Flavor: You should probably avoid channeling too much of your spirit into the sickle. The last thing anyone needs is a living, talking pointy-thing.
For late-game-orientated Shaman decks, there are few class cards available for those seeking a "hammer" play; a major finishing blow, or a bunker-buster for eliminating a large threat. It seems to come down to early aggro, or nickle-and-dime strategies. This is that hammer play. If you play Channeled Weapon on turn-8, you will Overload (8) to acquire an 8/2 weapon. If you cast the spell on turn-10, you'll Overload (10) to acquire a 10/2 weapon. Your next turn is basically ruined, but in exchange you're acquiring a weapon without equal. The Warrior will be green with envy! And don't forget Tunnel Troggs and/or Snowfury Giants!
Edit: Made the images larger; they were quite small. Also added the last quip about Overload minions.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
"The Blademaster sat there, brooding over the problem for so long I felt sure I'd go crazy, but I didn't dare speak. When he finally stood, he said, "Why don't-uh we just cut-uh dem all, eh?"
Voice and accent would sound exactly like the Blademasters from Warcraft 3.
Summon: "Eh, eh, hold it a moment!" Attack OR Dies Damaging With Deathrattle: "There it is, there it is, what did I tell you?" Dies Without Deathrattle Damage: "Ehh..."
(Fanart by songnanli)
Potentially absurdly powerful, but can be played around. Minimum of 4 damage to the board (and enemy face) without endangering your minions... if it goes off. The distinction between Mana Crystals in the battlecry and just Mana in the deathrattle is intentional; if you play this on-curve and your opponent kills it on their turn, it's just a 7/5 that hits your crystals. If you can avoid that, however, it's a better Abyssal Enforcer and can get even scarier. You can wait until you get your mana crystals back, as well, and even kill him at a full 10 mana (at the start of your turn, if you play nothing else first) for a massive 10 to the face + boardwipe. Creates a lot of interplay between both players, I figure. The damage sweep is meant to evoke the bladestorm ability.
Flavour Text: Velen approved. Inspired by the Tavern Brawl, the card can create some fairly interesting situations for players depending on the archetypes being played. Control decks could benefit quickly from the additional ramp, but is it worth it when up against tempo or midrange who could likewise quickly overwhelm you? Aggro could be tempted to get rid of it, as that sets both players back to turn 1 and reduces the opponents' chances of recovery, but could also severely hinder them. If left alone, both players could end up being left in a very awkward situation of not being able to use board clears later on if the game hasn't already been won by then. At the same time, when both players are gaining an extra mana crystal each turn...
trolling at its finest
Flavor: You should probably avoid channeling too much of your spirit into the sickle. The last thing anyone needs is a living, talking pointy-thing.
For late-game-orientated Shaman decks, there are few class cards available for those seeking a "hammer" play; a major finishing blow, or a bunker-buster for eliminating a large threat. It seems to come down to early aggro, or nickle-and-dime strategies. This is that hammer play. If you play Channeled Weapon on turn-8, you will Overload (8) to acquire an 8/2 weapon. If you cast the spell on turn-10, you'll Overload (10) to acquire a 10/2 weapon. Your next turn is basically ruined, but in exchange you're acquiring a weapon without equal. The Warrior will be green with envy! And don't forget Tunnel Troggs and/or Snowfury Giants!
Edit: Made the images larger; they were quite small. Also added the last quip about Overload minions.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
"The Blademaster sat there, brooding over the problem for so long I felt sure I'd go crazy, but I didn't dare speak. When he finally stood, he said, "Why don't-uh we just cut-uh dem all, eh?"
Voice and accent would sound exactly like the Blademasters from Warcraft 3.
Summon: "Eh, eh, hold it a moment!"
Attack OR Dies Damaging With Deathrattle: "There it is, there it is, what did I tell you?"
Dies Without Deathrattle Damage: "Ehh..."
(Fanart by songnanli)
Potentially absurdly powerful, but can be played around. Minimum of 4 damage to the board (and enemy face) without endangering your minions... if it goes off. The distinction between Mana Crystals in the battlecry and just Mana in the deathrattle is intentional; if you play this on-curve and your opponent kills it on their turn, it's just a 7/5 that hits your crystals. If you can avoid that, however, it's a better Abyssal Enforcer and can get even scarier. You can wait until you get your mana crystals back, as well, and even kill him at a full 10 mana (at the start of your turn, if you play nothing else first) for a massive 10 to the face + boardwipe. Creates a lot of interplay between both players, I figure. The damage sweep is meant to evoke the bladestorm ability.
"Power, so much power!"
When it's your opponents turn, they'll be able to use their Mana Crystals as if nothing happened. Good luck everyone!
*Edit: opponents -> opponent's
Discardlock synergy. :D
Flavour Text: Velen approved.
Inspired by the Tavern Brawl, the card can create some fairly interesting situations for players depending on the archetypes being played. Control decks could benefit quickly from the additional ramp, but is it worth it when up against tempo or midrange who could likewise quickly overwhelm you? Aggro could be tempted to get rid of it, as that sets both players back to turn 1 and reduces the opponents' chances of recovery, but could also severely hinder them. If left alone, both players could end up being left in a very awkward situation of not being able to use board clears later on if the game hasn't already been won by then. At the same time, when both players are gaining an extra mana crystal each turn...
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