Banshees from the warcraft universe have the power to possess other characters, and this card sort of mimics that effect, thoug not completely. It might seem a bit strong, but remember that your opponent has a go with the minion as well should you not clear it after you've triggered its effect. Hope you like it!
I felt a great disturbance in the meta, as if millions of deck-trackers suddenly cried out in terror, and were suddenly silenced:
Vi'el is vendor Imp, so let's arrange some trades. This is an aura, it lasts as long as this fella is alive, or until it gets silenced. After that, the decks return. It follows Gnomeferatu as a warlock card to screw with your opponents deck. Play it on turn 1 against aggro to use good early game against your opponent or combine it with warlock's draw engines to disrupt combo decks.
Late game boost: You get your opponent's crystals as they are, and since crystals refill at the start of the owner's turn, you'll get your opponent's unspent mana after you play this.
Helps activate Combo and gives a reason to play Spell Damage. Lets you play a higher ratio of spells without playing worse ones. Can take away quite a bit of your mana if you draw it lots so you'll still want to find a use for the spell cast, combo activation or gain spell damage to make it worth.
Before he was captured, Hydross the Stable had just been promoted to supervisor, finished paying off his student loans, and was getting ready to propose to his long-time girlfriend.
Hydross the Unstable fits this week’s challenge for a number of reasons. The card has the poisonous aspect of the WoW fight and uses the “swap mechanic” to devastating effect. Lacking removal, your opponent has to decide whether to lose a minion or two by trading into him or let you dictate which minion Hydross destroys (or just send him face). Left alone, Hydross can punish opponents with stuff like Defender of Argus. Drop a Flametongue Totem and turn him into a 3/7 for your opponent, then a 5/9(!) and so on. Plus, there’s the Elemental synergy and Rager flavor.
From WoW:
Hydross is the first boss from Serpentshrine Cavern, a captive of Lady Vashj. The fight works by dragging Hydross in and out of his restraints and swapping him between his purified and poisonous forms. The raid has to carefully decide when to swap his form in order to defeat him.
Special thanks to Teknician, NOVEX0R, Progenitor, and anyone else who offered their feedback this week!
At first glance, this might seem overpowered, as you can essentially get a 5/4 minion for nothing. However, it removes a minion you control from the board. If it's a token, or a useful Battlecry, that can be a non-issue, or even beneficial. However, if it's a bigger minion, or a minion you wanted on the board in order to make a trade that turn, then it immediately impacts you. Also, most decks that would benefit from this, also run the risk of having a negative impact from it, such as Shaman losing an overload minion, Zoolock losing a Flame Imp or Doomguard, or token druid losing a buffed minion.
Where this could thrive:
Quest Hunter - Return a 1 drop, potentially helping you complete the quest, while gaining a big minion in the process
Token Shaman
Zoolock
Aggro Druid
A Silver Hand centred Paladin deck.
Potentially any deck in Wild revolving around powerful battlecries/Brann/Crowd Favorite
This card lets you abuse your opponent's unspent mana crystals, punishes ramp and also synergizes with cards like Felguard that decrease your amount of mana crystals.
My Entry for this week's Card Design Competition - Season 8.16:
Banshees from the warcraft universe have the power to possess other characters, and this card sort of mimics that effect, thoug not completely. It might seem a bit strong, but remember that your opponent has a go with the minion as well should you not clear it after you've triggered its effect. Hope you like it!
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Or not...
I felt a great disturbance in the meta, as if millions of deck-trackers suddenly cried out in terror, and were suddenly silenced:
Vi'el is vendor Imp, so let's arrange some trades.
This is an aura, it lasts as long as this fella is alive, or until it gets silenced. After that, the decks return. It follows Gnomeferatu as a warlock card to screw with your opponents deck. Play it on turn 1 against aggro to use good early game against your opponent or combine it with warlock's draw engines to disrupt combo decks.
Uses for this card:
Helps activate Combo and gives a reason to play Spell Damage. Lets you play a higher ratio of spells without playing worse ones. Can take away quite a bit of your mana if you draw it lots so you'll still want to find a use for the spell cast, combo activation or gain spell damage to make it worth.
She's an original prankstroll.
my entry for the week, hope you like!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
A flavorful and powerful entry this week. Swap hands, spend your remaining mana playing their cards, give them back what is left over.
I think we need more discard interactions :D
Edit: I buff him
Before he was captured, Hydross the Stable had just been promoted to supervisor, finished paying off his student loans, and was getting ready to propose to his long-time girlfriend.
Hydross the Unstable fits this week’s challenge for a number of reasons. The card has the poisonous aspect of the WoW fight and uses the “swap mechanic” to devastating effect. Lacking removal, your opponent has to decide whether to lose a minion or two by trading into him or let you dictate which minion Hydross destroys (or just send him face). Left alone, Hydross can punish opponents with stuff like Defender of Argus. Drop a Flametongue Totem and turn him into a 3/7 for your opponent, then a 5/9(!) and so on. Plus, there’s the Elemental synergy and Rager flavor.
From WoW:
Hydross is the first boss from Serpentshrine Cavern, a captive of Lady Vashj. The fight works by dragging Hydross in and out of his restraints and swapping him between his purified and poisonous forms. The raid has to carefully decide when to swap his form in order to defeat him.
Special thanks to Teknician, NOVEX0R, Progenitor, and anyone else who offered their feedback this week!
A variation of the Crazed Alchemist and Kooky Chemist card style!
No more Ultimate Infestation!
Never fear! The cavalry are here!
At first glance, this might seem overpowered, as you can essentially get a 5/4 minion for nothing. However, it removes a minion you control from the board. If it's a token, or a useful Battlecry, that can be a non-issue, or even beneficial. However, if it's a bigger minion, or a minion you wanted on the board in order to make a trade that turn, then it immediately impacts you. Also, most decks that would benefit from this, also run the risk of having a negative impact from it, such as Shaman losing an overload minion, Zoolock losing a Flame Imp or Doomguard, or token druid losing a buffed minion.
Where this could thrive:
Quest Hunter - Return a 1 drop, potentially helping you complete the quest, while gaining a big minion in the process
Token Shaman
Zoolock
Aggro Druid
A Silver Hand centred Paladin deck.
Potentially any deck in Wild revolving around powerful battlecries/Brann/Crowd Favorite
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Simple one for this week:
Flavor Text: "Even in death... the light shall burn you."
Much more of a BM card than a viable one but it can lead to a lot of fun.
>>>Check out my Latest Card Design Competition Entry<<<
This card lets you abuse your opponent's unspent mana crystals, punishes ramp and also synergizes with cards like Felguard that decrease your amount of mana crystals.
Check out my Hearthstone expansion: The Shifting Sands
So this one's either going to be shit, or broken. Curious.