For 2 mana, you add to your favorite fatigue warlock deck an instant board clear (
Twisting Nether
), a slower board clear (
Doomsayer
) and a card draw for both players (
Coldlight Oracle
). This is especially good in a slow meta to win the fatigue game while not slowing the game pace since
Coldlight Oracle
removes cards in both decks. Does nothing when you play it but only costs 2 mana. Similar to
Gang Up
.
This is my card. It makes it great for some kind of control stealing priest, ideal with some milling cards or drawing mechanics
The "draw 2 cards" part is some kind of balance, cause you'll end up having your deck finished again before your opponent and still taking further fatigue damage.
So if you are wondering why it doesn't say fatigue or empty deck on this card, I have a reason to explain that. You see whenever you take fatigue, you take damage (Obviously). So if you were to play this at the end of your game, you can effect the amount of damage you take by healing yourself.
I've made this card to support a more value based rogue deck, im thinking of this to also buff Sonya Shadowdancer a lot cause if you play this and bring her in when the 1/1s die they'll get right back to action
The Loot Pillager pillaged the loot from the graveyard, now he's here to defend while the uprising of undead recreate 1/3 of your deck to withstand the long onslaught of your foes.
Loot Pillager
9 Mana, 6/6,
Taunt
:
Battlecry
: If you are in fatigue, add 10 random cards that you started the game with to your deck.
"You sayin' I'm too weak to pick up the Sun with these bare hands!?" - Famous Last Words
This destroys the opponent's deck if at the start of your turn they have the same number of cards in both their deck and hand. This gives Control Paladin a different approach to the end game. Paladin's had some unique control options (i.e. that new Loatheb-on-a-spell or Uther Hero) so this effect seemed like a good fit in this class.
The flavor behind this card is that it punishes the opponent for drawing too many cards and rewards you for being able to drag the game out. If they have, say, 10 cards in deck and hand then they messed up big time and this just closes it out. On the other hand, if they have 1 card in hand and deck, then they ALSO drew too many cards and are now on their last leg. This doesn't out right win you the game, but it helps you close it when you're already in an established position as the Control Paladin.
When is this card most practical? It's hard to get it off 10 because it's unlikely the opponent will leave 10 cards in hand when ending the turn since they'll over-draw. Some where between 9 and 6 is decent value for this. Anywhere at or below 5 is fine, again it closes in the game like it's supposed to.
Legendary Secrets are an interesting design space. This card most of the time only works once, so you would rarely want the second one. Consider though that this can be a pretty strong effect so having some sort of draw back on this card was necessary, especially since it has flexibility from being 1-mana. The Legendary clause worked for this by limiting the number of copies you could run and in turn lowering the consistency of drawing it. Though these are minor drawbacks, or rather drawbacks that you don't mind in Control Paladin, since you're gonna be trying to draw the game out anyways (so you'll likely find this by then) and also because Control Paladin tends to be tight on room, so being forced to play just 1 if you want to play it works out some tension that otherwise occurs with non-Legendary cards (which is a real concern in design, player satisfaction whether it be conscious or subconscious) .
Fatigue is most common in heavy control matchups, and circumventing fatigue is incredibly valuable. As such, I designed a card that trades a huge tempo loss for a great advantage should you make it to fatigue. Nozdormu seemed perfect, thematically, for a card that staves off fatigue and gives you some extra turns to turn things around.
Notable comments:
Its lack of the Dragon tribe is internally consistent with Wrathion.
Should you run out of cards partway through drawing, NMT awakens and shuffles the Blessings into the deck before card-draw continues.
Follows similar behaviour to
The Darkness
when evolved into/etc.
Flavour Text:
The duty of watching over the passage of time is really tough work, but you have to appreciate a job where you can sleep in whenever you want.
Entering the field:
"Even as things begin to unravel, they do so with greater purpose."
For 2 mana, you add to your favorite fatigue warlock deck an instant board clear ( Twisting Nether ), a slower board clear ( Doomsayer ) and a card draw for both players ( Coldlight Oracle ). This is especially good in a slow meta to win the fatigue game while not slowing the game pace since Coldlight Oracle removes cards in both decks. Does nothing when you play it but only costs 2 mana. Similar to Gang Up .
