I was trying to create a flavorful warlock card where you tap so much that you can no longer tap. I think it opens up possibilities to create unique decks to replace your hero power with cards such as Renounce Darkness and Sir Finley Mrrgglton and gain card advantage as well.
Flavor: "Little known fact, if they survive your hero becomes Ragnaros, Lightlord"
The "Ragnaros the Firelord Hero" is the same as created by Majordomo Executus. I wanted to create a fun card that gives a second chance to... "The Huge Succsess" of Majordomo Executus. Wrath of the Firelord allows a more proactive way to summon everyone's favorite fire-slinging elemental . With this being a Warrior card allowing for Armor gain after the transformation making your hero more sustainable. But if cast by Yogg good luck surviving with 8 health!
Flavour Text: Never call it 'Brain Swap' to a Priest. They hate that.
Why yes, if this gets cast with nothing but yog in play, they get yog, you get nothing and they also get the rest of the spells that yog has left to cast.
This would be particularly bad played by Yogg because one of the best things about him is how he plays Secrets for you. Not only do you lose that benefit, but you also have a good chance of filling your hand with them meaning all the card draw spells Yogg casts burns your cards and leaves you with random Secrets from another class that probably have no synergy with your class.
I was thinking this spell fits which class best. Warrior would be too cheesy because of Armor. Mage too, because of Ice Block. So I thought Priest might be the best fit because Flash Heal your Hero after casting this might make it work. Yogg casting this on your Hero will be devastating because most likely you'll die to any damage if you do not get a heal.
Shadowstep meets Sap. Should be good in aggro decks as taunt removal or in any deck as hard removal for 9/10-drops. Outcome with Yogg is most likely worse than better for you.
It's bad coming out of Yogg because there are many spells that deal damage exclusively to enemies (Avenging Wrath, Flamestrike, etc.). In an actual deck, it could be used as a way to turn enemy deathrattles that do damage against their owner, as well as prevent damage from spells for the following turn.
A card can be used on fatigue condition, such as transforming the card draws into health. It can also make a crazy combo with Auchenai Soulpriest or Embrace the Shadow.
However, it will pretty sure be a disaster when Yogg-Saron cast this. You will lose your hand and the healing target is random.
Worst case... Yogg casts Astral Communion, removing your hand. Casts Rampant Growth and you have nothing to do with your extra 4 mana except Hero Power. Limited to 9 mana on the next turn.
The usual application for this would be probably Freeze Mage, as their only concern is to draw all the pieces as soon as possible and usually have a free spot in their deck. If used on its own, it's delayed 4 mana draw 2 cards (you always draw one at the start of your turn) which is not that good, but if you draw at least one more card (Loot Hoarder, Acolyte of Pain) you're getting the value back. Or you could use this with Arcane Intellect for 2 now - 6 later refill if you're running low on resources.
The disadvantage of this being used by Yogg is that considering how often he draws you cards and how late in the game you play him, this would screw you over more often that not. Even if Yogg is the last card in your hand, if you draw at least 3 cards (which is quite common) you're already burning 2 cards (4 drawn in total, 1 used, you'll get 8 next turn and you draw 1 as usual). And it's not unlikely he draws you more.
Ancient Curse. If you did not play cards before summoning Yogg, Combo would not trigger so you would potentially deal 21 damage to your hero without any upsides at all.
The card draw is there because if this effect cost 2 mana, it would be bonkers in freeze mage, and 3 mana is obviously out of question. At 4, it makes a meaningful decision whether to run this or nova, as this helps freeze mages get their win condition earlier, but costs 1 more mana (that's important against zoo crap) and also freezes that one acolyte or something. In its essence, this card has two almost strictly beneficial effects in constructed, which both turn into major downsides if yogg casts this spell.
Time for Warrior to jump on the RNG train. The card it self is one of those, either really good or really disastrous. Hard to tell which one is more likely to happen, though the downside* is really harsh(i.e Yogg wipes the whole board, you lose 2 cards). Which makes me happy with the result.
(*Cards destroyed gets revealed for both players upon destruction)
"He just kept going and going and going..."
I was trying to create a flavorful warlock card where you tap so much that you can no longer tap. I think it opens up possibilities to create unique decks to replace your hero power with cards such as Renounce Darkness and Sir Finley Mrrgglton and gain card advantage as well.
