This is epic (due to it's situational usage) solid 4-drop for Paladin, which it lacks, weapon and AoE spell are too situational to be just dropped on the battlefield. Also this card preserves the heavy-control Uther style, having more heals, so probably being able to stay alive for more than 1 turn, which means, that for example: another paladin will have 1 less recruite for Quartermaster, warrior will have less damage from Shield Slam, priest won't be able to trade in favor with his minion due to lack of it's (minion's) health. Enjoy! :)
He will give Rogues some early-game pressure. As everyone knows, 4/2 dies really fast. He might be nice for one trade or some damage, but he wont change a whole game. Further, hes pretty useless in the late game, as you can't control his summon, exept by playing him for mana.
Always thought all classes should have some type of class weapon this is my take on the priest version. I would mainly pick Anathema in a shadow priest deck as turn 3 Shadowform turn 4 Divine Armaments would make a great tempo play. Benediction would fit well into a standard control priest by buffing minions before trades or healing them up more after.
My creation for a card that interacts with Hero Powers (and weapons):
EDIT: Made him a 5/8 instead of a 5/9. Spells do not proc his effect; attacks with your hero through the use of e.g. Claw/Heroic Strike/Seal of Light however do.
My #1 card: Betrayed Apprentice - "You MUST be careful when choosing a Warlock master, you never know what are their intentions!"
Things it does:
- Desingned to improving the card draw for Control (not Handlocks) and Midrange Warlocks, but also Zoolocks with weird wishes of 3/7 or 3/5 Void Terrors.
- Only work with Life Tap Hero Power, so card stealing don't get value from it.
I've played WoW since the molten core days, I've always loved the effort Blizzard puts in when creating tier sets. So with that as my inspiration I've created a card called "The Ten Storms". I also considered making it a 5/6 mana cost card, but it then gives you +5 Armor and the effect.
Second submission. On paper was a cool idea, but now i think it may be too much, with so many things to keep track. However, we already have some cards that summons mirrored minions. This legendary is the opposite because it adds more variety/rng instead of 3 Treants/Recruits/Imps. The stats of the card will be splitted into four members summoned like a battlecry when you play the card, check the attachments to see. The random hero power will be from one of the other 8 classes, nothing new.
For this, the assumption is that the 'powerful' Totems are any Totems the Shaman can't already summon. Right now that's Flametongue Totem, Mana Tide Totem and Vitality Totem. You can still only summon a Totem that isn't already on the board, but you can play copies of them from your hand onto the board as well.
I priced it a little higher than Shadowform because I think that it is inherently more powerful than it, offering potentially a painless Warlock hero power and a 0/3 body (Mana Tide) or buffing to minions on the board (Flametongue), or a 2-Mana gain 4 health (Vitality).
Stealing this card and playing it as a non-Shaman would have the same effect as stealing Shadowform and playing it as a non-Priest - whatever that effect is, I don't know what happens, I just think that would be fair XD.
As for entrance #2 we have this. First I wanna talk about the cards mana. I originally was thinking of making the card 2 mana. This is mainly due to flares nerf to 2. Now drawing the card is worth the mana in its self. However what made me keep it one mana is that the card draw can either help both players or hurt both players. Think about if you opponent can life tap for 0. Or you can have them life tap for like 5 mana. In that case you cant heal your minions. Keep in 6 turns (3 turns each) means that you you get the last benefit or the last slow down since the last turn it applies would be your turn. Late game the card gives you card draw. That really all that matters. Deck thinning is really important. Also something of note is your opponent sees the card you draw. meaning they know no a card in your hand and can play around it.
Edit: The turn you play it does not count at the 1st turn by the way. Your turn is like turn 0. Although odds are if you wanted to use your hero power that turn you should have done it first.
So far, this is the best card I've seen here. It's really creative, well balanced between being competetive and gimicky. Now, when I am creating my entries, I am always trying to keep them at least close to this level. Good job.
P.S: Your other entries seem to be casual compated to this, but that's ok :)
2. Let's add a mage minion that is a must have in every deck, focused on spell damage (imagine it with Malygos :))
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
# 1
Missing some rogue Hero Power cards so lets try with this.
Power of Bloodlust:
8 mana can give you the possibility to use this spell and the "new hero power" in one turn (10+).
# 2
And this
# 3
And some warrior edition now
ahmm...
