Scrapped all but one of my original ideas, tweaked the remaining card, and added two new ideas.
Tweaked Fire-Charged Firecharger based on The Progenitor's comment. Also made him a little beefier at the expense of Shadow Word: Pain vulnerability. Compare to Malygos, and I think it's definitely balanced. Feeling a little unsure about the art, though, since I can't think of any "big" goblin cards in HS. I also considered a stacking Spell Damage effect, like Gurubashi Berserker, which I would imagine would be fine considering it's a basic card.
The other two are tests to see if their flavor is worth submitting. Raging Bull is my clear-cut Timmy card.
Question about Fire-Charge Firecharger. While it's Enraged, does it have Spell Damage +3 or Spell Damage +4? Basically, does the Spell Damage from the Enrage overwrite the original or does it stack like Dalaran Aspirant?
That is a good question, and one that I don't have a really good answer for, since existing Enrage cards deal only with attack. My intent was for the Enrage to overwrite the original.
The best of each page should get in in my opinion. And place some caveats for low vote pages if you want to avoid easy finalist from the last pages. The current system is kinda working against the competition.
Taunt and Stealth wont work for the player casting this once its cast, but conditional targets will be highlighted regardless for your opponent. The denial of information is a huge thing when it comes to trades, and assessing the enemy strategy, but it doesn't help much against brute force. Specific animations will be disabled, but some effects will give away what you played anyway. Start of turn minions might have a better chance to survive under this, and combo set ups could go off undetected.
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I don't mean to alarm you, but you have a skeleton inside your body.
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Mechs are kinda forgotten in standard.
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The best of each page should get in in my opinion. And place some caveats for low vote pages if you want to avoid easy finalist from the last pages. The current system is kinda working against the competition.
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Once this guy hits the board, almost nothing can get it off. But it doesn't do much besides that (Or does it?)
PS: Do not use in the vicinity of an Unstoppable Force.
Important things you should know about the Immune keyword.
Immune disables Taunt.
Immune doesn't protect from non-targeted effects like Twisting Nether, Deadly Shot and Tinkmaster Overspark to name a few.
Immune minions can't be targeted by your opponent, but you're free to do so.
Poisonous damage doesn't kill immune minions because they take 0 damage.
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Public Service Announcement.
Immune disables Taunt.
Immune doesn't protect from non-targeted effects like Twisting Nether, Deadly Shot and Tinkmaster Overspark to name a few.
Immune minions can't be targeted by your opponent, but you're free to do so.
Poisonous damage doesn't kill immune minions because they take 0 damage.
0
How do Voodoo effects interact with Violet Illusionist by the way?
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Shadow.
In-depth
Taunt and Stealth wont work for the player casting this once its cast, but conditional targets will be highlighted regardless for your opponent. The denial of information is a huge thing when it comes to trades, and assessing the enemy strategy, but it doesn't help much against brute force. Specific animations will be disabled, but some effects will give away what you played anyway. Start of turn minions might have a better chance to survive under this, and combo set ups could go off undetected.
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"You will always remember this as the day you almost caught Captain Johnny Sparrow"