This is where I'm going to post all of my random concepts. No, this is not an expansion. No, this does not follow a theme. It's just a bunch of cards meant to explore interactions, and enable new playstyles, mechanics and well, just generally mess about with design. Balancing comes second here. That's not to say that I won't try to keep the cards somewhat in line, it just means that it's not the main point of this thread. I won't be adding commentary to the cards here, but that doesn't mean that I won't be open to discussing the cards in the comments. Just don't expect certain justifications or clarifications for the cards to be in the original post.
Added 6 new cards. For clarification purposes; the Darnassus Warden will always restore a minimum of 4 health, as it's mana cost is payed prior to the battlecry going off. This is consistent with Felguard, where it will only destroy a mana crystal after the cost has been payed.
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Nice cards, but i think that Inquisitor Whitemane should be priced at 7 mana atleast, like Confessor Paletress. It have a better body, a similiar effect (even better, since it is way more reliable because you know what cards you have) and it can be played directly on turn 6, while Paletress for trigger the effect usually need to be used at turn 9.
Anyway, nice work :)
Yeah, I definitely see your point and in hindsight I realize I forgot to compare it to Confessor Paletress. Thanks!
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist --- Click on the images below to check out my different custom card threads!
Hehe, Tundra Dward will unfreeze the turn it's played because of the way freezing works.
Actually, I tried it out when I was making that card.
A card frozen on the turn you play it will remain frozen on the following turn. Freezing a minion means it loses it's next attack, and the only time it doesn't work is if you already didn't attack with it prior to it getting frozen.
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Kargath is a bit too powerful. Add a Charge and you have a new potential 40 damage OTK combo. Otherwise great job, especially for the paladin cards!
To be honest, so long as Charge exists, there is always going to be problems like this. At least, unlike the Frothing combo, you're not prohibited from playing your own minions.
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Really like the idea of Cryptlord, but it is very hard to activate the effect. Probably would be fine as well if the effect was: ''Draw a card for every Ambush! card the opponent have in his deck''
That was one of the versions I had prior to this one, but I felt I'd rather have a minion that was a bit more beefy.
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist --- Click on the images below to check out my different custom card threads!
How the Workbench... well, works.
This is where I'm going to post all of my random concepts. No, this is not an expansion. No, this does not follow a theme. It's just a bunch of cards meant to explore interactions, and enable new playstyles, mechanics and well, just generally mess about with design. Balancing comes second here. That's not to say that I won't try to keep the cards somewhat in line, it just means that it's not the main point of this thread. I won't be adding commentary to the cards here, but that doesn't mean that I won't be open to discussing the cards in the comments. Just don't expect certain justifications or clarifications for the cards to be in the original post.
Custom Keywords:
If I add new keywords, the explanation goes here.
The Collection:
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rogue:
Shaman:
Warlock:
Warrior:
Neutral:
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Updated to include the following cards. Let's call this the Paladin Update.
The new Paladin cards were made to bring about more Divine Shield synergy. Warrior has more Armor synergy. Also started work on Shaman.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Updated with a bunch of Hunter cards.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Added 6 new cards. For clarification purposes; the Darnassus Warden will always restore a minimum of 4 health, as it's mana cost is payed prior to the battlecry going off. This is consistent with Felguard, where it will only destroy a mana crystal after the cost has been payed.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Oh snap! Blizz fix this please!
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Yeah, I definitely see your point and in hindsight I realize I forgot to compare it to Confessor Paletress. Thanks!
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Great ideas! :)
Thanks! More is coming later this week.
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No problem! :D Can't wait for the rest!
Hehe, Tundra Dward will unfreeze the turn it's played because of the way freezing works.
Actually, I tried it out when I was making that card.
A card frozen on the turn you play it will remain frozen on the following turn. Freezing a minion means it loses it's next attack, and the only time it doesn't work is if you already didn't attack with it prior to it getting frozen.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Kargath is a bit too powerful. Add a Charge and you have a new potential 40 damage OTK combo. Otherwise great job, especially for the paladin cards!
To be honest, so long as Charge exists, there is always going to be problems like this. At least, unlike the Frothing combo, you're not prohibited from playing your own minions.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Whoa...I really like some of these. Well played.
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Awesome ideas bro! Can't wait to see the rest!!! :)
Alright, here we go! New batch of cards! Got some nerubians and Ambush synergy going here.
For clarification, the Deckhands spawned by Vanessa are Pirates. Go, Ship's Cannon synergy!
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Kargath + Warsong op :)