Not only supports Y'Shaarj, Rage Unbound, but the other Old Gods (not to mention the Giants) as well. Just like any other card, its effect only triggers when the game starts, so drawing a 10-or-more-mana card during the mulligan shouldn't count.
I had a few other ones, but I like this one the most. It supports it beefing up Y'Shaarj and the Card Formerly Known As C'Thun. Also, they both can gain Taunt and be placed back in your deck if is destroyed in play. The Card Formally Known As C'Thun can still throw up it's damage when it is played, as it's title is changed.
Aside from the cards that explicitly say "put into the battlefield" on them: Y'Shaarj, Ancestor's Call, Mind Games, Varian, and (kind of) Alarm-o-Bot, it would also include summoning, which can be from Kel'Thuzad, Effigy, Piloted Sky Golem, and Forbidden Shaping.
Here's my idea for this competition. If you put just Y'Shaarj, Rage Unbound in your deck, you're guaranteed to get him and possibly pull something significant, and with cards like Anub'arak in the Rogue's arsenal, you can expect a very interesting archetype taking form. Since it summons a "copy", the original Y'Shaarj, Rage Unbound remains in your deck, giving reason to playing 2 of these.
The general flavor of this card is that this is a Rogue that commits forgery and creates fake replicas of powerful figures, thus the name "Fraudulent Artisan".
Nobody wants to play a 10/10 for 10 if your opponent can just go face. Not only that, but Y'Shaarj, Rage Unbound will also pull minions from your deck which have Taunt.
the idea of this card is make cards summoned by this weapon to be much more valuable with a minor stat reduction to somewhat off set the benefits of taunt and divine shield. the attack of the weapon was done so it can also work with cards such as Upgrade! but the major benefit is to Y'Shaarj giving much more power and usefulness to the cards he summons.
Another change this weapon is instead of the usual emote you get when your hero attacks instead you can hear one these random quotes from Y'shaarj
With each threat unraveled, a step closer to my realm.
Another blemish on your soul.
You will rest in Ny'alotha.
You should kill them all. You must kill them all.
Eyes are the windows to the soul. Shatter them forever.
Pluck their wings. Leave them broken.
Pay the cost of greatness.
All should bow before you. Make them!
All that you have accomplished, all that you have won, yet still you lick the boots of kings.
Carve more slowly, that I may feed.
Embrace your rage.
Caress your fear.
Gorge your hatred.
Voice your doubts.
When you walk among the black forest, you will see.
I can taste the essence of your soul... it is sweet...
As written: "If this minion was played from your deck."
This means the effect will only trigger if pulled/played directly from your deck to the board. A new but simple mechanic enabled from Y'Shaarj, Rage Unbound and such cards alike.
Reasonable stats for a standalone card with a huge and cool impact for the game if triggered. Not the easiest thing to pull of, nor should it be. I'm happy with the result.
Wherever this card is, when a friendly minion dies, gives a floating tentacles effect counting the number of friendly minions that have died (i.e same as C'Thun minions effect)
The premise is simple and hopefully clearly worded too (read it carefully, it doesn't 'GIVE all minions in your deck...'). All minions summoned from your deck will have Taunt and divine shield. There is obvious Synergy with Y'Shaarj, Rage Unbound meaning it will ALWAYS give you a taunt. Great for a control paladin.
Other synergies include Deathlord and adversely Mindgames. I'm not 100% on how Thoughtsteal would interact just yet as in theory the minions when drawn should lose taunt and divine shield. I assume this would be the case for Thoughtsteal too...
Being a paladin card the Taunt and Divine shield fits their theme ala Tirion Fordring.
The problem with Y'Shaarj (and other cards that put minions directly into play, such as Varian Wrynn) is that Battlecries (and Combo and Choose One) aren't activated. Well, what if they were?
Naturally, this works better with cards like Nefarian and Dr. Boom, rather than the iffy proposition of Alexstrasza, but you could use Y'Shaarj much more effectively with this out. And the effect is so specialized that you really don't need to allocate any stats for it, I think.
This card also is designed to work with more than just Y'Shaarj. It synergizes with any card that cheats cards into play or summons them, such as Kel'Thuzad, Alarm-o-Bot, Murloc Knight, Resurrect, Mindgames and Ancestor's Call. With Twilight Herald, you would build a deck centered around cheating cards into play, which would help you get Y'Shaarj out and get the combos going.
In my opinion, making a Y'shaarj deck work doesn't mean to actually buff the card or effect itself, since it's already really strong. The key goal is to actually get to the stage where you can play your big mana minions and survive the turn to make use of them. That's what my card aims to achieve. Help you survive.
Play: "Blood for Blood." Attack: "Give it to me!" Death: "The essence of life... and... death."
To me, the solution to allowing early game cards is to have them early on, and then destrpy them later in the game. All the better to do this to your opponent's deck. This also has the added benefit of increasing the chances of summoning their Old God win condititon.
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If you play him regularly, he's just a vanilla 5/5 for 5. If you get him out with Y'Shaarj (or other hijinks that avoid Battlecries), he becomes a fairly threatening annoyance.
EDIT: The idea behind the flavor here is that he's a really proud guy, but at the same time he's also pretty good at what he does - fighting. Playing him directly from your hand is comparable to him lauding his own strengths - his pride ends up having a negative effect on himself, in the form of silence. However, if you get him on the board via other means, it's comparable to someone else giving him praise, which is well-deserved, and as such he comes into play with all his abilities.
Not only supports Y'Shaarj, Rage Unbound, but the other Old Gods (not to mention the Giants) as well. Just like any other card, its effect only triggers when the game starts, so drawing a 10-or-more-mana card during the mulligan shouldn't count.
I had a few other ones, but I like this one the most. It supports it beefing up Y'Shaarj and the Card Formerly Known As C'Thun. Also, they both can gain Taunt and be placed back in your deck if is destroyed in play. The Card Formally Known As C'Thun can still throw up it's damage when it is played, as it's title is changed.
Flavor text could be:
The card formally known as C'Thun...
Aside from the cards that explicitly say "put into the battlefield" on them: Y'Shaarj, Ancestor's Call, Mind Games, Varian, and (kind of) Alarm-o-Bot, it would also include summoning, which can be from Kel'Thuzad, Effigy, Piloted Sky Golem, and Forbidden Shaping.
It also has sinergy with cards like Deathlord, and I think a +2/2 gives a lot more impact that giving +1/1
Here's my idea for this competition. If you put just Y'Shaarj, Rage Unbound in your deck, you're guaranteed to get him and possibly pull something significant, and with cards like Anub'arak in the Rogue's arsenal, you can expect a very interesting archetype taking form. Since it summons a "copy", the original Y'Shaarj, Rage Unbound remains in your deck, giving reason to playing 2 of these.
The general flavor of this card is that this is a Rogue that commits forgery and creates fake replicas of powerful figures, thus the name "Fraudulent Artisan".
Nobody wants to play a 10/10 for 10 if your opponent can just go face. Not only that, but Y'Shaarj, Rage Unbound will also pull minions from your deck which have Taunt.
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the idea of this card is make cards summoned by this weapon to be much more valuable with a minor stat reduction to somewhat off set the benefits of taunt and divine shield. the attack of the weapon was done so it can also work with cards such as Upgrade! but the major benefit is to Y'Shaarj giving much more power and usefulness to the cards he summons.
Another change this weapon is instead of the usual emote you get when your hero attacks instead you can hear one these random quotes from Y'shaarj
As written: "If this minion was played from your deck."
This means the effect will only trigger if pulled/played directly from your deck to the board. A new but simple mechanic enabled from Y'Shaarj, Rage Unbound and such cards alike.
Reasonable stats for a standalone card with a huge and cool impact for the game if triggered. Not the easiest thing to pull of, nor should it be. I'm happy with the result.
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
I see this as a way to fend off early aggression and potentially get your Y'Shaarj, Rage Unbound out a little bit quicker.
The premise is simple and hopefully clearly worded too (read it carefully, it doesn't 'GIVE all minions in your deck...'). All minions summoned from your deck will have Taunt and divine shield. There is obvious Synergy with Y'Shaarj, Rage Unbound meaning it will ALWAYS give you a taunt. Great for a control paladin.
Other synergies include Deathlord and adversely Mindgames. I'm not 100% on how Thoughtsteal would interact just yet as in theory the minions when drawn should lose taunt and divine shield. I assume this would be the case for Thoughtsteal too...
Being a paladin card the Taunt and Divine shield fits their theme ala Tirion Fordring.
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Flavor: And that's why you don't mess with a Titan.
Advantages:
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The problem with Y'Shaarj (and other cards that put minions directly into play, such as Varian Wrynn) is that Battlecries (and Combo and Choose One) aren't activated. Well, what if they were?
Naturally, this works better with cards like Nefarian and Dr. Boom, rather than the iffy proposition of Alexstrasza, but you could use Y'Shaarj much more effectively with this out. And the effect is so specialized that you really don't need to allocate any stats for it, I think.
This card also is designed to work with more than just Y'Shaarj. It synergizes with any card that cheats cards into play or summons them, such as Kel'Thuzad, Alarm-o-Bot, Murloc Knight, Resurrect, Mindgames and Ancestor's Call. With Twilight Herald, you would build a deck centered around cheating cards into play, which would help you get Y'Shaarj out and get the combos going.
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In my opinion, making a Y'shaarj deck work doesn't mean to actually buff the card or effect itself, since it's already really strong. The key goal is to actually get to the stage where you can play your big mana minions and survive the turn to make use of them. That's what my card aims to achieve. Help you survive.
Play: "Blood for Blood."
Attack: "Give it to me!"
Death: "The essence of life... and... death."
To me, the solution to allowing early game cards is to have them early on, and then destrpy them later in the game. All the better to do this to your opponent's deck. This also has the added benefit of increasing the chances of summoning their Old God win condititon.
GENERATION 40: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a social experiment.
If you play him regularly, he's just a vanilla 5/5 for 5. If you get him out with Y'Shaarj (or other hijinks that avoid Battlecries), he becomes a fairly threatening annoyance.
EDIT: The idea behind the flavor here is that he's a really proud guy, but at the same time he's also pretty good at what he does - fighting. Playing him directly from your hand is comparable to him lauding his own strengths - his pride ends up having a negative effect on himself, in the form of silence. However, if you get him on the board via other means, it's comparable to someone else giving him praise, which is well-deserved, and as such he comes into play with all his abilities.
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!
edit: sry, img trouble