While Traveling Merchant doesn't impact the board directly, it's very versatile for players who know how to use it. It allows you to play on curve at all times or to draw into a specific key card. Play it on turn 6 to draw a 7 cost card from your deck on your next turn. e.g. Flamestrike or Twin Emperor or on turn 9/10 for C'Thun. If you don't have an appropriate target in your deck the effect will obviously not trigger.
Play: "Take a look at my wares." Attack: "Pay up." Death: "...urgh."
A card that rewards a Handlock playstyle. By not spending mana in the earlier game, it rewards the player with an early 10 mana play on turn 5 and later (if not mana was spent prior). In the late game it can be used to ramp out alot of mana in a single turn, making for some insane combos, especially with Cho'gall.
This is a risky card for this competion because it is potentially op in the right circumstances, but I really do want to see what people think of the card. It's also a card that takes a little thinking,simply putl; once 10 mana crystals have been left unspent, some insane plays can be made (if no cards are spent by turn 5, it basically reads: 'gain 10 mana crystals this turn only'
1. To use as a tech card against Ramp Druids. It doesn't completely ruin them, as they have a chance to get their crystals back by destroying this minion, but it might already be too late by then.
2. To synergize with cards like Felguard and Arcane Golem. (Cus we need SOME reason to play Arcane Golem, am I right?)
3. To use your opponents unspent mana crystals. This is the coolest part. In case you haven't noticed, whenever you end your turn with unspent mana crystals, you can still see those crystals on your opponents turn. There hasn't been a purpose for this so far, but that could change if a card like this existed. So on turn 5 you can play this minion and spend all your mana, and then proceed to use your opponent's unspent mana on that same turn.
Technically drawing a card for a cost of a mana crystal is too strong especially given the flexibility of this card as it allows you to play around with left-over mana, however this spell's effect activates only at the end of the turn, denying you the ability to use the cards you drew straight away. That puts some risk on the draw, as you have to surrender your mana, therefore losing tempo etc.
In theory this card could shine most during early turns, where Priests aren't really putting anything on the board, however post turn 4 it becomes a problem as you completely surrender board control (and there's no recoverry like Lightbomb anymore). In that scenario it becomes at worst a slightly better Arcane Intellect, so it doesn't seem too broken. At later turns, giving up 4-5 mana to draw that many cards for your next turn could easily let your opponent to snowball the board, meaning that it'll be hard to abuse late game.
It basically forces your opponent to burn mana just to keep board control. For example, if this is played on turn 1, your opponent needs to play a 1-drop on turn 2 just to get rid of this card, or play a 2-drop, which can be easily killed by Goblin Ninja most of the time.
EDIT: changed the wording into: "At the start of your turn .... " in stead of "Whenever"
EDIT2: capitalized the word "Mana" moved the image a bit because there was text showing in the left corner.
Sticking to the Warlock theme of "Powerful with a drawback".
You can only play this minion on turn 4, since it kills itself if you play it on turn 3, and from then on you won't be able to play on-curve. For the price you pay, you get a powerful 5/7 body with taunt on turn 4.
This will make Handlock/Renolock more viable, as they are weak against aggro, and a big turn 4 taunt that can trade against multiple minions of same cost definitely helps.
You can't see me. Maybe you can hear me laugh, but certainly not see.
Basically, if you are a bit short on cards or simply don't have the right cards at the right moment, this card can protect you a bit. It is not so extremely powerful in my opinion. There are many ways this card can be stopped, and also it is effectively useful if you have nothing better to play and have spare mana. Also, I wanted to makea bit of humor.
Sooo, the idea behind the card was to make a card like Lock and Load or Embrace the Shadow for rogue. It works the same way: you cast the spell, you have a flashy animation like Embrace the Shadow, and when you play a card, you gain the attack first, and then the card is played, it acts like a battlecry.
What you could achieve with such a card: turn 6 two cards combo, 5 attack board clear with Blade Flurry. Turn 3, 4 attack dagger with Deadly Poison. Turn 6, this + tomb pillager, 5 attack dagger and 5/4 on board. Turn 7 leeroy + this = 12 damage combo.
It makes Blade Flurry playable again as a really great board clear, with a much easier set up. Might be a little too op though.
I think the description is clear, but just to give an idea:
1) You play this on Turn 7. You have 2 mana left. You have +2 Spelldamage. Next turn you have 8 mana, so 8 spelldamage. You play a minion for 4 mana. You have now 4 mana left and as such 4 spell damage.
Next turn you have 9 mana. You have +9 spell damage. You cast Star Fire for 5+9 = 14 damage. You have 3 mana left and your spell damage is now +3. That allows you to cast Wrath for 3+3 = 6 ( or 1+3 = 4)
If planned perfectly, it's basically a 0 mana deal 2 damage. It could also be a good card to play for combo like Undercity Valiant.
Just to clarify: you will not gain 3 mana for the rest of the game it does not say gain 3 mana crystals unlike Wild Growth. It will just give you three mana this turn or in other words, it will refill the mana you spent on using this if you met the conditions. Thanks.
While Traveling Merchant doesn't impact the board directly, it's very versatile for players who know how to use it. It allows you to play on curve at all times or to draw into a specific key card. Play it on turn 6 to draw a 7 cost card from your deck on your next turn. e.g. Flamestrike or Twin Emperor or on turn 9/10 for C'Thun. If you don't have an appropriate target in your deck the effect will obviously not trigger.
Play: "Take a look at my wares."
