I'm proud to present the first card I've ever designed for a card design competetition! Arcane Ape, a strong 3-cost Mage minion that fits right into Tempo Mage. The effect's activation is specific, however Mage is the class that utilizes the most relevant spell damage minions, so this will rarely be a problem. Cult Sorcerer and Bloodmage Thalnos even curve brilliantly into Arcane Ape, showing off the potential of this card. As for synergy, Flamewaker will rack up damage while becoming more difficult to kill thanks to the bananas, Mana Wyrm obviously benefits greatly from the bananas, and Archmage Antonidas can turn those Potassium-rich fruit sticks into flaming fireballs of pure value, and even Yogg benefits minimally from Arcane Ape. While this card is similar to Mukla, Tyrant of the Vale, the huge difference is that this card is a tempo boon if you activate its effect, while Mukla loses a great deal of tempo and is far too slow vs aggro decks. Feedback is always appreciated.
Many classes has Area of Effect spells that damage their own minions and for them, Spell Damage is a risky move. Decks like Grim Patron Warriors outright loathe Spell Damage, since harmless spells are now suddenly much more lethal against the fragile Patrons.
Introducing, Spell Warden.
It only works with YOUR spells, so your opponent still deals full damage with their spells. It opens up a few combos such as:
Warlock: Spell Warden + Hellfire = 4 Damage to your opponent, 1 damage to yourself.
Priest: Spell Warden + Auchenai + CoH = 5 Damage to your opponent, 1 damage to yourself. Or just Spell Warden + Excavated Evil
Warrior: Spell Warden + Whirlwind + Patron = 2 Damage to your opponent, you spawn Patron like normal instead of killing them.
There might be more combo I missed out, but I believe this is already pretty solid for a 3 Mana minion.
Flavor Text: "He loves seeing the world! Well, some of the world. Like... libraries. Or laboratories. And as long as they're nearby."
Balance Notes!
Nurgleback Mage is a very powerful card (spell damage + strong body), balanced by switching sides often. While this means that both players can take advantage of it, this means that a deck focused on spells will have an advantage- so if you've designed your deck to include this card (Yogg decks, probably), you'll be able to get more value out of it than your opponent. This also tends to favor control decks, as they often have more spells.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Spirit Claws and this card for the synergy they're quite symilar that you can wait for Spell Damage minions (sometimes from your hero power) then attack/use it for the full value, the card draw with zero mana is just value enough
A card that enables a high damage combo for 19 damage for 7 mana. Starsurge+2 Living Roots+2 Moonfires. It can be used in other ways also, such as turning that Swipe into a board clear, it's very versatile just like Druids are.
I'm proud to present the first card I've ever designed for a card design competetition! Arcane Ape, a strong 3-cost Mage minion that fits right into Tempo Mage. The effect's activation is specific, however Mage is the class that utilizes the most relevant spell damage minions, so this will rarely be a problem. Cult Sorcerer and Bloodmage Thalnos even curve brilliantly into Arcane Ape, showing off the potential of this card. As for synergy, Flamewaker will rack up damage while becoming more difficult to kill thanks to the bananas, Mana Wyrm obviously benefits greatly from the bananas, and Archmage Antonidas can turn those Potassium-rich fruit sticks into flaming fireballs of pure value, and even Yogg benefits minimally from Arcane Ape. While this card is similar to Mukla, Tyrant of the Vale, the huge difference is that this card is a tempo boon if you activate its effect, while Mukla loses a great deal of tempo and is far too slow vs aggro decks. Feedback is always appreciated.
Many classes has Area of Effect spells that damage their own minions and for them, Spell Damage is a risky move. Decks like Grim Patron Warriors outright loathe Spell Damage, since harmless spells are now suddenly much more lethal against the fragile Patrons.
Introducing, Spell Warden.
It only works with YOUR spells, so your opponent still deals full damage with their spells. It opens up a few combos such as:
Warlock: Spell Warden + Hellfire = 4 Damage to your opponent, 1 damage to yourself.
Priest: Spell Warden + Auchenai + CoH = 5 Damage to your opponent, 1 damage to yourself. Or just Spell Warden + Excavated Evil
Warrior: Spell Warden + Whirlwind + Patron = 2 Damage to your opponent, you spawn Patron like normal instead of killing them.
There might be more combo I missed out, but I believe this is already pretty solid for a 3 Mana minion.
Flavor Text: "He loves seeing the world! Well, some of the world. Like... libraries. Or laboratories. And as long as they're nearby."
Balance Notes!
Nurgleback Mage is a very powerful card (spell damage + strong body), balanced by switching sides often. While this means that both players can take advantage of it, this means that a deck focused on spells will have an advantage- so if you've designed your deck to include this card (Yogg decks, probably), you'll be able to get more value out of it than your opponent. This also tends to favor control decks, as they often have more spells.
#gNOmeferatu
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
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Check out my Hearthstone expansion: The Shifting Sands
REMOVED
Giving Priest a little love.
If you would like Spell Damage Shaman to work
If you don't have Spell Damage: nothing happens
Spell Damage +1: Arcane Explosion + hits face for 1 + 1 card draw
Spell Damage +2: Consecration + 1 card draw
etc.
The deck would have
Wrath of Air Totem, Bloodmage Thalnos, and Azure Drake for the Spell Damage itself
Spirit Claws and this card for the synergy they're quite symilar that you can wait for Spell Damage minions (sometimes from your hero power) then attack/use it for the full value, the card draw with zero mana is just value enough
Lightning Storm and Maelstrom Portal for aoes
should be enough for the deck to work
"The Well of Eternity is a fount of raw magic. Those who controlled it gained power like none that exists today."
REMOVED
A card that enables a high damage combo for 19 damage for 7 mana. Starsurge+2 Living Roots+2 Moonfires. It can be used in other ways also, such as turning that Swipe into a board clear, it's very versatile just like Druids are.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
My Entry for this week's Card Design Competition - Season 8.16: