Venture Co. makes you pay the insurance fees before you get to use their machine. They've learnt from all the Mercenaries they lost to a dwarf with a beast in his sights.
Strong ability, 2 downsides, 1 synergy. Causes people to relook Holy Wrath, and at least give Paladin some more focus on archetypes rather than "bleh, well costed cards". It buffs your recruits, and gives Paladin a reason to focus on late game rather than midrange/control. It also has a decent body.
Most interestingly, it's a build around that might encourage Joust.
The downsides make up for this. YOUR HAND IS REVEALED. You are predictable and your opponent's can make plays they normally wouldn't without this knowledge. You can't keep 2 copies of this card in your hand, without using cards like Mana Wraith.
Reveal is bolded, because terms like Counter and Discard are bolded, even if they're understandable but not often seen.
As much as I despise the Taunt/Divine Shield combo and as people hate Paladin nowadays, I thought maybe this card could add some diversity to the game. When I saw the theme of this competition, I knew Dragons were the way to go, 'cus it already has everything to do with keeping cards in your hand. This could single-handedly enable Dragon Pally by making Twilight Guardian a pain in the ass to deal with, while also giving Blood Knight a time to shine as a tech card.
EDIT: Just changed the cost and the statline so now keeping it in your starting hand can backfire as a greedy play. Now it also competes for the 6-drop slot with Challenger.
It only counts your own crystals and accumulates the longer it waits in you hand, allowing you to recoup from the tempo loss(es) of not playing on curve.
Starting in hand, if you skip turns 1-3 you could play him on turn 4.
Starting in hand, if you skip turns 1-4 he will cost (0). Which could combo well with things like Faceless Manipulator or Shadowflame on turn 5.
***EDIT: Reworked wording to be more consistent with existing Giants***
It puts this token into the other players hand. It can be hard to pull off. The idea is to mill your opponent but if they are playing agro they may just use it to draw and kill you.
Rollback Post to RevisionRollBack
legend is like a marriage, one day it'll actually be there.
Venture Co. makes you pay the insurance fees before you get to use their machine. They've learnt from all the Mercenaries they lost to a dwarf with a beast in his sights.
Nice simple design with flavor. :)
Click here to check out my Custom Cards!
My entry for this competition, trying to make an anti-deathrattle card.
I think the card is great when you have some deathrattle in your deck to gain Shadow Arrow and wait for a sticky deathrattle minion such as Sludge Belcher or Piloted Shredder, or counter a threat like Sylvanas Windrunner or Tirion Fordring.
Strong ability, 2 downsides, 1 synergy. Causes people to relook Holy Wrath, and at least give Paladin some more focus on archetypes rather than "bleh, well costed cards". It buffs your recruits, and gives Paladin a reason to focus on late game rather than midrange/control. It also has a decent body.
Most interestingly, it's a build around that might encourage Joust.
The downsides make up for this. YOUR HAND IS REVEALED. You are predictable and your opponent's can make plays they normally wouldn't without this knowledge. You can't keep 2 copies of this card in your hand, without using cards like Mana Wraith.
Reveal is bolded, because terms like Counter and Discard are bolded, even if they're understandable but not often seen.
When Played: "I Trained Hard To Be This Good!"
When Attack: "Face The Light!"
On Death: "I've completed my task."
This card is great for Midrange or Reno Paladin and is perfect to keep in your starting hand.
Golden Heroes: Rexxar And Thrall
A message from the Snoop Dogg Foundation.
Ambush!
Edit: Added text "hero power".
The card
Verdant Sphere:
As much as I despise the Taunt/Divine Shield combo and as people hate Paladin nowadays, I thought maybe this card could add some diversity to the game. When I saw the theme of this competition, I knew Dragons were the way to go, 'cus it already has everything to do with keeping cards in your hand. This could single-handedly enable Dragon Pally by making Twilight Guardian a pain in the ass to deal with, while also giving Blood Knight a time to shine as a tech card.
EDIT: Just changed the cost and the statline so now keeping it in your starting hand can backfire as a greedy play. Now it also competes for the 6-drop slot with Challenger.
A couple of notes Furbolg should be a beast card and idol should be corrupted and not cursed.
It only counts your own crystals and accumulates the longer it waits in you hand, allowing you to recoup from the tempo loss(es) of not playing on curve.
Starting in hand, if you skip turns 1-3 you could play him on turn 4.
Starting in hand, if you skip turns 1-4 he will cost (0). Which could combo well with things like Faceless Manipulator or Shadowflame on turn 5.
***EDIT: Reworked wording to be more consistent with existing Giants***
Good with Handlock since they damage themselves!
It puts this token into the other players hand. It can be hard to pull off. The idea is to mill your opponent but if they are playing agro they may just use it to draw and kill you.
legend is like a marriage, one day it'll actually be there.
BRING OUT YOUR DEAD!
The deathrattles on your minions become battlecries, so after the summoning the deathrattles are removed.
The good news is, we can use the time to add more stuff. The bad news is, we can use the time to add more stuff.
Possible Effects
Stack: +1 Attack; +1 Health; -2/-2; Spell Damage +1
Unique: Windfury; Taunt; Divine Shield; Charge; Stealth; 50% chance to attack the wrong enemy
Double up with Brann Bronzebeard for twice the RNG!
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Mr. Bigglesworth
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This is Kel'Thuzad's kitty.
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