I made my udgradable card a hero card that helps supporting the
divine shield
archetype of pala and this card can be played in a aggro deck to increase your minions menace and in more midrange type of deck with minions like mechano-egg annoy-o-module and etc...
PD:I think I should have increased the minion requirement in the first card by one
The thought process I had is that, while the card seems quite powerful, you'd not only need to have it in your hand to begin with, but you'd also need to play a Spell Damage minion, followed by (most likely cheap) spells. That'd empty your hand pretty quickly, this card is a way to help refill it. However, if you draw this late in the match when you played your cards already to stay in the game or didn't build your deck to fulfill the requirement consistently enough, you'll be met with a worse Primordial Glyph . This is my first submission so I don't expect the card to be perfect but I personally liked the idea. Just to be clear, "empowered by Spell Damage " means your spell has to be cast while a card with a "Spell Damage X" effect is on the board and has to be affected by it. (For example, casting Primordial Glyph while having a Cosmic Anomaly on the board won't upgrade the Magical Orb spell but cards that deal damage like Arcane Missiles or cards that specify they'll be improved by Spell Damage like Unexpected Results will.)
Obviously, the card only upgrades while it's in your hand - where it always starts, like all Quest cards do. Once you play any iteration of this Quest, you can't upgrade it any more.
So, how long will you keep it? Is it good enough to play it on turn 1, and eventually get a 5 mana 8/8 Taunt (which your opponent can play around)? Or do you keep it longer? But how long will it take to play 4 spells? And then, how long to take 20 damage? And is "Chosen of the Moon" good enough after all of this? Well, seems so, right? This card is basically a Reno Jackson... Oh wait... "Hi, I'm Twisting Nether!"
At least, you're a Priest who can heal parts of the damage taken... Or can you...?
A simple spell I think many paladin achetypes could make use of :)
Credit goes to Jim Nelson @ http://jimnelsonart.blogspot.com for that awesome three-priece art! :)
Mana Vault - This card allows you to save crystals for later. Neutral legendary spell so any control/combo deck can use it.
Wont help aggro decks and nearly impossible to upgrade it versus an aggro opponent. But the payoff is very nice.
https://imgur.com/a/K8RX4eb
Edit: It's slightly overpower, you should play 2 Murlocs to upgrade.
Blonde power
Upgradeable Recruit Spell:
Because I heard everyone loves voidlords.
I made my udgradable card a hero card that helps supporting the divine shield archetype of pala and this card can be played in a aggro deck to increase your minions menace and in more midrange type of deck with minions like mechano-egg annoy-o-module and etc...
PD:I think I should have increased the minion requirement in the first card by one
The thought process I had is that, while the card seems quite powerful, you'd not only need to have it in your hand to begin with, but you'd also need to play a Spell Damage minion, followed by (most likely cheap) spells. That'd empty your hand pretty quickly, this card is a way to help refill it. However, if you draw this late in the match when you played your cards already to stay in the game or didn't build your deck to fulfill the requirement consistently enough, you'll be met with a worse Primordial Glyph . This is my first submission so I don't expect the card to be perfect but I personally liked the idea. Just to be clear, "empowered by Spell Damage " means your spell has to be cast while a card with a "Spell Damage X" effect is on the board and has to be affected by it. (For example, casting Primordial Glyph while having a Cosmic Anomaly on the board won't upgrade the Magical Orb spell but cards that deal damage like Arcane Missiles or cards that specify they'll be improved by Spell Damage like Unexpected Results will.)
How about an upgradeable Quest? :p
Obviously, the card only upgrades while it's in your hand - where it always starts, like all Quest cards do. Once you play any iteration of this Quest, you can't upgrade it any more.
So, how long will you keep it? Is it good enough to play it on turn 1, and eventually get a 5 mana 8/8 Taunt (which your opponent can play around)? Or do you keep it longer? But how long will it take to play 4 spells? And then, how long to take 20 damage? And is "Chosen of the Moon" good enough after all of this? Well, seems so, right? This card is basically a Reno Jackson... Oh wait... "Hi, I'm Twisting Nether!"
At least, you're a Priest who can heal parts of the damage taken... Or can you...?
A weapon for a new era of Mech Shaman. Fairly easy to upgrade but requires some specific deck building for consistent power. Standard lightning spells are Lightning Bolt , Forked Lightning , Lightning Storm , and Beakered Lightning . Wild also has Jade Lightning .
Check out my Mech Undatakah Pally deck: http://www.hearthpwn.com/decks/1261460-undatakah-mech-pally