Encourages trading up, and imagine the value from stealthing a flametongue or a mana tide. The requirement for a totem balances the card. (Also cant be played the turn after Totem Golem on curve.)
I got my golden shaman portrait exclusively with Control Shaman builds. I hate how it is worthless now that all these cancerous shaman players have it too.
Seems balanced. Fits the warlock as succubi are very good at 'persuading' enemies to change their allegiance. Of course, like all demons, it might not do exactly as you tell it to...
"The Earthen Ring had to enforce a rule about eating not eating totems after the Bluegill Shaman joined.
A solid 2 drop for Murloc and Totem synergy. Either option provides a 2/4 or 3/3, though these stats are divided between 2 minions. However the effect gained through the totems, or buffing a 0/2 to a 1/3 is where the real power and versatility lies in this card.
In the case of freeze, it will apply a freezing effect to anything damaged by this minion (same as snow chugger)
In the case of combo, it will grant this minion the combo effect which was gained or activated by the combo minion played
In the case of windfury, this minion will gain windfury
In the case of overload, you will be overloaded for the same amount as the first overload minion which was played on your opponent's turn
In the case of divine shield, this minion will gain divine shield
In the case of enrage, this minion will gain the same enrage text as the minion played
In the case of choose one, this minion will receive the buff/transformation of the minion played, or your hero will receive the benefit of the choose one (for example, ancient of lore) which was chosen by the opponent.
This would be a very strong turn 2 play with coin for a class that looks to have some more dragon synergy. The Combo limits how quickly (and therefore how effectively) you can deny your opponent a card draw, but I like that it wont 100% stop them because they can just play with a dead card until later if they want to, or if they don't have anything to do instead of hero power they get rid of the freeze. Combo can also be triggered with cheap spells that tempo Mage has, and would be playable because of Azure Drake being part of the core of that deck already.
At most you draw 10 cards, but that is very unlikely. I made it 3 mana because, while it has the potential to produce some amazing turns, it is very situational. And while you know exactly what your opponent has in their hand, the now know what's in yours too.
Touch his trees and he'll get mad! He's very protective of his personal space, okay?
I'm surprised a card like this doesn't already exist in the game, and it seems to fit so well with a docile tree guardian who becomes enraged when you attack his forest. A simple card, but a powerful one if they can't immediately remove it, due to the many buffs available to Druids - or you could even play it in a Spell Damage Druid and get pings from Moonfire! One can dream...
You're probably wondering about the obvious stat distribution, It's supposed to be an offensive minion. On curve it comes after Fierce Monkey and it fits Taunt decks where beasts take the front line while this minion and your hero can safely attack from the back. The hero can control the board with a weapon so this minion is safe from trades, works in late game aswell with a Gorehowl and by then all the deal 3 damage spells like Frostbolt or Dark Bomb are out.
Magic Wave; http://i24.photobucket.com/albums/c24/Gabriel_Antonio_Duran_Perla/Magic_zpsu3arfoot.png
So this mage used SO MUCH mana to summon all those elementals, that got drained of some of her magic (the overload).Unleash those Elementals :D
Flavor text: "Release the Kr....Elementals!".
Encourages trading up, and imagine the value from stealthing a flametongue or a mana tide. The requirement for a totem balances the card. (Also cant be played the turn after Totem Golem on curve.)
I got my golden shaman portrait exclusively with Control Shaman builds. I hate how it is worthless now that all these cancerous shaman players have it too.
If you can keep him at max health, he'll dominate the board. Silencing him off isn't a good option, but taunting him up is.
"What's it going to be, Neo?"
What miracle is this? This giant tree.
It stands ten thousand feet high
But it doesn't reach the ground. Still it stands.
Its roots must hold the sky.
10 min of hearthstone and chill and he gives this look
Hope you like :)
Favorite Card:
Tree of Life
Favorite Card Animation :
Vol'jin or Twisting Nether
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Roborohan's Custom Card Collection~~~~~~~~~~~~~~~~~~~~~~~~~~~
My entry this week:
Seems balanced. Fits the warlock as succubi are very good at 'persuading' enemies to change their allegiance. Of course, like all demons, it might not do exactly as you tell it to...
]
"The Earthen Ring had to enforce a rule about eating not eating totems after the Bluegill Shaman joined.
A solid 2 drop for Murloc and Totem synergy. Either option provides a 2/4 or 3/3, though these stats are divided between 2 minions. However the effect gained through the totems, or buffing a 0/2 to a 1/3 is where the real power and versatility lies in this card.
My Card: Augur
Class: Priest
Type: Minion
In the case of freeze, it will apply a freezing effect to anything damaged by this minion (same as snow chugger)
In the case of combo, it will grant this minion the combo effect which was gained or activated by the combo minion played
In the case of windfury, this minion will gain windfury
In the case of overload, you will be overloaded for the same amount as the first overload minion which was played on your opponent's turn
In the case of divine shield, this minion will gain divine shield
In the case of enrage, this minion will gain the same enrage text as the minion played
In the case of choose one, this minion will receive the buff/transformation of the minion played, or your hero will receive the benefit of the choose one (for example, ancient of lore) which was chosen by the opponent.
Hello there!
Here's quite handy card for midrage Hunters. Hope you'll like it.
I know it's basically a Water Elemental with 1 less health but it's a beast and so enable all the synergies of the hunter.
Art from Genzoman found on Deviantart.
Balnazzar:
I'm not quite sure how this is from a balance perspective, or if someone did something similar before, but I thought it was a fun idea!
This would be a very strong turn 2 play with coin for a class that looks to have some more dragon synergy. The Combo limits how quickly (and therefore how effectively) you can deny your opponent a card draw, but I like that it wont 100% stop them because they can just play with a dead card until later if they want to, or if they don't have anything to do instead of hero power they get rid of the freeze. Combo can also be triggered with cheap spells that tempo Mage has, and would be playable because of Azure Drake being part of the core of that deck already.
At most you draw 10 cards, but that is very unlikely. I made it 3 mana because, while it has the potential to produce some amazing turns, it is very situational. And while you know exactly what your opponent has in their hand, the now know what's in yours too.
2-time Card Design finalist!
A druid card which could either be used as a nice removal tool, for part of the combo or for a more control orientated deck.
>>>Check out my Latest Card Design Competition Entry<<<
Touch his trees and he'll get mad! He's very protective of his personal space, okay?
I'm surprised a card like this doesn't already exist in the game, and it seems to fit so well with a docile tree guardian who becomes enraged when you attack his forest. A simple card, but a powerful one if they can't immediately remove it, due to the many buffs available to Druids - or you could even play it in a Spell Damage Druid and get pings from Moonfire! One can dream...
You can find me here! Good luck everyone!
You're probably wondering about the obvious stat distribution, It's supposed to be an offensive minion. On curve it comes after Fierce Monkey and it fits Taunt decks where beasts take the front line while this minion and your hero can safely attack from the back. The hero can control the board with a weapon so this minion is safe from trades, works in late game aswell with a Gorehowl and by then all the deal 3 damage spells like Frostbolt or Dark Bomb are out.
First attempt at a competition. Hope you like it!