If you have it in your initial hand, it will become playable by turn 7 for 6 mana (or turn 6 for 7 mana if you have The Coin). Obviously works best in control decks.
[EDITED] Hey guys, this is my submission for this week. Took me a long time to create it, I will post it in the discussion topic also as I feel it's an interesting card to talk about.
In order to make this card make more sense I decided to invent a mechanic called Muted.
Muted is an aura like effect that TEMPORARILY silences something, meaning once the effect is over the card being Muted will REGAIN its original card text.
The way this card is intended to work is that you can play cards like Flame Imp, FelGuard, Pit Lord without the negative effects. This is easy enough to achieve, for example I could have just wrote that they lose their battlecries, but this proved to bring up a balancing issue with Doomguard as it would still have charge which I feel would just be way too strong.
For that reason this mechanic was invented and it also means that if you play a Voidcaller and play this card after, the Voidcaller will regain it's card text.
A card that may seem too strong but I believe is actually balanced when you really think about it, plus you have to have this card IN YOUR HAND to get the effect, which is also a negative effect if you have a voidcaller on the board.
"You don't have to be rich, to feel my flames, you don't have to be cool, you'll wipe this game"
Possible synergies: -Could be played with Brann Bronzebeard for extra flavor; -Could fit a Mill playstyle (Shadowstep, Naturalize, Coldlight Oracle, ecc); -Infernal Sap but most Vanish value. -Good anti-aggro card (expecially against Hunter and Paladin, the Infernal damage will not trigger Paladin's secrets indeed); -Also Netherspite Infernal locks one spot on the enemy's board.
"If Grounding Totem could speak it'd ask you not to discard it. Not that you'd listen, anyway."
A simple card allowing you to bypass the cost of any overload, at the cost of discarding it. If you don't want to discard it, or feel it's better to have a small minion, then you can also play it as a 1/1 Totem.
Synergizes with Ethereal Arcanist and Illuminator, while also allowing you to completely mess with your opponent's mind. Just to give you a few more examples, this card grants you much more control over when potentially game-swinging secrets such as Effigy, Vaporize and Duplicate trigger.
A symmetrical tempo powerhouse, you either build your deck so heavily around comboing this thing that the benefits you get outweigh those that your opponent might get, or you just use this as a 3 mana spellcast trigger (this does nothing when played of course) after gaining some tempo from the effect, resulting in somewhat of a tempo loss, but maybe an additional card from Gadgetzan or random 2 damage from Flamewaker. At 4 mana, I think this might be really weak, so 3 mana seemed most appropriate, but feedback is always welcome.
The treasure goblin works similarly to the Golden Monkey but in reverse and is meant to operate as a counter to combo decks. Biggest example being Combo Druid. You play this card against a combo druid and he has two options. lose any part of the combo currently in his hand hoping to draw a second copy or... risk it being discarded every turn. There are some great epic cards and some terrible epic cards. There is a risk of playing this against some classes. For example play against a secret paladin and you may give him a mysterious challenger he otherwise might not have drawn yet. Alternatively you might end up giving him crabs, mainly the hungry kind!
My submission this week.
Just like a Secret in hand, isn't it?
It a difficult task to simplify its text. I've tried my best.
I anger people professionaly.
And of course, Searing Totem gives nothing.
After much thought, I decided to post this.
A new kind of giant.
If you have it in your initial hand, it will become playable by turn 7 for 6 mana (or turn 6 for 7 mana if you have The Coin). Obviously works best in control decks.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
[EDITED] Hey guys, this is my submission for this week. Took me a long time to create it, I will post it in the discussion topic also as I feel it's an interesting card to talk about.
In order to make this card make more sense I decided to invent a mechanic called Muted.
Muted is an aura like effect that TEMPORARILY silences something, meaning once the effect is over the card being Muted will REGAIN its original card text.
