For those of you who dont know what a Mak'gora is, then its basically an orcish unrefuseable deathmatch.
For those of you who thinks its basically just Charge ... Well it is mostly the same, with some modifications. I allows a minion who have already attacked to attack ANOTHER minion, and incase there is two minions across the targeted minion, it will fight them both, dealing damage to both, and receiving damage from both.
All in all its a strong removal spells, that requires setup and other cards, which means it rarely goes 2 for 1, which a 1 mana spell shoulden't.
Inspired from Noble Sacrifice of course. So as long as you have minions on the board only spells and battlecries can target this. Adjacent minion is chosen randomly if you have one on the left and one on the right. Can be of great value if you use it right: Make sure you always have minions on the board and get the most out of any buffs you apply to this card (e.g. Blessing of Wisdom). Especially good in arena because it is less likely to be instantly removed by a spell (e.g. Frostbolt).
Hunter needs some love right now, so I want to make a value card for hunter to better deal with other Aggro decks out there. Not sure if the stats are balanced, but I hope the concept inspires some of you guys (pun intended :D). Good luck everyone!
By itself, this causes your opponent to lose one minion slot. Coupled with Gang Up, you can potentially deprive your opponent of substantial board space.
If you control 1 minion, Totemic Experiment will not work. If you have two, one totem will be summoned between them. If you have three, two totem will be summoned, one between the first and the second, and one between the second and the third. And so on. If you have more than 4 minions, totem will be summoned randomly between your minions until you board is full.
For the balance: Mark of the Lotus costs 1 and has a more powerful effect, but this card will summon maybe two or three totems in average. Weak totems, but still totems. Underpowered as a card, but works extremely well with sinergies not only with totems, but also for controlling the board.
Since cheating fatigue has become a thing... This card synergizes mainly with minions that are good to topdeck, so naturally, control would be the target user. Priests can use Potion of Madness to Entomb smaller minions, assuming they can get them killed. This card can be placed near taunts and get you more of them later on. She can also function as a sort of Getaway Kodo for deathrattles if that floats your boat. Probably she should be run as a 1-of, but there might be something I am missing.
Geomancy is a perfectly valid school of magic!
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Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Needs some explanation but it's more intuitive than it looks:
- The Explosive Mushrooms are not minions, but looks like minions when on the battlefield and are placed in the same positions a minion could be.
- Since they are not minions, they are not placed with minions, but under the in fixed places.
- There are 13 possible places an Explosive Mushroom can appear (the seven places when there are odd number of minions, and the six places when there are even number of minions).
- 'Hidden' means that only you can see them on the field (nothing like stealth). Your opponent can only guess their possition (there could be a visual effect that reminds there are still at least one mushroom on the field, like little mushrooms at both ends of the enemy's field).
- Mushrooms are summoned in a fixed random place of the opponent's battlefield (never one mushroom under another mushroom), so enemy minions could be half-placed or totally placed over the mushroom.
- Just when a minion is partialy or totaly placed over an Explosive Mushroom, it explodes, dealing the damage. This can occur just when you cast Wild Mushrooms, or when a minion is played over a mushroom, or when a minion is moved over a mushroom due to another minion entering the battlefield.
- The damage is affected by Spell Power.
About balancing:
- Sometimes this can be a 2-mana 2 damage AoE (wich is supperior to things like [card]Consecration[/card), but due to the random aspect of the card, if the mushrooms appear at both ends of the field, it could end up doing no damage.
- Even if them never explodes due to being at the ends of the field, it is gonna restrain the opponent the number of minions he play to not touch the mushrooms.
- The opponent can play around it, summoning little minions to explode the mushrooms (Paladin for example can do it easely with his Hero Power). Or playing minions that benefit from them (like Grommash Hellscream or Acolyte of Pain).
I think that is the totem Shaman is missing.
Edit: Typo
I made this card because I felt that the Grimy Goons needs buff , this a good card to buff while in hand and then extra buff your existing minions.
For those of you who dont know what a Mak'gora is, then its basically an orcish unrefuseable deathmatch.
