immediately be visible to your opponent.
Use Cataclysm again will reverse this effect, something that the player can play around - I need a board clear, I knew the next card is not what I need, use Cataclysm and pray for RNG; or I have a good board and opponent's next card is flamestrike, Cataclysm him so it becomes the last card of his deck.
4 mana summoning 4 1/1 is not great (why not summon a 7/7?), it just compensate the tempo lose of using this card. Imagine if Shadow Form gives you a 2/2 body on top of its effect, it will become a good card, same logic.
4 Aspects will be Nozdormu, Alextrasza, Ysera and Kalecgos. They are 1/1 because they lost their immortality for the lore sake.
Okay this will help Token druid A LOT with ''Whispers Of The Old Gods'' being sticky and some deathrattle/battlecry minions that produces others tokens. You can combo after that with Savagery or buff cards.
Here's my submission for this week!
For the record, I'm not a huge fan of the concept of 'permanent spells'. However, the applications are intriguing. I'm thinking with this spell, build deliberately terrible decks with the intention of giving it to your opponent. However, you have to be able to survive long enough to pull it off, not to mention this card reshuffles itself back into your opponent's deck after the swap, so there's always a chance they'll take their deck back!
This card is fairly costly at 5. You only get 1 card from a deck you didn't build (compare to Nourish, which gives a choice of 2 mana ramp or 3 cards) but deck swapping is a very powerful tool and difficult to balance. I feel that shuffling the card back into your opponent's deck helps with that. Anyway, seems like it could be an interesting and fun to play card! Enjoy!
Flavor text: "Don't look so shocked, every shaman does this!"
Explanation:
The card is very simple. It gives your hero a passive 1 attack when it's your opponents turn, so if they attack with a minion that minion takes 1 damage. This is a huge anti-aggro card for shaman. It will destroy any 1-health minion, and pop divine shield. The best part is shaman may still use weapons, but the weapon does not get buffed from this. The hero only gets that 1 attack when it is not their turn. The 1 attack is static, it cannot be increased. Finally, since the card is legendary, the deck can only run 1 copy. I know, legendary spells is breaking the meta because it isn't a thing (yet), but it is needed for this.
RedneckBudha
We need some board size manipulation. I added draw a card so that you could play 2 copies without fear of a dead card. It also adds a little extra value to a fairly low value effect. This card helps keep token and zoo decks at bay by limiting the board they can have while not effecting the ramp style of druid's ability to create a strong board.
Flavour Text: "No-one replied to the first arm, so he had to use another"
Maybe we can have a deck that revolves around silver Hand recruits. Great synergy with Silver Hand Regent, Warhorse Trainer and Stand Against Darkness. There is a combo involving the two latter cards but that is only 10 Damage for 10 mana (8 if this is played previously), so it doesn't seem to over powered. This could see a new type of flood paladin.
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OK, here goes!
The point is that both players will be able to see the cards that will be drawn next. If you play it more than once (or if you're opponent plays it after you've played it) then the effect is canceled out. Combo it with Thistle Tea for some fun shenanigans. No more wondering which card will be duplicated!
Based on the type of minion introduced in the most resent Tavern Brawl. The minion can't be killed or changed in any way and make Purify Priest OP OP.
Something to turn the mind games up a notch.
Keep in mind, spells are still unknown. However, removing some of the surprise factor from your opponent's hand could have devastating effects on how each player plans their moves.
http://i.imgur.com/dKlQPjw.jpg
In the case of Edwin VanCleef, it would start off as a 4/4 instead of a 2/2.
<3 & s('- ^)V
Man, I like this one.
This effects tokens, itself, your minions, enemy minions, minions in play, minions not in play, so on and so forth--everyone is just brawling it out. Theoretically very good with Bolster and potentially The Black Knight, and can do wonders for many control decks. What does it matter if your opponent's minions have taunt if you're just removing them anyway? They probably don't even have taunt synergy cards! Like Bolster! Seriously though, I'd like to argue that the stats are balanced because they're somewhat below par, while the effect is both substantial and not necessarily only good--what your getting is exactly what your opponent is getting (like Refreshment Vendor). Your opponent is still getting taunt on anything they have/play. This concept means that your fewer minions of high strength can out preform aggressive and zooy minions, as long as you can draw him and play him of course, which is always a down side of control. All in all, I think this adds some potentially cool stuff for Warrior to work with, and I'd personally love to see something like it in Hearthstone--auras are cool!
http://imgur.com/6pOAMl0
What does turn both players' deck up-side-down mean?
Okay this will help Token druid A LOT with ''Whispers Of The Old Gods'' being sticky and some deathrattle/battlecry minions that produces others tokens. You can combo after that with Savagery or buff cards.
Instead of explaining this card to you in words, I'll show you what would happen visually:
IF YOU CHOOSE OPTION 1:
IF YOU CHOOSE OPTION 2: