Osha Shadowdrinker - If Demons were the only cards that forced discards I might be alright with this (although Warlocks have already received a number of cards that turn their liabilities into assets). However, since it also effectively negates the Fel Reaver's text I'm inclined to say that it's too strong.
Granite Golem - I am of the firm belief that damage reduction should be valued double (much like Charge damage). And given the high base health of this particular minion, I think that triple would even make sense. As such I feel this card should be priced like a 3/14 or a 3/17. In other words, it should cost somewhere between 8 and 10 mana.
Construction Plan - Minions that buff themselves are typically priced as if they trigger twice. In this case that means the price should be appropriate for a 5/6. 5-mana fits that well. That said, I would only want this card introduced after a new main mechanic is added to the game. Mech's are very prominent right now, and reasonably cheap and sticky as well.
Iron Skyreaver - I am torn on this. You're charging more for Immunity effect than Mal'Ganis - but the card itself is cheaper and Warriors can get much more board control mileage about of the ability because they use so many weapons for removal (and immunity means you don't take damage which also negates the Mage's freeze minions). I think I'd want both the stats and the cost to be higher.
If you go by the numbers, this card is balanced (6/6 body, Deadly Shot x2, summon two 2-mana minions for the opponent). However, 1/4 is widely regarded as one of the worst stat distributions and the DD can easily kill both of them without breaking a sweat. As such, I'd be tempted to push the cost up to 9 or re-stat the Dwarven Swordsmen to 2/3s.
in the best scenario this will deal 8 damage, but it has to kill the minion, and the damage maybe dont reach the others you want to die too.and just can damage minions.
remember that secrets activate on the enemy turn, so you cant buff them. if the target is polymorphed or hexed, the minion recive Divine Shield, and then he transform.
This secret is crap, if your minions dies anyways. so it is balanced.
Worth noticing is that the card description is miswritten, I guess you meant "at the end of your turn" instead of "every turn" (since this also includes your opponents turn).
This could also means that it summoning minions for both players.
you can compare this card to Frost Nova and Cone of cold, but this effect its permanent in the minion, until its silenced of course. So your opponent have a cursed minion :)
I think with the low stats this card have for a 8 mana drop and its vulnerability to silence, it is balanced. theres a lot of great dragons out there so i lower its stats. But you have the chance to summon a Fairy Dragon.
I was thinking of ideas what kind of a weapon would open up several combo possibilities for a rogue and be worthy of a legendary rarity. I think I succeeded. Opinions? :D
The card is really weak for its cost, the Windfury ability gives it potential for some insane combos but because it's so expensive the combos available is fairly limited. I would value the weapon itself (without the combo) to 4 mana; mainly because Rogue got fantastic synergy with weapons. The problem is that this is just to expensive for the combos a Rogue could do (Tinker's Sharpsword Oil, saving two Deadly Poison isn't really worth it). To be fair, a class like Rogue which can make a Wicked Staff into a 7/2 in a turn shouldn't have a weapon with windfury. It's simply to risky to make a card like this, it will either be completely broken or shitty.
I'm a little curious about this card though, why does it have 3 charges if it only can make use of 2 of them? It isn't like you actually can silence a weapon. Another thing I'm curious is about the combo, why is it affecting every minion? Rogue doesn't have any synergy with self inflicted damage on their minions, so it seems pretty bad.
Third charge was meant to open the 10 mana weapon + deadly poison + blade flurry combo which would deal total 15 damage to opponent hero and 5 to opponent board. Combo allowed chance to backstab + combo clear 4 health taunt out of the way. Damage to own minions was meant to trigger possible enrages or deathrattles or card draws (+ I had a cool vision of fel fire wave blasting on board when you equip the weapon) :D
OTK Rogue deck up in here with Adrenaline Rush! Rogue at 10 life? Molten Giant+Molten Giant+Adrenaline Rush! 16 damage for 2 mana! This is why commander got nerfed. A whole new Hand Rogue class would be born and probably overpowered. Rogues have the spells to be a decent control class and can certainly draw cards. Imagine those hand locks if they could attack with the giants as soon as they hit the board.
I like the assassin and Stab. Both could see play and both seem fairly balanced.
I like the Infiltrate ability but dislike it as a spell. It would be neat attached to a minion. Like 5 mana, 3/3. You can see your opponents hand. Bad stats for mana cost but it does provide invaluable knowledge of what your opponents holding and lets you plan your plays accordingly.
Hey! I like you!
i.e. He can only die to spells, direct attacks, and fireblast.
Osha Shadowdrinker - If Demons were the only cards that forced discards I might be alright with this (although Warlocks have already received a number of cards that turn their liabilities into assets). However, since it also effectively negates the Fel Reaver's text I'm inclined to say that it's too strong.
Granite Golem - I am of the firm belief that damage reduction should be valued double (much like Charge damage). And given the high base health of this particular minion, I think that triple would even make sense. As such I feel this card should be priced like a 3/14 or a 3/17. In other words, it should cost somewhere between 8 and 10 mana.
Construction Plan - Minions that buff themselves are typically priced as if they trigger twice. In this case that means the price should be appropriate for a 5/6. 5-mana fits that well. That said, I would only want this card introduced after a new main mechanic is added to the game. Mech's are very prominent right now, and reasonably cheap and sticky as well.
