(may I ask, how do you find the art usually? I just type WoW art and search for proper art for the idea of the card)
I usually do something like that. I'll google "warcraft art X", where X is something like warlock, spell, beast, depending on what I want it to look like. Sometimes I have to leave off warcraft if I can't find anything good.
Silent is an ability on minions that makes it so it cannot trigger secrets or have new effects applied to it (ex: aldor peacekeeper's 1 attack, Shadowcaster's 1/1 effect, corruption...etc also applies to buffs to though, you can silence silent off of it the minion with silent since silence isn't an effect that appears when you hover over the minion)
Edit: the keyword XD ok let's go with... Intellect
So, Ally is an effect that is kind of a reverse taunt, and if a hero gets Allied its effect works kinda like Transcendence. However, If another minion has Ally, or Stealth, or "Cannot be targeted by spells or hero powers," Ally characters CAN be attacked. It can also be used to negate taunt, by making it impossible to attack and allowing you to attack other minions but not face.
To clarify, Enemy means that cards like Bomb Lobber, Flamecannon, and even Discard hit it more easily (80% more likely). And since this is a drawback, stats and effects may compensate.
Sew: it triggers as a battlecry. Choose a minion to apply the effect, they now share everything, anything that is applied to one of them is also applied to the other they also split damage recieved betwen them .
Cult is a keyword that let's any minion with that keyword to redirect damage received to the cheapest cult member on their side. In a case if tie in terms of mana cost, the target is chosen randomly between them.
Cult is a keyword that let's any minion with that keyword to redirect damage received to the cheapest cult member on their side. In a case if tie in terms of mana cost, the target is chosen randomly between them.
This is a fascinating mechanic, and one that I think that is actually quite viable in Hearthstone. Maybe Priest can use the mechanic (maybe not the keyword, maybe something holy like 'Faith'). However, I believe that you have to state the next keyword for other people to base their card creations on. Don't forget that.
Cult is a keyword that let's any minion with that keyword to redirect damage received to the cheapest cult member on their side. In a case if tie in terms of mana cost, the target is chosen randomly between them.
This is a fascinating mechanic, and one that I think that is actually quite viable in Hearthstone. Maybe Priest can use the mechanic (maybe not the keyword, maybe something holy like 'Faith'). However, I believe that you have to state the next keyword for other people to base their card creations on. Don't forget that.
cult seems fine to me but perhaps Congregation would fit better
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
It works like this: You play a minion with Bribe effect, You can put more Mana on that minion, however, you dont have to use all your Mana like the Forbidden Spells.
Example: 2 Mana 2/3 Minion with Bribe: Gain +1/+1 for every Mana spent on that Card. So you play the Card for 2 Mana. After that, you choose from 0 to 8 (If you have 10 Mana this turn) how much you want to give to this Minion (Not considering some Druid shenanigans here). Lets say you play it and Bribe the minion with 2 additional Mana. Spending 2 Mana for a 2/3 AND 2 Mana for +2/+2 on this Minion, so it will be a 4 Mana 4/5. After that, you still have 6 Mana left for other actions. Maybe it should add a drawback if you dont bribe a minion (Bribe with 0 Mana), but i cant imagine a decent drawback right now, maybe discard the Minion?
Here some Bribe Examples:
Wild Mercenary: Basically the Card i mentioned and my Bribe example, Spend 2 Mana and get a 2/3. For every additional Mana it gets +1/+1
Blasphemous Healer: Healing Card for all classes. 3 Mana 3/3 +2 Health restored for every Mana bribed. It can be a 5 Mana 3/3 Heal 4 or 10 Mana 3/3 Heal 14 (examples)
Manoroth: This Card can be super Strong, its basically 8 Mana 5/5 Destroy a Minion or 10 Mana 5/5 Destroy 2 Minions. You have to bribe with 2 Mana for a Kill, otherwise nothing happens (Ok you can bribe for 3 Mana, but its the same as bribing 2) So it only makes sense to play this Card as a 8 or 10 Mana Card.
Dark Negotiator: Possible Synergy card for Rogues, reduces the "Bribe Costs" by 2. For example the Wild Mercenary would automatically be a 2 Mana 2/3 +2/+2. After that you still can Spend all the Mana to that Card so it can be a 2/3 +10/+10 if you spend the leftover 8 Mana.
Cripple is a keyword that mean you divide minion's stats you attack by 2 (rounded up) until the end of the turn. So a 2/3 become a 1/2, a 10/10 become a 5/5.
But you do your damage before the cripple effect so: a 3/2 with cripple attacks a 5/5 -> 5/2 -> 3/1. The 5/5 who became a 3/1 just need 1 more damage to die while without cripple it need 2 more damage. And if you attack with an other minion to finish him, he will looses only 3 health and not the 5 without cripple effect.
This keyword help to destroy easily big minions or to take less damage from enemy and so keeping our board longer.
Vulnerable basically just means the minion can always be attacked even when Taunt minions are in play. These cards should likely have some sort of synergy with Taunt minions.
Launch is a keyword denoting something happening in a future turn, usually associated with mechanical cards. Just a delayed battlecry, in a sense. The main drawback of launch minions is their potential for being interrupted.
Oh Sorry I totally forgot about the next keyword! ><"
Next word is: Remorse
Charme is like a Battlecry effect that triggers only if your enemy has used its Hero Power the previous turn. The effect can be positive or negative.
