In short, you can have a big deck of tiny cards, a tiny deck of big cards, or somewhere in between!
You can have no more than 30 cards, but you can have a smaller deck if you run out of power. 0 cost cards are on the house!
Your minions have been inflicted with Vampirism, draining your health to enter the battlefield. But don't worry, they'll try and steal you some more in a minute. After all, can't have their favourite food source dying on them!
Originally all cards were going to cost Health instead of Mana, but I'm sure it would be far too easy to construct a deck that does enough damage while drawing cards to kill the opponent on the first turn that way, so minions only! It's more thematic that way anyway.
It's time to fight your battles by yourself: Make a deck, but you can't use minions!"
Minions can't even be generated by other cards, if you try to summon a minion it just disappears without activating any effect. Wild cards are allowed.
Pretty simple: It's a TB where you can only use Legendary cards. You're not restricted to those in your collection (hence the rental part) and non-minion ones are fair game, so feel free to go ham.
The flavor is that it's a Rastakhan's Rumble pre-show bout or dark match.
There will be
no
text or numbers on any of the players' cards. This includes not just cards in hand but all minions that are on the board, weapons that are equipped, Secrets that are in play, cards shown in the history bar, cards offered by Discover or Choose One effects, etc. All you will see is the picture.
Tooltips will still trigger as per usual (i.e. if you mouse over a card with a keyword like Battlecry, the explanation for Battlecry will appear).
All other graphical effects will appear as usual even if they contain text or numbers - for example, if a minion attacks another minion, the "
- [number]
" graphic will still pop up to show how much damage was done.
Wild cards are allowed.
As an example, this is how
Vinecleaver
will look like:
- Deck construction: choose a class, then you can add 1 weapon card.
- The rest of your deck is random cards for your class, but will automatically contain 4
Gluttonous Ooze
.
This wild deckbuilding brawl and there are two different states, and you swap between them at the start of each turn.
You keep your hand, weapon, deck, health, armour and hero power moving between worlds, but minions secrets and mana crystals in other world are treated as though they didn't exist. Their abilites do not trigger and they can't be affected by anything nor they can affect anything. For example
Psychic Scream
shuffles only minions currently on your and your opponent's "active worlds" to your opponent's deck.
Change happens before start of turn triggers, but after you gain mana crystal. So for example if you play
Doomsayer
on turn 3, it triggers on turn 5. Without ramp you have min{10,floor((n+1)/2)} mana crystals everry turn, where n is turn number so mana progression is slower.
Minion combat is quite interesting here as player going first can only trade their "odd-turn world" into opponent's "even-turn world" and "even-turn board world" opponent's "odd-turn world", whereas playing going second can only trade their "odd-turn world" into opponent's "odd-turn world" and "even-turn world" into opponent's "even-turn world".
At the start of each turn, instead of refreshing your Mana Crystals, you get Armor instead. Cards that give you Mana like
Innervate
give you Armor. Whenever you play a card you lose Armor according to the card's cost. So, if your opponent doesn't attack your hero, you can save up Mana over multiple turns and cards like
Shield Block
get really powerful.
Banned:
Violet Illusionist
; As far as I can tell, that's the only neutral card that really breaks this brawl and while there are a few class cards that are as powerful they are spread between classes.
Additional rule for this brawl: Fatigue damage starts at 10 instead of 1.
Build up a board and burst your opponent down in a single turn! It's not that hard for any class since they only have 15 Health, but you better make sure it's an OTK orelse you just wasted all your damage!
In short, you can have a big deck of tiny cards, a tiny deck of big cards, or somewhere in between!
You can have no more than 30 cards, but you can have a smaller deck if you run out of power. 0 cost cards are on the house!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Blizzard never really developed the Worgen theme of Witchwood. Pretty simple, but I think it can result in some interesting shenanigans.
Your minions have been inflicted with Vampirism, draining your health to enter the battlefield. But don't worry, they'll try and steal you some more in a minute. After all, can't have their favourite food source dying on them!
Originally all cards were going to cost Health instead of Mana, but I'm sure it would be far too easy to construct a deck that does enough damage while drawing cards to kill the opponent on the first turn that way, so minions only! It's more thematic that way anyway.
You can find me here! Good luck everyone!
I think Hearthcards is bugged.
"On Your Own
It's time to fight your battles by yourself: Make a deck, but you can't use minions!"
Minions can't even be generated by other cards, if you try to summon a minion it just disappears without activating any effect. Wild cards are allowed.
Same arena rules apply. If your partner quits halfway, you gain full control of the draft/game.
Wild-cards included
In other words, all minions have the "All" tribe like Nightmare Amalgam .
Banned cards:
Available cards that will be very good:
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
- Click Here To Join Us On Discord! -
SoonTM
Pretty simple: It's a TB where you can only use Legendary cards. You're not restricted to those in your collection (hence the rental part) and non-minion ones are fair game, so feel free to go ham.
The flavor is that it's a Rastakhan's Rumble pre-show bout or dark match.
Bring out your high health minions but beware, the more damage they take, the lower their attack becomes!
As an example, this is how Vinecleaver will look like:
- Deck construction: choose a class, then you can add 1 weapon card.
- The rest of your deck is random cards for your class, but will automatically contain 4 Gluttonous Ooze .
This wild deckbuilding brawl and there are two different states, and you swap between them at the start of each turn.
You keep your hand, weapon, deck, health, armour and hero power moving between worlds, but minions secrets and mana crystals in other world are treated as though they didn't exist. Their abilites do not trigger and they can't be affected by anything nor they can affect anything. For example Psychic Scream shuffles only minions currently on your and your opponent's "active worlds" to your opponent's deck.
Change happens before start of turn triggers, but after you gain mana crystal. So for example if you play Doomsayer on turn 3, it triggers on turn 5. Without ramp you have min{10,floor((n+1)/2)} mana crystals everry turn, where n is turn number so mana progression is slower.
Minion combat is quite interesting here as player going first can only trade their "odd-turn world" into opponent's "even-turn world" and "even-turn board world" opponent's "odd-turn world", whereas playing going second can only trade their "odd-turn world" into opponent's "odd-turn world" and "even-turn world" into opponent's "even-turn world".
Legendaries crafted so far: Dr. Boom, Kazakus, Lord Jaraxxus, Sylvanas Windrunner, Fire Plume's Heart, Mal'Ganis, Bloodreaver Gul'dan, Baku the Mooneater, Genn Greymane, Aya Blackpaw, Patches the Pirate, Leeroy Jenkins, Zilliax, Raid the Docks and ancharr
Adapt or die. No copy cats here.
At the start of each turn, instead of refreshing your Mana Crystals, you get Armor instead. Cards that give you Mana like Innervate give you Armor. Whenever you play a card you lose Armor according to the card's cost. So, if your opponent doesn't attack your hero, you can save up Mana over multiple turns and cards like Shield Block get really powerful.
Banned: Violet Illusionist ; As far as I can tell, that's the only neutral card that really breaks this brawl and while there are a few class cards that are as powerful they are spread between classes.
Additional rule for this brawl: Fatigue damage starts at 10 instead of 1.
Deathrattles included in the Discover pool include weapons for Val'Anyr shenanigans
Here's my attempt at a reborn card for the latest WCDC: Irked Troll
Banned Class: Warrior
Build up a board and burst your opponent down in a single turn! It's not that hard for any class since they only have 15 Health, but you better make sure it's an OTK orelse you just wasted all your damage!