Thought I would make a fun druid 1 drop. Synergy is there for the ramp druid play style, and if you play Wild Growth twice, this little guy gets the stats of of an ancient! Might be too strong, but it is exceedingly combo dependent so I'm not too worried about it.
So, I wanted to create a creature that had an innervate type effect, much like Grove Keeper has a Wild Growth type effect. This is what I came up with. A coin to use either to help your mana curve or get those fatties out earlier. I also wanted to follow the Druid pattern of giving you a choice for effects so I tried to come up with an effect that would be welcome if you drew this card late game. It wasn't terribly easy to find an effect that was #1 Good late game, #2 balanced for a 1cc minion, and #3 fit the flavor of Druid. I think a little late game healing would be helpful if not overpowered so I went with that.
So, a Defias Ringleader that can get out of control. But it's easily dealt with, You'll always get a free Totem the turn you play it and if not dealt with next turn you can "bypass" the overload.
Edit: Balancing, Adjusted the cost of overload so there is a recurring cost and also more decisions to make on the following turns.
(I'll keep the original submission as attachement in case the new version is not accepted)
This also helps the druid with Druid of the Fang as this card is a beast! I think this card is balanced and fits really well with the druid gameplay, it's definitely a 1-mana drop that druids could use.
It's a reverse Mountain Giant for the warlock class, and has demon synergy. It is never unplayable since if you have 10 cards in hand this would cost 10 mana (though you'd never want to play it at that time). This has amazing value as a top-deck card, or if you burn the rest of your hand and play this last (kind of what Zoo does with Doomguard currently to avoid that drawback). Useful in aggro or mid-range demonlock, almost useless in handlock.
Edit: Original was 5/5 with no deathrattle. Have reduced the stats to 4/4 and it has negative deathrattle. Inspiration from Dancing Swords and Mountain Giant. (mountain sword baby?) Thanks for the feedback over in Discussion thread!
On a second thought, perhaps things could get out of control with this card. On the other hand, it's not a reliable Mana gain. And the opponent can choose when the time has come to handle the aggression of an angry 2/2 Treant ;)
This is my second submission... I submitted a neutral minion earlier, and only now noticed this competition was for class cards only. Here's my new mage card! You can't combo it with Ice Lance because the freeze will wear off at the beginning of your next turn, but this can still be useful for making it so one enemy won't be able to attack next turn. It's less valuable against classes that don't use weapons, because it has a chance to hit the enemy hero.
Flavor Text: "Because what could possibly be more exciting than one execution? TWO EXECUTIONS!"
Here's my submission for a low cost, deathrattle interaction minion. Essentially, this works like a targeted version of Feign Death, but it can also target enemy minions. Naturally, there are a plethora of interesting things that you can do with this card. Multiple slimes from a single Sludge Belcher, more damage from a Leper Gnome, potentially two 4/4's from a Nerubian Egg. Throw in a Baron Rivendare and things just start to get really confusing. Oh, and did I mention the potential multiple-Thaddius shenanigans? It's quite a fun little card, if I say so myself!
A little something to make cards like Frost Nova more viable in non-freeze Mage decks. Deathtouch is the generic term for the effect on cards like Maexxna to save space on the card.
Have you ever felt that you never had enough hard removal to deal with super late game decks like Echo Mage, Ramp Druid and Handlock? (especially Handlock, who can exhaust your resources dry with Twilight Drakes, 4 or more 8/8 Giants, and (later) 6/6 Infernals)
Or, have you ever felt pressured by aggressive decks (or Muster Paladin) into using your Whirlwinds prematurely, even if you wanted to save them later for a big lifegain from Armorsmith, a guaranteed card from Acolyte, or a quick enabler for Grommash?
Not to worry, we have Varok Saurfang to potentially take care of both problems! He may be elderly, but this High Overlord still packs a sizable punch.
Not only does he provide an excellent Turn 1 body for the Warrior player to summon, he still maintains value in the mid to late game if you draw him later.
And to anyone who might complain that Varok is overpowered, I deliberately worded Varok's effect to be random, so that the Warrior player isn't always guaranteed to get the exact card that he needs. The Warrior might get Whirlwind when he instead needed an Execute and vice-versa. Plus, Varok is hard countered by Silence-related cards, Stampeding Kodo, Shadow Madness, and Cabal Shadow Priest.
Of course, to make sure that the above handicap of randomness wasn't too devastating, Varok was given four health points. since most two drop minions have two or three attack. You ideally want Varok to survive at least two attacks, in case that your first generated card wasn't the one you wanted.
Thought I would make a fun druid 1 drop. Synergy is there for the ramp druid play style, and if you play Wild Growth twice, this little guy gets the stats of of an ancient! Might be too strong, but it is exceedingly combo dependent so I'm not too worried about it.
So, I wanted to create a creature that had an innervate type effect, much like Grove Keeper has a Wild Growth type effect. This is what I came up with. A coin to use either to help your mana curve or get those fatties out earlier. I also wanted to follow the Druid pattern of giving you a choice for effects so I tried to come up with an effect that would be welcome if you drew this card late game. It wasn't terribly easy to find an effect that was #1 Good late game, #2 balanced for a 1cc minion, and #3 fit the flavor of Druid. I think a little late game healing would be helpful if not overpowered so I went with that.
