After Naxxramas, Deathrattle minions became an everyday occurrence in every deck. Sometimes it became really hard to regain Control from those pesky Mech Mages and Midrange Tempo decks. This card is supposed to tackle that problem.
My submission for this week: Prince Malchezaar of Karazhan. During the fight, Malchezaar summons invulnerable, immobile Netherspite Infernals (which use the Abyssal model for some reason...) that the raid has to avoid. If the fight takes too long, the raid will be overwhelmed.
Just like the WoW character, the Hearthstone Malchezaar summons Infernals to harrass your opponent. Clever opponents will buff them to make them useful, while enduring or avoiding their damage as best they can. Multiple adjacent Infernals will slowly kill each other, which I think is fine. Otherwise, its possible to eventually fill the enemy's board, which would be overpowered.
Summoning Quote: "You face not Malchezaar alone, but the legions I command!" Flavor Text: "Disenchanting this card will be your undoing!"
Prince Malchezaar - 9 Mana Legendary Minion - 6/8 Demon - At the end of your turn, summon a 0/6 Netherspite Infernal for your opponent. Netherspite Infernal - 0 Mana Minion - 0/6 Demon - At the beginning of your turn, deal 2 damage to adjacent minions.
And coming all the way from the Black Temple, iiiiiiiit'sss....
He's really more of a gore fan.
Teron's fight back in the day was noteworthy for his habit of casting Shadow of Death on random players, which automatically killed them after a short delay. Corruption functions similarly (minus the helpful side-effect of being transformed into a friendly ghost after death), and fits nicely with his attitude of corrosion and general nastiness. Balance-wise, I figure him as a slightly cruddier version of Loatheb, fitting in nicely with the Warlock shtick of having slightly under-par minions. Potentially could lower him to 4/5, but given the highly situational nature of his text effect I can't see him needing the extra kick in the pants.
One of the coolest raid fights in Wow with 5 different phases...but didn't want to create an overly complex card. Basically Kael'thas is an incredibly versatile and powerful minion who is immune to taunt (like in the game) and can't be silenced...so buffs finally have a chance to stick!!
Encounter: The Paragons of the Klaaxi is a progressive fight. Each of the 9 Paragons has a unique set of abilities. Skeer's ability "Bloodletting" would create "bloods" that would be drawn towards and heal one of the currently active paragons.
Language: I have left the word "random" off the card to save space (especially since it assumed on any ability that isn't coming from the hand).
So Shannox is one of the raid bosses in Firelands. However, he does not show up in the raid until you kill a bunch of beasts of the Firelands (which is a reason I picked the Hunter Class for his Class/Neutral association). BUT! It's not just Shannox! He is accompanied by his faithful companions Rageface and Riplimb. In the raid mechanics, Rageface goes for a random player (that isn't tanking Shannox) and stuns them and keeps eating their face until someone lands a critical hit or kills him off. To the best of what I thought was logical I decided to give him the ability to freeze characters as a tribute to him stunning people. Now as for Riplimb he is the major damage doer. Basically all he does is more damage when he sees his master with really low health, but I thought it would be better to give him +2 when there is another Beast in play (and since Rageface counts as a Beast he automatically has that +2 but no Charge so there is a chance to get rid of that +2). I also wanted to avoid having OP Hounds so I only gave them 2 Health which means they can easily destroyed by a Consecrate, Holy Nova, Explosive Sheep, and other board removals. However choose carefully when to do that for their deathrattles give Shannox +2 total Attack making him a 6-5 minion. This is also in reference to the actual mechanics when you kill off both the pets he gains Frenzy (which means more attack power for Shannox). The pets are in the attachments. Thanks and good luck to everyone!
Edit: Changed some stats to keep Shannox in combat after aoe board clears (5 health is really easy to get rid of late game). Also made the Deathrattles give Shannox +3 Attack instead of +1. Felt like that would make him more worthy of a 9 cost minion. Which also lead me to lowering his attack to compensate for it (from 4 to 2 attack).
My Submission, Teron Gorefiend - Black Temple. When a enemy minion is destroyed it will be replaced by a Vengful Spirit. If this dies, all of your opponents minions take 1 damage. So its similar to the Raid boss :)
Figured I should make my favorite bosses in the game! Text is a little lengthy, but I tried doing them justice. Enjoy!!
Emperor Vek'lor is the card the player would own. It's battlecry creates Vek'nilash, similar to Defias Ringleader who summons its 2/1 Defias Bandit.
Background on the fight: This was a two-boss encounter, released in Vanilla with Temple of Ahn'Qiraj. Vek'lor is a caster who cannot be damaged by melee/physical damage. Vek'nilash is a sword-bearer who cannot be damaged by spells. If the bosses got too close to one another during the fight, they would begin healing each other rapidly. Super difficult fight leading to C'Thun, but equally satisfying to complete.
FYI. To avoid confusion, minion text that takes place on summon (i.e. Battlecry, Combo, Choose One, etc.) do NOT trigger.
Cho'gall was an apprentice to Gul'dan (thus he is a Warlock card) and was hell-bent on the obliteration of the world - apocalypse, chaos and destruction were his thing. This monstrosity of a card is apocalypse, chaos and destruction crammed into one card.
Minions are played before spells for maximum chaos and destruction. If opponent has full board, then extra minions are destroyed at random. If secrets that are already in play are played they are discarded.
Quotes
Summoning - Cho (First Head): Behold the destiny of your fragile world!
Attacking - Cho: Give me your strength!
Dying - Cho: Brother...we are shattered... Gall (second head):But the master... I still hear...so angry...Master...
This is the collectible card for Reliquary of Souls, from Black Temple. When played, it instantly destroys itself to spawn 1 out of the 3 Essences, ofcourse with a nice explosion animation when it gets played. This instant death allows for the 3 Essences' "end of your turn" effects to start immediately.
Pain and suffering, are all that await you!
Be careful what you wish for.
BEWARE, I LIVE!
Slight clarification: Yes, sleeping minions do count for Essence of Anger's effect. This means Essence of Anger himself triggers 1 damage to all enemies upon spawn automatically, because he himself is asleep till the end of turn.
My favorite thing about this card and its tokens, is that every Essence would likely be overpowered if you could plan around them. Fortunately, because you can't tell which one you're getting, they become balanced.
The idea is that the animation is like rain of fire (preferably green) from WoW (the warlock spell). Though Socrethar is not yet a raid boss, he is confirmed to be the 10th boss of Hellfire Citadel in patch 6.2. I chose Socrethar because Kil'Jaden and Archimonde are too mainstream and i want to choose a different Eredar from WoW.
-> For people who can't see the card:Lady Vashj Rogue Legendary 6 mana 4/5 Whenever you play a card, put a copy of it into your hand at the start of your next turn.
She gives Rogue alot more stability and survivability, if she survives. You can play her, then put out alot of spells, to deal with enemy minions, so she doesn't die, and get them back at the start of your next turn!
So she only gives value, IF she truely survives 1 turn.
Because if you don't deal with her, you can get in alot of trouble, because your opponent (Rogue) basically has infinite cards.
But also as Rogue you probably don't want her to be there forever because you CAN mill yourself.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
After Naxxramas, Deathrattle minions became an everyday occurrence in every deck. Sometimes it became really hard to regain Control from those pesky Mech Mages and Midrange Tempo decks. This card is supposed to tackle that problem.
My submission for this week: Prince Malchezaar of Karazhan. During the fight, Malchezaar summons invulnerable, immobile Netherspite Infernals (which use the Abyssal model for some reason...) that the raid has to avoid. If the fight takes too long, the raid will be overwhelmed.
Just like the WoW character, the Hearthstone Malchezaar summons Infernals to harrass your opponent. Clever opponents will buff them to make them useful, while enduring or avoiding their damage as best they can. Multiple adjacent Infernals will slowly kill each other, which I think is fine. Otherwise, its possible to eventually fill the enemy's board, which would be overpowered.
Summoning Quote: "You face not Malchezaar alone, but the legions I command!"
Flavor Text: "Disenchanting this card will be your undoing!"
Prince Malchezaar - 9 Mana Legendary Minion - 6/8 Demon - At the end of your turn, summon a 0/6 Netherspite Infernal for your opponent.
Netherspite Infernal - 0 Mana Minion - 0/6 Demon - At the beginning of your turn, deal 2 damage to adjacent minions.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
no more face hunter/freeze mage cheese
And coming all the way from the Black Temple, iiiiiiiit'sss....
He's really more of a gore fan.
Teron's fight back in the day was noteworthy for his habit of casting Shadow of Death on random players, which automatically killed them after a short delay. Corruption functions similarly (minus the helpful side-effect of being transformed into a friendly ghost after death), and fits nicely with his attitude of corrosion and general nastiness.
Balance-wise, I figure him as a slightly cruddier version of Loatheb, fitting in nicely with the Warlock shtick of having slightly under-par minions. Potentially could lower him to 4/5, but given the highly situational nature of his text effect I can't see him needing the extra kick in the pants.
One of the coolest raid fights in Wow with 5 different phases...but didn't want to create an overly complex card. Basically Kael'thas is an incredibly versatile and powerful minion who is immune to taunt (like in the game) and can't be silenced...so buffs finally have a chance to stick!!
Raid: Siege of Ogrimar
Encounter: The Paragons of the Klaaxi is a progressive fight. Each of the 9 Paragons has a unique set of abilities. Skeer's ability "Bloodletting" would create "bloods" that would be drawn towards and heal one of the currently active paragons.
Language: I have left the word "random" off the card to save space (especially since it assumed on any ability that isn't coming from the hand).
"You don't earn the nickname 'The Loot Below' for nothing."
Art credit to Yonakisuwa!
edit: health changed from 3 to 2.
Building Quirky Decks Every Week, Loving Life at Rank 15!
Alright here we go,
So Shannox is one of the raid bosses in Firelands. However, he does not show up in the raid until you kill a bunch of beasts of the Firelands (which is a reason I picked the Hunter Class for his Class/Neutral association). BUT! It's not just Shannox! He is accompanied by his faithful companions Rageface and Riplimb. In the raid mechanics, Rageface goes for a random player (that isn't tanking Shannox) and stuns them and keeps eating their face until someone lands a critical hit or kills him off. To the best of what I thought was logical I decided to give him the ability to freeze characters as a tribute to him stunning people. Now as for Riplimb he is the major damage doer. Basically all he does is more damage when he sees his master with really low health, but I thought it would be better to give him +2 when there is another Beast in play (and since Rageface counts as a Beast he automatically has that +2 but no Charge so there is a chance to get rid of that +2). I also wanted to avoid having OP Hounds so I only gave them 2 Health which means they can easily destroyed by a Consecrate, Holy Nova, Explosive Sheep, and other board removals. However choose carefully when to do that for their deathrattles give Shannox +2 total Attack making him a 6-5 minion. This is also in reference to the actual mechanics when you kill off both the pets he gains Frenzy (which means more attack power for Shannox). The pets are in the attachments. Thanks and good luck to everyone!
Edit: Changed some stats to keep Shannox in combat after aoe board clears (5 health is really easy to get rid of late game). Also made the Deathrattles give Shannox +3 Attack instead of +1. Felt like that would make him more worthy of a 9 cost minion. Which also lead me to lowering his attack to compensate for it (from 4 to 2 attack).
My Submission, Teron Gorefiend - Black Temple. When a enemy minion is destroyed it will be replaced by a Vengful Spirit. If this dies, all of your opponents minions take 1 damage. So its similar to the Raid boss :)
Got no skill? Just click here -> Face Hunter
Figured I should make my favorite bosses in the game! Text is a little lengthy, but I tried doing them justice. Enjoy!!
Emperor Vek'lor is the card the player would own. It's battlecry creates Vek'nilash, similar to Defias Ringleader who summons its 2/1 Defias Bandit.
