Doesn't have much impact against deck that tend to swarm the board early but can be great swing against late game minions or classes that rely on weapon such as Rogue and Warrior. It can also help to deal with
Deathrattle
temporarily.
This card can help you get two 1/1 copies of good
battlecry
or
deathrattle
minion. Getting two 1/1 copies of good legendary for Rogue in Arena (Like
Aya Blackpaw
or
The Lich King
for example) is also a good deal IMO. Basically a good resource gain card for Rogue in Arena.
Make arena warrior viable again. Removal, Armor & Cycle in a single card, that isn't oppressive since it has drawbacks attached to it (needs weapon slot, eats your attack for your turn and you take damage [which you can offset by gaining armor afterwards]).
Warrior is the famed "Worst class in arena," so I decided to look at which cards just give strong tempo, and a lot of waht I was seeing was leading back to
Fire Plume Pheonix
, so I reworked a stronger tempo version. The stats are stronger on top of the effect being stronger mostly because I find that while sometimes I have to trade a minion with Pheonix, it's not a 100% thing.
Also, it's a murloc because I like the joke with
Sleep with the Fishes
, and murlocs give a decent amount of interesting buff synergy in arena.
This is basically a board reset for both players; it's really terrible if you have board advantage, but can save you from an opponent who has started to snowball his board during the mid-game.
You wanted to get an OP card? - well, here it is. Introducing the best inclusion for a demon centered, tempo or control oriented deck. Of course, this guy will feel pretty meh, if you combine him with plain imps, but if you run bigger demons (Doomguards, Despicable Dreadlords, Dread Infernals, Kruls or Voidlords) then you will get an immense lead over your opponent in no time. And since arena is a format based around tempo, then it's no wonder, that this card would be an MVP there.
Well, this card tries to bring an archetype, where in constructed would be innefective, Silver Hand Decks, in Arena, you can't promise your opponent has removal for them based on their class, you can play this on your Recruits in curve and get a big tempo advantage, with any other Silver Hand summoning thing you have, outside from your Hero Power, though you need that recruit to survive, but if it does, it really does it's job.
As you can imagine, in constructed almost everyone brings board clears, something Silver Hands are weak against, but just make them go to the next level and you might have your Silver Army! And
summon
them to join the party!
And yes this was a bad rhyming
Obviously, your hero is Immune during your turn
for the rest of the game.
When you target minions with your hero power, it doesn''t deal damage to your hero. It works like Hunter's arena-only card, but with much bigger benefit for you. I think, it's worth 8 mana, and i also think that this card shouldn't cost more, because you can use your "new" hero power after playing it on turn 10 or later
It's literally countless how many cards I've made on here, but I figured I'd finally try this whole competition business out!
(Artist: Anastasia Yakovleva)
On one hand, she has a powerful effect that gets you a little bit closer to victory. On the other....your opponent knows exactly how much of a loser you are. :P Prepare to hear the "Sorry!" emote a lot.
A card surely broken in constructed but probably fine in arena.
Visually this would be similar to the cards shown from opening an Un'Goro Packet granted by Elise.
(EDIT: Added description)
Doesn't have much impact against deck that tend to swarm the board early but can be great swing against late game minions or classes that rely on weapon such as Rogue and Warrior. It can also help to deal with Deathrattle temporarily.
This card can help you get two 1/1 copies of good battlecry or deathrattle minion. Getting two 1/1 copies of good legendary for Rogue in Arena (Like Aya Blackpaw or The Lich King for example) is also a good deal IMO. Basically a good resource gain card for Rogue in Arena.
Make arena warrior viable again. Removal, Armor & Cycle in a single card, that isn't oppressive since it has drawbacks attached to it (needs weapon slot, eats your attack for your turn and you take damage [which you can offset by gaining armor afterwards]).
www.loganapple.com
Warrior is the famed "Worst class in arena," so I decided to look at which cards just give strong tempo, and a lot of waht I was seeing was leading back to Fire Plume Pheonix , so I reworked a stronger tempo version. The stats are stronger on top of the effect being stronger mostly because I find that while sometimes I have to trade a minion with Pheonix, it's not a 100% thing.
Also, it's a murloc because I like the joke with Sleep with the Fishes , and murlocs give a decent amount of interesting buff synergy in arena.
This is basically a board reset for both players; it's really terrible if you have board advantage, but can save you from an opponent who has started to snowball his board during the mid-game.
P.S. Disregard the rarity.
You wanted to get an OP card? - well, here it is. Introducing the best inclusion for a demon centered, tempo or control oriented deck. Of course, this guy will feel pretty meh, if you combine him with plain imps, but if you run bigger demons (Doomguards, Despicable Dreadlords, Dread Infernals, Kruls or Voidlords) then you will get an immense lead over your opponent in no time. And since arena is a format based around tempo, then it's no wonder, that this card would be an MVP there.
"Not to be confused with Elemental Ascendants"
Silver Hand Commander
So, why such a "basic" card on Arena?
Well, this card tries to bring an archetype, where in constructed would be innefective, Silver Hand Decks, in Arena, you can't promise your opponent has removal for them based on their class, you can play this on your Recruits in curve and get a big tempo advantage, with any other Silver Hand summoning thing you have, outside from your Hero Power, though you need that recruit to survive, but if it does, it really does it's job.
As you can imagine, in constructed almost everyone brings board clears, something Silver Hands are weak against, but just make them go to the next level and you might have your Silver Army! And summon them to join the party!
And yes this was a bad rhymingThe joke is you.
Because where else is a hunter supposed to attack?
Weekly Card Design Competition 10.15
this will allow spell hunter cards to work in arena!
...Soul of Wyrm. Soul of Root. Heart of Void...
Obviously, your hero is Immune during your turn for the rest of the game. When you target minions with your hero power, it doesn''t deal damage to your hero. It works like Hunter's arena-only card, but with much bigger benefit for you. I think, it's worth 8 mana, and i also think that this card shouldn't cost more, because you can use your "new" hero power after playing it on turn 10 or later
Smorc?
Soul Tap
Does exactly what is says on the tin.
All rights reserved.
Overload: (2)
It's literally countless how many cards I've made on here, but I figured I'd finally try this whole competition business out!
(Artist: Anastasia Yakovleva)
On one hand, she has a powerful effect that gets you a little bit closer to victory. On the other....your opponent knows exactly how much of a loser you are. :P Prepare to hear the "Sorry!" emote a lot.