Except that after playing this you can't vomit minions on the board or play very efficient drakes and mountain giants. Would probably spawn a deck of its own.
You might have missed that I said that one is unable to vomit minions out after playing this, making this effectively worthless in zoo unless played as a game-winning 7 dmg (probably not since leeroy never saw much play in high level zoolock even before the nerf). I.E. this is not a turn 4 play, otherwise you can't spam the hero power and then you run out of steam rather quickly.
I feel its good to note that I am not a WoW player and such have limited knowledge of the lore. Also a note about this card is that it cannot change your hero power into NPC Hero power (Naxxramas) or a hero power you receive through a card (Jaraxxus or shadowform). This card allows you to slow down the aggression when playing against a hunter generally. You are no longer taking 2 damage per turn making it so that they cant just put you on an x-turn clock. Also for against handlock I designed it to be 4 mana so that you can't stop the initial turns of tapping so they can play a giant or a drake but you can use it to stop the tapping after that.Overall the card can throw off the opponent or give them an advantage(Imagine giving life tap to any class.) As for the stats: Being a 3/4 for 4 is really bad honestly. You die to a Yeti and leave it with 2 health. The card is well balanced in my mind.
Yes but this card will be used as a finisher and i think warlock has enough burst. Mabye it would since there is bgh everywhere but its a interesting card for sure.
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Golden Heroes(Ordered by acquired): Hunter. Paladin. Warlock. Mage. Shaman(hehe thanx blizz free-be) Warrior and Druid.
As for entrance #2 we have this. First I wanna talk about the cards mana. I originally was thinking of making the card 2 mana. This is mainly due to flares nerf to 2. Now drawing the card is worth the mana in its self. However what made me keep it one mana is that the card draw can either help both players or hurt both players. Think about if you opponent can life tap for 0. Or you can have them life tap for like 5 mana. In that case you cant heal your minions. Keep in 6 turns (3 turns each) means that you you get the last benefit or the last slow down since the last turn it applies would be your turn. Late game the card gives you card draw. That really all that matters. Deck thinning is really important. Also something of note is your opponent sees the card you draw. meaning they know no a card in your hand and can play around it.
Edit: The turn you play it does not count at the 1st turn by the way. Your turn is like turn 0. Although odds are if you wanted to use your hero power that turn you should have done it first.
Here my second entry that I have also made. Probably useless, but still really fun. I really wish this and my next one had been part of the gvg expansion:
Very usefull in Tempo decks, possibly also in Zoo and Hunter too. I was considering having her just re-apply your Hero Power if you'd already used it that turn (like going back in time), but that tottally scews up Rogue and to a less extent Shaman.
Here is my third and last card. As hinted by my last post, it is a goblin card which I wish had been part of gvg:
I believe this card is fair compared to the last one since the last one had only one less stat point but had a large risk and a large reward while this one is better on average but is missing 2 stat points and can be killed by some 3 drops.
Here's one, but I'm afraid it's too elaborate to get any love.
Just to clarify your card: On playing it, you immediately get +1/+2 on a minion. If you have any stealth minions on your side of the board, your dagger gets +1 attack when summoned per minion and is not a permanent effect (I.E. if it dies/ mind controlled you no longer get the benefit). Is this right or am I missing something?
As for entrance #2 we have this. First I wanna talk about the cards mana. I originally was thinking of making the card 2 mana. This is mainly due to flares nerf to 2. Now drawing the card is worth the mana in its self. However what made me keep it one mana is that the card draw can either help both players or hurt both players. Think about if you opponent can life tap for 0. Or you can have them life tap for like 5 mana. In that case you cant heal your minions. Keep in 6 turns (3 turns each) means that you you get the last benefit or the last slow down since the last turn it applies would be your turn. Late game the card gives you card draw. That really all that matters. Deck thinning is really important. Also something of note is your opponent sees the card you draw. meaning they know no a card in your hand and can play around it.
Edit: The turn you play it does not count at the 1st turn by the way. Your turn is like turn 0. Although odds are if you wanted to use your hero power that turn you should have done it first.
I like this one a lot, but I can't click like, because Hearthpwn says "You cannot like your own post". I don't understand.
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This competition has ended. Check this Imgur Album of all (and sorted) entries!
Card Entry Restrictions
Card Type: Any
Mana Cost: Any
Class: Any / Neutral
Other: Has an effect that directly or indirectly interacts with Hero Powers.
Competition Results
by essbee
by hirashin
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by Jharano
Finalists
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Demonologist - Hero Power & Token Images:
Ner'zhul - New totems:
Master Junk-Tinkerer - Hero Powers:
Standard Bearer - Golden Standard card:
Here is my first one: A warlock card...
Don't Complain, Use Your Brain!
