Always wanted to have a health and attack swap ability and adding on some spell damage make this card pretty powerful in my opinion. It is a mage version of Druid of the Flame that you control. Want to SMOrc and get more damage in? Cast a spell and hit for 5 but now you are more vulnerable for lower removal spells. Want to lay back and trade a bit? Cast a spell to switch back and keep Dalaran Battlemage alive.
This guy will only ever buff the last spell played from your hand so he won't give you a massive amount of extra damage unless your opponent leaves him alive. Certainly would make the game more interesting while in topdeck mode, though. If he dies in one turn, he only accomplishes an additional 5 damage so his mana cost is intended to balance him against Fireball (4 mana for 6 damage)
As a legendary dragon this card is fairly balanced, and here is why:
A 6 mana 6/6 is the "norm." Class cards are usually a bit stronger, for example; Cloaked Huntress is a 3 mana 3/4 with a crazy ability. So to keep up with the class strength, Fel Drake gets +1 Spell Damage. For 6 mana he is now viable, if not particularly strong. At this point most decks can deal with a 6/6 body by turn 6/7 (depending on coin). Now to upgrade it to a legendary card, Fel Drake has an effect that goes off whenever he attacks. Now he is a real threat since a 2+ damage Mortal Coil can kill most units and guarantee the warlock a draw. I understand most decks have hard removal and could (and should) remove it when it's played, most warlock decks have enough solid early-tempo and other threats to try and draw out most of the early removal.
While many warlock decks don't bother with spells that deal damage, particularly since Darkbombrotated out, this card works well as a stand-alone due to the mortal coils and doesn't even need to be built up around it.
The flavour of this would be to work with Prince Malchezaar. Is having Legendary minions enough? Using them to power your spells would be brilliant, right?
The idea ‘conceptually’ is the Prince Malchezaar invited these Legendary minions to the Party and the Ritualist, who helped summon Malchezaar there in the first place, grows in power the more ‘guests’ he invites.
There is a bit of anti-synergy in the design due to needing minions in hand to power Spells but in control decks this can be really powerful.
My two cents to revive the evolve dynamics. Can be a great combo with totem-summoning effects, such as Wicked Witchdoctor. Also, very valuable with battlecry minions, since the effect would activate after the battlecry.
Straight to the point, this card is based on Shadowform, with hero powers akin to Mind Spike and Mind Shatter, albeit themed around the Moonkin form Druids can take in Warcraft lore. This hero power removes your ability to gain armor and attack, however you gain a permanent increase to your spell damage without an activation cost. With cards like Swipe potentially becoming 'deal 6 damage to an enemy and 3 damage to all other enemies', perhaps the spellpower Druid from days of old could return.
First time participating, good luck to everyone and hope you like it.
Since there are no 1-cost Spell Damage minions currently, occupying the 2-slot "obliges" the player to use it in midrange decks. It still has a good body for a 2-drop because his Battlecry has a condition to trigger and the player will need at least 4 Mana to accomplish it.
"Soaking the power of the sun blesses you to get a 25 cost card on your next draw" (Reference to Holy Wrath)
This minion can be very situational, but its effect can be pretty neat if you can get it pretty strong, and then make a killer AoE, requires previous organization, but its high health and effect can make your opponent surrender instantly to a Consecration, if not, can trade enough with cost 1-2 minions, as its high health keep it active, however it should be putted in a deck based around it with a lot of healing and buffs, but its worth the try.
"It's an ever growing hazard that sucks up all the magical energy around it!"
This card basically acts as if the spell damage that was played throughout the game from either player still exists on the board whether or not the source of the spell damage is in play or not. It doesn't have to be in your hand during the time a card with spell damage is played. However, this card doesn't gain the boost from the Shaman's spell damage totem via the hero power because it wasn't PLAYED it was just summoned. It WILL get the damage boost from a spell power totem if the totem was sent back to the Shaman's hand and then played from the hand though. The summoning rule also applies to like a Barnes or Y'shaarj effect when it summons the minions (or copy of one) from the deck or any card that pulls spell damage minions from the hand, like Alarm-o-bot and so on. So it won't gain the permanent boost that way, it can only be from cards that were played by the players from their hand.
The card's Battlecry gives you Spell Damage +1 for the rest of the game, basically like The Mistcaller for spells instead of minions. Might look kinda broken at first glance but after some thought and reading feedback, I thought that it was fine.
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Click the image to go to my custom Time Traveler class.
Affected unit cannot attack; Cannot be attacked; Takes double damage from spells and lasts until the end of the enemy's turn. You can use this effect for bursting down the enemy hero or use it on an enemy taunt to be able to attack directly.
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: Does not adhere to this week's theme.
Fel puppy hates spells, fel puppy smells spell damage, fel puppy charge!
Really, that's all. It's a vanilla minion otherwise so it's not all bad, ideal for taking out of pesky Azure Drake, and make Shaman think twice before using his Hero Power.
I know that as a Secret, it is pretty weak, but helps setting up for lethal, taking into account that mage has powerful spells, better combined with Malygos, or if the case comes, Prophet Velen.
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"It really works that way?"
Twitch: https://www.twitch.tv/simplycrazy
REMOVED
Always wanted to have a health and attack swap ability and adding on some spell damage make this card pretty powerful in my opinion. It is a mage version of Druid of the Flame that you control. Want to SMOrc and get more damage in? Cast a spell and hit for 5 but now you are more vulnerable for lower removal spells. Want to lay back and trade a bit? Cast a spell to switch back and keep Dalaran Battlemage alive.
