As we all know, Lightbomb rotated out and this really hurt priest. So why not creating a minion that makes the same effect! And of course it has to be a goblin bomber!
I think this is what resurrect priest needs. You can resurrect this threat again and again to take control of the board. Unlike spells this can clear the board and leave a good body to heal. That's why, this is a perfect card to play against shamans, hunters, warlocks or any other aggro/board control deck. Against control, this can act as a good "taunt" minion. The stats are between Priest of the Feast and Deathlord.
Edit: To clerify, by "its attack" on the text, I didn't mean Lightbomber's attack. That's why i did a minor change on the text. So in other words, this card is like: "If it lives until your next turn, cast Lightbomb." Also a small buff of +1 health was added.
Play: "Close your eyes!" Attack: "Ooh shinny." Death: "It burns!"
Edit: to clarify, your hero doesn't just get healed by that amount, his life cap increases, too. So, for example, if you have 5 minions on the board and you play Holy Nova and it heals all of them for 2 health, as well as healing you for 2 health, then your hero would end up gaining 12 HP!
Sort of like Bloodlust but instead of going wide you can turn a board with nothing but two 3/3s into 12 burst damage. Can be used with Bloodlust to go wide and painful, turning any board full of 0/2s into instant lethal.
Also this is my first time submitting one of these. How do you make the image large like the rest of the posts?
This card works very well with the well known legendary Nozdormu, nice for any deck.
Tha flame sphere explodes at the end of turn OF YOUR ENEMY, not yours. So, clicking 30 times the sphere you lose 30 seconds of the turn (and the extra time you spent clicking the orb).
Well, this submission is a paladin secret that stalls a game a bit. The main idea is to put this one into paladin secret deck, so you keep mysterious challenger not only with 2/1 get down man, but opponent will be unavailable to attack anymore that turn, so this is huge secret for paladin. It is obviously mythic rarity, since the effect is awesome.
Note: windfury is not countered, so alakir will be available to attack twice, if it was first character to attack this turn (worgen as well)
I feel like I should explain this one because keeping the card text simple, yet accurate was probably the hardest part of making this card.
When you swap places with your opponent, their hero is now where your hero normally is, and vice versa. Your hand, minions, and equipped weapons do not swap places however.
When heroes are swapped, your minions can no longer attack the opposing hero. The only hero they can attack is on the opposite side of the board I.E Your hero. But card effects have a new target. Here are some examples
Flame Imp now deals 3 damage to the enemy hero when played.
Life tap deals two damage to the enemy hero and draws you a card
The enemy hero takes your fatigue damage
Priest of the Feast now heals the enemy hero for 3 whenever you cast a spell
Shield Slam uses the enemy hero's armor instead of yours
You can attack with a weapon, and your enemy will take the face damage instead of you. Play with Fool's Bane against a large board for devastating damage!
If you destroy your hero while they are on the opposing side, you will lose the game. And if the opposing hero dies while on your side, you will win.
Any secrets the enemy has in play will now effect your hero! Attack yourself and trigger Ice Barrier? Looks like that 8 armor belongs to you now!
Ragnaros the Firelord has a chance to hit your hero at the end of the turn! So be careful.
Now, witness the daggerpower of this fully armed and operational dark alley!
A skill-testing card that turns a crippling weakness of the class into something that can be worked around, with careful use of resources.
I chose to make the card give the attack to the hero instead of the weapon for a couple reasons:
1) It fits gameplay to the flavor better to not only be able to summon an extra point of damage at need, but to do so even without a weapon equipped or two extra mana to Hero Power. Say a shaman on the play plays a t2 totem golem. Your turn two used to be pretty unfavorable: couldn't develop anything and couldn't remove it, without using some combination of Coin, Prep, SI7, Backstab, or a big removal. Now, you have those tempo-unfavorable options, AND It's a Trap + Backstab + attack, which lets you develop something on the board too, in return for 3 damage and card disadvantage. That's a decent trade-off you won't always want to make, and thus it's skill-testing, for both players, as the Shaman might decide it's more important to play something that won't hinder their turn 3.
2) While a big part of the driving force behind the card is Rogue's currently abysmal AOE completely removes slow decks from viability any time the meta shifts aggro-ward, Blade Flurry getting an extra point from a weapon attack increase AND a point from Spell Damage probably makes it too good, given weak AOE is part of Rogue's class identity.
As we all know, Lightbomb rotated out and this really hurt priest. So why not creating a minion that makes the same effect! And of course it has to be a goblin bomber!
