I have have always thought this would be an interesting mechanic that you could only do in a well PC-based TCG. Extra mana crystals would be destroyed, dead minions would be revived, life of characters would be returned, and players would draw or randomly discard to get the same number of cards in hand as they had at the end of turn 5. The whole game would essentially go back except for the exact cards in hand and the number of cards in the library/draw pile (although it could take the game back to turn 5 exactly but I think there needs to be a downside so you can use this against aggro that over extends if you can weather the storm). I think its balanced because the opponent can set up his board/hand on turn 5 anticipating this card being played and they gain initiative as their next turn would be their turn 6. I hate giving this to Mage but coming from a MtG background I don't know enough about the WoW lore and universe to determine if this would fit better in another class.
Control mages will enjoy this card because while it will take their whole turn to play, their opponent will be frozen. And the added spells to their hand could improve their situation in the game.
Could make aggro druid variants very powerful against control. Makes Wild Growth useful After 10 Mana (Other than Just card Draw), and if you are ahead on board presence you could shut out your opponent.
Spend the first turns holding off the enemy, and gathering your wild growths, innervates, and yetis, and win in the second half.
Sacrificial Pack wet dream combo. An idea from dota2 doom bringer as a dota2 player. Picture credits to devianart and reddit
Please read the instructions given.
Entry Restrictions:
Card Type: Spell
Mana Cost: 10
Class-Specific: Can only be used by one Class alone.
Self-Explanatory Card Text: Your card's effect should be obvious from the card alone - i.e it can't spawn a new minion / weapon / keyword / Hero Power that currently doesn't exist within Hearthstone.
Thanks for pointing it out. I will make a new one.
Here is my single submission after tweaking Magma Rager themed cards in the discussion thread. We need to see this card more in an epic way. High Tier Fun while still being a viable card. Named after the Core - Mantle boundary thermal anomaly but fitting to Shaman. Magma Rager Hype!
Here is my card, it's a blingtron-like card but with spells ! It's also like "now, it's duel time!" Can be really fun in arena, probably not in constructed.
Edit: Changed from a priest card to paladin. It feels to me paladin can use it better.
]
Do over!!!
I have have always thought this would be an interesting mechanic that you could only do in a well PC-based TCG. Extra mana crystals would be destroyed, dead minions would be revived, life of characters would be returned, and players would draw or randomly discard to get the same number of cards in hand as they had at the end of turn 5. The whole game would essentially go back except for the exact cards in hand and the number of cards in the library/draw pile (although it could take the game back to turn 5 exactly but I think there needs to be a downside so you can use this against aggro that over extends if you can weather the storm). I think its balanced because the opponent can set up his board/hand on turn 5 anticipating this card being played and they gain initiative as their next turn would be their turn 6. I hate giving this to Mage but coming from a MtG background I don't know enough about the WoW lore and universe to determine if this would fit better in another class.
Stronger version of Feral Spirit.
Control mages will enjoy this card because while it will take their whole turn to play, their opponent will be frozen. And the added spells to their hand could improve their situation in the game.
Could make aggro druid variants very powerful against control. Makes Wild Growth useful After 10 Mana (Other than Just card Draw), and if you are ahead on board presence you could shut out your opponent.
Spend the first turns holding off the enemy, and gathering your wild growths, innervates, and yetis, and win in the second half.
may the rngesus be with you
fuk those freezemage and warrior
combo with malganis voidcallers
Y O L O B O Y S
First attempt at making a card, let me know what you think.
I think for Divine Insight it could just read: "Look at your opponents hand and then steal one card"
Cool idea though!
"C'mon, Molten Giant! (c)"
[img]http://www.hearthcards.net/cards/f2e9891f.png[/img]
Thanks for pointing it out. I will make a new one.
Priest spell that can deal 10 dmg with Auchenai Soulpriest.
The logic behind this:
-Druids have problems with lategame AOE and to fight from behind, so this creates a solution for that.
-I think the abundance of deathrattle minions needs at least one hard counter.
-If you are ahead, against aggro or if you do not have a card advantage, this is pretty much a dead card.
-It is legendary, because it would be too frustrating to play against 2 of these in control matchups.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Here is my single submission after tweaking Magma Rager themed cards in the discussion thread. We need to see this card more in an epic way. High Tier Fun while still being a viable card. Named after the Core - Mantle boundary thermal anomaly but fitting to Shaman. Magma Rager Hype!
VS
Here is my card, it's a blingtron-like card but with spells ! It's also like "now, it's duel time!" Can be really fun in arena, probably not in constructed.
mrghllrglhgrhl inspired me to do this
PRAISE THE SUN!
\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/
"More Beasts, more control."
If the image does not work, here the card in textform:
Hunter Class card, Legendary
10 Mana
"Call of the Herd"
Draw all your Beasts from your deck.
Edit: removed border from the card
http://www.twitch.tv/leolph
Click here for my decks
"The Endgame in Hearthstone is deckbuilding."
-- Leolph, 2013