Flavor: "Little known fact, if they survive your hero becomes Ragnaros, Lightlord"
The "Ragnaros the Firelord Hero" is the same as created by Majordomo Executus. I wanted to create a fun card that gives a second chance to... "The Huge Succsess" of Majordomo Executus. Wrath of the Firelord allows a more proactive way to summon everyone's favorite fire-slinging elemental . With this being a Warrior card allowing for Armor gain after the transformation making your hero more sustainable. But if cast by Yogg good luck surviving with 8 health!
What Happens When Mech's Meet an Old God...
Flavour Text: Never call it 'Brain Swap' to a Priest. They hate that.
Why yes, if this gets cast with nothing but yog in play, they get yog, you get nothing and they also get the rest of the spells that yog has left to cast.
The Tactician Class (LOE Complete!)
Whoops, missed one! Sorry about that...
This would be particularly bad played by Yogg because one of the best things about him is how he plays Secrets for you. Not only do you lose that benefit, but you also have a good chance of filling your hand with them meaning all the card draw spells Yogg casts burns your cards and leaves you with random Secrets from another class that probably have no synergy with your class.
Check out The Inn: Hearthstone Group
You know Yogg is slow itself.
The Coin
My submission this week:
/*If there's more than 10 cards in your deck, discard until 10*/
Combo with Embrace the Shadow and Auchenai Soulpriest, the board clear that Priest needs in standard.
THERE IS NO GAME.
A wise man once said "don't be salty, be cool" "My Weekly Card Design Competition entry below"
I was thinking this spell fits which class best. Warrior would be too cheesy because of Armor. Mage too, because of Ice Block. So I thought Priest might be the best fit because Flash Heal your Hero after casting this might make it work. Yogg casting this on your Hero will be devastating because most likely you'll die to any damage if you do not get a heal.
Shadowstep meets Sap. Should be good in aggro decks as taunt removal or in any deck as hard removal for 9/10-drops. Outcome with Yogg is most likely worse than better for you.
It's bad coming out of Yogg because there are many spells that deal damage exclusively to enemies (Avenging Wrath, Flamestrike, etc.). In an actual deck, it could be used as a way to turn enemy deathrattles that do damage against their owner, as well as prevent damage from spells for the following turn.
Why Rogue is my favourite class:
My submission for this week's card design competition.
A card can be used on fatigue condition, such as transforming the card draws into health. It can also make a crazy combo with Auchenai Soulpriest or Embrace the Shadow.
However, it will pretty sure be a disaster when Yogg-Saron cast this. You will lose your hand and the healing target is random.
Worst case... Yogg casts Astral Communion, removing your hand. Casts Rampant Growth and you have nothing to do with your extra 4 mana except Hero Power. Limited to 9 mana on the next turn.
The usual application for this would be probably Freeze Mage, as their only concern is to draw all the pieces as soon as possible and usually have a free spot in their deck. If used on its own, it's delayed 4 mana draw 2 cards (you always draw one at the start of your turn) which is not that good, but if you draw at least one more card (Loot Hoarder, Acolyte of Pain) you're getting the value back. Or you could use this with Arcane Intellect for 2 now - 6 later refill if you're running low on resources.
The disadvantage of this being used by Yogg is that considering how often he draws you cards and how late in the game you play him, this would screw you over more often that not. Even if Yogg is the last card in your hand, if you draw at least 3 cards (which is quite common) you're already burning 2 cards (4 drawn in total, 1 used, you'll get 8 next turn and you draw 1 as usual). And it's not unlikely he draws you more.
Ancient Curse. If you did not play cards before summoning Yogg, Combo would not trigger so you would potentially deal 21 damage to your hero without any upsides at all.
You gon be milling some cards.
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The card draw is there because if this effect cost 2 mana, it would be bonkers in freeze mage, and 3 mana is obviously out of question. At 4, it makes a meaningful decision whether to run this or nova, as this helps freeze mages get their win condition earlier, but costs 1 more mana (that's important against zoo crap) and also freezes that one acolyte or something. In its essence, this card has two almost strictly beneficial effects in constructed, which both turn into major downsides if yogg casts this spell.
Time for Warrior to jump on the RNG train. The card it self is one of those, either really good or really disastrous. Hard to tell which one is more likely to happen, though the downside* is really harsh(i.e Yogg wipes the whole board, you lose 2 cards). Which makes me happy with the result.
(*Cards destroyed gets revealed for both players upon destruction)
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba