A card that i decided to make for this week is Tony! from the famous movie "Saturday Night Fever". I feel like this card can be a great counter to the warlock control meta that is going on right now because the minions that you can discover could be at a health status of 5 which really helps counter the shadow bolt aggro that you take so you can withstand there late game. I would not recommend that you use this card in a match up Against a shamen because the rush would be too much to handle. I hope you guys like my card :)
-Ya boi, C.
Public Mod Note
(ShadowsOfSense):
Under Review: Non-functional, and with an undefined mechanic.
High risk, high reward, Mind Control on crack but can be VERY bad if he gets removed. Fitting to Big K's theme of offering power in exchange for loyalty...and how his new subjects tend to betray him afterward.
A card which can be used in the new burgle rogue. It's a card with a high skill cap. Both players would want to play less advantageous spells last on their turn to minimise this cards value. In the late game this could be good for a rogue because they have lots of high tempo/ low value spells (eg. backstab) which they can give while stealing a priests entomb (for example).
I'm not gonna lie, I'm a bit proud of this idea I came up with. Hearthstone has always had a pretty big gap between the percentage of wins from players who go first, and players who go second. At the same time, certain decks gain a significant advantage from going second because of The Coin. This card's purpose is to account for both situations.
The Battlecry of this card is only relevant if you are going second (unless you're Rogue). If you don't think your deck will benefit from playing The Coin on turn 3 or later, you can play this minion and get a stat bonus. I felt that +1/+3 were the most appropriate stats for the minion to gain. +1/+1 would be terrible since Ogre Brute and Nerubian Prophet are strictly better, +2/+2 didn't feel right to me, mainly because it was too similar to King Mukla, +1/+2 I thought might be okay, but then I realized you're better off using the coin to play a better 4-drop on turn 3, and then another 4-drop on turn 4, so it wouldn't counter opponents who go first in any way. I settled for +1/+3, because a 4/6 minion on turn 3 isn't too aggro, but the stats are good enough for it to be a valuable play. It also fits the character on the card more.
The Deathrattle is only relevant if you go first (unless your opponent is Rogue). This is meant to counter decks that hold on to The Coin in preparation for a really valuable card (Pyroblast), a really insane combo, or Gadgetzan Auctioneer. I'm usually not too hot on the idea of stealing cards from your opponent, but I see this as an obvious exception, since the cards you steal aren't from your opponent's deck, and the opponent will likely not be dumb enough to keep The Coin in their hand after you play this. Competitively speaking, the Deathrattle will almost never actually do anything. It's meant to force your opponent to play The Coin early on, so they can't abuse it's power later.
New to this card creation thing. Thought i'd give it a try. Here's my submission! Not sure on how to make the image appear like the rest. Unholy Decorator a 4 mana 3/5 which rewards those discard warlock decks.
It's much less of a tempo loss than playing Beneath the Grounds at the expense of less cards being shuffled into your opponent's deck. Its relatively low cost also allows some very decent combos with cards like Shadowcaster,Shadowstep, etc. Also, never fear of this being drawn out by the likes of Y'Shaarj, Rage Unbound orBarnes! The deathrattle guarantees that nerubian reinforcements will be near!
Though it costs 6 mana, you probably want to play this on turn 9 (in case your opponent doesn't kill it); so playing a 10-cost minion on turn 10 leaves no downside to this minion. Or this could be summoned by cards like Y'Shaarj, Rage Unbound or N'Zoth, the Corruptor to negate the downside of this card.
A sticky 3 drop body attached with a free Deadly Poison in exchange for 1 Attack. A Rogue can turn 2 Dagger, turn 3 Outlaw and kill off your opponent's 2 drop while retaining a 3/1 Dagger. Even if your opponent got rid of your dagger or the Outlaw, you already extract Tempo from him. The general idea of the Outlaw is that he appeared helpful at first glance with his tempting offer of increase weapon Attack but he can also takes something else that can be much more valuable from, for example, your Assassin's Blade (Durability). But most Rogue decks usually include 2 Durability weapon card, if at all, in their deck and has incentive to attack with them right away.
All become starstruck and Frozen when she comes on stage.
All are tearful and silent when she passes on.
Just like real-life!
Some fun synergies - though your minions might be frozen on your next turn, if Lady KaRa dies, your minions get unfrozen and able to attack. It's not as big of a drawback if you can pull it off on your turn. :)
A card that i decided to make for this week is Tony! from the famous movie "Saturday Night Fever". I feel like this card can be a great counter to the warlock control meta that is going on right now because the minions that you can discover could be at a health status of 5 which really helps counter the shadow bolt aggro that you take so you can withstand there late game. I would not recommend that you use this card in a match up Against a shamen because the rush would be too much to handle. I hope you guys like my card :)
-Ya boi, C.
the tokens:
hopefully a new priest card
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
High risk, high reward, Mind Control on crack but can be VERY bad if he gets removed. Fitting to Big K's theme of offering power in exchange for loyalty...and how his new subjects tend to betray him afterward.
