My favourite design this season. Most of the time you just get a random 4-drop, but if you're super lucky (or you're playing Wild) this card is amazing.
Better than Twisting Nether because it destroys even second part of sticky minions. Worse than Twisting Nether because you cannot go face and must trade in your own minions if you want full board clear (which might not be even possible if your opponent has a Public Defender up or something) Has very fun and very long interaction with Necrotic Geist
Cast this again trigger is same as for Spreading Plague, but I worded it differently because in this particular case the old wording might be misleading.
[italic]Mages have terrible focus, so to find one willing to cast this spell is rare[/italic]
Same cost as Assassinate In which it kills a single enemy minion, but in a different way
For example, targeting a buffed Acolyte of Pain to make the opponent mill cards, targeting a minion while you have a Frothing Berserker on your side of the board ( Mirror Entity ? ) To buff it like crazy, etc etc.
Anything that triggers when something is dealt damage, this thing can abuse, and it's an interesting balanced sort of card I feel.
In Mill Rogue, you can summon your opponent's minions along with your Novice Engineers and Swashburglars to thin their deck. After playing this, just Vanish the board!
If you know the prey, you will also know the right tools to hunt it.
Note that it will work similarly as Curious Glimmerroot. If all enemy minions in the hand are revealed, the spell won't be cast. The revealed minions' cards will be flipped.
EDIT : In case you didn't completely understand this card here's how it works :
First, it puts a random minion from your deck into the battlefield, and triggering related abilities like "whenever a minion is summoned" triggers.
Then, the spell deals damage equal to that minion's attack (it's not the minion who deal it, means Poisonous and Lifesteal effects of that minion won't trigger, but spell damage effects can increase that damage) to random enemy, including the enemy hero, and triggering any related abilities like "whenever this minion takes damage".
In case an enemy minion dies from any form of damage, triggers like Deathrattle are activated, then the spell is recasted, summoning another minion from your deck.
I made this card to give rogue a good tempo tool that encourage midrange rogue decks, allowing him to run higher cost minions without being completely punished, and at the same time can't be used by aggro decks (unless using a lot of charge minions, which is not good for tempo)
This card synergies very well with Prince Keleseth, can be casted easily with Preparation in case of facing swarm decks or if your opponent is really ahead on board.
"Inspired by a really bad joke from Pala Fiction."
Most of non-murloc Paladin decks mostly focus on defense during early game. This card allows you to come back from enemy high-rolls. Imagine having only Righteous Protector when your enemy drops monster Edwin or big minions after Keleseth. Divine Shield allows you to trade two minions if your enemy does not have any answer. But you don't really need to wait for the "perfect" moment; you can just cast it to kill problematic minions, when you don't want to waste your hard removal; or increase lifesteal from, for example, Wickerflame Burnbristle. Even if the card seems simple, i think it would help Paladin a lot, and it can't be exploited as aggro tool.
If there are no minions left to target, the spell also stops. This is implicit as per Hearthstone's "We're digital so we don't always need to put 100% of the rules on the card" philosophy
"Perhaps the strangest thing in Ulduar was that, even there in those Northrend peaks at the end of the world, in the depths of that city... you can still hear the shouts: Praise Yogg!'"
This quest is themed around Yogg-Saron -- Ulduar is where his prison is located -- and is a repeating quest! Its reward essentially just lets you recast a semi-random copy of one of your previously cast spells. You may choose targets however! It is "dead" magic as Yogg-Saron is the god of death and he is reviving spent magic... some remnants of its mana or the spell itself that remains after it is cast.
The chosen casts without a cost; the cost is the 4 needed to cast Dead Magic. Requires 5 spells to make it a little harder to repeat, as well as to make sure you can't essentially pick from any spell you want if most of the 5 spells you cast are duplicates; duplicates count as "different" spells when discovering, so you can discover both copies of a single spell that you've cast before. You can't pick Legendary spells, so no repeating quest rewards... and if this quest gets Counterspelled upon a recast, then it's gone.
Useful in a variety of decks. Some application in Quest Mage (D-D-Double Quest Mage) I'd think but many mage decks can use it just as well.
(EDIT: Slight modification to card wording -- "played" to "have cast" -- and the description.)
Just like Divine Favor! But more expensive....and worse!
My favourite design this season. Most of the time you just get a random 4-drop, but if you're super lucky (or you're playing Wild) this card is amazing.
Infinite value!
