Mages fall under the category of "NOT a class to trade health for removal" but the design here is simple. This is two Frostbolts for the price of 3 mana. An upside is that it only takes up one card slot, while a downside is that this card doesn't get amplified by Spell Damage, a key word seen in many Mage decks. It is still a weapon, so it costs Health to use, opposed to Frostbolt.
I wanted to make a 3 cost weapon for Mages so they can combo with Animated Armor the following turn. I believe that Mages will never get a 3 cost or less weapon BECAUSE of this potential combo, but that's not the point. Just making it for the contest!
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The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
I wanted to make a card with one of the new cool artifact weapons from WoW so i decided to do the Discipline Priest one. Works like a repeating Shadow Madness.
This is what Control Priest needs to survive the early game. It basically reflects damage back to the attacker.
(Ex. 3/2 Flame Imp attacks face, you take 3 damage but reflect 3 damage back to the Flame Imp, destroying it.) With cards like Priest of the Feast, healing that damage will be a piece of cake!
Hello Everybody! In honor of the new World of Warcraft: Legion expansion, I figured I'd make the artifact weapons that came with it! I also love Priest, and since the class is in need of some pretty powerful cards, I figured "why not?".
Anyway, these artifacts are meant to powerful, late game weapons that support a particular style of Priest play. However, in order to get one of these weapons, you need the appropriate spell card.
These weapons are POWERFUL, and possibly even WAY over the top. In order to equip one, not only do you have to choose only one of the 3 artifacts, it will also cost a combined 10 mana in order to equip them. What are these artifacts? Well...
First we have Xal'atath, The Blade of the Black Empire! Even though Priests are not usually aggressive, they do have their moments, and this weapon helps compliment that. You choose this when you say to yourself "I need to end this game." And what better way of doing that than embracing the shadow, and ripping your enemy to shreds? However, if your opponent is still alive once this weapon finally breaks, you'll cause even more nightmares for them by taking control of one their minions.
Next we have T'uure, The Beacon of the Naaru! Like I said, Priests are not usually aggressive. In fact, most of them like to sit back, and heal through all of the damage they take. This weapon does exactly that. The heal at first is not impressive, but over time, it gets more and more potent. By the time you are down to only 1 durability on this weapon, your next attack will heal you completely, with a whopping 32 health healed. Take that Reno!
And lastly, we have Light's Wrath! Sometimes, you can't decide whether to be defensive or aggressive, so why not try something with a little bit of both? This weapon makes your minions harder to kill, but it also makes them far more dangerous. If you happen to have a board full of minions, this weapon's effect will give you a stunning +7 Spell Damage, and it only gets better with every attack! Malygos, eat your heart out.
Pretty straightforward card. Gives you an additional tool for a Spell Damage deck. Turn 2 into Kobold Geomancer or Bloodmage Thanos gives you a 2/3, for however long you can keep those minions alive. Spell Damage heavy decks (if they were to ever exist) could potentially abuse the crap out of this card (Ancient Mage might even see play...). The easiest play to make for guaranteed value is Turn 10 Malygos + Arcane Hilt to deal an instant 6 damage to a target. Almost entirely dead card in decks without Spell Damage minions (or those with too few to be consistent).
A Mortal Coil-esque minigame for Priests, which have lots of ways of manipulating health and attack (on your minions) in both directions. My balance concerns in spoilers:
The card is very much high-risk high-reward. The potential for gigantic values swings is obviously there, if you can get three-four "last hits" on 5+ mana minions. But the "last hit" is far from trivial to set up, especially on those higher-cost larger-health minions you'd really like to steal, it's low impact against more aggressive starts (you won't always have the luxury of running minions and your face into 4 mana 7/7s), and it's kind of horrendous in any top-deck scenario.
The card on the left is collectible. When it dies, it equips itself as your weapon. The weapon has no attack, but it improves your attack, as a Druid. You use it by attacking with your Hero Power, or a spell like Claw. It provides some much needed hard removal for Druid. Like other Druid removal, it has downsides, in that you need to attack the minion you want to kill with your Hero, and you can't go around Taunt.
There are several reasons I didn't make the weapon collectible. First, getting it from a Deathrattle means you have less control over when you get the weapon, and also gives your opponent a head's up that this is coming out. This also justifies making a high attack, low health minion, which would be terrible without a good Deathrattle. It's also part of the lore here. My card is supposed to represent a creature that symbiotically combines with your hero to augment your attack. Just casting it as a weapon wouldn't make sense as a representation of that idea. I also just dislike the idea of making a collectible Druid weapon.
Mages fall under the category of "NOT a class to trade health for removal" but the design here is simple. This is two Frostbolts for the price of 3 mana. An upside is that it only takes up one card slot, while a downside is that this card doesn't get amplified by Spell Damage, a key word seen in many Mage decks. It is still a weapon, so it costs Health to use, opposed to Frostbolt.
I wanted to make a 3 cost weapon for Mages so they can combo with Animated Armor the following turn. I believe that Mages will never get a 3 cost or less weapon BECAUSE of this potential combo, but that's not the point. Just making it for the contest!
