That art is amazing. It's a pretty situational card, but I think it's a good design. Might need to lose a stat or two, because it's pretty good with Frost Nova.
My first idea is a recycled card from the Immune card contest that didn't catch on, that I decided to put up here for I don't have a third idea. The idea is a nice tempo minion for Elemental decks, great with Mage and Shaman.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
What do you think? I'll trade feedback for feedback.
Chilly War Axe is actually super awesome, and it pokes fun at Blizzard which are always my favourite cards. I would definitely post this as your submission. I would warn you that this card has probably been made before though.
As for Scourgelord Scarm, he is also a worthy submission and I think he would get plenty of votes ... but the Frozen part is completely unnecessary since all you need is the bracketed text (aka the Frozen part is just flavor and so it can meet the restrictions). So I cannot vouch for it following the restrictions of this competition but I still like it even if you cheat a bit.
-Cold to the Touch: I like this card a lot, but I also think it's kind of powerful. This card is comparable to Shiv or Novice Engineer, both of them "do 1 damage" and draw a card, this card does that and also Freezes any character you want to attack. For me it should be 3 mana, similar to Envenom Weapon.
-Flurry Phoenix:In my opinion this card is maybe too powerful. It has a lot of Health and can't be countered by many classes. Also, if you have an empty board it's just a 6 mana 4/10 Windfury with no drawback.
-Ice Sculptor:I also like this card a lot, I think it's well balanced and it has a fair condition. Really good overall.
Rollback Post to RevisionRollBack
Ahh yes, we've been expecting you. You'll have to be recorded before you're officially released. There are a few ways we can do this, and the choice is yours. See my submission to the WCDC hereand upvote if you like it. WCDC 8.3
-Flurry Phoenix:In my opinion this card is maybe too powerful. It has a lot of Health and can't be countered by many classes. Also, if you have an empty board it's just a 6 mana 4/10 Windfury with no drawback.
It would Freeze itself.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Okay, I updated my idea and came up with a new one:
Switched Frost Wolf to Shaman and gave it a slight buff because they have fewer Freeze options. Also made Stay Frosty. If it's not clear, it keeps your Attack active in your opponent's turn so that you damage minions that attack your hero.
Other than for Moorabi's sake, isn't this just stalling the game out needlessly? The first minions played will still be the first ones capable of attacking.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
As for Scourgelord Scarm, he is also a worthy submission and I think he would get plenty of votes ... but the Frozen part is completely unnecessary since all you need is the bracketed text (aka the Frozen part is just flavor and so it can meet the restrictions). So I cannot vouch for it following the restrictions of this competition but I still like it even if you cheat a bit.
Not true. The Frozen part is not flavor. The deck would follow the same rules as frozen minions and heroes.
Let me explain: When a minion or hero is frozen, it cannot attack for one turn, then it thaws. What Scarm does is a backstage Freezing of the deck. At the start of your turn it will check for if Scarm is still alive and not silenced. If he is, then the deck will be frozen again. So if Scarm is killed during your turn, your deck would remain frozen until the next turn, so you can't just trade him into something to cheese getting card draw, as the deck would remain frozen until you pressed the end turn button, then it would thaw.
Therefore, the Frozen effect is not flavor, and actually impacts gameplay.
Jack Winter Spirit - Wording is a bit off. I know what you're trying to say though, how about "Minions stay frozen an extra turn."? That being said, the card itself is a bit too niche and I don't think is worth submitting
Curse of Winter - Another cool but super niche card.
Frost Armor - A bit more interesting, however I feel like these kinds of cards in general are too specific to be used, and im afraid others may think so too and not vote D:
Frost armor is indeed my favorite, but try to find a way to improve it so it can see use, as of right now its even more unplayable than Shatter.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
EDIT: Okay, so many people keep saying that the freeze effect is flavor, so I'm gonna just post this to why it isn't:
Not true. The Frozen part is not flavor. The deck would follow the same rules as frozen minions and heroes.
