Man I love that 50% thing. Huge card but can break your board pretty badly. It's kind of a reverse betrayal effect: chance to deal damage to your own minions.
A bit of snowballer - if you have 2 minions on the board, you can pull off a 4/5 yeti. However you can get more than 2 health per turn, if you play chargers on his sides, or trade away the attacking minions.
Makes both you and your opponent think about minion placement every turn and it really fits the Paladin theme of minion vs minion battling. Of course you can always tilt the odds in your favor with the help of divine shield.....
First off, sorry for copying the Iron Juggernaut artwork -- I couldn't find a better choice for art.
I bring for you today the ultimate card for Hybrid (Control/Patron) Warriors! I'll explain them both a little: War Machine is a great card for controlling the board wielding high health and its frequent effect of spawning Crippling Mines. Crippling Mines bring a minion's health and attack to 1, leaving it as food for Patrons or in danger of whirlwind effects. But note that this can damage your own minions. I might change the frequency to just the end of your own turn instead of each turn.
"While not really much for ancestors, they say troll shamans are quite in touch with spirits."
Note: In order for the deathrattle to activate properly, the minion must be positioned either between two totems, or next to only one minion, which must be a totem. It will then be summoned on your far right when it dies.
Balanced around Wee Spellstopper, and as Paladin's don't have any 4 mana class minions, thought they should get one! The reason Divine Protectors can't affect each other is because if you had a board: Taunt Minion, Divine Protector, Divine Protector, some classes could not destroy those minions, so would need to win entirely on spells targeting the enemy hero. (Deadly Shot, Twisting Nether, etc. would be needed.)
This opens up a whole new world of tactical play against this card. Your opponent will need to play key minions in places where they can't be targeted (because your board isn't large enough). If you have an odd number of minions, the opponent will need to also be at odds, same for even number - this way you'd need to play 2 minions to make use of M'uru's battlecry.
Most of the time, you would probably be hexing your own totem, and it has a okay body to work with. If played on an empty board, this minion would hex itself.
A difference between this card and Defender of Argus; Sunfury Protector is that it's adjacent minions ALWAYS have Taunt. This means two things: If you kill a minion with this effect, the next to it will obtain it, and if the defender is killed before the other minions, they lose Taunt, that's why this card has a Deathrattle.
If the enemy has a good table, the defender might be difficult to kill, but the reason it's not OP is that you have to kill ALL the minions before this one and the hero, it's just forcing you to clean the enemy's table. (agro-counter detected)
Man I love that 50% thing. Huge card but can break your board pretty badly. It's kind of a reverse betrayal effect: chance to deal damage to your own minions.
A bit of snowballer - if you have 2 minions on the board, you can pull off a 4/5 yeti.
However you can get more than 2 health per turn, if you play chargers on his sides, or trade away the attacking minions.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
My two cents for this week!
Imgur: http://imgur.com/D1Y7Tct
Thanks, and have fun.
'It doesn't think. It doesn't feel. It doesn't laugh or cry. All it does from dusk till dawn is make the soldiers die'- Onean Children's Rhyme
Freeze mage needs a bit more healing, its quite situational but can work wonders, especially when running Water Elemental or Archmage.
Even if the Freeze element isn't activated it still gives an extra boost/ trades ect..
>>>Check out my Latest Card Design Competition Entry<<<
Makes both you and your opponent think about minion placement every turn and it really fits the Paladin theme of minion vs minion battling. Of course you can always tilt the odds in your favor with the help of divine shield.....
First off, sorry for copying the Iron Juggernaut artwork -- I couldn't find a better choice for art.
I bring for you today the ultimate card for Hybrid (Control/Patron) Warriors! I'll explain them both a little: War Machine is a great card for controlling the board wielding high health and its frequent effect of spawning Crippling Mines. Crippling Mines bring a minion's health and attack to 1, leaving it as food for Patrons or in danger of whirlwind effects. But note that this can damage your own minions. I might change the frequency to just the end of your own turn instead of each turn.
Thanks for taking a look!
"While not really much for ancestors, they say troll shamans are quite in touch with spirits."
Note: In order for the deathrattle to activate properly, the minion must be positioned either between two totems, or next to only one minion, which must be a totem. It will then be summoned on your far right when it dies.
Balanced around Wee Spellstopper, and as Paladin's don't have any 4 mana class minions, thought they should get one! The reason Divine Protectors can't affect each other is because if you had a board: Taunt Minion, Divine Protector, Divine Protector, some classes could not destroy those minions, so would need to win entirely on spells targeting the enemy hero. (Deadly Shot, Twisting Nether, etc. would be needed.)
Explanation:
This opens up a whole new world of tactical play against this card. Your opponent will need to play key minions in places where they can't be targeted (because your board isn't large enough). If you have an odd number of minions, the opponent will need to also be at odds, same for even number - this way you'd need to play 2 minions to make use of M'uru's battlecry.
Two times Card Design Competition winner, with Durotan and Snörn the Treasureater.
Finalist with Baronor Badmouth, M'uru and Void Reaver.
This is my submission. I thought of different iterations for a while, but I think this is the most balanced.
Spell druids shall rise!
mfw his Yogg steals my win
http://imgur.com/9CHxXWc
Zeppelins make people fly, and that's what this does.
Most of the time, you would probably be hexing your own totem, and it has a okay body to work with. If played on an empty board, this minion would hex itself.
Here's my card submission of this week:
A difference between this card and Defender of Argus; Sunfury Protector is that it's adjacent minions ALWAYS have Taunt. This means two things: If you kill a minion with this effect, the next to it will obtain it, and if the defender is killed before the other minions, they lose Taunt, that's why this card has a Deathrattle.
If the enemy has a good table, the defender might be difficult to kill, but the reason it's not OP is that you have to kill ALL the minions before this one and the hero, it's just forcing you to clean the enemy's table. (agro-counter detected)
Card in Photobucket Here.