I feel like this could create some interesting situations and plays. You could end up getting back something super valuable or something a bit disappointing. Could be used either early game if you seem to be lacking pace or late game to potentially play that big bomb again.
Made to hopefully let Cleave, Slam and maybe some smaller minions to see more play in warrior. I think it would be cool to see more Warrior mid-range decks with a few solid supplemental spells.
To clarify: Minions take extra damage from other minions and from spells, giving an increased potential to trade well, even into a more defensive/higher Health board.
I thought this would be in flavor with the Paladin class, which is by far my favorite class. It will at most summon several 1/1s, but could become as scary as circle of healing at times if you have Quartermaster. It also has a lovely synergy with cards like Knife Juggler, as it summons the recruits immediately. You could even play two in one turn, for maximum Quartermaster fun.
You basically gain knowledge of two of your opponent's cards, eliminate them temporarily, and don't have to play around them for the time being. Yet, there has to be a price for this information. Your opponent neither can see the cards you revealed from their deck, nor can they see your own discard though (same as Tracking's discard) as this attribution is exclusively entitled to the Hunter theme originally.
You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
A pretty plain epic Rogue spell, but far from simple like it's cousin Preparation. Sharpening Stone is reminiscent of Warrior's Upgrade! but won't give you a 1/3 weapon if you don't have one. Sharpening Stone focuses on pleasing that delicious Rogue weapons fantasy. Like any Rogue entry in this topic, Sharpening Stone is a combo starter that can lead to explosive results, especially with Tinker's Sharpsword Oil. Toss in a Blade Flurry for good measure and watch the fireworks. Don't even get me started on the Pirates synergy!
Note: You must have a weapon equipped to use Sharpening Stone! Edited for clarity.
Premeditation does essentially nothing but take up a slot (or two) in your deck and/or hand -- except that it enables you to play Combo cards without constantly emptying your hand. So there's a definite tradeoff: are you willing to draw essentially 'nothing' once or twice per game in exchange for having your Combo cards be stronger?
Rollback Post to RevisionRollBack
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
This is a card that I made specifically to make minions tankier. Give it to Ragnaros the Firelord, and he goes out of BGH range, and gets some bonus health. of course, situations like ragnaros and some taunts are optimal. often, it may just be combo-ed with Inner Fire or used as a Lightbomb dodge. Why only friendly minions you ask? simply put, you you shouldn't be able to use Shadow Word: Pain on Mal'Ganis
Doesn't look like much? Well, it isn't, but it synergices perfectly with the Rogue class and its combo-y playstyle. It enables combos, thins out your deck, works well with Violet Teacher and Gadgetzan Auctioneer. The drawback is, that it does nothing else. If you are out of cards in your hand and topdeck it, it's the most dead draw you could possibly have.
It's a Rogue spell that gives Rogue the potential card draw that it needs after the Auctioneer nerf while also adding a slight utility to mill rogue. I believe it's balanced as Coldlight Oracle is a 3 cost that has this as a battlecry, and if a card is worth approximately 1.5 mana, a card with 0 mana could be the same as a battlecry for a 2/2 for 3 mana.
I made it a Rogue card because Rogue needs more draw and it would be overpowered in the other classes that like to mill opponents, mage and druid.
If you have any comments/suggestions on the card I will be checking the discussion thread and I would love to hear your opinions.
Effectively slaps every Taunt minion's attention-whoring mouth with a Silence - for the cost of 3 damage to your Hero. Sometimes peace and quiet is worth a little self-harm.
Pros:Can be used to get past Taunts, dodge Deathrattles,and break Divine Shields for better trades or faster lethal.Answers pesky minions like Sludge Belcher and Annoy-o-Tron with ease. Cons:Affects your minions too - so timing is key. Deals damage to your hero - which is very costly value-wise considering its a tech spell, not a minion that leaves no body on the board. Very situational.
Changes: -Added Silence (Since this is a situational tech spell that affects both sides of the board, I felt simply removing taunt alone as a sort of "soft-silence" wasn't worth the 3 health, but it would be too OP for it to only cost 2 health. I think the addition of Silence balances that out. -New Name(Seemed more appropriate)
Updated version:
Old version:
Warlock spell card. Removes Taunt from all minions at the cost of 3 health.
I made this as a top-down design of Lifebloom. It is not easy to express healing over time in card form, but it is probably the biggest part of Resto Druid in WoW, so it should also be a part of Druid's kit in Hearthstone. The idea is that this card could be amazing if you build around it or pretty horrible. I think the fact that this can make you lose cards to overdrawing is good for balance design-wise.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A battlecry for 0 mana should not buff your guys up, but your opponent should be frightened!
Artist: Wayne Reynolds
I feel like this could create some interesting situations and plays. You could end up getting back something super valuable or something a bit disappointing. Could be used either early game if you seem to be lacking pace or late game to potentially play that big bomb again.
Made to hopefully let Cleave, Slam and maybe some smaller minions to see more play in warrior. I think it would be cool to see more Warrior mid-range decks with a few solid supplemental spells.
To clarify: Minions take extra damage from other minions and from spells, giving an increased potential to trade well, even into a more defensive/higher Health board.
