Thats something i miss in a Discard-Lock, controlling the discard to make stuff like Fist of Jaraxxus better.
Also you dont have a big drawback adding 2 of these to your Deck, because you can just choose to discard the other Control the Void instead of any other Card in your Hand. Maybe even draw a Card with Malchezaar's Imp
A turn two play for priest that completely changes their playstyle. By removing the Hero Power and drawing faster, it makes Priest weaker in Control game, but opens up possibility for Aggro Priest. Playing two of these will make you draw 3 cards at start of your turn, which is a weakness in itself since you're going fatigue and mill so much easier.
Based on the new (and awesome) WoW shadow priest talent Surrender to Madness. Not 100% faithful but it would have been too hard to balance if it made you lose the game instead. Tempo priest here you go!
It's not legendary, so you CAN have 2 in your deck for a (2) mana discount! Obviously though you will take more risk.
You can have it in your starting hand, in this case you have no risk to draw it but you won't benefitiate from the discount since it isn't in your deck.
Does nothing when played, except trigger spell synergies.
When drawn, it will fizzle immediately after taking the damage like Burrowing Mine and Ambush!.
CONTRARY TO Burrowing Mine and Ambush!, you WON'T draw an additional card when you draw them, which is an additional drawback to balance it.
With this card I introduce a new mechanic in HS, the Curse (negative effects) and the Blessing (positive effects), spells with a permanent effect trough the game.
Considering that I am allowed only one submission I only made a curse card, but maybe in future Card Competition I ll have the chance to make a Blessing.
A little bit about the card:
If you choose one of them, you can choose the same one later (in which case the opponent will take 2 damage at the beggining or end of the turn) or the other one (in which case the opponent takes 1 damage at the beggining and 1 damage at the end of the turn - if he doesn't have exactly 5 cards in hand.)
Good againts aggro decks, good againts control decks, perfect for Mill Druid.
Intended to make deathrattle control shaman viable. If you play it multiple times, every minion summons multiple copies of itself upon dying. Very slow, but most of the cards this week will be.
When you play this, you put a geyser into play on the game board, permanently. The geyser is part of the board, and placement is not affected by where minions are. Once it's there, it's there for the rest of the game. You can see it on the board. It is shaped like a minion, but it isn't a minion. It's just part of the board, basically. Minions won't be rearranged because of it, and can be placed over it. At the end of every one of your turns, every one of those minions that has any part of itself over the geyser takes 1 damage. You can place another geyser if you play it again, but they can't overlap.
You can place the geyser anywhere on the board it will fit. It's larger than a minion, so it sticks out onto your side. I made up some images to show what it would look like when you place the geyser:
Note that the geyser is not a minion, and minions can be placed on top of it. See the image in the spoiler below:
Sorry about how terrible they are, but that's the extent of my image manipulation talents. The second one shows how the geyser is just a part of the board and the minions go over it. So, you can place the Geyser anywhere, but it is larger than a normal minion and so it extends slightly onto your side of the board. If you position your minions well, you can make sure it isn't touching any of yours. Like if you had one more minion, neither would be touching the geyser here.
Maybe the real dragons were the friends we made along the way.
Hand full of Dragon Synergy cards but no dragons in hand to activate them? After casting this card, so long as you have at least two minions in hand, you're always good to go. Naturally, this card's primary effect becomes less and less relevant as the game goes on, especially if you already cast it once, hence the cycle effect; a potential gimmick for Priest going forward would be adding a 1 card cycle to otherwise incredibly niche effects, as Power Word: Shield and Mass Dispel demonstrate. If you put two of these cards into your deck (or, say, draw it with Chromaggus), the second casting becomes a cheaper Arcane Intellect, with the understanding that it's one less otherwise important Dragon Priest card you'll be fitting in.
In the late game, playing this with Chromaggus already on board as a tech choice makes it a 2 mana Sprint, in a way. And the combo potential with Deathwing, Dragonlord goes without saying (granted, there'd have to be some cards where you wouldn't mind being instantly pulled out without Battlecry, like Priest of the Feast or Sylvanas Windrunnner)
My entry, manaripe is a combination of wild growth and mistcaller giving druid better tempo or bigger minions [the reduced cost may be better but druid can use this to set up combos] this can be used to get out living roots and trents to then use savage roar, etc:
After this is cast on a minion, any friendly Resurrect or Onyx Bishop card will summon this minion (for the rest of the game). If it is cast on two separate minions, then it will randomly choose between the two. It is worth noting that it can be cast on an enemy minion.
This gives a little more consistency for resurrect priests, allowing them to play low stated cards like Loot Hoarder and not fearing that it will be resurrected since you can play a big minion and cast Power Word: Eternity on it.
Instead of a random effect, you get a choice of three cards and pick one. That works for discarding effects (3 cards from your hand) as well as Sense Demons (3 demons from your deck, twice) or Bane of Doom (3 random demons). Not that for consistency it only works during your turn. It might make unplayed cards viable again. Hope you guys like it!
The Divine Shield on the battlefield divide must be damaged first with an attack/hp/spell. Hinders the use of the Hero Power for aggro, but might aid the control opponent.
This only applies to actually changing the set amount, so simply dealing damage to a minion won't work. However, hitting someone with a razed alchemist will.