Attack: "Pay up."
Death: "...urgh."
Flavor: "Meet the e-buy of Azeroth."
A card that rewards a Handlock playstyle. By not spending mana in the earlier game, it rewards the player with an early 10 mana play on turn 5 and later (if not mana was spent prior). In the late game it can be used to ramp out alot of mana in a single turn, making for some insane combos, especially with Cho'gall.
This is a risky card for this competion because it is potentially op in the right circumstances, but I really do want to see what people think of the card. It's also a card that takes a little thinking,simply putl; once 10 mana crystals have been left unspent, some insane plays can be made (if no cards are spent by turn 5, it basically reads: 'gain 10 mana crystals this turn only'
REMOVED
Basically, if you play Istvaam on turn 2, the next turn, he will discover a minion that have mana cost of 3, meaning you are always playing on curve.
There are 3 reasons to use this card:
1. To use as a tech card against Ramp Druids. It doesn't completely ruin them, as they have a chance to get their crystals back by destroying this minion, but it might already be too late by then.
2. To synergize with cards like Felguard and Arcane Golem. (Cus we need SOME reason to play Arcane Golem, am I right?)
3. To use your opponents unspent mana crystals. This is the coolest part. In case you haven't noticed, whenever you end your turn with unspent mana crystals, you can still see those crystals on your opponents turn. There hasn't been a purpose for this so far, but that could change if a card like this existed. So on turn 5 you can play this minion and spend all your mana, and then proceed to use your opponent's unspent mana on that same turn.
Hey guys,
Here's my entry for this week, hope you like it.
Design and balance justification:
Technically drawing a card for a cost of a mana crystal is too strong especially given the flexibility of this card as it allows you to play around with left-over mana, however this spell's effect activates only at the end of the turn, denying you the ability to use the cards you drew straight away. That puts some risk on the draw, as you have to surrender your mana, therefore losing tempo etc.
In theory this card could shine most during early turns, where Priests aren't really putting anything on the board, however post turn 4 it becomes a problem as you completely surrender board control (and there's no recoverry like Lightbomb anymore). In that scenario it becomes at worst a slightly better Arcane Intellect, so it doesn't seem too broken. At later turns, giving up 4-5 mana to draw that many cards for your next turn could easily let your opponent to snowball the board, meaning that it'll be hard to abuse late game.
It basically forces your opponent to burn mana just to keep board control. For example, if this is played on turn 1, your opponent needs to play a 1-drop on turn 2 just to get rid of this card, or play a 2-drop, which can be easily killed by Goblin Ninja most of the time.
EDIT: changed the wording into: "At the start of your turn .... " in stead of "Whenever"
EDIT2: capitalized the word "Mana" moved the image a bit because there was text showing in the left corner.
Sticking to the Warlock theme of "Powerful with a drawback".
You can only play this minion on turn 4, since it kills itself if you play it on turn 3, and from then on you won't be able to play on-curve. For the price you pay, you get a powerful 5/7 body with taunt on turn 4.
This will make Handlock/Renolock more viable, as they are weak against aggro, and a big turn 4 taunt that can trade against multiple minions of same cost definitely helps.
Update: Lowered attack to 5 and give it taunt.
You can't see me. Maybe you can hear me laugh, but certainly not see.
Basically, if you are a bit short on cards or simply don't have the right cards at the right moment, this card can protect you a bit. It is not so extremely powerful in my opinion. There are many ways this card can be stopped, and also it is effectively useful if you have nothing better to play and have spare mana. Also, I wanted to makea bit of humor.
'01001110 01100101 01100101 01100101 01110010 01100100 .'
(Which spells 'Neeerd')
Basically, if played turn 4, 6, 8, etc., he becomes a 6/3. If played 3 (With coin), 5, 7, and so on, he becomes a 3/6.
Check out my Ulduar Adventure here!
Sooo, the idea behind the card was to make a card like Lock and Load or Embrace the Shadow for rogue. It works the same way: you cast the spell, you have a flashy animation like Embrace the Shadow, and when you play a card, you gain the attack first, and then the card is played, it acts like a battlecry.
What you could achieve with such a card: turn 6 two cards combo, 5 attack board clear with Blade Flurry. Turn 3, 4 attack dagger with Deadly Poison. Turn 6, this + tomb pillager, 5 attack dagger and 5/4 on board. Turn 7 leeroy + this = 12 damage combo.
It makes Blade Flurry playable again as a really great board clear, with a much easier set up. Might be a little too op though.
My submission for this week, hope you like it! Best of luck to all!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
For the ultimative spell-damage Druid.
I think the description is clear, but just to give an idea:
1) You play this on Turn 7. You have 2 mana left. You have +2 Spelldamage. Next turn you have 8 mana, so 8 spelldamage. You play a minion for 4 mana. You have now 4 mana left and as such 4 spell damage.
Next turn you have 9 mana. You have +9 spell damage. You cast Star Fire for 5+9 = 14 damage. You have 3 mana left and your spell damage is now +3. That allows you to cast Wrath for 3+3 = 6 ( or 1+3 = 4)
If planned perfectly, it's basically a 0 mana deal 2 damage. It could also be a good card to play for combo like Undercity Valiant.
Just to clarify: you will not gain 3 mana for the rest of the game it does not say gain 3 mana crystals unlike Wild Growth. It will just give you three mana this turn or in other words, it will refill the mana you spent on using this if you met the conditions. Thanks.
http://imgur.com/DFtyYGt
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!