Let me explain: When a minion or hero is frozen, it cannot attack for one turn, then it thaws. What Scarm does is a backstage Freezing of the deck. At the start of your turn it will check for if Scarm is still alive and not silenced. If he is, then the deck will be frozen again. So if Scarm is killed during your turn, your deck would remain frozen until the next turn, so you can't just trade him into something to cheese getting card draw, as the deck would remain frozen until you pressed the end turn button, then it would thaw.
Therefore, the Frozen effect is not flavor, and actually impacts gameplay.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
I am pretty sure Scarm does not fit the rules. You've made up a new keyword, basically. Why doesn't your card just say "You can't draw cards"? You had to write that out in parentheses anyway, which indicates you should have just used that as the text to begin with.
Other than for Moorabi's sake, isn't this just stalling the game out needlessly? The first minions played will still be the first ones capable of attacking.
Well no. This prevents charge on minions, dealing a huge blow to many aggro decks with burst finishers such As Leeroy Jenkins. I've definitely seen you submit this card before, and looking at it, I love it.
@Nurgling13
Frost Wolf: The problem with Freeze Shamans is that there aren't enough synergistic cards to promote the archetype. Although this may help with the problem, it seems redundant with cards like Icebreaker already in existence. May I suggest that you remove the "this turn" and change it to "The next time a minion is Frozen" (To reduce the number of words and allow a possible counterplay?)
Stay Frosty: To be honest, I'm not sure how this exactly works, and feel free to correct me if I misunderstand. Even if your weapon is active, your hero can't attack while Frozen (last I checked). I assume the intended idea is to give your hero +3 Attack... which would make the Freeze mechanic feel forced.
Of these two, I'd go with the Frost Wolf. Freeze just doesn't feel right in the Warrior Class. (Also, sorry about the Pepes. I claim innocence with a 78th place in that comp.)
The following are three of my own Ideas... feel free to roast them as much as you'd like.
Other than for Moorabi's sake, isn't this just stalling the game out needlessly? The first minions played will still be the first ones capable of attacking.
Well no. This prevents charge on minions, dealing a huge blow to many aggro decks with burst finishers such As Leeroy Jenkins. I've definitely seen you submit this card before, and looking at it, I love it.
@Nurgling13
Frost Wolf: The problem with Freeze Shamans is that there aren't enough synergistic cards to promote the archetype. Although this may help with the problem, it seems redundant with cards like Icebreaker already in existence. May I suggest that you remove the "this turn" and change it to "The next time a minion is Frozen" (To reduce the number of words and allow a possible counterplay?)
Stay Frosty: To be honest, I'm not sure how this exactly works, and feel free to correct me if I misunderstand. Even if your weapon is active, your hero can't attack while Frozen (last I checked). I assume the intended idea is to give your hero +3 Attack... which would make the Freeze mechanic feel forced.
Of these two, I'd go with the Frost Wolf. Freeze just doesn't feel right in the Warrior Class. (Also, sorry about the Pepes. I claim innocence with a 78th place in that comp.)
The following are three of my own Ideas... feel free to roast them as much as you'd like.
The point of Stay Frosty is that you will damage any minions that attack your hero. Normally your weapon is inactive on the enemy turn, but not with this. The +3 Attack means you do three damage on top of your weapon's attack to each minion that attacks. It's sorta like a soft anti-Taunt for your hero.
For your cards, I think Unstable Chill is really good. It's simple and a really believable design. Avalanche Elemental is really awkwardly worded, and I'm not sure how to fix that. Iceling might be good, but I think there's probably some really good combo with it waiting to be found. So, in conclusion, I;d definitely go with Unstable Chill.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
I am pretty sure Scarm does not fit the rules. You've made up a new keyword, basically. Why doesn't your card just say "You can't draw cards"? You had to write that out in parentheses anyway, which indicates you should have just used that as the text to begin with.
