An enemy minion falls into your trap,then you captures it. Bear Trap:take control of the minion Dart Trap:no effect Explosive Trap:take control of the minion if it survives damage Freezing Trap:Put the minion into your hand Misdirection:take control of the minion if it survives Snake Trap:take control of the minion if it survives damage Snipe:take control of the minion if it survives damage
I always thought how Overload is a nice way to implement Mana Burn with an existing mechanic, but Mana Burn is a shadow priest spell:
This is an anti-aggro card for those early turns when priest has nothing else to do and his opponent is building up a board. Also since this could potentially be dangerous in aggro decks to lock your opponent from responding, better give it to a non-aggro class.
Balance: A card is worth 2 mana (Innervate) and that is the exact difference between the amount of mana crystals you lock for your opponent and the mana you pay for playing this.
Just my thoughts on a strong warlock card that lets you choose what kind of downside you'd prefer. In reality the Overload could be replaced with "Deal 10 damage to your hero", but this keeps better with the theme of the competition.
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This card would open up the ability for force of nature to be used for more than just rush.
REMOVED
"Let this be the hour when we draw NERF swords together."
- Theoden King in happier times
"Soft kitty, warm kitty, little ball of... AAAAAAAAARRRGH!"
Because Dragon Paladin needs to be a thing!
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
An enemy minion falls into your trap,then you captures it.
Bear Trap:take control of the minion
Dart Trap:no effect
Explosive Trap:take control of the minion if it survives damage
Freezing Trap:Put the minion into your hand
Misdirection:take control of the minion if it survives
Snake Trap:take control of the minion if it survives damage
Snipe:take control of the minion if it survives damage
Priesthood Trainee is just an undecided fellow. She can't choose what to focus on. Light or Shadow? Aaaargh decisions decisions...
Puck yo Firates
This is a card I submitted before, fits this week's theme too. It allows combo rogue to have infinite 0 mana combo initiators.
'I'm a simple Rogue. I see a dagger, pour some poison on it, leave.'
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I always thought how Overload is a nice way to implement Mana Burn with an existing mechanic, but Mana Burn is a shadow priest spell:
This is an anti-aggro card for those early turns when priest has nothing else to do and his opponent is building up a board. Also since this could potentially be dangerous in aggro decks to lock your opponent from responding, better give it to a non-aggro class.
Balance: A card is worth 2 mana (Innervate) and that is the exact difference between the amount of mana crystals you lock for your opponent and the mana you pay for playing this.
Summon: Moo.
Attack: MOOO!
Death: Mo..o..o
Let's go Hand Druid!
Art from: http://keynari.deviantart.com/art/Netherwing-Drake-283615612 , image used fairly with credit to original artist Keynari
Just my thoughts on a strong warlock card that lets you choose what kind of downside you'd prefer. In reality the Overload could be replaced with "Deal 10 damage to your hero", but this keeps better with the theme of the competition.