At that point you are going to need to run Skull of the Man'ari to get the Doomguard out of your hand. You really want to avoid hard casting them if possible.
I have to say that this is a very unique creation this time around as it feels rather difficult to balance a card as powerful as a Dream or Death Knight card. That put aside, I like the idea of this Death Knight card as it creates a board state for your opponent to play around along with you. The effect of corruption we have seen to be slow and not a very reliable option in Warlock decks. However, this effect plays differently as your opponent will want to manipulate the board to minimize the spread of the Plague or clear their own board to be rid of it all together.
This effect wont help come back against aggro as they will push through the plague, but can be good against decks such as Jade Druid or Big Priest to slow their tempo. I see this as a more interactive Death Knight card than the ones we currently have and I think this could be a fun addition to the Death Knight card pool.
Flavor Text: What killed the Dinosaurs!? Well it was Meteor. Haven't you been reading card flavor text?
Lets give spell hunter some love and give them a way to clog up the board as they go to close out the game with some Spellstone wolves or To My Side. Also not quite as good as frost nova as it will
freeze
hunter's non beast minions such as Houndmaster or Cloaked Huntress if played out of Spell Hunter.
I think this would be a great card to fit into the self damage warrior deck. That deck currently lacks a strong 5 drop and I think this does a good job at being a card that does alright on its own but can be strong with whirlwind effects and proper setup. Can be compared to an upgraded Spiteful Smith in power level.
Un'Goro gives us the best opportunity to release the menagerie and support the zoo archetype that never took off fully from One Night in Karazhan. I expect to see some fun beasts for paladin in Un'goro.
Just for reference this would include all minions in your hand, deck, and on the field. With all the Dragons leaving Standard, I thought this might be a good card for Paladin to keep the Dragon synergies relevant. Leads to some fun deckbuilding options and could really expand the archetype.
Would this fit the theme of positive synergy with dragons. I really want to give Paladin a consistent dragon enabler now that Blackrock is rotating out and I think this could help with deck building options a lot.
I wanted to give hunter some love with this design challenge so I decided to try and tie the weapon aspect to the secret hunter archetype. This is a card that played in the right deck will produce most likely a 3/3 weapon if played on curve on turn 5. However, this card also has value later as the more secrets played the higher the weapons power.
2
Step right up and watch as I make this Malygos disappear!
0
At that point you are going to need to run Skull of the Man'ari to get the Doomguard out of your hand. You really want to avoid hard casting them if possible.
10
I have to say that this is a very unique creation this time around as it feels rather difficult to balance a card as powerful as a Dream or Death Knight card. That put aside, I like the idea of this Death Knight card as it creates a board state for your opponent to play around along with you. The effect of corruption we have seen to be slow and not a very reliable option in Warlock decks. However, this effect plays differently as your opponent will want to manipulate the board to minimize the spread of the Plague or clear their own board to be rid of it all together.
This effect wont help come back against aggro as they will push through the plague, but can be good against decks such as Jade Druid or Big Priest to slow their tempo. I see this as a more interactive Death Knight card than the ones we currently have and I think this could be a fun addition to the Death Knight card pool.
7
Flavor Text: What killed the Dinosaurs!? Well it was Meteor. Haven't you been reading card flavor text?
Lets give spell hunter some love and give them a way to clog up the board as they go to close out the game with some Spellstone wolves or To My Side. Also not quite as good as frost nova as it will freeze hunter's non beast minions such as Houndmaster or Cloaked Huntress if played out of Spell Hunter.
5
Three's a crowd. Why not bring a friend?
1
I think this would be a great card to fit into the self damage warrior deck. That deck currently lacks a strong 5 drop and I think this does a good job at being a card that does alright on its own but can be strong with whirlwind effects and proper setup. Can be compared to an upgraded Spiteful Smith in power level.
3
Un'Goro gives us the best opportunity to release the menagerie and support the zoo archetype that never took off fully from One Night in Karazhan. I expect to see some fun beasts for paladin in Un'goro.
Flavor Text: Dr. Mrrgglton I Presume
1
Just for reference this would include all minions in your hand, deck, and on the field. With all the Dragons leaving Standard, I thought this might be a good card for Paladin to keep the Dragon synergies relevant. Leads to some fun deckbuilding options and could really expand the archetype.
0
@Dxiled
Thanks for the feedback, that does sound a lot better for the wording. Glad you like the effect as well :)
0
Would this fit the theme of positive synergy with dragons. I really want to give Paladin a consistent dragon enabler now that Blackrock is rotating out and I think this could help with deck building options a lot.
33
I wanted to give hunter some love with this design challenge so I decided to try and tie the weapon aspect to the secret hunter archetype. This is a card that played in the right deck will produce most likely a 3/3 weapon if played on curve on turn 5. However, this card also has value later as the more secrets played the higher the weapons power.