If you manage to kill it before the end of your turn, you can prevent its ability! But if you choose to face, you will be punished...
Nice for Aggro Warrior, perhaps additional burst for Grim Patron Warrior or used as a finisher. Damaging friendly minions can have synergy with warrior cards like Armorsmith and Frothing Berserker. High health to make it hard to get rid of (by you I mean).
Summon: "For a better future!" Attacking: "INCOMING!" Death: "Mission...success..."
Balancing and Explanation
Many people will compare this card to Mortal Strike or Kor'kron Elite, and this is just an explanation outlining why this card cannot be compared with any other cards.
- First of all, Mortal Strike is a spell. Mortal Strike is a spell. Spells can only deal more damage through spell power, while minions can be buffed through the countless minion affecting spells in the game. Therefore, Minion Damage > Spell Damage.
- Moreover, Mortal Strike has a requirement in order to deal more damage than this card. The reason it isn't run is because, unless you have armor, being at 15 health usually means you are screwed.
- It is true that Kor'kron Elite does not self-destruct, but my card has 1 more damage. The value of extra attack on Charge minions needs to be understood; take Wolfrider vs Arcane Golem as an example. For simply 1 more attack, Arcane Golem gives the player an extreme disadvantage (Yes one more health too, but 'value' Charge minions are designed to die the next turn anyway) just as this card has 1 more attack than Kor'kron Elite with a (somewhat) disadvantage.
- That leads me nicely onto my final point. My card is designed to be a 'value' Charge minion, which will have no drawback should it die before your turn ends. In most cases, it would be used as a finisher anyway. The theme that all charge minions are designed to die the next turn fits nicely in this card, which conveniently kills itself XD It also has the added benefit for Warrior of 'self-damaging', made even more impactful by the rise of the Grim Patron Warrior.
This is a solid 5 drop 6 drop minion to boost the Dragon decks out there. A massive drawback to regular decks but it probably won't effect Dragon decks that much since they only really play one card per turn.
EDIT: Changed it from a 5 mana 6/10 to a 6 mana 8/8 so that it is in Big Game Hunter range and has less Health.
Pretty obvious how this guy can be used. The drawback of equipping the opponent with a 3/4 weapon is pretty severe, so he is best used in his stealth form. Running ooze or Harrison Jones might be required for the rogue.
"Ah, potential customer...or at least, potential target."
Better version of Shadow Madness with the drawback of losing a manacrystal. Good tempo in early game, if played right and a less harmfull drawback in lategame, especially for Zoo-ish decks. (edit was just the text)
Basically a Ysera for rogues specifically for secrets. The secrets are completely random and can be any paladin, hunter or mage secret! However, she also functions as a reverse Gadgetzan Auctioneer, so be careful with your spells while she's alive or you may end up feeding your opponent a bunch of free cards!!
I couldn't get all the text to fit cleanly in the text box. This was the best I could come up with. However, I'm not giving up on Rogue Secrets!!!!
Edited changelog: Made the word secret bold in the text box.
EDIT: Changed the mana cost of this card from 5 to 10 based on the feedback from the Discussion group. I still have a lot to learn when it comes to balancing cards so need to make it right! Regardless of the changes in cost I think this would still be a cool card to have in your deck. It may not be a finisher obviously with your opponent's hero being immune but it could definitely get rid of 1 massive minion or 2 smaller ones as soon as it's dropped because of the obvious charge and windfury. The drawback is that you can't go face until she dies.
This is my entry for this week. A card that I dream to see in mage, very useful in any combo, freeze or spell heavy decks; makes Mana wyrms and Flamewaker extremely threatening, collects the final pieces of combos and digs for lethal when all you need is a last fireball. GL&HF
Got no skill? Just click here -> Face Hunter
Class: Priest
Simple, effective aggro for Warlock. It is also a Dragon for all that synergistic goodness.
HOMEMADE KAMIKAZE
If you manage to kill it before the end of your turn, you can prevent its ability! But if you choose to face, you will be punished...
Nice for Aggro Warrior, perhaps additional burst for Grim Patron Warrior or used as a finisher. Damaging friendly minions can have synergy with warrior cards like Armorsmith and Frothing Berserker. High health to make it hard to get rid of (by you I mean).
Summon: "For a better future!"
Attacking: "INCOMING!"
Death: "Mission...success..."
Balancing and Explanation
Many people will compare this card to Mortal Strike or Kor'kron Elite, and this is just an explanation outlining why this card cannot be compared with any other cards.
- First of all, Mortal Strike is a spell. Mortal Strike is a spell. Spells can only deal more damage through spell power, while minions can be buffed through the countless minion affecting spells in the game. Therefore, Minion Damage > Spell Damage.
- Moreover, Mortal Strike has a requirement in order to deal more damage than this card. The reason it isn't run is because, unless you have armor, being at 15 health usually means you are screwed.
- It is true that Kor'kron Elite does not self-destruct, but my card has 1 more damage. The value of extra attack on Charge minions needs to be understood; take Wolfrider vs Arcane Golem as an example. For simply 1 more attack, Arcane Golem gives the player an extreme disadvantage (Yes one more health too, but 'value' Charge minions are designed to die the next turn anyway) just as this card has 1 more attack than Kor'kron Elite with a (somewhat) disadvantage.
- That leads me nicely onto my final point. My card is designed to be a 'value' Charge minion, which will have no drawback should it die before your turn ends. In most cases, it would be used as a finisher anyway. The theme that all charge minions are designed to die the next turn fits nicely in this card, which conveniently kills itself XD It also has the added benefit for Warrior of 'self-damaging', made even more impactful by the rise of the Grim Patron Warrior.
Hope you like it.
My submission for this week's Weekly Card Design Competition, Paper Airplane!
Give Pirate-decks a solid 4 drop!
Give it a +1!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
Hey guys hope you enjoy.
My version of Magni Bronzebeard! Check it out!
"...And then when Rargaz's forces are at their weakest, I'll — NO YOU CANNOT DIE YET MORTALS. You still haven't heard the best part!"
This is a solid
5 drop6 drop minion to boost the Dragon decks out there. A massive drawback to regular decks but it probably won't effect Dragon decks that much since they only really play one card per turn.EDIT: Changed it from a 5 mana 6/10 to a 6 mana 8/8 so that it is in Big Game Hunter range and has less Health.
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Pretty obvious how this guy can be used. The drawback of equipping the opponent with a 3/4 weapon is pretty severe, so he is best used in his stealth form. Running ooze or Harrison Jones might be required for the rogue.
"Ah, potential customer...or at least, potential target."
for mill decks
Shadow Bolt
Better version of Shadow Madness with the drawback of losing a manacrystal. Good tempo in early game, if played right and a less harmfull drawback in lategame, especially for Zoo-ish decks. (edit was just the text)
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Flavor: "The bigger they are, the harder they fall... on YOU!"
Sorry, but face is NOT place :P
Basically a Ysera for rogues specifically for secrets. The secrets are completely random and can be any paladin, hunter or mage secret! However, she also functions as a reverse Gadgetzan Auctioneer, so be careful with your spells while she's alive or you may end up feeding your opponent a bunch of free cards!!
I couldn't get all the text to fit cleanly in the text box. This was the best I could come up with. However, I'm not giving up on Rogue Secrets!!!!
Edited changelog: Made the word secret bold in the text box.
Greatsword of Frozen Hells
Paladin Weapon - 5 mana - 3/5
Windfury. Battlecry: Freeze your hero.
Change log: 5/8 - fixed typo (there's no such thing as "windflury")
EDIT: Changed the mana cost of this card from 5 to 10 based on the feedback from the Discussion group. I still have a lot to learn when it comes to balancing cards so need to make it right! Regardless of the changes in cost I think this would still be a cool card to have in your deck. It may not be a finisher obviously with your opponent's hero being immune but it could definitely get rid of 1 massive minion or 2 smaller ones as soon as it's dropped because of the obvious charge and windfury. The drawback is that you can't go face until she dies.
"Be excellent to each other." Bill and Ted
Something for the peasants to gather torches and pitchforks and rally against:
Watch out for tokens!
This is my entry for this week. A card that I dream to see in mage, very useful in any combo, freeze or spell heavy decks; makes Mana wyrms and Flamewaker extremely threatening, collects the final pieces of combos and digs for lethal when all you need is a last fireball. GL&HF