Arcane Guardian is meant to address one of the vulnerabilities of Spell Damage minions by making them more difficult to remove with spells. For each point of spell damage you have, it is as if the enemy has one fewer spell damage. So, if you have Spell Damage +1, an enemy Darkbomb would only deal 2 damage. This effect is especially good against enemy AOE. Of course, you are still vulnerable to enemy minions.
Because of cards such as Avian Watcher and Medivh's Valet being in the newest expansion, I thought I'd continue the theme of cards that fit well in a Freeze/Secret Mage. This card allows Mage players to spend 3 mana to potentially gain some tempo back whe the board doesn't seem to be in their favor. Good combos with this care would be Arcane Blast or Fireball.
I thought it would be an interesting idea to have cards exclusively for the arena. The mechanic of this card would activate during your drafting phase and will modify your next selection of cards. Specifically to this card, the next selection of cards will be spells of any rarity.
As always, good luck to everyone in this weeks card design competition.
Pretty self explanatory (I hope). With just General Vezax on board, both players will only recover 1 empty mana crystal every turn. However, if my opponent has say an Azure Drake on the field, he'd recover 2 empty mana crystals. 1 from General Vezax and 1 from the Azure Drake. If a player had Malygos, that player would recover 5 more mana crystals every turn. etc etc. Hope you like it. Enjoy.
Step 1. Play a bunch of Secrets Step 2. Enchant them with voodoo magic Step 3. You now have a buttload of Spell Damage that will not go away until your opponent triggers your traps.
Dusting off an old concept I had not too long ago with some updated stats.
Balance and Flavor:
This card sucks on curve and will easily be trounced by most minions 6 mana or above, but when played off curve combined with cheap damage spells, Jaina, Burdened Soul becomes a force to be reckoned with. Turn an Arcane Explosion into a Flamestrike or crush that nasty Ragnaros the Firelord your opponent just dropped with an 8 damage Arcane Blast. Make the most of that one turn though, as Jaina is vulnerable and will see herself dead by the end of your opponent's next turn. Fear not her death however, for her Staff will carry you through the game with the strength of an Archmage, slowly getting stronger the more you use your Hero Power.
I've heard tales around the Tavern that N'Zoth, the Corruptor can raise the recently deceased, and with a tool like that in Standard, a N'zoth Mage deck would be great possibility. Paired up with Rhonin, Jaina would be a powerful tool in the magical arsenal of the Mage class.
Dragon Druid was not quite a thing, Spell Damage Malygos Druid was not quite a thing, but perhaps this can help push them both into reality?
Note that the benefit only applies to your NEXT spell. So if you chose Spell Damage then cast non-damaging spells likeInnervate, the bonus will be wasted. Same for the cost reduction
REMOVED
Arcane Guardian is meant to address one of the vulnerabilities of Spell Damage minions by making them more difficult to remove with spells. For each point of spell damage you have, it is as if the enemy has one fewer spell damage. So, if you have Spell Damage +1, an enemy Darkbomb would only deal 2 damage. This effect is especially good against enemy AOE. Of course, you are still vulnerable to enemy minions.
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Was really hard to balance because I would like the card to be viable but not ludicrous.
Because of cards such as Avian Watcher and Medivh's Valet being in the newest expansion, I thought I'd continue the theme of cards that fit well in a Freeze/Secret Mage. This card allows Mage players to spend 3 mana to potentially gain some tempo back whe the board doesn't seem to be in their favor. Good combos with this care would be Arcane Blast or Fireball.
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Class: Mage
Mode: Arena Only
I thought it would be an interesting idea to have cards exclusively for the arena. The mechanic of this card would activate during your drafting phase and will modify your next selection of cards. Specifically to this card, the next selection of cards will be spells of any rarity.
As always, good luck to everyone in this weeks card design competition.
VOTE FOR MY CARD in the Card Creation Competition of the week.
My submission for this week!
Pretty self explanatory (I hope). With just General Vezax on board, both players will only recover 1 empty mana crystal every turn. However, if my opponent has say an Azure Drake on the field, he'd recover 2 empty mana crystals. 1 from General Vezax and 1 from the Azure Drake. If a player had Malygos, that player would recover 5 more mana crystals every turn. etc etc. Hope you like it. Enjoy.
Flavor Text: "If you think the Well of Eternity had a bad influence on the Highbornes, just look at what it did to the moonkins..."
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Apologies if theres already a mechanic like this that was submitted but I just had to make this
<< vote for my creations
Step 1. Play a bunch of Secrets
Step 2. Enchant them with voodoo magic
Step 3. You now have a buttload of Spell Damage that will not go away until your opponent triggers your traps.
Secret Yogg-n-Load approves.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Dusting off an old concept I had not too long ago with some updated stats.
Balance and Flavor:
This card sucks on curve and will easily be trounced by most minions 6 mana or above, but when played off curve combined with cheap damage spells, Jaina, Burdened Soul becomes a force to be reckoned with. Turn an Arcane Explosion into a Flamestrike or crush that nasty Ragnaros the Firelord your opponent just dropped with an 8 damage Arcane Blast. Make the most of that one turn though, as Jaina is vulnerable and will see herself dead by the end of your opponent's next turn. Fear not her death however, for her Staff will carry you through the game with the strength of an Archmage, slowly getting stronger the more you use your Hero Power.
I've heard tales around the Tavern that N'Zoth, the Corruptor can raise the recently deceased, and with a tool like that in Standard, a N'zoth Mage deck would be great possibility. Paired up with Rhonin, Jaina would be a powerful tool in the magical arsenal of the Mage class.
A little gimmicky card that might make us reconsider some old cards like Dalaran Aspirant or even Evolved Kobold.
p.s.: Even though this submission is pushing the limits of this week, it is still technically meets the requirements. I hope you appreciate it!
Dragon Druid was not quite a thing, Spell Damage Malygos Druid was not quite a thing, but perhaps this can help push them both into reality?
Note that the benefit only applies to your NEXT spell. So if you chose Spell Damage then cast non-damaging spells likeInnervate, the bonus will be wasted. Same for the cost reduction
Here are the Choose One cards:
Sindragosa, Malygos' first consort.
As linear as it is, to give Malydecks the stability they need.