A late game card for Trap Hunter, and I just want to make a Tauren hero for Hearthstone
While he starts out at 10 mana, you can usually bring him out at 7 or 6 mana because you'll be playing Secret as the game goes on. His weapon synergize with his Hero Power, allowing the weapon's Attack to quickly ramp up and SMOrc your opponent down.
For those interested in Lore, Huln is a survival hunter, and the weapon he wields, aka Talonclaw, is the Artifact weapon for Survival Hunter in Legion
(if the other 2 were played the 3rd one should shine in yellow like Reno)
Even though it's hard to gather all 3 Spheres, I didn't like the idea of drawing 2 cards sice it would accelerate fatigue a lot. So it's some sort of Elise Starseeker: you can put it in your deck for a backup in control mirrors but you can't really relly on it or make your deck around it. Also the hero power is quite random, but it let's you make the decision to whether use it or not instead of just spamming it as you do with Lord Jaraxxus. I also considered making the hero power target a random charachter, but there are 51 collectible spells that cost 5 or more and the only ones that are really bad if targeted to an enemy are Blessed Champion, Power Word: Tentacles, Moonglade Portal (which still gives you a minion), Dark Wispers (but only a 50% chance) and Lay on Hands (which still draws you 3 cards). There are still some bad ones such as DOOM!, but that's when desicion making comes in: you can chose to use it when you are in an even postition or save it fearing a board clear that could help your opponent more than you. And besides, I find this way of changing heroes really cool.
Weapon Entrance (Whispering): “"Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit." Hero Entrance: “In the end, you will all serve me.” Hero Entrance (Against Paladin): “The Light won't protect you here, paladin. Nothing will protect you…” Lich King Attack: "I will break you!"
Flavor Text: "A whole ton of good people picked up Frostmourne and turned into bad guys. When will paladins realize that it just doesn't make you super powerful?"
Frostmourne's Rulings:
Frostmourne is the card that can be added into your deck.
It is the first legendary weapon.
You can only add one copy of it per deck (in constructed)
Flesheating Ghoul is a 2/3 minion with “Whenever a minion dies, gain +1 attack.”
When Frostmourne’s deathrattle triggers, The 15-health hero “The Lich King” replaces your current hero. Your hero’s current and maximum health would be 15.
The Lich King enters play with a 5/2 Frostmourne.
You will be able to achieve an infinite cycle of The Lich King at 15 health and your weapon consistently breaking.
When your hero is replaced, it can attack only if it hasn’t attacked already this turn.
The Lich King is not a demon, and cannot be killed by Sacrificial Pact.
This is a Paladin Card. Almost all those who were corrupted by Frostmourne were paladins.
Prince Tenris Mirkblood was introduced to World of Warcraft as a temporary event boss found in Karazhan during the Scourge Invasion. His presence in the game is a nod to J. K. Rowling's book "Harry Potter and the Half-Blood Prince"- having "Prince" as his title and that half-blood is a cross between a "pure-blood" and a "mudblood" (Mirkblood).
First of all, I think it makes sense to make him a "destroy your hero"-card. After all, he is called Blackhand the Destroyer. Initially he was an 8-drop, but I found it too overpowered to be able to drop him and use his hero power in the same turn.
Secondly, it's ment as yet another control tool for warriors, which should be quite obvious from the minion you get from the hero power (Blackhand was leader of the Blackrock clan, and it's their banner you see on the hero power), and certainly not least the weapon, which isn't exactly ideal for facing unless you're against another weapon class. Normally something with 0 attack can't target anything, but this weapon is obviously an exception.
So why didn't I give him 0 attack, when his weapon has 0? If summoned by other means (such as Varian Wrynn, Deathlord), the card would just be a dud, and I simply couldn't allow that.
Note: Ghost Wolf has the same health as the previous hero.
I know no one likes to give shaman anything these days but in spite I tried to made this aid Control Shaman against Freeze Mage and other heavy control. I'm not sure it's perfect but I tried to stay close to the feel the WoW iteration of the Ghost Wolf spell.
It's heals in itself but synergizes with spell activators (WWDoctor) and inspire mechanics (an extra HP click for quite cheap).
The idea with the replacement hero is that it works in the same way as Onyxia from the final Nefarian encounter in Blackrock Mountain. The wording for the Hero Power is also inspired by Blackrock Mountain, the reference being DIE, INSECTS!.
Also, I made this card because Druids are supposed to be shapeshifters but Malfurion never actually shifts shapes in the game.
This essentially works like conditional Noble Sacrifice: if your hero would die from incoming damage, this one is swapped in its place. This does not prevent damage, so your new hero is still hit, but the damage is absorbed by Divine Shield.
A late game card for Trap Hunter, and I just want to make a Tauren hero for Hearthstone
While he starts out at 10 mana, you can usually bring him out at 7 or 6 mana because you'll be playing Secret as the game goes on. His weapon synergize with his Hero Power, allowing the weapon's Attack to quickly ramp up and SMOrc your opponent down.
For those interested in Lore, Huln is a survival hunter, and the weapon he wields, aka Talonclaw, is the Artifact weapon for Survival Hunter in Legion
http://wow.gamepedia.com/Huln_Highmountain
http://wow.gamepedia.com/Talonclaw
This is my contribution to control mage:
(if the other 2 were played the 3rd one should shine in yellow like Reno)
Even though it's hard to gather all 3 Spheres, I didn't like the idea of drawing 2 cards sice it would accelerate fatigue a lot. So it's some sort of Elise Starseeker: you can put it in your deck for a backup in control mirrors but you can't really relly on it or make your deck around it. Also the hero power is quite random, but it let's you make the decision to whether use it or not instead of just spamming it as you do with Lord Jaraxxus. I also considered making the hero power target a random charachter, but there are 51 collectible spells that cost 5 or more and the only ones that are really bad if targeted to an enemy are Blessed Champion, Power Word: Tentacles, Moonglade Portal (which still gives you a minion), Dark Wispers (but only a 50% chance) and Lay on Hands (which still draws you 3 cards). There are still some bad ones such as DOOM!, but that's when desicion making comes in: you can chose to use it when you are in an even postition or save it fearing a board clear that could help your opponent more than you. And besides, I find this way of changing heroes really cool.
Hope you like it!
Flesheating Ghoul
Weapon Entrance (Whispering): “"Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit."
Hero Entrance: “In the end, you will all serve me.”
Hero Entrance (Against Paladin): “The Light won't protect you here, paladin. Nothing will protect you…”
Lich King Attack: "I will break you!"
Flavor Text: "A whole ton of good people picked up Frostmourne and turned into bad guys. When will paladins realize that it just doesn't make you super powerful?"
Frostmourne's Rulings:
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Prince Tenris Mirkblood was introduced to World of Warcraft as a temporary event boss found in Karazhan during the Scourge Invasion. His presence in the game is a nod to J. K. Rowling's book "Harry Potter and the Half-Blood Prince"- having "Prince" as his title and that half-blood is a cross between a "pure-blood" and a "mudblood" (Mirkblood).
http://wow.gamepedia.com/Prince_Tenris_Mirkblood
Blackhand the Destroyer
First of all, I think it makes sense to make him a "destroy your hero"-card. After all, he is called Blackhand the Destroyer. Initially he was an 8-drop, but I found it too overpowered to be able to drop him and use his hero power in the same turn.
Secondly, it's ment as yet another control tool for warriors, which should be quite obvious from the minion you get from the hero power (Blackhand was leader of the Blackrock clan, and it's their banner you see on the hero power), and certainly not least the weapon, which isn't exactly ideal for facing unless you're against another weapon class. Normally something with 0 attack can't target anything, but this weapon is obviously an exception.
So why didn't I give him 0 attack, when his weapon has 0? If summoned by other means (such as Varian Wrynn, Deathlord), the card would just be a dud, and I simply couldn't allow that.
Ghost Wolf
Note: Ghost Wolf has the same health as the previous hero.
I know no one likes to give shaman anything these days but in spite I tried to made this aid Control Shaman against Freeze Mage and other heavy control. I'm not sure it's perfect but I tried to stay close to the feel the WoW iteration of the Ghost Wolf spell.
It's heals in itself but synergizes with spell activators (WWDoctor) and inspire mechanics (an extra HP click for quite cheap).
(Goldrinn is supposed to be a Beast... whoops.)
The idea with the replacement hero is that it works in the same way as Onyxia from the final Nefarian encounter in Blackrock Mountain. The wording for the Hero Power is also inspired by Blackrock Mountain, the reference being DIE, INSECTS!.
Also, I made this card because Druids are supposed to be shapeshifters but Malfurion never actually shifts shapes in the game.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
All hail the Old Gods!
This essentially works like conditional Noble Sacrifice: if your hero would die from incoming damage, this one is swapped in its place. This does not prevent damage, so your new hero is still hit, but the damage is absorbed by Divine Shield.
Edit: wording.
A card for combo decks that puts you on a timer.
Legendaries crafted so far: Dr. Boom, Kazakus, Lord Jaraxxus, Sylvanas Windrunner, Fire Plume's Heart, Mal'Ganis, Bloodreaver Gul'dan, Baku the Mooneater, Genn Greymane, Aya Blackpaw, Patches the Pirate, Leeroy Jenkins, Zilliax, Raid the Docks and ancharr
That's it for submissions this week! Have a look through the topic and see if you missed any gems you want to vote on over the next 24 hours.
You can find me here! Good luck everyone!