After this Secret triggers, your hero still can be damaged. His health may be reduced to -1,-10 or -20. But if you can restore his health to 1 or higher before the end of your turn, he may revive:)
When the quest is played, you discover a Missing Page (1-9) which also counts towards your quest progression. The first 3 Missing Pages that you pick will definitely progress your quest (provided you don't overlap your picks). Then from the 4th discover onwards, the chance to find an undiscovered page slims down a lot as you discover farther.
It may seem easy to complete this quest but note that 1) the chance for discovering the last missing page is low (33%); 2) discovering a missing page DOES NOTHING until you complete the quest so you are spending your mana inefficiently. There are 2 strategies to work this quest out: 1) against control decks you may go all in by spending all your mana crystals every turn to try and complete the quest asap; 2) against more aggressive decks you may decide to only discover a missing page when you have unspent mana crystals. Advantage of this quest is that you do not need to specifically build a deck around it like Rogue quest does; it just completes on its own eventually after you have invested enough mana crystals. The reward is similar to an infinite number of Unstable Portals but can be countered by Mages' Counterspell.
This supposed to be a card for my Tinker class, but since I didn't go far in the class competition, it was never submitted.
The design is simple, a 1 mana 2/2 weapon would be a bit over the power curve so this adds a small condition - your hero must be damaged. Considering that warriors have armor gain and this is best played early, the condition is not trivial. However, on later turns where this is less impactful it will almost always be a 2/2.
Paladin has ZERO hard removal, and Consecration is stuffed into its BEST slot which makes it a dicey proposition to include any realistic board clear in certain builds that prefer minions OR buffs (...or both) while devaluing other spells. Since buffs work better with the hero power, Paladins need a strong removal option that can also act as small card draw since Divine Favor is often unusable, Lay on Hands gets played instead of a minion to prolong, and the only other reasonable card draw either comes from neutral minions with mechanics (Acolyte of Pain, Loot Hoarder, etc.) or another 4 mana class card (Hammer of Wrath), which is just waaaaaay to slow.
I'm not even sure this should be a legendary. I think it could be an epic since it's so conditional, and is only going to be played in slow or control decks as a way to halt aggression on an early turn.
I think the attack and body are just about right, though I would be happy seeing it played as either a 3/3 or a 4/2 if you want to add Divine Shield and keep it as a legendary.
Edit: ...and I'm an idiot who posted the wrong card to the wrong forum.
Designed as a more fun mage 2-drop, pushing a more aggro aspect. It helps you hold onto to your cards in hand while offering a chance for removal. Most of the 1-cost spells can't remove Yogg'saurus so even if he attacks himself he'll likely survive. If you're lucky, you get Lost in the Jungle, Adaptation or Mark of the Lotus, though mage is less likely to abuse cards like that (Which helps it fit in better with mage. Plus, I just had fun with the art. Seriously, check out Artstation.com for great heartstone art.
After this Secret triggers, your hero still can be damaged. His health may be reduced to -1,-10 or -20. But if you can restore his health to 1 or higher before the end of your turn, he may revive:)
Discover Options (Example):
When the quest is played, you discover a Missing Page (1-9) which also counts towards your quest progression. The first 3 Missing Pages that you pick will definitely progress your quest (provided you don't overlap your picks). Then from the 4th discover onwards, the chance to find an undiscovered page slims down a lot as you discover farther.
It may seem easy to complete this quest but note that 1) the chance for discovering the last missing page is low (33%); 2) discovering a missing page DOES NOTHING until you complete the quest so you are spending your mana inefficiently. There are 2 strategies to work this quest out: 1) against control decks you may go all in by spending all your mana crystals every turn to try and complete the quest asap; 2) against more aggressive decks you may decide to only discover a missing page when you have unspent mana crystals. Advantage of this quest is that you do not need to specifically build a deck around it like Rogue quest does; it just completes on its own eventually after you have invested enough mana crystals. The reward is similar to an infinite number of Unstable Portals but can be countered by Mages' Counterspell.
With next gen motion sensors:
This supposed to be a card for my Tinker class, but since I didn't go far in the class competition, it was never submitted.
The design is simple, a 1 mana 2/2 weapon would be a bit over the power curve so this adds a small condition - your hero must be damaged. Considering that warriors have armor gain and this is best played early, the condition is not trivial. However, on later turns where this is less impactful it will almost always be a 2/2.
The Dark Lady, awakened...
Paladin has ZERO hard removal, and Consecration is stuffed into its BEST slot which makes it a dicey proposition to include any realistic board clear in certain builds that prefer minions OR buffs (...or both) while devaluing other spells. Since buffs work better with the hero power, Paladins need a strong removal option that can also act as small card draw since Divine Favor is often unusable, Lay on Hands gets played instead of a minion to prolong, and the only other reasonable card draw either comes from neutral minions with mechanics (Acolyte of Pain, Loot Hoarder, etc.) or another 4 mana class card (Hammer of Wrath), which is just waaaaaay to slow.
I'm not even sure this should be a legendary. I think it could be an epic since it's so conditional, and is only going to be played in slow or control decks as a way to halt aggression on an early turn.
I think the attack and body are just about right, though I would be happy seeing it played as either a 3/3 or a 4/2 if you want to add Divine Shield and keep it as a legendary.
Edit: ...and I'm an idiot who posted the wrong card to the wrong forum.
To commemorate the classic shape, color and texture:
If you are not the flame, you're the fuel.
REMOVED
Designed as a more fun mage 2-drop, pushing a more aggro aspect. It helps you hold onto to your cards in hand while offering a chance for removal. Most of the 1-cost spells can't remove Yogg'saurus so even if he attacks himself he'll likely survive. If you're lucky, you get Lost in the Jungle, Adaptation or Mark of the Lotus, though mage is less likely to abuse cards like that (Which helps it fit in better with mage. Plus, I just had fun with the art. Seriously, check out Artstation.com for great heartstone art.
I am such an idiot. I posted the wrong card...for the wrong forum and contest. Awesome.
That's it for this week! Go through, see what others have submitted and upvote your favourites.
You can find me here! Good luck everyone!