Battlecry removal is an interesting concept, this would be best played early while your opponent's hand is more full, it would be terrible against Warlock though.
Pulling the cards you want from your deck is so satisfying and so powerful. This is an ultra flexible card - but the right minion has to be in play to make it work effectively.
I've always wanted to have options to discard cards from the opponent's hand (just like in many other card games) and I've always dreamed of a viable spell damage deck so this chrono archmage may fulfil my wishes.
Dangerous for your opponent to remove but probably even more dangerous to let it stay on the board. No attack, so (unless it is "activated" with other cards) you don't have the choice to decide when to suicide it and 3 health to enable to survive some of the AOE spells (this may be a pro or a con for your opponent depending on the situation).
The strategy is to use Grove Tender and Coldlight Oracle to mill both players until you arrive to <10 cards in your deck, after that you can mill you opponent more with Naturalize, and destroying the big treats he will have on that stage of the game, when he arrive to =>5 cards in his hand, you can blast him with this old sage and, if the situation permit, you could bring him on the fatigue stage very soon.
The cost is balanced, leave the time to your opponent to try to counter your mill strategy, also is a nice mechanic. Anyway, I'm not expecting to win because noone like mill druid. So, here a secret for you.
No stealing this time, just denying. For too long the game has this Mad Scientist + free secret, so this card is meant to be a counter and to regain some value.
THE solution to that stupid Innervate you can't use!
Avatar of Freya provides a solid board prescence, paired with the ability to wipe out some aggro with free Moonfires, should you need them direly. But ofcourse, Moonfire? Not really card value, hm? If you manage to trigger Freya's Deathrattle, you can turn them all into Starfires, to create draw and damage, though ofcourse at the cost of a lot of mana.
This card promotes non-Force of Nature/Savage Roar usage. Druid needs different methods!
Control MAGE!
YES?
Battlecry removal is an interesting concept, this would be best played early while your opponent's hand is more full, it would be terrible against Warlock though.
Cenarius' Call (pronounced Cenariusesseses Call)
Pulling the cards you want from your deck is so satisfying and so powerful. This is an ultra flexible card - but the right minion has to be in play to make it work effectively.
I've always wanted to have options to discard cards from the opponent's hand (just like in many other card games) and I've always dreamed of a viable spell damage deck so this chrono archmage may fulfil my wishes.
Dangerous for your opponent to remove but probably even more dangerous to let it stay on the board. No attack, so (unless it is "activated" with other cards) you don't have the choice to decide when to suicide it and 3 health to enable to survive some of the AOE spells (this may be a pro or a con for your opponent depending on the situation).
Give it a +1!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
A soft control spell for Hunter.
Now you can snare the injured animals as your personal collection, if they are really week at the moment!
You can catch up the annoying minions like Sludge Belcher or Sylvanas.
Seems a little bit OP, but you need to drop the minion's health to 2 at first.
(and of course this is a good combo with Hunter's Mark.)
The strategy is to use Grove Tender and Coldlight Oracle to mill both players until you arrive to <10 cards in your deck, after that you can mill you opponent more with Naturalize, and destroying the big treats he will have on that stage of the game, when he arrive to =>5 cards in his hand, you can blast him with this old sage and, if the situation permit, you could bring him on the fatigue stage very soon.
The cost is balanced, leave the time to your opponent to try to counter your mill strategy, also is a nice mechanic. Anyway, I'm not expecting to win because noone like mill druid. So, here a secret for you.
Priest Weapon. Been waiting for that aggro shadow priest
Edit: changed art work
A copy effect for warlocks in form of a minion.
My Custom Card Workshop
Custom Expansion; Conquering Outland
Flavor Text: Even the minions got feelings. Swapping them away is not very loyal.
May your nets always be full! 🎣
Got no skill? Just click here -> Face Hunter
So this is acctually for a Icecrown Citadel adventure mode I'm working on, but it fit so well into this one's theme.
So think of this as a teaser :)
No stealing this time, just denying. For too long the game has this Mad Scientist + free secret, so this card is meant to be a counter and to regain some value.
Works really well with Warsong Commander. Might also be good for Tempo warrior.
Skipping your next draw phase means you just simply don't draw a card for your next turn.
The leader of the Ravenholdt assassins, Jorach demands to be dealt with via AoE or Taunt. Good in Mill Rogue for pressure.
THE solution to that stupid Innervate you can't use!
Avatar of Freya provides a solid board prescence, paired with the ability to wipe out some aggro with free Moonfires, should you need them direly. But ofcourse, Moonfire? Not really card value, hm? If you manage to trigger Freya's Deathrattle, you can turn them all into Starfires, to create draw and damage, though ofcourse at the cost of a lot of mana.
This card promotes non-Force of Nature/Savage Roar usage. Druid needs different methods!
My custom classes : /// / My Card Factory!
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6