Brings a twist to zoo decks and overall survivability of minions. It's a very simple concept that I believe it could have the potential to shake the meta by a big deal, by putting a halt on some board clearers.
Also, wanted to give another secret potion to the mage, since only one secret means no secret at all.
A card with Echo works in much the same way as Combo, where you play it with a bonus if you've played the same card earlier. For example, under normal circumstances, playing Story of the Wild would give you two beast cards. Drawing and playing your second one would give you three. Pretty simple.
Forlorn Wight: Without the Deathrattle, this would be a a pretty mediocre card. However, it helps last out fatigue AND consistently slow down the game. They aren't immune to any forms of silence, however
Story of the Wild: Classic balancing. The first time you play it, it's a bit below curve. However, 3 cards for 4 is pretty darn good.
Necrotic Ritual: Rituals don't happen overnight! Playing this later will grant you insane value, as you get something like a 0-mana malganis. However, the first time you play it, it does absolutely nothing. Also, your opponent can sabotage any loop holes by playing something like a giant.
Edit: huh, shadows and I clearly didn't communicate. Guess he wins this week :P. Rest assured, there was no prior communication about this between us.
The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex (Card which remove a minion without damaging them). You still can target this minion with damage spell (But remember that the minion with Avatar can't take damage from it) to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Card show case:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
This keyword is a triggered silence. Once the conditions are met, the minion is silenced. One major point for this, is that this condition is checked BEFORE the battlecry, therefore, if the condition is met, the battlecry does not sound.
Crypt Guardian: An anti aggro tool. The trigger is designed so that, if you have taken significant damage early on, this will be a strong mid game Taunt minion. If not, it's a bad Pit Fighter
Sin'Dorei Cleric: While this isn't going to be amazing in control match ups, it would be useful elsewhere, giving constant heals as long as your hero is at full health. Key point to note, if your hero does reach full health, this minion is silenced. This effect is irreversible, as silence normally is.
Wicked Pyromancer: Board clear with a body. While this seems OP compared to Consecration or Holy Nova, the effect balances it quite nicely. For this to trigger, your board must be clear. Good if you're behind, horrible if you're winning.
Injure mechanic: Warlock specific keyword which reads as: "Injure(x): When your hero takes x (cumulative) damage this turn, you can play this card for free.
With this keyword, you can make use of cards like Pit Lord, Wrathguard, Flame Imp and will probably introduce a new way to play warlocks which is Suicidelock/zoo. This might also be expanded to neutral cards and would probably be used by weapon classes.
Cards with Meditate have to take into account that you're all but guaranteed one round of Meditate (barring Snipe or something similar).
As for an anti-meditate card, anything that forces enemy minions to attack would work but, since it didn't have the keyword on it, I didn't submit something like that.
Scout: A card played and placed on the opponents side of the board by the person who plays the card that includes the keyword Scout. Battelcries and similar effects trigger for the player who plays the card that includes the keyword Scout. The idea originated from the Spy cards from Gwent. Gives both players an advantage, for better or for the worse.
Sacrifice: Summon from your hand if the stated condition is met (at any point in the match).
A keyword which can be tricky to balance. If done wrong it can provide free tempo for a player without significant drawback.
Simple Shield: Sets up interesting situations where an opponent think they have lethal only to be foiled by the shield.
Keeper of the Souls: Synergies with many warlock cards although not necessarily ones found in zoo (with the exception of Power Overwhelming).
Captain Sparrow, Shipstealer: Rogue decks typically have a lot of card draw and run the risk of fatiguing before their opponent. This card allows you to continue drawing cards after you lose your deck. For example: You can Sprint with 2 cards remaining and draw 2 cards from your deck, summon a 5/5 and then draw 2 more cards from your copied opponents deck. Note: When he dies your deck reverts back to its original state (The effect isn't a battlecry.)
Bloodlust is something that triggers whenever the character with bloodlust kills (Deals fatal damage to) another character by attacking. This mechanic is currently present in Giant Sand Worm and the The Boogeymonster.
-Explanations-
Shadowborn Sniper: The idea here is to make something with the "hit and run" idea. It is somewhat comparable to a stronger version of Jungle Panther. Whenever this kills something, Shadowborn Sniper gains stealth. Then, it might die based on what it killed.
Unyielding Berserker: This, like all Berserkers, hit harder as they fight. This one is comparable to Giant Sand Worm. If this attacks and kills a character, you could have it attack again (It gets slightly stronger). Note that it gains the attack permanently. Unyielding Berserker will keep going and going and going... until "Victory or Death!"
Ghoulcaller Astriedax: Ghouls are formed from the dying corpses of people. Whenever Astriedax kills someone, she kindly turns them into a ghoul. And make them wish they were dead. Hence, nicely. Anyway, this is comparable to slightly weaker The Boogeymonster that summons Flesheating Ghouls.
-Flavor Texts-
Shadowborn Sniper:Shadowborn Sniper isn't just some useless shadow. She just looks like she' made of shadow, moves like a shadow, and lives most of her life in shadow.
Unyielding Berserker: DIEEEEEEEEEEEEEEEEEEEE!!!!!!!!!! -Warcry of Berserkers before they die.
Ghoulcaller Astriedax: Hello there? Are you a ghoul? Well my name is Astriedax. I'm calling today to see if you would like to buy some of our Signature Elfblood Lotion for the cheap discount of four human skulls. Wait, this is Uther Lightbringer? Oh. Sorry. Wrong Number. Bye!
- When the minion that you choose dies, this effect is activated.
When you want to summon a minion that has succession keyword, you must choose other your minion in your field. (except if your field is empty.) If the minion (that be chosen by succession) dies, the succession effect is activated. (It like deathrattle. not effect, but minion.) Of cource, when the minion that has succession effect dies before, there aren't any effect.
When Alexandros Mograine enters the battlefield, choose a friendly minion. If the minion dies before this minion, return the minion to the battlefield. If this minion dies before the minion, equip a 3/3 "Corrupted Ashbringer". (I think it's not unique token card... It hasn't any effect.)
These minions too.
Public Mod Note
(Asylum_Rhapsody):
The formatting rule was indeed a rule.
(Does something if you have 10 Mana Crystals, whether they are full or used. Essentially, the effect will always trigger if played after turn 10 provided no mana crystals are lost).
The effect works 'like' a Battlecry; triggering once if the player has 10 mana crystals (full or empty) at the time of playing the card.
I was thinking about how Inspire cards have impacted the game and wanted to try out something a little different. The idea of using your Hero Power to get a nice little bonus from a minions Inspire effect seemed neat, but the cards associated with Inspire are rarely seen nowadays.
So what if you got a bonus simply for surviving long enough? We've seen fatigue decks slowly rise and fall over the changing seasons, and some of these cards could fit into a deck designed to out-last your opponent with value trades and efficient removal.
That's my idea for a keyword. It's NOT a Dark Souls reference, god...
Vengeful Shade: Makes your minions rise up from the dead to finish some unfinished business, like killing your opponent. Snows ball out of control easily, but also dies easily.
Argent Avenger: Avenge the fallen! Also, Lightsaber ftw
Freya: She connects the wildlife to Emerald Dream, so when they die, their spirits journey to the dream and a Dream card pops out
If you hadn't guessed: First Blood means "An effect that occurs if no characters have taken damage yet this turn." Kind of like the opposite of combo, but it does allow for non-violent set-up plays like Preparation. This technically means something could have a combo effect and a first blood effect on the same card, but that would go against the theme of cards using first blood (or, these ones, at least), so I doubt that would happen.
My example cards:
Surprise Attack's strategic use is pretty obvious. It can be used as ridiculously cheap removal, but it won't let you capitalise on damage if you wanted to go face with your minions (since it prevents them attacking after it's used). However, it's also good if you can already finish off your opponent with spells and you don't have any minions that can attack. But then, even Azure Drake and Malygos have more than 3 attack, so the only situation that would happen is if you're playing your spell damage the same turn as your spells, or if your minions are frozen.
I don't really like the way Clean Kill worked out, honestly. There's hardly ever going to be a time where you can't use it first, anyway. I mean, unless you trade your Loot Hoarder/Bloodmage Thalnos to try and draw a damaging spell to finish off a big minion, or if they've got a Divine Shield. The thing I was going for is that you can't use your minions to whittle down the enemy before you use the Clean Kill. It would have been better if you only got the kill if the damage finished off the target, but I couldn't fit that on the card text. I still think it's a really powerful card though. Rogues seriously need more healing, and following this card with something like Cult Apothecary, or even just an Earthen Ring Farseer could put you back to full health in a lot of situations.
Grand Apothecary Putress is my attempt to show how this can work on something other than a damaging spell. The point is that you would like to clear the board, and so you'd like to attack with all your neutral minions first, but that would disable the battlecry, so you need to choose your turn to play him. If you have only Rogue minions, that's great (and possibly extremely overpowered), but your opponent can also play around it by using more class minions. He's strongest against legendaries, of which most are neutral. He should probably cost more, too, or he risks being a new 'Dr Seven', but I think his drawbacks in terms of deck building and playstyle are big enough to justify his power.
