Rogue and Priest love stealing from other people, now this card allows them to steal from each other! This guy work as a smuggler for the Kabal and has recently took the Rogue trade in order to be more effective as his job. He present an interesting decision making for the player to see which cards they'll need in this specific situation. Being a Rogue and Priest card allows him to fill in what the other class lack: Healing, board clear and sustain in Rogue and burst damage in Priest to close out the game.
Balance: Compare with Curious Glimmerroot, Jeweled Scarab and Kabal Courier. The Priest spells are generally the ones that are more situational, which is why it is presented as the easier to get option.
I wanted to use the underused "If you have 12 or less Health, do something", I think that it has a lot of potential. Now, about the card, the most notable comparison would be an activated Master Jouster , so I tried to balance my card around It. I also gave the 6 armor gain, because if you are that close to dying, it won't matter that It gains Taunt and getting that much armor could save you from spell burn.
Greeting, so "If your hand is empty" is an unused hunter mechanic, is supposed to be a wise frog that helps when you are out of resources, drawing on curve, a druid theme, hope you like it folks.
I wanted to make a card that discovers a card with a united theme between classes - originally I had the idea of discovering 'Shadow' cards between Priest and Warlock, but then Rogue also has Shadow cards like Shadowstep so that wasn't great. Then I had the idea of Choose One - Discover a Shaman card or; Discover a Druid card, but that was a little too similar to Raven Idol, so it wouldn't be good either.
I settled on this, mostly because it has a precedent in I Know a Guy and Journey Below, and most poisonous minions are either Rogue or beasts, this combination of classes (Hunter and Rogue) made sense. I guess you could also get Envenom Weapon too, if you wanted.
EDIT: Fixed wording to be consistent with other examples (Discover blank with keyword to Discover a keyword blank)
This means that any healing spell or minion you play (like Flash Heal and Earthen Ring Farseer) will now deal damage and any spell or minion that damages you (like Pit Lord and Hellfire) will now heal you instead a.k.a reversing the roles).
And to avoid confusion, any source of healing that targets you will still damage you.
Flavour text: Wait what? Weren't you suppose to....and you were meant to......WHAT?
From the precedent of envenom weapon I don't see a reason why a weapon couldn't be adapted.
the options would be +3 Attack, poisonous, Restore 3 Health to Hero, Divine Shield which would protect your hero once, Deathrattle summon 2 1/1s and Taunt gives your hero Taunt while the weapon. Is equipped. Elusive would only work on spells that destroy weapon rather than protecting the hero.
Alright, so the design i went with is a shaman/mage card. Both have elementals so i decided to make an elemental. I used the elemental mechanic that when you played one last turn this one will have an effect. At first i wanted it to just simply cast arcane missiles, as mage is in my opinion one of the most rng based classes. But that would have made it a mage card. Soooo i made it cast an arcane missiles, but with frost shocks. So it will act like arcane missiles, but also freezes the things it hits.
The card is based of off druids cat form(Which is more or less a Feline Rogue) in its stealth form, Prowl. Prowl allows you to sneak around if you do nothing, but allows you to deal additional damage if you begin to attack. Hence why you remain unhidden if you haven't played anything earlier on the turn, but if you have, you deal 3 Damage to something, which also makes this a great early game removal.
For those thinking Hero stealth is too Op. Then i made a little read, that might change your mind :)
I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.
The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!
Secound of all, you won't be able to attack with your weapons nor able to use damaging spells, since these effects remove the stealth. Since any damage given reveals a stealth minion, this can be proved by Flamewaker and Ragnaros the Firelord, who both loses stealth after they deal damage, despite not attacking.
This is a strong survial tool, but has to be played very carefully to be worth it.
This card is nothing like Iceblock, Iceblock has several strengths over this card, which i want to explain.
When you play mage, you would usually draw, before you would play your Iceblock. This gives more room for flexibility, which Prowl does not allow.
Furthermore, Iceblock is usually played together with some kind of damage, in the form of burn, or aoe. Prowl does not allow that.
Here's my idea for this week. Sorry if I stole someone's idea from the Discussion thread, I did not read that through (17 pages already...seriously?). I also fear this might be a bit OP but who knows.
For Priest: Deathrattle synergy, silence shenanigans or just get a minion with a strong effect back temporarily (Lyra, Northshire Cleric).
Rogue and Priest love stealing from other people, now this card allows them to steal from each other! This guy work as a smuggler for the Kabal and has recently took the Rogue trade in order to be more effective as his job. He present an interesting decision making for the player to see which cards they'll need in this specific situation. Being a Rogue and Priest card allows him to fill in what the other class lack: Healing, board clear and sustain in Rogue and burst damage in Priest to close out the game.
