Recombobulator is BY FAR my favorite card. So i thought to myself: "Why not make him even cooler!".
Here he is!
NOTE: Cards like Molten Giant, Young Priestess, Wisp etc. (Cards with a manacost x<2 or x>10.) These cards cannot get transformed into a legendary minion with the same cost*. Therefore will they get transformed into an Unsuccessful Experiment.
*(There is currently 67 collectible legendary minions in the game. And all of them cost 2-10 mana. What this means is that not all minions can get transformed into a legendary minion with the same cost.)
Note:
Note: He might be too expensive, but i think 7mana is a reasonable cost for a card like this. You're not really playing the card for the stats. But for the effect. This card is an all or nothing card. It can REALLY swing some games around into your favor. All in all, i didn't really make this card because i wanted to make a new Dr. Boom. The card is more about the fun it can bring into the game. ^^
Flavor: Well, it's basically a horse out of ice so of course it gotta have some freezing effect, right? :P
Balance: It's a quite powerful effect and it has beast synergy. However, 3 Health is not much and Lost Tallstrider proved not to be viable so power creeping on it is allowed IMO. I think this could be a good tool in Control Hunter as its impact on the board is good and because it has the Beast synergy. However this needs to stay alive during your opponent's turn, because as fast as it dies any frozen minions "unfreeze".
Notes: This can at most freeze two enemy minions (if it is between to minions instead of just facing one). If your opponent has three minions and you have two this will freeze two enemy minions. Hope you like the card and please vote! Also, check the animated version :)
Adding image. Raid Feast, 2 Mana 0/6 "At the end of your turn gives adjacent minions Windfury, Taunt, Or Divine shield. Consumes 1 health per minion buffed.
Someone's probably already posted something like this, but screw it, it's worth a shot. Its stats are crud for 6 mana, but considering you can either make your entire board Taunts, create a makeshift savage roar, or do a combination of both, i think it's more than worth. Even worse, if it survives the turn you can throw more minions to the left of it, creating more taunts. The bad thing is, If it dies you lose both the makeshift taunts and the plus attack, but if it lives, it can be serious value.
Hello! This is my first post on HearthPwn. :) Relatively new to Hearthstone, but I do like the idea of card creating.
Atonement
Paladin Class Card
Clarifications: Atonement is a somewhat lore-friendly spell. When you cast it on a minion, that minion gains the ability to attack your own minions. This might seem counterintuitive for a paladin, but I like to think it has a "Purge the evil from you" feel. You're incentivized to cast this on a high health minion with low attack. You can also attack the minion next to it, so that it can give itself Divine Shield. High synergy with Blood Knight.
A Root is a new non-collectible "token" minion that serves as crowd control / silence for druid everyone. However, the spell itself is for Druids only of course.
TIPS:
*You select the exact spot where the root will be summoned.
*When playing against this card, you can "rescue" affected minions by simply summoning a new minion between them. Obviously, it will take it's place as the new adjacent minion rendering it unable to attack even if it had charge.
*When Entangling roots is played, you will automatically Squelch and Threaten your opponent. LOL
edit: Changed the minion's class to Neutral. Spell remains as Druid and is now Epic. "Root" is now collectible from non-collectible, similar to Dark Wispers and Wisp.
To clarify, if a minion with 8 attack were to attack this, it could deal 3 damage to a minion on one side and 5 to the other, or even 8 to one and none to the other. This damage is dealt as a single blow, so will not trigger damage effects more than once. If only one minion is adjacent, then all damage will hit that minion.
I feel that this card is fun and balanced, as the effect doesn't 100% protect your other minions, but it does allow you to have some control over the the incoming damage. Also a safe play onto an empty board, and can give you some breathing room. You dont want to play this next to a minion you want to protect, especially a big attack minion, as your opponent can deal damage to it while taking less damage back. It could also have some interesting synergy with cards like Inner Rage, or Nerubian Egg.
