"He's not too big a fan of Lordaeron having so many different critters running amok. But don't worry, it's just a nickname."
So if you pick "Elemental", your minions have +3 as long as your opponent has an Elemental minion on the board. The type is chosen Discover-style and gives you an option of every minion type in the game. Meant to buff Hunter, since, you know, weak. I feel like it has Control and Midrange applications too, not only Aggro (although its value there is obvious). Obviously a strong tech card against things like Murloc Paladin or Pirate Warrior, but it has diminished value against other decks since your opponent has some control over whether or not to play certain cards, or in the case of Totems getting picked, Shamans can not use their hero power, so it's not too nuts I hope. Themed lightly off the "Favored Enemy" ability found on Rangers in Dungeons & Dragons.
Nuts synergy with Stitched Tracker and any kind of bounce card though.
The effect of Beneath the Grounds needs to build up to be good. So making the quest easy to complete early is necessary to rake the benefit of the Ambush! cosistently in late game, hence the 4 minions to return to your hand instead of 5 or 6.
I choose "Return minion to your hand" as the component for the quest is because of flavor reason. Some Nerubian in Rogue up until now have this effect (see: Anub'arak, Anub'ar Ambusher).
The reward works like Valeera the Hollow hero power. At the start of your turn you will get a 2 mana Beneath the Grounds and it will go away if you don't use it at the end of turn, hence the wording "add a 'Beneath the Grounds' during your turn" to be similar to the wording of Death's Shadow.
Making Beneath the Grounds costs (2) will make it feel like using hero power without removing your weapon hero power. It also cheap enough in late game as a Combo activator.
This card is a good card to use agains a cycle heavy deck such as Jade Druid, Exodia Mage and Miracle Rogue. It also good against Raza Priest because it gives your opponent 3 copies of Ambush!. The problem is the effect is slow and needs to build up early to be good, it also rely on your opponent's draw, but if you can pull it off you will guarantee to overwhelm your opponent with your Nerubian army.
I was trying to design it as a Quest reward, but can't find the proper theme for that. Then tried to apply the effect of Molten Giant, as like 15-Cost and "Costs (1) less for each damage your hero has taken", but it is too long and ineffective. So the final version was a 6 Mana 3/3 with this effect.
This minion has amazing stats for a 2-drop, but that comes with a huge drawback if you risk playing it on curve (if your opponent kills it on turn 2/3, you probably lose the game) unless you can silence it. It is more of a risky late-game combo card that synergizes with buff cards like Blessing of Might, Blessing of Kings to allow you to have several mana crystals advantage over your opponent, provided it is not silenced.
This gives your secrets extra power for the rest of the game. Stacks if you play more than one. I statted it a bit conservatively because I don't quite know hoe powerful the effect is, since you may have played a lot of secrets already before you can play this. However, secrets already played, but not triggered yet will also get the enhancement!
Gives use for Sacrificial Pact, can't revive non-Demon minions that died earlier in the game but opponent can play around it by summoning weak minions (eg tokens)
Behold now, the terrible vengeance of the Forsaken!
Flavor Text: Go big or go home. He's here to destroy everything so you'd better win quickly!
Maybe set it to 15 damage to your hero each turn.
"He's not too big a fan of Lordaeron having so many different critters running amok. But don't worry, it's just a nickname."
So if you pick "Elemental", your minions have +3 as long as your opponent has an Elemental minion on the board. The type is chosen Discover-style and gives you an option of every minion type in the game. Meant to buff Hunter, since, you know, weak. I feel like it has Control and Midrange applications too, not only Aggro (although its value there is obvious). Obviously a strong tech card against things like Murloc Paladin or Pirate Warrior, but it has diminished value against other decks since your opponent has some control over whether or not to play certain cards, or in the case of Totems getting picked, Shamans can not use their hero power, so it's not too nuts I hope. Themed lightly off the "Favored Enemy" ability found on Rangers in Dungeons & Dragons.
Nuts synergy with Stitched Tracker and any kind of bounce card though.
Token: Beneath the Grounds, Ambush!, Nerubian.
Explanation:
This card is a good card to use agains a cycle heavy deck such as Jade Druid, Exodia Mage and Miracle Rogue. It also good against Raza Priest because it gives your opponent 3 copies of Ambush!. The problem is the effect is slow and needs to build up early to be good, it also rely on your opponent's draw, but if you can pull it off you will guarantee to overwhelm your opponent with your Nerubian army.
And this would be the hero power:
Face hunter needs some love guys.
Edit: added huffer for clarity
Works with cards such as C'Thun, Avenging Wrath, Mad Bomber, Ragnaros the Firelord, Mayor Noggenfogger, Demolisher, Knife Juggler...
I was trying to design it as a Quest reward, but can't find the proper theme for that. Then tried to apply the effect of Molten Giant, as like 15-Cost and "Costs (1) less for each damage your hero has taken", but it is too long and ineffective. So the final version was a 6 Mana 3/3 with this effect.
This minion has amazing stats for a 2-drop, but that comes with a huge drawback if you risk playing it on curve (if your opponent kills it on turn 2/3, you probably lose the game) unless you can silence it. It is more of a risky late-game combo card that synergizes with buff cards like Blessing of Might, Blessing of Kings to allow you to have several mana crystals advantage over your opponent, provided it is not silenced.
''In your CV it says that you are a Dragon, Beast, Elemental and... a Murloc?''
Mod Working Reaaaaally Hardly
Yogg is back ! Fortunate coincidence? :)
Mill oriented deck.
Can be combo-ed with Preparation to mill your opponent blazingly fast.
" One Drake to rule them all. "
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
This gives your secrets extra power for the rest of the game. Stacks if you play more than one. I statted it a bit conservatively because I don't quite know hoe powerful the effect is, since you may have played a lot of secrets already before you can play this. However, secrets already played, but not triggered yet will also get the enhancement!
It's a secret that never leaves play, but it does nothing (If not scare your opponent into thinking it might be something else).
This could bring back Control Warrior, and work really well with Dead Man's Hand.
Gives use for Sacrificial Pact, can't revive non-Demon minions that died earlier in the game but opponent can play around it by summoning weak minions (eg tokens)
Former Kor'kron elite soldier, youngest man to climb Mount Kula without oxygen, and known for drinking his own piss.
I want a new title, but Flux won't let me have one,