Straightforward card, aside from it being a legendary spell. I decided it should be a legendary spell because it seems quite strong and also summons a legendary minion, hence this should be limited to 1 copy.
My idea was something in the spirit of Ball of Spiders that will support a taunt warrior archetype in theory. You will get two solid taunt minions and a Bolf Ramshield damage sponge if the condition is true. A late(r) game card that can put a significant barrier between you and your opponent with 1 card.
If someone would ask me what we've seen to little of in HS from the Warcraft universe, I would definitely say: "To few Blademasters". But enough of my cringe attempt for a story, here's my submission for the week. As usual, good luck everyone.
A simple enough minion to understand. Potentially very strong, though also, potentially weak. Gives you an insight into your opponent's deck, that could end up to your advantage.
Fuels my dream of creating a spell-Mage, that works more or less just on spells. The lesser the minions, the higher the chance to use this monster of a card to destroy your opponent on Turn 10.
traps like snipe or freezing trap would target random minions so they don't become pointless. it only targets a minion if the reasoning can be fulfilled though. freezing trap returns a minion so it would work. misdirection would require an enemy minion or the hero to attack and thus won't work.
looking at it the cards that would be good/great would be: bear trap, dart trap, explosive trap, freezing trap, snake trap, snipe, duplicate, effigy, ice barrier, vaporize, avenge, competitive spirit, noble sac, and repentance.
cards that would do nothing: misdirection (no character is attacking you), counterspell (no opposing spell is being played), ice block (cause you'd be immune on your turn so unless you have a weapon its pointless), mirror entitiy (cause no minion was played), eye for an eye (cause no damage was dealt so it would do zero damage), redemption (no minion died so nothing to res), and sacred trial (its rng to get this and your opponent would have to have 4 minions).
Demonlock shall rise up and sunder the meta!! also the pun was too good to pass up
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
Straightforward card, aside from it being a legendary spell. I decided it should be a legendary spell because it seems quite strong and also summons a legendary minion, hence this should be limited to 1 copy.
My idea was something in the spirit of Ball of Spiders that will support a taunt warrior archetype in theory. You will get two solid taunt minions and a Bolf Ramshield damage sponge if the condition is true. A late(r) game card that can put a significant barrier between you and your opponent with 1 card.
A revamp of Wilfred Fizzle bang: The Trifling Gnome.
Note: Use it for heal your Jaraxxus late game or for your Demon Zoo madness to finish the game as soon as possible.
Makes it easier to fish for a win condition if you design your deck right. C'Thun comes to mind, but other legs can work too.
If someone would ask me what we've seen to little of in HS from the Warcraft universe, I would definitely say: "To few Blademasters". But enough of my cringe attempt for a story, here's my submission for the week. As usual, good luck everyone.
A simple enough minion to understand. Potentially very strong, though also, potentially weak. Gives you an insight into your opponent's deck, that could end up to your advantage.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
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(Reminder: Deleting Submission Topic posts is against the rules.)
My first try in this competition.
I present you, Painstopper. A welcome 5 drop to stop aggro decks.
Well... Hopefully stop aggro decks. Because... you know. Hearthstone! You better pray to RNGesus.
Cataclysm
Fuels my dream of creating a spell-Mage, that works more or less just on spells. The lesser the minions, the higher the chance to use this monster of a card to destroy your opponent on Turn 10.
Murloc combo decks ftw
Welcome to the exhibit.
Idk this card might work with Mill Rogue or just rogue generally
Sorry if the text is bad or something. English is not my first language.
Weapons and rum, all that pirates need.
The token is intentionally powerful because you can't guarantee the requirement, you can only increase your chances.
Yeah, you can bring at most 30 Elk herds into your deck if you want.
As its low cost, It works well with Knife Juggler, Scavenging Hyena, Cult Master, etc.
The Coin
"Sacrifice. To the young it means to change, but to the wizened it heralds an end. I know both meanings better than anyone else."
Ma'at, the God of balance.
traps like snipe or freezing trap would target random minions so they don't become pointless. it only targets a minion if the reasoning can be fulfilled though. freezing trap returns a minion so it would work. misdirection would require an enemy minion or the hero to attack and thus won't work.
looking at it the cards that would be good/great would be: bear trap, dart trap, explosive trap, freezing trap, snake trap, snipe, duplicate, effigy, ice barrier, vaporize, avenge, competitive spirit, noble sac, and repentance.
cards that would do nothing: misdirection (no character is attacking you), counterspell (no opposing spell is being played), ice block (cause you'd be immune on your turn so unless you have a weapon its pointless), mirror entitiy (cause no minion was played), eye for an eye (cause no damage was dealt so it would do zero damage), redemption (no minion died so nothing to res), and sacred trial (its rng to get this and your opponent would have to have 4 minions).
"He found the balance to be a bit off, so he's giving you the surplus."
And yes, the Worgen Infiltrators mentioned are the 2/1s with Stealth.
Spoooooooky.