Grab:(artist: Dan Scott) This card is kinda small mix of Ancestor's Call/Mindgames and some healing, altered and glued together :)
I think it could be interesting card for warlock, to help him pull Giants or Mal'Ganis etc. from his deck earlier and also get some much needed healing. Can deny battlecries from opponents minions (well yours too, but that would have to be accounted for, if u decided to run this card). A lot of options with this card.
The best part about trading creatures is when it's mandatory! The tricky part about making a playable mirrored card is to make it something the casting player can take advantage of first. This is what I was going for here. In the off chance that they opponent has no board presence, you have a really expensive savage roar!
I was always a fan of those Spectral minions in the Naxxramas adventure and always thought that they could add a really interesting element in constructed. Why priest? Because it could synergize well with their healing abilities/hero power to heal them back, or they could use their buffing spells to use those tokens efficiently. The opposing player could also use those minions as tokens, or they could try to destroy them if they feel they are going to be too much of a problem.
The cards would be randomly reshuffled into ascending card cost (all 2 mana, then 3 mana, and so forth). perfect curves for everyone...but would you really want it?
edit: lol realized spells don't need battlecries. oops.
Alrighty. Here's a mechanic I want to see in the game -- controllable incremental damage.
Wording: It's tempting to label the card "Deal 1 damage to all minions 5 times." But this creates some confusion about spell damage. This makes it so that spell damage +1 isn't a complete board wipe from the deepest pits of OP hell.
Balance: clears up divine shields and tokens well to give it that added strength to make it discard worthy at its cost.
Goal: this card goes with a DESTRUCTION warlock spellset. The current spellset in game are from demonology spec in warlock specialization from WoW. So, Destro lock would be very spell heavy. It's part of a larger set I designed a while back. The set works around the discard and self-damaging mechanic with added tools (such as recalling used cards at the cost of life).
It's more powerful than innervate (+3 net mana vs +2), however your opponent gets to share, and they don't have to spend mana to cast it. The question is this: Can you ramp better than they can?
(It's also nice in mill to fill their hand with worthless coins to better burn cards)
Edit: Changed name and picture to better reflect the druid class, effect remains the same.
This competition has ended. Check this Imgur Album of all (and sorted) entries!
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Competition Results
by CasmX
by Shnayzr
by Metzelmax
Finalists
Note: Any card with a black banner has additional art supplied by the creator - check the Spoiler Tags below!
Genesis - 'Choose One' Options
After a tip from Berserk I had to make a new card, as it's spells only. WHOOPS! GL everyone!
I have no time for gains!
A rework of an alpha card that was removed for being too good. Seems a little overcosted at first, but it can cost 1 pretty easily...
Divine Intervention (Paladin Rare). 2 mana spell.
Deal 6 damage to each hero, then give them 6 armor.
My Weekly Design Competition entries http://imgur.com/a/SJEOP
Card Name: Mass Healing
Text: Heal all minions to full health.
This is kind of a Circle of Healing, but stronger, for 2 more mana. If you combo this with Auchenai Soulpriest for 6 mana, it is like Wild Pyromancer + Equality. This could help to do favorable trades, etc.
Grab: (artist: Dan Scott)
This card is kinda small mix of Ancestor's Call/Mindgames and some healing, altered and glued together :)
I think it could be interesting card for warlock, to help him pull Giants or Mal'Ganis etc. from his deck earlier and also get some much needed healing. Can deny battlecries from opponents minions (well yours too, but that would have to be accounted for, if u decided to run this card). A lot of options with this card.
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The best part about trading creatures is when it's mandatory! The tricky part about making a playable mirrored card is to make it something the casting player can take advantage of first. This is what I was going for here. In the off chance that they opponent has no board presence, you have a really expensive savage roar!
Spectral Trainee
I was always a fan of those Spectral minions in the Naxxramas adventure and always thought that they could add a really interesting element in constructed. Why priest? Because it could synergize well with their healing abilities/hero power to heal them back, or they could use their buffing spells to use those tokens efficiently. The opposing player could also use those minions as tokens, or they could try to destroy them if they feel they are going to be too much of a problem.
The cards would be randomly reshuffled into ascending card cost (all 2 mana, then 3 mana, and so forth). perfect curves for everyone...but would you really want it?
edit: lol realized spells don't need battlecries. oops.
The combo effect, of course, counts your opponent's minions for you and your minions for your opponent.
Alrighty. Here's a mechanic I want to see in the game -- controllable incremental damage.
Wording: It's tempting to label the card "Deal 1 damage to all minions 5 times." But this creates some confusion about spell damage. This makes it so that spell damage +1 isn't a complete board wipe from the deepest pits of OP hell.
Balance: clears up divine shields and tokens well to give it that added strength to make it discard worthy at its cost.
Goal: this card goes with a DESTRUCTION warlock spellset. The current spellset in game are from demonology spec in warlock specialization from WoW. So, Destro lock would be very spell heavy. It's part of a larger set I designed a while back. The set works around the discard and self-damaging mechanic with added tools (such as recalling used cards at the cost of life).
http://imgur.com/a/x1PIf
Week 11 Design Submission - Bronze Drake
The Fundamental Equation of Hearthstone - The Fundamental Description of Maximizing Winrate
Flavor: There was a lion who lost his courage once. He's... Um, he's still looking for it.
Druid Spell - Grove of Eris
It's more powerful than innervate (+3 net mana vs +2), however your opponent gets to share, and they don't have to spend mana to cast it. The question is this: Can you ramp better than they can?
(It's also nice in mill to fill their hand with worthless coins to better burn cards)
Edit: Changed name and picture to better reflect the druid class, effect remains the same.
rounds up of course.
also its a DOUBLE mirror, since after it does the same thing, you face your own cards.