This card is just meant to be a good combo card with cards like Shield Block and Armorsmith. Good with Armorsmith because every time one of your minions takes damage, one of theirs does too effectively.
Combos with Shadow Word: Pain, Shadow Madness, and the ultimate turn 10 Cabal Shadow Priest.
Was initially going to make this a 2/5, but thinking of the possible combos I decided a 2/4 was balanced. Imagine playing this on turn 4 against a yeti and getting a 4/5 while permanently making theirs a 2/5. It also lets your minions survive when trading into a bigger minion, while gaining it's attack. 5 Health I think would be too hard to remove and would make it unbalanced.
Thanks, and don't forget to like this post if you like my card :)
- Combo is a drawback for this card. You would want to use this card as a combo starter.
- If Edwin VanCleef and Vanessa is in your hand and you need a card destruction, you would need to play Edwin VanCleef first, which would make this card less powerful.
- If you draw this card from Prep + Sprint, it is pretty much unplayable but can be used for its battlecry effect (if Edwin was already played). Otherwise, the card would be a 2/2 for 4 mana if played (after using Prep + Sprint).
- Fills the role of minion destruction and saves a card slot for Rogue decks (you wouldn't need Sabotage anymore, or maybe you do.)
- Many of the great Meta Rogue decks run Edwin VanCleef. Thus, could easily be run in any Rogue deck.
- Can be played as a stand-alone 4/4 minion for tempo gain.
Druids and Dragons!!! Seeing as dragon are actually going to become important in the meta, i thought this would help out the druid archetype! Even the possibilty to get an Emerald Drake from Ysera 's Emerald Dream World. Also makes sense considering the lore.
This card is a finally a proactive minion to play as a priest, it might seem too powerful, but actually you are never sure if you are going to get value out of it. If you know what deck you are playing against, it's easier to know when to play it for optimum value. Nevertheless, I felt Priests needed a better 2 drop that what is actually available to them. ;)
It also fits well with the theme of using your opponent's cards to get ahead in the game.
It's also a good way to let you know more about your opponent hand.
I'm very satisfied with this idea, I hope you like it! But why should you like this?
1. This would create a whole new archetype!
2. If Cookie gets used succesfully, Pirates and Murlocs would get ALOT more viable. Right now they're pretty much awful, with this they can complement each other. Pirates + Murloc Warleader would be better than Pirates + Southsea Captain for example, even though both together would be even better!
3. The card is imaginative and completely unique (there's nothing close to it in game).
4. It's quite lore-friendly. Captain Cookie was the chef at Edwin VanCleef's pirate ship and later, after Edwin's death, became promoted to captain.
Note: The current card text is simplified becasuse I didn't want it to be hard understanding it. "Your Murlocs and Pirates share the same synergy" was the previous card text. Send me a message if you think I should change it. Also, this may sound OP but it's one stat less than Water Elemental which got a nice effect and this is also a situational legendary.
Vote for a fun and imaginative legend and give me your vote ;) Thanks and enjoy!
Here is my submission. I though about making it 2/7 (like snapjaw) but it probably would be too powerful vs classes with no hard removal. On the other hand stoneskin gargoyle is never used now, so the self-healing card must be powerful enough to have a place in any deck. This card is not supposed to bring a new effect (healing st both the start and end of every turn helps only vs effects like f.e. Geddon) but to encourage another type of druid decks - buffs, which are almost never used right now. Freya+mark of the wild would be very powerful (with an obvious counter of owl or hex), the only way to make druid use buff spells is to create minions and/or spells which on their own are already quite good, but when buffed good enough that it's worth it.
Do you guys remember Mankrik from the Barrens? :) Anyone who quested in the Barrens in WOW before Cataclysm knows this guy and his quest to save his wife :) anyway i hope you like it. http://www.wowwiki.com/Mankrik's_Wife
edit: scenarios - Mankrik's wife gets silenced -> you can still make use of him by enraging him for the taunt (or killing the wife with taskmaster/whirlwind effect, but the deathrattle wont work ofc :)) enemy plays mankrik aswell -> no mankrik can attack untill all wives are dead (lel)
in general this is anti-aggro card. not sure if warrior really needs it that much but i couldn't really fit mankrik in any other class (he is a blademaster) + i really wanted to make a card about him :)
My entry this week is a 4 mana 4/2 mage legendary: Kael'Thas Sunstrider.
Now I know Kael'Thas is going to appear in many incarnations across this competition as he is a major character from wc3 that is not represented. (Similarly I expect a lot of Tyrande Whisperwind, Maiev, Vashj, and Varimathras) In warcraft 3, Kael'Thas wasleader of the blood elves and sided with Illidan to sate his lust for mana. One of his spells is called Mana Drain and it steals mana from an enemy minion. Therefore I made this card with the flavor of Kael'Thas stealing mana when its available.
As far as balancing goes, it may be slightly overpowered, but to play it well on curve, the opponent has to be playing sub-optimally(still having mana left over). The card might be overpowered inherently by giving mage a method of ramping, but ramp mage could be a really fun, albeit scary, archetype.
Steal a mana crystal from the enemy means destroy their full one and gain it.
Flavor Text: Known as an "Improved Death" for players who just can't keep themselves alive
Spirit Healer Hero would lose one Spirit Health at the end of the player's turn after all other "at the end of the turn" effects had triggered and die at the end of the player's second turn. The Spirit Health is unaffected by attacks and heals and cannot be increased.
I think it's important to make sure Windfury Totem can only buff minions on one side the turn it's played (without Charge). Like other cards that summon 1 token, it will spawn on Aggra's right.
This card is just meant to be a good combo card with cards like Shield Block and Armorsmith. Good with Armorsmith because every time one of your minions takes damage, one of theirs does too effectively.
.
My Custom Card Workshop
Custom Expansion; Conquering Outland
This card could be useful for aggro priests, also can give some nice damage to the face lategame, specially with Auchenai Soulpriest or Shadowform.
And also wanted to give more legendary dwarves.
Click to see my Hearthstone projects:
Combos with Shadow Word: Pain, Shadow Madness, and the ultimate turn 10 Cabal Shadow Priest.
Was initially going to make this a 2/5, but thinking of the possible combos I decided a 2/4 was balanced. Imagine playing this on turn 4 against a yeti and getting a 4/5 while permanently making theirs a 2/5. It also lets your minions survive when trading into a bigger minion, while gaining it's attack. 5 Health I think would be too hard to remove and would make it unbalanced.
Thanks, and don't forget to like this post if you like my card :)
- Pretty cool card concept-wise.
- Combo is a drawback for this card. You would want to use this card as a combo starter.
- If Edwin VanCleef and Vanessa is in your hand and you need a card destruction, you would need to play Edwin VanCleef first, which would make this card less powerful.
- If you draw this card from Prep + Sprint, it is pretty much unplayable but can be used for its battlecry effect (if Edwin was already played). Otherwise, the card would be a 2/2 for 4 mana if played (after using Prep + Sprint).
- Fills the role of minion destruction and saves a card slot for Rogue decks (you wouldn't need Sabotage anymore, or maybe you do.)
- Many of the great Meta Rogue decks run Edwin VanCleef. Thus, could easily be run in any Rogue deck.
- Can be played as a stand-alone 4/4 minion for tempo gain.
Flame Imp and Pit Lord just restore Health, Dread Infernal and Hellfire also, but still damage to everything else. I guess if you cast Soulfire and Darkbomb to your face, they restore health too
Druids and Dragons!!! Seeing as dragon are actually going to become important in the meta, i thought this would help out the druid archetype! Even the possibilty to get an Emerald Drake from Ysera 's Emerald Dream World. Also makes sense considering the lore.
गञ्जा गञ्जा
This card is a finally a proactive minion to play as a priest, it might seem too powerful, but actually you are never sure if you are going to get value out of it. If you know what deck you are playing against, it's easier to know when to play it for optimum value. Nevertheless, I felt Priests needed a better 2 drop that what is actually available to them. ;)
It also fits well with the theme of using your opponent's cards to get ahead in the game.
It's also a good way to let you know more about your opponent hand.
I Have No Time for Games
I'm very satisfied with this idea, I hope you like it! But why should you like this?
1. This would create a whole new archetype!
2. If Cookie gets used succesfully, Pirates and Murlocs would get ALOT more viable. Right now they're pretty much awful, with this they can complement each other. Pirates + Murloc Warleader would be better than Pirates + Southsea Captain for example, even though both together would be even better!
