I like the idea of running one copy of a card but getting two copies out of it, if you can meet the steep quota - precious face health.
It goes without saying: if you can't survive the damage then you'll inevitably die from drawing this card. Hero immunity would be key to playing this card, especially for the class that is renowned for sacrificing health to gain any advantage possible.
NB: The 'copy' does not deal 8 damage to your hero, since it is summoned and not drawn.
To clarify, you would destroy the minions when you play this card, not when you draw it. What I love most about this card is it's versatility. It's a lot like Dirty Rat which, combined with cards like Brawl, Twisting Nether, etc can take a threat away from your opponent. If you come out on the wrong side of this when you draw it, you can just play this and eliminate a threat or if you come out on the good side, you gain a tempo advantage and can just hold on to this card. If you opponent then removes the minion you got, you can then play this next turn and kill his minion without a drawback. There are a lot of cool things you could do with this card.
In Arena, this can turn one of your bad or awkward cards into a solid 5/5. In constructed it will be less viable since the overall quality of cards is much better than a 4 5/5, but the beast tag and the 5 Attack synergy might push it into experimentation. Maybe also the start of deckbuffing cards?
Rollback Post to RevisionRollBack
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
It's like a mini Innervate for everyone! Or The Coin maybe...Innervate sounds flashier though! lol...Seriously though, Ji Firepaw gives you an extra mana crystal for one turn. You never know when to expect it but when it hits, it could give you that extra edge you need to turn the tides in your favor!
I worded it this way so you will still get the benefit even if he is drawn during your opponent's turn. You don't lose the mana crystal until the end of your turn. Also, even if you're at 10 mana, if you spend mana and draw afterwards, he can still net you an extra! Much like The Coin can still be useful af 10 mana crystals!
The idea is once you start riding the draw-engine you could refill your hand, mill yourself, or neither - a little randomness thrown in too, to make it "fun and interactive"
UPDATE: I updated the card text to better reflect what "Freight Car" is meant to do. It is meant to operate like Ambush!, where in it disposes of itself upon drawing and enacting the effect. In theory, you could play "Draw-engine" and draw the 1st "Freight Car" that could draw an additional card and the 2nd "Freight Car" which could in turn also draw an additional card and the 3rd "Freight Car" which would pull 2 cards; a 5 mana 3/4 that guarantees 1 card draw, but possibly up to 4.
Following the Wrynn story over the years has been a roller coaster of emotions and I thought I would do something to honor the new King of Stormwind. No other than Manduin. It suits his theme of "make love not Warcraft" kind of a personality. The minion it self is cheap since it follows the Beneath the Grounds value (which has been proven not to be anywhere close to worth it). Hence instead of pulling a 4/4 minion out of nothing, it draws BOTH players a card since it's very easy to botch with it. This can be a positive or very negative thing when it comes to the Priest class. Also, it adds a Legendary spell into the game that's outside of a Quest requirement. Something I REALLY hope we'll see become a thing now.
Here's an idea I've had since the forum Custom Expansion project! Wild Imps would be a huge boon to Demonlocks, Discolocks, Zoolocks, and maybe other kinds of 'locks too. Summoning two 1/1s is a 1 mana effect (Living Roots, Lost in the Jungle). Obviously this is very powerful if it comes out early, but it's also unreliable and, imo, not as OP as some other classes' early combos with the perfect draw. Many classes also have access to other early aggression or counter tools. A card like this may be what the original masters of Zoo need to return to the battlefield.
EDIT: After some feedback, I've decided to up the cost to 3. Now, if it is drawn and then played or discarded quickly it is comparable to Silverware Golem or a cheaper Call in the Finishers.
Imps know how to party, and they bring all their friends.
Cyrus is currently in debt from the number of clocks he broke.
Quick Note: When this is drawn, the turn ends. If it's somehow your opponent's turn, their turn ends (Which is AWESOME!!!). If this is drawn during mulligans, then nothing happens, since at that time, it is neither player's turn.
Ha ha ha ha... help. This is an extremely dangerous card to add in your decks. If drawn against aggro, you will probably lose. It makes a player consider the risks before casting Arcane Intellect or some other method of drawing cards. This combos extremely well with Brann Bronzebeard, which theoretically could help with Exodia Mage.
REMOVED
i love secrets
I like the idea of running one copy of a card but getting two copies out of it, if you can meet the steep quota - precious face health.
It goes without saying: if you can't survive the damage then you'll inevitably die from drawing this card. Hero immunity would be key to playing this card, especially for the class that is renowned for sacrificing health to gain any advantage possible.
NB: The 'copy' does not deal 8 damage to your hero, since it is summoned and not drawn.
All rights reserved.
Overload: (2)
To clarify, you would destroy the minions when you play this card, not when you draw it. What I love most about this card is it's versatility. It's a lot like Dirty Rat which, combined with cards like Brawl, Twisting Nether, etc can take a threat away from your opponent. If you come out on the wrong side of this when you draw it, you can just play this and eliminate a threat or if you come out on the good side, you gain a tempo advantage and can just hold on to this card. If you opponent then removes the minion you got, you can then play this next turn and kill his minion without a drawback. There are a lot of cool things you could do with this card.
In Arena, this can turn one of your bad or awkward cards into a solid 5/5. In constructed it will be less viable since the overall quality of cards is much better than a 4 5/5, but the beast tag and the 5 Attack synergy might push it into experimentation. Maybe also the start of deckbuffing cards?
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
My submission for the week!
It's like a mini Innervate for everyone! Or The Coin maybe...Innervate sounds flashier though! lol...Seriously though, Ji Firepaw gives you an extra mana crystal for one turn. You never know when to expect it but when it hits, it could give you that extra edge you need to turn the tides in your favor!
I worded it this way so you will still get the benefit even if he is drawn during your opponent's turn. You don't lose the mana crystal until the end of your turn. Also, even if you're at 10 mana, if you spend mana and draw afterwards, he can still net you an extra! Much like The Coin can still be useful af 10 mana crystals!
I hope you all like it! Enjoy!
They keep coming
How are you today?
Flavour text: "Be sure to read the manual, i don't want to get sued from multiple towns because YOU didn't set it up right."
The idea is once you start riding the draw-engine you could refill your hand, mill yourself, or neither - a little randomness thrown in too, to make it "fun and interactive"
UPDATE: I updated the card text to better reflect what "Freight Car" is meant to do. It is meant to operate like Ambush!, where in it disposes of itself upon drawing and enacting the effect. In theory, you could play "Draw-engine" and draw the 1st "Freight Car" that could draw an additional card and the 2nd "Freight Car" which could in turn also draw an additional card and the 3rd "Freight Car" which would pull 2 cards; a 5 mana 3/4 that guarantees 1 card draw, but possibly up to 4.
Art Credit: Ignacio Bazan Lazcano - Draw-engine
http://www.wallpapermaiden.com/image/2017/01/22/steampunk-cityscape-sunset-train-roads-urban-futuristic-fantasy-12399-resized.jpg - Freight Car.
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
Wording is a little strange due to rule based restrictions
Following the Wrynn story over the years has been a roller coaster of emotions and I thought I would do something to honor the new King of Stormwind. No other than Manduin. It suits his theme of "make love not Warcraft" kind of a personality. The minion it self is cheap since it follows the Beneath the Grounds value (which has been proven not to be anywhere close to worth it). Hence instead of pulling a 4/4 minion out of nothing, it draws BOTH players a card since it's very easy to botch with it. This can be a positive or very negative thing when it comes to the Priest class. Also, it adds a Legendary spell into the game that's outside of a Quest requirement. Something I REALLY hope we'll see become a thing now.
As always, good luck everyone!
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Showing Unite the Murlocs some love
Here's an idea I've had since the forum Custom Expansion project! Wild Imps would be a huge boon to Demonlocks, Discolocks, Zoolocks, and maybe other kinds of 'locks too. Summoning two 1/1s is a 1 mana effect (Living Roots, Lost in the Jungle). Obviously this is very powerful if it comes out early, but it's also unreliable and, imo, not as OP as some other classes' early combos with the perfect draw. Many classes also have access to other early aggression or counter tools. A card like this may be what the original masters of Zoo need to return to the battlefield.
EDIT: After some feedback, I've decided to up the cost to 3. Now, if it is drawn and then played or discarded quickly it is comparable to Silverware Golem or a cheaper Call in the Finishers.
Imps know how to party, and they bring all their friends.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Flavor Text: Do you know what he likes a lot more than materialistic things? Knowledge.
REMOVED
Jade cards are cool and I'm gonna be sad when they rotate out of standard, so I'm making my own.
Kudos to this random internet artist for the art that I stole: http://d1eselx.deviantart.com/art/Mists-401099460 .
Cyrus is currently in debt from the number of clocks he broke.
Quick Note: When this is drawn, the turn ends. If it's somehow your opponent's turn, their turn ends (Which is AWESOME!!!). If this is drawn during mulligans, then nothing happens, since at that time, it is neither player's turn.
Ha ha ha ha... help. This is an extremely dangerous card to add in your decks. If drawn against aggro, you will probably lose. It makes a player consider the risks before casting Arcane Intellect or some other method of drawing cards. This combos extremely well with Brann Bronzebeard, which theoretically could help with Exodia Mage.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!