Like taunt, but for spells and hero powers. Exclusive to Kabal classes:
Flavor text:
Gatgetzan Merc. Mage: "You just stand riiiiiiiight....THERE!" Master of Pacts: "Now, just sign here, without reading." Aegis of the Scales: "Sice I was little I loved Dragons, Wyrms, Drakes and pretty much anything with scales on it."
Fel Power is a variable shared by both players, which means that whenever one player changes the value of Fel Power, the other player may also benefit from it.
There are mainly two kinds of Fel Power related cards: 1. Cards that set Fel Power to a relatively high value, such as Fel Beckoner. 2. Cards that benefit from a high value of Fel Power, such as Dark Enforcer. (Due to the restriction of the competition, I can only submit 3 cards. In fact, there would be more cards for both categories to make Fel Power decks possible. These 3 cards are merely examples)
Notice that all cards from the second category would reset Fel Power to 1 when played, which means that you first need to play a card to increase Fel Power whenever you want to benefit from it. This is most interesting when both players run Fel Power decks: when your opponent sets Fel Power to a high value, preparing to take advantage of it in the next turn, it may turns out to be you who benefit from his action and reset Fel Power to 1.
The last card shown above is Prince Xavalis, which allows you to fix Fel Power to its current value. It can be played in two different ways: the obvious one is to play it in a Fel Power deck and fix Fel Power to a relatively high value; the other way is playing this card to counter Fel Power decks - you can fix Fel Power to 1 and prevent your opponent from setting it to a high value.
Dwarven Researcher: An example of how Echo cards can combo with each other by creating more than one copy of cards for you to use.
Multiplython: One of the most basic ways Echo could be implemented.
Wetland Wildcaller: An example of how some Echo cards could return or create copies of themselves to keep a chain of Echo effects going.
You can find me here! Good luck everyone!
Brings a twist to zoo decks and overall survivability of minions. It's a very simple concept that I believe it could have the potential to shake the meta by a big deal, by putting a halt on some board clearers.
Also, wanted to give another secret potion to the mage, since only one secret means no secret at all.
edit: changed image size
Curve: Do sth if mana cost = current turn.
Slimminng Potion of course removing duplicates remove only single copy of specific card.
Han Jones is Harrison's Jones brother.
Yes, this effect stacks, so whenever your hero is attacked, Revenge is triggered. Death to aggro!
I didn't have a signature so Flux added one for me.
A card with Echo works in much the same way as Combo, where you play it with a bonus if you've played the same card earlier. For example, under normal circumstances, playing Story of the Wild would give you two beast cards. Drawing and playing your second one would give you three. Pretty simple.
Forlorn Wight: Without the Deathrattle, this would be a a pretty mediocre card. However, it helps last out fatigue AND consistently slow down the game. They aren't immune to any forms of silence, however
Story of the Wild: Classic balancing. The first time you play it, it's a bit below curve. However, 3 cards for 4 is pretty darn good.
Necrotic Ritual: Rituals don't happen overnight! Playing this later will grant you insane value, as you get something like a 0-mana malganis. However, the first time you play it, it does absolutely nothing. Also, your opponent can sabotage any loop holes by playing something like a giant.
Edit: huh, shadows and I clearly didn't communicate. Guess he wins this week :P. Rest assured, there was no prior communication about this between us.
Here is my Keyword submission:
The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex (Card which remove a minion without damaging them). You still can target this minion with damage spell (But remember that the minion with Avatar can't take damage from it) to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Card show case:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
I hope you like my card!
This keyword is a triggered silence. Once the conditions are met, the minion is silenced. One major point for this, is that this condition is checked BEFORE the battlecry, therefore, if the condition is met, the battlecry does not sound.
Crypt Guardian: An anti aggro tool. The trigger is designed so that, if you have taken significant damage early on, this will be a strong mid game Taunt minion. If not, it's a bad Pit Fighter
Sin'Dorei Cleric: While this isn't going to be amazing in control match ups, it would be useful elsewhere, giving constant heals as long as your hero is at full health. Key point to note, if your hero does reach full health, this minion is silenced. This effect is irreversible, as silence normally is.
Wicked Pyromancer: Board clear with a body. While this seems OP compared to Consecration or Holy Nova, the effect balances it quite nicely. For this to trigger, your board must be clear. Good if you're behind, horrible if you're winning.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Remove: Remove the Top X cards in your deck
I get the idea from Fel Reaver and the Different Dimension Concept from Yu Gi Oh.
