Synergizes with token / zoo decks. Essentially two 3/3 minions (provided you had another minion) that may continuously generate value if you don't kill it. Twilight Summoner? Zoolock's many 1/1 tokens? Evolve getting you multiple 5-drops?
It can destroy and resummon itself if you only have two Vile Necroplasms, but at that point you should've just summoned more tokens.
Flavor text: "A manifestation of 'Buy One Get One Free!' in card form."
This card mechanic is the same as Lock and Load but with a bonus. If you activate this card under the combo effect you get 2 card added to your deck, the first card is a copy of spell you cast after this card and the second is a random spell card. The random spell can be from other class or the Rogue class spell, so it is possible to get a copy of this card added to your deck.
Here is mine! At first I thought of making it 1 mana, but the combination of 2 of this with Sorcerer's Apprentice and Flamewaker was absurdly broken. I'm still thinking of any game-breaking combo this card could allow and tweak it to avoid such abuse without making the card unplayable.
Edit: changed the card to avoid abusive synergies.
So the first time you play it, it doesn't do anything (except trigger flamewaker, antonidas, etc.) the second time, you get a card. Third time, you're getting serious value.
This is designed to be used as cheap removal for Rogue. Basically, a cheaper Darkbomb with a downside. If you don't want your opponent to get a copy he can hit you back with, you can't play it first. It's kind of like the opposite restriction of Backstab. You could actually use this to your advantage in some decks, though, like Mill. You could play this first to give your opponent a copy, and then make sure you have no minions out so it fills up their hand and they can't cast it.
Lore-wise, this is supposed to represent that if you throw a knife at one of your opponent's minions, they can pull it out and throw it back at you. Unless you throw it right so it gets lodged in that Bear's skull.
Let's fight fatigue! A pure value card for control match ups. It helps priests to gain some edge against warriors, due to not being able to stack up armor. Priest cards heavily rely on synergies and sometimes are weak on their own (e.g. Circle of Healing, Power Word: Shield) so Shadow Ritual might change the way we construct a priest deck. This card allows priests to use board clear effects more loosely, but might backfire.
A Nice card to fill your board up again while only having to ever use one card. Combines it with Dragon Consort and you can summon three of these on turn 3. This card will allow you Dragon deck to be able to always have a minion for the early game (1 3/4), mid game (2 3/4s) and late game (3 3/4s) making it a very flexible card.
Rollback Post to RevisionRollBack
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Reno Mage card. Works better in standard than in wild.
THERE IS NO GAME.
Synergizes with token / zoo decks.
Essentially two 3/3 minions (provided you had another minion) that may continuously generate value if you don't kill it.
Twilight Summoner? Zoolock's many 1/1 tokens? Evolve getting you multiple 5-drops?
It can destroy and resummon itself if you only have two Vile Necroplasms, but at that point you should've just summoned more tokens.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Flavor text: "A manifestation of 'Buy One Get One Free!' in card form."
This card mechanic is the same as Lock and Load but with a bonus. If you activate this card under the combo effect you get 2 card added to your deck, the first card is a copy of spell you cast after this card and the second is a random spell card. The random spell can be from other class or the Rogue class spell, so it is possible to get a copy of this card added to your deck.
I hope you like my card.
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." |
Possible synergy with Wisps of the Old Gods and/or Wisp in Standard (and additionally, Dark Wispers in Wild).
You can't stop the signal.
Here is mine! At first I thought of making it 1 mana, but the combination of 2 of this with Sorcerer's Apprentice and Flamewaker was absurdly broken. I'm still thinking of any game-breaking combo this card could allow and tweak it to avoid such abuse without making the card unplayable.
Edit: changed the card to avoid abusive synergies.
So the first time you play it, it doesn't do anything (except trigger flamewaker, antonidas, etc.) the second time, you get a card. Third time, you're getting serious value.
This is designed to be used as cheap removal for Rogue. Basically, a cheaper Darkbomb with a downside. If you don't want your opponent to get a copy he can hit you back with, you can't play it first. It's kind of like the opposite restriction of Backstab. You could actually use this to your advantage in some decks, though, like Mill. You could play this first to give your opponent a copy, and then make sure you have no minions out so it fills up their hand and they can't cast it.
Lore-wise, this is supposed to represent that if you throw a knife at one of your opponent's minions, they can pull it out and throw it back at you. Unless you throw it right so it gets lodged in that Bear's skull.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
If you're worried about C'Thun, it's far more likely to pull his cultists instead.
As for the other old gods, N'Zoth and Yogg have big plans.
Never assume my tone is anger. I honestly don't know what that emotion feels like, and at this point I don't want to.
One of the Val'kyrs the Forsaken have to res their dudes. Gives a combined effect of Resurrect and Gang Up for some sweet value over time.
REMOVED
Let's fight fatigue! A pure value card for control match ups. It helps priests to gain some edge against warriors, due to not being able to stack up armor. Priest cards heavily rely on synergies and sometimes are weak on their own (e.g. Circle of Healing, Power Word: Shield) so Shadow Ritual might change the way we construct a priest deck. This card allows priests to use board clear effects more loosely, but might backfire.
Flavor: Cheers, love! The Dragonflight's here!
A Nice card to fill your board up again while only having to ever use one card. Combines it with Dragon Consort and you can summon three of these on turn 3. This card will allow you Dragon deck to be able to always have a minion for the early game (1 3/4), mid game (2 3/4s) and late game (3 3/4s) making it a very flexible card.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
The "successor" mechanic was inspired by Dread Pirate Roberts from The Princess Bride.