Slice and Dice. A pretty straightforward card, in my opinon. For 4 mana, you deal 3 damage to a minion, and buff your weapon by 2 attack. As far as the power level of the card, I think it’s best to compare the card to Frostbolt with a Deadly poison. Frostbolt does 3 damage with a freeze for 2 mana, and as an added benefit, it can hit face. Deadly Poison buffs your weapon by 2 attack for 1 mana. Slice and Dice does the same 3 damage, but has to hit a minion. Then, only does the Deadly Poison effect if you trigger the combo (which for rogue probably means you get an additional 4 damage. 2 now, and two next turn). Therefore, the card may seem a bit overcosted at 4. You’re paying 2 mana and your combo to buff your weapon by 2, or, when judging from Deadly Poison, you’re paying 3 mana for a weaker Frostbolt. Is that all that worth it? Well, for sure during rogue’s early control game, the card can be a life saver. The basic goal with the card is to give Control Rogue an option to deal with 2 or 3 minions with solid health pools. On turn 3 the card can be coined out if you dagger the turn before, killing two 3 health minions, or one 6 health minion. The existence of Backstab allow the added kill of a 2 health, or the ability to kill an 8 health. This is surprisingly helpful since 4 mana 7/7s exist (Ableit a rare appearance these days). Going out to the later game, Preperation to Slice and Dice, and then Blade Flurry can be an extremely solid tool to bust the opponents board. With a pre equipped dagger, you can spend 5 mana and three cards to deal 6 damage to two minions, and 3 to all others, giving Rogue versatility in board clear that really didn’t exist before. This helps make up for Control Rogue’s biggest weakness of no innate healing by clearing out aggressive cards, and allowing Rogue the chance to stabilize. The power of Rogue has, in my eyes, always been having the ability to use cards of similar power to other class’s power cards, but only by burning far more cards, and thus having to plan it out a bit more. I feel that this card helps Rogue accomplish exactly that.
ATTACHMENTS
Slice And Dice-HS Card
Public Mod Note
(ShadowsOfSense):
Under Review: Not a dwarf or an elf
It's a little hard to tell, but he is indeed a night elf. Explanation:
Trying to push midrange/tempo warrior with this. Epic rarity as card that equip random weapons have all been legendary thus far, but I want a consistent tool for a middle-speed warrior decklist.
Stats and cost: Stats were balanced around Thunder Bluff Valiant, the most snowbally Inspire card I could think of. Here's the math. For Thunder Bluff Valiant, you have a 3/6, that is, 4 mana, body on a 5-mana Inspire. If you buff only a single Totem, you get a 2/2 or 3/1 minion, which is essentially 2 mana. For the Commandant, you have a 4/3 3-mana body on a 4-mana Inspire. If you play this without any Armor, you get a 2-mana weapon. This also makes it comparable to Fire Elemental. (Of course, you're more or less playing a worse Arathi Weaponsmith so don't play the Commandany when you have no Armor.)
Finally, yes. If you have *too* much armor, you do not equip anything. This basically forces you to gain armor, but also somehow trade some of it away.
Highborne mages are the oldest masters of Arcane in all of Azeroth. They now fight among the ranks of Night Elves and Blood Elves alike.
I designed this card in the hope of helping both the tempo mage archetype and the no duplicates deck archetype to survive after Reno Jackson and Flamewaker rotates out.
This Card has a good body and equips a weapon that helps with spells and gives you a tempo advantage against your opponent because he will have to deal with + 1 spell damage minions. The Arcane Staff has +1 Spell Damage built in to make this viable in heavy spells decks.
Similar to Kazakus,Crafting a weapon with Deadorn would offer 3 choices to select from before adding the card to your hand. You start off with a basic 1/1 Weapon...
and make the following selections:
Choice 1: Cost
Choice 2: Type
Choice 3: Imbuement
Assets would be simplified to Pictures for each TYPE of weapon (Hammer, Axe, Sword), however they are omitted here to limit submission size.
Fits the druid theme and can help against aggro if used with innervate on turn 2 At the end of the turn this card is played you should have 2 durability on the Thorn Armor
When you play it, it Discovers any collectible weapon (excluding Wild cards if Standard is concerned), like Dark Peddler. Then the cost of the chosen weapon goes up by one mana.
I doesn't know much about WoW lore, so i just visited the trading card game gallery and found this. Pretty sure she's an elf. The peddler in the name is because she discovers stuff like Dark Peddler. For the Goldenmoon part it's just the name of the image I found. So there it is, Goldenmoon Peddler.