If you use the 2nd The Great Masquerade, it would read "Inspire: Transform this minion into a random one that costs (2) more." so it would ONLY transform into a minion that would cost (2) more (not (1) first, then (2) afterwards).
REMOVED
REMOVED
Thats something i miss in a Discard-Lock, controlling the discard to make stuff like Fist of Jaraxxus better.
Also you dont have a big drawback adding 2 of these to your Deck, because you can just choose to discard the other Control the Void instead of any other Card in your Hand.
Maybe even draw a Card with Malchezaar's Imp
A turn two play for priest that completely changes their playstyle. By removing the Hero Power and drawing faster, it makes Priest weaker in Control game, but opens up possibility for Aggro Priest. Playing two of these will make you draw 3 cards at start of your turn, which is a weakness in itself since you're going fatigue and mill so much easier.
Based on the new (and awesome) WoW shadow priest talent Surrender to Madness. Not 100% faithful but it would have been too hard to balance if it made you lose the game instead. Tempo priest here you go!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
This is my idea for this week, hope you like it.
With this card I introduce a new mechanic in HS, the Curse (negative effects) and the Blessing (positive effects), spells with a permanent effect trough the game.
Considering that I am allowed only one submission I only made a curse card, but maybe in future Card Competition I ll have the chance to make a Blessing.
A little bit about the card:
If you choose one of them, you can choose the same one later (in which case the opponent will take 2 damage at the beggining or end of the turn) or the other one (in which case the opponent takes 1 damage at the beggining and 1 damage at the end of the turn - if he doesn't have exactly 5 cards in hand.)
Good againts aggro decks, good againts control decks, perfect for Mill Druid.
Flavor text- "Nature is precisely balanced."
For maximum stickiness:
Intended to make deathrattle control shaman viable. If you play it multiple times, every minion summons multiple copies of itself upon dying. Very slow, but most of the cards this week will be.
When you play this, you put a geyser into play on the game board, permanently. The geyser is part of the board, and placement is not affected by where minions are. Once it's there, it's there for the rest of the game. You can see it on the board. It is shaped like a minion, but it isn't a minion. It's just part of the board, basically. Minions won't be rearranged because of it, and can be placed over it. At the end of every one of your turns, every one of those minions that has any part of itself over the geyser takes 1 damage. You can place another geyser if you play it again, but they can't overlap.
Sorry about how terrible they are, but that's the extent of my image manipulation talents. The second one shows how the geyser is just a part of the board and the minions go over it. So, you can place the Geyser anywhere, but it is larger than a normal minion and so it extends slightly onto your side of the board. If you position your minions well, you can make sure it isn't touching any of yours. Like if you had one more minion, neither would be touching the geyser here.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Maybe the real dragons were the friends we made along the way.
Hand full of Dragon Synergy cards but no dragons in hand to activate them? After casting this card, so long as you have at least two minions in hand, you're always good to go. Naturally, this card's primary effect becomes less and less relevant as the game goes on, especially if you already cast it once, hence the cycle effect; a potential gimmick for Priest going forward would be adding a 1 card cycle to otherwise incredibly niche effects, as Power Word: Shield and Mass Dispel demonstrate. If you put two of these cards into your deck (or, say, draw it with Chromaggus), the second casting becomes a cheaper Arcane Intellect, with the understanding that it's one less otherwise important Dragon Priest card you'll be fitting in.
In the late game, playing this with Chromaggus already on board as a tech choice makes it a 2 mana Sprint, in a way. And the combo potential with Deathwing, Dragonlord goes without saying (granted, there'd have to be some cards where you wouldn't mind being instantly pulled out without Battlecry, like Priest of the Feast or Sylvanas Windrunnner)
My entry, manaripe is a combination of wild growth and mistcaller giving druid better tempo or bigger minions [the reduced cost may be better but druid can use this to set up combos] this can be used to get out living roots and trents to then use savage roar, etc:
After this is cast on a minion, any friendly Resurrect or Onyx Bishop card will summon this minion (for the rest of the game). If it is cast on two separate minions, then it will randomly choose between the two. It is worth noting that it can be cast on an enemy minion.
This gives a little more consistency for resurrect priests, allowing them to play low stated cards like Loot Hoarder and not fearing that it will be resurrected since you can play a big minion and cast Power Word: Eternity on it.
Exhaustion.
The new approved program for weight loss by Orgrimmar Hospital.
Fatique starts from your opponent's turn. You and your opponent draw a cards as it was previously.
Instead of a random effect, you get a choice of three cards and pick one. That works for discarding effects (3 cards from your hand) as well as Sense Demons (3 demons from your deck, twice) or Bane of Doom (3 random demons). Not that for consistency it only works during your turn. It might make unplayed cards viable again. Hope you guys like it!
Benevolent Decree
The Divine Shield on the battlefield divide must be damaged first with an attack/hp/spell. Hinders the use of the Hero Power for aggro, but might aid the control opponent.
INFINITE MAGMA RAGERS
Hearthstone Diversity Tracker
This only applies to actually changing the set amount, so simply dealing damage to a minion won't work. However, hitting someone with a razed alchemist will.
If you use the 2nd The Great Masquerade, it would read "Inspire: Transform this minion into a random one that costs (2) more." so it would ONLY transform into a minion that would cost (2) more (not (1) first, then (2) afterwards).