Just imagine that she's walking into a Firelands Portal instead.
I know a lot of people have chosen to call their cards schemes, but I just thought that the idea of multiple portals making a "multiverse" was too fun to pass up.
I considered making the card so it casts 1 for you, then one for your opponent, one for you, and so on - but I couldn't think of a concise way to word that, and then the card would also suffer in the way that
Dr. Boom's Scheme
did, where it's not worth much if you draw it in the late game.
An interesting card tutor. You have time it right, or you'll get nothing. If it sits in your hand 10 or more turns, you better have some giants in your deck!
1. I've always wanted to see Deathwing with his hookah from the cancelled Warcraft Adventures.
2. A way to infuriate chiefly rez/wild big priests, mages, warlocks, hunters (it would activate on using the hero card) and druids. It can also be used by the priest at a later round to cause a board clear by using the other copy of this card or Lazul's Scheme if need be. The 10 turns allows it to be possibly forgotten or miscalculated by the opponent.
3. Ten turns would be five to each player, starting with the opponent's following draw. Double casting this in one turn would summon four doomsayers, two on each side.
Flavor Text: If you can't pay, I'll kill you. If you pay, I'll kill you later.
Without a Coin: deals 2 damage and adds a Coin to the hand. With a Coin: deals 4 damage.
Lore:
Thief's Bargain is a Subtlety Rogue PvP talent that reduces the cooldown of Vanish spell by 45 sec, but reduces maximum health by 15%.
May your nets always be full! 🎣
Edit: Added rarity gem
Just imagine that she's walking into a Firelands Portal instead.
I know a lot of people have chosen to call their cards schemes, but I just thought that the idea of multiple portals making a "multiverse" was too fun to pass up.
I considered making the card so it casts 1 for you, then one for your opponent, one for you, and so on - but I couldn't think of a concise way to word that, and then the card would also suffer in the way that Dr. Boom's Scheme did, where it's not worth much if you draw it in the late game.
Here's my submission. Vroom vroom!
An interesting card tutor. You have time it right, or you'll get nothing. If it sits in your hand 10 or more turns, you better have some giants in your deck!
The main use of this card is to activate Combos and other procs
Make freeze mage great again!
random as in from any class
"I'm gonna just throw this pocket sand at you"
Looks like Medivh is here to disrupt Combo decks and that blasted Archivist Elysiana.
1. I've always wanted to see Deathwing with his hookah from the cancelled Warcraft Adventures.
2. A way to infuriate chiefly rez/wild big priests, mages, warlocks, hunters (it would activate on using the hero card) and druids. It can also be used by the priest at a later round to cause a board clear by using the other copy of this card or Lazul's Scheme if need be. The 10 turns allows it to be possibly forgotten or miscalculated by the opponent.
3. Ten turns would be five to each player, starting with the opponent's following draw. Double casting this in one turn would summon four doomsayers, two on each side.
"Ready for action!"
If you thought you knew what you think I know, then you'd know I knew you knew I know.
Yogg is back!