Last one, Rogue this time. Instead of just hitting everything with your face and pass the turn, now you are left with something to balance the health lost.
Simple. It means that you can summon a 1/1 guy with him on turn 3 which is pretty powerful. And if he survives, you can summon another dude for free.
Cost him like you would a normal 3 drop with tokens. The basic one is a 2/3 with a 1/1. So a 3/2 with infinite 1/1s seems appropriate for a legendary. Great card though.
A tweak to an existing spell that makes it interact with the mage's hero power in interesting ways. It also makes the spell closer to what it is in WoW.
Opens up interesting, in my opinion, synergies. For example:
Using Fireblast to pop a minion's divine shield, followed by the mirror images' Fireblasts to damage it
Triples the damage of your Hero Power while the two mirror images are alive.
Can potentially quintuple the damage of your Hero Power (may need a mana-cost adjustment)
On the other hand, it comes with some potential negatives:
It makes Frothing Berserker extra frothy
Attacking a Gurubashi Berserker (big mistake to start with) becomes an even worse idea
The Armorsmith provides a bigger benefit if you Fireblast a minion while it's alive
The opponent has some control over how much damage you can inflict with your Hero Power and Mirror Images
A Shadowform variant for Warlocks that turns them into a Vampire, ability is like half a Drain Life, that becomes equal to Drain Life if you play two of this card.
Prismatic Crystal is straight from World of Warcraft. Whenever you ping it with your hero power, it deals 1 damage to your enemies ("friendly" to the Prismatic Crystal). Yes you can attack it with your minions, but your mage hero power will make the most of it.
It's great against aggro, and you can spread out the damage over a few turns, but it can be expensive to make the most of.
I really enjoy this card the most out of my other 2. Because of the increased randomness to an already unreliable hero power, I believe the near minimum cost of 1 and the power creep of the three totems is necessary. Because you have 2 copies of the spell in your deck, you only get 2 of the totems (see randomness cost above) but all 3 are extremely viable options. All 3 are designed to impact the board state and be priorities for your opponent to remove. The Totems are attached below (no point in wasting space) and in order:
Bolster Totem: Pretty easy to understand. Helps boost the power of your existing totems, and adds tons of power to the shamans already efficient minions. (4/3 windfury plox)
Ward Totem: A 'Taunt' for spells. Helps disrupt the enemy control players, which can sometimes out value you, even with your power creep and overload mechanic
Thunder Totem: Is probably the most useful, as overloading for less is really value.
Funny... A war can use the priest hero power for healer his minion, or a priest can swap your hero power with a warlock for gain card advantage and when the minion die, he can heal youself again.
Well this is my try at it. Thought long about the stat division and i think this is the balanced outcome. Might not be played in constructed that much but i think it would be a good card in arena. By the way, when Magni dies, the hero power goes back to normal.
Explanation(!): While this orb is on the field, its owner has no control over his hero power. Warrior can't armor up, Warlock can't life tap etc. You can control it, but only on your turn, which means you can only waste oponents mana crystalls which belong to previous turn. In other words, you can't use your own mana crystalls for oponent's hero power. If he didn't waste all mana crystalls, had 2 of them left and passed turn, it means you can use his hero power freely on your turn, for example, you can heal your minion if your oponent is also priest. It's pretty cool, not only it messes with hero power, it also triggers left-mana-crystalls mechanic.
Idea: So, for hero power interactions we will need some way to interrupt and worsen opponent's gameplay, especialy in warlock's case. There were a lot of casual ideas, like increasing mana cost or swapping hero powers, here is my concept. If this effect is just temporary, this won't change game much, so I made it sticky.
Balance: I thought of just creating a 0/1 stealthed orb token for yourself, but it still wasn't enough effect on actual match. So, this orb is allied 0/2, will take wrath, pyromancer procs, frostbolt, hellfire/shadowflame etc. to get rid of it. For 3 mana not only a 2/3 minion is weak, Priest really depends on having turn 3 Injured Blademaster/Dark Cultist, so it's a significant tempo loss, a worthy price for incoming tempo gain. At best case, against handlock you will coin this out and not allow to get turn 4 Mountain Giant, but if it's just turn 3, giant is still playable, so I find this card pretty universal and playable, not too much matchup oriented. It's mythical, cause finding a use for it isn't that east of a task, but still a rewarding challenge.
My first submission. =) Just a simple card with a simple effect.
