Landazar is one of the names for the Archmage hero and is also a Dalaran mage himself. The Freeze effect works just as freezing any character: can't do anything with it for a single turn. New cards drawn aren't affected.
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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?
Short explanation. If he takes one damage, he becomes a 4/4 with 4 additional armor. Afterwards, if you fireball him for 6, he loses 4 armor and 2 health, becoming a 4/2. Thereafter, he gains 4 armor (as he is considered to have lost health due to the fireball), effectively becoming a 4/2 with 4 armor. Rinse and repeat until he dies.
Moral of the story: smack him with 5 damage outright. Otherwise, he'll stick around like a Mountain King should.
As a warlock you often lose some health pretty quickly especially if your control or what not. This provides option of second mass heal by taking their life total. Its balanced because you gain 10 life prior to switching life so even if you had an extremely low life total your opponent still has time to recover.
This minion is inspired by the WCIII minion Troll Berserker (DUH!). It has the following ability in WCIII: Berserk: Causes unit to attack 50% faster, but take 50% more damage.
Summon: "Who you want me kill?" Attack:"It's time for a little blood!" Death:*Deathrattle*
I did Archimonde for this week, a unit and the main antagonist of Warcraft III: Reign of Chaos. The effect he does is based of of the Finger of Death ability which was a non-magical attack he would use. I hope you like it or Archimonde will be sad and not too happy with me...
Based on the Paladin ultimate: "Brings back to life the corpses of 6 friendly nearby units. The spell will choose the most powerful corpses to resurrect if there are more than 6."
Play: "The spirits guide me." Attack: "Return to the earth!" Death: "Death is not the end..."
Flavor: "The first thing initiates learn, is why spirits prefer walking over flying."
Based on the orc unit "Spirit Walker" and their ability "Spirit Link", which links together units and splits damage between them, giving them more individual survivability.
When you play the card and target a Wild Pyromancer, BOTH minions would have 6 health. If you ping one, BOTH would have 5 health. If either of them dies, the other dies with him. The advantages are, that it makes both minions more difficult to kill and gives them more staying power, in particular early in the game against aggro decks. You can for instance attack a Ice Rager with this card and survive, since the damage is essentially split. It also gives you more units to heal, making AoE heals stronger. Lastly, you can use it on an enemy minion and destroy it by killing this card (e.g. giving it taunt or sacrificing it).
Druids lack reliable single target removals (Naturalize and Mulch have huge drawbacks). So this can not only 'eliminate' a threat from your opponent, but also be used on a friendly minion such as Ragnaros the Firelord which will then demand a non-targetable removal from your opponent.
When you use this on a friendly Taunt minion, I believe that the enemy minions can bypass it just like how Stealth works on Taunt minions, because the target is untargetable.
This card is basically used to make the most out of lost cards. It might seem OP but as it has low health and can be silenced, with a hefty mana cost, it seems perfectly balanced.
A huge impact on any board, +2/+2 can go a long way, but you have to let you enemy have a crack at the Tree Of Ages before you can get the powerful effect
Public Mod Note
(Asylum_Rhapsody):
Under Review: Too many lines of text.
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"Moose are dangerous"
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Landazar is one of the names for the Archmage hero and is also a Dalaran mage himself. The Freeze effect works just as freezing any character: can't do anything with it for a single turn. New cards drawn aren't affected.
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...
Short explanation. If he takes one damage, he becomes a 4/4 with 4 additional armor. Afterwards, if you fireball him for 6, he loses 4 armor and 2 health, becoming a 4/2. Thereafter, he gains 4 armor (as he is considered to have lost health due to the fireball), effectively becoming a 4/2 with 4 armor. Rinse and repeat until he dies.
Moral of the story: smack him with 5 damage outright. Otherwise, he'll stick around like a Mountain King should.
As a warlock you often lose some health pretty quickly especially if your control or what not. This provides option of second mass heal by taking their life total. Its balanced because you gain 10 life prior to switching life so even if you had an extremely low life total your opponent still has time to recover.
This minion is inspired by the WCIII minion Troll Berserker (DUH!). It has the following ability in WCIII:
Berserk: Causes unit to attack 50% faster, but take 50% more damage.
Summon: "Who you want me kill?"
Attack: "It's time for a little blood!"
Death: *Deathrattle*
I did Archimonde for this week, a unit and the main antagonist of Warcraft III: Reign of Chaos. The effect he does is based of of the Finger of Death ability which was a non-magical attack he would use. I hope you like it or Archimonde will be sad and not too happy with me...
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
Remember this must have item in Warcraft III???
Balance: High mana cost @ 5 with pretty poor stats (2/5) to make up for the cards effect potential.
Effect: Heals your Hero for same amount of any damage your opponent takes while this card is in play.
Viability: Some new creative healing option for any class.
Have a great day!
Class: Rogue
Type: Spell
Based off of the transmutation spell.
Good luck to everyone this week.
VOTE FOR MY CARD in the Card Creation Competition of the week.
A simple and good 5 Mana Beast for Hunter to play so they don't have to rely on neutral 5 Mana or the lousy Ram Wrangler.
Yes! Hydralisk did appear in WCIII, in the second Nightelf mission hiding behind some trees! Which you can clear and recruit him to your side.
http://wow.gamepedia.com/Hydralisk
The card may look poor at first, but comparing it to Ancient of Lore it has added versatility.
Click here to check out my Custom Cards!
The goblin alchemist is a neutral hero in Warcraft 3 that has an ability called healing spray.
Uhh whoops, guess the 7th one will stay dead.
Based on the Paladin ultimate: "Brings back to life the corpses of 6 friendly nearby units. The spell will choose the most powerful corpses to resurrect if there are more than 6."
Play: "The spirits guide me."
Attack: "Return to the earth!"
Death: "Death is not the end..."
Flavor: "The first thing initiates learn, is why spirits prefer walking over flying."
Based on the orc unit "Spirit Walker" and their ability "Spirit Link", which links together units and splits damage between them, giving them more individual survivability.
When you play the card and target a Wild Pyromancer, BOTH minions would have 6 health. If you ping one, BOTH would have 5 health. If either of them dies, the other dies with him. The advantages are, that it makes both minions more difficult to kill and gives them more staying power, in particular early in the game against aggro decks. You can for instance attack a Ice Rager with this card and survive, since the damage is essentially split. It also gives you more units to heal, making AoE heals stronger. Lastly, you can use it on an enemy minion and destroy it by killing this card (e.g. giving it taunt or sacrificing it).
Druids lack reliable single target removals (Naturalize and Mulch have huge drawbacks). So this can not only 'eliminate' a threat from your opponent, but also be used on a friendly minion such as Ragnaros the Firelord which will then demand a non-targetable removal from your opponent.
When you use this on a friendly Taunt minion, I believe that the enemy minions can bypass it just like how Stealth works on Taunt minions, because the target is untargetable.
mfw his Yogg steals my win
REMOVED
This card is basically used to make the most out of lost cards. It might seem OP but as it has low health and can be silenced, with a hefty mana cost, it seems perfectly balanced.
A huge impact on any board, +2/+2 can go a long way, but you have to let you enemy have a crack at the Tree Of Ages before you can get the powerful effect
"Moose are dangerous"