I couldn't pick between the two flavor texts I had written so I included both of them.
Currently trying to determine the most effective element for awakening Old Gods. Runners-up are cold water and lightning.
He's got his work cut out for him. Earth is a touchy subject when it comes to The Old Gods.
The inspiration for this card came from the "Slithering Scar" subzone in Un'goro. It made sense to me that, in the Hearthstone canon, the existing Silithid in Un'goro would also be influenced by the high levels of elemental energy. From this, I created the character depicted in my card. A Qiraji who performs experiments (probably mostly on Silithid) using the primal elements.
The idea here is to allow new players experience with some iconic wild cards, and to give them a taste of the past. And here is the list of mechs in GvG:
The balancing of this card was very difficult but I think this works. This card has the potential to be really powerful or outright dead. It may seem like an extremely powerful effect for only 2 mana but your opponent obviously knows when you play it and from that point forward can (and will have to) think their turns out very very carefully but can quite certainly be played around, much like how secrets are now. It has the potential of never activating if your opponent simply doesn't draw the card you choose and of course your opponent can play smart, making sure they play potential targeted cards right before they were going to end their turn anyway (handling hero powers and minion attacks first), essentially turning Mind Flay a dud card.
However, if used properly, this card has the potential to really put a damper on your opponent's strategy. Key targets would be combo cards, such as an Exodia mage's Archmage Antonidas. Doesn't really matter if they get their extra turn if that extra turn is going to immediately end as soon as they play him. There's also the surprise factor of choosing a card they don't expect, not to mention there's always going to be those players that simply forget you played this on turn 2 and come Turn 9+ they misplay and whoops, their turn's over.
I personally don't think this would be a very competitive card but I think it would be a fun card just for those occasional 'Oh Sh*t' moments some of your opponent's will undoubtedly experience. So, I hope you all like it! Enjoy!
Just for some old fashion.
Image source: https://www.instagram.com/p/44SFkwGsUe/
make no mistake...
(Link in case the image doesn't load)
I couldn't pick between the two flavor texts I had written so I included both of them.
Currently trying to determine the most effective element for awakening Old Gods. Runners-up are cold water and lightning.
He's got his work cut out for him. Earth is a touchy subject when it comes to The Old Gods.
The inspiration for this card came from the "Slithering Scar" subzone in Un'goro. It made sense to me that, in the Hearthstone canon, the existing Silithid in Un'goro would also be influenced by the high levels of elemental energy. From this, I created the character depicted in my card. A Qiraji who performs experiments (probably mostly on Silithid) using the primal elements.
Oh, and good luck everyone!
Oh! I found it, again!
Here is my submission for this week:
The explication in the spoiler
The idea here is to allow new players experience with some iconic wild cards, and to give them a taste of the past. And here is the list of mechs in GvG:
http://www.hearthpwn.com/cards/minion?filter-set=101&filter-race=17&filter-premium=1&display=3
Only works if your currently have the Rogue Hero Power, will not replace other Hero Powers.
"Hey, that's sleightly handy!"
You can find me here! Good luck everyone!
Flavor: Three is better than two!
"Making resurrect priest great again is a lot harder than it looks you know."
Bronze dragons should always break the 4th wall right?
Drink me up
Please, take the sunglasses off! I'm trying to spread the Light, don't you see?
No, Priests, use another way to get Forbidden Healing or Paladin secrets.
Here's my submission for the week. Good luck to everyone!
If you don't have cards in hand, you will discover from 3 Wily Satyrs
Wish for Power, Wish for Glory, Wish for Valor, Wish for Companionship (Animal Companion)
Ultham Ironhorn is the riding trainer in Ironforge.
Here's my card for the week.
The balancing of this card was very difficult but I think this works. This card has the potential to be really powerful or outright dead. It may seem like an extremely powerful effect for only 2 mana but your opponent obviously knows when you play it and from that point forward can (and will have to) think their turns out very very carefully but can quite certainly be played around, much like how secrets are now. It has the potential of never activating if your opponent simply doesn't draw the card you choose and of course your opponent can play smart, making sure they play potential targeted cards right before they were going to end their turn anyway (handling hero powers and minion attacks first), essentially turning Mind Flay a dud card.
However, if used properly, this card has the potential to really put a damper on your opponent's strategy. Key targets would be combo cards, such as an Exodia mage's Archmage Antonidas. Doesn't really matter if they get their extra turn if that extra turn is going to immediately end as soon as they play him. There's also the surprise factor of choosing a card they don't expect, not to mention there's always going to be those players that simply forget you played this on turn 2 and come Turn 9+ they misplay and whoops, their turn's over.
I personally don't think this would be a very competitive card but I think it would be a fun card just for those occasional 'Oh Sh*t' moments some of your opponent's will undoubtedly experience. So, I hope you all like it! Enjoy!