Changed my submission because Murkdeep didn't meet this weeks requirements. =)
Swarmtooth does add the Murloc-Boss Giantfin to the game. With it's Puddlestomper-like 3/2 stats it is a weaker 3-drop. But if you control 2 other Murlocs, for example with Murloc Tidehunter, it can summon Giantfin. With this minimum 5-mana and 2- (=Murloc Tidehunter) or 3-card-combo you get a 3/2+5/5 and draw until you have as many cards as your opponent.
Giantfin of course makes up for the cards invested, but following are the reasons for setting Swarmtooth at 3:
- It should be playable (for whatever reason) without two other Murlocs
- It requires TWO OTHER cards to activate, aside the mentioned Murloc Tidehunter.
- It requires AT LEAST 5 Mana, aside using it with Murloc Tinyfin. Sure, a Turn 3 or 4 Giantfin is huge!
Kael'thas provides a board clear option to control players who can afford to lose tempo for a few turns. Living Bomb is powerful, but its effect will trigger at least two turns after Kael is played.
Because Kael's ability triggers each turn, the opponent has to deal with him quickly or he will be subject to repeated board clears, and lose the game.
The aura effects only take place when this card is in the battlefield. Hero Power resumes to Life Tap when this minion is silenced/killed/removed/destroyed,etc.
Similar to Divine Favor, but with Wishes; the downside of not picking from your deck is balanced out by your ability to Discover the card. I didn't make this a Mage card for fairly obvious reasons, and decided on Shaman because of the lore- most Djinn serve Al'Akir the Windlord, which is a Shaman legendary.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
These are the cards that you can choose during the boss fight of temple escape. It works exactly same as in the boss fight, that players can select one of the options at the start of the turn, which is also same as some brawls that players discover a card when the turn starts. Since the effect triggers at the start of the turn, your opponent will choose first, and then you choose. This card is mainly designed for face warrior but might also work well in fatigue warrior that you can do a potentially burst of face damage. Additionally, face warrior can speed up the buff of Mortal Strike by taking the damage. And just like Curse of Rafaam, this card can work amazingly great against freeze mage.
When i saw the Armory card I knew I had to make a card around it, I was actually gonna make it Lock and Load but Armory feels better suited for this purpose.
Rookery is the 1-cost, non-heroic version in this case. I beleive eggs would be 0/1 as well. Chromatic Drake would be a 7/3.
I love the idea of the Razorgore fight. Also, with this, it allows a combo with Coldarra Drake so if both survive, you get 5 7/3 Chromatic Drakes. Also, I am surprised they don't have the dragon tag, but that was probably because there were no dragon-synergy cards in his deck.
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Changed my submission because Murkdeep didn't meet this weeks requirements. =)
Swarmtooth does add the Murloc-Boss Giantfin to the game. With it's Puddlestomper-like 3/2 stats it is a weaker 3-drop. But if you control 2 other Murlocs, for example with Murloc Tidehunter, it can summon Giantfin. With this minimum 5-mana and 2- (=Murloc Tidehunter) or 3-card-combo you get a 3/2+5/5 and draw until you have as many cards as your opponent.
Giantfin of course makes up for the cards invested, but following are the reasons for setting Swarmtooth at 3:
- It should be playable (for whatever reason) without two other Murlocs
- It requires TWO OTHER cards to activate, aside the mentioned Murloc Tidehunter.
- It requires AT LEAST 5 Mana, aside using it with Murloc Tinyfin. Sure, a Turn 3 or 4 Giantfin is huge!
- My take on this card was to require a Murloc-heavy deck, which means you've many minions in it with low stats and/or value (Murloc Tinyfin, Murloc Tidehunter, Grimscale Oracle, Murloc Tidecaller, Sir Finley Mrrgglton and so on).
- This leads to the fact, that the cards drawn with Giantfin have lower value as for example in a Paladin deck with Divine Favor.
- The cards are drawn at the END OF YOUR TURN, which means you've to wait a turn to play them.
Ancient Power
Ancient Power (upgraded)
Art source: Lukali
Earthen Statue
http://www.hearthcards.net/cards/977ca5bd.png
Living Bomb
Kael'thas provides a board clear option to control players who can afford to lose tempo for a few turns. Living Bomb is powerful, but its effect will trigger at least two turns after Kael is played.
Because Kael's ability triggers each turn, the opponent has to deal with him quickly or he will be subject to repeated board clears, and lose the game.
This is the Spore summoned, as per the Loatheb boss fight.
The Tactician Class (LOE Complete!)
EDIT: The backgroud of the text had to be Naxxrammas
EDIT: Shapphiron is a dragon too
Platemail Armor
Figured it would be balanced since it forces the opponent to basically skip a turn. Something you only play to secure the win.
EDIT: I mean the hero power that only secures the hero. The link is showing the heroic one instead.
I anger people professionaly.
Necroknight from Naxxramas. Could help you clear an opponent's tough board, or build your own in a pinch. Could also go horribly, horribly wrong.
Flameheart
Flamestrike
Now... you also have the power of Ragnaros, just like Emperor Thaurissan.
.....What? U want to use that cheating Hero Power?
C''mon... please stop dreaming...You! Single!
Newbie!
Recharge
Battle cry after using mana crystals for this minion.
http://i.imgur.com/7BTMoj1.png
Unholy Shadow temporarily replaces Life Tap
The aura effects only take place when this card is in the battlefield. Hero Power resumes to Life Tap when this minion is silenced/killed/removed/destroyed,etc.
It's good to see y'all
Unstable Portal
You will get Rafaam's Hero Power when this minion dies.
<< vote for my creations
Similar to Divine Favor, but with Wishes; the downside of not picking from your deck is balanced out by your ability to Discover the card. I didn't make this a Mage card for fairly obvious reasons, and decided on Shaman because of the lore- most Djinn serve Al'Akir the Windlord, which is a Shaman legendary.
#gNOmeferatu
Dragonteeth
Reverberating Gong
Walk Across Gingerly, Swing Across
These are the cards that you can choose during the boss fight of temple escape. It works exactly same as in the boss fight, that players can select one of the options at the start of the turn, which is also same as some brawls that players discover a card when the turn starts. Since the effect triggers at the start of the turn, your opponent will choose first, and then you choose. This card is mainly designed for face warrior but might also work well in fatigue warrior that you can do a potentially burst of face damage. Additionally, face warrior can speed up the buff of Mortal Strike by taking the damage. And just like Curse of Rafaam, this card can work amazingly great against freeze mage.
When i saw the Armory card I knew I had to make a card around it, I was actually gonna make it Lock and Load but Armory feels better suited for this purpose.
Summon: Come one, Come all!
Attack: WE ARE CLOSED
Death: Take...all...i...have
Thanks for voting for me!
Card featured: Armory
link to imgur: http://imgur.com/u5sqK6c
edit: simple changes
Tokens are:
The Rookery, Corrupted Egg, Chromatic Drake
Rookery is the 1-cost, non-heroic version in this case. I beleive eggs would be 0/1 as well. Chromatic Drake would be a 7/3.
I love the idea of the Razorgore fight. Also, with this, it allows a combo with Coldarra Drake so if both survive, you get 5 7/3 Chromatic Drakes. Also, I am surprised they don't have the dragon tag, but that was probably because there were no dragon-synergy cards in his deck.