For those of you who thinks its basically just Charge ... Well it is mostly the same, with some modifications. I allows a minion who have already attacked to attack ANOTHER minion, and incase there is two minions across the targeted minion, it will fight them both, dealing damage to both, and receiving damage from both.
All in all its a strong removal spells, that requires setup and other cards, which means it rarely goes 2 for 1, which a 1 mana spell shoulden't.
Just like chess but 5 mana and paladin.
Inspired from Noble Sacrifice of course. So as long as you have minions on the board only spells and battlecries can target this. Adjacent minion is chosen randomly if you have one on the left and one on the right. Can be of great value if you use it right: Make sure you always have minions on the board and get the most out of any buffs you apply to this card (e.g. Blessing of Wisdom). Especially good in arena because it is less likely to be instantly removed by a spell (e.g. Frostbolt).
Love the tribes.
Hunter needs some love right now, so I want to make a value card for hunter to better deal with other Aggro decks out there. Not sure if the stats are balanced, but I hope the concept inspires some of you guys (pun intended :D). Good luck everyone!
By itself, this causes your opponent to lose one minion slot. Coupled with Gang Up, you can potentially deprive your opponent of substantial board space.
If you control 1 minion, Totemic Experiment will not work. If you have two, one totem will be summoned between them. If you have three, two totem will be summoned, one between the first and the second, and one between the second and the third. And so on. If you have more than 4 minions, totem will be summoned randomly between your minions until you board is full.
For the balance: Mark of the Lotus costs 1 and has a more powerful effect, but this card will summon maybe two or three totems in average. Weak totems, but still totems. Underpowered as a card, but works extremely well with sinergies not only with totems, but also for controlling the board.
Good luck to everyone.
Flavor text: Hell hath no fury like a harpy whose lair was disturbed.
Well, Grim Patron may not be dead yet.
The inability to attack face is permanant.
If more than one minion can be destroyed, the minion that is destroyed is chosen at random
Yes I do up vote everyone who post in my threads as a thanx for taking the time to look at and comment on my post.
Since cheating fatigue has become a thing... This card synergizes mainly with minions that are good to topdeck, so naturally, control would be the target user. Priests can use Potion of Madness to Entomb smaller minions, assuming they can get them killed. This card can be placed near taunts and get you more of them later on. She can also function as a sort of Getaway Kodo for deathrattles if that floats your boat. Probably she should be run as a 1-of, but there might be something I am missing.
Geomancy is a perfectly valid school of magic!
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Needs some explanation but it's more intuitive than it looks:
- The Explosive Mushrooms are not minions, but looks like minions when on the battlefield and are placed in the same positions a minion could be.
- Since they are not minions, they are not placed with minions, but under the in fixed places.
- There are 13 possible places an Explosive Mushroom can appear (the seven places when there are odd number of minions, and the six places when there are even number of minions).
- 'Hidden' means that only you can see them on the field (nothing like stealth). Your opponent can only guess their possition (there could be a visual effect that reminds there are still at least one mushroom on the field, like little mushrooms at both ends of the enemy's field).
- Mushrooms are summoned in a fixed random place of the opponent's battlefield (never one mushroom under another mushroom), so enemy minions could be half-placed or totally placed over the mushroom.
- Just when a minion is partialy or totaly placed over an Explosive Mushroom, it explodes, dealing the damage. This can occur just when you cast Wild Mushrooms, or when a minion is played over a mushroom, or when a minion is moved over a mushroom due to another minion entering the battlefield.
- The damage is affected by Spell Power.
About balancing:
- Sometimes this can be a 2-mana 2 damage AoE (wich is supperior to things like [card]Consecration[/card), but due to the random aspect of the card, if the mushrooms appear at both ends of the field, it could end up doing no damage.
- Even if them never explodes due to being at the ends of the field, it is gonna restrain the opponent the number of minions he play to not touch the mushrooms.
- The opponent can play around it, summoning little minions to explode the mushrooms (Paladin for example can do it easely with his Hero Power). Or playing minions that benefit from them (like Grommash Hellscream or Acolyte of Pain).
Edit: typos.
Flavor Text: Mages make the best special affects artists.