Fits best in mill rogue where strong removal and card efficiency is vital, but you can afford to wait. Additionally, your minions are generally low-costed or aren't vital to stay alive so the double-edged effect normally won't affect you.
Strong card in Rogue in general because it packs so much into one card, and if you wait long enough it can be a 1-cost Twisting Nether.
The ultimate friend of a Joust deck. The benefit is that, while this is in your hand, your Joust cards become much more reliable (though they can still lose to stuff like Alexstrasza, Lord Jaraxxus, and Giants). In exchange, however, you're carrying a dead card through most of the game, and then even when you can finally play it, its body is pathetic for its cost. I'm not 100% on the balance (this week's theme is difficult to figure out the balance for in general), but I hope that you still agree the concept is interesting and solid. =)
Since it's almost the anniversary of my first weekly design competition, I'm rebooting my favourite submission, which fits perfectly into this week's theme.
Hasty Ogre works like Misty's Psyduck in Pokemon. When you play a card, there's a chance this ogre "jumps" on the way and gets played instead, pushing the card you wanted to play back into your hand. It's awesome if he replaces a low mana cost minion in the early game but in the late game his interfering might cost you the game. Just like Psyduck did to Misty in Pokemon! :D
To save confusion, you must discard one (or multiple) cards from your hand AND stll have this card remaining in order for the effect to work.
You do not trigger this effect for discarding this card or for each card discarded in bulk, i.e. playing Doomguard will only trigger this cards effect once.
You do, however, get multiple triggers from miltiple discards which happen in turn, and not in bulk, i.e. playing two Succubus minions one after the other WILL result in two triggers of this cards effect.
Also, holding two Death Touch spells will result in the effect triggering TWICE for each scenario above.
And finally, when this card is played it acts as if it was discarded - so holding the other Death Touch at the same time will trigger the effect once again.
A reference to the Southpark episode: "Make love, not warcraft".Designed to be strongest card statwise while at the same time the nightmare of the more humble minions in the game.
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Fits best in mill rogue where strong removal and card efficiency is vital, but you can afford to wait. Additionally, your minions are generally low-costed or aren't vital to stay alive so the double-edged effect normally won't affect you.
Strong card in Rogue in general because it packs so much into one card, and if you wait long enough it can be a 1-cost Twisting Nether.
A demon that fits quite well with a Zoolock.
Summon: "The Legion will prevail!"
Flavor: "Stronger than the Fightbringer Demons who roams the pubs around Outland"
Up-Up-Down-Down-Left-Right-Left-Right
Some day I'll win a competition...
You can discard Soul Chain.
Flavor Text: "Have you got I.D.? I didn't think so."
Edit: Changed card type to Legendary.
Closed Beta Player: 19/8/2013 (NA)/ 5/9/2013 (EU)--- Golden Card Count: 243 (Legendary: 10)
CDC 3.15: Jesus, Our Saviour | 6 Mana Neutral Legendary Minion 6/5 | "Deathrattle: Re-Summon Jesus, Our Saviour at the start of your third turn." |
Life is a cycle
The design of the card is to help combo Rogues draw into what they need.
The ultimate friend of a Joust deck. The benefit is that, while this is in your hand, your Joust cards become much more reliable (though they can still lose to stuff like Alexstrasza, Lord Jaraxxus, and Giants). In exchange, however, you're carrying a dead card through most of the game, and then even when you can finally play it, its body is pathetic for its cost. I'm not 100% on the balance (this week's theme is difficult to figure out the balance for in general), but I hope that you still agree the concept is interesting and solid. =)
Same ideia as Fel Reaver, for that huge tempo advantage.
"This guy make void walkers walk away"
All my original cards for the Weekly Card Design Competition!
http://imgur.com/a/KuLHK
REMOVED
Since it's almost the anniversary of my first weekly design competition, I'm rebooting my favourite submission, which fits perfectly into this week's theme.
Hasty Ogre works like Misty's Psyduck in Pokemon. When you play a card, there's a chance this ogre "jumps" on the way and gets played instead, pushing the card you wanted to play back into your hand. It's awesome if he replaces a low mana cost minion in the early game but in the late game his interfering might cost you the game. Just like Psyduck did to Misty in Pokemon! :D
May your nets always be full! 🎣
"Is that an apple on your head?"
basically if you had left mana from your last turn, it will act as a buffer for any new mana crystals that would be overloaded.
Token:
To save confusion, you must discard one (or multiple) cards from your hand AND stll have this card remaining in order for the effect to work.
You do not trigger this effect for discarding this card or for each card discarded in bulk, i.e. playing Doomguard will only trigger this cards effect once.
You do, however, get multiple triggers from miltiple discards which happen in turn, and not in bulk, i.e. playing two Succubus minions one after the other WILL result in two triggers of this cards effect.
Also, holding two Death Touch spells will result in the effect triggering TWICE for each scenario above.
And finally, when this card is played it acts as if it was discarded - so holding the other Death Touch at the same time will trigger the effect once again.
All rights reserved.
Overload: (2)
edit : added "at the end of your turn"
Flavor: Oh crap, it's that guy again.
A reference to the Southpark episode: "Make love, not warcraft".Designed to be strongest card statwise while at the same time the nightmare of the more humble minions in the game.