Whispers of the Shadows is meant to make Shadowform more usable again. It combines the use of Shadow Magic with the Whispers of the Old Gods, corrupting the priest to deal alot of indiscriminate damage while harming himself and the opponent in the process. The damage dealt to you from this card is easily mitigated by all the healing spells a priest has. Its cost is meant to reflect Jaraxxus,giving an overpowered Hero Power, with a cost.
In essence a Pyroblast for priest. It does have it's own pre-requisite, playing in Shadowform.
A card like this would most likely see the return of Shadowform Priest to the game. By design that is ALL it also, which makes it fairly balanced. Like all heavy cards, has great synergies with the massively underrated Naga Sea Witch (in that instance it would cost 5 mana, whether you are in shadowform or not).
I've always wanted a card that interacts with Shadowform.. This is my attempt at it!
The way this would work is each player trades everything with their opponent: life totals, decks, heroes, hands, and minions. Give the priest a last ditch escape plan in keeping with the mind control cards.
At first, this card may not seem playable at all because The Coin doesn't work on turn ten, but this card is very good in rogue decks that go to turn ten and up when the coin hasn't been used the whole game. This minion at turn ten can be played in exchange for using the coin, which at turn ten is almost always useless. Not only can this card be used as a 12/12 on turn ten like Deathwing, Dragonlord but with synergy with cards like Cutpurse and Tomb Pillager because this 12/12 with luck, can be played on turn 5. if you go second, and get one of the coin producing cards before turn 5, you will be able to play 2 coins which will give you 7 mana, and reduce this card by 6. so you have a 5 mana 12/12. This is balanced because the coin cannot be used for better tempo plays. Also, people will be able to play around Bilgewater Cartel by not killing the tomb pillager or not letting Cutpurse attack. Also hard removal is very common at this stage because not many big minions are worthy of hard removal so playing this against a mage or a shaman is a high risk, high reward play.
Note: If the cost is reduced, it will base the healing cost of that amount, so using a Naga Sea Witch and playing this card will only restore 5 health to your hero. If an enemy Loatheb is used and you discard the card, it will restore 20 health instead.
My ultimate goal of this card was to make one that wasn't a reducing cost effect, and I feel that it was achieved with this design.
This card would work amazingly in mill decks. In particular, Rogue came to mind with card copying and return to hand effects, such as Shadowstep, Shadowcaster, Gang Up, and potentially Thistle Tea. This is even viable in mill druid decks because of the synergy with Brann Bronzebeard.
A powerful late-game warlock legendary that is made playable by card draw and heals to encourage frequent tapping to actually play it. I had ideas of handlock, reno and elise all bouncing around in my head at the time.
So if you have an Azure Drake in play, this minion costs 11 Mana. If both players have 1 Azure Drake in play, thus totaling 2 Spell Damage on board, this minion costs 10 Mana. Etc.
This can be useful, because it can be played for free and you can bring your Alex, Antonidas or anything you need back to game.
Timber Wolf
Whispers of the Shadows is meant to make Shadowform more usable again. It combines the use of Shadow Magic with the Whispers of the Old Gods, corrupting the priest to deal alot of indiscriminate damage while harming himself and the opponent in the process. The damage dealt to you from this card is easily mitigated by all the healing spells a priest has. Its cost is meant to reflect Jaraxxus,giving an overpowered Hero Power, with a cost.
In essence a Pyroblast for priest. It does have it's own pre-requisite, playing in Shadowform.
A card like this would most likely see the return of Shadowform Priest to the game. By design that is ALL it also, which makes it fairly balanced. Like all heavy cards, has great synergies with the massively underrated Naga Sea Witch (in that instance it would cost 5 mana, whether you are in shadowform or not).
I've always wanted a card that interacts with Shadowform.. This is my attempt at it!
>>>Check out my Latest Card Design Competition Entry<<<
Kalecgos
Ambassador of the Blue Dragonflight and Steward of Magic
Lights Justice is finally viable Kappa
The way this would work is each player trades everything with their opponent: life totals, decks, heroes, hands, and minions. Give the priest a last ditch escape plan in keeping with the mind control cards.
At first, this card may not seem playable at all because The Coin doesn't work on turn ten, but this card is very good in rogue decks that go to turn ten and up when the coin hasn't been used the whole game. This minion at turn ten can be played in exchange for using the coin, which at turn ten is almost always useless. Not only can this card be used as a 12/12 on turn ten like Deathwing, Dragonlord but with synergy with cards like Cutpurse and Tomb Pillager because this 12/12 with luck, can be played on turn 5. if you go second, and get one of the coin producing cards before turn 5, you will be able to play 2 coins which will give you 7 mana, and reduce this card by 6. so you have a 5 mana 12/12. This is balanced because the coin cannot be used for better tempo plays. Also, people will be able to play around Bilgewater Cartel by not killing the tomb pillager or not letting Cutpurse attack. Also hard removal is very common at this stage because not many big minions are worthy of hard removal so playing this against a mage or a shaman is a high risk, high reward play.
Note: If the cost is reduced, it will base the healing cost of that amount, so using a Naga Sea Witch and playing this card will only restore 5 health to your hero. If an enemy Loatheb is used and you discard the card, it will restore 20 health instead.
My ultimate goal of this card was to make one that wasn't a reducing cost effect, and I feel that it was achieved with this design.
This card would work amazingly in mill decks. In particular, Rogue came to mind with card copying and return to hand effects, such as Shadowstep, Shadowcaster, Gang Up, and potentially Thistle Tea. This is even viable in mill druid decks because of the synergy with Brann Bronzebeard.
A powerful late-game warlock legendary that is made playable by card draw and heals to encourage frequent tapping to actually play it. I had ideas of handlock, reno and elise all bouncing around in my head at the time.
Basically replaces two of your cards with Mountain Giants. Definitely can build a deck around it or even just as a late-game topdeck to get two 8/8's.
So if you have an Azure Drake in play, this minion costs 11 Mana. If both players have 1 Azure Drake in play, thus totaling 2 Spell Damage on board, this minion costs 10 Mana. Etc.
Provides some kind of a "control" Rogue lacks late game.
Let's give Stealth rogue some more love
In some rare scenarios this could evolve into Mountain Giant