Last one, Rogue this time. Instead of just hitting everything with your face and pass the turn, now you are left with something to balance the health lost.
A little something for the priest.
Second Submission:
This one works like Shadowform but for Warlock, focused on the demon theme, to make some demon synergy.
A head of a chicken really really fried
Cost him like you would a normal 3 drop with tokens. The basic one is a 2/3 with a 1/1. So a 3/2 with infinite 1/1s seems appropriate for a legendary. Great card though.
I Designed A Card This Week
A tweak to an existing spell that makes it interact with the mage's hero power in interesting ways. It also makes the spell closer to what it is in WoW.
Opens up interesting, in my opinion, synergies. For example:
On the other hand, it comes with some potential negatives:
Simple Rogue improvement. :)
A Shadowform variant for Warlocks that turns them into a Vampire, ability is like half a Drain Life, that becomes equal to Drain Life if you play two of this card.
Prismatic Crystal is straight from World of Warcraft. Whenever you ping it with your hero power, it deals 1 damage to your enemies ("friendly" to the Prismatic Crystal). Yes you can attack it with your minions, but your mage hero power will make the most of it.
It's great against aggro, and you can spread out the damage over a few turns, but it can be expensive to make the most of.
A Druid Spell that changes Hero Power!
Here's my first submission - a spell that modified the Hunter hero power:
Time to make the Tokadin a thing,
#1: Totemic Arsenal
I really enjoy this card the most out of my other 2. Because of the increased randomness to an already unreliable hero power, I believe the near minimum cost of 1 and the power creep of the three totems is necessary. Because you have 2 copies of the spell in your deck, you only get 2 of the totems (see randomness cost above) but all 3 are extremely viable options. All 3 are designed to impact the board state and be priorities for your opponent to remove. The Totems are attached below (no point in wasting space) and in order:
Bolster Totem: Pretty easy to understand. Helps boost the power of your existing totems, and adds tons of power to the shamans already efficient minions. (4/3 windfury plox)
Ward Totem: A 'Taunt' for spells. Helps disrupt the enemy control players, which can sometimes out value you, even with your power creep and overload mechanic
Thunder Totem: Is probably the most useful, as overloading for less is really value.
I Designed A Card This Week
second card of my collection:
The Undecided
Funny...
A war can use the priest hero power for healer his minion, or a priest can swap your hero power with a warlock for gain card advantage and when the minion die, he can heal youself again.
The last card of my collection:
Kel'has:
Strong body for only 5 mana, but...
Good for rush deck or when you have low life and you can't use your hero power.
Well this is my try at it. Thought long about the stat division and i think this is the balanced outcome. Might not be played in constructed that much but i think it would be a good card in arena. By the way, when Magni dies, the hero power goes back to normal.
Cya!
You could at least give it a name. Just saying. I like the effect however, cool idea!
New Meta boyz
Sorry for all mistakes done at card descriptions.
Entry #1:
Explanation(!): While this orb is on the field, its owner has no control over his hero power. Warrior can't armor up, Warlock can't life tap etc. You can control it, but only on your turn, which means you can only waste oponents mana crystalls which belong to previous turn. In other words, you can't use your own mana crystalls for oponent's hero power. If he didn't waste all mana crystalls, had 2 of them left and passed turn, it means you can use his hero power freely on your turn, for example, you can heal your minion if your oponent is also priest. It's pretty cool, not only it messes with hero power, it also triggers left-mana-crystalls mechanic.
Idea: So, for hero power interactions we will need some way to interrupt and worsen opponent's gameplay, especialy in warlock's case. There were a lot of casual ideas, like increasing mana cost or swapping hero powers, here is my concept. If this effect is just temporary, this won't change game much, so I made it sticky.
Balance: I thought of just creating a 0/1 stealthed orb token for yourself, but it still wasn't enough effect on actual match. So, this orb is allied 0/2, will take wrath, pyromancer procs, frostbolt, hellfire/shadowflame etc. to get rid of it. For 3 mana not only a 2/3 minion is weak, Priest really depends on having turn 3 Injured Blademaster/Dark Cultist, so it's a significant tempo loss, a worthy price for incoming tempo gain. At best case, against handlock you will coin this out and not allow to get turn 4 Mountain Giant, but if it's just turn 3, giant is still playable, so I find this card pretty universal and playable, not too much matchup oriented. It's mythical, cause finding a use for it isn't that east of a task, but still a rewarding challenge.
"The light shall burn you!" - heals face.