OP CARD RIGHT THERE
Golden Heroes(Ordered by acquired): Hunter. Paladin. Warlock. Mage. Shaman(hehe thanx blizz free-be) Warrior and Druid.
Except that after playing this you can't vomit minions on the board or play very efficient drakes and mountain giants. Would probably spawn a deck of its own.
Don't Complain, Use Your Brain!
ye well how about zoo...
Golden Heroes(Ordered by acquired): Hunter. Paladin. Warlock. Mage. Shaman(hehe thanx blizz free-be) Warrior and Druid.
You might have missed that I said that one is unable to vomit minions out after playing this, making this effectively worthless in zoo unless played as a game-winning 7 dmg (probably not since leeroy never saw much play in high level zoolock even before the nerf). I.E. this is not a turn 4 play, otherwise you can't spam the hero power and then you run out of steam rather quickly.
Don't Complain, Use Your Brain!
I feel its good to note that I am not a WoW player and such have limited knowledge of the lore. Also a note about this card is that it cannot change your hero power into NPC Hero power (Naxxramas) or a hero power you receive through a card (Jaraxxus or shadowform). This card allows you to slow down the aggression when playing against a hunter generally. You are no longer taking 2 damage per turn making it so that they cant just put you on an x-turn clock. Also for against handlock I designed it to be 4 mana so that you can't stop the initial turns of tapping so they can play a giant or a drake but you can use it to stop the tapping after that.Overall the card can throw off the opponent or give them an advantage(Imagine giving life tap to any class.) As for the stats: Being a 3/4 for 4 is really bad honestly. You die to a Yeti and leave it with 2 health. The card is well balanced in my mind.
Fairly simple. Probably not very usefull till turn 7, but still fun to play early game, tottally screwing up Handlock or Warrior's Shield Slams.
Watch me stream Hearthstone over at - http://www.twitch.tv/zaxlor
Yes but this card will be used as a finisher and i think warlock has enough burst. Mabye it would since there is bgh everywhere but its a interesting card for sure.
Golden Heroes(Ordered by acquired): Hunter. Paladin. Warlock. Mage. Shaman(hehe thanx blizz free-be) Warrior and Druid.
this is intended for felsteed
Golden Heroes(Ordered by acquired): Hunter. Paladin. Warlock. Mage. Shaman(hehe thanx blizz free-be) Warrior and Druid.
As for entrance #2 we have this. First I wanna talk about the cards mana. I originally was thinking of making the card 2 mana. This is mainly due to flares nerf to 2. Now drawing the card is worth the mana in its self. However what made me keep it one mana is that the card draw can either help both players or hurt both players. Think about if you opponent can life tap for 0. Or you can have them life tap for like 5 mana. In that case you cant heal your minions. Keep in 6 turns (3 turns each) means that you you get the last benefit or the last slow down since the last turn it applies would be your turn. Late game the card gives you card draw. That really all that matters. Deck thinning is really important. Also something of note is your opponent sees the card you draw. meaning they know no a card in your hand and can play around it.
Edit: The turn you play it does not count at the 1st turn by the way. Your turn is like turn 0. Although odds are if you wanted to use your hero power that turn you should have done it first.
Here my second entry that I have also made. Probably useless, but still really fun. I really wish this and my next one had been part of the gvg expansion:
Don't Complain, Use Your Brain!
Very usefull in Tempo decks, possibly also in Zoo and Hunter too. I was considering having her just re-apply your Hero Power if you'd already used it that turn (like going back in time), but that tottally scews up Rogue and to a less extent Shaman.
Watch me stream Hearthstone over at - http://www.twitch.tv/zaxlor
Here is my third and last card. As hinted by my last post, it is a goblin card which I wish had been part of gvg:
I believe this card is fair compared to the last one since the last one had only one less stat point but had a large risk and a large reward while this one is better on average but is missing 2 stat points and can be killed by some 3 drops.
Don't Complain, Use Your Brain!
Here's one, but I'm afraid it's too elaborate to get any love.
Jaraxxus: "I WILL FEAST ON YOUR SOUL, THIS WINTERVEIL!!"
Medivh: "Happy feasting, Champion!"
So if you draw mountain/ molten, is your hero power is unplayable?
Don't Complain, Use Your Brain!
Well both players hero powers are unusable. The thing to keep in mind is your opponent gets their hero power back before you in that case.
Just to clarify your card: On playing it, you immediately get +1/+2 on a minion. If you have any stealth minions on your side of the board, your dagger gets +1 attack when summoned per minion and is not a permanent effect (I.E. if it dies/ mind controlled you no longer get the benefit). Is this right or am I missing something?
Don't Complain, Use Your Brain!
Let's give the Pally some love :)
Building Quirky Decks Every Week, Loving Life at Rank 15!
I like this one a lot, but I can't click like, because Hearthpwn says "You cannot like your own post". I don't understand.