As it turns out, there's a very good reason why you "Gotta go fast!"
This card is meant to act as a high-risk, high-reward card for both Zoo and Control Warlock. A 4 Mana 5/5
Taunt
is obviously very good, and this card is extra powerful because you can get it back from both
N'Zoth the Corruptor
and
Bloodreaver Gul'dan
, but if you let the game go on for too long, this card will destroy you in Fatigue, especially because the
Deathrattle
stacks if several copies of the card die.
In Zoo this isn't too bad of a drawback, but if your opponent can stabilize and put you into a position where you're topdecking each turn, there's still a chance that you'll have to deal with extra fatigue. As you can have as many as 8 copies of this card die in a game with N'zoth and Gul'dan, in a Control deck the drawback may actually just be death once you run out of cards, which also makes you more vulnerable to
Azari the Devourer
in a mirror match.
This is my first time entering so try to not puke at the bad artworks
Token:
Design reasoning:
The reason i made it like this was because if this was part of an expansion there would most likely be ways to draw fatigue early, which also explains why it isn't a higher cost card.
"They say if you put both of his arms together you NEVER fatigue! Sadly he lost his right arm last wednesday."
Oh? Didn't you know? Yogg-Saron, Hope's End never dies, not even when he's moved to wild due to his new cult member and my newest favorite card Toki, Time Tinker!
In Wild the pool would be a lot bigger, because it would include all Recipes from cards available in a format.
You don't have to use a Recipe Book; you go straight to the Discover. Juliette got you covered! Maybe it would find a spot in a gimmicky Burn Mage as Plan B? I think this is an interesting one. Forget about Fatigue, just get a new Deck from the Trader! But your opponent is offered the same, and he definetely won't complain about it. I think this card would give a second life to these poor Deck Recipes in a fun way. Also, there are 27 decks to choose from, so every use of this card will be very unique! Of course, it is just a card to have fun with, but fun that was never seen in Hearthstone before. You can get other classes Recipes, and they activate immediately after choosing, just like with Kalimos' Discover .
"You never know what terrible things can happen in a bathtub."
The first thing I thought of was playing World of Warcraft and being on a flying mount, setting auto run and going afk. When I come back I am dead in the far ocean from fatigue damage.
What I like about the idea of this card is the count down it has. Your opponent knows that you are planning to unleash crazy damage on them in a few turns. The reason why I made this related to depth is because of the shaman's connection to the elements, particularly water. This card works well with healing abilities such as Healing Rain, Healing Wave, Mana Tide Totem, etc. because they keep you from dying on your turn while also dealing damage to your enemy. This also has a synergy with a particular three cost depth dweller that is rotating out of standard in the Witchwood expansion, Coldlight Oracle causing 4 fatigue ticks for both players.
If your opponent will take 1 point of fatigue damage next turn, and you take 5 fatigue the turn you play this, they will take 6 from fatigue and you will take 1 damage.
Edit: Figuring out how to make the submission look good. It's my first time, sorry.
While this card does not actually prevent the taking of Fatigue damage, it does put it to good use. At the start of your turn (while your deck is empty, and after you draw a card) you will summon a random minion of cost equal to the amount of damage you took (5 dmg. --> 5 cost summon). However, this card also allows for you to put to use any card-draw you might have left over from earlier in the game, if you decide it's worth it, of course.
If you gaze long into an empty bucket, the bucket also gazes into you.
This could mainly be a fancy fatigue-counter tech, for fatigue decks. I created the keyword
Void
, which represent the "empty deck" condition, in order to shorten the length of the text and also give it some characteristic feel. The reference is obviously to
Nat Pagle
both in style, effect and stats (x2 to make it solid late game).
The idea behind this card was to introduce some type of risk/reward management for players in fatigue. By restore, I mean actually restoring the deck as it was (in order), e.g. if you took 10 fatigue damage (or 4 fatigue cards) this card would restore the last 4 cards you drew from your deck in their original order. This would make certain cards like Elise the Trailblazeror Forgotten Torch especially powerful if played very late and so I think that a card like this could provide some very interesting deck-building opportunities.
Really looking forward to all the card ideas from this particular competition.
Not sure if Warlock is the best class for this card, but decided to do so 'cause you could try to overdraw with your hero power 'till you took enough damage to OTK your opponent with 2 of these, while also playing a dangerous game. Could fit both in mill decks and anti-mill.
I designed this card right after KotFT. I know it's totally overpowered, but it might be interesting as a concept in general.
"The Naaru have not forgotten us!"
As it turns out, there's a very good reason why you "Gotta go fast!"
