"If you think they fight like savages, you should see how they chat."
Simple. Almost stupidly simple. But I think it's a shame more folks aren't playing around with Enrage, because I think Enrage has some real untapped potential. Balance-wise, this best compares to Raging Worgen, giving up a point of Health under vanilla stats for an Enrage effect that effectively adds 5 to its Attack stat budget.
Very risky taunt-target. If your opponent has no weapons nor removal/damaging spells or silences, it's basically an infinite taunt because minions don't die when they reach 0 attack.
If you taunt this against zoo decks that already spent their owls, it's basically GG. Counterbalancing this, basically anything can deal 2 damage and then it's a dead 4 drop.
I was thinking between a 3/3 and a 3/4, comparing Dark Cultist with Scarlet Crusader, and I think this is preety balanced, given that it's class specific. Done for this week ^^
This card has been mildly revamped following the rule changes about Enrage not being able to trigger one-time effects.
The 2-drop Shaman wants but never gets. I was obliged to submit this card, because i'm baffled that nobody's actually submitting such a basic, yet extremely useful card for the Shaman class. Enrage is very relevant here, as Overload isn't obtained at the first end of your turn, the turn when you summon the Elder. Allowing you to get out a good 3-drop, delaying the Overload to turn 4, or later than that, possibly.
Lets you have access to spells you might not have in your deck, and fills in for that 6 drop minion Druids need. Has below average stats to make up for being able to generate cards. Against aggro decks and with a couple of heals in your deck, this could prove to be very useful, though not so good against control decks.
"When you run out of axes, throw everything, including the kitchen sink!"
Ta-da! I really like the idea behind this card. Compared to Oasis Snapjaw, it only gains one point of health for the "drawback", but as the inverted commas suggest, it isn't really intended to be viewed as a drawback. Mill decks OP! Of course, the downside is that if your opponent can deal with it efficiently, they just gain a few Spare Parts for their trouble.
I like it because it helps an archetype, but isn't necessarily an amazing card whenever you play it - you have to know when and how to play it in order to get the full potential, unlike just dropping a Coldlight Oracle for immediate mill. Additionally, it fills your opponent's hand, but doesn't actually mill them, which I think is a more fun way of doing Mil than giving a bunch of card draw.
"If you think they fight like savages, you should see how they chat."
Simple. Almost stupidly simple. But I think it's a shame more folks aren't playing around with Enrage, because I think Enrage has some real untapped potential. Balance-wise, this best compares to Raging Worgen, giving up a point of Health under vanilla stats for an Enrage effect that effectively adds 5 to its Attack stat budget.
Well one of the heads has a beard!
Very risky taunt-target. If your opponent has no weapons nor removal/damaging spells or silences, it's basically an infinite taunt because minions don't die when they reach 0 attack.
If you taunt this against zoo decks that already spent their owls, it's basically GG. Counterbalancing this, basically anything can deal 2 damage and then it's a dead 4 drop.
Two times Card Design Competition winner, with Durotan and Snörn the Treasureater.
Finalist with Baronor Badmouth, M'uru and Void Reaver.
REMOVED
When he face danger, he hide behind players.
REMOVED
"You miss 100% of the shots you don't take. - Wayne Gretzky"
-Michael Scott
Please vote for my card, Hulking Void Terror, in week 29! http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/55403-weekly-card-design-competition-29-submission-topic?page=10#c145
REMOVED
HearthCards.net // HearthCards Twitter (Best Card of the Day)!
View on Imgur
I was thinking between a 3/3 and a 3/4, comparing Dark Cultist with Scarlet Crusader, and I think this is preety balanced, given that it's class specific. Done for this week ^^
REMOVED
]
Not all the demons are called by Warlock.
Although it can survive longer, Defender of Argus feels him really useless.
The Coin
http://i.imgur.com/rCpdIMo.png
Ok, it seems not, but he has a beard. There's a braid that starts from his chin, that's the beard.
My submission this week! Hope you all like it. Enjoy
Celestial Cards:
Unlike Arcane Missiles, the same target cannot get hit more than once.
I wanted some cards to have unique interactions specifically with Algalon.
This follows the same design philosophy of Quantum Strike, providing a unique interaction with Algalon.
Changelog Edit: Emboldened the word Immune on Living Constellation.
More bombs, more booms, more fun!
(Boom Bot)
Give it a +1!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
As is the theme with demons, value comes at a cost. Could be the beginnings of Mill Warlock.
“There is no good. No evil. No Light. There is only POWER!”
Addictet to "Knock-Knock" jokes.
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This card has been mildly revamped following the rule changes about Enrage not being able to trigger one-time effects.
The 2-drop Shaman wants but never gets. I was obliged to submit this card, because i'm baffled that nobody's actually submitting such a basic, yet extremely useful card for the Shaman class. Enrage is very relevant here, as Overload isn't obtained at the first end of your turn, the turn when you summon the Elder. Allowing you to get out a good 3-drop, delaying the Overload to turn 4, or later than that, possibly.
Lets you have access to spells you might not have in your deck, and fills in for that 6 drop minion Druids need. Has below average stats to make up for being able to generate cards. Against aggro decks and with a couple of heals in your deck, this could prove to be very useful, though not so good against control decks.
The idea is to allow mages to amplify their hero power in exchange for determining the target. This is my first submission, so I'd love feedback!
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
"When you run out of axes, throw everything, including the kitchen sink!"
Ta-da! I really like the idea behind this card. Compared to Oasis Snapjaw, it only gains one point of health for the "drawback", but as the inverted commas suggest, it isn't really intended to be viewed as a drawback. Mill decks OP! Of course, the downside is that if your opponent can deal with it efficiently, they just gain a few Spare Parts for their trouble.
I like it because it helps an archetype, but isn't necessarily an amazing card whenever you play it - you have to know when and how to play it in order to get the full potential, unlike just dropping a Coldlight Oracle for immediate mill. Additionally, it fills your opponent's hand, but doesn't actually mill them, which I think is a more fun way of doing Mil than giving a bunch of card draw.
You can find me here! Good luck everyone!