Also fits into the RNG style of the goblins and gnomes, can i get brownie points for that? :D
Simple and effective. Can give a (temporary) Attack boost or defense against the popular counter to most of the Dragon decks - the Big Game Hunter. (concerning balance issues: imo while Dragonplate Armourer can be a useful card in Dragon decks it is far from being overpowered - let's just compare it to Flametongue Totem that affects not only Dragon minions)
Give her a +1!
Rollback Post to RevisionRollBack
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
A strong neutral epic to contest the 7 slot. Clear synergies with deathrattle cards and a decent (Borderline op) body coupled with a useful effect, though situational.
Flavor text :" Rise... wait you weren't dead? Well, rise anyways!".
Burn = Deal 1 damage to a minion affected by Burn at the end of each turn. Burn is spread to adjacent minions upon death.
What this mean is, when minion attacks Ifrit (or is attacked by it) and dies as a result of it, he will get affected by Burn before death and instantly spread it to adjacent minions to him. This will make a pain to remove Ifrit without BGH or poly/hex/silence and can work as rather slow but continuos AOE. Your opponent would have to be carefull with his minion placement, if he didnt want them to also "catch on fire" and he would have to let the Burn "slowly" die out on the ends of the battlefield. Also this card makes Wailing Soul cool self tech card, to get rid of Burn on your minions, which is nice i think :)
Your friends will abandon you...Your heart will explode...
-C'Thun
INTRODUCING: GEM SWAPOBULATOR!
Recombobulator is BY FAR my favorite card. So i thought to myself: "Why not make him even cooler!".
Here he is!
NOTE: Cards like Molten Giant, Young Priestess, Wisp etc. (Cards with a manacost x<2 or x>10.) These cards cannot get transformed into a legendary minion with the same cost*. Therefore will they get transformed into an Unsuccessful Experiment.
*(There is currently 67 collectible legendary minions in the game. And all of them cost 2-10 mana. What this means is that not all minions can get transformed into a legendary minion with the same cost.)
Note:
Note: He might be too expensive, but i think 7mana is a reasonable cost for a card like this. You're not really playing the card for the stats. But for the effect. This card is an all or nothing card. It can REALLY swing some games around into your favor. All in all, i didn't really make this card because i wanted to make a new Dr. Boom. The card is more about the fun it can bring into the game. ^^
FAST!!! Safeguard to the Vote button!
Flavor: Well, it's basically a horse out of ice so of course it gotta have some freezing effect, right? :P
Balance: It's a quite powerful effect and it has beast synergy. However, 3 Health is not much and Lost Tallstrider proved not to be viable so power creeping on it is allowed IMO. I think this could be a good tool in Control Hunter as its impact on the board is good and because it has the Beast synergy. However this needs to stay alive during your opponent's turn, because as fast as it dies any frozen minions "unfreeze".
Notes: This can at most freeze two enemy minions (if it is between to minions instead of just facing one). If your opponent has three minions and you have two this will freeze two enemy minions. Hope you like the card and please vote! Also, check the animated version :)
Animated version (by GodyEND):
My first entry! I was debating on whether it should be 6 or 8 but I think 7 is a fair cost
Adding image. Raid Feast, 2 Mana 0/6 "At the end of your turn gives adjacent minions Windfury, Taunt, Or Divine shield. Consumes 1 health per minion buffed.
She learned a few tricks from her Dad.
Lava Spirit:
To clarify, Deathrattle: Overload: (X) just means your opponent gets the Overload effect when the targeted minion dies.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Someone's probably already posted something like this, but screw it, it's worth a shot. Its stats are crud for 6 mana, but considering you can either make your entire board Taunts, create a makeshift savage roar, or do a combination of both, i think it's more than worth. Even worse, if it survives the turn you can throw more minions to the left of it, creating more taunts. The bad thing is, If it dies you lose both the makeshift taunts and the plus attack, but if it lives, it can be serious value.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Hello! This is my first post on HearthPwn. :) Relatively new to Hearthstone, but I do like the idea of card creating.
