The concept of the card based off of the game Chicken (don't try this at home kids):
The game of chicken, also known as the hawk-dove game or snowdrift game, is an influential model of conflict for two players in game theory. The principle of the game is that while each player prefers not to yield to the other, the worst possible outcome occurs when both players do not yield.
The name "chicken" has its origins in a game in which two drivers drive towards each other on a collision course: one must swerve, or both may die in the crash, but if one driver swerves and the other does not, the one who swerved will be called a "chicken," meaning a coward; this terminology is most prevalent in political science and economics.
This card allows for some interesting interactions, and as a neutral spell (however that works), it can be run in any deck. It obviously gives some amazing value to the players when they use it. However, when they receive it, they have to make a decision: Is this value enough to be worth the risk of putting the threat in the other player's hand again? Imagine you are playing and then someone pops this card on you - they probably just got a massive tempo swing. You probably feel the need to, and feel entitled to, cast the spell again, since they are "ahead" of you in value. In this sense, it reflects the above game of Chicken: If neither player can refuse the offer of such a powerful card, then they will inevitably lead each other into Mutually Assured Chicken.
Obviously works better in decks where losing a random friendly minion isn't as bad, meaning aggro/midrange, but this card also does have some awesome potential in mill decks.
My card this week is a rework of the current card Kidnapper. Basically, the this card will take a targeted minion with 4 or less attack and add it to your hand, transforming it into the scared child.
Next attempt to return into the game some actually weak and weird Blizzard's minion. Really powerful spell, yes, it can be even "broken" in a lot of variations. However from the other side - it's in most occasions very awkward to play if we have 2 or more minions on board (because of almost 100% chance to be overdrawn/get too early fatigue and of course because Cleric - yes, veeery usefull for priest but still one of the weakest minion itself and it can punish us not less than our opponent). I suppose this spell mostly as some new anti-handlock trick, and against all other even control archetypes it wouldn't be OP if our opponent plays carefully, cautiously(as normal players always play against Priest because of strong AOE danger: combo with Auchenai Soulpriest or Lightbomb). So mostly it will be something like advanced Hex or Polymorph if it cast on 2 minion (or even definetly weaker if it cast on single enemy minion) - and can have a really huge overpowered effect on 3+ enemy minions (if they're not some trash like 1/1-tokens of course!) - but who guilty that he put them and anyway he'll keep something like weak analog of 'board' still;) Btw Old Abbey can become one of the most elegant counteraction to Dr. Balance! And there will be a lot of that I call 'mind games' - how to use ability of Gargoyle to own advantage for both players: to draw more cards, not to give draw cards or even try to overdraw opponent.
Since this week's theme is transformation, I was thinking of werewolves (or worgens when it comes to the Warcraft univurse).
So this minion will start out as a knight and keep changing back and forth from human to a worgen. As this is a curse, I decided that it will happen at the begining of your turn so the transformation will be out of your control. Since this is a transformation, the minion will be completly healed and all buffs (and debuffs) applied to it before the transformation will be lost. If silenced, he will no longer tranform.
PSA, no murlocs were harmed in the making of this card. First time trying this, the breakdown of the card is like this, I wanted the player to get a big minion out early with a decent overload cost. If played on curve you will only have 1 mana minus coin on turn 4. Now that doesn't leave you without a play as there are some decent 1 drop plays still open too you, but the overload cost alone didn't feel like enough to justify such a strong card so early, plus it needed to transform something. First I came up with it just changing friendly minions into murloc scouts but sadly they cost 0 and that would be to broken with how easy you could flood the board. Then came raiders but you could throw it on an empty and you would only suffer the overload, which isn't enough. But then I added the transform minions in hand and that seemed to really warrant the power of this card. If you have a strong legendary in hand, is it worth it to play this guy on curve and lose said legendary? That is the trade off, because there is no rng here, it is going to become a murloc raider. Conversely it might be to your benefit to transform minions on the board into raiders; imagine a board full of totems, and then turning them into raiders and going face. Could swing the game depending on the setup.
Mages tend to play Mirror Entity a lot. The best way to counter Mirror Entity is to play a small minion, then play a large minion without fear. Well... Your opponent could also have played a Transformation Trap!
