I made this card as a way of Mill or Oil rogue to get a second chance after warriors start Tanking Up. I think it's balanced, because its very specific and has little potential outside when facing control warrior (mages with ice barrier, possibly fatigue druid?). The card is also flavourful since rougues search for weak spots in the enemy's equipment to stab them :).
Public Mod Note(ShadowsOfSense): Under Review: Arguably uses strange wording to subvert the 9 word restriction. "Take damage equal to it's attack." not "Take it's damage."
The likeliest result is you take 2-3 damage to the face and get an average weapon for removal and weapon synergy. The main value of the card is in adding a little element of unpredictability to warrior decks in general, and maybe boosting the viability of weapon warrior decks, since the inability to guarantee an equipped weapon seems to be one of the main problems with building a consistent one.
Public Mod Note
(ShadowsOfSense):
Under Review: Arguably uses strange wording to subvert the 9 word restriction. "Take damage equal to it's attack." not "Take it's damage."
Rollback Post to RevisionRollBack
0|\__/| / o" o\ \ = ^=/ ω ω Mr. Bigglesworth O This is Kel'Thuzad's kitty. 1Beast 1
Rouges have many spells with direct damage and some additional effect, but in some matchups some cards have very importan role and its always not enough one copy of it, sometimes even two. For example, vs zoo its important to have Blade Fury to clear board, vs wariors you might want another copy of Tinker's Sharpsword Oi or Eviscerate. Also, its have greate synergy with [card]Gadgetzan Auctioneer[/card], but its have no use with Preparation, which i think very balanced, cause Preparation is incredibly good for tempo.
Public Mod Note
(Asylum_Rhapsody):
Under Review: Deliberately awkward wording.
This means that the next minion you summon this turn always counts as the 7th minion. The cost is justified 0 because it is a very conditional spell which does nothing alone if not synergized with other cards.
A simple card that uses the Chose One Mechanic for the Priest. With that card you can decide wether you heal or damage any character. I still don't know why the Spell is not a card yet. I think it has been in the game before Holy Fire came in and worked almost the same way.
Public Mod Note
(Asylum_Rhapsody):
Under Review: Why "Heal for 4"? That's inconsistent with Hearthstone wording, should be "Restore 4 Health".
Revised version of the card below! 'Attacking out of Stealth' is as literal as it sounds: If a friendly minion is Stealthedand attacks (therefore unstealthing the minion) at any point throughout the turn you use this card, that minion will permanently gain Windfury. I'd intended it to last for one turn but that's too many words, so I stuck with this ;)
This initial version had 29 up-votes at the time of editing.
Throw is one of Rogue's basic abilities. It is a combination of Flamewaker and Blade Flurry. At 3 mana it might be overpriced (since you need to combo it) and at 1 mana broken (since you might be able to easily combo it in decks like Oil Rogue). The difference with Blade Flurry is that it doesn't destroy the weapon. It might be useful in a new combo deck or inspire a weapon tempo deck (return of Spiteful Smith and Assassin's Blade).
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'There is nothing more deceptive than an obvious fact'
Public Mod Note(Asylum_Rhapsody): Superfluous wording? The second turn is your turn, so they wouldn't be able to attack anyway. "Next turn" would be sufficient.
Public Mod Note
(Asylum_Rhapsody):
Superfluous wording? The second turn is your turn, so they wouldn't be able to attack anyway. "Next turn" would be sufficient.
Rollback Post to RevisionRollBack
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I wanted to make a card that really benefitted from spell damage, or that could shred through minions with divine shield.
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"A full body armor, eh?"
I made this card as a way of Mill or Oil rogue to get a second chance after warriors start Tanking Up. I think it's balanced, because its very specific and has little potential outside when facing control warrior (mages with ice barrier, possibly fatigue druid?). The card is also flavourful since rougues search for weak spots in the enemy's equipment to stab them :).
Nobody wants an axe to the face, sure, but can you think of a faster way to get one?
Average damage to face per use: 2.87
Awesome result: Doomhammer
Great result: Gladiator's Longbow
Crap result: Cursed Blade
The likeliest result is you take 2-3 damage to the face and get an average weapon for removal and weapon synergy. The main value of the card is in adding a little element of unpredictability to warrior decks in general, and maybe boosting the viability of weapon warrior decks, since the inability to guarantee an equipped weapon seems to be one of the main problems with building a consistent one.
0 |\__/|
/ o" o\
\ = ^=/
ω ω
Mr. Bigglesworth
O
This is Kel'Thuzad's kitty.
1 Beast 1
Rouges have many spells with direct damage and some additional effect, but in some matchups some cards have very importan role and its always not enough one copy of it, sometimes even two. For example, vs zoo its important to have Blade Fury to clear board, vs wariors you might want another copy of Tinker's Sharpsword Oi or Eviscerate.
Also, its have greate synergy with [card]Gadgetzan Auctioneer[/card], but its have no use with Preparation, which i think very balanced, cause Preparation is incredibly good for tempo.
just an attempt for a hunter cool finisher, i hope you like it
See that doomsayer you silenced? well look at it again.
oh and yes... the art is the spells icon in WoW
This means that the next minion you summon this turn always counts as the 7th minion. The cost is justified 0 because it is a very conditional spell which does nothing alone if not synergized with other cards.
Synergy with Reliquary Seeker, Gormok the Impaler, Frostwolf Warlord, Sea Giant.
A simple card that uses the Chose One Mechanic for the Priest. With that card you can decide wether you heal or damage any character. I still don't know why the Spell is not a card yet. I think it has been in the game before Holy Fire came in and worked almost the same way.
Edit: This is what I meant to write. Sorry, it's late x.x
Revised version of the card below! 'Attacking out of Stealth' is as literal as it sounds: If a friendly minion is Stealthed and attacks (therefore unstealthing the minion) at any point throughout the turn you use this card, that minion will permanently gain Windfury. I'd intended it to last for one turn but that's too many words, so I stuck with this ;)
This initial version had 29 up-votes at the time of editing.
Throw is one of Rogue's basic abilities. It is a combination of Flamewaker and Blade Flurry. At 3 mana it might be overpriced (since you need to combo it) and at 1 mana broken (since you might be able to easily combo it in decks like Oil Rogue). The difference with Blade Flurry is that it doesn't destroy the weapon. It might be useful in a new combo deck or inspire a weapon tempo deck (return of Spiteful Smith and Assassin's Blade).
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Good against aggro, tokens. Bad against control and big threats.
Helps to make a favorable trades and enrage your minions with less drawbacks.
This is going *burp* to be amazing!
This is my situational iceblock for warrior.
Stall spell for Warriors