very strong early game board control minion. would probably be op in any other class but shaman. perhaps one way to get away from aggro decks as the only alternative.
cannot be killed by minions with less than 4 attack.
The spell in WoW: "When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec." The spell cost reduction is to reflect the improved version of the spell: "Arcane Power now reduces the cost of your spells by 10% instead of increasing the cost by 10%."
I was in doubt between making this a shaman card or a hunter, and went with the latter (also, I thought it would be nice with a more control kind of card for a hunter). I know the wording is a bit weird, but I couldn't find a way to combine the card text of Water Elemental and Foe Reaper 4000 in a prober way.
When attacking with a divine shield: "Get it off me, GET IT OFF ME!"
When attacking without a divine shield: "yea yea whatever"
Death: "*imp screams*"
The idea behind this card is that demons rarely get divine shields for obvious reasons, they are after all demons. So I wanted to make a card that would get divine shields, but make since when doing it. Hence the Light Imp. Now whenever you take damage a little bit of your life force goes into making this little guy a shield, but light tends to have a bad reaction with Infernal creatures and here we are.
Goes with priest for two reasons. First, the whole Shadow effect is fairly common among priest to deal damage to both heroes. But the cool stuff happens when you consider that by healing an enrage minion, you can effectively turn off or on the power at will.
Some stalling for a control/Combo warrior. And if you happen to come across a way either freeze the enemy hero or use your hero power twice get some damage. It's an Ice Lance on a Warrior Stick!
Costed against SI:7 Agent, with the idea that while it's a bit slower, it deals more eventual damage or keeps a previously played beast alive through a trade for a turn. Works decently as just a 4/3 beast, which as of yet does not exist.
Taking the card control mechanic from the Priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn. After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board, which it desperately needs.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent an effect from occurring during the opponents turn (I.e Brann Bronzebeard, etc)
Flavor Text: Fortunately he is currently attending a twelve step program for his rage... unfortunately all twelve steps involve destroying everything and everyone!
Summon: My fury will destroy you all! Attack: Feel the flames of Rage! Death: Nooooooooo.......
Notes: Rage forger is my 3rd entry into the Weekly Card Design Competition. He was inspired by a video last week Kripparian published about the quality of the Shaman class. One of the things mentioned was that Shaman's don't have many cards that benefit from overload. This is my attempt to fix that.
Rage Forger is stat'd like a Water Elemental with a 3/6 split who basically casts an arcane missile charge for every point of overload (or locked mana crystal) This includes both the crystals locked this turn and last, but they must be locked at the end of the turn, Lava shock does not work with this card.
Taunt overloads i would expect to be especially powerful. For example. Turn 4 Rage Forger into Turn 5 Earth Elemental or Feral Spirits/Totem Golem. Would basically end up with a free arcane missiles being cast at the end of turn 5 and turn 6 (not including what you play turn 6 and assuming it survived) as well as offering protection to the Rage forger for it to proc again.
This card is not meant to be a 1 shot fix for shaman, and i wouldn't expect it to fix the class, or possible even be played if it was added in the morning, it would require more positive overload cards to balance a deck. its just and idea of one card that would benefit for the overload effect in a unique and interesting way.
Thanks to everyone on the discussion Topic for their feedback, it was all invaluable! The Art is from a MTG card of the same name.
"His mom told her to be a rogue, but no, she had to be a warlock."
Kinda like a Druid card, but with that Warlock-ish feeling. Both of these demons are plain cards with no text at all. You can somehow consider the Dreadlord as a +1 Attack, non-Charge Doomguard for one less Mana, and the Lesser Infernal is just a generic Pit Lord.
A mechanic we don't have enough of in hearthstone is immediate reward with delayed drawbacks. Good for straight up card draw if you want to pay off your loan right now, or amazing combo activation if you're willing to sacrifice a card here or there. Both versatile and useful!
very strong early game board control minion. would probably be op in any other class but shaman. perhaps one way to get away from aggro decks as the only alternative.
cannot be killed by minions with less than 4 attack.
The spell in WoW: "When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec." The spell cost reduction is to reflect the improved version of the spell: "Arcane Power now reduces the cost of your spells by 10% instead of increasing the cost by 10%."
Flavor: "I've got the power! Oh Snap..."
Flavor text: "She was never all that popular in magic school"
Summon: "I love to learn"
Attack: "Knowledge is power"
Death: "You will never learn"
I was in doubt between making this a shaman card or a hunter, and went with the latter (also, I thought it would be nice with a more control kind of card for a hunter). I know the wording is a bit weird, but I couldn't find a way to combine the card text of Water Elemental and Foe Reaper 4000 in a prober way.
Battle Cry: "Give me your Light"
When effect is triggered: "No wait it burns!"