Background on the fight:
This was a two-boss encounter, released in Vanilla with Temple of Ahn'Qiraj. Vek'lor is a caster who cannot be damaged by melee/physical damage. Vek'nilash is a sword-bearer who cannot be damaged by spells. If the bosses got too close to one another during the fight, they would begin healing each other rapidly. Super difficult fight leading to C'Thun, but equally satisfying to complete.
MOAM! All hail Ahn'Qiraj! =D
Loatheb's little brother for minions, perfect against all those annoying huntards and other aggro decks.
Magtheridon, the Pitlord bound and locked away inside Hellfire Citadel. Can you find away to break his shackles?
Drink me up
Too late...friends. Nefarius' corruption has taken hold. I cannot...control myself.
I liked the Idea that if he is attacked he will destroy another minion, or even if he goes face, but needed to make him a target for BGH
I give you Vaelastrasz!
FYI. To avoid confusion, minion text that takes place on summon (i.e. Battlecry, Combo, Choose One, etc.) do NOT trigger.
Cho'gall was an apprentice to Gul'dan (thus he is a Warlock card) and was hell-bent on the obliteration of the world - apocalypse, chaos and destruction were his thing. This monstrosity of a card is apocalypse, chaos and destruction crammed into one card.
Minions are played before spells for maximum chaos and destruction. If opponent has full board, then extra minions are destroyed at random. If secrets that are already in play are played they are discarded.
Quotes
Summoning - Cho (First Head): Behold the destiny of your fragile world!
Attacking - Cho: Give me your strength!
Dying - Cho: Brother...we are shattered... Gall (second head): But the master... I still hear...so angry...Master...
My submission for this week's Weekly Card Design Competition, Paper Airplane!
How it works:
This is the collectible card for Reliquary of Souls, from Black Temple. When played, it instantly destroys itself to spawn 1 out of the 3 Essences, ofcourse with a nice explosion animation when it gets played. This instant death allows for the 3 Essences' "end of your turn" effects to start immediately.
Pain and suffering, are all that await you!
Be careful what you wish for.
BEWARE, I LIVE!
Slight clarification: Yes, sleeping minions do count for Essence of Anger's effect. This means Essence of Anger himself triggers 1 damage to all enemies upon spawn automatically, because he himself is asleep till the end of turn.
My favorite thing about this card and its tokens, is that every Essence would likely be overpowered if you could plan around them. Fortunately, because you can't tell which one you're getting, they become balanced.
LORE: Frequent and High DPS in wow Ascendant Lord ( with Wrath of Air Totem)
BALANCE: Generally, it is a minion which is hard to deal with, especially if it copies some totem cards like Flametongue Totem and Vitality Totem.
With the totem summoned by Hero Power, 5[ATK]+5[HP]+2*2[EACH TOTEM] =14=[6]*2+2, which is Balanced enough, even too weak.
Disturbs theFire elementin T6.
Unsure for OTK (with Wrath of Air Totem)
Copy the Mana Tide Totem if you are confident to use up all the cards in hand without Discard.
Other: Seek to make full use of the advantages of Hearthstone as a PC GAMES, in stead of a triditional TCG.
The idea is that the animation is like rain of fire (preferably green) from WoW (the warlock spell). Though Socrethar is not yet a raid boss, he is confirmed to be the 10th boss of Hellfire Citadel in patch 6.2. I chose Socrethar because Kil'Jaden and Archimonde are too mainstream and i want to choose a different Eredar from WoW.
Boss from Serpentshrine Cavern.
-> For people who can't see the card: Lady Vashj Rogue Legendary 6 mana 4/5 Whenever you play a card, put a copy of it into your hand at the start of your next turn.
She gives Rogue alot more stability and survivability, if she survives. You can play her, then put out alot of spells, to deal with enemy minions, so she doesn't die, and get them back at the start of your next turn!
So she only gives value, IF she truely survives 1 turn.
Because if you don't deal with her, you can get in alot of trouble, because your opponent (Rogue) basically has infinite cards.
But also as Rogue you probably don't want her to be there forever because you CAN mill yourself.