My take on making the "menagerie" cards more viable and interesting. Even though the stats require you to commit to a certain strategy, it still is not as linear as you might think. It also puts some old cards in the spotlight: Hemet Nesingwary and Hungry Crab would appreciate your upvote!
Not the best stats for 7-drop, but the deathrattle gives you a lot of value in 1-2 turns. Imagine playing Sylvanas Windrunner or Tirion Fordring under this effect (there are still some drawback cards like Moat Lurker or The Beast). Even Dreadsteed gains a lot of value.
Boosts N'Zoth and control decks alot, but slowing them down more.
It's every warrior's dream, to pick up a gnome and start hitting people with it. It's a source of burst damage, but more fitting for Control Warrior with fewer, but bigger minion.
Garrosh! Put Deathwing down now!
A few clarification:
1. Equipping your minion destroys your current weapon.
2. The "Weapon"'s Attack is equal to your minion's Attack, and its Durability is equal to your minion's Health. After Attacking, the "Weapon" loses 1 Durability as per normal weapon rule, so at the end of turn, your minion reenters Battlefield with 1 less Health.
3. Your minion's ability still applies when you have them as weapon. So equipping Raging Worgen will allow your hero to attack twice (Assuming it's enraged), equipping a 1 Health Sylvanas Windrunner will cause the "Weapon" to break after attacking, triggering her Deathrattle, equipping a Divine Shield minion will cause your hero to take no damage when trading.
A solid two drop, which makes Steward of Darkshire on turn three more solid. And even in Lategames he can be very useful (e.g. played on turn 7, followed by Ragnaros, Lightlord).
This is my first submission to a contest. This is a potential Mage spell. Enemies are silenced for the duration of the enemy turns. While it stops some existing effects like Darkshire Councilman that might already be in the field, it would also stop any Battlecries from triggering on the enemy's turn.
A 10-mana control bomb that can act as Yogg-Saron without the RNG clown fiesta. If you have the right cards in hand, you can probably do some damage to the opponent's board, put down some big minions, give them taunt, heal yourself, and draw some cards. A strong play against aggro and midrange, but a weak one against another control deck, since they'll likely be able to clear your board after you play this. The power of a card like this is directly correlated with how big your hand is and how many powerful cards you've been able to save during the game; so it's not always going to be a game winning play.
Both heroes are made immune to prevent OTK shenanigans that would otherwise occur.
My take on making the "menagerie" cards more viable and interesting. Even though the stats require you to commit to a certain strategy, it still is not as linear as you might think. It also puts some old cards in the spotlight: Hemet Nesingwary and Hungry Crab would appreciate your upvote!
Not the best stats for 7-drop, but the deathrattle gives you a lot of value in 1-2 turns. Imagine playing Sylvanas Windrunner or Tirion Fordring under this effect (there are still some drawback cards like Moat Lurker or The Beast). Even Dreadsteed gains a lot of value.
Boosts N'Zoth and control decks alot, but slowing them down more.
Twitch: https://www.twitch.tv/simplycrazy
It's every warrior's dream, to pick up a gnome and start hitting people with it. It's a source of burst damage, but more fitting for Control Warrior with fewer, but bigger minion.
Garrosh! Put Deathwing down now!
A few clarification:
1. Equipping your minion destroys your current weapon.
2. The "Weapon"'s Attack is equal to your minion's Attack, and its Durability is equal to your minion's Health. After Attacking, the "Weapon" loses 1 Durability as per normal weapon rule, so at the end of turn, your minion reenters Battlefield with 1 less Health.
3. Your minion's ability still applies when you have them as weapon. So equipping Raging Worgen will allow your hero to attack twice (Assuming it's enraged), equipping a 1 Health Sylvanas Windrunner will cause the "Weapon" to break after attacking, triggering her Deathrattle, equipping a Divine Shield minion will cause your hero to take no damage when trading.
works with Freezing Trap, Explosive Trap, Misdirection, Mogor the Ogre, Snake Trap + Knife Juggler and any minion with divine shield.
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Steal your opponent's unused mana for a bursting turn.
Or just drop it as a fair turn-one boy.
An opportunistic card that opponents must play around.
C'Thun demands a sacrifice! Preferably a Deathwing.
A wise man once said "don't be salty, be cool" "My Weekly Card Design Competition entry below"
Clarifications:
REMOVED
This minion can keep resurrecting herself over and over again, unless more than one minion is dead which increases chances to resurrect someone else.
A solid two drop, which makes Steward of Darkshire on turn three more solid. And even in Lategames he can be very useful (e.g. played on turn 7, followed by Ragnaros, Lightlord).
This is my first submission to a contest. This is a potential Mage spell. Enemies are silenced for the duration of the enemy turns. While it stops some existing effects like Darkshire Councilman that might already be in the field, it would also stop any Battlecries from triggering on the enemy's turn.
I found the image source here: https://surrealmedievalfantasy.wordpress.com/2015/07/21/hush-a-surreal-gothic-fantasy-portrait-of-a-witch/
Based on the WoW skill of the same name.
Basically the idea is that we will be able to target enemies for effects, and choose one for maybe damage dealt randomly(crackle).
A 10-mana control bomb that can act as Yogg-Saron without the RNG clown fiesta. If you have the right cards in hand, you can probably do some damage to the opponent's board, put down some big minions, give them taunt, heal yourself, and draw some cards. A strong play against aggro and midrange, but a weak one against another control deck, since they'll likely be able to clear your board after you play this. The power of a card like this is directly correlated with how big your hand is and how many powerful cards you've been able to save during the game; so it's not always going to be a game winning play.
Both heroes are made immune to prevent OTK shenanigans that would otherwise occur.
Combining Embrace the Shadows with Summoning Stone