Being a successful rogue is all about exploiting the weaknesses of your enemies and financial illiteracy of your allies.
Obvious synergies with Pirates and Coins. Rogue is probably the only class that makes pirates somehow viable and it's litterally the only class with means to generate coins on its own. And it would be shame not to explore these themes further. And of course, if nothing else, this card can be always used as a combo activator.
If this isn't simple, I don't know what is. This saves you from secrets (Explosive Trap), Deathrattles(Leper Gnome), and most of all, damage from attacking. Save yourself from 8 Damage when whacking that Molten Giant.
Allows you to block your opponent from drawing a card, which allows your opponent to block you from drawing a card, which allows you to do it all again!
The idea of this card is to use it when your opponent needs cards a lot more than you do, meaning they are incentivised to not play it, as to refrain from letting you play it again. Adds an element of strategy of trying to read when your opponent has a bad hand.
One of Warrior's abilities in WoW in a spell form. The ability it self reads: "Transform into a colossus for 20 sec, dealing 20% increased damage and removing all roots and snares." The HS version of direct damage done by Warriors are through weapons, so I thought it suitable to make it effect your damage output through the class "nish" which are weapons.
As for you Asylum and inconsistent hearthstone wording. I checked the rules and it only gave the example as if only one card had an unique wording from the example/s given. Double is present i 4 type of cards, so I thought that was fine to use? I.e Arcane Blast, Blessed Champion, Divine Spirit and Cursed Blade.
By "cap" I'm referring to the maximum amount of mana crystals you can have which is currently maxed at 10. Playing one Tree of Ages increases that cap to 15, playing another increases it to 20. This effect would not be immediate - playing this on turn 10 does not give you 15 max mana crystals on turn 11. Instead, it's a gradual 1 more mana crystal per turn increase just like normal. While expensive, it's meant to allow Druid to play a heavy control game and give ramp cards a lot more weight late on as well.
A new way for paladins to deal early game damage. Since paladin has no card that deals 3 damage for 2 mana. And if you have many minions on the board, you can play this spell for free. It is quite useful in constructed but might not be seen really often in arena due to the rarity. However it is still a good card to pick if you see it in the draft.
Both players skip their next 3 turns while they can still draw card and gain mana crystals. That means both players draw 3 cards and gain 3 mana crystal instantly when you end your turn.
Also, there are some amazing combo you can played with this card: Emperor Thaurissan = reduce the cost of all your cards by (3) Gruul = gain +6/+6 Hogger = summon three 2/2 Gnoll with taunt Of course, Ragnaros the Firelord = deal 24 damage!!!!!!!!
Being a successful rogue is all about exploiting the weaknesses of your enemies and financial illiteracy of your allies.
Obvious synergies with Pirates and Coins.
Rogue is probably the only class that makes pirates somehow viable and it's litterally the only class with means to generate coins on its own. And it would be shame not to explore these themes further.
And of course, if nothing else, this card can be always used as a combo activator.
The elements are not to be handled lightly
Valeera is becoming a Pirate! Do what she wants 'cause a pirate is free!
You both may be on fire, but you can ensure they burn out first.
My subjection this week:
If there is more than 10 cards in your deck, you only hold 10 of them and discard others.
If this isn't simple, I don't know what is. This saves you from secrets (Explosive Trap), Deathrattles(Leper Gnome), and most of all, damage from attacking. Save yourself from 8 Damage when whacking that Molten Giant.
since the theme is nine words or less it has to be legendary. why would you run two of these if you get nothing after the first cast?
Some uses for this card:
I might have to change this card to 2 cost, since its a warlock card and they can get 1 cost cards from Dark Peddler
"Shadow or light?... Damage or heal?... (The discussion continued for a while, until reaching this)"
If you cast Power Word: Shield and Gift of the Naaru to a minion,it will gain +4 Health.
Remember discover cannot give you cards from other classes.
Allows you to block your opponent from drawing a card, which allows your opponent to block you from drawing a card, which allows you to do it all again!
The idea of this card is to use it when your opponent needs cards a lot more than you do, meaning they are incentivised to not play it, as to refrain from letting you play it again. Adds an element of strategy of trying to read when your opponent has a bad hand.
With this card, ancestral healing and totemic might may actually see play.
One of Warrior's abilities in WoW in a spell form. The ability it self reads: "Transform into a colossus for 20 sec, dealing 20% increased damage and removing all roots and snares." The HS version of direct damage done by Warriors are through weapons, so I thought it suitable to make it effect your damage output through the class "nish" which are weapons.
As for you Asylum and inconsistent hearthstone wording. I checked the rules and it only gave the example as if only one card had an unique wording from the example/s given. Double is present i 4 type of cards, so I thought that was fine to use? I.e Arcane Blast, Blessed Champion, Divine Spirit and Cursed Blade.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Hello everyone;
I'll keep this post short and sweet.
Good luck to all.
VOTE FOR MY CARD in the Card Creation Competition of the week.
By "cap" I'm referring to the maximum amount of mana crystals you can have which is currently maxed at 10. Playing one Tree of Ages increases that cap to 15, playing another increases it to 20. This effect would not be immediate - playing this on turn 10 does not give you 15 max mana crystals on turn 11. Instead, it's a gradual 1 more mana crystal per turn increase just like normal. While expensive, it's meant to allow Druid to play a heavy control game and give ramp cards a lot more weight late on as well.
A new way for paladins to deal early game damage. Since paladin has no card that deals 3 damage for 2 mana. And if you have many minions on the board, you can play this spell for free. It is quite useful in constructed but might not be seen really often in arena due to the rarity. However it is still a good card to pick if you see it in the draft.
Both players skip their next 3 turns while they can still draw card and gain mana crystals. That means both players draw 3 cards and gain 3 mana crystal instantly when you end your turn.
Also, there are some amazing combo you can played with this card:
Emperor Thaurissan = reduce the cost of all your cards by (3)
Gruul = gain +6/+6
Hogger = summon three 2/2 Gnoll with taunt
Of course, Ragnaros the Firelord = deal 24 damage!!!!!!!!