I didn't read the whole discussion thread, so if there's something too similar to this there feel free to delete it and mark "Plagiarist" in my ass with red-hot iron :P
Slice and Dice. A pretty straightforward card, in my opinon. For 4 mana, you deal 3 damage to a minion, and buff your weapon by 2 attack. As far as the power level of the card, I think it’s best to compare the card to Frostbolt with a Deadly poison. Frostbolt does 3 damage with a freeze for 2 mana, and as an added benefit, it can hit face. Deadly Poison buffs your weapon by 2 attack for 1 mana. Slice and Dice does the same 3 damage, but has to hit a minion. Then, only does the Deadly Poison effect if you trigger the combo (which for rogue probably means you get an additional 4 damage. 2 now, and two next turn). Therefore, the card may seem a bit overcosted at 4. You’re paying 2 mana and your combo to buff your weapon by 2, or, when judging from Deadly Poison, you’re paying 3 mana for a weaker Frostbolt. Is that all that worth it? Well, for sure during rogue’s early control game, the card can be a life saver. The basic goal with the card is to give Control Rogue an option to deal with 2 or 3 minions with solid health pools. On turn 3 the card can be coined out if you dagger the turn before, killing two 3 health minions, or one 6 health minion. The existence of Backstab allow the added kill of a 2 health, or the ability to kill an 8 health. This is surprisingly helpful since 4 mana 7/7s exist (Ableit a rare appearance these days). Going out to the later game, Preperation to Slice and Dice, and then Blade Flurry can be an extremely solid tool to bust the opponents board. With a pre equipped dagger, you can spend 5 mana and three cards to deal 6 damage to two minions, and 3 to all others, giving Rogue versatility in board clear that really didn’t exist before. This helps make up for Control Rogue’s biggest weakness of no innate healing by clearing out aggressive cards, and allowing Rogue the chance to stabilize. The power of Rogue has, in my eyes, always been having the ability to use cards of similar power to other class’s power cards, but only by burning far more cards, and thus having to plan it out a bit more. I feel that this card helps Rogue accomplish exactly that.
So, Warlock is all about that self damage, but what if you could still take damage for cards like Molten Giant, Floating Watcher, and make less attractive cards like Unlicensed Apothecary or Pit Lord more playable? Violet Illusionist be damned.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
It's a little hard to tell, but he is indeed a night elf.
Explanation:
Trying to push midrange/tempo warrior with this. Epic rarity as card that equip random weapons have all been legendary thus far, but I want a consistent tool for a middle-speed warrior decklist.
Stats and cost: Stats were balanced around Thunder Bluff Valiant, the most snowbally Inspire card I could think of. Here's the math. For Thunder Bluff Valiant, you have a 3/6, that is, 4 mana, body on a 5-mana Inspire. If you buff only a single Totem, you get a 2/2 or 3/1 minion, which is essentially 2 mana. For the Commandant, you have a 4/3 3-mana body on a 4-mana Inspire. If you play this without any Armor, you get a 2-mana weapon. This also makes it comparable to Fire Elemental. (Of course, you're more or less playing a worse Arathi Weaponsmith so don't play the Commandany when you have no Armor.)
Finally, yes. If you have *too* much armor, you do not equip anything. This basically forces you to gain armor, but also somehow trade some of it away.
Highborne mages are the oldest masters of Arcane in all of Azeroth. They now fight among the ranks of Night Elves and Blood Elves alike.
I designed this card in the hope of helping both the tempo mage archetype and the no duplicates deck archetype to survive after Reno Jackson and Flamewaker rotates out.
This Card has a good body and equips a weapon that helps with spells and gives you a tempo advantage against your opponent because he will have to deal with + 1 spell damage minions. The Arcane Staff has +1 Spell Damage built in to make this viable in heavy spells decks.
Similar to Kazakus,Crafting a weapon with Deadorn would offer 3 choices to select from before adding the card to your hand. You start off with a basic 1/1 Weapon...
and make the following selections:
Choice 1: Cost
Choice 2: Type
Choice 3: Imbuement
Assets would be simplified to Pictures for each TYPE of weapon (Hammer, Axe, Sword), however they are omitted here to limit submission size.
Fits the druid theme and can help against aggro if used with innervate on turn 2
At the end of the turn this card is played you should have 2 durability on the Thorn Armor
Totally changed my plans for this week. Here is my blood elf ! Hide yourself !
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
Dwarf and the Snow Knight
With Justicar Trueheart rotating out, I want Control Warrior to still have their main ingredient.
Yes we can't!
A dwarf without weapon is like a man without arms.
Love the tribes.
Twitter: evenpoint
The "refreshing your mana crystals" mechanic from Kun is quite interesting to say the least. So, I figured I'd give Druids a bit more control over it.
(Sorry about the lackluster picture on the Idol. Not too many pictures of it exist.)
When you play it, it Discovers any collectible weapon (excluding Wild cards if Standard is concerned), like Dark Peddler. Then the cost of the chosen weapon goes up by one mana.
I doesn't know much about WoW lore, so i just visited the trading card game gallery and found this. Pretty sure she's an elf. The peddler in the name is because she discovers stuff like Dark Peddler. For the Goldenmoon part it's just the name of the image I found. So there it is, Goldenmoon Peddler.
I didn't read the whole discussion thread, so if there's something too similar to this there feel free to delete it and mark "Plagiarist" in my ass with red-hot iron :P
It works when you replace your old weapon with a new one.
THERE IS NO GAME.