I thought this fit in with the theme of the character of Mannoroth.
Current Enrage effects in the game:
+1 Attack (Warbot)
+1 Attack and Windfury (Raging Worgen)
+2 Attack (Aberrant Berserker)
+3 Attack (Amani Berserker, Bloodhoof Brave, Tauren Warrior)
+5 Attack (Angry Chicken)
+6 Attack (Grommash Hellscream)
+2 Weapon Attack (Spiteful Smith)
Forbidden Cards: Forbidden Ancient, Forbidden Flame, Forbidden Shaping, Forbidden Ritual, Forbidden Healing
A card which can be used in the new burgle rogue. It's a card with a high skill cap. Both players would want to play less advantageous spells last on their turn to minimise this cards value. In the late game this could be good for a rogue because they have lots of high tempo/ low value spells (eg. backstab) which they can give while stealing a priests entomb (for example).
I'm not gonna lie, I'm a bit proud of this idea I came up with. Hearthstone has always had a pretty big gap between the percentage of wins from players who go first, and players who go second. At the same time, certain decks gain a significant advantage from going second because of The Coin. This card's purpose is to account for both situations.
The Battlecry of this card is only relevant if you are going second (unless you're Rogue). If you don't think your deck will benefit from playing The Coin on turn 3 or later, you can play this minion and get a stat bonus. I felt that +1/+3 were the most appropriate stats for the minion to gain. +1/+1 would be terrible since Ogre Brute and Nerubian Prophet are strictly better, +2/+2 didn't feel right to me, mainly because it was too similar to King Mukla, +1/+2 I thought might be okay, but then I realized you're better off using the coin to play a better 4-drop on turn 3, and then another 4-drop on turn 4, so it wouldn't counter opponents who go first in any way. I settled for +1/+3, because a 4/6 minion on turn 3 isn't too aggro, but the stats are good enough for it to be a valuable play. It also fits the character on the card more.
The Deathrattle is only relevant if you go first (unless your opponent is Rogue). This is meant to counter decks that hold on to The Coin in preparation for a really valuable card (Pyroblast), a really insane combo, or Gadgetzan Auctioneer. I'm usually not too hot on the idea of stealing cards from your opponent, but I see this as an obvious exception, since the cards you steal aren't from your opponent's deck, and the opponent will likely not be dumb enough to keep The Coin in their hand after you play this. Competitively speaking, the Deathrattle will almost never actually do anything. It's meant to force your opponent to play The Coin early on, so they can't abuse it's power later.
This card may be insanely strong if it triggers the old god effect you already have in your deck, but may also be a disaster otherwise.
Warlock card.
Spectral Trainee already exists in the game (from Naxxramas).
There are a lot of remedies we don't yet know a disease for.
New to this card creation thing. Thought i'd give it a try. Here's my submission! Not sure on how to make the image appear like the rest.
Unholy Decorator a 4 mana 3/5 which rewards those discard warlock decks.
http://imgur.com/a/FVn9J
Token: Ambush!
Flavor: Opposers beware: Nerubians be near...
It's much less of a tempo loss than playing Beneath the Grounds at the expense of less cards being shuffled into your opponent's deck. Its relatively low cost also allows some very decent combos with cards like Shadowcaster,Shadowstep, etc. Also, never fear of this being drawn out by the likes of Y'Shaarj, Rage Unbound orBarnes! The deathrattle guarantees that nerubian reinforcements will be near!
Though it costs 6 mana, you probably want to play this on turn 9 (in case your opponent doesn't kill it); so playing a 10-cost minion on turn 10 leaves no downside to this minion. Or this could be summoned by cards like Y'Shaarj, Rage Unbound or N'Zoth, the Corruptor to negate the downside of this card.
"She tries to be mysterious and unpredictable but yet always chooses Ice Block."
REMOVED
I enjoy.
A sticky 3 drop body attached with a free Deadly Poison in exchange for 1 Attack. A Rogue can turn 2 Dagger, turn 3 Outlaw and kill off your opponent's 2 drop while retaining a 3/1 Dagger. Even if your opponent got rid of your dagger or the Outlaw, you already extract Tempo from him. The general idea of the Outlaw is that he appeared helpful at first glance with his tempting offer of increase weapon Attack but he can also takes something else that can be much more valuable from, for example, your Assassin's Blade (Durability). But most Rogue decks usually include 2 Durability weapon card, if at all, in their deck and has incentive to attack with them right away.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I didn't have a signature so Flux added one for me.
Pre Jaraxxus Preparation
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
CDC 4.07 - Lady KaRa
"Ka-ka-ka Karazhan Ka-ka-ka Karazhan!"
All become starstruck and Frozen when she comes on stage.
All are tearful and silent when she passes on.
Just like real-life!
Some fun synergies - though your minions might be frozen on your next turn, if Lady KaRa dies, your minions get unfrozen and able to attack. It's not as big of a drawback if you can pull it off on your turn. :)
Building Quirky Decks Every Week, Loving Life at Rank 15!