He lies in wait at 11-2, with three Glaivezookas and a Highmane.
Gives Hunters access to cheap-ish removal in exchange for a short delay. There's the option of Garrison Commander/Beardo shenanigans if you like. (control hunter hype!) Your opponent can play around it by playing multiple small minions or killing off their big minions, but even so, there is value in blocking your opponent from playing big cards for a turn.
Just wanted to point out I created this card and posted it in the discussion topic PRIOR to timmults submission on page 2. So this is in no way plagiarism. Thank you.
When thinking of what card to make the thought of a C'Thun card completely slipped my mind but when I thought of it I was determined to submit something to do with our favourite old God.
C'Thun often has a lot of Health yet when played he either dies that turn or lives to win you the day so him losing ~6 Health in return for 6 damage is a really worthy trade off. I am a huge fan of the CThun lock archetype and try its variations all the type. In the new aggro meta this would allow you to tap without having to suffer damage thus leading to a smoother transition into the lategame.
Flavour: "The whispers! Get out of my head! Lord Illidan has shown me the true way! Get OUUUTTTT!)
Uh oh! Looks like its not only the Kabal, Jade Lotus, and Grimy Goons that are at each other's throats! Finja has a few other rival ninjas in town that would like to have a piece at him!
Again this card is for obvious murloc synergy, as you effectively summon another murloc upon death. The thing is though, he'll make one heck of a disruptor for your opponent. Essentially cutting off their hero power until they summon your murloc, restoring their hero power. Pulls out your opponent's removal to save your other minions and an aggresive (obviously) body.
Also this follows all hero power rules. Once the hero power is used, your opponent's hero power will be able to use instantly, similarly to Sir Finley.
For a legendary its pretty anti-climactic, sure, and there's no garuantee you'll even summon the right totem. That said, who wouldn't want to summon a chess piece? No one is who.
Rollback Post to RevisionRollBack
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
Basically a reverse Auchenai Soulpriest. That means Life Tap will heal your for 2, Flame Imp will heal your for 3, but Hellfire will be transformed into a mass heal for 3, etc...
Provides more survivability to warlocks.
Note: In WoW, the Sargerei are a group of Draenei who willingly joined the Burning Legion (contrary to the Auchenai who practice necromancy but are still "good" guys) and were infused with fel energy (hence the Demon tag).
This card give power and value to your hero power use when you have a Beast. When you use it without a Beast it is just a 2 mana (card and hero power cost) deal 4 damage to the enemy hero (compare it with Mind Blast). With a Beast you not only deal 4 damage the enemy hero but also 4 damage to a random enemy minion for only 2 mana.
The double damage part make this card useful when you combine it with Justicar Trueheart. There is also a potential combo with Garrison Commander and Auctionmaster Beardo. Using this card twice in one turn also make your hero power gain quadruple damage. The potential to combo is there but with Hunter lack of draw will make it hard to pull off.
Nice interaction with the druid Hero Power and cards such as Claw and Bite, that I think they need some love.
Edit - PD: You draw a card when attack is gained, not looking the amount of it. One Bite draws you a card. Activating Hero Power with Savage Combatant in play draws you two cards, because you gain attack two times: frist with Hero Power, second with the Inspire effect. Weapons are not effects that makes your hero gain attack.
When you use your Hero Power with this out, instead of the normal thing your hero power would do, it instead adds a 0-Cost spell to your hand. That spell has the exact same effect your hero power would have. For example, if you use the Rogue Hero Power Dagger Mastery, instead of equipping a 1/2 Wicked Knife, you add this card to your hand:
This would have a number of uses. First, it lets you save your Hero Power and use it on a later turn. Since it counts as a spell, it now triggers Combo for Rogues, interacts with stuff like Gadgetzan Auctioneer, and is affected by Spell Damage (although the latter is only relevant if a non-Jade Lotus class gets their hands on it). None of those are super-powerful uses, but it could make for some good combos and strategic plays.
Because of the potentially powerful combos with Mage cards, I've restricted this by making it a Jade Lotus card. Rogue, Druid, and Shaman are, in fact, some of the classes that could get the best use out of this. Rogue can use this to trigger combos, or with Edwin VanCleef. That's powerful for Rogue, but it's offset by the fact that it's useless to use their Hero Power more than once per turn, so they are also being efficient if you cast more than one of these Dagger Mastery spells per turn. Druid can save up multiple casts of their hero power and use them on the same turn to take out larger minions. Shaman can save up casts of this so that they have a better chance of getting the totem they need. If you use Totemic Call three times in a turn, you're more likely to get what you need by process of elimination
He lies in wait at 11-2, with three Glaivezookas and a Highmane.
Gives Hunters access to cheap-ish removal in exchange for a short delay. There's the option of Garrison Commander/Beardo shenanigans if you like.