Atonement
Paladin Class Card
Clarifications: Atonement is a somewhat lore-friendly spell. When you cast it on a minion, that minion gains the ability to attack your own minions. This might seem counterintuitive for a paladin, but I like to think it has a "Purge the evil from you" feel. You're incentivized to cast this on a high health minion with low attack. You can also attack the minion next to it, so that it can give itself Divine Shield. High synergy with Blood Knight.
Seeing some great cards being made this round!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Click here to see my Pet Treats in the Weekly Card Design Competition.
THERE IS NO GAME.
Blizz </3 Shaman
He's got friends in low places.
"The forest is coming alive! We're under attack!" -Some Frostwolf Grunt
Basically a Taunt on life, but when it dies, one Taunt becomes two. Perfect for Druid, especially flavor-wise (I mean, look at how many Taunt cards they have: Mark of the Wild, Mark of Nature, Dark Wispers, Ironbark Protector, Anodized Robo Cub, Druid of the Claw, Volcanic Lumberer, Ancient of War, Cenarius) and for the likes of stall/mill.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
DRUID SPELL - ENTANGLING ROOTS
Flavor Text: "I am root."
A Root is a new
non-collectible "token" minion that serves as crowd control / silence fordruideveryone. However, the spell itself is for Druids only of course.TIPS:
*You select the exact spot where the root will be summoned.
*When playing against this card, you can "rescue" affected minions by simply summoning a new minion between them. Obviously, it will take it's place as the new adjacent minion rendering it unable to attack even if it had charge.
*When Entangling roots is played, you will automatically Squelch and Threaten your opponent. LOL
*SOMEWHAT similar to Betrayal x Mass Dispel.
* IF Piloted Shredder = Doomsayer; then, Piloted Sky Golem = Root.
edit: Changed the minion's class to Neutral. Spell remains as Druid and is now Epic. "Root" is now collectible from non-collectible, similar to Dark Wispers and Wisp.
This is my first ever entry, so go easy :3
To clarify, if a minion with 8 attack were to attack this, it could deal 3 damage to a minion on one side and 5 to the other, or even 8 to one and none to the other. This damage is dealt as a single blow, so will not trigger damage effects more than once. If only one minion is adjacent, then all damage will hit that minion.
I feel that this card is fun and balanced, as the effect doesn't 100% protect your other minions, but it does allow you to have some control over the the incoming damage. Also a safe play onto an empty board, and can give you some breathing room. You dont want to play this next to a minion you want to protect, especially a big attack minion, as your opponent can deal damage to it while taking less damage back. It could also have some interesting synergy with cards like Inner Rage, or Nerubian Egg.
Also fits into the RNG style of the goblins and gnomes, can i get brownie points for that? :D
Hope you like it! :)
By Jove! That's a splendid card isn't it, what? Jolly good show, old chap! *slurps tea*
Here's my submission for this week:
Simple and effective. Can give a (temporary) Attack boost or defense against the popular counter to most of the Dragon decks - the Big Game Hunter. (concerning balance issues: imo while Dragonplate Armourer can be a useful card in Dragon decks it is far from being overpowered - let's just compare it to Flametongue Totem that affects not only Dragon minions)
Give her a +1!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
A strong neutral epic to contest the 7 slot. Clear synergies with deathrattle cards and a decent (Borderline op) body coupled with a useful effect, though situational.
Flavor text :" Rise... wait you weren't dead? Well, rise anyways!".
My Custom Card Workshop
Custom Expansion; Conquering Outland
Ifrit: (Artist: JasonEngle)
What this mean is, when minion attacks Ifrit (or is attacked by it) and dies as a result of it, he will get affected by Burn before death and instantly spread it to adjacent minions to him. This will make a pain to remove Ifrit without BGH or poly/hex/silence and can work as rather slow but continuos AOE. Your opponent would have to be carefull with his minion placement, if he didnt want them to also "catch on fire" and he would have to let the Burn "slowly" die out on the ends of the battlefield. Also this card makes Wailing Soul cool self tech card, to get rid of Burn on your minions, which is nice i think :)
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