My submission this week is identical to a card I made for my Death Knight class! I wonder if it fits Druid better. It's Druid Resurrect! But it allows a choice, a fundamental aspect of the Druid class. It also depicts a worgen, whom can be Druids in WoW but aren't found in any current Druid cards! And yes, you can potentially pick an enemy minion. I'd imagine anyone would side with you if you revived them from the dead.
One of warlocks biggest problems is playing at dangerously low health points. This card takes the pressure off mid/late game when you've tapped one too many times or the mysterious challenger has taken it's toll to deal with. It's even more effective when you have a decent board in place it would also be good at stopping the aggro player in his tracks. Keep in mind this gives ALL minions taunt so it wouldn't be advised if your enemy has a large board in play, unless you wanted to get around an existing taunt to kill a high threat minion.
A card that really tries to push the discard mechanic. This card combos well with Doomguard, Deathwing and Soulfire by giving back potentially important cards that you lost in a discard and thinning out your deck. An Imp will replace any remaining slots (example: if you only discarded one card then the other two slots will be Imps).
Note: This card works like Nourish and The Coin so no it doesn't exceed 10 mana. Didn't think that it shouldve been added because HS limits mana to 10, but for some reason if you were still confused here is the explanation.
Combo card for fatigue warriors, it's balanced around not being able to play everything that gives you Armor on the same turn. From an empty board you can, at best, gain 16 Armor (5 from Shield Block and 3 from Bash).
Rogue spell that promotes a control playstyle. It basically decimates the entire enemy board if they have anything up. However it takes your whole turn to play unless you have Preparation, in which you can use (3) Mana's worth of resources as well.
Rogue currently has no control playstyle, as they're heavy board clears are often weak that don't involve their blade. So here is an alternative that wouldn't see play in any other kind of rogue deck.
Based of a Priest spell in World of Warcraft, of the same name.
Can work both as a offensive and defensive card. Not only will it stop the enemy minions or spells from attacking you the next turn, but the enemy also won't be able to heal themselves back up through targeted spells like Flash Heal or Lay on Hands. Cards like Earthen Ring Farseer will not work as well.
Card this week may be a bit on the weaker side, but pushing it to 3 mana felt far too strong, so here we are! Can be used for the simple purpose of summoning a buffed Lightwarden, or could be comboed with Auchenai Soulpriest to likely remove all damaged minions from the board - this is notably different from the combo with Circle of Healing, because you could still be left with a substantial board if you play it right.
It truly is both a healer and a damage dealer, which is what I wanted to evoke when I decided on using this art.
My submission this week is identical to a card I made for my Death Knight class! I wonder if it fits Druid better. It's Druid Resurrect! But it allows a choice, a fundamental aspect of the Druid class. It also depicts a worgen, whom can be Druids in WoW but aren't found in any current Druid cards! And yes, you can potentially pick an enemy minion. I'd imagine anyone would side with you if you revived them from the dead.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
One of warlocks biggest problems is playing at dangerously low health points. This card takes the pressure off mid/late game when you've tapped one too many times or the mysterious challenger has taken it's toll to deal with. It's even more effective when you have a decent board in place it would also be good at stopping the aggro player in his tracks. Keep in mind this gives ALL minions taunt so it wouldn't be advised if your enemy has a large board in play, unless you wanted to get around an existing taunt to kill a high threat minion.
"Elephants guide me." -Thrall
A card that really tries to push the discard mechanic. This card combos well with Doomguard, Deathwing and Soulfire by giving back potentially important cards that you lost in a discard and thinning out your deck. An Imp will replace any remaining slots (example: if you only discarded one card then the other two slots will be Imps).
Note: This card works like Nourish and The Coin so no it doesn't exceed 10 mana. Didn't think that it shouldve been added because HS limits mana to 10, but for some reason if you were still confused here is the explanation.
Let's make Orgrimmar great again.
Combo card for fatigue warriors, it's balanced around not being able to play everything that gives you Armor on the same turn. From an empty board you can, at best, gain 16 Armor (5 from Shield Block and 3 from Bash).
Siras Terra, the Geomancer
Flavor: "Even Mr. Taggart knows we're in trouble now."
Rogue spell that promotes a control playstyle. It basically decimates the entire enemy board if they have anything up. However it takes your whole turn to play unless you have Preparation, in which you can use (3) Mana's worth of resources as well.
Rogue currently has no control playstyle, as they're heavy board clears are often weak that don't involve their blade. So here is an alternative that wouldn't see play in any other kind of rogue deck.
Based of a Priest spell in World of Warcraft, of the same name.
Can work both as a offensive and defensive card. Not only will it stop the enemy minions or spells from attacking you the next turn, but the enemy also won't be able to heal themselves back up through targeted spells like Flash Heal or Lay on Hands. Cards like Earthen Ring Farseer will not work as well.
Note: Effects like Captain Greenskin would up the damage but Rockbiter Weapon would not.
imgr: http://imgur.com/dfQVxDA
Art: http://us.battle.net/wow/en/media/artwork/trading-card-game/series2?view=tcg-series2-146
Card this week may be a bit on the weaker side, but pushing it to 3 mana felt far too strong, so here we are! Can be used for the simple purpose of summoning a buffed Lightwarden, or could be comboed with Auchenai Soulpriest to likely remove all damaged minions from the board - this is notably different from the combo with Circle of Healing, because you could still be left with a substantial board if you play it right.
It truly is both a healer and a damage dealer, which is what I wanted to evoke when I decided on using this art.
You can find me here! Good luck everyone!
CDC 3.07 - Meditation.
Based off Meditation in WoW.
Giving Overload Shamans some love.
1 Mana to reduce Overload Costs in Hand by (1), and 1 mana to draw another card.
In the case where you might not have any Overload minions in hand, you can use this card like Flare or Excess Mana to draw a card.
I wanted to make something that could help Hunters play the long game. This is a passive effect, and it does stack.
Counting to ten helps.