Iron Skyreaver - I am torn on this. You're charging more for Immunity effect than Mal'Ganis - but the card itself is cheaper and Warriors can get much more board control mileage about of the ability because they use so many weapons for removal (and immunity means you don't take damage which also negates the Mage's freeze minions). I think I'd want both the stats and the cost to be higher.
If you go by the numbers, this card is balanced (6/6 body, Deadly Shot x2, summon two 2-mana minions for the opponent). However, 1/4 is widely regarded as one of the worst stat distributions and the DD can easily kill both of them without breaking a sweat. As such, I'd be tempted to push the cost up to 9 or re-stat the Dwarven Swordsmen to 2/3s.
I made the Hero. He isn't really fitting into the WoW theme, but what would happen if some kind of a futuristic army would invade our game?
The Hero:
Battle start: I'll show you no mercy!
Greetings: Welcome.
Well played: Well played...
Mistake: That was not right....
Thanks: I'm pleased....
Threaten: You are going down!
Sorry: I apologize.
Attack: Time to fight!
Concede: I let you live... For now.
Classic cards:
Token card. Can also be collected and used in decks.
I'm suprised that there wasn't any minion like that, because this design is simple.
Just a card gain spell which can give you one of those 3 grenades below.
"Why should I even use this card?" Well, you will see later...
Collectable token card. You can also get it by using the 'Grenade!' spell
Another solid damaging token spell. (Collectable)
Simple and cost-effective. (Another collectable token)
A weapon? What a surprise!
The second weapon!? Good, Ammo Clips start to get some value.
Another weapon which actually might be counted as a spell.
Solid damage for a solid tiger.
This spell might be used to get efficent trades and to protect your key minions.
Shamans really want this card. Requires a weapon to activate it's full effect.
Another Venture Co. Mercenary. Be careful with it's effect.
A good counter to Control Warriors.
A charge minion. Useful vs aggro decks and has enough health to stay alive.
Who needs a gun when he has a Laser Katana? Just do not leave it on for long, mkay?
Do you need a good charge minion? Just hire this one!
Those guys will keep your board clear and will be overkilled by Hunters/AOE.
Unleash the skill!Time to enter the Rush Mode!He is the Gadrian's best friend. I wish, Paladins would never encounter this card.
GvG cards:
Shots fired!
Those things are very, very annoying. Trust me.
A passive spell. Effect is stackable. Has a good synergy with weapons.
Tratatatatatata!
Just a solid minion. Nothing to say here.
You probably already saw Gadrian's fancy tiger. Well, here is his second one.
An album with all those cards: http://imgur.com/a/y7pIs
the total value of the card is 13/13 for 10 mana.... i think is op, maybe if you remove the stealth from the token, will be more balanced
A batch of legendaries for your consideration.
The Mohawk Grenade transforms a target minion into a Night Elf Mohawk.
If you read Ner'zul carefully, that works with Fel Reaver.
So that happends if your hand is too full? You are discarding card, but you still cant take demon and it discards again and again?
The same thing that happens when you Commanding Shout into Bouncing Blade.
in the best scenario this will deal 8 damage, but it has to kill the minion, and the damage maybe dont reach the others you want to die too.and just can damage minions.
remember that secrets activate on the enemy turn, so you cant buff them. if the target is polymorphed or hexed, the minion recive Divine Shield, and then he transform.
This secret is crap, if your minions dies anyways. so it is balanced.
This could also means that it summoning minions for both players.
you can compare this card to Frost Nova and Cone of cold, but this effect its permanent in the minion, until its silenced of course. So your opponent have a cursed minion :)
I think with the low stats this card have for a 8 mana drop and its vulnerability to silence, it is balanced. theres a lot of great dragons out there so i lower its stats. But you have the chance to summon a Fairy Dragon.
If someone is still interested, I just added a few more cards into my Denarian Army card set: http://imgur.com/a/y7pIs
(btw, all grenades and Ammo Clip cards are both tokens and collectable cards)
that could be "playable" if you run Ancestor Call, but... i aggre with you, troll card
hope you like, feedback is welcomed
infiltrate its just a joke, :)
I was thinking of ideas what kind of a weapon would open up several combo possibilities for a rogue and be worthy of a legendary rarity. I think I succeeded. Opinions? :D
May your nets always be full! 🎣
Another batch.
Third charge was meant to open the 10 mana weapon + deadly poison + blade flurry combo which would deal total 15 damage to opponent hero and 5 to opponent board. Combo allowed chance to backstab + combo clear 4 health taunt out of the way. Damage to own minions was meant to trigger possible enrages or deathrattles or card draws (+ I had a cool vision of fel fire wave blasting on board when you equip the weapon) :D
May your nets always be full! 🎣
OTK Rogue deck up in here with Adrenaline Rush! Rogue at 10 life? Molten Giant+Molten Giant+Adrenaline Rush! 16 damage for 2 mana! This is why commander got nerfed. A whole new Hand Rogue class would be born and probably overpowered. Rogues have the spells to be a decent control class and can certainly draw cards. Imagine those hand locks if they could attack with the giants as soon as they hit the board.
I like the assassin and Stab. Both could see play and both seem fairly balanced.
I like the Infiltrate ability but dislike it as a spell. It would be neat attached to a minion. Like 5 mana, 3/3. You can see your opponents hand. Bad stats for mana cost but it does provide invaluable knowledge of what your opponents holding and lets you plan your plays accordingly.