Basically, I hate Forbidden cards. I find them revolting. If I could delete one thing from Hearthstone, that would be Forbidden cards. So, here is my final solution:
It is like a better Forbidden Flame, but for minions only. But of course the original part is the fact that thanks to this card ALL Forbidden cards will now be completely useless (yours included). That will teach people not to play those amoungously tremendous cards.
Flavor text: What's better than being in one cult?
I had a tough time trying to make this guy look balanced, from my perspective. I wanted to make it a 6-cost minion, since I feel 7 is far too slow for this statline, but with Hammer of Twilight costing 5, I felt a 4/2 body for 1 mana, even late game, was a bit much. Hopefully it succeeded in balancing (suggestions, anybody?) While an exceedingly slow minion, the hammer of twilight provides fast removal, as well as ANOTHER 4/2 body when it's used up. It even combos with Brann to summon an immediate extra 4/2, and this also functions as a soft nerf for evolve. I like Shaman, and would like to see it step a little further out of the aggro rut it's been stuck in.
Makes Y'Shaarj, Rage Unbound really powerful and saves you from going into fatigue. Makes a huge threat because it can create extra game-changing card (Ysera or Ragnaros the Firelord for example).
Since the rules said you can make a minion that interacts with 10 mana minions in general, i made this. Now all may fear the mighty Deathwing before and after he is played!
Shadowform is a really cool direction for priest, and it needs more cards. In the lore, Shadow Priests are supposed to tap into the void to go into Shadowform, basically tapping into the same pool of power that the Old Gods do. I felt like Blizzard missed out on an opportunity here, rather than to grant tools to the more holy Priests, instead adding more support to shadow priest. This is what I came up with.
The card obviously needs to be an epic, and 4/4 for 6 seems reasonable given the ability. It might be served better being a 5-drop or with a slight buff to stats, but MC is what it is because of generous stats, so yeah...
It was also a little difficult to express what the effect does using only 4 lines. For those that don't quite understand it, well the first part is easy. It casts Shadowform. Of course, if you are already in shadowform, then it gives your hero power shadowform +1 damage. The second part means that shadowform's damage also stat buffs C'Thun by x, where x is the amount of damage dealt. Naturally this only works while the card is in play.
yo heres my card entry, a little anti C'Thun, Pro C'Thun type of schtick going, take the brunt of its attacks from your deck, then have him call down C'Thun
I remember their final words... the echoes haunt me still.
For flavor and clarity, it should play the death sounds of the minions whose Deathrattle effects were triggered. By choosing the mana cost to play it at, you can fish for specific effects when needed and cheat out powerful Deathrattle effects multiple times. Playing it for 2, 6, or 8 mana could be very powerful. However, you might also get unlucky and trigger the Deathrattle effects from Darnassus Aspirant, The Beast, or Anomalus.
Here are the breakdowns per mana cost (with Wild format cards in parentheses at the end):
Murloc Paladin is just silly to begin with. And honestly I just like Murlocs. The idea is to get Murlocs out for even more sillyness from Anyfin Can Happen.
You would have to be unable to summon Murloc Tinyfin due to it's 0 mana cost, because you could potentially spend 1-2 mana and get 6+ 1/1 murlocs.
For clarity on what this card does, you spend say 6 mana. This means the game will summon any combination of Murlocs until the combined mana cost is 6. So this can mean anywhere from 6 Murloc Raiders to a Murloc Knight and a Bluegill Warrior.
Basically, I hate Forbidden cards. I find them revolting. If I could delete one thing from Hearthstone, that would be Forbidden cards. So, here is my final solution:
It is like a better Forbidden Flame, but for minions only. But of course the original part is the fact that thanks to this card ALL Forbidden cards will now be completely useless (yours included). That will teach people not to play those amoungously tremendous cards.
Flavor text: What's better than being in one cult?
