Need a 3 drop? He is just fine at clearing minions. Want a better 6 drop? Play him and get an unmatched edge. This guy is perfect for gaining lost board presence. The main goal for this card is to keep your opponent from getting too far ahead, or keeping you ahead depending on your needs. The Gryphon makes it so there are 2 threats on the board, and with Falstad a bigger threat with his health buff and higher base attack, it may not be ideal to kill him first. This makes it more difficult for you opponent to deal with, and it gives you a nice amount of damage on your turn.
This card give Warlocks a way to deal with Felguard's battlecry (Arcane Golem too, in a lesser extend) making them useful, but the most awesome aspect is that it would be a new tech against Ramp Druid and a good tool when your start in second. But wait! There is a token too! After all "(You can only have 10 Mana in your tray.)":
As Warlocks don't need more card draw, they need more damage ALL! Muahuahuaha!
This card is meant to be used in mill rogue. It encourages thoughtful and careful play of saving your cards to be able to use with this and have 0 mana, it helps prepare for the inevitable Coldlight swarm, and, if you play right and save your cards, you can go infinite with these beetles and never hit fatigue. However, if you do so, it's a HUGE tempo loss, so it equals out.
Very strong anti-tempo card. Allows for some strong strategies, especially if you have board already. Also, strong anti-freeze mage/Reno decks. Good luck all!
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Check out my card design for Face is the Place, From the Shadows!
Weapon for Control Warriors. This weapon gains greater value in the late game (turn 10: 6/3 weapon) and little value on turn 5 so Face Warriors cannot benefit much from it. Hence the strong 5 mana 6/3 weapon (compare with Arcanite Reaper) on turn 10 is balanced with the drawback that it has underwhelming value in the early or mid-game.
Mana Surge is a mage spell that is kind of a cross between Bolvar Fordragon and Forbidden Flame, in that it improves in your hand as the game goes on depending on conditions on the board and it deals damage per mana.
Because Bolvar has an attack that can increase and is visible so you know how strong he now is in your hand, i have included a "Crystals" counter on the card to show how many crystals it absorbed. For example, this is the card after absorbing 7 Crystals.
I believe this card is balanced, because it is so slow and it only targets minions. It probably becomes more efficient in the late game when un-used mana crystals are more common and less critical. it also has a wierd Anti-synergy with your hero power, in that ping face while this card is in your hand basically = 1 damage to minion or character now instead of 2 to a minion later.
When top-decking at turn 10, this Basically removes any big threat (except those over 10 health) but it costs you 1 turn of damage which is bad and could potentially cost you the game.
If you are top-decking with this already in your hand, then, because its top decking and the game really becomes who gets the better/stickier minion, this becomes a small safety net to protect against a situation where you top deck and 1 drop after he top decked and played a 7 drop.
I also envisage this card having an animation of the mana crystals transferring to the card at the end of the turn. This would only be visible to your opponent if there were other "drain" cards in the game. If this was the only one, it would be too obvious to let your opponent see it.
A card to support ramp: if you innervate this out turn 4, you'll deal 2 damage to all enemies. If you've used both wild growths and then innervate this out, you would deal 4 damage to all enemies. However, if you don't draw your ramp and you've gone second, you can end up doing zero.
It has the possibility at dealing 7 damage, but only if you are at 10 mana before playing this card. And because it costs 3, it will deal 7. But in the worst case it will deal 0 damage. Compare to Shadow Bolt.
Some say Fel is the essence of souls, others claim it is of magic. But it really is just green jelly with some neon in it.
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?
My submission this week, it's a simple card that does nothing except cycle through your deck, however, given how it works, the later you play it, the more likely it delivers you the card you need. CompareTracking, except this one doesn't discard, can look at more cards if you play it after turn 3, and costs more.
To be clear, Heavy Goblin Artillery does not gain Attack for the mana you spend for summoning it. Probably most similar to Validated Doomsayer except it's Attack keeps resetting after every "shot". I think this card adds some unique strategy to the game: do you first spend all your mana for a huge attack or spend some mana, then attack, spend more mana and leave it partially buffed to damage opponent minions that try to remove it?
Not my greatest invention by any means, this little beauty can ramp rapidly and with the added benefit of it being a Beast - It's a no brainer. Maybe Hunter can get that 5 cost card they never knew they wanted...
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Suicide it at the start of your turn to get it back to your hand.
