Since I can't for the life of me word it better while keeping the same formatting, it's basically this:
- Next turn starts.
- You get prompted with a
Discover
window. It has 3 cards which are currently in your opponent's deck. Select which one you want to STEAL from his deck.
- Your deck gets +1 card, it's the one you just stole.
- Your opponent steals one random card from your deck. He does not get the
discover
prompt. He just gets one random card transferred back to his deck. It could even be the same one. No one will know.
- When one player's deck runs out of cards, the card doesn't stop. The player who still has a deck will still have cards stolen from him at the start of every turn (after the autodraw, so fatigue still hits every 2 turns)
"How should we make our soldiers better, sir?"
"Give them a rock!"
"...Sir?"
I considered making this a 7-mana card to reinforce Odd Pally like hell, but two 3/3s a turn for two mana seemed all too good, so this is better suited to help even paladin as well as the Silver Hand Palading archetype. Flavourwise it's tying together the Boomsday theme for Paladin of experimenting with crystals with
The Crystal Core
, making it callback to a very powerful card (albeit in a different class).
To play a slow paladin deck, sometimes all you need is a little faith. And a reno jackson board clear.
The starting 'cost' of the card is inspired by heal paladin, a deck that actually suffers when undamaged. It needs to heal something early. This gives cards like
Lesser Pearl Spellstone
and
Happy Ghoul
a time to shine in the deck. Heal-synergy cards in this game are ironically tempo oriented and aggressive, possibly making this damage at the beginning of the game the biggest blessing of all! (assuming you don't die).
All Beasts meaning those in hand, deck and board. Generated minions (such as
Savannah Highmane
's Hyenas) do not get buffed.
Yes I'm salty with Spell Hunters ;D
So basically while this is in your hand, you can see your opponent's hand (instead of card backs you see the actual cards and can go through them just like when you spectate a friend)
As soon as you cast it, you get the chosen card from your opponent and his cards are private again.
Not so powerful against faster decks (although info is always useful), good vs attrition and obviously great against
combo
.
(Went with a helm to support the Boomsday flavour but wasn't able to find a goofier "gvg style" pic.)
[DELETED]
-
Since I can't for the life of me word it better while keeping the same formatting, it's basically this:
- Next turn starts.
- You get prompted with a Discover window. It has 3 cards which are currently in your opponent's deck. Select which one you want to STEAL from his deck.
- Your deck gets +1 card, it's the one you just stole.
- Your opponent steals one random card from your deck. He does not get the discover prompt. He just gets one random card transferred back to his deck. It could even be the same one. No one will know.
- When one player's deck runs out of cards, the card doesn't stop. The player who still has a deck will still have cards stolen from him at the start of every turn (after the autodraw, so fatigue still hits every 2 turns)
Think a BEAR like me can help? Misha
Going for something a little coocoo this week. Creatures of the Void includes Voidwalker , Voidlord , Void Terror and Void Ripper in Standard as well as Voidcaller and Void Crusher in Wild.
Good luck to all,
Spot the letal
Flavor text: Today's forecast calls for ENDLESS FROZEN DEATH! We recommend you wear a coat.
"How should we make our soldiers better, sir?"
"Give them a rock!"
"...Sir?"
I considered making this a 7-mana card to reinforce Odd Pally like hell, but two 3/3s a turn for two mana seemed all too good, so this is better suited to help even paladin as well as the Silver Hand Palading archetype. Flavourwise it's tying together the Boomsday theme for Paladin of experimenting with crystals with The Crystal Core , making it callback to a very powerful card (albeit in a different class).
Gives different results based on race of heroes:
Orcs (Garrosh, Gul'dan, Rexxar, Thrall, Hagatha):
Humans (Jaina, Khadgar, Medivh, Anduin, Uther, Arthas):
Dwarves & Gnomes (Magni, Nemsy, and Morgl, Ragnaros & Mecha-Jaraxxus for some reason)
Elves (Malfurion, Lunara, Tyrande, Alleria, Valeera, Maiev, Liadrin, and Jaraxxus for some reason):
Death Knights
I had a similar idea to this in the past, glad I can finally use it here.
Meant to be both hand druid and treant druid support. It can be played turn 4 with Witchwood Apple , but destroys any turn 3 Mountain Giant.
To play a slow paladin deck, sometimes all you need is a little faith. And a reno jackson board clear.
The starting 'cost' of the card is inspired by heal paladin, a deck that actually suffers when undamaged. It needs to heal something early. This gives cards like Lesser Pearl Spellstone and Happy Ghoul a time to shine in the deck. Heal-synergy cards in this game are ironically tempo oriented and aggressive, possibly making this damage at the beginning of the game the biggest blessing of all! (assuming you don't die).
All Beasts meaning those in hand, deck and board. Generated minions (such as Savannah Highmane 's Hyenas) do not get buffed.
Yes I'm salty with Spell Hunters ;DShadowfiend
So basically while this is in your hand, you can see your opponent's hand (instead of card backs you see the actual cards and can go through them just like when you spectate a friend)
As soon as you cast it, you get the chosen card from your opponent and his cards are private again.
Not so powerful against faster decks (although info is always useful), good vs attrition and obviously great against combo .
(Went with a helm to support the Boomsday flavour but wasn't able to find a goofier "gvg style" pic.)
Based on the original plan to make Warlock's Boom Labs specialty mathematics. Went more for flavour than for balance on this one.