The purpose of this card is to deny your opponent the ability to play more than 1 minion at a time. Unless your opponent can buff these minions so they can attack (Abusive Sergeant, Power Overwhelming, etc) the only way your opponent can get rid of them is to waste their own damage spells on them. However, if your opponent has a card that buffs all minions (Bloodlust, Stormwind Champion, etc) then you totally screwed yourself.
Like a Confessor Paletress in weapon form.
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This card is based off of when Nozdormu observes the possible timelines of Azeroth and sees one whereDeathwing has destroyed it and now is a desolate land. The card is more of a Hail Mary card than anything, and it is very hard to pull off.
After it's played at the end of each turn a dark portal would burst out of the ground and a minion would spawn in with a redish light animation. I love the random minion summoning effects mages have and this card gives both players the chance to enjoy the fun! RNGesus save your soul.
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My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Referring to Caverns of Time, home of Bronze Dragonflight and a time-space hub containing portals to various eras and places of historical importance.
Greatly speeding up the game symbolizes the time shenanigans while providing an actual value for the gameplay. Be it in a Freeze Mage to collect all the combo pieces more quickly, in Tempo Mage who usually benefits from draw more than the opponent, or even allowing a new achetype of Mill Mage.
The board changing is just a visual eye-candy that represents moving through space (I'm not sure how hard or if even possible would this be to program, but hey, that's not my part of the deal).
A Little kick to mage spells. Possibly bringing back potentially freeze mage a bit. I think a great play to make with this is use it and don't have it get destroyed and punish them next turn or even do something along the lines of thaurissan'd frostbolt ice lance ice lance for some serious damage (thats 20 damage which is a pretty good win condition). Also has a better chance of staying around compared to malygos but keeps away the broken interactions by limiting it to only 3 spells getting a huge boost.
This is based off of how Gul'dan corrupted Shadowmoon Valley, turning it into the hellish place you see in Outland. He summoned the Hand of Gul'dan, the giant volcano in its center, himself. You can see a vision of him doing this in The Burning Crusade. I think this makes sense as a legendary card, because it's a one time thing. You don't corrupt Shadowmoon Valley twice. And it is a pretty significant world event. As such, it would have really cool animations, where a volcano would appear on the board. In fact, this spell would convert the game board into a new Shadowmoon Valley one. The Hand of Gu'dan volcano would appear the lower left part of the board and erupt, spewing green flames that damage all minions and alter the scenery. It also creates an ongoing effect, where the volcano erupts at the end of every turn, damaging two random minions.
This is a legendary pun and will surely start a new Paladin archetype: Vanilladin. That's two puns for the price of one. Extraordinary!
Here are the minions that would be buffed: Wisp, Murloc Tinyfin, Murloc Raider, River Crocolisk, Puddlestomper, Duskboar, Bloodfen Raptor, Spider Tank, Magma Rager, Ice Rager, Am'gam Rager, Oasis Snapjaw, Lost Tallstrider, Chillwind Yeti, Salty Dog, Pit Fighter, Boulderfist Ogre, War Golem, Core Hound, Captured Jormungar, Eldritch Horror, Faceless Behemoth
Edit: Removed non-Paladin minions from the example list.
Tired of waiting on Elise and the rest of the Explorers, then take matters into your own hands and get that Golden Monkey yourself! But at a cost...
Flavor: "Bet Elise Starseeker never thought of that!"
What Happens When Mech's Meet an Old God...
The purpose of this card is to deny your opponent the ability to play more than 1 minion at a time. Unless your opponent can buff these minions so they can attack (Abusive Sergeant, Power Overwhelming, etc) the only way your opponent can get rid of them is to waste their own damage spells on them. However, if your opponent has a card that buffs all minions (Bloodlust, Stormwind Champion, etc) then you totally screwed yourself.
Like a Confessor Paletress in weapon form.
A defensive warrior shield that gives you armor whenever their minions smorc your face.
When you play it, it transforms you like jaaraxus or executus
the links of the card are this
http://www.hearthcards.net/cards/9542f124.png
http://imgur.com/8vJPqzP
My Submission: Shadow of the Void (Legendary Spell) - Deal 3 damage. If the target survives, summon a Voidwalker.
The contrast of Light of the Naaru.
http://i.imgur.com/77xfhle.png
Everybody, get in here!
Real hunters takes an aim.
This card is based off of when Nozdormu observes the possible timelines of Azeroth and sees one whereDeathwing has destroyed it and now is a desolate land. The card is more of a Hail Mary card than anything, and it is very hard to pull off.
Click here to check out my Custom Cards!
"Mages make the best portals! just ask medivh!"
After it's played at the end of each turn a dark portal would burst out of the ground and a minion would spawn in with a redish light animation. I love the random minion summoning effects mages have and this card gives both players the chance to enjoy the fun! RNGesus save your soul.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
REMOVED
The effect is based on Shadowmourne's in-game ability of draining soul fragments - translated into attack - until it unleashes them into Chaos Bane.
Referring to Caverns of Time, home of Bronze Dragonflight and a time-space hub containing portals to various eras and places of historical importance.
Greatly speeding up the game symbolizes the time shenanigans while providing an actual value for the gameplay. Be it in a Freeze Mage to collect all the combo pieces more quickly, in Tempo Mage who usually benefits from draw more than the opponent, or even allowing a new achetype of Mill Mage.
The board changing is just a visual eye-candy that represents moving through space (I'm not sure how hard or if even possible would this be to program, but hey, that's not my part of the deal).
A Little kick to mage spells. Possibly bringing back potentially freeze mage a bit. I think a great play to make with this is use it and don't have it get destroyed and punish them next turn or even do something along the lines of thaurissan'd frostbolt ice lance ice lance for some serious damage (thats 20 damage which is a pretty good win condition). Also has a better chance of staying around compared to malygos but keeps away the broken interactions by limiting it to only 3 spells getting a huge boost.
It's like a reverse gorehowl but better.
This is based off of how Gul'dan corrupted Shadowmoon Valley, turning it into the hellish place you see in Outland. He summoned the Hand of Gul'dan, the giant volcano in its center, himself. You can see a vision of him doing this in The Burning Crusade. I think this makes sense as a legendary card, because it's a one time thing. You don't corrupt Shadowmoon Valley twice. And it is a pretty significant world event. As such, it would have really cool animations, where a volcano would appear on the board. In fact, this spell would convert the game board into a new Shadowmoon Valley one. The Hand of Gu'dan volcano would appear the lower left part of the board and erupt, spewing green flames that damage all minions and alter the scenery. It also creates an ongoing effect, where the volcano erupts at the end of every turn, damaging two random minions.
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