Costs 1 more than normal
Counterspell
, and telegraphs to the opponent that their next spell is countered.
But he could provide 2 damage for a necessary trade or lethal, and he can still counter spells as long as he stays alive (he just loses
stealth
again). He easily dies to any minion, weapon, or some hero powers once he loses
stealth
.
I think it's important for Rogue to get this minion, allowing control Rogue to be more defined. By taking up the 4 drop slot, Tempo Rogues have no room for this minion. Way too many valuable 4 drop minions for those decks.
Most of the time you would pick 5 or less because your opponent will test it with a cheap spell, hence at least counter that. It is quite an obvious pick against aggro decks or during the early game but it still does its job. However, if your opponent somehow plays a spell that costs 6 or more first, it will not get countered.
Valued as a heal using the same general idea of the Brandlemar encounter; They have the ability to choose the spell countered, but if they want to heal for more they can. Pretty simple this week.
Instead of playing around a
secret
, you now have to watch out when your Warlock opponent ends his turn with leftover mana! If they have at least 4 unspent and are holding cards, they may just be holding onto this!
Mechanically, the only thing that I couldn't really make very clear in the text of the card is if you are holding two Nether Wards and your opponent casts a spell, only one of them will be discarded to counter it. However, the mana crystals aren't spent when it triggers, it's just a requisite that must be met before it can trigger. In other words, it's possible to counter multiple spells in one turn so long as you have at least 4 unspent mana crystals and enough copies of Nether Ward in your hand.
Struggled this week to come up with something unique but I'm pretty happy with the result.
The intention is that your opponent would not be able to tell which minion (friend or foe) had this ability. But since this counters
all
targeted spells, including your own, you also would need to play around this card or else you would reveal to your opponent which minion has this ability.
Not really sure about the mechanic, but it's how I want it to work:
Counter
a spell cast by the opponent, then put a random
Secret
from your deck into the battlefield. It can pull out another copy of it in order to counter two spell in one turn.
And of course, there should be more Warlock
Secret
to have better synergy.
Costs 1 more than normal Counterspell , and telegraphs to the opponent that their next spell is countered.
But he could provide 2 damage for a necessary trade or lethal, and he can still counter spells as long as he stays alive (he just loses stealth again). He easily dies to any minion, weapon, or some hero powers once he loses stealth .
I think it's important for Rogue to get this minion, allowing control Rogue to be more defined. By taking up the 4 drop slot, Tempo Rogues have no room for this minion. Way too many valuable 4 drop minions for those decks.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Most of the time you would pick 5 or less because your opponent will test it with a cheap spell, hence at least counter that. It is quite an obvious pick against aggro decks or during the early game but it still does its job. However, if your opponent somehow plays a spell that costs 6 or more first, it will not get countered.
A card for Thoughtsteal Priest. Works especially well with Mind Vision .
THERE IS NO GAME.
Stop spell-heavy decks, but also hamstring yourself.
Having everybody kung fu fighting is only a problem when everybody was also kung fu drinking.
Fool me once, shame on you. Fool me twice, shame on me. Fool me thrice, and you will be fooling no more.
I want a new title, but Flux won't let me have one,
Valued as a heal using the same general idea of the Brandlemar encounter; They have the ability to choose the spell countered, but if they want to heal for more they can. Pretty simple this week.
My submission for this week.
Instead of playing around a secret , you now have to watch out when your Warlock opponent ends his turn with leftover mana! If they have at least 4 unspent and are holding cards, they may just be holding onto this!
Mechanically, the only thing that I couldn't really make very clear in the text of the card is if you are holding two Nether Wards and your opponent casts a spell, only one of them will be discarded to counter it. However, the mana crystals aren't spent when it triggers, it's just a requisite that must be met before it can trigger. In other words, it's possible to counter multiple spells in one turn so long as you have at least 4 unspent mana crystals and enough copies of Nether Ward in your hand.
I hope you all like it! Enjoy!
"I'm gonna make you squeal."
"I'll just save these for later"
Can make some interesting OTK's with Sorcerer's Apprentice and Gadgetzan Auctioneer
Struggled this week to come up with something unique but I'm pretty happy with the result.
The intention is that your opponent would not be able to tell which minion (friend or foe) had this ability. But since this counters all targeted spells, including your own, you also would need to play around this card or else you would reveal to your opponent which minion has this ability.
"To quoth the Raven, evermore...or nevermore...or...wait, why are you quoting a raven in the first place?"
Not really sure about the mechanic, but it's how I want it to work: Counter a spell cast by the opponent, then put a random Secret from your deck into the battlefield. It can pull out another copy of it in order to counter two spell in one turn.
And of course, there should be more Warlock Secret to have better synergy.