Everyone's favourite 4 drop is back with a twist! The flavour of this card is straight forward: You can't play it w/o the cost because it has no pilot!
It gives you a slightly stronger body at the cost of temporarily sacrifice a friendly minion. However, you can turn this into an advantage if you choose its pilot well. It brings back the old "Sticky minion" w/o having RNG dictate the game.
You can:
1. Use it on a damaged friendly minion to act as a delayed heal
2. Trigger useful Deathrattle
3. Protect your important minion against incoming AoE
Kinda hard to create something outstanding by suffering a negative effect, so I thought I would submit something fun for Warrior. Idea behind it was to give Warrior something risky, value and fun to play for those archetypes that don't synergize with the Warrior Heropower since so far, only one we've seen is Seige Engine.
intended to be a neutral board wipe at a mana cost between Doomsayer and Deathwing. Since it requires the friendly minion to be played then that means summoned tokens don't work for it.
This is the Suramar NPC in WOW Legion. In WOW, you need to give her ancient mana to gain a buff which will restore your health when you receive lethal damage.
Now these are specifications I had to look up on the wiki. Each turn lasts 75 seconds, so this leaves you 15 seconds to play your turn for the rest of the game. This cost only affects you and is irreversible.
The deathrattle pulls Nozdormu out of thin air. You don't need Nozdormu in your deck for it to be summoned. If you have a Nozdormu in your deck or hand, it will *not* use that one.
Best played on turn 1, otherwise might not be worthwhile (similar concept as Zombie Chow). Example: Play on turn 1, overload for 2; Play on turn 2, overload for 3; Play on turn 3, overload for 4 etc.
Lore wise: the card idea is that Goblin Hunters use more explosive devices then usual means to catch and hunt animals. This way of doing things usually has terrible results for the surrounding area.
Flavor Text: Ever wondered why there aren't many beasts in Bilgewater Harbor? Now you know.
Game-play wise: The idea of permanently destroying board space has always appealed to me. This card is a very 'All in' Card that basically announces that you're trying for one final push on the enemy in order to win the game.
Secret Hunter often have untriggered secrets, and this is a way to recycle those secrets and play duplicate secrets in your hand.
Everyone's favourite 4 drop is back with a twist! The flavour of this card is straight forward: You can't play it w/o the cost because it has no pilot!
It gives you a slightly stronger body at the cost of temporarily sacrifice a friendly minion. However, you can turn this into an advantage if you choose its pilot well. It brings back the old "Sticky minion" w/o having RNG dictate the game.
You can:
1. Use it on a damaged friendly minion to act as a delayed heal
2. Trigger useful Deathrattle
3. Protect your important minion against incoming AoE
And perhaps even more!
Kinda hard to create something outstanding by suffering a negative effect, so I thought I would submit something fun for Warrior. Idea behind it was to give Warrior something risky, value and fun to play for those archetypes that don't synergize with the Warrior Heropower since so far, only one we've seen is Seige Engine.
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
intended to be a neutral board wipe at a mana cost between Doomsayer and Deathwing. Since it requires the friendly minion to be played then that means summoned tokens don't work for it.
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
This is the Suramar NPC in WOW Legion. In WOW, you need to give her ancient mana to gain a buff which will restore your health when you receive lethal damage.
Synergize well with Barnes,Resurrect,Onyx Bishop and N'Zoth, the Corruptor.
Make priest great again?
Astral Portal
Who am I?
None of your business!
Secret mage incoming. yep
"Play faster. Faster!", you kept shouting at your opponent. Nozdormu answered your query... but not in the way you expected.
Nozdormu
Now these are specifications I had to look up on the wiki. Each turn lasts 75 seconds, so this leaves you 15 seconds to play your turn for the rest of the game. This cost only affects you and is irreversible.
The deathrattle pulls Nozdormu out of thin air. You don't need Nozdormu in your deck for it to be summoned. If you have a Nozdormu in your deck or hand, it will *not* use that one.
This card comboes well with Reincarnate, with Princess Huhuran on turn 10, maybe even with Moat Lurker?
There are a lot of remedies we don't yet know a disease for.
REMOVED
Best played on turn 1, otherwise might not be worthwhile (similar concept as Zombie Chow). Example: Play on turn 1, overload for 2; Play on turn 2, overload for 3; Play on turn 3, overload for 4 etc.
Lore wise: the card idea is that Goblin Hunters use more explosive devices then usual means to catch and hunt animals. This way of doing things usually has terrible results for the surrounding area.
Flavor Text: Ever wondered why there aren't many beasts in Bilgewater Harbor? Now you know.
Game-play wise: The idea of permanently destroying board space has always appealed to me. This card is a very 'All in' Card that basically announces that you're trying for one final push on the enemy in order to win the game.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
REMOVED