Flavor text: "His life goal is to one-up his Drake brother... we wish him luck."
I do love me some burgle/peddler rogue. ;D
You may ask, "Liv, a dragon for rogue? ...really?" That choice was made as a nod to Nefarian and his effect. And now that we know Azure Drake is moving to Wild, it felt appropriate to adjust my original design (6-drop "Scalebane Despoiler") to this iteration. After all, that 5 mana spot's opening up!! I also believe this card is well-balanced due to inconsistency/the number of dud spells that are possible (Totemic Might, Shatter, Shield Slam, etc.). And I purposefully made this an epic card, as I like that this gives players the opportunity to really go all-in by adding 6 spells instead of 3... who knows, maybe this could work in a fatigue/mill rogue deck with Brann Bronzebeard, Coldlight Oracle, and Violet Illusionist!
An overcost minion that will guarantee you minions on curve and thins your deck, provided you put in some Vanilla minions (Most of them crappy) with the right cost in it.
And yes, you can burn your entire deck if you stuff it with only Vanilla minion, but hey, Fun!
So you will see only your opponent's starting hand, next cards will be hidden as always. And Overload part is for when you will play him, not the start of the game, if it's unclear.
My submission this week. He's pretty self explanatory. You get to start the game with more cards and have more options for your mulligan! If you play 1 copy of him, you get 1 extra card, if you play 2 copies of him, you get 2 extra cards. The drawback is eventually you're going to end up drawing a 3 mana 1/1 which, let's be honest, is pretty awful. But the early game advantage of having extra cards and more options might just be worth it!
Have fun!
Edit: Clarified the text in parentheses to indicate that it's the extra card that is included in the mulligan, not the Quest Giver! minion himself.
Your Nat Pagle draws you 1 more card than your opponent's: Stranglethorn Pet
Your Nat Pagle draws you 2 more cards than your opponent's: Hook of the Master Angler
Your Nat Pagle draws you 3 more cards than your opponent's: The Underlight Angler
Even if both players have Riggle Bassbait in their deck, the ST Fishing Extravaganza takes place only once. At the end of 6 total turns (3 turns of yours + 3 turns of your opponent's), a reward card will be added to the hand of the player who draws more cards from his Nat Pagle, and any existing Nat Pagle (from the event) will thereafter be removed from the game. In event of a tie, no reward will be given. If a Nat Pagle is killed before the first 6 turns, the Extravaganza still continues until it's over.
Ashbringer from the Horseman can be obtained only by playing Highlord Mograine;
If both players have a Horseman, the first one who plays Highlord Mograine destroys both Horsemen. But it is not about to play Highlord Mograine as soon as possible, because the Horsemen can give a player tactical advantage;
The Horsemen's effects work independently of each other, they stack: Lady Blaumeux and Thane Korth'azz give both players Spell Damage +1 and 1 Attack, Thane Korth'azz and Thane Korth'azz give both players 1 Attack and 1 Attack = 2 Attack;
While Thane Korth'azz is on the board, both players have Attack value. Even if it is not your turn and your weapon is sheathed (or you don't have it), you still have Attack from Thane Korth'azz.It means that anyone who attacks a hero also takes damage. So, for example, Patches the Pirate hits your face and dies. Horribly.
Decided to post it anyway since I have no better idea. Instead of creating new Tokens, Tokens used includes Collectible and Uncollectible minions that were already in game. Others might concern for this much amount of Tokens again but I've ran out of idea so there you go. Maybe instead of summoning minions, change it to add them into your hand to make Battlecry of Sir Finley Mrrggltonusable?
Edit 1: Added a few more minions and rephrase the card.
I took some inspiration from the original Old Gods being cards that change the way your deck plays.
You set your hero's Health to 15, which cannot be healed back (it's not remaining health like Alexstraza), but in exchange, all of your minions gain Taunt. While you can get bursted down quickly, if you can survive, you will be able to build up a wall of Taunts. It should change up the way that your deck plays significantly~
Oh, and the effect works on himself, so Terrath will enter the battlefield as a 3/8 Taunt!
I wanted to present this card concept - it might need tweaking, but I believe that mechanically, it can work in Hearthstone!
A very strong effect, which imposes a deck construction restriction; if you want to use this, then you need to include a minimum of 3 big drops (this, and the two 10-cost cards you need to trigger it).
Flavor text: "His life goal is to one-up his Drake brother... we wish him luck."
I do love me some burgle/peddler rogue. ;D
You may ask, "Liv, a dragon for rogue? ...really?" That choice was made as a nod to Nefarian and his effect. And now that we know Azure Drake is moving to Wild, it felt appropriate to adjust my original design (6-drop "Scalebane Despoiler") to this iteration. After all, that 5 mana spot's opening up!! I also believe this card is well-balanced due to inconsistency/the number of dud spells that are possible (Totemic Might, Shatter, Shield Slam, etc.). And I purposefully made this an epic card, as I like that this gives players the opportunity to really go all-in by adding 6 spells instead of 3... who knows, maybe this could work in a fatigue/mill rogue deck with Brann Bronzebeard, Coldlight Oracle, and Violet Illusionist!
