Of course only the first one exists as a card, the others are generated after. I hope this card is valid for the competion, since in the end the Three-Soul Misha regenerates after the death of Leokk and Huffe.
When he is first played, he has taunt, but the new BoaT added to your hand will have a random keyword (Taunt, Wind-fury, Stealth, Charge, Divine Shield and Spell Damage +1). This continues every time he is played.
A 1-mana weapon for Rogue. The weapon itself is the same as Rogue Hero Power, but it can come out 1 turn earlier so you can buff it with Deadly Poison etc and immediately kill something with 2/3 Health on turn 2. The true power comes from the Deathrattle, giving you a more powerful weapon that you can continue and kill more bigger minion.
Flavor: I swear! This hammer was a little dagger 1 second ago!
This is a long-term investment spell which does more damage the more frequent you cast. It costs 4 mana for 2 damage at the start. Seems weak but every subsequent Rolling Thunder you play deals 1 additional damage. So if you just play Rolling Thunder each turn, you would have dealt 27 cumulative damage by turn 8 (7 copies of Rolling Thunder in your hand). Rolling Thunder starts to show its value after you play it more than 5 times (The fifth time it behaves like a Fireball). Though the more Rolling Thunders you play the more damage it does, you are also occupying your hand fast at the same time which can lead to self-milling of your draws. Also in reality, most of the time, you don't have the luxury to play Rolling Thunder every turn because your opponent will be pressurizing the board, so in a way this is balanced.
Theoretical Damage breakdown per turn (assuming mana is optimized for casting Rolling Thunder & you have maximum card room in your hand for Rolling Thunder):
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
Just to clear up any confusion, you don't discard all spells from your hand. The "full" wording would be something like "If you're holding at least one spell, discard one at random and summon a Deja Vulture", but the "If you're holding a Dragon" cards already shorten "If you're holding at least one Dragon", and many discards and Deathrattles are both inherently random. So, I thought that this wording would be the most elegant while still being sufficiently intelligible in intent.
He's eternally trying to save others from Big Game Hunter.
Not much to say about this card - he nets you another big card, including himself, which you might be able to pick strategically. Need late-game trades? Stormwind Champion could help. Running C'thun? Twin Emperor Vek'lor would be nice. Playing in Wild? It's always Dr Boom.
Of course only the first one exists as a card, the others are generated after. I hope this card is valid for the competion, since in the end the Three-Soul Misha regenerates after the death of Leokk and Huffe.
Tempo Priest? Fatigue Priest? All in one!!
Interaction with Power Word: Shield, discovered Life Tap or other draw mechanics. If it doesn't work, it's still a good 2-drop. Aggro-priest?
Summon: I've come forth to bless thee
Attack: Light!
Effect Triggered: Another soul sees the light!
Death: Thou hast learned so much!
PS: Venom is affected by your opponent's spell power instead of yours.
The token cards is:
The Coin
When he is first played, he has taunt, but the new BoaT added to your hand will have a random keyword (Taunt, Wind-fury, Stealth, Charge, Divine Shield and Spell Damage +1). This continues every time he is played.
A Troublesome Tribble...
Flavour Text: "Well, the nearest thing I can figure out is that they're born pregnant. Which seems to be quite a time saver."
Take a Troublesome Tribble and cross it with a Blessing of Kings, you got 2x 4/5 creatures for 7 Mana. VALUE! These Tribbles will be trouble!
If at first you don't succeed, Cheat, repeat until caught and then lie!
A 1-mana weapon for Rogue. The weapon itself is the same as Rogue Hero Power, but it can come out 1 turn earlier so you can buff it with Deadly Poison etc and immediately kill something with 2/3 Health on turn 2. The true power comes from the Deathrattle, giving you a more powerful weapon that you can continue and kill more bigger minion.
Flavor: I swear! This hammer was a little dagger 1 second ago!
This is a long-term investment spell which does more damage the more frequent you cast. It costs 4 mana for 2 damage at the start. Seems weak but every subsequent Rolling Thunder you play deals 1 additional damage. So if you just play Rolling Thunder each turn, you would have dealt 27 cumulative damage by turn 8 (7 copies of Rolling Thunder in your hand). Rolling Thunder starts to show its value after you play it more than 5 times (The fifth time it behaves like a Fireball). Though the more Rolling Thunders you play the more damage it does, you are also occupying your hand fast at the same time which can lead to self-milling of your draws. Also in reality, most of the time, you don't have the luxury to play Rolling Thunder every turn because your opponent will be pressurizing the board, so in a way this is balanced.
Theoretical Damage breakdown per turn (assuming mana is optimized for casting Rolling Thunder & you have maximum card room in your hand for Rolling Thunder):
Turn 4: Cast once. Deals 2 damage. 2 copies in hand. 2 cumulative damage.
Turn 5: Cast once. Deals 3 damage. 3 copies in hand. 5 cumulative damage.
Turn 6: Cast once. Deals 4 damage. 4 copies in hand. 9 cumulative damage.
Turn 7: Cast once. Deals 5 damage. 5 copies in hand. 14 cumulative damage.
Turn 8. Cast twice. Deals 13 damage. 7 copies in hand. 27 cumulative damage.
Turn 9: Cast twice. Deals 17 damage. 9 copies in hand. 44 cumulative damage.
Turn 10: Cast twice. Deals 20 damage. 10 copies in hand. 64 cumulative damage.
Flavour Text: IT'S SO FUZZY! But skinning a bear aggros every bear...
Rigorous training is involved in becoming a Master. But in the end it's still only the first task of Fetch! that matters.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
Totem Shaman buff. Also would help make Primal Fusion a valid inclusion in that deck.
Just to clear up any confusion, you don't discard all spells from your hand. The "full" wording would be something like "If you're holding at least one spell, discard one at random and summon a Deja Vulture", but the "If you're holding a Dragon" cards already shorten "If you're holding at least one Dragon", and many discards and Deathrattles are both inherently random. So, I thought that this wording would be the most elegant while still being sufficiently intelligible in intent.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
Check out my card design for Face is the Place, From the Shadows!
A new strong card for dragon decks. An auto include in any dragon deck.
Check out my card design for Face is the Place, From the Shadows!
He's eternally trying to save others from Big Game Hunter.
Not much to say about this card - he nets you another big card, including himself, which you might be able to pick strategically. Need late-game trades? Stormwind Champion could help. Running C'thun? Twin Emperor Vek'lor would be nice. Playing in Wild? It's always Dr Boom.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
A wise man once said "don't be salty, be cool" "My Weekly Card Design Competition entry below"
Pirates don't let pirates don't "pile on".