With this card, discardlock would finally become the Tier 1 deck we all know it is deep down. And it wouldn't be overpowered because unlike Living Mana, you can't get your Mana crystals back if your minions die.
Warlock's version of ramping! It's on par with Nourish (or possibly more accurate, two Wild Growths). IE: You gain a crystal, they lose one effectively giving you a 2 mana crystal advantage. For instance, if you are going second and you both have 5 mana when you play this, you go up to 6 mana while your opponent goes down to 4. That's insane for a single card! Because of this, it's considerably more costly than Wild Growth so you can't ramp as early and it has the requisite of your opponent having to have an empty crystal to steal (though most of the time they will). Also, because the crystal you steal is empty, the one you gain will of course also be empty, unlike Nourish's ability to instantly gain 2 full crystals. However, when this card is played, it's power is undeniable and in a class not known for ramping, this would definitely be a game changer.
Druids will always be the king of ramping, being able to do so much earlier in the game alongside many more options to choose from, but this card would allow another class to dip their toes in the water a bit.
I hope you all like it. Enjoy!
Edit: The art was very dark, so I brightened it a bit to make it easier on the eyes.
Pretty straight forward, just make sure you kill your target with it and you won't be penalized. While it may look like a nerfed Fireball, please do note Warlock usually have weaker spells while direct damage spells are Mage's specialty.
"She even tries to keep balance between balance and unbalance."
So, you kind of enter Shadowform, but you are still able to heal if you need it. Note that this card goes better with odd-costed cards, as they allow to switch between damage and healing. So, it encourages a special type of deck building, as Reno Jackson did in his day (not as hard as he did, but still).
Quotes in spoiler:
Summoning: Light and Shadow are two sides of the same coin.
Don't worry, he stays dead the eleventh time you kill him... I think.
Incase the text is unclear, then he only resummon if you actually have a Mana Crystal. So if your opponent has burned through all your crystals, then he stays down.
Some Quest-Hunter love and an overall well-stated minion that enables tempo turns.
"Ah, fresh meat!"
With this card, discardlock would finally become the Tier 1 deck we all know it is deep down. And it wouldn't be overpowered because unlike Living Mana, you can't get your Mana crystals back if your minions die.
And from the rubble of the Elemental Destruction, a great Earth Elemental was formed...
You can find me here! Good luck everyone!
My submission this week!
Warlock's version of ramping! It's on par with Nourish (or possibly more accurate, two Wild Growths). IE: You gain a crystal, they lose one effectively giving you a 2 mana crystal advantage. For instance, if you are going second and you both have 5 mana when you play this, you go up to 6 mana while your opponent goes down to 4. That's insane for a single card! Because of this, it's considerably more costly than Wild Growth so you can't ramp as early and it has the requisite of your opponent having to have an empty crystal to steal (though most of the time they will). Also, because the crystal you steal is empty, the one you gain will of course also be empty, unlike Nourish's ability to instantly gain 2 full crystals. However, when this card is played, it's power is undeniable and in a class not known for ramping, this would definitely be a game changer.
Druids will always be the king of ramping, being able to do so much earlier in the game alongside many more options to choose from, but this card would allow another class to dip their toes in the water a bit.
I hope you all like it. Enjoy!
Edit: The art was very dark, so I brightened it a bit to make it easier on the eyes.
Pretty straight forward, just make sure you kill your target with it and you won't be penalized. While it may look like a nerfed Fireball, please do note Warlock usually have weaker spells while direct damage spells are Mage's specialty.
"She even tries to keep balance between balance and unbalance."
So, you kind of enter Shadowform, but you are still able to heal if you need it. Note that this card goes better with odd-costed cards, as they allow to switch between damage and healing. So, it encourages a special type of deck building, as Reno Jackson did in his day (not as hard as he did, but still).
Quotes in spoiler:
Summoning: Light and Shadow are two sides of the same coin.
Attack: Evil ones will perish! And good ones too!
Death: Balance... is... broken...
yes
Magma Rager is my favourite card
Big Warlock maybe?
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Just gonna dump a request from the game Make the Card: 10 mana 1/1. Back to Turn 1!
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
Don't worry, he stays dead the eleventh time you kill him... I think.
Incase the text is unclear, then he only resummon if you actually have a Mana Crystal. So if your opponent has burned through all your crystals, then he stays down.
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: