Clarification 1: Yes, this does allow Totemic Call to summon a Wrath of Air Totem even when you already control one. Clarification 2: This only works on the Shaman's Totemic Call Hero Power, not the Paladin's Reinforce Hero Power or any other Hero Power. This is consistent with how Steamwheedle Sniper only works with the Hunter's Steady Shot Hero Power, and not for example the Warlock's Life Tap Hero Power, despite not calling Steady Shot out by name.
I couldn't find a way to make it useful while strictly resembling an original Warcraft totem, but who's to say great totemcarvers and weavers aren't able to mix and match? Useful on its own, but specifically good with Spirit Claws, I hope you like it.
An Old Gods theme of "corrupted" cards but in this case it's just the opposite of the original like Ragnaros, Lightlord, even tho Kael'Thas isnt even a card... yet
Flavor Text: Respect your Elders! And the elements, too.
Inspired by the Enchanted Raven statline. The cost is cheap due to its drawback, and to give players an option to play it early to contest an aggressive board, playing it as a 2 mana 3/3. This would be good for when Tunnel Trogg and Totem Golem rotate out, but it would not be oppressive while those cards are still in standard. Ideally, this minion would be used in a control-oriented, slower Shaman deck. It interacts with Tunnel Trogg too; if you draw this card while Trogg is on the field, it gains a +1 buff. The game should treat the one overloaded mana crystal as a crystal that does not unlock until the card is no longer in hand. Also, has synergy with Spirit Claws.
Behold my entry , now i have thought about if its OP but it's not. Reason 1: You need to pass an entire turn for it to be fully effective. Reason 2: It can get killed easily. Reason 3: You need a few spells in order to use the spell damage.
Flavor text :"The mana diet is going viral in Azeroth".
Due to the nature of a dragon's lifespan, she can actually meet her great-great-great-great-great-great-great-great-grandfather.
Summon - "The essence itself courses through me."
Attack - "Witness true magic!"
The next expansion set to rotate out is Blackrock Mountain, alongside The Grand Tournament, and with it goes a lot of the baseline for Dragon Synergy. To fill in some of the holes in that archetype (and in our hearts) is a new 5 drop for Dragon Mage, a deck type Blizzard went out of their way to make a recipe for before the release of Whispers of the Old Gods. A solid body on an awkward mana cost turn, allowing for greater flexibility the following turn to unload either some big spells like Blizzard or Fireball, or a bunch of small spells like Arcane Missiles or Frostbolt.
Description: Potentially you can cast turn 7 coin+coin(from pillagers) / prep / fon or shadow strike / 2nd prep / play the drake with spell damage +5/ Evis for 0 mana (9damage) / 2 snister strike (16damage) (25damage total). ofc you can do more if you combo this with Thaurissan. this card will open to otk rogues more options beside Malygos and Edwin.
Extra burst for Rogues, leading to more efficient kill combos, and for catching up on the board if you were falling behind. Combo is very useful also if you want to be able to sustain your damage output and force your opponent to rethink their next play. Combos very well with Preparation, and is good for decks like Miracle, Pirate, and Oil.
Having this card in a Mage arsenal will help them a long way considering it is very flexible. Control Mage? Protect your Spell Damage minions and get a 4 mana 4/6 with Taunt. Freeze Mage? Protect your Spell Damage minions to burst down your opponent or clear their board whilist gain Taunt to survive. Tempo Mage? A cheaper conditional Druid of the Claw. Worst case scenario it is a 4 mana 3/5. Balance: Compare to Druid of the Claw and Twilight Guardian but a little stronger than them because the condition is harder to meet.
Lore:
http://www.wowdb.com/spells/196938-quick-draw
Balance:
Arcane Blast ===Spell Damage +1===> 1-mana Shadow Bolt
Quick Draw ===Spell Damage +1===> 1-mana Arcane Intellect
The Malygos synergy is intended, since Malygos Rogue is not quite competitive in the current meta.
THERE IS NO GAME.
Here's my entry this week, hope you guys enjoy.
A wise man once said "don't be salty, be cool" "My Weekly Card Design Competition entry below"
make no mistake...
Clarification 1: Yes, this does allow Totemic Call to summon a Wrath of Air Totem even when you already control one.