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/30535-weekly-design-competition-1-hero-power?comment=59
#2
This is epic (due to it's situational usage) solid 4-drop for Paladin, which it lacks, weapon and AoE spell are too situational to be just dropped on the battlefield. Also this card preserves the heavy-control Uther style, having more heals, so probably being able to stay alive for more than 1 turn, which means, that for example: another paladin will have 1 less recruite for Quartermaster, warrior will have less damage from Shield Slam, priest won't be able to trade in favor with his minion due to lack of it's (minion's) health. Enjoy! :)
Please enjoy 'Admiral Ripsnarl' :D
He will give Rogues some early-game pressure. As everyone knows, 4/2 dies really fast. He might be nice for one trade or some damage, but he wont change a whole game. Further, hes pretty useless in the late game, as you can't control his summon, exept by playing him for mana.
Btw.. He's introducing Worgen-Type.
Nothin' more to say. Greetz :D
#3
Always thought all classes should have some type of class weapon this is my take on the priest version. I would mainly pick Anathema in a shadow priest deck as turn 3 Shadowform turn 4 Divine Armaments would make a great tempo play. Benediction would fit well into a standard control priest by buffing minions before trades or healing them up more after.
My creation for a card that interacts with Hero Powers (and weapons):
EDIT:
Made him a 5/8 instead of a 5/9.
Spells do not proc his effect; attacks with your hero through the use of e.g. Claw/Heroic Strike/Seal of Light however do.
Second one
Aaaaand a Shaman-Weapon
Enjoy ;)
My #1 card: Betrayed Apprentice - "You MUST be careful when choosing a Warlock master, you never know what are their intentions!"
Things it does:
- Desingned to improving the card draw for Control (not Handlocks) and Midrange Warlocks, but also Zoolocks with weird wishes of 3/7 or 3/5 Void Terrors.
- Only work with Life Tap Hero Power, so card stealing don't get value from it.
- Wrecks RNG on Unstable Portal and Piloted Shredder. (unless when played by a Warlock!)
- If you put 2x of them on your board, BOTH of them take 2 dmg when Taps and you only draw 1 card. (they don't improve the draw!)
I've played WoW since the molten core days, I've always loved the effort Blizzard puts in when creating tier sets. So with that as my inspiration I've created a card called "The Ten Storms". I also considered making it a 5/6 mana cost card, but it then gives you +5 Armor and the effect.
#2 Card: Gnomish Powerweaver - "Some gnomes don't know when to stop, and oddly they usually love Fireblasts!"
His doings:
- Have a reasonable body for his cost and effect, possible Tempo swinger.
- Again, having more then 1x on the board doesn't have great effect on Hero Power.
- Also a specific changer for Mage's Hero Power, sorry Anduin :(
Second submission. On paper was a cool idea, but now i think it may be too much, with so many things to keep track. However, we already have some cards that summons mirrored minions. This legendary is the opposite because it adds more variety/rng instead of 3 Treants/Recruits/Imps. The stats of the card will be splitted into four members summoned like a battlecry when you play the card, check the attachments to see. The random hero power will be from one of the other 8 classes, nothing new.
Shaman Shadowform!
For this, the assumption is that the 'powerful' Totems are any Totems the Shaman can't already summon. Right now that's Flametongue Totem, Mana Tide Totem and Vitality Totem. You can still only summon a Totem that isn't already on the board, but you can play copies of them from your hand onto the board as well.
I priced it a little higher than Shadowform because I think that it is inherently more powerful than it, offering potentially a painless Warlock hero power and a 0/3 body (Mana Tide) or buffing to minions on the board (Flametongue), or a 2-Mana gain 4 health (Vitality).
Stealing this card and playing it as a non-Shaman would have the same effect as stealing Shadowform and playing it as a non-Priest - whatever that effect is, I don't know what happens, I just think that would be fair XD.
You can find me here! Good luck everyone!
Submit #3: Silver Hand Corporal - "He doesn't even remember his recruit times anymore."
What about:
- At pratical terms is a 5 mana 3/2 with Divine Shield and 1/1 summon.
- Very threatening early game with possible snowball effect.
- Yes! I inspire myself in Cobalt Guardian!
PS: This artwork is awesome! Thats probably why everyone are using it in this thread, Blizz plz make a Paladin card with it :3
Greetings, lads and ladies.
Here's my Grim Conspirator, and he's grim partly because it's cold and snowy outside!
So far, this is the best card I've seen here. It's really creative, well balanced between being competetive and gimicky. Now, when I am creating my entries, I am always trying to keep them at least close to this level. Good job.
P.S: Your other entries seem to be casual compated to this, but that's ok :)
"The light shall burn you!" - heals face.