Best Case Scenario: Play Chen when your hand is full. You get 9 Disciples. Next turn, you can play a Disciple for 4 mana (12-8) and another for 5 mana. So on until your last 2 Disciples will be unplayable because they cost 11 mana.
More Likely Scenario: You have 6 cards in hand. After you play Chen, you get 5 Disciples. Next turn, you can play a Disciple for 8 mana (12-4). Similarly, the last 2 Disciples will be unplayable.
Worst Case Scenario: You play Chen when you have 3 or less cards in hand. The Disciples are unplayable as they cost more than 10 mana.
Flavor Text: Why did Lei Shen's boat sink? It was overloaded!
Hey everyone! It's a new season and I am back again. :)
Gonna introduce a twist that uses Overload mechanism and shapes the game unlike any card before.
Playing Lei Shen requires an absolutely new kind of a control shaman deck that uses cards that have higher Overload, than the mana cost itself. The curretly existing cards are Dust Devil, Forked Lightning and Elemental Destruction. In addition Far Sight benefits Lei Shen as well. The pros of Lei Shen are an absolutely mana dominance in the late game but the cons are that playing Lei Shen requires at least 3 card combo and in addition the following turn you will have all (or all except 1) mana crystals Overloaded. I would be super excited to see an extreme mechanic like this in the game! :)
A weapon for C'Thun Warrior. Since C'Thun starts with 6 Attack, this weapon costs (6) by default. Buffing your C'Thun brings the cost of the weapon down, eventually costing 0 mana when your C'Thun reach 12 Attack, allowing some good tempo play or surprise damage.
All these cards played earlier are only to make his entrance easier:
Somewhat a reverse Edwin VanCleef only instead of playing a lot of cards to make him big he is already big and you play a lot of cards to make him cheap.
"I'm not well equipped to handle these situations with small, confined spaces. I would rather... Wait, are we on? RAWR, me BIG ogre, me SMASH!!!"
SUMMON: Me not have enough legroom! ATTACK: Me take YOUR space! DEATH: What happen?
Note: This card is worded like Nerubian Prophet and works in the same way. The effect can only trigger while in your hand (just like Nerubian Prophet), even though it doesn't say so. It looks weird having "Cost" with a capital C, but once again, that's how it's written.
Edit: Added 'Can't Attack Heroes' to prevent 8 damage suddenly coming out of nowhere (for likely quite a low mana cost).
Basically, once enough Beasts are killed, the Guardian of the Jungle awakens and just comes and kills everyone who dares harm its children. It has Charge because it's a dinosaur like King Krush, Taunt because it's a 'Guardian', and Stealth because it's lurking in the shadows, always watching you. And yes, I know those are contradictory, so you have to choose.
So I possibly got a little over ambitious on this, but I like the idea. I spent almost an hour trying to figure out how to balance this and for those who care I will at least attempt to explain my reasoning following the submission.
'
Put your spoiler here.
So I figured if this were to be played on curve though unlikely, by turn 10 15 minions would be a fair amount to be killed, though I did consider moving it up to 30 mana cost assuming 20 could be killed but against control decks that might not be likely and vs a freeze mage or miracle rogue that number may never be hit.
Next I figured the summon of 6 1/1 Argent squires at 6 mana, though that might be slighly overpowered because SAD is 5 mana for 5 Recruits and they do not have DS. I figured an average cost of a pally weapon at 3 mana, and did my best to try to cancel out the value of the friendly and enemy minions. In most situations this would take up almost if not all of your mana, so the enemy actually gets the first turn to react. I feel this card should be an "Oh Shit" last attempt button to fill the board and through immunity buy one turn to try to turn the tide.
For Holine I looked at the immunity as equivalent to Ice block, and based the buff stats on Murloc Warleader. I also tried to base this entire card on the value one could achieve from Anyfin can happen, minus no charge effects from murlocs. I also do not know if that was correct way to look at it.
For walder the wight. I transferred the immunity to the minions that are summoned upon killing enemy minions.
In both occasions I believe the many minion serves as a taunt and once again provide a final stand. I gave the player a paladin weapon initiative because the card will often use all mana and this provides the player a chance to do something prior to the enemy getting first chance to respond.
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Flavor text: Symptoms include dizziness, fever, chills, roping and BM through the 'Greetings' emote.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Best Case Scenario: Play Chen when your hand is full. You get 9 Disciples. Next turn, you can play a Disciple for 4 mana (12-8) and another for 5 mana. So on until your last 2 Disciples will be unplayable because they cost 11 mana.