(control hunter hype!)Your opponent can play around it by playing multiple small minions or killing off their big minions, but even so, there is value in blocking your opponent from playing big cards for a turn.Hello, there is my participation (:
Just wanted to point out I created this card and posted it in the discussion topic PRIOR to timmults submission on page 2. So this is in no way plagiarism. Thank you.
Class: Priest
VOTE FOR MY CARD in the Card Creation Competition of the week.
Here is my entry xD
REMOVED
Card Name: Beckoner of Fel
Class: Warlock
Deck Archetype: C'Thun Lock/C'Thun Renolock
Explained:
When thinking of what card to make the thought of a C'Thun card completely slipped my mind but when I thought of it I was determined to submit something to do with our favourite old God.
C'Thun often has a lot of Health yet when played he either dies that turn or lives to win you the day so him losing ~6 Health in return for 6 damage is a really worthy trade off. I am a huge fan of the CThun lock archetype and try its variations all the type. In the new aggro meta this would allow you to tap without having to suffer damage thus leading to a smoother transition into the lategame.
Flavour: "The whispers! Get out of my head! Lord Illidan has shown me the true way! Get OUUUTTTT!)
Thank you Kanye,
Very Cool.
Don't let me catch you near 123 Fake St. again!
\
Flavor: When you can't win, you cheat...
Uh oh! Looks like its not only the Kabal, Jade Lotus, and Grimy Goons that are at each other's throats! Finja has a few other rival ninjas in town that would like to have a piece at him!
Again this card is for obvious murloc synergy, as you effectively summon another murloc upon death. The thing is though, he'll make one heck of a disruptor for your opponent. Essentially cutting off their hero power until they summon your murloc, restoring their hero power. Pulls out your opponent's removal to save your other minions and an aggresive (obviously) body.
Also this follows all hero power rules. Once the hero power is used, your opponent's hero power will be able to use instantly, similarly to Sir Finley.
Let's make it simple. You can SMOrc your opponent while clearing enemy minion (or reducing it's health).
Tokens:
For a legendary its pretty anti-climactic, sure, and there's no garuantee you'll even summon the right totem. That said, who wouldn't want to summon a chess piece? No one is who.
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
Basically a reverse Auchenai Soulpriest. That means Life Tap will heal your for 2, Flame Imp will heal your for 3, but Hellfire will be transformed into a mass heal for 3, etc...
Provides more survivability to warlocks.
Note: In WoW, the Sargerei are a group of Draenei who willingly joined the Burning Legion (contrary to the Auchenai who practice necromancy but are still "good" guys) and were infused with fel energy (hence the Demon tag).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
A Rogue weapon.
This card give power and value to your hero power use when you have a Beast. When you use it without a Beast it is just a 2 mana (card and hero power cost) deal 4 damage to the enemy hero (compare it with Mind Blast). With a Beast you not only deal 4 damage the enemy hero but also 4 damage to a random enemy minion for only 2 mana.
The double damage part make this card useful when you combine it with Justicar Trueheart. There is also a potential combo with Garrison Commander and Auctionmaster Beardo. Using this card twice in one turn also make your hero power gain quadruple damage. The potential to combo is there but with Hunter lack of draw will make it hard to pull off.
I hope you like my card.
Nice interaction with the druid Hero Power and cards such as Claw and Bite, that I think they need some love.
Edit - PD: You draw a card when attack is gained, not looking the amount of it. One Bite draws you a card. Activating Hero Power with Savage Combatant in play draws you two cards, because you gain attack two times: frist with Hero Power, second with the Inspire effect. Weapons are not effects that makes your hero gain attack.
When you use your Hero Power with this out, instead of the normal thing your hero power would do, it instead adds a 0-Cost spell to your hand. That spell has the exact same effect your hero power would have. For example, if you use the Rogue Hero Power Dagger Mastery, instead of equipping a 1/2 Wicked Knife, you add this card to your hand:
This would have a number of uses. First, it lets you save your Hero Power and use it on a later turn. Since it counts as a spell, it now triggers Combo for Rogues, interacts with stuff like Gadgetzan Auctioneer, and is affected by Spell Damage (although the latter is only relevant if a non-Jade Lotus class gets their hands on it). None of those are super-powerful uses, but it could make for some good combos and strategic plays.
Because of the potentially powerful combos with Mage cards, I've restricted this by making it a Jade Lotus card. Rogue, Druid, and Shaman are, in fact, some of the classes that could get the best use out of this. Rogue can use this to trigger combos, or with Edwin VanCleef. That's powerful for Rogue, but it's offset by the fact that it's useless to use their Hero Power more than once per turn, so they are also being efficient if you cast more than one of these Dagger Mastery spells per turn. Druid can save up multiple casts of their hero power and use them on the same turn to take out larger minions. Shaman can save up casts of this so that they have a better chance of getting the totem they need. If you use Totemic Call three times in a turn, you're more likely to get what you need by process of elimination
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition