Consume is an effect that is activated with Battlecry, and is to be targetted on minions. If activated (which kind of destroys the minion), it makes what the rest of the text tell. There is the condition for the Consume function, the activation itself, and the after-activation.
Balance is a Druid-only keyword. If a minion has Balance: X, X is active as long as both players have an equal number of minions. Here re some examples:
Consume is a keyword indicating an additional cost to playing the card, Consume (x) requiring at least x many minions (maybe limited to friendly minions, in more keeping with the tone of the keyword) to have died this turn. (Or, if you believe the post at the top of the page, it's targeted destruction but where's the fun in copying that?)
For each card you have in play that has Vision, you can see that many cards on top of your deck. If you hover your mouse over your deck, it will show you that many cards on top of your deck, in order. Obviously, your opponent can't see this, just you. Here are some cards that you it:
Burn is an effect you can inflict on a minion that gives it "Deal 1 damage to this minion at the start of each turn." It probably wouldn't be used much since priest and warrior could easily counter and/or benefit from it. Rain of Fire (below) could see use since it's literally a slightly better version of Lightning Storm.
(looking back, flame dagger should really be 3 mana)
Heroic means that a minion gets double bonus from buffs, so if you cast Mark of the Wild on a minion with Heroic, it would get +4/+4 and taunt. The effect doesn't work with buffs from minions, such as Flametongue Totem, Stormwind Champion, or Blood Imp, and doesn't give any greater effect to cards that "double" attack or health.
Sorry, not trying to steal anyone's thunder, but I'm bored and LauriAJ hasn't come back so...
A minion with Intimidate takes 2 less damage from minions, which also means it can't be attacked by minions with 2 or less attack. It will still take full damage from Heroes, Hero Powers, and Spells.
(sorry for the lack of variety, I wanted to make a minion with intimidate and taunt but that was really difficult to balance)
ok, next up is still Intervention, I promise I won't take that
If you have a weapon with Intervention equipped whenever one of your minions is attacked then the attacker is damaged by both the minion and the weapon with Intervention, the weapon can also apply effects to the minion being defended
So the one on top just does the defending part of it and the one on bottom defends and apply's an effect to the defended minion
Is ancesetral even a word? And I'm sorry that I wasn't able to provide example cards earlier. Is there a place where I can do just that?
Ancesetral isn't a word, but Ancestral is. Most people make their cards at Hearthcards.net. After you make them, host them on imgur (or something similar) and then click on the button at the top of the reply box, 5 from the left. It should say Insert/Edit Image when you hover over it.
Broadside: when this minion attacks another minion, it deals one extra damage and takes one less damage. Damage is dealt normally when it attacks the enemy hero or when it is attacked. Mainly a warrior keyword, but a few neutral minions have it. Best used alongside taunt minions to get the maximum value.
Shift is similar to transform, but can be silenced back to normal.
Next: Consume.
Consume is an effect that is activated with Battlecry, and is to be targetted on minions. If activated (which kind of destroys the minion), it makes what the rest of the text tell. There is the condition for the Consume function, the activation itself, and the after-activation.
Next: Conection.
Regenerate: At the end of each turn, restore a set amount of Health to this minion.
Next: Mutation
Mutation is an effect that activates when another minion/weapon with Mutation effect dies/is destroyed.
Like, Corrupted Murloc dies, it activates the Faceless Mutator and the Corrupted Impaler effects (if they are in game).
Next: Balance.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Consume is a keyword indicating an additional cost to playing the card, Consume (x) requiring at least x many minions (maybe limited to friendly minions, in more keeping with the tone of the keyword) to have died this turn. (Or, if you believe the post at the top of the page, it's targeted destruction but where's the fun in copying that?)
The next keyword is: Vision
Never lucky, always salty!
Oops! I can't believe I can't believe I picked the same keyword as someone like 3 posts above me...That's probably why it popped into my head.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Adventure: Choose a card in your hand. This gets shuffled into your deck and you draw a new card.
Note: If you have no cards in your hand, Adventure does nothing.
Next: Burn
Essentially what Fel Reaver and over-drawing does.
Should have called him Wicked Pyromaniac instead.
Next: Heroism
Burn is an effect you can inflict on a minion that gives it "Deal 1 damage to this minion at the start of each turn." It probably wouldn't be used much since priest and warrior could easily counter and/or benefit from it. Rain of Fire (below) could see use since it's literally a slightly better version of Lightning Storm.
(looking back, flame dagger should really be 3 mana)
Next Keyword: Intimidate
Check out my submission to this week's card design contest! (4.03)
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Heroic means that a minion gets double bonus from buffs, so if you cast Mark of the Wild on a minion with Heroic, it would get +4/+4 and taunt. The effect doesn't work with buffs from minions, such as Flametongue Totem, Stormwind Champion, or Blood Imp, and doesn't give any greater effect to cards that "double" attack or health.
Next: Intervention
Check out my submission to this week's card design contest! (4.03)
Sorry, not trying to steal anyone's thunder, but I'm bored and LauriAJ hasn't come back so...
A minion with Intimidate takes 2 less damage from minions, which also means it can't be attacked by minions with 2 or less attack. It will still take full damage from Heroes, Hero Powers, and Spells.
(sorry for the lack of variety, I wanted to make a minion with intimidate and taunt but that was really difficult to balance)
ok, next up is still Intervention, I promise I won't take that
Check out my submission to this week's card design contest! (4.03)
If you have a weapon with Intervention equipped whenever one of your minions is attacked then the attacker is damaged by both the minion and the weapon with Intervention, the weapon can also apply effects to the minion being defended
So the one on top just does the defending part of it and the one on bottom defends and apply's an effect to the defended minion
Next: Ambush
Ambush is something that happens every time your opponent summons a minion, it can be a weapon or minion keyword as shown:
Next: Morbid
You want it? I got it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Ancestral (X): Apply the following effect to the (x)th minion played after this one
Next keyword: Broadside
Broadside: when this minion attacks another minion, it deals one extra damage and takes one less damage. Damage is dealt normally when it attacks the enemy hero or when it is attacked. Mainly a warrior keyword, but a few neutral minions have it. Best used alongside taunt minions to get the maximum value.
next keyword: Angelic
Check out my submission to this week's card design contest! (4.03)
Whenever a minion with Angelic is healed, it is immune while attacking that turn.
Next Keyword is Hopeless
[Insert cool/funny thing here]