This competition has ended. Check this Imgur Album of all (and sorted) entries!
Entry Restrictions:
Card Type: Any (Minion, Weapon or Spell) Mana Cost: Any Class: Any / Neutral Other: Your card must contain the word 'Deck' and/or 'Card' within the card effect text
Mindbender was an incorrect finalist, due to not being in line with the Entry Restrictions of the week. Apologies to all competitors for the mistake.
Finalists
Note: Any card with a black banner has additional art supplied by the creator - check the Spoiler Tags below! You can click on each image for a better view or check out the Finalists Album here.
Card effect: Whenever you cast a spell add an Arcane Missiles card to your hand.
Stats: Mana cost -10 Attack-7 Health -4
I hope you have fun. xD
Note: i had to make it a 10 mana-cost guy because of the combo with Sorcerer's Apprentice. That happens with his low health and 7 attack also, but if he manage to survives, just one turn, gg.
Balance: The 4 Totems are not amazing. They are meant to be treated similar to Spare Parts, which give you a small bonus one way or another. Air Totem can give you a huge burst of spell damage if used on the right turn. Stoneclaw Totem can potentially save you from death. The other two totems not so much, but they could be useful.
Synergies: A spell heavy deck would love this card just because of the Wrath of Air Totem on demand you get for it. It essentially gives you +1 Spell Damage through the entire turn which is insane.
Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them. If you have two Harbingers in your deck, you must draw them both before you'll get your big minions.
Yeah so this decaying fungal giant actually grows cheaper the more cards you can draw from your deck. Assuming you only drew one card per turn, and that you started with 4 cards if you went first on turn 1, (the first 4 cards do count as drawn from the deck) it would be 8 mana at turn 8. But if you can put up a good drawing mechanic, it could be very cheap or even free faster than that. Trouble awaits ;)
This competition has ended. Check this Imgur Album of all (and sorted) entries!
Entry Restrictions:
Card Type: Any (Minion, Weapon or Spell)
Mana Cost: Any
Class: Any / Neutral
Other: Your card must contain the word 'Deck' and/or 'Card' within the card effect text
Competition Results
by Emmangt
by ACShlater
(Token Spell: Call Of C'Thun)
by Shanksyo
Mindbender was an incorrect finalist, due to not being in line with the Entry Restrictions of the week. Apologies to all competitors for the mistake.
Finalists
Note: Any card with a black banner has additional art supplied by the creator - check the Spoiler Tags below! You can click on each image for a better view or check out the Finalists Album here.
C'thun- Call Of C'thun (Token Spell)
Crumbling Elemental - 'Rock' Token
Scenting Sabretooth - Sticky Bait (Token)
In case that you can't see the card:
Name: Rhonin
Card effect: Whenever you cast a spell add an Arcane Missiles card to your hand.
Stats: Mana cost -10 Attack-7 Health -4
I hope you have fun. xD
Note: i had to make it a 10 mana-cost guy because of the combo with Sorcerer's Apprentice. That happens with his low health and 7 attack also, but if he manage to survives, just one turn, gg.
"Is that a Totem in your pocket or are you happy to see me?"
Overview: Totemic Call is the Shaman's Heropower, so you would put a Healing Totem, Searing Totem, Stoneclaw Totem, and Wrath of Air Totem cards in your hand.
Balance: The 4 Totems are not amazing. They are meant to be treated similar to Spare Parts, which give you a small bonus one way or another. Air Totem can give you a huge burst of spell damage if used on the right turn. Stoneclaw Totem can potentially save you from death. The other two totems not so much, but they could be useful.
Synergies: A spell heavy deck would love this card just because of the Wrath of Air Totem on demand you get for it. It essentially gives you +1 Spell Damage through the entire turn which is insane.
Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them. If you have two Harbingers in your deck, you must draw them both before you'll get your big minions.
He'll follow you to the ends of Azeroth... or until he finds a better deal.
Flavor text: We were told we couldn't fit seven sevens into a card, so Challenge Accepted!
]
Flavor Text "IT'S RAINING FIRE, HALLELUJAH"
Designed to be a good finisher for handlocks and a solid choice for late game demolocks.
Mostly made for a fun effect, but could potentially encourage mill rogue decks.
Card Name: Abyssal
Class: Warlock
Rarity: Epic
Race: Demon
Mana Cost: 7
Attack/Health: 6/6
Card Text: Taunt. Battlecry: Put a Hellfire into your Hand.
Needs at least 3 characters to have been healed to have full value. The insane value it has after that point makes it a legendary.
My submission for this week's Weekly Card Design Competition, Paper Airplane!
Yeah so this decaying fungal giant actually grows cheaper the more cards you can draw from your deck. Assuming you only drew one card per turn, and that you started with 4 cards if you went first on turn 1, (the first 4 cards do count as drawn from the deck) it would be 8 mana at turn 8. But if you can put up a good drawing mechanic, it could be very cheap or even free faster than that. Trouble awaits ;)
I Have No Time for Games