My submission is a rogue weapon. This one can be useful both early game and as a finisher. It costs one more than Fiery War Axe because of Battlecry effect that can do a lot of damage if played right. Also playing the two of these cards cost more than just one Doomhammer and has 4 less durability for just 1 more damage. If you you feel is somehow unbalanced, please comment so I can edit it. Is that legal? Edit the submission?
This one was created with the intention to give the hunter a great board removal, It's Ideal for "control" Decks...And it's inspired on that Lady deathwisper drop on ICC25 raid (World of warcraft).
For our Mages everywhere -- a boost to spell power, at the cost of one of the most useful hero powers in the game, which you can make up by using the weapon as a weapon, but then you'll take face damage and eventually lose it. Have fun storming the castle, dear!
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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.
My submission is once again a Priest card that can be used for both Healing Priest AND Shadow. Shitty stats but powerful ability.
Notable Combos:
1/ Turn 3: Injured Blademaster --> Turn 4: This to heal him to full. 2/ Turn 3: Shadowform --> Turn 4: This for 4 damage (or 6 with swing for removal at the expense of 2 durability. Kills Chillwind Yeti on curve!) 3/ With Shadowform on and a second in hand, turn 7: 10 damage (or 12 with swing). Same applies turn 9 if you don't have the weapon already equipped. 4/Prophet Velen dream scenarios. 5/Auchenai Soulpriest for 4 damage pings.
And let's not forget it might have crappy stats, but it can still remove 2 health minions on its own if need be.
1) Here are the cards mentioned Claw, Bite and Savage Roar. In Druid's arsenal these cards represent "feral" spells, meaning the hero attacks himself "with his face". Play this card turn 3, Bite the next one :)
2) The weapon is designed to support new Druid playstyle in form of controlling the board with his face like warrior or rogues and maybe paladins, while pushing advantage with other cards. I guess that will be smth like tempo-midrange style of play.
3) You should remember that Druid's hero-power will actually give him +1 attack every turn, so the weapon's price is balanced enough, it's the same 3/2 for 3 as Eaglehorn Bow which will gain durability with the help of other class cards, the only differences are (minus for Druid) - there are less cards and he has to use hero-power every turn to get that thirds point of attack; (plus for druid) he decides himself when to gain the durability on weapon.
Makes the durability cards viable.. either to destroy it or to buff it, it might be OP, but the cost makes up for it an there always is the chance to get rid of it with Acidic Swamp Ooze, Harrison Jones or the lesser/never used Bloodsail Corsair
To be clear, when you destroy a minion with your hero (weapon swing) the attack of the weapon is doubled, using Assassinate on a minion won't trigger the attack double effect
Okay so this is my Priest weapon , it may be a bit OP but it has 3 major drawbacks , you can't attack till you kill your minions , your opponent can remove it (thus killing your minions) and you can resurrect 2 not so good cards.
Flavor Text : "That is why Velen always kept it equipped , he didn't want to see any dead enemies."
A legendary hunter weapon that helps with board control. Took some inspiration from Steamwheedle Sniper. My hope would be that this would make that mechanic much more viable. This would be a good Harrison Jones target, but the durability does go down fairly quick on it if not dealt with immediately.
Flavorful Shadowmourne weapon. Another way to think of it (but not totally accurate) is its deathrattle deals 1 damage to all enemy minions for each time you attacked with the weapon, so getting oozed with 2 durability left will only deal 1 damage. Synergizes well with cards like Upgrade! or Captain Greenskin.
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My submission is a rogue weapon. This one can be useful both early game and as a finisher. It costs one more than Fiery War Axe because of Battlecry effect that can do a lot of damage if played right. Also playing the two of these cards cost more than just one Doomhammer and has 4 less durability for just 1 more damage. If you you feel is somehow unbalanced, please comment so I can edit it. Is that legal? Edit the submission?
This one was created with the intention to give the hunter a great board removal, It's Ideal for "control" Decks...And it's inspired on that Lady deathwisper drop on ICC25 raid (World of warcraft).
Here's my Mage weapon.
I think I watch more Hearthstone than I play. Not sure how I feel about that.
Removed
For our Mages everywhere -- a boost to spell power, at the cost of one of the most useful hero powers in the game, which you can make up by using the weapon as a weapon, but then you'll take face damage and eventually lose it. Have fun storming the castle, dear!
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.
mage weapon
]
What the heck. This was the first card I ever made for Hearthstone.
It is (slightly) weaker than Light's Justice, but can be used by any class.
"The thrilling sequel to The Light and How to Swing It!"
My submission is once again a Priest card that can be used for both Healing Priest AND Shadow. Shitty stats but powerful ability.
Notable Combos:
1/ Turn 3: Injured Blademaster --> Turn 4: This to heal him to full.
2/ Turn 3: Shadowform --> Turn 4: This for 4 damage (or 6 with swing for removal at the expense of 2 durability. Kills Chillwind Yeti on curve!)
3/ With Shadowform on and a second in hand, turn 7: 10 damage (or 12 with swing). Same applies turn 9 if you don't have the weapon already equipped.
4/ Prophet Velen dream scenarios.
5/ Auchenai Soulpriest for 4 damage pings.
And let's not forget it might have crappy stats, but it can still remove 2 health minions on its own if need be.
Here's my take on mage weapons.
Some notes:
1) Here are the cards mentioned Claw, Bite and Savage Roar. In Druid's arsenal these cards represent "feral" spells, meaning the hero attacks himself "with his face". Play this card turn 3, Bite the next one :)
2) The weapon is designed to support new Druid playstyle in form of controlling the board with his face like warrior or rogues and maybe paladins, while pushing advantage with other cards. I guess that will be smth like tempo-midrange style of play.
3) You should remember that Druid's hero-power will actually give him +1 attack every turn, so the weapon's price is balanced enough, it's the same 3/2 for 3 as Eaglehorn Bow which will gain durability with the help of other class cards, the only differences are (minus for Druid) - there are less cards and he has to use hero-power every turn to get that thirds point of attack; (plus for druid) he decides himself when to gain the durability on weapon.
4) Gives life to Savagery as well :)
5) This is the real Ulduar 25 Ignis the Furnace Master drop Intensity which was top for Moonkins :) Lore-wise card from me, as always.
Makes the durability cards viable.. either to destroy it or to buff it, it might be OP, but the cost makes up for it an there always is the chance to get rid of it with Acidic Swamp Ooze, Harrison Jones or the lesser/never used Bloodsail Corsair
To be clear, when you destroy a minion with your hero (weapon swing) the attack of the weapon is doubled, using Assassinate on a minion won't trigger the attack double effect
mfw his Yogg steals my win
My submission
Toooo sooooon you have posted this weapon toooooo soooooooooooooon
lol and then he said "well played"
Unless explicitly stated, my posts are my opinion and mine only.
A weapon to give a Paladin extra boost in burst damage or clearing the board
Flavor text: "In the Light, we are one."
Okay so this is my Priest weapon , it may be a bit OP but it has 3 major drawbacks , you can't attack till you kill your minions , your opponent can remove it (thus killing your minions) and you can resurrect 2 not so good cards.
Flavor Text : "That is why Velen always kept it equipped , he didn't want to see any dead enemies."
The night is dark and full of terrors.
A legendary hunter weapon that helps with board control. Took some inspiration from Steamwheedle Sniper. My hope would be that this would make that mechanic much more viable. This would be a good Harrison Jones target, but the durability does go down fairly quick on it if not dealt with immediately.
Flavorful Shadowmourne weapon. Another way to think of it (but not totally accurate) is its deathrattle deals 1 damage to all enemy minions for each time you attacked with the weapon, so getting oozed with 2 durability left will only deal 1 damage. Synergizes well with cards like Upgrade! or Captain Greenskin.