Good luck to everyone!
(Edited size of image)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
An overcost minion that will guarantee you minions on curve and thins your deck, provided you put in some Vanilla minions (Most of them crappy) with the right cost in it.
And yes, you can burn your entire deck if you stuff it with only Vanilla minion, but hey, Fun!
This is the D and D geek in me coming out. As you play the items, the adventurer becomes stronger.
Here are the Items:
As the Adventurer becomes stronger, his art changes to match his gear. Here is an example of a Level 6 adventurer (he has all the gear):
So you will see only your opponent's starting hand, next cards will be hidden as always. And Overload part is for when you will play him, not the start of the game, if it's unclear.
Giant rats, seriously?
Sacrifice life for power ! Destroy your opponent with this demoniac minion. Have fun !
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
My submission this week. He's pretty self explanatory. You get to start the game with more cards and have more options for your mulligan! If you play 1 copy of him, you get 1 extra card, if you play 2 copies of him, you get 2 extra cards. The drawback is eventually you're going to end up drawing a 3 mana 1/1 which, let's be honest, is pretty awful. But the early game advantage of having extra cards and more options might just be worth it!
Have fun!
Edit: Clarified the text in parentheses to indicate that it's the extra card that is included in the mulligan, not the Quest Giver! minion himself.
Nat Pagle
Reward:
Tie: No reward
Your Nat Pagle draws you 1 more card than your opponent's: Stranglethorn Pet
Your Nat Pagle draws you 2 more cards than your opponent's: Hook of the Master Angler
Your Nat Pagle draws you 3 more cards than your opponent's: The Underlight Angler
Even if both players have Riggle Bassbait in their deck, the ST Fishing Extravaganza takes place only once. At the end of 6 total turns (3 turns of yours + 3 turns of your opponent's), a reward card will be added to the hand of the player who draws more cards from his Nat Pagle, and any existing Nat Pagle (from the event) will thereafter be removed from the game. In event of a tie, no reward will be given. If a Nat Pagle is killed before the first 6 turns, the Extravaganza still continues until it's over.
The Four Horsemen
For Example, playing on the Naxxramas Game Board will summon a Haunted Creeper for both players when the game starts.
The Habitat on each Game Board:
There are currently 14 Game Boards in game:
Stormwind - Goldshire Footman,
Stormwind Knight, or Stormwind Champion.Orgrimmar - Raid Leader, Wolfrider or Frostwolf Grunt
Pandaria - Lorewalker Cho
Stranglethorn - Silverback Patriarch,
King Mukla or Stranglethorn TigerNaxxramas, Haunted Creeper, Nerubian Egg, or Slime (Deathrattle of Sludge Belcher)
Goblins vs Gnomes, Boom Bot vs. Annoy-o-Tron
Blackrock Mountain, Dragon Egg
The Grand Tournament, Tournament Attendee or Lowly Squire
Excavation Site, Sir Finley Mrrgglton or Murloc Tinyfin
The Museum, Mummy Zombie or
Museum CuratorI think we shouldn't include Class Cards.Whispers of the Old Gods, Tentacle of N'Zoth or Zealous Initiate
Karazhan, Steward,
Pawn, Candle, Broom, Teapot, Silverware Golem, Malchezaar's Imp, Babbling Book, or Enchanted RavenReally wanted to summon those Magical Cooking & Cleaning Utensils man.Gadgetzan. Mistress of Mixtures, Weasel Tunneler, Sergeant Sally or
Patches the Pirate and Small-Time BuccaneerNO. We had enough of them in this patch.Decided to post it anyway since I have no better idea. Instead of creating new Tokens, Tokens used includes Collectible and Uncollectible minions that were already in game. Others might concern for this much amount of Tokens again but I've ran out of idea so there you go.
Maybe instead of summoning minions, change it to add them into your hand to make Battlecry of Sir Finley Mrrgglton usable?
Edit 1: Added a few more minions and rephrase the card.
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
Play with Unbound Elemental ,Tunnel Trogg,and it doesn't change any cards with Overload .
EDIT:Something wrong.
An idea here.
Terrath, the Steady -
I took some inspiration from the original Old Gods being cards that change the way your deck plays.
You set your hero's Health to 15, which cannot be healed back (it's not remaining health like Alexstraza), but in exchange, all of your minions gain Taunt. While you can get bursted down quickly, if you can survive, you will be able to build up a wall of Taunts. It should change up the way that your deck plays significantly~
Oh, and the effect works on himself, so Terrath will enter the battlefield as a 3/8 Taunt!
I wanted to present this card concept - it might need tweaking, but I believe that mechanically, it can work in Hearthstone!
The Formations/Tokens:
Bananas
Big Banana
Deviate Banana
Rotten Banana
A very strong effect, which imposes a deck construction restriction; if you want to use this, then you need to include a minimum of 3 big drops (this, and the two 10-cost cards you need to trigger it).
Not as broken as patches, no tribal synergy and hard to use in full on aggro decks because of the joust requirement
Sometimes you have to leave things behind on a long journey...