I've said this multiple times, because the deck does get frozen. It follows the same rules as frozen minions does, where it doesn't thaw until the end of the turn. So if Scarm is killed, the deck would remain frozen until the end of the turn. So say a Mill Rogue removes Scarm from the field, then plays Coldlight. You would not draw cards, as the deck is still frozen, and would remain frozen until your opponent hit end turn. Same thing for you, as if you trade Scarm into a beefy minion, then played Shield Block, you would not draw a card, as the deck would still be frozen. The deck follows the same rules as if a minion or hero was frozen, so no, I did not just make up a new keyword, and that's why it doesn't just say "You can't draw cards."
Dunno if you missed my post, but why word Frost Wolf this way instead of simply "Destroy a frozen minion"?
Sorry, I missed it (I'm not sure how since it was right after my post...). The point was that this gives you less control over it. This was more relevant when it was a Mage card. Like, if you Frost Nova, you don't get to choose which minion is destroyed with this. As a Shaman card, I guess it's kinda pointless to keep this wording. I'll think about changing it, maybe taking Phoenix's suggestion.
Other than for Moorabi's sake, isn't this just stalling the game out needlessly? The first minions played will still be the first ones capable of attacking.
Well no. This prevents charge on minions, dealing a huge blow to many aggro decks with burst finishers such As Leeroy Jenkins. I've definitely seen you submit this card before, and looking at it, I love it.
The following are three of my own Ideas... feel free to roast them as much as you'd like.
Yeah, do you remember Stutter? I submitted it for the same comp you submitted Stutter in. We both got a tremendous amount of votes, but because we posted on page 1, neither of us went through.
Avalanche Elemental has a cool ability, but if it's possible to word it that way, it should also freeze what it attacks. Something like "Whenever this attacks a minion, Freeze it and adjacent minions".
Unstable Chill is another cool card with Unstable Evolution mechanic, which I really like. Good card, not much to say here.
I'm curious as to why Iceling isn't an Elemental. It's a really cool ability, but it might be too powerful in conjunction with Cryostasis.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
I am pretty sure Scarm does not fit the rules. You've made up a new keyword, basically. Why doesn't your card just say "You can't draw cards"? You had to write that out in parentheses anyway, which indicates you should have just used that as the text to begin with.
I've said this multiple times, because the deck does get frozen. It follows the same rules as frozen minions does, where it doesn't thaw until the end of the turn. So if Scarm is killed, the deck would remain frozen until the end of the turn. So say a Mill Rogue removes Scarm from the field, then plays Coldlight. You would not draw cards, as the deck is still frozen, and would remain frozen until your opponent hit end turn. Same thing for you, as if you trade Scarm into a beefy minion, then played Shield Block, you would not draw a card, as the deck would still be frozen. The deck follows the same rules as if a minion or hero was frozen, so no, I did not just make up a new keyword, and that's why it doesn't just say "You can't draw cards."
I don't think it would work like that. Your card doesn't Freeze your deck, it says it's Frozen. The logical interpretation of that is that when Scarm dies or is Silenced, your deck is no longer Frozen. You're playing way too fast and loose with the Freeze keyword here. Especially since my wording would just be a better design anyway (Much simpler wording with negligible change in gameplay). What is the purpose of having your deck stay Frozen slightly after Scarm leaves play? It seems like you're just trying to shoehorn the keyword in where it's unnecessary.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
I am pretty sure Scarm does not fit the rules. You've made up a new keyword, basically. Why doesn't your card just say "You can't draw cards"? You had to write that out in parentheses anyway, which indicates you should have just used that as the text to begin with.
I've said this multiple times, because the deck does get frozen. It follows the same rules as frozen minions does, where it doesn't thaw until the end of the turn. So if Scarm is killed, the deck would remain frozen until the end of the turn. So say a Mill Rogue removes Scarm from the field, then plays Coldlight. You would not draw cards, as the deck is still frozen, and would remain frozen until your opponent hit end turn. Same thing for you, as if you trade Scarm into a beefy minion, then played Shield Block, you would not draw a card, as the deck would still be frozen. The deck follows the same rules as if a minion or hero was frozen, so no, I did not just make up a new keyword, and that's why it doesn't just say "You can't draw cards."
