This card goes with a set I'm designing called "Bronze Dragonflight" (which Nozdormu leads). As you can see, it's analogous to Azure Drake in the Blue Dragonflight (which Malygos leads). The point of the Bronze dragonflight, as I see it, will be to make cards that prolong the game and allow people to last long enough to make their opponent fatigue, as well as messing with the turn timer.
If you used Gang Up on this guy you'd basically become immune to fatigue, AND you would keep drawing old cards from your deck, making you able to last indefinitely.
This is my submission. It's a legendary because building a whole deck around it could be too powerful and Durotan is a very cool character of which I have seen no cards yet. Battlecry effects are resolved in the same manner as if their card was played, but with random targeting (f.e. with sun cleric it would buff one of the friendly minions, cabal would steal a random 2<= att minion from the enemy, twilight drake would always buff self). With a few battlecry cards in deck it could be a really good card but nowhere near broken as you can't build a whole deck around it (twilight drakes come to mind, so many hp ^^ ), with no battlecry cards in hand Dr Boom is much better, but with Dr Boom in hand Durotan would be very good and even more powerful the more battlecry cards you have.
Could be a pretty huge double-edged sword. Basically, +1 permanent spell damage to spells in a player's hand at the end of their turn. Benefits both players.
A spell that will add a different legendary minion to your hand depending on your side of the Force:
Either Archbishop Benedictus, a minion that will cause all minions you play that are specific for the priest to be reshuffled into your deck once they are destroyed; or
The Father of Twilight (no, it's not that vampire girl's dad), a minion with a very powerful ability that will make you draw twice as many cards as your opponent (!) but requires you to have played Shadowform earlier in the game.
This would make a good finishing card, as well as some decent removal, equivalent to a rogues assassinate. With a body as strong as a Chillwind Yeti. Yes this card can be buffed, but remember, it gets rid of all buffs as it goes back into your deck. At the same time. this card would be used best in a Shaman or perhaps a Rogue. Even though it can be played on turn five I believe you should leave it until turn six, Rockbiter Weapon, Inner Rage, Abusive Sergeant.
So getting first dip on this card is very good, and by shuffling into your opponent's deck makes it "fair" in a sense. However, you can mill your them if you know how to follow up after this card.
You can basically target any character and it will deal damage equal to the number of spells. If the opponent has no spells then it just goes into the board without doing anything.
EDIT: Forgot to add the wording "Battlecry" so I put it in.
In other words, if you summon a Fire Elemental with Quyzl out, you gain a 0 mana spell with "Deal 3 damage". If you summon a Doomguard, you gain a spell with "Discard two cards at random" (which you're under no obligation to cast). You receive the spell even if the battlecry wouldn't normally trigger, such as Big Game Hunter on a board with no 7+ attack minions.
abyssals are the bigger versions of infernals.
possibly very strong for his spell draw but relatively bad stats for a legendary and vulnurable to silence/hex/polymorph.
source: wow.gamepedia.com
This card goes with a set I'm designing called "Bronze Dragonflight" (which Nozdormu leads). As you can see, it's analogous to Azure Drake in the Blue Dragonflight (which Malygos leads). The point of the Bronze dragonflight, as I see it, will be to make cards that prolong the game and allow people to last long enough to make their opponent fatigue, as well as messing with the turn timer.
If you used Gang Up on this guy you'd basically become immune to fatigue, AND you would keep drawing old cards from your deck, making you able to last indefinitely.
Week 11 Design Submission - Bronze Drake
The Fundamental Equation of Hearthstone - The Fundamental Description of Maximizing Winrate
This is my submission. It's a legendary because building a whole deck around it could be too powerful and Durotan is a very cool character of which I have seen no cards yet. Battlecry effects are resolved in the same manner as if their card was played, but with random targeting (f.e. with sun cleric it would buff one of the friendly minions, cabal would steal a random 2<= att minion from the enemy, twilight drake would always buff self). With a few battlecry cards in deck it could be a really good card but nowhere near broken as you can't build a whole deck around it (twilight drakes come to mind, so many hp ^^ ), with no battlecry cards in hand Dr Boom is much better, but with Dr Boom in hand Durotan would be very good and even more powerful the more battlecry cards you have.
Could be a pretty huge double-edged sword. Basically, +1 permanent spell damage to spells in a player's hand at the end of their turn. Benefits both players.
EDIT: Dropped it to 3 Health.
A spell that will add a different legendary minion to your hand depending on your side of the Force:
Either Archbishop Benedictus, a minion that will cause all minions you play that are specific for the priest to be reshuffled into your deck once they are destroyed; or
The Father of Twilight (no, it's not that vampire girl's dad), a minion with a very powerful ability that will make you draw twice as many cards as your opponent (!) but requires you to have played Shadowform earlier in the game.
*Edited to make Benedictus slightly less OP.
"Not all those who wander are lost."
- Velen R. R. Tolkien
My first upload :0
The next level to Hellfire.
So I post here mine. Great for tempo plays, but can mess with your draws too.
Click to see my Hearthstone projects:
Call of C'thun is a spell. Playing it removes it from your hand.
This would make a good finishing card, as well as some decent removal, equivalent to a rogues assassinate. With a body as strong as a Chillwind Yeti. Yes this card can be buffed, but remember, it gets rid of all buffs as it goes back into your deck. At the same time. this card would be used best in a Shaman or perhaps a Rogue. Even though it can be played on turn five I believe you should leave it until turn six, Rockbiter Weapon, Inner Rage, Abusive Sergeant.
I made my last change.
So getting first dip on this card is very good, and by shuffling into your opponent's deck makes it "fair" in a sense. However, you can mill your them if you know how to follow up after this card.
Eclipsion Spellbinder
You can basically target any character and it will deal damage equal to the number of spells. If the opponent has no spells then it just goes into the board without doing anything.
EDIT: Forgot to add the wording "Battlecry" so I put it in.
Effect is kind of long but I couldn't figure out a way to shorten it, more things for mill drood
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Thrall
Thrall from a parallel universe
This is my proposal ...
Week 11 submission: Spellsteal
This Mage spell literally steals a spell from your opponent's deck, placing it into your hand (at a lower cost).
If for some reason your opponent has no spells....*poof* this card does nothing.
In other words, if you summon a Fire Elemental with Quyzl out, you gain a 0 mana spell with "Deal 3 damage". If you summon a Doomguard, you gain a spell with "Discard two cards at random" (which you're under no obligation to cast). You receive the spell even if the battlecry wouldn't normally trigger, such as Big Game Hunter on a board with no 7+ attack minions.
A nice tech card, adding viability to mill decks. also acts as a bit of a deterrent against playing card draw later.
Hi.