Better than Twisting Nether because it destroys even second part of sticky minions. Worse than Twisting Nether because you cannot go face and must trade in your own minions if you want full board clear (which might not be even possible if your opponent has a Public Defender up or something) Has very fun and very long interaction with Necrotic Geist
Cast this again trigger is same as for Spreading Plague, but I worded it differently because in this particular case the old wording might be misleading.
I am envoy from nowhere in nowhere. Nobody and nothing have sent me. And though it is impossible I exist. ©Trimutius
[italic]Mages have terrible focus, so to find one willing to cast this spell is rare[/italic]
Same cost as Assassinate In which it kills a single enemy minion, but in a different way
For example, targeting a buffed Acolyte of Pain to make the opponent mill cards, targeting a minion while you have a Frothing Berserker on your side of the board ( Mirror Entity ? ) To buff it like crazy, etc etc.
Anything that triggers when something is dealt damage, this thing can abuse, and it's an interesting balanced sort of card I feel.
Here's my entry for the week. You'll get the card you want but it might cost you your deck.
Edit: Corrected typo.
At first glance, this card looks like a terrible idea, but is it really?
"Just a simple heist, they said... Minimal defenses, they said..."
If you know the prey, you will also know the right tools to hunt it.
Note that it will work similarly as Curious Glimmerroot. If all enemy minions in the hand are revealed, the spell won't be cast. The revealed minions' cards will be flipped.
...Soul of Wyrm. Soul of Root. Heart of Void...
"Y-Y-your s-s-soul sh-sh-sh-sha-shall-l b-b-be-bee-ee mi-i-i-neee..."
Wished to be pink.
Then did.
Then fired myself.
Then did again.
EDIT : In case you didn't completely understand this card here's how it works :
I made this card to give rogue a good tempo tool that encourage midrange rogue decks, allowing him to run higher cost minions without being completely punished, and at the same time can't be used by aggro decks (unless using a lot of charge minions, which is not good for tempo)
This card synergies very well with Prince Keleseth, can be casted easily with Preparation in case of facing swarm decks or if your opponent is really ahead on board.
Arena experiences:
For reference, there is a 37.9% chance of an Overload card appearing in Standard.
Some mages are wise, patient and plan their every spell carefully. Others tend to follow the "Shoot Everything" school of thought.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
The flavor behind this card is based on the double-entry bookkeeping system in accounting. Perfect against decks that tend to draw a lot.
EDIT: Replaced "less" with "fewer". Thanks to nurgling13 for having pointed that out.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
"Inspired by a really bad joke from Pala Fiction."
Most of non-murloc Paladin decks mostly focus on defense during early game. This card allows you to come back from enemy high-rolls. Imagine having only Righteous Protector when your enemy drops monster Edwin or big minions after Keleseth. Divine Shield allows you to trade two minions if your enemy does not have any answer. But you don't really need to wait for the "perfect" moment; you can just cast it to kill problematic minions, when you don't want to waste your hard removal; or increase lifesteal from, for example, Wickerflame Burnbristle. Even if the card seems simple, i think it would help Paladin a lot, and it can't be exploited as aggro tool.
f2p btw
If there are no minions left to target, the spell also stops. This is implicit as per Hearthstone's "We're digital so we don't always need to put 100% of the rules on the card" philosophy
Art by Cynthia Sheppard for Magic the Gathering
"Perhaps the strangest thing in Ulduar was that, even there in those Northrend peaks at the end of the world, in the depths of that city... you can still hear the shouts: Praise Yogg!'"
This quest is themed around Yogg-Saron -- Ulduar is where his prison is located -- and is a repeating quest! Its reward essentially just lets you recast a semi-random copy of one of your previously cast spells. You may choose targets however! It is "dead" magic as Yogg-Saron is the god of death and he is reviving spent magic... some remnants of its mana or the spell itself that remains after it is cast.
The chosen casts without a cost; the cost is the 4 needed to cast Dead Magic. Requires 5 spells to make it a little harder to repeat, as well as to make sure you can't essentially pick from any spell you want if most of the 5 spells you cast are duplicates; duplicates count as "different" spells when discovering, so you can discover both copies of a single spell that you've cast before. You can't pick Legendary spells, so no repeating quest rewards... and if this quest gets Counterspelled upon a recast, then it's gone.
Useful in a variety of decks. Some application in Quest Mage (D-D-Double Quest Mage) I'd think but many mage decks can use it just as well.
(EDIT: Slight modification to card wording -- "played" to "have cast" -- and the description.)