A card with a Fandral effect that only lasts one card and that card needs to be played the same turn this is played. You may think this card is OP at first glance but compare this to other 3 mana 3/4's such as Dark Cultist, Unearthed Raptor or Cloaked Huntress.
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Click the image to go to my custom Time Traveler class.
The turn you play it, it's a 3 Mana 3/5 with Charge, which is enough to take out most of your opponent's small minion and survive. After that, it becomes a 2/2, making it less ideal as a face card but much better for anti-aggro.
Basically a spin on Ancestral Spirit. This card is more ideal for Crusher Shaman or Midrange Shaman variants. The slower the deck, the more value you will likely get out of this minion. Unless of course you hold onto several cheap minions until turn 10 for a big tempo swing, not exactly something you'd see in aggro decks :P
Hey! My this week's card idea comes from new World of Warcraft raid - the Emerald Nightmare. Corrupted Ursoc's spirit is one of the bosses there and one of the most important thing in this fight is to deal with Ursoc's Focusing Gaze ability and Momentum debuff he applies.
Ursoc is a combination of Foe Reaper 4000, card I really liked back in GvG, that also debuffs damaged minions until end of turn. When damaged minion is attacked by other minion or hero during the same turn, it takes double damage. I think this card would be a quite good addition to many druid decks, especiall midrange ones.
Priests may not have the greatest spells, but the ones you see in every deck really turn the tide. While not particularly amazing on its own, this card allows Priests to cast Entomb tice a turn, at the cost of four life. Or 2 Holy Nova's on turn 10 with 2 mana remaining, and no net health loss. It's not the greatest card, however it may see some play in Thoughtsteal decks, or for those who just really love 0-mana Mind Blast. All-in-all, fair price for what you get.
Flavour Text: "Parachutes may be defective, Medivh magic isn´t serving much well in machines"
Clarification, this means the minions you play from your hand later, will count as spells this turn, so it would trigger Flamewaker, Summoning Stone will summon a minion and Archmage Antonidas will give that Fireball, E.T.C, but won´t trigger Sorcercer Apprentice effect, as they dont count as spells until they are played, nice body, nice effect, needs some board first, but the effect can be overwhelming.
This week I'm going for a value card that offers counter play as well. Would be nice to something innovative for Hunters next time around since all the cards they get are very bland.
The way it works is:
If you have Infested Wolf in play and you have another Infested Wolf in your hand. Playing this card makes your Infested Wolf in your hand cost (0) since it's a duplicate of a minion that's in play.
If your opponent has a Menagerie Warden in play and you have a Menagerie Warden in your hand, you can play this card and play your Menagerie Warden for (0) since it counts as a duplicate.
I'm happy with the end result since it introduces a bit more of "think a bit before you play" moments.
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
Of course, the initial attack still hits your hero, but this card helps mitigate zoo attacks or if they swing with something small thinking they'll trigger a Freezing Trap.
Another card that can be added to the discard zoolock card pool.
Can be played with Soulfire for a turn 4 play (maybe after a turn 3 Darkshire Councilman), as a late game play alongside Doomguard, or any other combination you will find.
The idea is to give value to cards you discard, yet it costs 3 mana to gain that ability+ you need a specific card. Might be powerful in some games, and a 3 mana 3/3 at the others.
A card with a Fandral effect that only lasts one card and that card needs to be played the same turn this is played. You may think this card is OP at first glance but compare this to other 3 mana 3/4's such as Dark Cultist, Unearthed Raptor or Cloaked Huntress.
Click the image to go to my custom Time Traveler class.
The turn you play it, it's a 3 Mana 3/5 with Charge, which is enough to take out most of your opponent's small minion and survive. After that, it becomes a 2/2, making it less ideal as a face card but much better for anti-aggro.
Basically a spin on Ancestral Spirit. This card is more ideal for Crusher Shaman or Midrange Shaman variants. The slower the deck, the more value you will likely get out of this minion. Unless of course you hold onto several cheap minions until turn 10 for a big tempo swing, not exactly something you'd see in aggro decks :P
"Elephants guide me." -Thrall
Hey! My this week's card idea comes from new World of Warcraft raid - the Emerald Nightmare. Corrupted Ursoc's spirit is one of the bosses there and one of the most important thing in this fight is to deal with Ursoc's Focusing Gaze ability and Momentum debuff he applies.
Ursoc is a combination of Foe Reaper 4000, card I really liked back in GvG, that also debuffs damaged minions until end of turn. When damaged minion is attacked by other minion or hero during the same turn, it takes double damage. I think this card would be a quite good addition to many druid decks, especiall midrange ones.
Flavor: "Surrender to Madness... We have cookies"
Priests may not have the greatest spells, but the ones you see in every deck really turn the tide. While not particularly amazing on its own, this card allows Priests to cast Entomb tice a turn, at the cost of four life. Or 2 Holy Nova's on turn 10 with 2 mana remaining, and no net health loss. It's not the greatest card, however it may see some play in Thoughtsteal decks, or for those who just really love 0-mana Mind Blast. All-in-all, fair price for what you get.
RedneckBudha
Flavour Text: "Parachutes may be defective, Medivh magic isn´t serving much well in machines"
Clarification, this means the minions you play from your hand later, will count as spells this turn, so it would trigger Flamewaker, Summoning Stone will summon a minion and Archmage Antonidas will give that Fireball, E.T.C, but won´t trigger Sorcercer Apprentice effect, as they dont count as spells until they are played, nice body, nice effect, needs some board first, but the effect can be overwhelming.
The joke is you.
This week I'm going for a value card that offers counter play as well. Would be nice to something innovative for Hunters next time around since all the cards they get are very bland.
The way it works is:
I'm happy with the end result since it introduces a bit more of "think a bit before you play" moments.
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
call back to the Techbot fight in Gnomeregan. uses the same wording as Loatheb. useful in mill and anti combo. directly counters miracle rogue.
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
Your bravery will be remembered for generations to come, "Mendicant"!
- Can allow Priest to curve out better, should Museum Curator offer this.
- A delayed Cone of Cold that comes with a reasonable 2/3 body, for a class that could do with some stall effects.
- Forces counter-play by being able to punish careless minion positioning by your opponent.
- As the Deathrattle effect can be nullified by Spells, this will often eat up prime removal.
Aww, you guys made me ink :-(
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
Of course, the initial attack still hits your hero, but this card helps mitigate zoo attacks or if they swing with something small thinking they'll trigger a Freezing Trap.
The effect is equivalent to 'Swap your hand with your opponent in this turn only' and I think it meets the requirements.
THERE IS NO GAME.
Summons Lightspawn
I think Lightspawn is a super flavorful and cool card, and being able to cheat it out on turn 3 could be pretty good.
Drink me up
Effect still persists even when you change your Hero.
Think of Pit Lord, Cho' Gall + DOOM!, Flame Imp, Wrath Guard, Lifetap, Hellfire, Swinging with a weapon, Yogg.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Another card that can be added to the discard zoolock card pool.
Can be played with Soulfire for a turn 4 play (maybe after a turn 3 Darkshire Councilman), as a late game play alongside Doomguard, or any other combination you will find.
The idea is to give value to cards you discard, yet it costs 3 mana to gain that ability+ you need a specific card. Might be powerful in some games, and a 3 mana 3/3 at the others.
I hope this qualifies :D