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Thought Cenarius' claw was a cool idea. I wanted to make use of the Druid's "Choose One" mechanic.
Who doesn't miss Dr. Boom.. Well, I made this counterpart.
Let Chaos Ensue! Hehehahahahahehe!
>>>Check out my Latest Card Design Competition Entry<<<
I wanted to make a card with one of the new cool artifact weapons from WoW so i decided to do the Discipline Priest one. Works like a repeating Shadow Madness.
Edit: I tightened up the card text.
legend is like a marriage, one day it'll actually be there.
Different way to draw card with a delayed effect.
Combo with Imp Gang Boss, Forbidden Ritual ,Possessed Villager, Dreadsteed and Void Terror.
Making Deathrattle minions more viable for warlocks, N'Zoth, the Corruptor warlock anyone?
This is what Control Priest needs to survive the early game. It basically reflects damage back to the attacker.
(Ex. 3/2 Flame Imp attacks face, you take 3 damage but reflect 3 damage back to the Flame Imp, destroying it.) With cards like Priest of the Feast, healing that damage will be a piece of cake!
I basically wanted to make a card that was undercosted but has a downside.
I've really missed the Vol'jin effect for Shadowform priest...
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
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Hello Everybody! In honor of the new World of Warcraft: Legion expansion, I figured I'd make the artifact weapons that came with it! I also love Priest, and since the class is in need of some pretty powerful cards, I figured "why not?".
Anyway, these artifacts are meant to powerful, late game weapons that support a particular style of Priest play. However, in order to get one of these weapons, you need the appropriate spell card.
These weapons are POWERFUL, and possibly even WAY over the top. In order to equip one, not only do you have to choose only one of the 3 artifacts, it will also cost a combined 10 mana in order to equip them. What are these artifacts? Well...
First we have Xal'atath, The Blade of the Black Empire! Even though Priests are not usually aggressive, they do have their moments, and this weapon helps compliment that. You choose this when you say to yourself "I need to end this game." And what better way of doing that than embracing the shadow, and ripping your enemy to shreds? However, if your opponent is still alive once this weapon finally breaks, you'll cause even more nightmares for them by taking control of one their minions.
Next we have T'uure, The Beacon of the Naaru! Like I said, Priests are not usually aggressive. In fact, most of them like to sit back, and heal through all of the damage they take. This weapon does exactly that. The heal at first is not impressive, but over time, it gets more and more potent. By the time you are down to only 1 durability on this weapon, your next attack will heal you completely, with a whopping 32 health healed. Take that Reno!
And lastly, we have Light's Wrath! Sometimes, you can't decide whether to be defensive or aggressive, so why not try something with a little bit of both? This weapon makes your minions harder to kill, but it also makes them far more dangerous. If you happen to have a board full of minions, this weapon's effect will give you a stunning +7 Spell Damage, and it only gets better with every attack! Malygos, eat your heart out.
Druid weapon
\(-_-)/
Flavour Text: Careful what end you grab it from.
Pretty straightforward card. Gives you an additional tool for a Spell Damage deck. Turn 2 into Kobold Geomancer or Bloodmage Thanos gives you a 2/3, for however long you can keep those minions alive. Spell Damage heavy decks (if they were to ever exist) could potentially abuse the crap out of this card (Ancient Mage might even see play...). The easiest play to make for guaranteed value is Turn 10 Malygos + Arcane Hilt to deal an instant 6 damage to a target. Almost entirely dead card in decks without Spell Damage minions (or those with too few to be consistent).
A Mortal Coil-esque minigame for Priests, which have lots of ways of manipulating health and attack (on your minions) in both directions. My balance concerns in spoilers:
The card is very much high-risk high-reward. The potential for gigantic values swings is obviously there, if you can get three-four "last hits" on 5+ mana minions. But the "last hit" is far from trivial to set up, especially on those higher-cost larger-health minions you'd really like to steal, it's low impact against more aggressive starts (you won't always have the luxury of running minions and your face into 4 mana 7/7s), and it's kind of horrendous in any top-deck scenario.
The card on the left is collectible. When it dies, it equips itself as your weapon. The weapon has no attack, but it improves your attack, as a Druid. You use it by attacking with your Hero Power, or a spell like Claw. It provides some much needed hard removal for Druid. Like other Druid removal, it has downsides, in that you need to attack the minion you want to kill with your Hero, and you can't go around Taunt.
There are several reasons I didn't make the weapon collectible. First, getting it from a Deathrattle means you have less control over when you get the weapon, and also gives your opponent a head's up that this is coming out. This also justifies making a high attack, low health minion, which would be terrible without a good Deathrattle. It's also part of the lore here. My card is supposed to represent a creature that symbiotically combines with your hero to augment your attack. Just casting it as a weapon wouldn't make sense as a representation of that idea. I also just dislike the idea of making a collectible Druid weapon.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The minion will only be summoned once. So if you summon Moroes, you'll only summon another Moroes.
Possible combos: Dreadsteed, Baron Rivendare, Acolyte of Pain, Twilight Summoner, Darkshire Councilman, Demolisher, Bloodmage Thalnos
I liked the efect of chogal but i think this efect would be better if the card were cheaper.
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