I like the additional caveat to Drunk. Makes it feel more unique than the mechanic already in place.
Coward: If this minion is involved in combat with a character with higher damage, it switches sides instead.
This keyword is generally coupled with negative effects on the card. Another one I thought of but didn't make is a spell that summons 0/1 cowards with taunt - essentially, hitting them fills your board with useless cards, and if you buff them up, the enemy can take them back. Only really removable with spells.
Possessed: if a minion with Possessed is on the board, you can play a minion directly "over" the possessed friendly minion. You pay the mana/overload cost, it triggers a battlecry, but it is not counted as part of the board. It hovers under the possessed, the opponent may hover the mouse over and see what it is. When the possessed minion is killed, THEN that minion gets into play but no additional battlecry is triggered (it's a summon). Also, if you silence the minion, the "possesser" minion is lost, though!
So if I play this on turn 1, and on turn 2 I play Novice Engineer, then I pay the 2 mana and it "stays" there, under the Possessed minion (no active effects in place), and I get the card from the battlecry. So when Mindless Damsel is killed, the Novice Engineer gets into play (no extra card though).
Keyword: Slice Whenever a minion, spell, or weapon with Slice x deals damage to another character that character gets a Bleed status that triggers at the beginning of it's controller's turn and deals x damage to it. The bleed damage can stack, but it isn't ongoing, it will only trigger once.
So some examples: If your minion with Slice 2 attacks the enemy hero, your opponent will take 2 damage at the beginning of their next turn. If your minion attacks another minion with Slice 1, your minion will take 1 damage at the start of your next turn.
Next Keyword: Not sure if this has been done before so feel free to pick something similar if it has, but something along the lines of Gamble, Gambler, Risk, Risky, etc.
Example cards are in the Spoiler tag.
I kept changing my mind on how I wanted the damage to be dealt, whether it'd be ongoing or not, etc. With the keyword definition I settled on I'd probably have Cruel Poison give Slice 2.
Rogues have always seemed like they have needed secrets so I'm using gamble as a rogue specific keyword it's treated like a secret and shows up like one but it works a little differently.
For example, you cast jail on a minion (your opponent can't see the usual red line when using that card). Your opponent then gives the minion stealth and ends their turn. Gamble cards trigger at the start of your turn so jail activates. The minion is no longer a valid target for a spell so the gamble condition fails and the secret destroys itself. Really powerful effects but with a delay and potentiate to be countered. Think it fits rouges!
Next: Vandalise
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Keyword: Vandalize: Characters dealt damage by this one gain "This Effect". (Note it is before damage is dealt). Also note that the effects can stack quite heavily.
TRAVELER: instead of attacking, a minion can be placed anywhere on the board (change its location on the board to be next to other minions, OR, be placed on the enemy's board at any position).
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"You keep him in here, and make sure, he doesn't leave the room."
keyword:drunk
Drunk: a minion has 50% chance of attacking the wrong enemy, and the attack damage is random between 0 and the maximum attack value.
So, in this case, 50% of wrong enemy (never goes for friendly), and the attack damage is random between 0 and 2.
Next: Coward.
"You keep him in here, and make sure, he doesn't leave the room."
I like the additional caveat to Drunk. Makes it feel more unique than the mechanic already in place.
Coward: If this minion is involved in combat with a character with higher damage, it switches sides instead.
This keyword is generally coupled with negative effects on the card. Another one I thought of but didn't make is a spell that summons 0/1 cowards with taunt - essentially, hitting them fills your board with useless cards, and if you buff them up, the enemy can take them back. Only really removable with spells.
Next keyword: Possessed.
Ok I get to try an idea I had some time ago.
Possessed: if a minion with Possessed is on the board, you can play a minion directly "over" the possessed friendly minion. You pay the mana/overload cost, it triggers a battlecry, but it is not counted as part of the board. It hovers under the possessed, the opponent may hover the mouse over and see what it is. When the possessed minion is killed, THEN that minion gets into play but no additional battlecry is triggered (it's a summon). Also, if you silence the minion, the "possesser" minion is lost, though!
So if I play this on turn 1, and on turn 2 I play Novice Engineer, then I pay the 2 mana and it "stays" there, under the Possessed minion (no active effects in place), and I get the card from the battlecry. So when Mindless Damsel is killed, the Novice Engineer gets into play (no extra card though).
NEXT: Aroused.
"You keep him in here, and make sure, he doesn't leave the room."
Conscious: A continuous effect that starts to occur the turn after you play the minion if the minion is still alive.
Next keyword: Twist
Twist: At the start of your turn, switches attack and health over.
NEXT: Underload.
"You keep him in here, and make sure, he doesn't leave the room."
Underload: You have X more mana next turn
Next: Hover
Hover: they can attack beyond taunt (can hit face or other non taunt minions if a taunt minion is present).
Next: Trapped.
"You keep him in here, and make sure, he doesn't leave the room."
abduct:control an enemy minion till end of turn
Next: slice
Time to get this thread up and running again!
Keyword: Slice
Whenever a minion, spell, or weapon with Slice x deals damage to another character that character gets a Bleed status that triggers at the beginning of it's controller's turn and deals x damage to it. The bleed damage can stack, but it isn't ongoing, it will only trigger once.
So some examples:
If your minion with Slice 2 attacks the enemy hero, your opponent will take 2 damage at the beginning of their next turn.
If your minion attacks another minion with Slice 1, your minion will take 1 damage at the start of your next turn.
Next Keyword:
Not sure if this has been done before so feel free to pick something similar if it has, but something along the lines of
Gamble, Gambler, Risk, Risky, etc.
Example cards are in the Spoiler tag.
I kept changing my mind on how I wanted the damage to be dealt, whether it'd be ongoing or not, etc. With the keyword definition I settled on I'd probably have Cruel Poison give Slice 2.
Rogues have always seemed like they have needed secrets so I'm using gamble as a rogue specific keyword it's treated like a secret and shows up like one but it works a little differently.
For example, you cast jail on a minion (your opponent can't see the usual red line when using that card). Your opponent then gives the minion stealth and ends their turn. Gamble cards trigger at the start of your turn so jail activates. The minion is no longer a valid target for a spell so the gamble condition fails and the secret destroys itself. Really powerful effects but with a delay and potentiate to be countered. Think it fits rouges!
Next: Vandalise
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I think you mean Vandalize.
Keyword: Vandalize: Characters dealt damage by this one gain "This Effect". (Note it is before damage is dealt). Also note that the effects can stack quite heavily.
The cards are unbalanced, but whatever.
Fun eh?
Next: Glow or Glowing
Wished to be pink.
Then did.
Then fired myself.
Then did again.
vandalise:bassically destroy stats. The minion cant be buffed above that. will make examples later
next keyword: sleep
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Madness
Go with Blind for next to keep da flow
Madness (X): (situation)
When the situation happens, deal X damage to ALL minions.
In the examples I include Wild Pyromancer, as an old card with a "rewording" of its text.
Next word is Travel or Traveller
TRAVELER: instead of attacking, a minion can be placed anywhere on the board (change its location on the board to be next to other minions, OR, be placed on the enemy's board at any position).
"You keep him in here, and make sure, he doesn't leave the room."
Since you since you didn't select a new keyword the next keyword can be intervention.
Intervention: When the listed situation occurs, summon it from your hand for free. Can trigger during your opponent's turn.
Keyword: Shift
"You keep him in here, and make sure, he doesn't leave the room."