My submission for the week. I hope you all like it!
While you have 7 or less mana crystals, he'll just be regular 1 mana 2/1 fodder. However, if you can ramp up or wait until you have 8+ mana crystals, you can get yourself some amazing extra value for that same 1 mana cost! Some great potential when used alongside Savage Roar and/or Fandral Staghelm! Hope you all enjoy.
Changelog Edit: Added Beast tag to the three transformations.
The priest class deserves a good 2 drop and this one might be just right. Even though it might seem to be a straight forward card design, the player faces new choices in terms of just leaving 2 mana unspent instead of using the hero power. Especially in the early game, priests do lack action and might be able to fight for board control with this minion, though it is also not a dead card to top deck in the late game.
A 3 drop option for Paladins that you can actually drop on 3 mana and not feel cheated (compared to Aldor Peacekeeper), although this is possibly a much better lategame card than early game. Could be a good option in N'Zoth Paladin. I gave it decent stats because, while it looks like it has an incredibly powerful effect, if your opponent can kill it before your turn you likely won't see any benefit from it (assuming you spent all your mana the turn you played it). You would also have to kill it before playing anything else to get the full effect on your turn, which could be a detriment, which is why I allowed for 2 Health per Mana Crystal, instead of 1. In a topdeck war, this could give you a much needed health boost to win you the game.
Something to help warrior fight early board control together with Fiery Win Ax. This minion trades decently against many 2 cost, 3/2 minions or juggler.
In late game, he becomes anotherWhirlwind, useful for taking out tokens and activate Patrons due to its cheap cost. Do note that, his ability is NOT a Battlecry, so any existing Rocket Boyz on board will blow up as soon as you reach 7 mana, whether this is helpful or harmful depends on how you set up your board on the turns before.
Flavor: His special rocket launcher can fire 7 rockets a time, but it takes forever to reload.
Compare to Headcrack. The balance might seem a little off, but because of how Druid operates I think it's fair - this card would actually be quite useless in the wrong deck.
Arconus gives you a handicap by destroying your mana crystals, but it reduces the cost of all cards in your deck to compensate. It can set up for great combos later. But you also can't wait too long to play it, because it will not reduce the cost of cards in your hand. This is by design, to balance out the potential power of the combo.
Flavor: Vexallus is an arcane elemental so I thought it would suit the character to do something mana related.
Balance: Could be very powerful in a control heavy meta, but versus certain decks it would be complete thrash.
Info: Whenever you get an extra mana crystal, a mana crystal in your tray will get a number to represent how much total mana you have (other than the text that actually says so). First your mana crystals would get a "2", then when all of them have a 2 on them they would then start getting a "3" etc.
I know Felhound concepts are, like, kind of blase since people like making Felhounds, but come on, Blizzard, make a proper Felhound card already!
In any case, this card is based on the fact that Felhounds drain mana from their enemy, and this is like a mini C'thun-esque effect that kind of represents the Felbound absorbing your enemy's mana and attacking them. It's priced quite high because most of the time your enemy will spend nearly all their mana and 7-mana deal 7 random damage and getting a 4/4 body is pretty decent. Sometimes you probably can deal the full 10 damage, maybe more if your opponent had some Innervate shenanigans going on, which would be great value... but if your opponent is playing a fatigue game and is just hero-powering then you'll be sad.
My submission for the week. I hope you all like it!
While you have 7 or less mana crystals, he'll just be regular 1 mana 2/1 fodder. However, if you can ramp up or wait until you have 8+ mana crystals, you can get yourself some amazing extra value for that same 1 mana cost! Some great potential when used alongside Savage Roar and/or Fandral Staghelm! Hope you all enjoy.
Changelog Edit: Added Beast tag to the three transformations.
Gaining another turn immidietely means:
execute "on the end of your turn" effects, execute "on the beginning of your turn" effects,
Draw a card, gain mana crystal if you have less than 10, refill mana crystals, all minions are ready to attack.
The priest class deserves a good 2 drop and this one might be just right. Even though it might seem to be a straight forward card design, the player faces new choices in terms of just leaving 2 mana unspent instead of using the hero power. Especially in the early game, priests do lack action and might be able to fight for board control with this minion, though it is also not a dead card to top deck in the late game.
A 3 drop option for Paladins that you can actually drop on 3 mana and not feel cheated (compared to Aldor Peacekeeper), although this is possibly a much better lategame card than early game. Could be a good option in N'Zoth Paladin. I gave it decent stats because, while it looks like it has an incredibly powerful effect, if your opponent can kill it before your turn you likely won't see any benefit from it (assuming you spent all your mana the turn you played it). You would also have to kill it before playing anything else to get the full effect on your turn, which could be a detriment, which is why I allowed for 2 Health per Mana Crystal, instead of 1. In a topdeck war, this could give you a much needed health boost to win you the game.
You can find me here! Good luck everyone!
Something to help warrior fight early board control together with Fiery Win Ax. This minion trades decently against many 2 cost, 3/2 minions or juggler.
In late game, he becomes anotherWhirlwind, useful for taking out tokens and activate Patrons due to its cheap cost. Do note that, his ability is NOT a Battlecry, so any existing Rocket Boyz on board will blow up as soon as you reach 7 mana, whether this is helpful or harmful depends on how you set up your board on the turns before.
Flavor: His special rocket launcher can fire 7 rockets a time, but it takes forever to reload.
Flavor text: She's the one always asking, "You gonnna finish that?"
Artwork by TheBoyOfCheese
Once this is cast, your opponent's unspent mana will be spent first, in case it matters.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Compare to Headcrack. The balance might seem a little off, but because of how Druid operates I think it's fair - this card would actually be quite useless in the wrong deck.
Check out my submission to this week's card design contest! (4.03)
I think mage needs a 7 Drop, maybe it can fix it.
My magic will tear you apart!
Arconus gives you a handicap by destroying your mana crystals, but it reduces the cost of all cards in your deck to compensate. It can set up for great combos later. But you also can't wait too long to play it, because it will not reduce the cost of cards in your hand. This is by design, to balance out the potential power of the combo.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
"Drink, Hellscream, claim your destiny. You will all be conquerors."
"And what, Gul'dan, must we give in return?"
"Everything."
Flavor: Vexallus is an arcane elemental so I thought it would suit the character to do something mana related.
Balance: Could be very powerful in a control heavy meta, but versus certain decks it would be complete thrash.
Info: Whenever you get an extra mana crystal, a mana crystal in your tray will get a number to represent how much total mana you have (other than the text that actually says so). First your mana crystals would get a "2", then when all of them have a 2 on them they would then start getting a "3" etc.
I know Felhound concepts are, like, kind of blase since people like making Felhounds, but come on, Blizzard, make a proper Felhound card already!
In any case, this card is based on the fact that Felhounds drain mana from their enemy, and this is like a mini C'thun-esque effect that kind of represents the Felbound absorbing your enemy's mana and attacking them. It's priced quite high because most of the time your enemy will spend nearly all their mana and 7-mana deal 7 random damage and getting a 4/4 body is pretty decent. Sometimes you probably can deal the full 10 damage, maybe more if your opponent had some Innervate shenanigans going on, which would be great value... but if your opponent is playing a fatigue game and is just hero-powering then you'll be sad.
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That's all for this week. Take the next day to review the submissions and up-vote your favorites! =D