Burst, card draw, can take light removal (Frosbolt or anything similar), good in the arena, can kill Yetis/Tigers if played at the right moment, I hope you like the concept :)
Note: Stoneclaw Totems are spawned at the sides of the Earth Elemental. You also can't get another Stoneclaw Totem from your hero power as how it usually works.
This week I'm submitting a neutral minion that combines Stealth with Windfury, a strong combination that also comes with a large drawback. He prefers to act alone, and strike when the time is right. I present to you, the Lone Assassin!
Paladin spell. Legendary so you can only have one per deck. Because of hero max health limit of 30, the max you could "heal" with this is 15 health if you played this when you had exactly 15 health.
Edit: was originally 7 mana, reduced to 5 mana and changed the language so it reads as a Restoration and so max health is not changed. Thanks for the feedback!
Idea: Right now, there are no alternatives for a 7 slot for most of heroes aside from Dr. Boom and Baron Geddon (played only in warrior). I think that adding one might be a thing.
Background: Iskalder is an ancient hero of Vrykul people who fell asleep a long time ago. In World of Warcraft, actually, the player are being tasked to find it in a sleeping chamber. As soon as Iskalder awakens, he rushes on a player to beat him down with anger. It would be interesting to make a strong minion and tie it to the game lore. To simulate slumbering mechanic (there're no Sleep right now in the game) I decided to use Freeze.
Mechanic: Basically this minion skips one turn between attacks, but will attack on the turn it is played.
Balance: First of all, I would mention that almost all decks now run Big Game Hunter. Those who doesn't probably has Hex or other removals. Designing a 7-mana cost minion already makes it very vulnerable in the current meta. Giving this minion a Charge provides it with an opportunity to at least deal damage (let's be honest here, if you'd play a War Golem in constructed, it wouldn't even get a chance to attack). 7 damage 7 mana cost charging minion is actually something like a Fireball and a mage hero power, but making hight cost minion low on health would be stupid, so I decided to balance it around removal: give opponent more time to do it.
Turn sequence: Your turn 7, you play this card and attack, your Iskalder becomes Frozen. Enemy turn. Your turn, where Iskalder is still frozen and can't attack (unless you silence it). Enemy turn 2. Your turn where Iskalder can attack.
Silence: Yes, this card is really powerfull with a silence applied, but looking at Ragnaros the Firelord, I think that's not a problem since you need to spend another card not to power this card up, but just to give it a chance for attack.
Cho'gall is meant to compete with Dr. Boom as a Neutral 7-Drop. While he isn't nearly as good as Boom in ALL situations, he's far better in certain ones. Namely, this would hopefully take the spot of Boom in controllier lists.
Basically, as long as Cho'Gall is in play, your hero must be burst down from 30 in a single turn, however, the ease of accomplishing this task is doubled.
Dropping this against a full board or against a rogue with a full hand or something would be terrible. As a control deck however, if you can manage the board until turn 7, this can potentially seal the game.
The thought with this card is 'anti face' aggression. It's a rather poor card against decks that trade minions, such as ramp and control. It also doesnt do anything if the opponent doesnt have minions and attacks with spells.(rogue and freeze mage) It's a "I'll force you to trade your minions instead of going face" card, if he ignores it his 2/1 minions might quickly dwindle away.
Pro's: - Can get so ridiculously big your opponent must use Sap, silence or hard removal to deal with it. (which helps your more expensive threats) - Very cheap for how big it can get. - Mech synergy. - 4 attack dodges priest spells.
Cons: - Obviously not good outside of Spare Part decks. - Huge weakness to silence. (especially Earth Shock) - Requires a lot of set-up, will therefore almost never be played on curve.
Explanation:
"Your weapon is active during enemy turn" means when snow chugga (for example) hit you face and u have equiped axe - snow chuga dies :)
If snow chugga hits Nightwatch Grunt he will enrage and hide with stealth. So it must be killed with one hit.
It's a nice concept, and especially funny that an enraged warrior...actually hides. :)
Burst, card draw, can take light removal (Frosbolt or anything similar), good in the arena, can kill Yetis/Tigers if played at the right moment, I hope you like the concept :)
mfw his Yogg steals my win
Note: Stoneclaw Totems are spawned at the sides of the Earth Elemental. You also can't get another Stoneclaw Totem from your hero power as how it usually works.
+2/+4 taunt = 3cost (Velen's Chosen)
cant attack = -2cost (Ancient Watcher - Chillwind Yeti)
so it's 1 cost and not imbalance.
Here's my submisson for this week.
This week I'm submitting a neutral minion that combines Stealth with Windfury, a strong combination that also comes with a large drawback. He prefers to act alone, and strike when the time is right. I present to you, the Lone Assassin!
My custom classes : /// / My Card Factory!
Paladin spell. Legendary so you can only have one per deck. Because of hero max health limit of 30, the max you could "heal" with this is 15 health if you played this when you had exactly 15 health.
Edit: was originally 7 mana, reduced to 5 mana and changed the language so it reads as a Restoration and so max health is not changed. Thanks for the feedback!
Epic Paladin Minion. Thank you!
Idea: Right now, there are no alternatives for a 7 slot for most of heroes aside from Dr. Boom and Baron Geddon (played only in warrior). I think that adding one might be a thing.
Background: Iskalder is an ancient hero of Vrykul people who fell asleep a long time ago. In World of Warcraft, actually, the player are being tasked to find it in a sleeping chamber. As soon as Iskalder awakens, he rushes on a player to beat him down with anger. It would be interesting to make a strong minion and tie it to the game lore. To simulate slumbering mechanic (there're no Sleep right now in the game) I decided to use Freeze.
Mechanic: Basically this minion skips one turn between attacks, but will attack on the turn it is played.
Balance: First of all, I would mention that almost all decks now run Big Game Hunter. Those who doesn't probably has Hex or other removals. Designing a 7-mana cost minion already makes it very vulnerable in the current meta. Giving this minion a Charge provides it with an opportunity to at least deal damage (let's be honest here, if you'd play a War Golem in constructed, it wouldn't even get a chance to attack). 7 damage 7 mana cost charging minion is actually something like a Fireball and a mage hero power, but making hight cost minion low on health would be stupid, so I decided to balance it around removal: give opponent more time to do it.
Turn sequence: Your turn 7, you play this card and attack, your Iskalder becomes Frozen. Enemy turn. Your turn, where Iskalder is still frozen and can't attack (unless you silence it). Enemy turn 2. Your turn where Iskalder can attack.
Silence: Yes, this card is really powerfull with a silence applied, but looking at Ragnaros the Firelord, I think that's not a problem since you need to spend another card not to power this card up, but just to give it a chance for attack.
My Weekly Design Competition entries http://imgur.com/a/SJEOP
Cho'gall is meant to compete with Dr. Boom as a Neutral 7-Drop. While he isn't nearly as good as Boom in ALL situations, he's far better in certain ones. Namely, this would hopefully take the spot of Boom in controllier lists.
Basically, as long as Cho'Gall is in play, your hero must be burst down from 30 in a single turn, however, the ease of accomplishing this task is doubled.
Dropping this against a full board or against a rogue with a full hand or something would be terrible. As a control deck however, if you can manage the board until turn 7, this can potentially seal the game.
The thought with this card is 'anti face' aggression.
It's a rather poor card against decks that trade minions, such as ramp and control. It also doesnt do anything if the opponent doesnt have minions and attacks with spells.(rogue and freeze mage)
It's a "I'll force you to trade your minions instead of going face" card, if he ignores it his 2/1 minions might quickly dwindle away.
In my defense, the rules don't say it has to be WOW related.
A implement to the Warrior's Armor gaining system! (submission in the attachments!!)
Pro's:
- Can get so ridiculously big your opponent must use Sap, silence or hard removal to deal with it. (which helps your more expensive threats)
- Very cheap for how big it can get.
- Mech synergy.
- 4 attack dodges priest spells.
Cons:
- Obviously not good outside of Spare Part decks.
- Huge weakness to silence. (especially Earth Shock)
- Requires a lot of set-up, will therefore almost never be played on curve.
[edit: changed art slightly]
So... Is Card Is balanced?
A great 5-drop for Paladins. Synergizes well with Argent Protector, Hand of Protection and perhaps Enhance-o Mechano.