Need a 3 drop? He is just fine at clearing minions. Want a better 6 drop? Play him and get an unmatched edge. This guy is perfect for gaining lost board presence. The main goal for this card is to keep your opponent from getting too far ahead, or keeping you ahead depending on your needs. The Gryphon makes it so there are 2 threats on the board, and with Falstad a bigger threat with his health buff and higher base attack, it may not be ideal to kill him first. This makes it more difficult for you opponent to deal with, and it gives you a nice amount of damage on your turn.
This is my submission of the week:
This card give Warlocks a way to deal with Felguard's battlecry (Arcane Golem too, in a lesser extend) making them useful, but the most awesome aspect is that it would be a new tech against Ramp Druid and a good tool when your start in second. But wait! There is a token too! After all "(You can only have 10 Mana in your tray.)":
As Warlocks don't need more card draw, they need more damage ALL! Muahuahuaha!
Flavor: "Isn't funny? Using Mana to Drain Mana?"
Edits: Text clarfication, better cropped artwork.
Like Coldlights they swarm.
EXPLANATION:
This card is meant to be used in mill rogue. It encourages thoughtful and careful play of saving your cards to be able to use with this and have 0 mana, it helps prepare for the inevitable Coldlight swarm, and, if you play right and save your cards, you can go infinite with these beetles and never hit fatigue. However, if you do so, it's a HUGE tempo loss, so it equals out.
Thanks for reading!
Very strong anti-tempo card. Allows for some strong strategies, especially if you have board already. Also, strong anti-freeze mage/Reno decks. Good luck all!
Check out my card design for Face is the Place, From the Shadows!
Weapon for Control Warriors. This weapon gains greater value in the late game (turn 10: 6/3 weapon) and little value on turn 5 so Face Warriors cannot benefit much from it. Hence the strong 5 mana 6/3 weapon (compare with Arcanite Reaper) on turn 10 is balanced with the drawback that it has underwhelming value in the early or mid-game.
Hlmao
Mana Surge
Mana Surge is a mage spell that is kind of a cross between Bolvar Fordragon and Forbidden Flame, in that it improves in your hand as the game goes on depending on conditions on the board and it deals damage per mana.
Because Bolvar has an attack that can increase and is visible so you know how strong he now is in your hand, i have included a "Crystals" counter on the card to show how many crystals it absorbed. For example, this is the card after absorbing 7 Crystals.
I believe this card is balanced, because it is so slow and it only targets minions. It probably becomes more efficient in the late game when un-used mana crystals are more common and less critical. it also has a wierd Anti-synergy with your hero power, in that ping face while this card is in your hand basically = 1 damage to minion or character now instead of 2 to a minion later.
When top-decking at turn 10, this Basically removes any big threat (except those over 10 health) but it costs you 1 turn of damage which is bad and could potentially cost you the game.
If you are top-decking with this already in your hand, then, because its top decking and the game really becomes who gets the better/stickier minion, this becomes a small safety net to protect against a situation where you top deck and 1 drop after he top decked and played a 7 drop.
I also envisage this card having an animation of the mana crystals transferring to the card at the end of the turn. This would only be visible to your opponent if there were other "drain" cards in the game. If this was the only one, it would be too obvious to let your opponent see it.
If at first you don't succeed, Cheat, repeat until caught and then lie!
The Coin
A card to support ramp: if you innervate this out turn 4, you'll deal 2 damage to all enemies. If you've used both wild growths and then innervate this out, you would deal 4 damage to all enemies. However, if you don't draw your ramp and you've gone second, you can end up doing zero.
.
It has the possibility at dealing 7 damage, but only if you are at 10 mana before playing this card. And because it costs 3, it will deal 7. But in the worst case it will deal 0 damage. Compare to Shadow Bolt.
Some say Fel is the essence of souls, others claim it is of magic. But it really is just green jelly with some neon in it.
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...
My submission this week, it's a simple card that does nothing except cycle through your deck, however, given how it works, the later you play it, the more likely it delivers you the card you need. CompareTracking, except this one doesn't discard, can look at more cards if you play it after turn 3, and costs more.
Flavor: C'mon Reno Jackson!!
Load, fire, load, fire:
To be clear, Heavy Goblin Artillery does not gain Attack for the mana you spend for summoning it. Probably most similar to Validated Doomsayer except it's Attack keeps resetting after every "shot". I think this card adds some unique strategy to the game: do you first spend all your mana for a huge attack or spend some mana, then attack, spend more mana and leave it partially buffed to damage opponent minions that try to remove it?
Not my greatest invention by any means, this little beauty can ramp rapidly and with the added benefit of it being a Beast - It's a no brainer.
Maybe Hunter can get that 5 cost card they never knew they wanted...
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