The Rotting Carcass can either summon a Devilsaur for you, or the opponent gets a Zombie Chow. So it's a lot of value for the caster, since it can give you another 5/5 or you can kill your opponent's zombie chow and gain 5 life.
"He is more of a branch manager than an overseer."
Overview: Secret Overseer is a very funky card that has some interesting effects for Paladin. As the card states, whenever you play a Secret you will summon an Illuminator. Which is the 2/4 for 3 mana that restores 4 health to your hero at the end of your turn if you have a secret in play.
Balance: There is no doubt that this card is powerful, you can have a huge tempo swing that heals you a lot and puts a bunch of bodies on the board. However a very apparent downside is that you would have to play Secrets in the first place. The only viable secrets for Paladin are Noble Sacrifice and Avenge, would you even run 4 secrets just to run the Secret Overseer? Maybe. However you would need to build your whole deck around secrets, and Secret paladin might not even work in the first place.
Synergies: Secrets, obviously. Mad Scientist does NOT activate Secret Overseer's ability.
Idea from Vaelastrasz. It was caught and controlled by the black dragons when he was catching Nefarius.
Since we got too much legendary dragon, and they all cost high. I try to limit the effect. At least now, the description here is same as "summon a not legendary Dragon" .
Blimey!! My crew has no room for landlubbers like you! Only the very finest freebooters be sailin' on this Man-O-War. So sharpen up, or walk the plank!
My submission this week is the Goblin Tinker. Never satisfied with his creations, the Goblin Tinker must constantly experiment with this volatile toys and sell them to the highest bidder! Or at least, whoever's turn it is.
Here is my submission this week--a Druid spell that can allow for a large but balanced swing in early or late-game tempo:
I'd be glad to explain how it was balanced (at least, in my interpretation).
Let's look at the mana costs of the minions that each class has and their averages:
Druid: 2, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, and 9 -- (average of 6.1)
Hunter: 1, 1, 2, 3, 4, 4, 5, 6, 7, and 9 (average of 4.2)
Mage: 1, 2, 2, 3, 3, 4, 4, 4, 7, and 7 (average of 3.7)
Paladin: 2, 2, 3, 3, 5, 5, 5, and 8 (average of 4.1)
Priest: 1, 2, 4, 4, 5, 5, 6, 6, and 7 (average of 4.2)
Rogue: 2, 2, 2, 2, 3, 3, 3, 4, 5, 6, and 6 (average of 3.5)
Shaman: 1, 2, 2, 3, 3, 4, 4, 5, 7, and 8 (average of 3.9)
Warlock: 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 6, 9, and 9 (average of 4.3)
Warrior: 1, 2, 2, 3, 4, 4, 5, 6, 6, and 8 (average of 4.1)
If you average all of these averages together, you get a minion that averages 4.23 mana for 3 mana. However, there is an additional cost of giving your opponent a mana crystal. I figured that a Wild Growth costs the Druid 2 mana to gain one empty crystal, and thus the cost to give another player a crystal would be at a value between one and two mana. Since the Druid is not the one benefiting from the mana crystal, but rather from the spell, I felt that the Druid should be given a discount on the spell by roughly the amount of the cost of the Wild Growth, which would be approximately 1 mana.
I was not very sure that my old version suited the rules, then edited slightly.
DINOSAUR DECK
The Rotting Carcass can either summon a Devilsaur for you, or the opponent gets a Zombie Chow. So it's a lot of value for the caster, since it can give you another 5/5 or you can kill your opponent's zombie chow and gain 5 life.
Could be an alternative for Savannah Highmane.
edit: class - hunter, cost 5-6
edit: upped mana cost and attack values by one
"Is it a man in a mech suit, or a mech in a man suit?"
edit: added Mech race
Building Quirky Decks Every Week, Loving Life at Rank 15!
"He is more of a branch manager than an overseer."
Overview: Secret Overseer is a very funky card that has some interesting effects for Paladin. As the card states, whenever you play a Secret you will summon an Illuminator. Which is the 2/4 for 3 mana that restores 4 health to your hero at the end of your turn if you have a secret in play.
Balance: There is no doubt that this card is powerful, you can have a huge tempo swing that heals you a lot and puts a bunch of bodies on the board. However a very apparent downside is that you would have to play Secrets in the first place. The only viable secrets for Paladin are Noble Sacrifice and Avenge, would you even run 4 secrets just to run the Secret Overseer? Maybe. However you would need to build your whole deck around secrets, and Secret paladin might not even work in the first place.
Synergies: Secrets, obviously. Mad Scientist does NOT activate Secret Overseer's ability.
Here is my submission!
Dragon Egg
White Shark Tribe Murloc worship Deep Mother, so the deep mother will summon 1 random murloc for end of the turn until it is destroyed or silenced.
Leader of the White Shark Tribe.
Idea from Vaelastrasz. It was caught and controlled by the black dragons when he was catching Nefarius.
Since we got too much legendary dragon, and they all cost high. I try to limit the effect. At least now, the description here is same as "summon a not legendary Dragon" .
Scarlet Crusader
This is what I came up with in just a few minutes:
"A Mana Addict absorbing too much mana turns into a Mana junkie."
It's time to put the Mana Addict into the game.
I Have No Time for Games
Blimey!! My crew has no room for landlubbers like you! Only the very finest freebooters be sailin' on this Man-O-War. So sharpen up, or walk the plank!
Hello guys, I'm back with another entry. For maximum annoyance, I present to you: Defense Grid!
For some insight into my design thought process, you can look at my post here.
This could be used in like a mill deck if you found a way to get rid of your own Acolyte quickly. It would be cool.
My submission this week is the Goblin Tinker. Never satisfied with his creations, the Goblin Tinker must constantly experiment with this volatile toys and sell them to the highest bidder! Or at least, whoever's turn it is.
The inventions he can summon:
Target Dummy, Mechanical Dragonling, Boom Bot, Alarm-o-Bot, Jeeves
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
In case the token is returned to the hand, the cost is the same as the original minion. 8cost-0/3 Ragnaros the Firelord. *Maniacal laugh*
However, I am not sure whether this fits in within the restrictions of the theme. . .
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Here is my submission this week--a Druid spell that can allow for a large but balanced swing in early or late-game tempo:
I'd be glad to explain how it was balanced (at least, in my interpretation).
Let's look at the mana costs of the minions that each class has and their averages:
If you average all of these averages together, you get a minion that averages 4.23 mana for 3 mana. However, there is an additional cost of giving your opponent a mana crystal. I figured that a Wild Growth costs the Druid 2 mana to gain one empty crystal, and thus the cost to give another player a crystal would be at a value between one and two mana. Since the Druid is not the one benefiting from the mana crystal, but rather from the spell, I felt that the Druid should be given a discount on the spell by roughly the amount of the cost of the Wild Growth, which would be approximately 1 mana.