The way this card is intended to work is that you can play cards like Flame Imp, FelGuard, Pit Lord without the negative effects. This is easy enough to achieve, for example I could have just wrote that they lose their battlecries, but this proved to bring up a balancing issue with Doomguard as it would still have charge which I feel would just be way too strong.
For that reason this mechanic was invented and it also means that if you play a Voidcaller and play this card after, the Voidcaller will regain it's card text.
A card that may seem too strong but I believe is actually balanced when you really think about it, plus you have to have this card IN YOUR HAND to get the effect, which is also a negative effect if you have a voidcaller on the board.
"You don't have to be rich, to feel my flames, you don't have to be cool, you'll wipe this game"
Possible synergies:
-Could be played with Brann Bronzebeard for extra flavor;
-Could fit a Mill playstyle (Shadowstep, Naturalize, Coldlight Oracle, ecc);
-Infernal Sap but most Vanish value.
-Good anti-aggro card (expecially against Hunter and Paladin, the Infernal damage will not trigger Paladin's secrets indeed);
-Also Netherspite Infernal locks one spot on the enemy's board.
I think this card can be super ussefull whit that forgotten combo cards. And i think is an interesting mechanics.
You just have to play him:
Summon: "Finally!"
Attack: "Pick me! Pick me!"
Death: "Sorry..."
Another great class common for arena warriors, just try not to have 2 in your hand, they hardly agree on who goes first.
edit: Changed it to be a 2 drop rather than a 3-drop, warrior could need more of those. Also this way your turn 2 is not locked.
Growing Imp
A (neutral) Demon that grows in your hand until played. The effect would work each time your Hero takes damage.
A 10/10 hits your face? +1/+1 for the Growing Imp.
3 different 1/1 minions poke at your Hero? +3/+3 for the Growing Imp.
Arcane Missiles hits your Hero 3 times? +3/+3 for the growing Imp.
This card can really get out of control quick.
*Losing Armor will not trigger the card effect.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
4
"If Grounding Totem could speak it'd ask you not to discard it. Not that you'd listen, anyway."
A simple card allowing you to bypass the cost of any overload, at the cost of discarding it. If you don't want to discard it, or feel it's better to have a small minion, then you can also play it as a 1/1 Totem.
Edit: Altered card text to be more simple/
Synergizes with Ethereal Arcanist and Illuminator, while also allowing you to completely mess with your opponent's mind. Just to give you a few more examples, this card grants you much more control over when potentially game-swinging secrets such as Effigy, Vaporize and Duplicate trigger.
EDIT: replace 'summoned' with 'equipped' - that word must of escaped me when creating the card.
Hearthstone player since: May 2015
Favourite Class: Rogue. Favourite Card: Dr. Boom. First Legendary: Gahz'rilla.
A 3-mana delay for your Reno-opponents
Something to stop those secret paladins.
Din mor er et fallossymbol
A symmetrical tempo powerhouse, you either build your deck so heavily around comboing this thing that the benefits you get outweigh those that your opponent might get, or you just use this as a 3 mana spellcast trigger (this does nothing when played of course) after gaining some tempo from the effect, resulting in somewhat of a tempo loss, but maybe an additional card from Gadgetzan or random 2 damage from Flamewaker. At 4 mana, I think this might be really weak, so 3 mana seemed most appropriate, but feedback is always welcome.
Treasure Goblin
"Better steal his stuff before he steals yours!"
The treasure goblin works similarly to the Golden Monkey but in reverse and is meant to operate as a counter to combo decks. Biggest example being Combo Druid. You play this card against a combo druid and he has two options. lose any part of the combo currently in his hand hoping to draw a second copy or... risk it being discarded every turn. There are some great epic cards and some terrible epic cards. There is a risk of playing this against some classes. For example play against a secret paladin and you may give him a mysterious challenger he otherwise might not have drawn yet. Alternatively you might end up giving him crabs, mainly the hungry kind!
A nice bit of RNG fun! :)
If at first you don't succeed, Cheat, repeat until caught and then lie!