For a little tidbit, the Fatigue counter will say "Out of time!" instead of "Out of cards!" when procced this way.
URL: http://s5.postimg.org/6mb1rt0iv/06a0f45c.png
I made this card a couple of years ago. I dunno if the stats are any good but I like the concept enough to post it again :)
replacement for coldlight oracle with better stats however no milling potential
Hello, Please check out my Warlock Sudden Death:
Vote for me in design competition:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/214875-weekly-card-design-competition-7-14-submission?page=7
This is my card. It makes it great for some kind of control stealing priest, ideal with some milling cards or drawing mechanics
The "draw 2 cards" part is some kind of balance, cause you'll end up having your deck finished again before your opponent and still taking further fatigue damage.
Fits perfectly into the new Mill Druid deck archetype.
i made this awhile ago so the first line is just WOW lore flavor ignore it but i thought it fit this competition
Your will is no longer your own... and we don't blame you, you can't do anything at this point.
So if you are wondering why it doesn't say fatigue or empty deck on this card, I have a reason to explain that. You see whenever you take fatigue, you take damage (Obviously). So if you were to play this at the end of your game, you can effect the amount of damage you take by healing yourself.
My Entry for this week's Card Design Competition - Season 8.16:
I've made this card to support a more value based rogue deck, im thinking of this to also buff Sonya Shadowdancer a lot cause if you play this and bring her in when the 1/1s die they'll get right back to action
The Loot Pillager pillaged the loot from the graveyard, now he's here to defend while the uprising of undead recreate 1/3 of your deck to withstand the long onslaught of your foes.
Loot Pillager
9 Mana, 6/6, Taunt : Battlecry : If you are in fatigue, add 10 random cards that you started the game with to your deck.
-It's better to have something you don't need, than to need something you don't have
"You sayin' I'm too weak to pick up the Sun with these bare hands!?" - Famous Last Words
This destroys the opponent's deck if at the start of your turn they have the same number of cards in both their deck and hand. This gives Control Paladin a different approach to the end game. Paladin's had some unique control options (i.e. that new Loatheb-on-a-spell or Uther Hero) so this effect seemed like a good fit in this class.
The flavor behind this card is that it punishes the opponent for drawing too many cards and rewards you for being able to drag the game out. If they have, say, 10 cards in deck and hand then they messed up big time and this just closes it out. On the other hand, if they have 1 card in hand and deck, then they ALSO drew too many cards and are now on their last leg. This doesn't out right win you the game, but it helps you close it when you're already in an established position as the Control Paladin.
When is this card most practical? It's hard to get it off 10 because it's unlikely the opponent will leave 10 cards in hand when ending the turn since they'll over-draw. Some where between 9 and 6 is decent value for this. Anywhere at or below 5 is fine, again it closes in the game like it's supposed to.
Legendary Secrets are an interesting design space. This card most of the time only works once, so you would rarely want the second one. Consider though that this can be a pretty strong effect so having some sort of draw back on this card was necessary, especially since it has flexibility from being 1-mana. The Legendary clause worked for this by limiting the number of copies you could run and in turn lowering the consistency of drawing it. Though these are minor drawbacks, or rather drawbacks that you don't mind in Control Paladin, since you're gonna be trying to draw the game out anyways (so you'll likely find this by then) and also because Control Paladin tends to be tight on room, so being forced to play just 1 if you want to play it works out some tension that otherwise occurs with non-Legendary cards (which is a real concern in design, player satisfaction whether it be conscious or subconscious) .
Fatigue is most common in heavy control matchups, and circumventing fatigue is incredibly valuable. As such, I designed a card that trades a huge tempo loss for a great advantage should you make it to fatigue. Nozdormu seemed perfect, thematically, for a card that staves off fatigue and gives you some extra turns to turn things around.
Notable comments:
Flavour Text: The duty of watching over the passage of time is really tough work, but you have to appreciate a job where you can sleep in whenever you want.
Entering the field: "Even as things begin to unravel, they do so with greater purpose."
Awakening: "It is time... To play my role."
Attacking: "Fulfill your destiny!"
Death: "Perhaps... Another time..."
Note: These echo cards only disappear after they've been drawn.
Gottem Coach