This card is meant to act as a high-risk, high-reward card for both Zoo and Control Warlock. A 4 Mana 5/5 Taunt is obviously very good, and this card is extra powerful because you can get it back from both N'Zoth the Corruptor and Bloodreaver Gul'dan , but if you let the game go on for too long, this card will destroy you in Fatigue, especially because the Deathrattle stacks if several copies of the card die.
In Zoo this isn't too bad of a drawback, but if your opponent can stabilize and put you into a position where you're topdecking each turn, there's still a chance that you'll have to deal with extra fatigue. As you can have as many as 8 copies of this card die in a game with N'zoth and Gul'dan, in a Control deck the drawback may actually just be death once you run out of cards, which also makes you more vulnerable to Azari the Devourer in a mirror match.
Flavor: "They knew not, what power the book possessed."
Small clarification: The heal works on both players, not the just player who played the card.
This is my first time entering so try to not puke at the bad artworks
Token:
Design reasoning:
The reason i made it like this was because if this was part of an expansion there would most likely be ways to draw fatigue early, which also explains why it isn't a higher cost card.
"They say if you put both of his arms together you NEVER fatigue! Sadly he lost his right arm last wednesday."
Oh? Didn't you know? Yogg-Saron, Hope's End never dies, not even when he's moved to wild due to his new cult member and my newest favorite card Toki, Time Tinker!
Bit of a reward for running your deck dry.
Tokens and examples in spoiler:
3 out of 27 Discover options:
In Wild the pool would be a lot bigger, because it would include all Recipes from cards available in a format.
You don't have to use a Recipe Book; you go straight to the Discover. Juliette got you covered!
Maybe it would find a spot in a gimmicky Burn Mage as Plan B?
I think this is an interesting one. Forget about Fatigue, just get a new Deck from the Trader! But your opponent is offered the same, and he definetely won't complain about it.
I think this card would give a second life to these poor Deck Recipes in a fun way. Also, there are 27 decks to choose from, so every use of this card will be very unique! Of course, it is just a card to have fun with, but fun that was never seen in Hearthstone before.
You can get other classes Recipes, and they activate immediately after choosing, just like with Kalimos' Discover .
Notes: Image Verification Process Run!
f2p btw
just a new hope for cubelock e.e
"You never know what terrible things can happen in a bathtub."
The first thing I thought of was playing World of Warcraft and being on a flying mount, setting auto run and going afk. When I come back I am dead in the far ocean from fatigue damage.
What I like about the idea of this card is the count down it has. Your opponent knows that you are planning to unleash crazy damage on them in a few turns. The reason why I made this related to depth is because of the shaman's connection to the elements, particularly water. This card works well with healing abilities such as Healing Rain, Healing Wave, Mana Tide Totem, etc. because they keep you from dying on your turn while also dealing damage to your enemy. This also has a synergy with a particular three cost depth dweller that is rotating out of standard in the Witchwood expansion, Coldlight Oracle causing 4 fatigue ticks for both players.
If your opponent will take 1 point of fatigue damage next turn, and you take 5 fatigue the turn you play this, they will take 6 from fatigue and you will take 1 damage.
Edit: Figuring out how to make the submission look good. It's my first time, sorry.
While this card does not actually prevent the taking of Fatigue damage, it does put it to good use. At the start of your turn (while your deck is empty, and after you draw a card) you will summon a random minion of cost equal to the amount of damage you took (5 dmg. --> 5 cost summon). However, this card also allows for you to put to use any card-draw you might have left over from earlier in the game, if you decide it's worth it, of course.
If you gaze long into an empty bucket, the bucket also gazes into you.
This could mainly be a fancy fatigue-counter tech, for fatigue decks. I created the keyword Void , which represent the "empty deck" condition, in order to shorten the length of the text and also give it some characteristic feel. The reference is obviously to Nat Pagle both in style, effect and stats (x2 to make it solid late game).
The idea behind this card was to introduce some type of risk/reward management for players in fatigue. By restore, I mean actually restoring the deck as it was (in order), e.g. if you took 10 fatigue damage (or 4 fatigue cards) this card would restore the last 4 cards you drew from your deck in their original order. This would make certain cards like Elise the Trailblazer or Forgotten Torch especially powerful if played very late and so I think that a card like this could provide some very interesting deck-building opportunities.
Really looking forward to all the card ideas from this particular competition.
Good luck, everyone!
.
Not sure if Warlock is the best class for this card, but decided to do so 'cause you could try to overdraw with your hero power 'till you took enough damage to OTK your opponent with 2 of these, while also playing a dangerous game. Could fit both in mill decks and anti-mill.
In Rexxar we trust
(I realised my first submission didnt actually interact with fatigue or the empty deck, so i made a new card.)