Clarification 2: This only works on the Shaman's Totemic Call Hero Power, not the Paladin's Reinforce Hero Power or any other Hero Power. This is consistent with how Steamwheedle Sniper only works with the Hunter's Steady Shot Hero Power, and not for example the Warlock's Life Tap Hero Power, despite not calling Steady Shot out by name.
edit: minor adjustment, added "Spell Damage +1", after thinking about it, it seemed too weak without it.
You can't stop the signal.
I couldn't find a way to make it useful while strictly resembling an original Warcraft totem, but who's to say great totemcarvers and weavers aren't able to mix and match? Useful on its own, but specifically good with Spirit Claws, I hope you like it.
An Old Gods theme of "corrupted" cards but in this case it's just the opposite of the original like Ragnaros, Lightlord, even tho Kael'Thas isnt even a card... yet
Flavor Text: Respect your Elders! And the elements, too.
Inspired by the Enchanted Raven statline. The cost is cheap due to its drawback, and to give players an option to play it early to contest an aggressive board, playing it as a 2 mana 3/3. This would be good for when Tunnel Trogg and Totem Golem rotate out, but it would not be oppressive while those cards are still in standard. Ideally, this minion would be used in a control-oriented, slower Shaman deck. It interacts with Tunnel Trogg too; if you draw this card while Trogg is on the field, it gains a +1 buff. The game should treat the one overloaded mana crystal as a crystal that does not unlock until the card is no longer in hand. Also, has synergy with Spirit Claws.
Mage version of Unleash the Hounds and Protect the King!. Also has Murloc synergy, because why not?
Behold my entry , now i have thought about if its OP but it's not. Reason 1: You need to pass an entire turn for it to be fully effective. Reason 2: It can get killed easily. Reason 3: You need a few spells in order to use the spell damage.
Flavor text :"The mana diet is going viral in Azeroth".
The night is dark and full of terrors.
Due to the nature of a dragon's lifespan, she can actually meet her great-great-great-great-great-great-great-great-grandfather.
Summon - "The essence itself courses through me."
Attack - "Witness true magic!"
The next expansion set to rotate out is Blackrock Mountain, alongside The Grand Tournament, and with it goes a lot of the baseline for Dragon Synergy. To fill in some of the holes in that archetype (and in our hearts) is a new 5 drop for Dragon Mage, a deck type Blizzard went out of their way to make a recipe for before the release of Whispers of the Old Gods. A solid body on an awkward mana cost turn, allowing for greater flexibility the following turn to unload either some big spells like Blizzard or Fireball, or a bunch of small spells like Arcane Missiles or Frostbolt.
Description: Potentially you can cast turn 7 coin+coin(from pillagers) / prep / fon or shadow strike / 2nd prep / play the drake with spell damage +5/ Evis for 0 mana (9damage) / 2 snister strike (16damage) (25damage total).
ofc you can do more if you combo this with Thaurissan.
this card will open to otk rogues more options beside Malygos and Edwin.
Hearthstone Diversity Tracker
REMOVED
Flavor: Also craving Stormwind's funnel cakes.
Extra burst for Rogues, leading to more efficient kill combos, and for catching up on the board if you were falling behind. Combo is very useful also if you want to be able to sustain your damage output and force your opponent to rethink their next play. Combos very well with Preparation, and is good for decks like Miracle, Pirate, and Oil.
Fun possibilities with this card in hearthstone!
In a world where Spell Damage decks make a huge impact in constructed....
I could see this being a tech card in some anti-spell power type of decks. Azure Drake....poof spell power gone.
This could also fit into a spell damage deck that simply wishes to beef this up for cheap.
Balanced due to the possible drawback of clearing your own personal Spell Damage (or enemy doesn't have any).
Having this card in a Mage arsenal will help them a long way considering it is very flexible. Control Mage? Protect your Spell Damage minions and get a 4 mana 4/6 with Taunt. Freeze Mage? Protect your Spell Damage minions to burst down your opponent or clear their board whilist gain Taunt to survive. Tempo Mage? A cheaper conditional Druid of the Claw. Worst case scenario it is a 4 mana 3/5. Balance: Compare to Druid of the Claw and Twilight Guardian but a little stronger than them because the condition is harder to meet.
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:
This card is an essential 2-drop in any Paladin deck since most of them don't play damage spells.
But, if you do play healing spells it makes terrible as well.