This is a very original card. Any resemblance with any existing card is pure coincidence.
Seriously, this is what should replace Fiery War Axe (check its flavor text btw). I chose "After your hero attacks" over a battlecry because playing a 3/2 weapon on turn 2 was what made old FWA so good . The Freeze effect also prevents Pirate Warrior from using it to go face (you will be frozen twice in total).
Most cultured mages avoid the power of pure ice, but some just like to experiment.
At first glance that card may seem really powerful, but the possible downsides can be enormously destructive to the player (drawing it at the wrong time is worse then drawing
Patches the Pirate
). If for some reason you need to get rid of the debuff, you have to pay 3 mana and wait a turn until your minions thaw out. To gain full advantage of the card, some creative deck building would be needed (a heavy focus on Taunts or trying to include no minions).
This card allows Mage to access the Hero Power without depending on drawing the DK at the cost of the Lifesteal effect on the Water Elementals and has to build their deck around the Quest.
It's a concept I've bantied around with for awhile. Essentially turns any lategame cheap
freeze
card into a draw engine, and makes it a bit more palatable draw, especially if you start topdecking. Nothing worse than a Brrloc drawn into an empty hand. I don't think this would make
Freeze
shaman an archetype but could help fit
Freeze
cards into a more midrange Shaman. The statline's only decent because I think the effect is strong.
Note: I meant it to be plays a minion just like
Swamp King Dred
Card Name
, otherwise it would not be that good. I think this card would be really fun and interesting to play with.
Hi all! So I went with something pretty simple this week. It's a defensive 1-drop: the drawback makes it not work in token/zoo style aggro decks. I see this as being a tool for the very much in-need-of-support mid-range/control dragon decks, to help them survive against aggro. I did consider doing this as an elemental for Shaman, but I miss having a lil baby dragon in the game :D
Flavor Text:
There's no shame in using a search engine to learn what "Inundation" means.
Summon
Quote:
Come out and face me!
Attack Quote:
I am unstoppable!
The idea for this card is a midrange unit for Elemental decks, and a great Arena tool. A 5 mana 5/5 that is Immune if someone is frozen. Doesn't matter who. Could be an enemy. Could be one of your own minions. Could also be either of the heroes. Just something has to be frozen, then he's immune.
Because of the way
Freeze
works, this generally means it'll only be immune for one turn, and one opponent turn, then it becomes vulnerable again. Say you're playing Arena, playing a Mage with a Water Elemental on the board. Play Ironclad, then send the Water Elemental to
freeze
the enemy hero. Now your Ironclad will be immune during his turn, and can't do anything to remove it. Then, if your Water Elemental is still alive when he thaws,
freeze
him again, then your Ironclad can get a free trade on a minion. This also forces your enemy to think when to
freeze
, as if they
freeze
one of your dudes (including Ironclad) then Ironclad will become Immune. Note: If Ironclad gets frozen himself, he will become Immune, but will also be frozen, so he won't be able to attack.
For balance, originally he was gonna be a 6/5. Didn't know what cost to make him, either 5 or 6. I even had the idea to make him a 4 mana 4/4, however a lot of feedback disagreed with me on that decision, and said he would be better as a 5 mana 5/5. Great for the mid game, and makes it balanced with mages and Shamans, as there are only two neutral
Freeze
cards.
I hope you enjoy Ironclad Inundation! He was one of my favorite cards to work on, so I hope he was yours too.
EDIT: It does NOT Freeze the minion it attacks-- thematically, it only freezes the adjacent minions to it because they're scared to death and do not want to take part in the fight. Cheers!
Freezes for everyone! (just to clarify, the Battlecry does NOT Freeze itself.
Click the image to go to my custom Time Traveler class.
Sometimes, you just need to chill out with a nice cold drink...
You can find me here! Good luck everyone!
This is a very original card. Any resemblance with any existing card is pure coincidence.