Balance: Compare with Curious Glimmerroot, Jeweled Scarab and Kabal Courier. The Priest spells are generally the ones that are more situational, which is why it is presented as the easier to get option.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Here is my submission for this week:
and the explanation in the spoiler:
I wanted to use the underused "If you have 12 or less Health, do something", I think that it has a lot of potential. Now, about the card, the most notable comparison would be an activated Master Jouster , so I tried to balance my card around It. I also gave the 6 armor gain, because if you are that close to dying, it won't matter that It gains Taunt and getting that much armor could save you from spell burn.
Mana Bind for reference.
Greeting, so "If your hand is empty" is an unused hunter mechanic, is supposed to be a wise frog that helps when you are out of resources, drawing on curve, a druid theme, hope you like it folks.
Here is my entry for this week! Good luck to all.
[edit] spelling
I wanted to make a card that discovers a card with a united theme between classes - originally I had the idea of discovering 'Shadow' cards between Priest and Warlock, but then Rogue also has Shadow cards like Shadowstep so that wasn't great. Then I had the idea of Choose One - Discover a Shaman card or; Discover a Druid card, but that was a little too similar to Raven Idol, so it wouldn't be good either.
I settled on this, mostly because it has a precedent in I Know a Guy and Journey Below, and most poisonous minions are either Rogue or beasts, this combination of classes (Hunter and Rogue) made sense. I guess you could also get Envenom Weapon too, if you wanted.
EDIT: Fixed wording to be consistent with other examples (Discover blank with keyword to Discover a keyword blank)
Rogue & Mage.
Think this combines the best of both worlds. "Mirror" and Tempo manipulation.
Good luck everyone!
edit: fixed the text a bit, and uploaded correct mana version.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Wow this weeks competition is really fun!
This means that any healing spell or minion you play (like Flash Heal and Earthen Ring Farseer) will now deal damage and any spell or minion that damages you (like Pit Lord and Hellfire) will now heal you instead a.k.a reversing the roles).
And to avoid confusion, any source of healing that targets you will still damage you.
Flavour text: Wait what? Weren't you suppose to....and you were meant to......WHAT?
A combination of priest's ability to steal thoughts, and rogue's ability to sneak up on people, even when they're sleeping!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
"It's not a phase, mother!"
From the precedent of envenom weapon I don't see a reason why a weapon couldn't be adapted.
the options would be +3 Attack, poisonous, Restore 3 Health to Hero, Divine Shield which would protect your hero once, Deathrattle summon 2 1/1s and Taunt gives your hero Taunt while the weapon. Is equipped. Elusive would only work on spells that destroy weapon rather than protecting the hero.
Alright, so the design i went with is a shaman/mage card. Both have elementals so i decided to make an elemental. I used the elemental mechanic that when you played one last turn this one will have an effect. At first i wanted it to just simply cast arcane missiles, as mage is in my opinion one of the most rng based classes. But that would have made it a mage card. Soooo i made it cast an arcane missiles, but with frost shocks. So it will act like arcane missiles, but also freezes the things it hits.
They see me Prowling, they hatin
Thanks to everyone helping designing this card!
The card is based of off druids cat form(Which is more or less a Feline Rogue) in its stealth form, Prowl. Prowl allows you to sneak around if you do nothing, but allows you to deal additional damage if you begin to attack. Hence why you remain unhidden if you haven't played anything earlier on the turn, but if you have, you deal 3 Damage to something, which also makes this a great early game removal.
For those thinking Hero stealth is too Op. Then i made a little read, that might change your mind :)
I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.
The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!
Secound of all, you won't be able to attack with your weapons nor able to use damaging spells, since these effects remove the stealth. Since any damage given reveals a stealth minion, this can be proved by Flamewaker and Ragnaros the Firelord, who both loses stealth after they deal damage, despite not attacking.
This is a strong survial tool, but has to be played very carefully to be worth it.
This card is nothing like Iceblock, Iceblock has several strengths over this card, which i want to explain.
When you play mage, you would usually draw, before you would play your Iceblock. This gives more room for flexibility, which Prowl does not allow.
Furthermore, Iceblock is usually played together with some kind of damage, in the form of burn, or aoe. Prowl does not allow that.
I want a new title, but Flux won't let me have one,
Here's my idea for this week. Sorry if I stole someone's idea from the Discussion thread, I did not read that through (17 pages already...seriously?). I also fear this might be a bit OP but who knows.
For Priest: Deathrattle synergy, silence shenanigans or just get a minion with a strong effect back temporarily (Lyra, Northshire Cleric).
For Warlock: The Doomguard dream! Devilsaur Egg is decent too. Fuel for Ravenous Pterrordax or Darkshire Councilman.
REMOVED
I'm creating a new custom expansion: The Bitter Reaches! Check out the progress on my Imgur page! ( http://lemondude617.imgur.com/ )
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!