So let's say your opponent is a Paladin. In Standard, he has 5 Secrets. If he has already played 2 secrets, you will discover the other 3 secrets that has not been played yet.
Against other classes, you'll discover random secrets from Mage, Paladin and Hunter instead. Finally, the true Secret class is able to access all Secrets!
Raging Felhound is my version of a controlled discard mechanic. The reason Discard Warlock isn't popular is because it can't control what cards are discarded. I'm also a huge fan of the gimmicky Cruel Dinomancer and Spiritsinger Umbra combo.
Although Succubus gains +2 stat points while Raging Felhound only gains 1 stat point, Raging Felhound has the advantage of choosing the card to discard. It is also possible that the game ends before Raging Felhound's effect comes into play, making it a vanilla 6/6 Demon for 5 mana.
Flavour text: He heard you like to game. So he put a game in your game, so you can game while you game!
Fun card in the spirit of Curious Glimmerroot. The real strength isn't necessarily getting the extra Counterfeit Coin, which is certainly nice; but knowing what your next 3 draws will be.
On the phone, you get this nice little arrow button you can click to switch between the two hero powers, depending on which one you want to use. In this case, pressing the button would result in whatever other hero power you picked popping up.
On the computer, it's a lot easier - they're both there for you.
Interactions: Cards that would only work with one hero power (I.E. Sideshow Spelleater, and, for balance reasons, Justicar Trueheart/Raza the Chained) would interact only with your original one. Cards that could affect both (I.E. Fallen Hero, Saboteur, Inspire effects) would trigger/affect both.
The intention was to create a more control-oriented Finley while still preserving the spirit of the card. This one offers you a lot more potential value than the original, especially when you aren't busy spending all your mana curvestone-ing and often end turns with mana to spare. Compared to Justicar, this offers more utility, allowing for both an offensive and defensive hero power, but at the cost of being less powerful outright (to get full usage out of the powers, you'd need to spend 4 mana instead of 2).
You have no idea how much I want to put a comma between 'Sir Finley' and 'the Pioneer', but Elise the Trailbazer doesn't have one, so...
A paladin weapon that looks simple but requires some explanation. Most adaptations are obvious, but to make sense, four affect your hero and not the weapon. Both Taunt and Cannot Be Targeted would affect your hero as long as the weapon is equipped, and both Steath and Divine Shield would affect the hero until the effect naturally expires. A stealthed hero cannot be targeted in any way, same as a minion, turning it into a pseudo Ice Block.
Two options, poisonous and +3 Attack, are about 1 mana too cheap. But Deathrattle and Windfury are at least 1 mana too expensive. The pure chance of the adaptation keeps the card from having the consistency to be too imbalanced.
Natural Disaster Cards
Hi there..
Archaeologist
He is simply, the CUTEST ARCHAEOLOGIST! - Rafaam
Friend of Arcanologist and Hydrologist.
So let's say your opponent is a Paladin. In Standard, he has 5 Secrets. If he has already played 2 secrets, you will discover the other 3 secrets that has not been played yet.
Against other classes, you'll discover random secrets from Mage, Paladin and Hunter instead. Finally, the true Secret class is able to access all Secrets!
Raging Felhound is my version of a controlled discard mechanic. The reason Discard Warlock isn't popular is because it can't control what cards are discarded. I'm also a huge fan of the gimmicky Cruel Dinomancer and Spiritsinger Umbra combo.
Although Succubus gains +2 stat points while Raging Felhound only gains 1 stat point, Raging Felhound has the advantage of choosing the card to discard. It is also possible that the game ends before Raging Felhound's effect comes into play, making it a vanilla 6/6 Demon for 5 mana.
My entry for the week:
Good luck to everyone taking part this week!
Compare to Azure Drake and Finders Keepers for balancing.
Flavour Text: "Charged Electrolyte's favourite song: Watt is love? Baby don't Hertz me. Don't Hertz me. No more..."
Good luck everyone! Thanks again to the community for helping me!
“Make your wish, any wish. But remember, your most hateful foe get twice of yours''
Don't mess with Malf !
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
This is my entry this month, good luck to all!
Call of the Earthen Ring!
*EDIT - Changed sizes of totem cards.
Flavour text: He heard you like to game. So he put a game in your game, so you can game while you game!
Fun card in the spirit of Curious Glimmerroot. The real strength isn't necessarily getting the extra Counterfeit Coin, which is certainly nice; but knowing what your next 3 draws will be.
I mean Justin is kinda Terrible, but John Doe
List of cards that dosen't have any card text
- UltrasaurBoulderfist OgreEldritch HorrorWispMurloc RaiderBloodfen RaptorRiver CrocoliskFaceless BehemothWar GolemWorgen GreaserChillwind Yeti
I want a new title, but Flux won't let me have one,
My Entry for this week's Card Design Competition - Season 8.16:
You can plan ahead with this card, knowing what are the bottom 3 cards in your deck.
One of the will have a mistake on it, which can include the wrong attack, health, mana cost or any other number on the card.
Clarifications/Definitions/
Totally-Amazing Illustrationsbelow:On the phone, you get this nice little arrow button you can click to switch between the two hero powers, depending on which one you want to use. In this case, pressing the button would result in whatever other hero power you picked popping up.
On the computer, it's a lot easier - they're both there for you.
Interactions: Cards that would only work with one hero power (I.E. Sideshow Spelleater, and, for balance reasons, Justicar Trueheart/Raza the Chained) would interact only with your original one. Cards that could affect both (I.E. Fallen Hero, Saboteur, Inspire effects) would trigger/affect both.
The intention was to create a more control-oriented Finley while still preserving the spirit of the card. This one offers you a lot more potential value than the original, especially when you aren't busy spending all your mana curvestone-ing and often end turns with mana to spare. Compared to Justicar, this offers more utility, allowing for both an offensive and defensive hero power, but at the cost of being less powerful outright (to get full usage out of the powers, you'd need to spend 4 mana instead of 2).
You have no idea how much I want to put a comma between 'Sir Finley' and 'the Pioneer', but Elise the Trailbazer doesn't have one, so...
Why Rogue is my favourite class:
My submission for this week's card design competition.
REMOVED
A paladin weapon that looks simple but requires some explanation. Most adaptations are obvious, but to make sense, four affect your hero and not the weapon. Both Taunt and Cannot Be Targeted would affect your hero as long as the weapon is equipped, and both Steath and Divine Shield would affect the hero until the effect naturally expires. A stealthed hero cannot be targeted in any way, same as a minion, turning it into a pseudo Ice Block.
Two options, poisonous and +3 Attack, are about 1 mana too cheap. But Deathrattle and Windfury are at least 1 mana too expensive. The pure chance of the adaptation keeps the card from having the consistency to be too imbalanced.