I had a tough time trying to make this guy look balanced, from my perspective. I wanted to make it a 6-cost minion, since I feel 7 is far too slow for this statline, but with Hammer of Twilight costing 5, I felt a 4/2 body for 1 mana, even late game, was a bit much. Hopefully it succeeded in balancing (suggestions, anybody?) While an exceedingly slow minion, the hammer of twilight provides fast removal, as well as ANOTHER 4/2 body when it's used up. It even combos with Brann to summon an immediate extra 4/2, and this also functions as a soft nerf for evolve. I like Shaman, and would like to see it step a little further out of the aggro rut it's been stuck in.
Never lucky, always salty!
Makes Y'Shaarj, Rage Unbound really powerful and saves you from going into fatigue. Makes a huge threat because it can create extra game-changing card (Ysera or Ragnaros the Firelord for example).
Upd.: Added WotOG logo.
My MMF project(WotOG sontest #2): https://www.myminifactory.com/ideas/c-thun-cultist-s-dagger-1001138
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http://i.imgur.com/fQ4s1Bd.png
Reno Jackson, our old friend looks like being possessed by some powerful mind.
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Since the rules said you can make a minion that interacts with 10 mana minions in general, i made this.
Now all may fear the mighty Deathwing before and after he is played!
May or may not be too strong at 1 mana. Still, it would fit perfectly with a pirate themed C'thun rogue deck.
Shadowform is a really cool direction for priest, and it needs more cards. In the lore, Shadow Priests are supposed to tap into the void to go into Shadowform, basically tapping into the same pool of power that the Old Gods do. I felt like Blizzard missed out on an opportunity here, rather than to grant tools to the more holy Priests, instead adding more support to shadow priest. This is what I came up with.
The card obviously needs to be an epic, and 4/4 for 6 seems reasonable given the ability. It might be served better being a 5-drop or with a slight buff to stats, but MC is what it is because of generous stats, so yeah...
It was also a little difficult to express what the effect does using only 4 lines. For those that don't quite understand it, well the first part is easy. It casts Shadowform. Of course, if you are already in shadowform, then it gives your hero power shadowform +1 damage. The second part means that shadowform's damage also stat buffs C'Thun by x, where x is the amount of damage dealt. Naturally this only works while the card is in play.
Card image by Daarken.
Mostly Harmless
yo heres my card entry, a little anti C'Thun, Pro C'Thun type of schtick going, take the brunt of its attacks from your deck, then have him call down C'Thun
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(Reminder: Deleting Submission Topic posts is against the rules.)
In the right hands it can carve a mean turkey.
I remember their final words... the echoes haunt me still.
For flavor and clarity, it should play the death sounds of the minions whose Deathrattle effects were triggered.
By choosing the mana cost to play it at, you can fish for specific effects when needed and cheat out powerful Deathrattle effects multiple times. Playing it for 2, 6, or 8 mana could be very powerful. However, you might also get unlucky and trigger the Deathrattle effects from Darnassus Aspirant, The Beast, or Anomalus.
Here are the breakdowns per mana cost (with Wild format cards in parentheses at the end):
Battlecry will be ignored if opponent has no weapon equipped.
Will equip an exact copy of it, meaning that it will still have the durability/attack (Gorehowl) reduced if already used by the opponent.
With Brann Bronzebeard, it will equip the weapon twice, essentially triggering the deathrattle (if any) of the weapon before re-equipping another one.
Note: Will not trigger weapons with battlecry.
Its fangs are in your flesh before its hiss leaves your ears.
Golden Heroes: Druid -> Rogue -> Shaman -> Hunter -> Warlock
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(Reminder: Deleting Submission Topic posts is against the rules.)
This card would work great in Druid, withAviana or Astral Communion
Murloc Paladin is just silly to begin with. And honestly I just like Murlocs. The idea is to get Murlocs out for even more sillyness from Anyfin Can Happen.
You would have to be unable to summon Murloc Tinyfin due to it's 0 mana cost, because you could potentially spend 1-2 mana and get 6+ 1/1 murlocs.
For clarity on what this card does, you spend say 6 mana. This means the game will summon any combination of Murlocs until the combined mana cost is 6. So this can mean anywhere from 6 Murloc Raiders to a Murloc Knight and a Bluegill Warrior.