I think this is what resurrect priest needs. You can resurrect this threat again and again to take control of the board. Unlike spells this can clear the board and leave a good body to heal. That's why, this is a perfect card to play against shamans, hunters, warlocks or any other aggro/board control deck. Against control, this can act as a good "taunt" minion. The stats are between Priest of the Feast and Deathlord.
Edit: To clerify, by "its attack" on the text, I didn't mean Lightbomber's attack. That's why i did a minor change on the text. So in other words, this card is like: "If it lives until your next turn, cast Lightbomb." Also a small buff of +1 health was added.
Play: "Close your eyes!" Attack: "Ooh shinny." Death: "It burns!"
"Better together they say"
Edit: to clarify, your hero doesn't just get healed by that amount, his life cap increases, too. So, for example, if you have 5 minions on the board and you play Holy Nova and it heals all of them for 2 health, as well as healing you for 2 health, then your hero would end up gaining 12 HP!
REMOVED
Sort of like Bloodlust but instead of going wide you can turn a board with nothing but two 3/3s into 12 burst damage. Can be used with Bloodlust to go wide and painful, turning any board full of 0/2s into instant lethal.
Also this is my first time submitting one of these. How do you make the image large like the rest of the posts?
This card works very well with the well known legendary Nozdormu, nice for any deck.
Tha flame sphere explodes at the end of turn OF YOUR ENEMY, not yours. So, clicking 30 times the sphere you lose 30 seconds of the turn (and the extra time you spent clicking the orb).
A card you can build an entire deck around/alternate win condition for miracle rogues.
You always use at least 2 manas.
Love the tribes.
Well, this submission is a paladin secret that stalls a game a bit. The main idea is to put this one into paladin secret deck, so you keep mysterious challenger not only with 2/1 get down man, but opponent will be unavailable to attack anymore that turn, so this is huge secret for paladin. It is obviously mythic rarity, since the effect is awesome.
Note: windfury is not countered, so alakir will be available to attack twice, if it was first character to attack this turn (worgen as well)
I feel like I should explain this one because keeping the card text simple, yet accurate was probably the hardest part of making this card.
When you swap places with your opponent, their hero is now where your hero normally is, and vice versa. Your hand, minions, and equipped weapons do not swap places however.
When heroes are swapped, your minions can no longer attack the opposing hero. The only hero they can attack is on the opposite side of the board I.E Your hero. But card effects have a new target. Here are some examples
Flame Imp now deals 3 damage to the enemy hero when played.
Life tap deals two damage to the enemy hero and draws you a card
The enemy hero takes your fatigue damage
Priest of the Feast now heals the enemy hero for 3 whenever you cast a spell
Zombie Chow and Corrupted Healbot now heal your hero instead of the opponent.
Shield Slam uses the enemy hero's armor instead of yours
You can attack with a weapon, and your enemy will take the face damage instead of you. Play with Fool's Bane against a large board for devastating damage!
If you destroy your hero while they are on the opposing side, you will lose the game. And if the opposing hero dies while on your side, you will win.
Any secrets the enemy has in play will now effect your hero! Attack yourself and trigger Ice Barrier? Looks like that 8 armor belongs to you now!
Ragnaros the Firelord has a chance to hit your hero at the end of the turn! So be careful.
Speaking of Ragnaros... Do I sense a Majordomo Executus combo?
I think you get the point, thanks for reading. This card was a ton of fun to make.
"Science isn't about why! Its about why not!"
Now, witness the daggerpower of this fully armed and operational dark alley!
A skill-testing card that turns a crippling weakness of the class into something that can be worked around, with careful use of resources.
I chose to make the card give the attack to the hero instead of the weapon for a couple reasons:
1) It fits gameplay to the flavor better to not only be able to summon an extra point of damage at need, but to do so even without a weapon equipped or two extra mana to Hero Power. Say a shaman on the play plays a t2 totem golem. Your turn two used to be pretty unfavorable: couldn't develop anything and couldn't remove it, without using some combination of Coin, Prep, SI7, Backstab, or a big removal. Now, you have those tempo-unfavorable options, AND It's a Trap + Backstab + attack, which lets you develop something on the board too, in return for 3 damage and card disadvantage. That's a decent trade-off you won't always want to make, and thus it's skill-testing, for both players, as the Shaman might decide it's more important to play something that won't hinder their turn 3.
2) While a big part of the driving force behind the card is Rogue's currently abysmal AOE completely removes slow decks from viability any time the meta shifts aggro-ward, Blade Flurry getting an extra point from a weapon attack increase AND a point from Spell Damage probably makes it too good, given weak AOE is part of Rogue's class identity.
This is my Submission.
A truly interesting and unique beast druid card.
Thanks!
My Entry for this week's Card Design Competition - Season 8.16:
Dunno... maybe Purify it?