The idea is that this would make a powerful addition to Spell Hunter. It's hit-or-miss against
combo
and midrange decks, brutal against minion-based control, yet too slow against aggro/zoo. Interestingly, since Spell Hunter is, at its heart, a control deck, this card could make pushing your opponent to fatigue a win condition. Unfortunately, Spell Hunter's main weakness has always been surviving long enough to play
Rhok'delar
and some beefed up
Lesser Emerald Spellstone
s, which this card doesn't necessarily resolve unless played against a midrange deck that's struggling to curve out. I thought it best to give Spell Hunter a card that reinforces its strengths while keeping its weaknesses intact.
"She's got the killing part down, but resurrecting is a different story."
A simple card, but impactful nonetheless. Reminiscent of the late Zombie Chow (may you rest in peace) and the current Emerald Hive Queen, this card is an essential "1 cost 2/3 with a drawback" that a lot of aggressive decks like to use. For decks that like to go big or go home, this minion is a strong turn 1 play that, combined with buff cards and other effects, can be pretty nasty early on. Burning five cards seems like an okay drawback at first, but it leaves you more open to fatigue later in the game if your opponent can outlast you.
Made a similar card for a Reddit competition few weeks ago. Reposting the notes here.
Grandfather Paradox is a powerful and versatile tech card designed to echo the tournament ban system. Its effect discourages meta calcification by punishing predictable decks or key cards.
To illustrate, if Even Warlock is popular, running Paradox along with 1 copy of Mountain Giant, Twilight Drake, etc. will destroy said cards in both of your decks.
Paradox's effect has limitations. Paradox can't remove cards from other classes: a Paradox Paladin cannot remove a
Taunt
Druid's Hadronox, for instance. (This also serves to promote class identity.) You also risk running two or more dead cards with zero benefit.
EDIT: Picture formatting and rewording of design notes.
The idea of the card is sort of a quest like event that rewards you a strong hero. I wanted to make it a quest but sadly you can't have a quest that gives a reward if your hand is full.
Suddenly going full Northshire doesn't seem so bad... when you're going full Shadow Trickster. Compare to
Holy Champion
for balance. Note that while mass healing cards could remove a lot of cards in your opponent's deck, the same effect with
Holy Champion
could possibly win the game right away, whereas that not necessarily the case here.
Recreated a card because my last one didn't meet the criteria, deleted it.
♔ jeff ♔
Sliime
On my neck, that's a house
"I'm not a St. Bernard."
The idea is that this would make a powerful addition to Spell Hunter. It's hit-or-miss against combo and midrange decks, brutal against minion-based control, yet too slow against aggro/zoo. Interestingly, since Spell Hunter is, at its heart, a control deck, this card could make pushing your opponent to fatigue a win condition. Unfortunately, Spell Hunter's main weakness has always been surviving long enough to play Rhok'delar and some beefed up Lesser Emerald Spellstone s, which this card doesn't necessarily resolve unless played against a midrange deck that's struggling to curve out. I thought it best to give Spell Hunter a card that reinforces its strengths while keeping its weaknesses intact.
Here is the mine...
https://imgur.com/nLl8v2u
Ideal for slot 3 mana and maybe can draw Hellfire, is you're luck... else, anyway can destroy a card of your opponent. And good body for trade.
Perfectly balanced. As all things should be.
Here's my submission:
"She's got the killing part down, but resurrecting is a different story."
A simple card, but impactful nonetheless. Reminiscent of the late Zombie Chow (may you rest in peace) and the current Emerald Hive Queen, this card is an essential "1 cost 2/3 with a drawback" that a lot of aggressive decks like to use. For decks that like to go big or go home, this minion is a strong turn 1 play that, combined with buff cards and other effects, can be pretty nasty early on. Burning five cards seems like an okay drawback at first, but it leaves you more open to fatigue later in the game if your opponent can outlast you.
Oh, goody.
CONTROL HUNTER IS REAL, BABY.
Harnassing the power of the moon, for a price.
Made a similar card for a Reddit competition few weeks ago. Reposting the notes here.
Grandfather Paradox is a powerful and versatile tech card designed to echo the tournament ban system. Its effect discourages meta calcification by punishing predictable decks or key cards.
To illustrate, if Even Warlock is popular, running Paradox along with 1 copy of Mountain Giant, Twilight Drake, etc. will destroy said cards in both of your decks.
Paradox's effect has limitations. Paradox can't remove cards from other classes: a Paradox Paladin cannot remove a Taunt Druid's Hadronox, for instance. (This also serves to promote class identity.) You also risk running two or more dead cards with zero benefit.
EDIT: Picture formatting and rewording of design notes.
Donkey's and Dragon's? I wonder where I got that idea!
Reward:
The idea of the card is sort of a quest like event that rewards you a strong hero. I wanted to make it a quest but sadly you can't have a quest that gives a reward if your hand is full.
Suddenly going full Northshire doesn't seem so bad... when you're going full Shadow Trickster. Compare to Holy Champion for balance. Note that while mass healing cards could remove a lot of cards in your opponent's deck, the same effect with Holy Champion could possibly win the game right away, whereas that not necessarily the case here.
Click the image to go to my custom Time Traveler class.
Being a spellthief requires a special kind of talent: not everyone can pickpocket Pyroblasts.