This effect serves as a punishment to cards such as a 5 mana 4/9 Dragon.
However, you can also gain special advantage for removing cards from the game such as a 4 mana healing for 10 Health.
Last but not least, you can Discover cards that was Removed by you and your opponent this game.
Injure mechanic: Warlock specific keyword which reads as: "Injure(x): When your hero takes x (cumulative) damage this turn, you can play this card for free.
With this keyword, you can make use of cards like Pit Lord, Wrathguard, Flame Imp and will probably introduce a new way to play warlocks which is Suicidelock/zoo. This might also be expanded to neutral cards and would probably be used by weapon classes.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Cards with Meditate have to take into account that you're all but guaranteed one round of Meditate (barring Snipe or something similar).
As for an anti-meditate card, anything that forces enemy minions to attack would work but, since it didn't have the keyword on it, I didn't submit something like that.
(Edited for formatting)
My keyword for this week is Scout.
Scout: A card played and placed on the opponents side of the board by the person who plays the card that includes the keyword Scout. Battelcries and similar effects trigger for the player who plays the card that includes the keyword Scout. The idea originated from the Spy cards from Gwent. Gives both players an advantage, for better or for the worse.
Here are my examples:
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Sacrifice: Summon from your hand if the stated condition is met (at any point in the match).
A keyword which can be tricky to balance. If done wrong it can provide free tempo for a player without significant drawback.
Simple Shield: Sets up interesting situations where an opponent think they have lethal only to be foiled by the shield.
Keeper of the Souls: Synergies with many warlock cards although not necessarily ones found in zoo (with the exception of Power Overwhelming).
Captain Sparrow, Shipstealer: Rogue decks typically have a lot of card draw and run the risk of fatiguing before their opponent. This card allows you to continue drawing cards after you lose your deck. For example: You can Sprint with 2 cards remaining and draw 2 cards from your deck, summon a 5/5 and then draw 2 more cards from your copied opponents deck. Note: When he dies your deck reverts back to its original state (The effect isn't a battlecry.)
Bloodlust is something that triggers whenever the character with bloodlust kills (Deals fatal damage to) another character by attacking. This mechanic is currently present in Giant Sand Worm and the The Boogeymonster.
-Explanations-
Shadowborn Sniper: The idea here is to make something with the "hit and run" idea. It is somewhat comparable to a stronger version of Jungle Panther. Whenever this kills something, Shadowborn Sniper gains stealth. Then, it might die based on what it killed.
Unyielding Berserker: This, like all Berserkers, hit harder as they fight. This one is comparable to Giant Sand Worm. If this attacks and kills a character, you could have it attack again (It gets slightly stronger). Note that it gains the attack permanently. Unyielding Berserker will keep going and going and going... until "Victory or Death!"
Ghoulcaller Astriedax: Ghouls are formed from the dying corpses of people. Whenever Astriedax kills someone, she kindly turns them into a ghoul. And make them wish they were dead. Hence, nicely. Anyway, this is comparable to slightly weaker The Boogeymonster that summons Flesheating Ghouls.
-Flavor Texts-
Shadowborn Sniper: Shadowborn Sniper isn't just some useless shadow. She just looks like she' made of shadow, moves like a shadow, and lives most of her life in shadow.
Unyielding Berserker: DIEEEEEEEEEEEEEEEEEEEE!!!!!!!!!! -Warcry of Berserkers before they die.
Ghoulcaller Astriedax: Hello there? Are you a ghoul? Well my name is Astriedax. I'm calling today to see if you would like to buy some of our Signature Elfblood Lotion for the cheap discount of four human skulls. Wait, this is Uther Lightbringer? Oh. Sorry. Wrong Number. Bye!
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Offering: Triggers only if a friendly minion has died this turn.
Succession
- When the minion that you choose dies, this effect is activated.
When you want to summon a minion that has succession keyword, you must choose other your minion in your field. (except if your field is empty.) If the minion (that be chosen by succession) dies, the succession effect is activated. (It like deathrattle. not effect, but minion.) Of cource, when the minion that has succession effect dies before, there aren't any effect.
When Alexandros Mograine enters the battlefield, choose a friendly minion. If the minion dies before this minion, return the minion to the battlefield. If this minion dies before the minion, equip a 3/3 "Corrupted Ashbringer". (I think it's not unique token card... It hasn't any effect.)
These minions too.
Keyword: Kindled
(Does something if you have 10 Mana Crystals, whether they are full or used. Essentially, the effect will always trigger if played after turn 10 provided no mana crystals are lost).
The effect works 'like' a Battlecry; triggering once if the player has 10 mana crystals (full or empty) at the time of playing the card.
I was thinking about how Inspire cards have impacted the game and wanted to try out something a little different. The idea of using your Hero Power to get a nice little bonus from a minions Inspire effect seemed neat, but the cards associated with Inspire are rarely seen nowadays.
So what if you got a bonus simply for surviving long enough? We've seen fatigue decks slowly rise and fall over the changing seasons, and some of these cards could fit into a deck designed to out-last your opponent with value trades and efficient removal.
That's my idea for a keyword. It's NOT a Dark Souls reference, god...
All rights reserved.
Overload: (2)
Vengeful Shade: Makes your minions rise up from the dead to finish some unfinished business, like killing your opponent. Snows ball out of control easily, but also dies easily.
Argent Avenger: Avenge the fallen! Also, Lightsaber ftw
Freya: She connects the wildlife to Emerald Dream, so when they die, their spirits journey to the dream and a Dream card pops out
There's already one card with the same effect in game: Cult Master. Scavenging Hyena and Flesheating Ghoul operates on a similar concept, but is different from Vengeance.
If you hadn't guessed: First Blood means "An effect that occurs if no characters have taken damage yet this turn." Kind of like the opposite of combo, but it does allow for non-violent set-up plays like Preparation. This technically means something could have a combo effect and a first blood effect on the same card, but that would go against the theme of cards using first blood (or, these ones, at least), so I doubt that would happen.
My example cards:
Surprise Attack's strategic use is pretty obvious. It can be used as ridiculously cheap removal, but it won't let you capitalise on damage if you wanted to go face with your minions (since it prevents them attacking after it's used). However, it's also good if you can already finish off your opponent with spells and you don't have any minions that can attack. But then, even Azure Drake and Malygos have more than 3 attack, so the only situation that would happen is if you're playing your spell damage the same turn as your spells, or if your minions are frozen.
I don't really like the way Clean Kill worked out, honestly. There's hardly ever going to be a time where you can't use it first, anyway. I mean, unless you trade your Loot Hoarder/Bloodmage Thalnos to try and draw a damaging spell to finish off a big minion, or if they've got a Divine Shield. The thing I was going for is that you can't use your minions to whittle down the enemy before you use the Clean Kill. It would have been better if you only got the kill if the damage finished off the target, but I couldn't fit that on the card text. I still think it's a really powerful card though. Rogues seriously need more healing, and following this card with something like Cult Apothecary, or even just an Earthen Ring Farseer could put you back to full health in a lot of situations.
Grand Apothecary Putress is my attempt to show how this can work on something other than a damaging spell. The point is that you would like to clear the board, and so you'd like to attack with all your neutral minions first, but that would disable the battlecry, so you need to choose your turn to play him. If you have only Rogue minions, that's great (and possibly extremely overpowered), but your opponent can also play around it by using more class minions. He's strongest against legendaries, of which most are neutral. He should probably cost more, too, or he risks being a new 'Dr Seven', but I think his drawbacks in terms of deck building and playstyle are big enough to justify his power.
Like taunt, but for spells and hero powers.
Exclusive to Kabal classes:
Flavor text:
Gatgetzan Merc. Mage: "You just stand riiiiiiiight....THERE!"
Master of Pacts: "Now, just sign here, without reading."
Aegis of the Scales: "Sice I was little I loved Dragons, Wyrms, Drakes and pretty much anything with scales on it."
If you can cheat it out, it is broken.
Fel Power is a variable shared by both players, which means that whenever one player changes the value of Fel Power, the other player may also benefit from it.
There are mainly two kinds of Fel Power related cards:
1. Cards that set Fel Power to a relatively high value, such as Fel Beckoner.
2. Cards that benefit from a high value of Fel Power, such as Dark Enforcer.
(Due to the restriction of the competition, I can only submit 3 cards. In fact, there would be more cards for both categories to make Fel Power decks possible. These 3 cards are merely examples)
Notice that all cards from the second category would reset Fel Power to 1 when played, which means that you first need to play a card to increase Fel Power whenever you want to benefit from it. This is most interesting when both players run Fel Power decks: when your opponent sets Fel Power to a high value, preparing to take advantage of it in the next turn, it may turns out to be you who benefit from his action and reset Fel Power to 1.
The last card shown above is Prince Xavalis, which allows you to fix Fel Power to its current value. It can be played in two different ways: the obvious one is to play it in a Fel Power deck and fix Fel Power to a relatively high value; the other way is playing this card to counter Fel Power decks - you can fix Fel Power to 1 and prevent your opponent from setting it to a high value.
THERE IS NO GAME.