Priests, start your draw engines! If you have 20 cards in your deck and your opponent has 24, it deals 4 damage. If you have 4 and your opponent has 1, it deals 3 damage.
Flavor: Ever have those moments when plotting to kill someone takes longer than the actual deed?
Summon: "How should I deal with this...?"
Attack: "Hmm, maybe from here..."
Death: "I knew I should have done it that way..."
This card's function is to allow your Rogue hero to pull more combos to stay ahead in the game. The card has good enough stats to withstand weaker attacks, but still pretty vulnerable. On top of the fact that generally using a Combo Rogue (or really any Rogue besides Mill) leaves you with less cards than your opponent, its effect would be active most of the time during a matchup.
Helps a lot With control Priest. Could see no play due to losing Power Word: Shield and other important cards but could still help Priest in Control vs Agro match ups.
A card to help out Mech Hunter a bit. Giving them a midgame draw to refresh their hand but kept it a weak minion with stats that mirror the Starving Buzzard. Gave it a Reno twist on how the draw works to fit this weeks theme.
Image is the Mechanical Axebeak being pet from the Petopia website.
Jevan Grimtotem used to be a loyal servant of Magatha Grimtotem, but also was an admirer of Cairne Bloodhoof. When Garrosh killed the old chieftain with a blade poisoned by her, she sent Jevan with a group of Grimtotem tauren to kill Baine, but he managed to warn him and helped him escape.
So, if Cairne Bloodhoof is on the deck, he's destroyed and Baine Bloodhoof is put on the battlefield. As Jevan protected him, he has taunt and, because he betrayed the Grimtotem clan, he gains attack and health equal, respectively, to the spells and minions on the opponent's hand.
Though, he is a double-risky bet because, first, Cairne can be draw before Jevan be played and, second, the opponent's hand can be very poor. So, this is why I've put a 6 mana cost to him.
While the effect may seem a little ridiculous for the cost, bear in mind that this is for Rogues. I believe the prerequisite justifies the cost for this class.
If you do not have 3 minions left in your deck, it will just put your remaining minions onto the battlefield (the enemy minions still get destroyed). However, you would need at least 1 minion in your deck to satisfy the prerequisite.
A card that needs a very special deck to work. You may not want cards like Sprint or Coldlight Oracle in this deck, otherwise you'll get mad if you draw them at the bottom of your deck. Gadgetzan Auctioneer may be a good choice. The whole problem is not how to draw all cards from your deck, but how to play the rest of your hand after the deck gets empty.
A flexible card made for control and fatigue warrior. It works well as an early survival tool against aggro decks, but also an activator for Shield Slam. If you don't need it early game, it works as a late game survival tool for control matchups (so you can win the fatigue race).
Handlock can discover Mountain Giant and play it on turn 4. Zoolock can discover Sea Giant. To obtain the bonus Giant, it requires you to build a Giant-oriented deck.
Stealth is a mechanic we really don't see too much of outside of arena, and this card pushes Rogues to use Stealth minions and play a more controlling deck, since this card can trade very well with whatever the opponent plays on turn 6 or 7 and will not get BGH'd.
"Out! Outta ma house, spirits!!"
I feel like the upcoming N'Zoth the Corruptor card is going to absolutely destroy the meta, so.... preemptive strike?
Tergiversation (Priest Card)
Flavour Text: " Vade retro Satana! Nunquam suade mihi vana! (Begone Satan! Never tempt me with your vanities!)
Edit 1: Changed the name.
Edit 2: Modified card so it fits this week's requirement.
Closed Beta Player: 19/8/2013 (NA)/ 5/9/2013 (EU)--- Golden Card Count: 243 (Legendary: 10)
CDC 3.15: Jesus, Our Saviour | 6 Mana Neutral Legendary Minion 6/5 | "Deathrattle: Re-Summon Jesus, Our Saviour at the start of your third turn." |
Priests, start your draw engines! If you have 20 cards in your deck and your opponent has 24, it deals 4 damage. If you have 4 and your opponent has 1, it deals 3 damage.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Flavor: Ever have those moments when plotting to kill someone takes longer than the actual deed?
Summon: "How should I deal with this...?"
Attack: "Hmm, maybe from here..."
Death: "I knew I should have done it that way..."
This card's function is to allow your Rogue hero to pull more combos to stay ahead in the game. The card has good enough stats to withstand weaker attacks, but still pretty vulnerable. On top of the fact that generally using a Combo Rogue (or really any Rogue besides Mill) leaves you with less cards than your opponent, its effect would be active most of the time during a matchup.
Helps a lot With control Priest. Could see no play due to losing Power Word: Shield and other important cards but could still help Priest in Control vs Agro match ups.
Yes art is not original deal with it
A card to help out Mech Hunter a bit. Giving them a midgame draw to refresh their hand but kept it a weak minion with stats that mirror the Starving Buzzard. Gave it a Reno twist on how the draw works to fit this weeks theme.
Image is the Mechanical Axebeak being pet from the Petopia website.
Imgur: http://imgur.com/BpBHKmS
Jevan Grimtotem used to be a loyal servant of Magatha Grimtotem, but also was an admirer of Cairne Bloodhoof. When Garrosh killed the old chieftain with a blade poisoned by her, she sent Jevan with a group of Grimtotem tauren to kill Baine, but he managed to warn him and helped him escape.
So, if Cairne Bloodhoof is on the deck, he's destroyed and Baine Bloodhoof is put on the battlefield. As Jevan protected him, he has taunt and, because he betrayed the Grimtotem clan, he gains attack and health equal, respectively, to the spells and minions on the opponent's hand.
Though, he is a double-risky bet because, first, Cairne can be draw before Jevan be played and, second, the opponent's hand can be very poor. So, this is why I've put a 6 mana cost to him.
While the effect may seem a little ridiculous for the cost, bear in mind that this is for Rogues. I believe the prerequisite justifies the cost for this class.
If you do not have 3 minions left in your deck, it will just put your remaining minions onto the battlefield (the enemy minions still get destroyed). However, you would need at least 1 minion in your deck to satisfy the prerequisite.
A card that needs a very special deck to work. You may not want cards like Sprint or Coldlight Oracle in this deck, otherwise you'll get mad if you draw them at the bottom of your deck. Gadgetzan Auctioneer may be a good choice. The whole problem is not how to draw all cards from your deck, but how to play the rest of your hand after the deck gets empty.
THERE IS NO GAME.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
Need some help with that? I know a thing or two.
EDIT: Made the effect a battlecry.
REMOVED
A flexible card made for control and fatigue warrior. It works well as an early survival tool against aggro decks, but also an activator for Shield Slam. If you don't need it early game, it works as a late game survival tool for control matchups (so you can win the fatigue race).
Clockwork Giant, Frost Giant, Molten Giant, Mountain Giant, Sea Giant
Handlock can discover Mountain Giant and play it on turn 4. Zoolock can discover Sea Giant. To obtain the bonus Giant, it requires you to build a Giant-oriented deck.
Stealth is a mechanic we really don't see too much of outside of arena, and this card pushes Rogues to use Stealth minions and play a more controlling deck, since this card can trade very well with whatever the opponent plays on turn 6 or 7 and will not get BGH'd.
(alternate link to the card: http://imgur.com/35qq2Se)
i make fun decks and i play fun decks. woo