3. The card is imaginative and completely unique (there's nothing close to it in game).
4. It's quite lore-friendly. Captain Cookie was the chef at Edwin VanCleef's pirate ship and later, after Edwin's death, became promoted to captain.
Note: The current card text is simplified becasuse I didn't want it to be hard understanding it. "Your Murlocs and Pirates share the same synergy" was the previous card text. Send me a message if you think I should change it. Also, this may sound OP but it's one stat less than Water Elemental which got a nice effect and this is also a situational legendary.
Vote for a fun and imaginative legend and give me your vote ;) Thanks and enjoy!
It works like Bolvar and Mech Mage combined.
While Ancient Dragonkin is on board Malfurion Stormrage likes to eat Knife Jugglers with apples.
Here is my submission. I though about making it 2/7 (like snapjaw) but it probably would be too powerful vs classes with no hard removal. On the other hand stoneskin gargoyle is never used now, so the self-healing card must be powerful enough to have a place in any deck. This card is not supposed to bring a new effect (healing st both the start and end of every turn helps only vs effects like f.e. Geddon) but to encourage another type of druid decks - buffs, which are almost never used right now. Freya+mark of the wild would be very powerful (with an obvious counter of owl or hex), the only way to make druid use buff spells is to create minions and/or spells which on their own are already quite good, but when buffed good enough that it's worth it.
Do you guys remember Mankrik from the Barrens? :) Anyone who quested in the Barrens in WOW before Cataclysm knows this guy and his quest to save his wife :) anyway i hope you like it.
http://www.wowwiki.com/Mankrik's_Wife
edit:
scenarios -
Mankrik's wife gets silenced -> you can still make use of him by enraging him for the taunt (or killing the wife with taskmaster/whirlwind effect, but the deathrattle wont work ofc :))
enemy plays mankrik aswell -> no mankrik can attack untill all wives are dead (lel)
in general this is anti-aggro card. not sure if warrior really needs it that much but i couldn't really fit mankrik in any other class (he is a blademaster) + i really wanted to make a card about him :)
Time is money, friend.
The legendary priest card:
And the token:
"There is no good. No evil. No Light. There is only SPELL DAMAGE!"
My entry this week is a 4 mana 4/2 mage legendary: Kael'Thas Sunstrider.
Now I know Kael'Thas is going to appear in many incarnations across this competition as he is a major character from wc3 that is not represented. (Similarly I expect a lot of Tyrande Whisperwind, Maiev, Vashj, and Varimathras) In warcraft 3, Kael'Thas wasleader of the blood elves and sided with Illidan to sate his lust for mana. One of his spells is called Mana Drain and it steals mana from an enemy minion. Therefore I made this card with the flavor of Kael'Thas stealing mana when its available.
As far as balancing goes, it may be slightly overpowered, but to play it well on curve, the opponent has to be playing sub-optimally(still having mana left over). The card might be overpowered inherently by giving mage a method of ramping, but ramp mage could be a really fun, albeit scary, archetype.
Steal a mana crystal from the enemy means destroy their full one and gain it.
Edit: Edited grammar of flavor.
Enjoy!
Flavor Text: Known as an "Improved Death" for players who just can't keep themselves alive
Spirit Healer Hero would lose one Spirit Health at the end of the player's turn after all other "at the end of the turn" effects had triggered and die at the end of the player's second turn. The Spirit Health is unaffected by attacks and heals and cannot be increased.
May your nets always be full! 🎣
This card is supposed to be a "Play me any turn" card and have some fun Beast synergy.
It also has interactions with the cards you are holding in your hand.
With 0 Beasts: 1 cost 1/3 summon a 0/1
With 1 Beast: 2 cost 1/3 summon a 2/2
With 2 Beasts: 3 cost 1/3 summon a 4/3
with 3 Beasts: 4 cost 1/3 summon a 6/4
If you somehow had a hand full of beasts, it would be unplayable (11 Mana).
I heal people to death
I think it's important to make sure Windfury Totem can only buff minions on one side the turn it's played (without Charge). Like other cards that summon 1 token, it will spawn on Aggra's right.
This minion cannot be removed by any means other than your opponent casting a spell, downside is your opponent can choose which spell to give you.
Illidan Stormrage