More Likely Scenario: You have 6 cards in hand. After you play Chen, you get 5 Disciples. Next turn, you can play a Disciple for 8 mana (12-4). Similarly, the last 2 Disciples will be unplayable.
Worst Case Scenario: You play Chen when you have 3 or less cards in hand. The Disciples are unplayable as they cost more than 10 mana.
Flavor Text: Why did Lei Shen's boat sink? It was overloaded!
Hey everyone! It's a new season and I am back again. :)
Gonna introduce a twist that uses Overload mechanism and shapes the game unlike any card before.
Playing Lei Shen requires an absolutely new kind of a control shaman deck that uses cards that have higher Overload, than the mana cost itself. The curretly existing cards are Dust Devil, Forked Lightning and Elemental Destruction. In addition Far Sight benefits Lei Shen as well. The pros of Lei Shen are an absolutely mana dominance in the late game but the cons are that playing Lei Shen requires at least 3 card combo and in addition the following turn you will have all (or all except 1) mana crystals Overloaded. I would be super excited to see an extreme mechanic like this in the game! :)
May your nets always be full! 🎣
The Coin
A weapon for C'Thun Warrior. Since C'Thun starts with 6 Attack, this weapon costs (6) by default. Buffing your C'Thun brings the cost of the weapon down, eventually costing 0 mana when your C'Thun reach 12 Attack, allowing some good tempo play or surprise damage.
<< vote for my creations
All these cards played earlier are only to make his entrance easier:
Somewhat a reverse Edwin VanCleef only instead of playing a lot of cards to make him big he is already big and you play a lot of cards to make him cheap.
based off of the warlock ability Demonic Gateway
don't question it...
https://www.youtube.com/watch?v=TJs5_s0Fsbs
I always disliked how there was no discard in HS, with good reason. Might as well cost it to be somewhat balanced.
Demonlock Card!
demonic powah!
I Love Memes.
You know what can make Hearthstone a better game? More RNGod!
Pretty boring idea, but it's my first try at creating a card :/
Call now and unlock the dragon inside you!
"I'm not well equipped to handle these situations with small, confined spaces. I would rather... Wait, are we on? RAWR, me BIG ogre, me SMASH!!!"
SUMMON: Me not have enough legroom!
ATTACK: Me take YOUR space!
DEATH: What happen?
Note: This card is worded like Nerubian Prophet and works in the same way. The effect can only trigger while in your hand (just like Nerubian Prophet), even though it doesn't say so. It looks weird having "Cost" with a capital C, but once again, that's how it's written.
This would be a pretty useful tool for control priests. It also helps with joust, and you can't abuse it too much against other control decks.
Edit: Added 'Can't Attack Heroes' to prevent 8 damage suddenly coming out of nowhere (for likely quite a low mana cost).
Basically, once enough Beasts are killed, the Guardian of the Jungle awakens and just comes and kills everyone who dares harm its children. It has Charge because it's a dinosaur like King Krush, Taunt because it's a 'Guardian', and Stealth because it's lurking in the shadows, always watching you. And yes, I know those are contradictory, so you have to choose.
Flavour text: No, his name is not Tarzan.
Why Rogue is my favourite class:
My submission for this week's card design competition.
REMOVED
So I possibly got a little over ambitious on this, but I like the idea. I spent almost an hour trying to figure out how to balance this and for those who care I will at least attempt to explain my reasoning following the submission.
'
Put your spoiler here.
So I figured if this were to be played on curve though unlikely, by turn 10 15 minions would be a fair amount to be killed, though I did consider moving it up to 30 mana cost assuming 20 could be killed but against control decks that might not be likely and vs a freeze mage or miracle rogue that number may never be hit.
Next I figured the summon of 6 1/1 Argent squires at 6 mana, though that might be slighly overpowered because SAD is 5 mana for 5 Recruits and they do not have DS. I figured an average cost of a pally weapon at 3 mana, and did my best to try to cancel out the value of the friendly and enemy minions. In most situations this would take up almost if not all of your mana, so the enemy actually gets the first turn to react. I feel this card should be an "Oh Shit" last attempt button to fill the board and through immunity buy one turn to try to turn the tide.
For Holine I looked at the immunity as equivalent to Ice block, and based the buff stats on Murloc Warleader. I also tried to base this entire card on the value one could achieve from Anyfin can happen, minus no charge effects from murlocs. I also do not know if that was correct way to look at it.
For walder the wight. I transferred the immunity to the minions that are summoned upon killing enemy minions.
In both occasions I believe the many minion serves as a taunt and once again provide a final stand. I gave the player a paladin weapon initiative because the card will often use all mana and this provides the player a chance to do something prior to the enemy getting first chance to respond.