The Best Hearthstone Player in Antarctica
My submission for the week:
Flavor Text: Who's up for a deadly game of Uno?
This guy will only ever buff the last spell played from your hand so he won't give you a massive amount of extra damage unless your opponent leaves him alive. Certainly would make the game more interesting while in topdeck mode, though. If he dies in one turn, he only accomplishes an additional 5 damage so his mana cost is intended to balance him against Fireball (4 mana for 6 damage)
Good luck everyone!
My submission:
Flavor text: Kneel mortal.
As a legendary dragon this card is fairly balanced, and here is why:
A 6 mana 6/6 is the "norm." Class cards are usually a bit stronger, for example; Cloaked Huntress is a 3 mana 3/4 with a crazy ability. So to keep up with the class strength, Fel Drake gets +1 Spell Damage. For 6 mana he is now viable, if not particularly strong. At this point most decks can deal with a 6/6 body by turn 6/7 (depending on coin). Now to upgrade it to a legendary card, Fel Drake has an effect that goes off whenever he attacks. Now he is a real threat since a 2+ damage Mortal Coil can kill most units and guarantee the warlock a draw. I understand most decks have hard removal and could (and should) remove it when it's played, most warlock decks have enough solid early-tempo and other threats to try and draw out most of the early removal.
While many warlock decks don't bother with spells that deal damage, particularly since Darkbombrotated out, this card works well as a stand-alone due to the mortal coils and doesn't even need to be built up around it.
RedneckBudha
If your healing with Spell Damage +1 out then it would heal for 3 with your hero power. Has some fun synergy with Shadowform and Auchenai Soulpriest.
legend is like a marriage, one day it'll actually be there.
The Ultimate Gate Crasher!
The flavour of this would be to work with Prince Malchezaar. Is having Legendary minions enough? Using them to power your spells would be brilliant, right?
The idea ‘conceptually’ is the Prince Malchezaar invited these Legendary minions to the Party and the Ritualist, who helped summon Malchezaar there in the first place, grows in power the more ‘guests’ he invites.
There is a bit of anti-synergy in the design due to needing minions in hand to power Spells but in control decks this can be really powerful.
>>>Check out my Latest Card Design Competition Entry<<<
My two cents to revive the evolve dynamics. Can be a great combo with totem-summoning effects, such as Wicked Witchdoctor. Also, very valuable with battlecry minions, since the effect would activate after the battlecry.
"Using your claws is sooo 10,000 years ago."
Straight to the point, this card is based on Shadowform, with hero powers akin to Mind Spike and Mind Shatter, albeit themed around the Moonkin form Druids can take in Warcraft lore. This hero power removes your ability to gain armor and attack, however you gain a permanent increase to your spell damage without an activation cost. With cards like Swipe potentially becoming 'deal 6 damage to an enemy and 3 damage to all other enemies', perhaps the spellpower Druid from days of old could return.
REMOVED
First time participating, good luck to everyone and hope you like it.
Since there are no 1-cost Spell Damage minions currently, occupying the 2-slot "obliges" the player to use it in midrange decks. It still has a good body for a 2-drop because his Battlecry has a condition to trigger and the player will need at least 4 Mana to accomplish it.
Good synergies include Evolved Kobold + Consecration, Ogre Magi + Hammer of Wrath and Archmage + Avenging Wrath.
Or Kobold Geomancer + Map to the Golden Monkey. Kappa
"Soaking the power of the sun blesses you to get a 25 cost card on your next draw" (Reference to Holy Wrath)
This minion can be very situational, but its effect can be pretty neat if you can get it pretty strong, and then make a killer AoE, requires previous organization, but its high health and effect can make your opponent surrender instantly to a Consecration, if not, can trade enough with cost 1-2 minions, as its high health keep it active, however it should be putted in a deck based around it with a lot of healing and buffs, but its worth the try.
The joke is you.
"It's an ever growing hazard that sucks up all the magical energy around it!"
This card basically acts as if the spell damage that was played throughout the game from either player still exists on the board whether or not the source of the spell damage is in play or not. It doesn't have to be in your hand during the time a card with spell damage is played. However, this card doesn't gain the boost from the Shaman's spell damage totem via the hero power because it wasn't PLAYED it was just summoned. It WILL get the damage boost from a spell power totem if the totem was sent back to the Shaman's hand and then played from the hand though. The summoning rule also applies to like a Barnes or Y'shaarj effect when it summons the minions (or copy of one) from the deck or any card that pulls spell damage minions from the hand, like Alarm-o-bot and so on. So it won't gain the permanent boost that way, it can only be from cards that were played by the players from their hand.
<3 & s('- ^)V
The card's Battlecry gives you Spell Damage +1 for the rest of the game, basically like The Mistcaller for spells instead of minions. Might look kinda broken at first glance but after some thought and reading feedback, I thought that it was fine.
Click the image to go to my custom Time Traveler class.
Ethereal means:
Affected unit cannot attack; Cannot be attacked; Takes double damage from spells and lasts until the end of the enemy's turn.
You can use this effect for bursting down the enemy hero or use it on an enemy taunt to be able to attack directly.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Fel puppy hates spells, fel puppy smells spell damage, fel puppy charge!
Really, that's all. It's a vanilla minion otherwise so it's not all bad, ideal for taking out of pesky Azure Drake, and make Shaman think twice before using his Hero Power.
I know that as a Secret, it is pretty weak, but helps setting up for lethal, taking into account that mage has powerful spells, better combined with Malygos, or if the case comes, Prophet Velen.