Galavant Animation
Just an annoying little guy who can make your plays really efficient. He can be a 1 damage ping or that last mana you use in a turn.
"We've done the impossible and that makes us mighty."
Mini Shade of Naxxramas / Ironbark Protector suits Ramp Druid much better than that spooky shade.
Let it grow, let it grow!
So, a Defias Ringleader that can get out of control. But it's easily dealt with, You'll always get a free Totem the turn you play it and if not dealt with next turn you can "bypass" the overload.
Edit: Balancing, Adjusted the cost of overload so there is a recurring cost and also more decisions to make on the following turns.
(I'll keep the original submission as attachement in case the new version is not accepted)
I decided to go with my ramp druid minion :)
This also helps the druid with Druid of the Fang as this card is a beast!
I think this card is balanced and fits really well with the druid gameplay, it's definitely a 1-mana drop that druids could use.
Reflect Shield: The next time this minion takes damage, instead redirect it to a random enemy.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
I can see bad things happening when combined with Flamestrike and a spell damage card or two on the field.
A fun card card for rogue's. Can be very dangerous or life saving. Fits in with GvG
It's a reverse Mountain Giant for the warlock class, and has demon synergy. It is never unplayable since if you have 10 cards in hand this would cost 10 mana (though you'd never want to play it at that time). This has amazing value as a top-deck card, or if you burn the rest of your hand and play this last (kind of what Zoo does with Doomguard currently to avoid that drawback). Useful in aggro or mid-range demonlock, almost useless in handlock.
Edit: Original was 5/5 with no deathrattle. Have reduced the stats to 4/4 and it has negative deathrattle. Inspiration from Dancing Swords and Mountain Giant. (mountain sword baby?) Thanks for the feedback over in Discussion thread!
The well known Priestess of the moon Owl scout will reveal you sneaking Archmage Antonidas or inervated shades . Also secrets are not mystery anymore.
Flavored text: Tu-tu-tu-tu
On a second thought, perhaps things could get out of control with this card. On the other hand, it's not a reliable Mana gain. And the opponent can choose when the time has come to handle the aggression of an angry 2/2 Treant ;)
This is my second submission... I submitted a neutral minion earlier, and only now noticed this competition was for class cards only. Here's my new mage card! You can't combo it with Ice Lance because the freeze will wear off at the beginning of your next turn, but this can still be useful for making it so one enemy won't be able to attack next turn. It's less valuable against classes that don't use weapons, because it has a chance to hit the enemy hero.
Flavor Text: "Because what could possibly be more exciting than one execution? TWO EXECUTIONS!"
Here's my submission for a low cost, deathrattle interaction minion. Essentially, this works like a targeted version of Feign Death, but it can also target enemy minions. Naturally, there are a plethora of interesting things that you can do with this card. Multiple slimes from a single Sludge Belcher, more damage from a Leper Gnome, potentially two 4/4's from a Nerubian Egg. Throw in a Baron Rivendare and things just start to get really confusing. Oh, and did I mention the potential multiple-Thaddius shenanigans? It's quite a fun little card, if I say so myself!
A little something to make cards like Frost Nova more viable in non-freeze Mage decks. Deathtouch is the generic term for the effect on cards like Maexxna to save space on the card.
Enjoy!
Awesome picture credit goes to Megan Missfit http://meganmissfit.deviantart.com/
Building Quirky Decks Every Week, Loving Life at Rank 15!
(Note: 1-Cost spells would not include Spare Parts, preferably.)
Played: Just watch the magic happen!
Attacking: Get a load of this!
Effect: Bippity bap!
Death: My...magic!...
Have you ever felt that you never had enough hard removal to deal with super late game decks like Echo Mage, Ramp Druid and Handlock? (especially Handlock, who can exhaust your resources dry with Twilight Drakes, 4 or more 8/8 Giants, and (later) 6/6 Infernals)
Or, have you ever felt pressured by aggressive decks (or Muster Paladin) into using your Whirlwinds prematurely, even if you wanted to save them later for a big lifegain from Armorsmith, a guaranteed card from Acolyte, or a quick enabler for Grommash?
Not to worry, we have Varok Saurfang to potentially take care of both problems! He may be elderly, but this High Overlord still packs a sizable punch.
Not only does he provide an excellent Turn 1 body for the Warrior player to summon, he still maintains value in the mid to late game if you draw him later.
And to anyone who might complain that Varok is overpowered, I deliberately worded Varok's effect to be random, so that the Warrior player isn't always guaranteed to get the exact card that he needs. The Warrior might get Whirlwind when he instead needed an Execute and vice-versa. Plus, Varok is hard countered by Silence-related cards, Stampeding Kodo, Shadow Madness, and Cabal Shadow Priest.
Of course, to make sure that the above handicap of randomness wasn't too devastating, Varok was given four health points. since most two drop minions have two or three attack. You ideally want Varok to survive at least two attacks, in case that your first generated card wasn't the one you wanted.