I don't think it would work like that. Your card doesn't Freeze your deck, it says it's Frozen. The logical interpretation of that is that when Scarm dies or is Silenced, your deck is no longer Frozen. You're playing way too fast and loose with the Freeze keyword here. Especially since my wording would just be a better design anyway (Much simpler wording with negligible change in gameplay). What is the purpose of having your deck stay Frozen slightly after Scarm leaves play? It seems like you're just trying to shoehorn the keyword in where it's unnecessary.
That is not the logical interpretation at all. Frozen minions and heroes don't thaw until the end of the turn, so removing Scarm does not remove the freeze, as freeze doesn't disappear until after the end.
"What is the purpose of having your deck stay Frozen slightly after Scarm leaves play?" Let's see:
Prevents fatigue damage. (Very useful late game when there's not many cards left in your deck so when you play a card like Shield Block.
Stalls Mill attempts, so if a Rogue destroys it then plays Coldlight, you don't draw, which keeps your hand clean and prevents burning.
Helps balance out the fact it's a 4 mana 7/7 so you can't start drawing again until your next turn, making you actually think when to play Scarm instead of just plopping him down like Flamewreathed Faceless.
The Freeze effect makes it completely different then "You cannot draw cards," and it's a brand new unique use for the keyword. I put a lot of thought into this card for in order to stand out, I needed to make something completely new that no one has ever seen with this mechanic, so the fact you think I shoehorned it in is insulting. So until a mod says that it does not count (Which I've already given my many reasons why it does count) the text is gonna remain the same.
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Click the image to go to my custom Time Traveler class.
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Check out my Worgen Class in the Class Competition
Ahh yes, we've been expecting you. You'll have to be recorded before you're officially released. There are a few ways we can do this, and the choice is yours.
See my submission to the WCDC here and upvote if you like it. WCDC 8.3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Bump my card.
Click the image to go to my custom Time Traveler class.
Okay, I updated my idea and came up with a new one:
Switched Frost Wolf to Shaman and gave it a slight buff because they have fewer Freeze options. Also made Stay Frosty. If it's not clear, it keeps your Attack active in your opponent's turn so that you damage minions that attack your hero.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Bumping my cards for feedback.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
EDIT: Okay, so many people keep saying that the freeze effect is flavor, so I'm gonna just post this to why it isn't:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Frost Wolf: The problem with Freeze Shamans is that there aren't enough synergistic cards to promote the archetype. Although this may help with the problem, it seems redundant with cards like Icebreaker already in existence. May I suggest that you remove the "this turn" and change it to "The next time a minion is Frozen" (To reduce the number of words and allow a possible counterplay?)
Stay Frosty: To be honest, I'm not sure how this exactly works, and feel free to correct me if I misunderstand. Even if your weapon is active, your hero can't attack while Frozen (last I checked). I assume the intended idea is to give your hero +3 Attack... which would make the Freeze mechanic feel forced.
Of these two, I'd go with the Frost Wolf. Freeze just doesn't feel right in the Warrior Class. (Also, sorry about the Pepes. I claim innocence with a 78th place in that comp.)
The following are three of my own Ideas... feel free to roast them as much as you'd like.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Dunno if you missed my post, but why word Frost Wolf this way instead of simply "Destroy a frozen minion"?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Click the image to go to my custom Time Traveler class.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The Freeze effect makes it completely different then "You cannot draw cards," and it's a brand new unique use for the keyword. I put a lot of thought into this card for in order to stand out, I needed to make something completely new that no one has ever seen with this mechanic, so the fact you think I shoehorned it in is insulting. So until a mod says that it does not count (Which I've already given my many reasons why it does count) the text is gonna remain the same.