Both players hero powers would show a ghostly effect akin to Shifter Zerus while Edward is alive and once his effect is removed by whatever means, they would revert to normal. I thought this may be too vague but with cards like Kazakus in the game, it's more than fitting as-is.
I think this card doesnt need much explanation i guess. This minion just takes the damage instead when you use the Warlock Hero Power as long as it is on the board.
Clarification : when you discover a card the card you see stay in your deck so you can draw it again when Teron Gorefiend is killed (this way you could potentially make infinite value out of Teron if it never dies). This is pretty damn strong but it is supposed to be there when Reno Jackson is out of Standard (next expansion)
I just think that cards like this can potentially make the no duplicates deck still viable after Reno's gone ...
I always liked Dalaran Aspirant so I thought I'd make something with a similar flavour. The idea here is to damage your own minions with your ping to build up spell damage on them.
Hero Power Legendary. The two hero powers are either the spell Swipe or Bite, but costing 2 less. The effect acts as an aura, meaning if Ursoc dies your hero power reverts back to what it previously was.
Since the Kabal are known for using potions to their advantage, I thought I might use that as a concept for my card.
Aspiring Alchemist offers an easy and comfortable way of saving your Hero Power for future use. Instead of coming into effect right away, your hero power will give you a special potion (unobtainable via Kabal Chemist) that has the same effect as your current Hero Power. The potion is not only a spell with major combo possibilities, but also allows you to save it for when it is actually useful, rather than pinging face or "Hero Power and Emote".
Potions:
With normal Hero Power:
With Justicar Hero Power:
(Even though it may be possible for the remaining classes to get hold of this card in some way, or to change your own Hero Power, I'll stick with the classes that represent the Kabal. It has the same effect in the other classes, with all flasks having a cost of (0).)
I wanted to make something that benefits the "Weapon" arch type of Rogue. The one that just disappeared. Think something like this would work out just fine. It's not amazingly strong, though that's what makes it pretty good in my eye's.
To make it clear: If you play this, your Wicked dagger would become a 2/2 and your hero power would cost (3) instead of (2) etc.
As always, good luck everyone!
Public Mod Note
(ShadowsOfSense):
Under Review: This appears to perrmanently change your Hero Power, which is not allowed
Rollback Post to RevisionRollBack
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Are you annoyed of dropping a 1 health minion on turn one only to be pinged next turn? This is your answer as it makes your early game board really strong.
"If anything goes wrong, Desmond Hume will be my constant."
If the Hero Power is used, randomly choose a previous turn's state and set it to the current state of the board. For example Desmond played in the 7th turn where enemy has 4 minions and we had none, and the chosen turn is first turn when the board was empty, then the new board is gonna be empty etc. This does not effect mana crystals.
Both players hero powers would show a ghostly effect akin to Shifter Zerus while Edward is alive and once his effect is removed by whatever means, they would revert to normal. I thought this may be too vague but with cards like Kazakus in the game, it's more than fitting as-is.
Also, hero power's cost is same as spell's.
Combo's with Zoobot, Menagerie Magician and other hero power synergy cards.
I think this card doesnt need much explanation i guess.
This minion just takes the damage instead when you use the Warlock Hero Power as long as it is on the board.
Clarification : when you discover a card the card you see stay in your deck so you can draw it again when Teron Gorefiend is killed (this way you could potentially make infinite value out of Teron if it never dies). This is pretty damn strong but it is supposed to be there when Reno Jackson is out of Standard (next expansion)
I just think that cards like this can potentially make the no duplicates deck still viable after Reno's gone ...
Some anti-aggro, that would be very use in some more slow decks to kill those bastards agrro decks, and some Execute activator.
Cenarion Keeper is here to take advantage of the druid Hero Power (or any Hero Power you have ;) ), and it bringback to life the forgotten Savagery.
Druid - Shapeshift: +2 Attack this turn. +2 Armor. (Justicar: +4 Attack this turn. +4 Armor).
Hunter - Steady Shot: Deals 4 damage to the enemy hero. (Justicar: Deals 6 damage to the enemy hero).
Mage - Fireblast: Deal 2 damage. (Justicar: Deal 4 damage).
Paladin - Reinforce Summon two 1/1 Silver Hand Recruit. (Justicar: Summon four 1/1 Silver Hand Recruit).
Priest - Lesse Heal: Restore 4 Health. (Justicar: Restore 8 Health).
Rogue - Dagger Mastery: Equip a 1/2 Dagger twice. (Justicar: Equip a 2/2 Dagger twice). (This card is useless for Rogue T-T)
Shaman - Totemic Call: Summon two random totems. (Justicar: Summon two totems of your choice).
Warlock - Life Tap: Draw 2 cards and take 4 damage. (Justicar: Draw 2 cards).
Warrior - Armor Up!: Gain 4 Armor. (Justicar: Gain 8 Armor).
Lord Jaraxxus - INFERNO!: Summon two 6/6 Infernal
Shadow Form 1 - Mind Spike: Deal 4 damage.
Shadow Form 2 - Mind Shatter: Deal 6 damage.
Majordomo Executus's Deathrattle - DIE, INSECT!: Deal 8 damage to two random enemies.
Charged Hammer's Deathrattle - Lightning Jolt: Deal 4 damage.
Vilefin Inquisitor - The Tidal Hand: Summon two 1/1 Silver Hand Murloc.
* There are some other Boss Hero Powers, but I won't consider them, assume the card is forbidden on Tavern Brawl/Adventures for balanced issues.
"READY FOR ADVENTURE!"
I always liked Dalaran Aspirant so I thought I'd make something with a similar flavour. The idea here is to damage your own minions with your ping to build up spell damage on them.
Hero Power Legendary. The two hero powers are either the spell Swipe or Bite, but costing 2 less. The effect acts as an aura, meaning if Ursoc dies your hero power reverts back to what it previously was.
Since the Kabal are known for using potions to their advantage, I thought I might use that as a concept for my card.
Aspiring Alchemist offers an easy and comfortable way of saving your Hero Power for future use. Instead of coming into effect right away, your hero power will give you a special potion (unobtainable via Kabal Chemist) that has the same effect as your current Hero Power. The potion is not only a spell with major combo possibilities, but also allows you to save it for when it is actually useful, rather than pinging face or "Hero Power and Emote".
Potions:
With normal Hero Power:
With Justicar Hero Power:
(Even though it may be possible for the remaining classes to get hold of this card in some way, or to change your own Hero Power, I'll stick with the classes that represent the Kabal. It has the same effect in the other classes, with all flasks having a cost of (0).)
Spirit Wolf
(Note: The card's effect is passive, not a permanent battlecry)
I wanted to make something that benefits the "Weapon" arch type of Rogue. The one that just disappeared. Think something like this would work out just fine. It's not amazingly strong, though that's what makes it pretty good in my eye's.
To make it clear: If you play this, your Wicked dagger would become a 2/2 and your hero power would cost (3) instead of (2) etc.
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Are you annoyed of dropping a 1 health minion on turn one only to be pinged next turn? This is your answer as it makes your early game board really strong.
THERE IS NO GAME.
"If anything goes wrong, Desmond Hume will be my constant."
If the Hero Power is used, randomly choose a previous turn's state and set it to the current state of the board. For example Desmond played in the 7th turn where enemy has 4 minions and we had none, and the chosen turn is first turn when the board was empty, then the new board is gonna be empty etc. This does not effect mana crystals.
Falling back on an old favorite.