I thought about making a card similar to Venture Co. Mercenary that would affect Mechs because it would make the board too wet... lol I think it would be a good card against zoo mech decks.
Obviously for me the race/type that needed the more help right now is Totem.
So here's what I made:
My reasoning
Like I said, right now totems are pretty much useless (if you want to play all of them, only a few are always played or hoped for with the Hero power)
Right now the only boost we have is Totemic Might that doesn't help that much, yes they stay longer on the board but they still doesn't deal damage or anything without another buff minion (Defender of Argus or Flametongue Totem for example).
That's why I choose that card, the stats aren't that hard to get rid of so it won't cause a big problem on board. It could be a great body early game and when you use your Hero power your totems are at least able to do more until this card get taken care of.
Or you could also play the 2 copy at the same time with others totems in your hand so that next turn you get a bigger bost with all of them getting +2/+2.
I based that on Hobgoblin and since the totem are not affected by him (0 attack, come on) this could be the enabler and others card that have effect over multiple turn so that if this card isn't taken care of , it could snowball really fast.
"As part of ongoing communication with the WoW developers, it has been agreed that Hearthstone is now the official source of WoW lore. We hope you look forward to seeing Ragnaros, Lightlord in Legion!"
Basically, it's a pseudo-anthem effect for beasts. Balancing such a card was difficult; I feel like 5 mana for a 3/4 body is in the ball park, if not a bit on the strong side. Needs 2+ beasts to be affected by the ability after being played in order to justify the mana cost (as he loses ~2/2 in exchange for the ability), but has strong synergy with Unleash the Hounds (with 3 enemy minions out, playing this guy and then Unleash would result in a 4/4, 3/3 and 2/2 charge - if that doesn't make sense, the first hound is affected by all 3 triggers, the second hound is affected by only the last two, and the third hound is only affected by the trigger it causes itself).
While that may seem devastating, at the very least such a card would promote potential midrange and control hunter decks, as opposed to early-game variants. And while the hounds stick around - and have toughness - at least such a combo is less devastating than ForceRoar, unless they play out more than 4 minions - in which case, they're not really playing around UtH at all. :-P
The design behind that cad is very situational. Your oponnent is playing Warlock, too? His board is full of demons? How about...killing all of them..... and gaining control of them? You got demons on the board, but you really would need a Battlecry from on of them? Combined with a Doomguard for example, attack, play this, play the Doomguard again, 10 Damage. The possibilities are big, a nice Combo-able card.
Both an upside and a downside: most demons with a battlecry have negative ones to you, such as Flame Imp, Felguard, Doomguard and Dread Infernal, however Lord Jaraxxus and Void Terror become simply a 3/15 for 10 mana or a 3/3 for 4 mana with this card. Also, the mana cost effect does stack (similar to having two Sorcerer's Apprentice on the board).
I thought about making a card similar to Venture Co. Mercenary that would affect Mechs because it would make the board too wet... lol
I think it would be a good card against zoo mech decks.
Obviously for me the race/type that needed the more help right now is Totem.
So here's what I made:
My reasoning
Like I said, right now totems are pretty much useless (if you want to play all of them, only a few are always played or hoped for with the Hero power)
Right now the only boost we have is Totemic Might that doesn't help that much, yes they stay longer on the board but they still doesn't deal damage or anything without another buff minion (Defender of Argus or Flametongue Totem for example).
That's why I choose that card, the stats aren't that hard to get rid of so it won't cause a big problem on board. It could be a great body early game and when you use your Hero power your totems are at least able to do more until this card get taken care of.
Or you could also play the 2 copy at the same time with others totems in your hand so that next turn you get a bigger bost with all of them getting +2/+2.
I based that on Hobgoblin and since the totem are not affected by him (0 attack, come on) this could be the enabler and others card that have effect over multiple turn so that if this card isn't taken care of , it could snowball really fast.
Like always thanks for reading.
Edit: Fixed Image Link
Got no skill? Just click here -> Face Hunter
Hello guys!, Im CrisalidX and I bring to you an alternative to Faerie Dragon and Shielded Minibot, for Dragodin's turn 2.
If you silence this minion, poor Nat Pagle will forever remain as a murloc.
He'd do more Q&A, but his projects always go ogretime.
Clarification - If you destroy a Voidcaller, Fel Addict will have Spell Damage +4.
Totem is the "race" that needs the most love right now. Since totems are expendable, here is a good way to make them REALLY expendable.
Basically, it's a pseudo-anthem effect for beasts. Balancing such a card was difficult; I feel like 5 mana for a 3/4 body is in the ball park, if not a bit on the strong side. Needs 2+ beasts to be affected by the ability after being played in order to justify the mana cost (as he loses ~2/2 in exchange for the ability), but has strong synergy with Unleash the Hounds (with 3 enemy minions out, playing this guy and then Unleash would result in a 4/4, 3/3 and 2/2 charge - if that doesn't make sense, the first hound is affected by all 3 triggers, the second hound is affected by only the last two, and the third hound is only affected by the trigger it causes itself).
While that may seem devastating, at the very least such a card would promote potential midrange and control hunter decks, as opposed to early-game variants. And while the hounds stick around - and have toughness - at least such a combo is less devastating than ForceRoar, unless they play out more than 4 minions - in which case, they're not really playing around UtH at all. :-P
Say hello to the Demons Whisperer
The design behind that cad is very situational. Your oponnent is playing Warlock, too? His board is full of demons?
How about...killing all of them..... and gaining control of them?
You got demons on the board, but you really would need a Battlecry from on of them?
Combined with a Doomguard for example, attack, play this, play the Doomguard again, 10 Damage. The possibilities are big, a nice Combo-able card.
+1 for realistic and balanced cards :)
Finally, bring on the Pit Lord, and the Felguard. Say Goodbye to the drawback of your Doomguard and Flame Imp!
I think an effect like this would go a long way for the demon deck...... Sorry Lord Jaraxxus
Here's my submission for this week as Beast-Druid lacks decent 1-drops:
The transformation forms:
Give it a +1!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
Totem Love!! Simple but effective.
Hi.
My entry for this week:
Both an upside and a downside: most demons with a battlecry have negative ones to you, such as Flame Imp, Felguard, Doomguard and Dread Infernal, however Lord Jaraxxus and Void Terror become simply a 3/15 for 10 mana or a 3/3 for 4 mana with this card. Also, the mana cost effect does stack (similar to having two Sorcerer's Apprentice on the board).
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
Everyone wants Beast synergy in Druid right? Also makes some other Druid cards viable.