Neutral secret to torment Mech decks. This would trigger upon the summoning or playing of the third Mech on your opponent's turn. If your opponent manages to get their third Mech during your turn, this would trigger immediately at the start of your opponent's turn when the condition has been met.
Probably the worst target for this card would be Nerubian Egg. But for everything else it just helps to get many cards working in the priest collection and it stops early aggression for 1 card.
This is what I came up with. Useful for an oil rogue (opponent kills one minion, can only AoE the others -> keeping at least one minion alive for oil combo), with more rogue secrets it would allow nice bluffing.
Edit: Sorry, realised the card is missing bold words, should be ok now.
My card is "Lie in Wait" a Rogue Secret with a Combo mechanic. So if the opponent plays a card before playing a minion not only will you do damage to the minion but those next to it as well. Damage for the base or combo damage is increased by your attack power if you have a weapon attached. Weapon could even activate and be revealed when the secret goes off. Maybe even with an emote that goes off when triggered to something like "Haha, Back at you sucker!!".
Fatigue works the same way it does with Heroes. No damage is dealt upon activation. At the beginning of opponent's turn, that minion takes 1 more damage than the previous turn.
The attack won't consume a charge of your weapon since you don't swing with it. Unlike Noble Sacrifice (and Misdirection/Explosive Trap to a lesser extent) this secret won't be near useless against Druid and Rogue hero power. Good synergies with high-attack weapons and the hero power.
Essentially works similar to Repentance, It is fairly easy to play around, which accounts for its low (non-existent, actually) mana cost. This card also is in line with its WoW equivalent, as Vendetta causes you to do increased damage to a target for a few seconds.
For 1 mana less and without the draw mechanic, this card is slightly worse than Flare, although it is fairly easy to combo, giving other classes ways to deal with secrets (albeit in a less creative way).
A shaman secret that I feel could be useful against pretty much any type of deck.
Neutral secret to torment Mech decks. This would trigger upon the summoning or playing of the third Mech on your opponent's turn. If your opponent manages to get their third Mech during your turn, this would trigger immediately at the start of your opponent's turn when the condition has been met.
Heres a mix out of Shrinkmeister and Repentance.
Probably the worst target for this card would be Nerubian Egg. But for everything else it just helps to get many cards working in the priest collection and it stops early aggression for 1 card.
Doesn't proc on your turn and doesn't proc if there's no valid target. A tempo card, if anything, lots of potential.
Reno Druid Rank 5 72% wr // Cards: Fix Shaman and Hunter
This is what I came up with. Useful for an oil rogue (opponent kills one minion, can only AoE the others -> keeping at least one minion alive for oil combo), with more rogue secrets it would allow nice bluffing.
Edit: Sorry, realised the card is missing bold words, should be ok now.
"Oooh... scary!"
I didn't want to make a legendary secret, but I felt it was imbalanced at any other rarity. Enjoy!
My card is "Lie in Wait" a Rogue Secret with a Combo mechanic. So if the opponent plays a card before playing a minion not only will you do damage to the minion but those next to it as well. Damage for the base or combo damage is increased by your attack power if you have a weapon attached. Weapon could even activate and be revealed when the secret goes off. Maybe even with an emote that goes off when triggered to something like "Haha, Back at you sucker!!".
"Mr. Bigglesworth wasn't always a cat..."
Building Quirky Decks Every Week, Loving Life at Rank 15!
That is a lot of gold.
A 4-Mana Rogue Secret that could literally turn a game around... or completely Wisp.
My submission this week:
Silence is applied before a Battlecry triggers.
Fatigue works the same way it does with Heroes.
No damage is dealt upon activation.
At the beginning of opponent's turn, that minion takes 1 more damage than the previous turn.
The attack won't consume a charge of your weapon since you don't swing with it. Unlike Noble Sacrifice (and Misdirection/Explosive Trap to a lesser extent) this secret won't be near useless against Druid and Rogue hero power. Good synergies with high-attack weapons and the hero power.
Essentially works similar to Repentance, It is fairly easy to play around, which accounts for its low (non-existent, actually) mana cost. This card also is in line with its WoW equivalent, as Vendetta causes you to do increased damage to a target for a few seconds.
Lets see some cool rogue stealth combo decks! The combo activates when you play the Secret after another card
For 1 mana less and without the draw mechanic, this card is slightly worse than Flare, although it is fairly easy to combo, giving other classes ways to deal with secrets (albeit in a less creative way).
A versatile Druid secret that helps board clear early on against aggro, or heal up when they're out of threats or to counter freeze mage.
So ignore my earlier post, and I'll try not to upload submissions with my phone anymore. Especcially while at work, since this site is blocked there.
Anyway, here is my submission. If the wording is confusing, basically the minion is still played, but it's Battlecry has no effect.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End