I made this card with consideration of some of the other low cost Warrior spells, specifically Execute and Shield Slam. Like the ones, I mentioned this card only gets value when you fulfill a certain condition, this one being simply having a weapon. I also added a cantrip effect because I felt that the card's risk was too high as warriors tend to run between 4 to 5 weapons in a normal CW deck, so even if you didn't have a weapon on hand, it could be cycled.
EDIT: Took out the Card Draw part as it would make the card too powerful for the cost.
Here's my submission: another buff for the Shaman deck, but one that's a lot more specific in use. I considered this card to be relatable to Rockbiter Weapon, but with some other restrictions to balance it at 0 mana. Between having to have a weapon equipped and only being able to give it to your hero, this card's flexibility is a lot lower. Not to mention that to get any value from it, you have to have Spell Damage somewhere. However, at least there's some natural interaction with Wrath of Air Totem!
Flavor Text: This spell was invented after an Orcish Shaman got a taste of the infamous Burning Legion Chili.
Some people might say this is overpowered, but consider the situation that you draw this when you're desperate for a response to the current board state. Not only does this card do absolutely nothing (basically a wasted card draw), but you probably don't even want to use this card because it just puts more useless cards back into your deck. That's what balances this card: it does nothing for you when you play it.
This would be interesting in a lot of Druid deck archetypes: gives you a chance to draw more copies of a strong minion for Ramp deck (not guaranteed though, and this card doesn't do anything when you play it), and keeps you further from fatigue in a Mill/Fatigue deck. Overall though I don't think this card would be auto-include in any of those formats as Druids generally lack consistent card draw. Drawing this in the early game can be straight-up game losing when you want a minion to ramp into!
Last but certainly not least, this fits the theme that Blizzard started building on since GvG. Druids are now a class that have the ability to shuffle cards back into people's decks (i.e. Malorne and Recycle). Druids are also a class that have ways to just survive really really really late into the game (i.e. Tree of Life and all those taunts), where this sort of card might become WAY more useful as it delays fatigue and increases the odds of drawing something specific.
Originally, I thought Righteous Awakening should target any minion, but realized this could be pretty broken in a combo, so it is limited to enemy minions only. I think of Paladin as a foil to the Warlock class, and this card would definitely put a damper on a Warlock with a Doomguard or Flame Imp on the board. But it's situational enough to not be OP, since many Battlecry would be beneficial for your opponent to have triggered again. Hope you like my submission!
No, if this card was scry 3, you could choose that all cards go to the bottom or all cards go to top. This is like a brainstorm without getting a card into your hand and putting any card from your hand onto the top of your library.
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 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.
Changed a couple things on my entry: -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.
Minor update on my entry. That's allowed, correct?
The idea is basically to experiment with the concept of miracle healing.with the card effect persisting during your entire turn.,Useful in ramp or fatigue druid decks.
I think this is great in the early game for disrupting their early turn, such as a Zombie Chow, or Northshire Cleric on turn 1. Late game, not too useful but could save you for one turn, especially if you use two. Photo Copyright to WoW TCG.
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"You know what they say about a best defense."
I made this card with consideration of some of the other low cost Warrior spells, specifically Execute and Shield Slam. Like the ones, I mentioned this card only gets value when you fulfill a certain condition, this one being simply having a weapon.
I also added a cantrip effect because I felt that the card's risk was too high as warriors tend to run between 4 to 5 weapons in a normal CW deck, so even if you didn't have a weapon on hand, it could be cycled.EDIT: Took out the Card Draw part as it would make the card too powerful for the cost.
Here's my submission: another buff for the Shaman deck, but one that's a lot more specific in use. I considered this card to be relatable to Rockbiter Weapon, but with some other restrictions to balance it at 0 mana. Between having to have a weapon equipped and only being able to give it to your hero, this card's flexibility is a lot lower. Not to mention that to get any value from it, you have to have Spell Damage somewhere. However, at least there's some natural interaction with Wrath of Air Totem!
Flavor Text: This spell was invented after an Orcish Shaman got a taste of the infamous Burning Legion Chili.
Some people might say this is overpowered, but consider the situation that you draw this when you're desperate for a response to the current board state. Not only does this card do absolutely nothing (basically a wasted card draw), but you probably don't even want to use this card because it just puts more useless cards back into your deck. That's what balances this card: it does nothing for you when you play it.
This would be interesting in a lot of Druid deck archetypes: gives you a chance to draw more copies of a strong minion for Ramp deck (not guaranteed though, and this card doesn't do anything when you play it), and keeps you further from fatigue in a Mill/Fatigue deck. Overall though I don't think this card would be auto-include in any of those formats as Druids generally lack consistent card draw. Drawing this in the early game can be straight-up game losing when you want a minion to ramp into!
Last but certainly not least, this fits the theme that Blizzard started building on since GvG. Druids are now a class that have the ability to shuffle cards back into people's decks (i.e. Malorne and Recycle). Druids are also a class that have ways to just survive really really really late into the game (i.e. Tree of Life and all those taunts), where this sort of card might become WAY more useful as it delays fatigue and increases the odds of drawing something specific.
The main idea behind this card is to play on the minion's placement.
I let you imagine situation of use with Flametongue Totem. Enjoy.
My submission. Would love some feedback.
Changed my submission after some scolding.
Artist: Dan Scott
Originally, I thought Righteous Awakening should target any minion, but realized this could be pretty broken in a combo, so it is limited to enemy minions only. I think of Paladin as a foil to the Warlock class, and this card would definitely put a damper on a Warlock with a Doomguard or Flame Imp on the board. But it's situational enough to not be OP, since many Battlecry would be beneficial for your opponent to have triggered again. Hope you like my submission!
maybe make it trigger the battlecry of a random minion
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
Artist: Oliver Chipping
Most of the time, it would just be one damage. I would be good only if you run a secret mage.
this would be great in mass overload decks
Diehard druid player ^~^
Check out my theorycrafted Blistering Rot
Well, it speaks for itself. Rogues are pretty vulnerable despite them using weapons, this would help. Also a combo starter for free.
Edit: Changed the wording to be more clear, added a dot at the end and switched card making site to hearthcards.net.
No, if this card was scry 3, you could choose that all cards go to the bottom or all cards go to top. This is like a brainstorm without getting a card into your hand and putting any card from your hand onto the top of your library.
Great submissions so far. Here's my card:
Nice ideas people!
Here is my creation :3
Enjoy the show
Minor update on my entry. That's allowed, correct?
-v1c10u5-
The idea is basically to experiment with the concept of miracle healing.with the card effect persisting during your entire turn.,Useful in ramp or fatigue druid decks.
Flameglow was that thing in wow that protected you from spells
This protects you from spells
wow, so story telling.
I Designed A Card This Week
I think this is great in the early game for disrupting their early turn, such as a Zombie Chow, or Northshire Cleric on turn 1. Late game, not too useful but could save you for one turn, especially if you use two. Photo Copyright to WoW TCG.