When attacking with a divine shield: "Get it off me, GET IT OFF ME!"
When attacking without a divine shield: "yea yea whatever"
Death: "*imp screams*"
The idea behind this card is that demons rarely get divine shields for obvious reasons, they are after all demons. So I wanted to make a card that would get divine shields, but make since when doing it. Hence the Light Imp. Now whenever you take damage a little bit of your life force goes into making this little guy a shield, but light tends to have a bad reaction with Infernal creatures and here we are.
Wanted something to work in one of my favorite silly decks in the game Enrage Mage! With this guy you can pop all your Gurubashi Berserker, Amani Berserker, Grim Patron, and Unstable Portald Gahz'rillas for free! Now that's a sweet deal.
Drink me up
Goes with priest for two reasons. First, the whole Shadow effect is fairly common among priest to deal damage to both heroes. But the cool stuff happens when you consider that by healing an enrage minion, you can effectively turn off or on the power at will.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
Some stalling for a control/Combo warrior. And if you happen to come across a way either freeze the enemy hero or use your hero power twice get some damage. It's an Ice Lance on a Warrior Stick!
For Gilneas!
Will you choose the noble (but hiding-behind-a-wall) king?
or the Beast Within?
Whatever your choice, make sure your enemies know Gilneas will rise again!
"Not all those who wander are lost."
- Velen R. R. Tolkien
Be careful not to get 3 Deadly Poisons if there's no weapon in your deck. 😂
Bestial Wrath, for the record.
Costed against SI:7 Agent, with the idea that while it's a bit slower, it deals more eventual damage or keeps a previously played beast alive through a trade for a turn. Works decently as just a 4/3 beast, which as of yet does not exist.
Hello Fellow Card Creators;
Class: Shaman
Taking the card control mechanic from the Priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn.
After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board, which it desperately needs.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent an effect from occurring during the opponents turn (I.e Brann Bronzebeard, etc)
- Synergy with Tuskarr Totemic.
Balancing Effects:
- The totem itself has a weak body and can be removed by most spells.
- Since it is RNG it could potentially steal a weak minion, giving it less value.
Thanks and Goo luck to all!
VOTE FOR MY CARD in the Card Creation Competition of the week.
Rage Forger
Flavor Text: Fortunately he is currently attending a twelve step program for his rage... unfortunately all twelve steps involve destroying everything and everyone!
Summon: My fury will destroy you all!
Attack: Feel the flames of Rage!
Death: Nooooooooo.......
Notes: Rage forger is my 3rd entry into the Weekly Card Design Competition. He was inspired by a video last week Kripparian published about the quality of the Shaman class. One of the things mentioned was that Shaman's don't have many cards that benefit from overload. This is my attempt to fix that.
Rage Forger is stat'd like a Water Elemental with a 3/6 split who basically casts an arcane missile charge for every point of overload (or locked mana crystal) This includes both the crystals locked this turn and last, but they must be locked at the end of the turn, Lava shock does not work with this card.
Taunt overloads i would expect to be especially powerful. For example. Turn 4 Rage Forger into Turn 5 Earth Elemental or Feral Spirits/Totem Golem. Would basically end up with a free arcane missiles being cast at the end of turn 5 and turn 6 (not including what you play turn 6 and assuming it survived) as well as offering protection to the Rage forger for it to proc again.
This card is not meant to be a 1 shot fix for shaman, and i wouldn't expect it to fix the class, or possible even be played if it was added in the morning, it would require more positive overload cards to balance a deck. its just and idea of one card that would benefit for the overload effect in a unique and interesting way.
Thanks to everyone on the discussion Topic for their feedback, it was all invaluable!
The Art is from a MTG card of the same name.
If at first you don't succeed, Cheat, repeat until caught and then lie!
If you go first,you can steal a coin from your opponent's hand in the first turn.
if you go second,this minion won't be of no use.It will be useful if your opponent is also a Rogue.And you can steal Gallywix's Coin.
I inspired by a Warcraft 3 unit of the same name.
He has a real tough time breaking the ice on first dates.
"His mom told her to be a rogue, but no, she had to be a warlock."
Kinda like a Druid card, but with that Warlock-ish feeling. Both of these demons are plain cards with no text at all. You can somehow consider the Dreadlord as a +1 Attack, non-Charge Doomguard for one less Mana, and the Lesser Infernal is just a generic Pit Lord.
Welcome to the rank 20 net deck hunter hell.
A mechanic we don't have enough of in hearthstone is immediate reward with delayed drawbacks. Good for straight up card draw if you want to pay off your loan right now, or amazing combo activation if you're willing to sacrifice a card here or there. Both versatile and useful!
By Jove! That's a splendid card isn't it, what? Jolly good show, old chap! *slurps tea*