Flafour text: "Have we mentioned the word BOOM! yet?"
Summon: "I'm gonna blow your mind!"
Attack: "BOOM! Shaka laka!"
Clarifications:
It's going BOOM!: if, say, there are five points of damage left from the spell, they are randomly split among the heroes;
Everybody goes BOOM!: Dr. Boom's Boom Bots; the 1/1s that deal between 1-4 damage at random when they die;
Pick a BOOM!: when your opponet's turn starts, he has to pick one of the 3 spells, casting it automatically (thus you can only keep the spell on the turn you play Bichael if you want to hold on to them); he can pass it back to you, and the same condition from earlier apply; no, none of you can skip this choice; yet, it also affects the Boom Bots, so instead of doing 1-4 damage, they do 2-8, then 4-16, then 8-32 and so on, so it can get quite crazy;
On its own, flexible and moderately useful, but without the stats to make the best use of its abilities. The idea is that over time, your Adapt minions will gain value and support various archetypes like Malygos, Beast and Quest Druid.
I wanted to go with something that wasn't Discover; so I decided a card based on Demonfire would be interesting. This card has three options presented to the player: (1) Deal 4 damage to the enemy hero, (2) Deal 4 damage to a minion and draw a card, or (3) Deal 4 damage to yourself and draw 3 cards.
Ideally you are looking to discover broodmother or silverware golem. If you already have one in hand then you will discard that as well as the one that was discovered potentially causing a big swing. Even without discovering one of these it will help with questlock.
This is a Warlock late-game Legendary that i came up with. All the effects are from Legendary cards from diffrent expansions now in wild as he is meant to "resurrect" them, I have this posted on the discussion thread if you want to comment or suggest some tweaks.
A strong card against control and combo decks. A card that can win you an aggro endgame by getting rid of your opponent's good topdecks. A card that generally sucks against midrange. A card that could bring back mill rogue.
What more could you want in a card?
The downside is that your opponent gets a card. The upside is possibly being able to burn their important cards.
Adapting all friendly minions is worth 4 mana (Evolving Spores!), but when your opponent picks for you? A hell of a lot worse. It can still be pretty decent though, especially if your opponent isn't prepared!
I really enjoyed exploring this design space of forcing your opponent to discover/adapt by using the secret mechanic (since you can only discover/adapt on your turn, and secret proc on your opponent's turn). I tried having the opponent discover, with you getting the remaining 2 cards... but that seemed like too good a deal for them :P Anyway, I hope you like my entry!!
This could be used by any class as all classes can get value from this, it can, however, be used in secret decks, weapon warrior, or beast hunter or druid for more value. Mostly a fun card much like Blingtron 3000
The core idea of this card is to make a choice type card work in Deathrattle minion. This card works like Winter's Veil Gift, so the one who get to choose is the player in the current turn when Moonglade Harpy's Deathrattle trigger. The effect is applied to both players, but the one that can choose the effect alway have the advantage to prepare a plan to use it better. The use of the wording "choose" instead of Discover is because this card is not adding the Nature's Gift to your hand and also as a reference to Druid "choose one" mechanic.
Simple and elegant. Each Companion is worth 4 mana, the random-ness of Animal Companion is what balances its mana cost of 3. This card gives you the choice at the expense of the discount but lets you round out your curve and keep the tempo of dropping a minion worth 4 mana on turn 3.
Flafour text: "Have we mentioned the word BOOM! yet?"
Summon: "I'm gonna blow your mind!"
Attack: "BOOM! Shaka laka!"
Clarifications:
It's going BOOM!: if, say, there are five points of damage left from the spell, they are randomly split among the heroes;
Everybody goes BOOM!: Dr. Boom's Boom Bots; the 1/1s that deal between 1-4 damage at random when they die;
Pick a BOOM!: when your opponet's turn starts, he has to pick one of the 3 spells, casting it automatically (thus you can only keep the spell on the turn you play Bichael if you want to hold on to them); he can pass it back to you, and the same condition from earlier apply; no, none of you can skip this choice; yet, it also affects the Boom Bots, so instead of doing 1-4 damage, they do 2-8, then 4-16, then 8-32 and so on, so it can get quite crazy;
On its own, flexible and moderately useful, but without the stats to make the best use of its abilities. The idea is that over time, your Adapt minions will gain value and support various archetypes like Malygos, Beast and Quest Druid.