The card effect ensures that you will target a big minion. However, this card won't (shouldn't) trigger before turn 5 and is mostly useless against aggro decks.
The idea behind this minion is twofold. First, I wanted to make a minion into the 7 spot to contest Dr. Boom, just to spice up that slot a bit. Next, at 7 mana she is a great tool to stabilize against aggro. You get a really beefy body with taunt and killing it with brute force will almost certainly be terribly bad for your opponent as the doomsayer might be transformed on his side and he usually can't do anything to remove it. This minion is naturally good when you are losing, since it puts a big minion out and also because it sports an effect that is somewhat similar to Sylvanas, in that your opponent will usually have to kill her in a very inefficient way or deal with the consequences. He will either have to silence her, leaving a 6/7, or he has to trade his entire board into Dalliah to nullify her deathrattle. The power of his minion is somewhat counterbalanced by the fact that you definitely don't want to play her when you are not way behind on board.
I was debating whether to make him an 8 drop, but decided that it would be slightly over powered. Plus I liked the idea of playing Kazzak turn 9 and two Doomguards turn 10 if your lucky with the discards.
Its late game as Warlock and you draw into Flame Imp, what do you do with it?
I know there aren't neutral or legendary spells, at least atm, but this seems massive enough to fit that mold. I didn't feel like this needed to be cast 4+ times a game, not that it strictly would anway. This is it though. A full board on both sides, minions have to fight each other until no one is left. You can obviously summon more minions, but they lack the bonus text. Its huge, its random and its fun!
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The concept of the card based off of the game Chicken (don't try this at home kids):
The game of chicken, also known as the hawk-dove game or snowdrift game, is an influential model of conflict for two players in game theory. The principle of the game is that while each player prefers not to yield to the other, the worst possible outcome occurs when both players do not yield.
The name "chicken" has its origins in a game in which two drivers drive towards each other on a collision course: one must swerve, or both may die in the crash, but if one driver swerves and the other does not, the one who swerved will be called a "chicken," meaning a coward; this terminology is most prevalent in political science and economics.
This card allows for some interesting interactions, and as a neutral spell (however that works), it can be run in any deck. It obviously gives some amazing value to the players when they use it. However, when they receive it, they have to make a decision: Is this value enough to be worth the risk of putting the threat in the other player's hand again? Imagine you are playing and then someone pops this card on you - they probably just got a massive tempo swing. You probably feel the need to, and feel entitled to, cast the spell again, since they are "ahead" of you in value. In this sense, it reflects the above game of Chicken: If neither player can refuse the offer of such a powerful card, then they will inevitably lead each other into Mutually Assured Chicken.
Obviously works better in decks where losing a random friendly minion isn't as bad, meaning aggro/midrange, but this card also does have some awesome potential in mill decks.
Here he is, Magma Lord Bokk
Did somebody say [Thunderfury, Blessed Blade of the Windseeker]?
Check out my Zoolock and Dragodin decks, more to come soon!
For The Recipe You Need: 1 Minion, 1 Soul and Any Amount of RNG
Is really powerful!
Note: the Water elemental is 4/3/6 Taunt, Charge, Freeze any character damaged by this minion.
Just a Druid :P
And here is the Moonkin
Just a normal card with a effect like the other druids: Druid of the Claw , Druid of the Fang , \Druid of the Flame .I know that don't have a moon on the image but he as horns like a moonkin.
The card is on my gallery: http://www.hearthcards.net/mycards/?cards=2069
My card this week is a rework of the current card Kidnapper. Basically, the this card will take a targeted minion with 4 or less attack and add it to your hand, transforming it into the scared child.
My second entry! I thought the cost was fair again, and even has some really cool combos.
What's stronger - stone or clemency?
Stoneskin Gargoyle
Northshire Cleric
Next attempt to return into the game some actually weak and weird Blizzard's minion. Really powerful spell, yes, it can be even "broken" in a lot of variations. However from the other side - it's in most occasions very awkward to play if we have 2 or more minions on board (because of almost 100% chance to be overdrawn/get too early fatigue and of course because Cleric - yes, veeery usefull for priest but still one of the weakest minion itself and it can punish us not less than our opponent). I suppose this spell mostly as some new anti-handlock trick, and against all other even control archetypes it wouldn't be OP if our opponent plays carefully, cautiously(as normal players always play against Priest because of strong AOE danger: combo with Auchenai Soulpriest or Lightbomb). So mostly it will be something like advanced Hex or Polymorph if it cast on 2 minion (or even definetly weaker if it cast on single enemy minion) - and can have a really huge overpowered effect on 3+ enemy minions (if they're not some trash like 1/1-tokens of course!) - but who guilty that he put them and anyway he'll keep something like weak analog of 'board' still;) Btw Old Abbey can become one of the most elegant counteraction to Dr. Balance! And there will be a lot of that I call 'mind games' - how to use ability of Gargoyle to own advantage for both players: to draw more cards, not to give draw cards or even try to overdraw opponent.
Since this week's theme is transformation, I was thinking of werewolves (or worgens when it comes to the Warcraft univurse).
So this minion will start out as a knight and keep changing back and forth from human to a worgen. As this is a curse, I decided that it will happen at the begining of your turn so the transformation will be out of your control. Since this is a transformation, the minion will be completly healed and all buffs (and debuffs) applied to it before the transformation will be lost. If silenced, he will no longer tranform.
I think it's a cool and unique design.
http://i102.photobucket.com/albums/m111/shaisimel/wknightc.png
http://i102.photobucket.com/albums/m111/shaisimel/wworgen.png
PSA, no murlocs were harmed in the making of this card. First time trying this, the breakdown of the card is like this, I wanted the player to get a big minion out early with a decent overload cost. If played on curve you will only have 1 mana minus coin on turn 4. Now that doesn't leave you without a play as there are some decent 1 drop plays still open too you, but the overload cost alone didn't feel like enough to justify such a strong card so early, plus it needed to transform something. First I came up with it just changing friendly minions into murloc scouts but sadly they cost 0 and that would be to broken with how easy you could flood the board. Then came raiders but you could throw it on an empty and you would only suffer the overload, which isn't enough. But then I added the transform minions in hand and that seemed to really warrant the power of this card. If you have a strong legendary in hand, is it worth it to play this guy on curve and lose said legendary? That is the trade off, because there is no rng here, it is going to become a murloc raider. Conversely it might be to your benefit to transform minions on the board into raiders; imagine a board full of totems, and then turning them into raiders and going face. Could swing the game depending on the setup.
Mages tend to play Mirror Entity a lot. The best way to counter Mirror Entity is to play a small minion, then play a large minion without fear. Well... Your opponent could also have played a Transformation Trap!
The card effect ensures that you will target a big minion. However, this card won't (shouldn't) trigger before turn 5 and is mostly useless against aggro decks.
The idea behind this minion is twofold. First, I wanted to make a minion into the 7 spot to contest Dr. Boom, just to spice up that slot a bit. Next, at 7 mana she is a great tool to stabilize against aggro. You get a really beefy body with taunt and killing it with brute force will almost certainly be terribly bad for your opponent as the doomsayer might be transformed on his side and he usually can't do anything to remove it. This minion is naturally good when you are losing, since it puts a big minion out and also because it sports an effect that is somewhat similar to Sylvanas, in that your opponent will usually have to kill her in a very inefficient way or deal with the consequences. He will either have to silence her, leaving a 6/7, or he has to trade his entire board into Dalliah to nullify her deathrattle. The power of his minion is somewhat counterbalanced by the fact that you definitely don't want to play her when you are not way behind on board.
Removed.
(REMINDER: DELETING SUBMISSION TOPIC POSTS IS AGAINST CONTEST RULES.)
The Token Minions:
I was debating whether to make him an 8 drop, but decided that it would be slightly over powered. Plus I liked the idea of playing Kazzak turn 9 and two Doomguards turn 10 if your lucky with the discards.
Its late game as Warlock and you draw into Flame Imp, what do you do with it?
http://i407.photobucket.com/albums/pp157/f8fro/kazzak.png
Here it is guys.
I know there aren't neutral or legendary spells, at least atm, but this seems massive enough to fit that mold. I didn't feel like this needed to be cast 4+ times a game, not that it strictly would anway. This is it though. A full board on both sides, minions have to fight each other until no one is left. You can obviously summon more minions, but they lack the bonus text. Its huge, its random and its fun!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.