Next is Scarcity
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Silent is an ability on minions that makes it so it cannot trigger secrets or have new effects applied to it (ex: aldor peacekeeper's 1 attack, Shadowcaster's 1/1 effect, corruption...etc also applies to buffs to though, you can silence silent off of it the minion with silent since silence isn't an effect that appears when you hover over the minion)
Edit: the keyword XD ok let's go with... Intellect
Intellect is a keyword that introduces an effect triggered whenever you draw a card. Any single card drawn triggers the effect.
Next keyword is a double keyword: Enemy and Ally
And the Token:
So, Ally is an effect that is kind of a reverse taunt, and if a hero gets Allied its effect works kinda like Transcendence. However, If another minion has Ally, or Stealth, or "Cannot be targeted by spells or hero powers," Ally characters CAN be attacked. It can also be used to negate taunt, by making it impossible to attack and allowing you to attack other minions but not face.
To clarify, Enemy means that cards like Bomb Lobber, Flamecannon, and even Discard hit it more easily (80% more likely). And since this is a drawback, stats and effects may compensate.
Next UP: Sew
Tries to put Swamp King Dred in every Hunter deck
Favorite Deck: Spell Damage Druid (Old days)
Favorite card: Ancient of Lore
Least favorite card: Ice Block
Sew: it triggers as a battlecry. Choose a minion to apply the effect, they now share everything, anything that is applied to one of them is also applied to the other they also split damage recieved betwen them .
if one of them dies the other dies as well
there you go
Next Keyword : cult
my thing
the swarm class
and
cards?
Cult is a keyword that let's any minion with that keyword to redirect damage received to the cheapest cult member on their side. In a case if tie in terms of mana cost, the target is chosen randomly between them.
also yes don't forget to ask for the next keywordmy thing
the swarm class
and
cards?
Blind: Has %50 chance to not deal damage
New keyword: Halt
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
Halt is an anti-aggro keyword denoting damage dealt to minions who attack your hero.
The next keyword is - Bribe
Never lucky, always salty!
Bribe: I imagine this like a Minion version of Cards like Forbidden Healing or Forbidden Flame
It works like this: You play a minion with Bribe effect, You can put more Mana on that minion, however, you dont have to use all your Mana like the Forbidden Spells.
Example: 2 Mana 2/3 Minion with Bribe: Gain +1/+1 for every Mana spent on that Card.
So you play the Card for 2 Mana. After that, you choose from 0 to 8 (If you have 10 Mana this turn) how much you want to give to this Minion (Not considering some Druid shenanigans here).
Lets say you play it and Bribe the minion with 2 additional Mana. Spending 2 Mana for a 2/3 AND 2 Mana for +2/+2 on this Minion, so it will be a 4 Mana 4/5. After that, you still have 6 Mana left for other actions.
Maybe it should add a drawback if you dont bribe a minion (Bribe with 0 Mana), but i cant imagine a decent drawback right now, maybe discard the Minion?
Here some Bribe Examples:
Wild Mercenary: Basically the Card i mentioned and my Bribe example, Spend 2 Mana and get a 2/3. For every additional Mana it gets +1/+1
Blasphemous Healer: Healing Card for all classes. 3 Mana 3/3 +2 Health restored for every Mana bribed. It can be a 5 Mana 3/3 Heal 4 or 10 Mana 3/3 Heal 14 (examples)
Manoroth: This Card can be super Strong, its basically 8 Mana 5/5 Destroy a Minion or 10 Mana 5/5 Destroy 2 Minions. You have to bribe with 2 Mana for a Kill, otherwise nothing happens (Ok you can bribe for 3 Mana, but its the same as bribing 2) So it only makes sense to play this Card as a 8 or 10 Mana Card.
Dark Negotiator: Possible Synergy card for Rogues, reduces the "Bribe Costs" by 2. For example the Wild Mercenary would automatically be a 2 Mana 2/3 +2/+2. After that you still can Spend all the Mana to that Card so it can be a 2/3 +10/+10 if you spend the leftover 8 Mana.
Alright should be good enough i guess :)
Next Keyword: Cripple
Cripple is a keyword that mean you divide minion's stats you attack by 2 (rounded up) until the end of the turn. So a 2/3 become a 1/2, a 10/10 become a 5/5.
But you do your damage before the cripple effect so: a 3/2 with cripple attacks a 5/5 -> 5/2 -> 3/1. The 5/5 who became a 3/1 just need 1 more damage to die while without cripple it need 2 more damage. And if you attack with an other minion to finish him, he will looses only 3 health and not the 5 without cripple effect.
This keyword help to destroy easily big minions or to take less damage from enemy and so keeping our board longer.
(for obvious reasons, Arthas has 666 stats :c )
Next keyword: Rot / decay (same idea).
Love the tribes.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Vulnerable basically just means the minion can always be attacked even when Taunt minions are in play. These cards should likely have some sort of synergy with Taunt minions.
Next Key Word: Analyze
Analyze (X): If you drew at least X cards this turn, do something.
Next keyword: Slaughter.
Dethrone: Whenever this minion destroys a minion that costs more, do something.
Next keyword: Launch.
Launch is a keyword denoting something happening in a future turn, usually associated with mechanical cards. Just a delayed battlecry, in a sense. The main drawback of launch minions is their potential for being interrupted.
The next Keyword is: Flank
Never lucky, always salty!
Flank is a keyword that activates if there is only 1 enemy minion on the board, commonly these effects are related to that minion.
Next: Dig/Digged and Surge (Can be any of those two, just by wording things, these are two different wordings, Dig and Surge or Digged and Surge)
The joke is you.