This card synergizes nicely in a Druid Token deck. Think of Echoing Ooze and Murloc Tidehunter or while having Violet Teacher in play.
Edit: I withdrew my Druid Mill spell.
Wanted to give priest more cards like velen's chosen so this was my idea.
Don't Complain, Use Your Brain!
I thought this would be in flavor with the Paladin class, which is by far my favorite class. It will at most summon several 1/1s, but could become as scary as circle of healing at times if you have Quartermaster. It also has a lovely synergy with cards like Knife Juggler, as it summons the recruits immediately. You could even play two in one turn, for maximum Quartermaster fun.
You basically gain knowledge of two of your opponent's cards, eliminate them temporarily, and don't have to play around them for the time being. Yet, there has to be a price for this information.
Your opponent neither can see the cards you revealed from their deck, nor can they see your own discard though (same as Tracking's discard) as this attribution is exclusively entitled to the Hunter theme originally.
You can't harass members who play Face Hunter, nor are they compelled to make preemptive apologies or justifications for playing it. They don't hack or crack their opponents' game, they simply play existing cards that form a specific deck. If you suck at countering Face Hunter, you should blame the designers, not the community.
A slight redesign on an earlier card. Effects minions on both sides of the board.
Building Quirky Decks Every Week, Loving Life at Rank 15!
A pretty plain epic Rogue spell, but far from simple like it's cousin Preparation. Sharpening Stone is reminiscent of Warrior's Upgrade! but won't give you a 1/3 weapon if you don't have one. Sharpening Stone focuses on pleasing that delicious Rogue weapons fantasy. Like any Rogue entry in this topic, Sharpening Stone is a combo starter that can lead to explosive results, especially with Tinker's Sharpsword Oil. Toss in a Blade Flurry for good measure and watch the fireworks. Don't even get me started on the Pirates synergy!
Note: You must have a weapon equipped to use Sharpening Stone! Edited for clarity.
Art by Peter Lee, 2008
Premeditation does essentially nothing but take up a slot (or two) in your deck and/or hand -- except that it enables you to play Combo cards without constantly emptying your hand. So there's a definite tradeoff: are you willing to draw essentially 'nothing' once or twice per game in exchange for having your Combo cards be stronger?
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
This is a card that I made specifically to make minions tankier. Give it to Ragnaros the Firelord, and he goes out of BGH range, and gets some bonus health. of course, situations like ragnaros and some taunts are optimal. often, it may just be combo-ed with Inner Fire or used as a Lightbomb dodge. Why only friendly minions you ask? simply put, you you shouldn't be able to use Shadow Word: Pain on Mal'Ganis
maybe word it as
"all overload cards become overload (0) for this turn"
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
deleted the post with my original entry [kill orders] cause it was just too strong for its cost
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
Looking for more card design action? Check out my Artstone Design Challenge:That's So Meta
Very simple carddesign:
Doesn't look like much? Well, it isn't, but it synergices perfectly with the Rogue class and its combo-y playstyle. It enables combos, thins out your deck, works well with Violet Teacher and Gadgetzan Auctioneer. The drawback is, that it does nothing else. If you are out of cards in your hand and topdeck it, it's the most dead draw you could possibly have.
This is my first submission.
It's a Rogue spell that gives Rogue the potential card draw that it needs after the Auctioneer
nerf while also adding a slight utility to mill rogue. I believe it's balanced as Coldlight Oracle
is a 3 cost that has this as a battlecry, and if a card is worth approximately 1.5 mana, a card with
0 mana could be the same as a battlecry for a 2/2 for 3 mana.
I made it a Rogue card because Rogue needs more draw and it would be overpowered in
the other classes that like to mill opponents, mage and druid.
If you have any comments/suggestions on the card I will be checking the
discussion thread and I would love to hear your opinions.
Enjoy!
Intimidate
Warlock spell
Effectively slaps every Taunt minion's attention-whoring mouth with a Silence - for the cost of 3 damage to your Hero. Sometimes peace and quiet is worth a little self-harm.
Pros: Can be used to get past Taunts, dodge Deathrattles, and break Divine Shields for better trades or faster lethal. Answers pesky minions like Sludge Belcher and Annoy-o-Tron with ease.
Cons: Affects your minions too - so timing is key. Deals damage to your hero - which is very costly value-wise considering its a tech spell, not a minion that leaves no body on the board. Very situational.
Changes:
-Added Silence (Since this is a situational tech spell that affects both sides of the board, I felt simply removing taunt alone as a sort of "soft-silence" wasn't worth the 3 health, but it would be too OP for it to only cost 2 health. I think the addition of Silence balances that out.
-New Name(Seemed more appropriate)
Updated version:
Old version:
Warlock spell card. Removes Taunt from all minions at the cost of 3 health.
-v1c10u5-
A little stall for the druid decks out there.
I made this as a top-down design of Lifebloom. It is not easy to express healing over time in card form, but it is probably the biggest part of Resto Druid in WoW, so it should also be a part of Druid's kit in Hearthstone. The idea is that this card could be amazing if you build around it or pretty horrible. I think the fact that this can make you lose cards to overdrawing is good for balance design-wise.