i think the flavor is just too good to pass. (the tribe is kinda a joke, it doesnt really do anything). (also, its basiclly my first time, so if the image doesnt work i also have an attachment)
Alter time to cause the last spell you played to be played again! Essentially while this card is in your hand it's text will change depending on what spell was cast last, for example. If you played Fireball last it's text would change to "Deal 6 damage" or if you cast Flame Lance it would change to "Deal 8 damage to a minion". If casted by Yogg-Saron, Hope's End it will fizzle, unless you casted a spell yourself this turn.
This card is similar to Mark of Nature but much more flexible. You can use it as a big buff to finish off your opponent or it can be transformed into an highly defensive play. The card is very good againist control matchups, decent againist mid-range and it can even get value againist aggro decks.
Priest always has nothing to do on turn2. Now Priest, with this minion, can "heal" your opponent's 2 drop minion on turn2. Then kill it by this minion on turn3.
Also, this card has a good synergy with Shadowform.
Very good card if your deck contains mostly big minions. You have to realise though that any kind of buffs won't be applied, so resummoming, for example, Twilight Guardian won't give it taunt. However this seems to be the best aproach to this card: kill the weakest minion of your enemy and the strongest minion of yours, and then play this card. It's heavily understatted, but since you can control the outcome of the effect, it can give you huge swing turns, where you resummon 1/1 for your enemy and Sylvanas for yourself. It could also be used as turn 4 play if your 3 drop was good enough and enemy minion is a 1/1 (or if no enemy minions died at all). And, obviously, resummoning taunt is a really good play against aggro.
For the purpose of AoE the rightmost minion is considered to die last.
My aim was to create something simple yet impactful. I hope you guys like it...
Just some clarifications: The most recent spell refers to both players, giving your opponent more ways to react, but makes it also tricky for him/her to plan out their turns. This card does neither change the cost of your hero power, nor increases the amount of uses.
This card would make discard warlock more interesting. It gives you perfect control of what you summon, but it comes at a high cost. You still cannot control what cards to discard, so this card will have to be used with caution.
You can't stop the signal.
"Well played, well played, well played"
Twitch: https://www.twitch.tv/simplycrazy
i think the flavor is just too good to pass. (the tribe is kinda a joke, it doesnt really do anything). (also, its basiclly my first time, so if the image doesnt work i also have an attachment)
Alter time to cause the last spell you played to be played again! Essentially while this card is in your hand it's text will change depending on what spell was cast last, for example. If you played Fireball last it's text would change to "Deal 6 damage" or if you cast Flame Lance it would change to "Deal 8 damage to a minion". If casted by Yogg-Saron, Hope's End it will fizzle, unless you casted a spell yourself this turn.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
This card is similar to Mark of Nature but much more flexible. You can use it as a big buff to finish off your opponent or it can be transformed into an highly defensive play. The card is very good againist control matchups, decent againist mid-range and it can even get value againist aggro decks.
Synergy with King's Elekk
Worst case scenario: 1/2 Dagger from hero power. Minion becomes 5/6
Best case scenario. 5/2 Gladiators Longbow. Minion becomes 9/6.
Priest always has nothing to do on turn2. Now Priest, with this minion, can "heal" your opponent's 2 drop minion on turn2. Then kill it by this minion on turn3.
Also, this card has a good synergy with Shadowform.
Very good card if your deck contains mostly big minions. You have to realise though that any kind of buffs won't be applied, so resummoming, for example, Twilight Guardian won't give it taunt. However this seems to be the best aproach to this card: kill the weakest minion of your enemy and the strongest minion of yours, and then play this card. It's heavily understatted, but since you can control the outcome of the effect, it can give you huge swing turns, where you resummon 1/1 for your enemy and Sylvanas for yourself. It could also be used as turn 4 play if your 3 drop was good enough and enemy minion is a 1/1 (or if no enemy minions died at all). And, obviously, resummoning taunt is a really good play against aggro.
For the purpose of AoE the rightmost minion is considered to die last.
My aim was to create something simple yet impactful. I hope you guys like it...
Just some clarifications: The most recent spell refers to both players, giving your opponent more ways to react, but makes it also tricky for him/her to plan out their turns. This card does neither change the cost of your hero power, nor increases the amount of uses.
Soulstone
This card would make discard warlock more interesting. It gives you perfect control of what you summon, but it comes at a high cost. You still cannot control what cards to discard, so this card will have to be used with caution.
My idea for a Rogue card
REMOVED
Load q-q-quickly!
If he is the last minion to be played he stealths himself but if you play other minions after him, whichever one is last gets stealth.
legend is like a marriage, one day it'll actually be there.
The effect is mutually inclusive meaning that the cat only deals damage if you have a Secret in play to show your opponent.