I wanted to go with something that wasn't Discover; so I decided a card based on Demonfire would be interesting. This card has three options presented to the player: (1) Deal 4 damage to the enemy hero, (2) Deal 4 damage to a minion and draw a card, or (3) Deal 4 damage to yourself and draw 3 cards.
You can play a little bit Dr. Frankenstein yourself and built your own monster...
Ideally you are looking to discover broodmother or silverware golem. If you already have one in hand then you will discard that as well as the one that was discovered potentially causing a big swing. Even without discovering one of these it will help with questlock.
This is a Warlock late-game Legendary that i came up with. All the effects are from Legendary cards from diffrent expansions now in wild as he is meant to "resurrect" them, I have this posted on the discussion thread if you want to comment or suggest some tweaks.
Mod Working Reaaaaally Hardly
"Don't confuse respect with fear."
This weapon has its name because warriors already have Upgrade!
Some of the adaptations cannot directly affect a weapon so they have been slightly modified. Check the spoiler.
And of course the normal adaptations that can affect weapons; Flaming Claws, Living Spores, Lightning Speed, Volcanic Might and Poison Spit
The chosen curse is applied to the ancient.
The packs included with Elise would swap around depending on the current cards in the standard rotation.
I was planning on also adding packs for Karazhan and the classic set, but this contest only allows up to 3 discover options.
Edit: messed up the layout a bunch of time by accidentally making the pictures attachments.
i know league of explorers is now in Wild but in lore he is from the from this league so i decided to make the card from this set
Here is an example if you discover Bluegill Warrior
A strong card against control and combo decks. A card that can win you an aggro endgame by getting rid of your opponent's good topdecks. A card that generally sucks against midrange. A card that could bring back mill rogue.
What more could you want in a card?
The downside is that your opponent gets a card. The upside is possibly being able to burn their important cards.
Adapting all friendly minions is worth 4 mana (Evolving Spores!), but when your opponent picks for you? A hell of a lot worse. It can still be pretty decent though, especially if your opponent isn't prepared!
I really enjoyed exploring this design space of forcing your opponent to discover/adapt by using the secret mechanic (since you can only discover/adapt on your turn, and secret proc on your opponent's turn). I tried having the opponent discover, with you getting the remaining 2 cards... but that seemed like too good a deal for them :P Anyway, I hope you like my entry!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
This could be used by any class as all classes can get value from this, it can, however, be used in secret decks, weapon warrior, or beast hunter or druid for more value. Mostly a fun card much like Blingtron 3000
Xaril left you a parting gift. Study his brews well, and you too can know the eleven secret Klaxxi herbs and spices.
Example: You Discover Kingsblood Toxin, then your hero power effect turns into "Draw a card". Hero Powers still cost 2 after transformation.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
The legend himself, Innkeeper Harth Stonebrew, ready to give you some cards.
The packs cost and work exactly like Un'Goro Pack that is already in the game.
Standard currently includes:
- (Classic)
- Mean Streets of Gadgetzan
- Whispers of the Old Gods
- Journey to Un'Goro
Play: "Welcome to my inn!"
Attack: "Look who it is!"
Flavor: "Owner of the world's most popular inn with over 70 million patrons!"
Nature's Gift:
The core idea of this card is to make a choice type card work in Deathrattle minion. This card works like Winter's Veil Gift, so the one who get to choose is the player in the current turn when Moonglade Harpy's Deathrattle trigger. The effect is applied to both players, but the one that can choose the effect alway have the advantage to prepare a plan to use it better. The use of the wording "choose" instead of Discover is because this card is not adding the Nature's Gift to your hand and also as a reference to Druid "choose one" mechanic.
I hope you like my card.
Simple and elegant. Each Companion is worth 4 mana, the random-ness of Animal Companion is what balances its mana cost of 3. This card gives you the choice at the expense of the discount but lets you round out your curve and keep the tempo of dropping a minion worth 4 mana on turn 3.
The treasure is in the chests! But, er... which one?