Seriously, this is what should replace Fiery War Axe (check its flavor text btw). I chose "After your hero attacks" over a battlecry because playing a 3/2 weapon on turn 2 was what made old FWA so good . The Freeze effect also prevents Pirate Warrior from using it to go face (you will be frozen twice in total).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Most cultured mages avoid the power of pure ice, but some just like to experiment.
At first glance that card may seem really powerful, but the possible downsides can be enormously destructive to the player (drawing it at the wrong time is worse then drawing Patches the Pirate ). If for some reason you need to get rid of the debuff, you have to pay 3 mana and wait a turn until your minions thaw out. To gain full advantage of the card, some creative deck building would be needed (a heavy focus on Taunts or trying to include no minions).
Just don't get bitten by a basilisk.
Reward:
Icy Touch
This card allows Mage to access the Hero Power without depending on drawing the DK at the cost of the Lifesteal effect on the Water Elementals and has to build their deck around the Quest.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
"Hey, hey! ICE of you to drop by."
It's a simple tempo card for Shamans, which also has a similar flavor to their Overload mechanic without being Overload.
It's a concept I've bantied around with for awhile. Essentially turns any lategame cheap freeze card into a draw engine, and makes it a bit more palatable draw, especially if you start topdecking. Nothing worse than a Brrloc drawn into an empty hand. I don't think this would make Freeze shaman an archetype but could help fit Freeze cards into a more midrange Shaman. The statline's only decent because I think the effect is strong.
Unlike others, hypothermy makes Antarcticite alive.
Combo with Cryostasis .
EDIT: Change of stats.
Ok here's the one I decided on
Note: I meant it to be plays a minion just like Swamp King Dred Card Name , otherwise it would not be that good. I think this card would be really fun and interesting to play with.
Check out what this little Tinker has to offer for Deathwing.
They're the kind of elementals that throw chunks of ice in a snowball fight.
Hi all! So I went with something pretty simple this week. It's a defensive 1-drop: the drawback makes it not work in token/zoo style aggro decks. I see this as being a tool for the very much in-need-of-support mid-range/control dragon decks, to help them survive against aggro. I did consider doing this as an elemental for Shaman, but I miss having a lil baby dragon in the game :D
Hope you like!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Flavor Text: There's no shame in using a search engine to learn what "Inundation" means.
Summon Quote: Come out and face me!
Attack Quote: I am unstoppable!
The idea for this card is a midrange unit for Elemental decks, and a great Arena tool. A 5 mana 5/5 that is Immune if someone is frozen. Doesn't matter who. Could be an enemy. Could be one of your own minions. Could also be either of the heroes. Just something has to be frozen, then he's immune.
Because of the way Freeze works, this generally means it'll only be immune for one turn, and one opponent turn, then it becomes vulnerable again. Say you're playing Arena, playing a Mage with a Water Elemental on the board. Play Ironclad, then send the Water Elemental to freeze the enemy hero. Now your Ironclad will be immune during his turn, and can't do anything to remove it. Then, if your Water Elemental is still alive when he thaws, freeze him again, then your Ironclad can get a free trade on a minion. This also forces your enemy to think when to freeze , as if they freeze one of your dudes (including Ironclad) then Ironclad will become Immune. Note: If Ironclad gets frozen himself, he will become Immune, but will also be frozen, so he won't be able to attack.
For balance, originally he was gonna be a 6/5. Didn't know what cost to make him, either 5 or 6. I even had the idea to make him a 4 mana 4/4, however a lot of feedback disagreed with me on that decision, and said he would be better as a 5 mana 5/5. Great for the mid game, and makes it balanced with mages and Shamans, as there are only two neutral Freeze cards.
I hope you enjoy Ironclad Inundation! He was one of my favorite cards to work on, so I hope he was yours too.
Ya know, cause it's that terrifying
EDIT: It does NOT Freeze the minion it attacks-- thematically, it only freezes the adjacent minions to it because they're scared to death and do not want to take part in the fight. Cheers!