My mechanic is inspired on some of the best, in my opinion, keywords already in Hearthstone: ChooseOne, Discover and Secrets.
This keyword is intended to be present on minions, just like Battlecry or ChooseOne. When you play the minion, an interface similar to the one that appears with Choose One cards will appear, with two possible effects. You choose one of them and the minion is summoned. The opponent doesn't know which of the two effects is active, but they know what are the possible outcomes to a specific action. This provides a lot of strategic play between the two players. It merges the choice aspect of the Discover mechanic with the interactivity of secrets.
Once the minion is in play, a white question mark will be in the place where the lightning of active effects or the skull of Deathrattle usually is. Imagine Northshire Cleric had Scheme. This would be the icon shown:
When activated, the sequence would be the same as if a Secret had been activated. Here are some card examples:
Overzealous Inquisitor: this card provides a very good example of Scheme. When handled incorrectly, it can prevent a Flamestrike from wiping your board, but it can also be used to make your opponent think twice about buffing his minions. The effect occurs before the spell is completed, so don't waste your Power of the Wild on a soon-to-be empty board! The best way to handle it is to kill it with another minion or a weapon. Even two Fireblast!
Mathias Shaw: the equivalent to Brann Bronzebeard or Fandral Staghelm, but with stealth and exclusive to rogues. It's power depends on what Scheme minions you have, but it can be very difficult to beat when coupled with a lot.
Darkspear Vanguard: anti-aggro tech that can be used to make your taunts more resilient or save an important minion. Here, you can override one of the options by attacking the Vanguard directly, but if the other option was chosen you might have preferred killing a different minion.
Wait, what does 'enchanted' mean, I thought this was just supposed to be just one new keyword? Good question! The game already has enchantments, although they are not yet referred to explicitly. Any buffs and debuffs that are in the game are considered enchantments.See the Hearthstone Wiki for more info on enchantments. One detail that's expanded on for my cards is that weapons are also allowed to be considered enchanted (the wiki talks solely in terms of minions).
Ok, so how does this keyword work?
Basically it's like the enchantment version of Enrage. If the card is buffed/debuffed it's considered Exalted and gets the benefits that follow the colon. If the enchantment ends, or the card is no longer enchanted or silenced, the benefit ends (much like fully restoring an Enrage minions health ends the effect). So, if you use Abusive Sergeant to give an Exalted minion +2 Attack, it will be Exalted for the rest of the turn and then lose the benefit once the turn ends.
I think I get it. How come you didn't make a card that gave a minion Exalted: something?
Because doing so would basically be like saying "Enchant a minion so that it gets an effect while enchanted" which boils down to "Enchant a minion." While giving a minion Exalted isn't feasible, you could still Discover Exalted minions, trigger if you have an Exalted minion, etc. I just wanted to keep things simple here.
Inspired by the old MtG card Ghazban Ogre, Treachery causes a minion to switch sides when its controller is losing the race on life total. Minions with Treachery that switch sides are not exhausted on their new controller's turn, allowing them to attack right away. Otherwise, this is in essence a Mind Control effect and is governed by those rules.
I made a powerful key word this week, have a look at it!
Notably, new belief will replace the old one.
And here is some cards.
Considering that Belief is so powerful, cheap Belief minions should have a bad stat. Take Raw Recruit for example, you can make a 2/5 with a Divine Strength on Turn 3, which is acceptable for a 2-card combo.
Satyr Infastor can also effect enemy minions, to make some spells deal double damage to an enemy minion or give double buff on friendly demons.
Here comes the Legendary Betedictus! As a Legendary, it can give your opponent Priest Belief which generates OTKs. And, it also has Priest Belief, if you draw it with Shadowfiend on the battlefield, you can play it much earlier!
It just occur to me that, with this new key word, it would be amusing to be faced with the same class : ) Hope you have fun!
Did your opponent just play The Coinand pass? Maybe they didn't use that extra mana for a free hero power? They might be planning to Interact!
Notes: Only triggers if you have the mana to play it, and spends that mana. Multiple Interact triggers in hand choose one at random. The card is played automatically, so no concerns about making decisions (and using clock) during your opponent's turn.
Grounds for Dismissal: While not the most powerful card on its own (compare to Counterspell for example), The power here is versatility. An Interact control deck with many different effects like this would be difficult to play against. Unlike a secret, Interact cards in hand are of unknown quantity, have various costs, and don't cost mana until they're played into.
Sequoia the Brave: Pardon the pun, but Sequoia offers a double-edged sword. Can you predict what your opponent will play, and get surprise charge value? Or will they be one step ahead and bait your hand out into oblivion?
Zyaga, Bringer of Peace: We already know getting random minions from your deck is fun. Zyaga offers versatility where you choose how much mana to leave up based on the minion (or combination of minions) you're hoping to get.
The idea of the keyword is to combine your minions into one army for purpose of attacking without losing those minions like with Void Terror. This allows for interaction with your "horde" and also allows you to have minions that are not partaking as well. I decided +2/+2 for each minion was simpler to control for design purposes and avoided absurdly large minions (+1/+1 seemed too weak). You'll notice in some ways this keyword could be weak, Freeze for example. That would have to be addressed within the expansion. In other ways this keyword can be quite broken. Especially while you are ahead. While you can quickly create a huge minion, you also have to take care that your not trapping your other strong minions from attacking. +2/+2 might seem pretty mild compared to that 5/5 that cant attack. I always like designs like this that make you stop and think because they are not automatically the best decision every time you play them.
As for the cards I submitted, I had a few ideas I was toying with but I settled on these. I thought they show ways the keyword was dynamic and could be interactive.
Durotan's Warband: Designed as a staple for a minion based warrior deck. Way over cost if played on empty board. Quickly ramping in power to destroy most minions when you have 3+ warrior horde. If your ahead with a full board this could quickly close out the game. However not that in the late game many of your minions would be better then 2/2s so it might actually slow you down.
Pillagers: Useless on its own. Yet a powerful board controller a few pirates. Most often it would be traded in 1 for 1 removal. Occasionally you might get trapped with it on board and no way to damage your opponent. Probably over cost but the upside is it could lock out some minion based decks in a long game.
Fur Traders: I wanted to show case the subtly of Horde and how it can be interactive with creative application. At a glance fur traders might seem pretty bad. 4 mana 1/1? but with just a couple beast out its a 4 mana 5/5. throw in an Unleash the Hounds and it could quickly be attacking for 9 on turn 5. thats ok I guess but it shrinks every time it attacks? this is where it gets some interesting interactions. paired with some deathrattle beasts and it goes up in attack (Infested Wolf). I think in this way Fur Traders best represent what Horde could be in an expansion.
Well cheers, thanks for your consideration and good luck to all the contestants. There are alot of fun entries this week.
When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage, then the other player sees what the card really is. From your point of view, you will see the card's true text and stats, but you will see the fake name and art. The card will also glow purple to you, like Shifter Zerus, so that you can easily remember a Deception is occurring. If your opponent tries to play something like Shadow Word: Pain that only works on cards with certain stats and such, it will act like it has the fake stats while the Deception is occurring. Naturally, X has to be a minion with the same cost, otherwise the Deception will be exceedingly obvious when you play it.
The point of Deception is to fake out and/or play mind games with your opponent. With False Prophet, your opponent has to determine if they want to use up attacks or mana dealing damage to what they see as a Doomsayer, or deal damage to your face. If they get it wrong, it's a tempo loss for them. You could really psyche them out playing this on the first few turns, if they don't even have any minions out. Then they have to decide if they want to risk playing a minion, or if they think it's a False Prophet.
Surprise Sentry is a similar mind game. Do they think it's really an Alarm-o-Bot? If it is, they would want to attack it with something that deals 3+ damage, or use a spell on it. Either way, they got psyched out and wasted damage on removing a Divine Shield. If they think it's a Surprise Sentry and it's actually Alarm-o-Bot and they leave it alone because they don't have a good way of pinging it, then you get a minion out for free. You might say "No one uses Alarm-o-Bot, so it's obviously a Surprise Sentry." That would be a good reason to put an actual Alarm-o-Bot in your deck, because your opponent would then think it's Surprise Sentry. Even better, you can put in one of both to really play mind games with your opponent. You can do the same thing with False Prophet: put one False Prophet and one Doomsayer in.
Faceless Assassin could be harder for your opponent to guess. It could end up being disguised as something really weird, like how no one uses Chillwind Yeti in decks anymore, and so your opponent would think some weird 4-drop is a Faceless Assassin. But if you put in some actual, weird 4 drops, it would also mess with your opponent. And if you catch your opponent off-guard with Faceless Assassin, it could make for some really good trades.
Hidden power: It's a permanent effect that a minion gets when activated by another card.
The hidden powers are a perment effect, so it can only dissapear when they are silenced, and they can only be activated once. They are good and simple cards, that can create hidden power's decks. The hidden powers are not only attack and health bonus, they can given the minions everything.
With only 3 cards, I cannot show what this effect can do, because it needs a minion with hidden power, and another card that activates it. If you want more of this cards, here you go:
last edit: I only make the cards smaller, to be in the same line
Keyword: Shield - Works as an extra life. I'll give the examples:
The first example, Iron Golem is a 6/2 With "Shield: (3)". This means that this minion receives an extra life, 3 points of life, and can only die after loosing the Shield, for example, if an 5 attack minion attacks this minion, it won't kill it, because the Shield will absorb the 5 damage and then this minion can be attacked to loose the remaining life, this also work against spells, if a 5 damage spell affects this minion, the shield will absorb and this minion only takes 3 damage, instead of dieing. Healing effects also affects Shield.
The whole idea behind infection is damage over time. While normal damage effects might deal damage once (instantly), infection lasts until the minion dies or is destroyed. The Pros of this are that it is more efficient than damage spells, but it gives your opponent time to react. It also encourages silence decks (even Purify), so that minions can be cleansed from Infection. A card SIMILAR to Infection in game is Baron Geddon.
The idea here is a sort of controlled random effect, which can be influenced by how you play. The card can be both your own and your opponent's. I don't really think I need to explain the flavour behind this, but essentially, it's like you're digging up an ancient artefact. It allows you to make use of specific cards more than you normally would be able to.
The Arcane Archivist is a rather basic example of what Unearth can be used for. An alternative to Ethereal Conjurer that gives you access to spells you have already put in your deck, as well as spells your opponent has cast. Flavour being that he's been studying ancient scrolls and learning their secrets, giving you access to the spells.
Elana Starseeker is Elise Starseeker's long-lost sister, who has turned to the path of archaeology over that of exploration. She's a late-game card that can help you refill your hand (without drawing from your deck, which is pretty significant in fatigue wars), and will keep providing you with resources until she is removed. Note that you can often guarantee which weapon you get, since they aren't exactly commonplace. Need a Gorehowl? She'll dig it up for you.
Undersea Expedition is a little something for one of my favourite decks - N'zoth Rogue. If you use a lot of deathrattle minions, you can significantly increase your chances of getting value from this card, which draws you a maximum of four cards that have already died, allowing you to make use of Cairne Bloodhoof and Sylvanas Windrunner a second time. The flavour being that the expedition is trying to collect specimens, and stops once they find a faulty one/they run out of space in the submarine.
Heathco was fastest than me, but here is my keyword anyway:
To show how choosing would work in-game, take a look at the image in the spoiler <<WARNING: serious Paint skills inside>>.
Talent is a keyword for minions and weapons. On your turn, when you click on the character, 2 buttons would show: "Attack" and "Talent", you click your option and the arrow for choosing target would show up (if needed, not all talents need a target, like the one for Vindicator Maraad). Choosing could also be made with click and slide to the right or left to make it more smooth, specially on cellphones.
Windfury gives two attacks, so you can use the talent two times.
Shadowspeaker: A simple effect that shows how the keyword could work with a class theme. Reducing the attack works well with the "attack matters" cards of priest. Reducing 1 health is like dealing 1 damage, but not "healable". Attacking would do more damage, but with the talent your minion doesn't get damaged.
Mooncaster: An interesting interaction of my keyword with another existing keyword. The talent casts a copy of the spell Moonfire, that means its affected by everything that interacts with spells (Spell Damage, Violet Teacher, Malygos, etc.). Instead of dealing 3 damage attacking, you would do 2 damage with no damage recieved, and bypassing taunt.
Vindicator Maarad: When trying to make a powerful talent, the problem that showed up is that Talent is a keyword that has no immediate impact so, playing a high-cost minion that do nothing until your next turn is a bad thing. So I thought that a perfect solution would be making the talent also a battlecry. Vindicator Maarad needs a deck around it to make it powerful, and it reminds me a little like C'Thun in that way (and the effect), but with the talent keyword makes it so much different. You can choose to attack with 6 damage to one target, or use his talent to kill more targets (or do more damage if your dead tokens count is high enough). It would work better on Wild than Standrad with Muster for Battle though.
It is very simple and somehow similar to silverware golem. This only activates in your turn. the cards can be played normally just like silverware golem. When the condition appears the card just leaves your hand and goes on the board.
Scrap Golem: This is just the basic example.
Guardian Spirit: Sometimes the condition will be a little harder when the minion has highter value.
I am a witness of yogg-saron my lord and savior. I pray to him as he is the god and protector of RNG to bless me with is power and grant me the luck i need to win my games. May yogg be with you, and your cards.
NOTE: The effect occurs at the end of the turn. Example: Perseverance - (6): Draw a card = At the end of the 6th turn since this minion was played, draw a card. Minions with Perseverance - (1) will trigger the effect whenever a player ends their turn. The minion survived the turn when it was played, so it WILL trigger its effect when you play it and end the turn right after.
Minions with Perseverance will need to stay alive without dying in order to trigger its effect. Your opponent will need to find a possible way to destroy your minions fast enough to make the minion you played a waste of mana.
Determined Barb: Basically, at the start of your turn, gain +1/+1 and Taunt. And it won't gain +1/+1 again. Because the effect only triggers once. It's almost like transforming itself into a 4/4 Taunt minion at the start of your turn, but given effects are not removed.
Famished Beasthunter: This minion won't survive if you don't have a Beast on board. At the end of your second turn, this minion will consume a Beast on the battlefield in order to stay alive. If you don't have a Beast, too bad. Hunters have lots of Beasts so this shouldn't be a problem.
Motivation: Forgot to mention - Decreases Perseverances in your hand AND deck. Don't know if there will be lots of cards with Perseverance in your deck, so I gave it an Overload effect. I'm assuming not many cards with Perseverance will appear in Shaman decks so the card shouldn't be too weak or broken.
My mechanic is inspired on some of the best, in my opinion, keywords already in Hearthstone: Choose One, Discover and Secrets.
This keyword is intended to be present on minions, just like Battlecry or Choose One. When you play the minion, an interface similar to the one that appears with Choose One cards will appear, with two possible effects. You choose one of them and the minion is summoned. The opponent doesn't know which of the two effects is active, but they know what are the possible outcomes to a specific action. This provides a lot of strategic play between the two players. It merges the choice aspect of the Discover mechanic with the interactivity of secrets.
Once the minion is in play, a white question mark will be in the place where the lightning of active effects or the skull of Deathrattle usually is. Imagine Northshire Cleric had Scheme. This would be the icon shown:
When activated, the sequence would be the same as if a Secret had been activated. Here are some card examples:
Wait, what does 'enchanted' mean, I thought this was just supposed to be just one new keyword?
Good question! The game already has enchantments, although they are not yet referred to explicitly. Any buffs and debuffs that are in the game are considered enchantments. See the Hearthstone Wiki for more info on enchantments. One detail that's expanded on for my cards is that weapons are also allowed to be considered enchanted (the wiki talks solely in terms of minions).
Ok, so how does this keyword work?
Basically it's like the enchantment version of Enrage. If the card is buffed/debuffed it's considered Exalted and gets the benefits that follow the colon. If the enchantment ends, or the card is no longer enchanted or silenced, the benefit ends (much like fully restoring an Enrage minions health ends the effect). So, if you use Abusive Sergeant to give an Exalted minion +2 Attack, it will be Exalted for the rest of the turn and then lose the benefit once the turn ends.
I think I get it. How come you didn't make a card that gave a minion Exalted: something?
Because doing so would basically be like saying "Enchant a minion so that it gets an effect while enchanted" which boils down to "Enchant a minion." While giving a minion Exalted isn't feasible, you could still Discover Exalted minions, trigger if you have an Exalted minion, etc. I just wanted to keep things simple here.
Inspired by the old MtG card Ghazban Ogre, Treachery causes a minion to switch sides when its controller is losing the race on life total. Minions with Treachery that switch sides are not exhausted on their new controller's turn, allowing them to attack right away. Otherwise, this is in essence a Mind Control effect and is governed by those rules.
Edit: Apologies for the bad formatting earlier.
I made a powerful key word this week, have a look at it!
Notably, new belief will replace the old one.
And here is some cards.
Take Raw Recruit for example, you can make a 2/5 with a Divine Strength on Turn 3, which is acceptable for a 2-card combo.
It just occur to me that, with this new key word, it would be amusing to be faced with the same class : )
Hope you have fun!
Did your opponent just play The Coin and pass? Maybe they didn't use that extra mana for a free hero power? They might be planning to Interact!
Notes: Only triggers if you have the mana to play it, and spends that mana. Multiple Interact triggers in hand choose one at random. The card is played automatically, so no concerns about making decisions (and using clock) during your opponent's turn.
Grounds for Dismissal: While not the most powerful card on its own (compare to Counterspell for example), The power here is versatility. An Interact control deck with many different effects like this would be difficult to play against. Unlike a secret, Interact cards in hand are of unknown quantity, have various costs, and don't cost mana until they're played into.
Sequoia the Brave: Pardon the pun, but Sequoia offers a double-edged sword. Can you predict what your opponent will play, and get surprise charge value? Or will they be one step ahead and bait your hand out into oblivion?
Zyaga, Bringer of Peace: We already know getting random minions from your deck is fun. Zyaga offers versatility where you choose how much mana to leave up based on the minion (or combination of minions) you're hoping to get.
It's almost as if women play Hearthstone too or something.
The idea of the keyword is to combine your minions into one army for purpose of attacking without losing those minions like with Void Terror. This allows for interaction with your "horde" and also allows you to have minions that are not partaking as well. I decided +2/+2 for each minion was simpler to control for design purposes and avoided absurdly large minions (+1/+1 seemed too weak). You'll notice in some ways this keyword could be weak, Freeze for example. That would have to be addressed within the expansion. In other ways this keyword can be quite broken. Especially while you are ahead. While you can quickly create a huge minion, you also have to take care that your not trapping your other strong minions from attacking. +2/+2 might seem pretty mild compared to that 5/5 that cant attack. I always like designs like this that make you stop and think because they are not automatically the best decision every time you play them.
As for the cards I submitted, I had a few ideas I was toying with but I settled on these. I thought they show ways the keyword was dynamic and could be interactive.
Durotan's Warband: Designed as a staple for a minion based warrior deck. Way over cost if played on empty board. Quickly ramping in power to destroy most minions when you have 3+ warrior horde. If your ahead with a full board this could quickly close out the game. However not that in the late game many of your minions would be better then 2/2s so it might actually slow you down.
Pillagers: Useless on its own. Yet a powerful board controller a few pirates. Most often it would be traded in 1 for 1 removal. Occasionally you might get trapped with it on board and no way to damage your opponent. Probably over cost but the upside is it could lock out some minion based decks in a long game.
Fur Traders: I wanted to show case the subtly of Horde and how it can be interactive with creative application. At a glance fur traders might seem pretty bad. 4 mana 1/1? but with just a couple beast out its a 4 mana 5/5. throw in an Unleash the Hounds and it could quickly be attacking for 9 on turn 5. thats ok I guess but it shrinks every time it attacks? this is where it gets some interesting interactions. paired with some deathrattle beasts and it goes up in attack (Infested Wolf). I think in this way Fur Traders best represent what Horde could be in an expansion.
Well cheers, thanks for your consideration and good luck to all the contestants. There are alot of fun entries this week.
The Summoning effect is just what it sounds like, after (X) turns, it's ability takes place.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Hidden power: It's a permanent effect that a minion gets when activated by another card.
The hidden powers are a perment effect, so it can only dissapear when they are silenced, and they can only be activated once. They are good and simple cards, that can create hidden power's decks. The hidden powers are not only attack and health bonus, they can given the minions everything.
With only 3 cards, I cannot show what this effect can do, because it needs a minion with hidden power, and another card that activates it. If you want more of this cards, here you go:
last edit: I only make the cards smaller, to be in the same line
Keyword: Shield - Works as an extra life. I'll give the examples:
The first example, Iron Golem is a 6/2 With "Shield: (3)". This means that this minion receives an extra life, 3 points of life, and can only die after loosing the Shield, for example, if an 5 attack minion attacks this minion, it won't kill it, because the Shield will absorb the 5 damage and then this minion can be attacked to loose the remaining life, this also work against spells, if a 5 damage spell affects this minion, the shield will absorb and this minion only takes 3 damage, instead of dieing. Healing effects also affects Shield.
Maybe... nah nah nah nah
Daunting = "Can't be attacked by minions with fewer Attack"
The whole idea behind infection is damage over time. While normal damage effects might deal damage once (instantly), infection lasts until the minion dies or is destroyed. The Pros of this are that it is more efficient than damage spells, but it gives your opponent time to react. It also encourages silence decks (even Purify), so that minions can be cleansed from Infection. A card SIMILAR to Infection in game is Baron Geddon.
The idea here is a sort of controlled random effect, which can be influenced by how you play. The card can be both your own and your opponent's. I don't really think I need to explain the flavour behind this, but essentially, it's like you're digging up an ancient artefact. It allows you to make use of specific cards more than you normally would be able to.
The Arcane Archivist is a rather basic example of what Unearth can be used for. An alternative to Ethereal Conjurer that gives you access to spells you have already put in your deck, as well as spells your opponent has cast. Flavour being that he's been studying ancient scrolls and learning their secrets, giving you access to the spells.
Elana Starseeker is Elise Starseeker's long-lost sister, who has turned to the path of archaeology over that of exploration. She's a late-game card that can help you refill your hand (without drawing from your deck, which is pretty significant in fatigue wars), and will keep providing you with resources until she is removed. Note that you can often guarantee which weapon you get, since they aren't exactly commonplace. Need a Gorehowl? She'll dig it up for you.
Undersea Expedition is a little something for one of my favourite decks - N'zoth Rogue. If you use a lot of deathrattle minions, you can significantly increase your chances of getting value from this card, which draws you a maximum of four cards that have already died, allowing you to make use of Cairne Bloodhoof and Sylvanas Windrunner a second time. The flavour being that the expedition is trying to collect specimens, and stops once they find a faulty one/they run out of space in the submarine.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Heathco was fastest than me, but here is my keyword anyway:
To show how choosing would work in-game, take a look at the image in the spoiler <<WARNING: serious Paint skills inside>>.
Talent is a keyword for minions and weapons. On your turn, when you click on the character, 2 buttons would show: "Attack" and "Talent", you click your option and the arrow for choosing target would show up (if needed, not all talents need a target, like the one for Vindicator Maraad). Choosing could also be made with click and slide to the right or left to make it more smooth, specially on cellphones.
Windfury gives two attacks, so you can use the talent two times.
Shadowspeaker: A simple effect that shows how the keyword could work with a class theme. Reducing the attack works well with the "attack matters" cards of priest. Reducing 1 health is like dealing 1 damage, but not "healable". Attacking would do more damage, but with the talent your minion doesn't get damaged.
Mooncaster: An interesting interaction of my keyword with another existing keyword. The talent casts a copy of the spell Moonfire, that means its affected by everything that interacts with spells (Spell Damage, Violet Teacher, Malygos, etc.). Instead of dealing 3 damage attacking, you would do 2 damage with no damage recieved, and bypassing taunt.
Vindicator Maarad: When trying to make a powerful talent, the problem that showed up is that Talent is a keyword that has no immediate impact so, playing a high-cost minion that do nothing until your next turn is a bad thing. So I thought that a perfect solution would be making the talent also a battlecry. Vindicator Maarad needs a deck around it to make it powerful, and it reminds me a little like C'Thun in that way (and the effect), but with the talent keyword makes it so much different. You can choose to attack with 6 damage to one target, or use his talent to kill more targets (or do more damage if your dead tokens count is high enough). It would work better on Wild than Standrad with Muster for Battle though.
EDIT to make cards smaller.
It is very simple and somehow similar to silverware golem. This only activates in your turn. the cards can be played normally just like silverware golem. When the condition appears the card just leaves your hand and goes on the board.
Scrap Golem: This is just the basic example.
Guardian Spirit: Sometimes the condition will be a little harder when the minion has highter value.
Skeleton Warrior: This is basically Dreadsteed
I am a witness of yogg-saron my lord and savior. I pray to him as he is the god and protector of RNG to bless me with is power and grant me the luck i need to win my games. May yogg be with you, and your cards.
NOTE: The effect occurs at the end of the turn. Example: Perseverance - (6): Draw a card = At the end of the 6th turn since this minion was played, draw a card. Minions with Perseverance - (1) will trigger the effect whenever a player ends their turn. The minion survived the turn when it was played, so it WILL trigger its effect when you play it and end the turn right after.
Minions with Perseverance will need to stay alive without dying in order to trigger its effect. Your opponent will need to find a possible way to destroy your minions fast enough to make the minion you played a waste of mana.
Determined Barb: Basically, at the start of your turn, gain +1/+1 and Taunt. And it won't gain +1/+1 again. Because the effect only triggers once. It's almost like transforming itself into a 4/4 Taunt minion at the start of your turn, but given effects are not removed.
Famished Beasthunter: This minion won't survive if you don't have a Beast on board. At the end of your second turn, this minion will consume a Beast on the battlefield in order to stay alive. If you don't have a Beast, too bad. Hunters have lots of Beasts so this shouldn't be a problem.
Motivation: Forgot to mention - Decreases Perseverances in your hand AND deck. Don't know if there will be lots of cards with Perseverance in your deck, so I gave it an Overload effect. I'm assuming not many cards with Perseverance will appear in Shaman decks so the card shouldn't be too weak or broken.
Note: If a minion with Berserk attacks a minion, any excess damage is dealt to opponent.
For example: if 6/6 Berserk creature attacks a opponent 3/4 minion, it will kill him and deal excess of 2 damage to opponent.
Headstart: An action that triggers when you draw the card.
(Hypothetically, Flame Leviathan and Sea Reaver are Headstart cards)
Note: The effect doesn't trigger if the minion is killed when attacked.