So I couldn't bring myself to actually make Daelin a pirate, even though every bloody charachter in the game that's wearing a bandana or tricorn is automatically labeled such.
He is Jaina's dad, as such is put into the mage class. Former Grand Admiral of the Stormwind fleet, defeated by the Ogrimmar forces led by Rexxar.
The logic behind the effect, is that if you manage to kill Daelin, the pirates he held captive are released. Honestly, pirates aren't really the chumps that have any loyalties, so who says they should fight for you. Well, in this case, that's just how it is.
On to the card. It's heavily reliant on the deathrattle. At turn 8 you really can't afford to just play a 5/5. If it gets silenced, you are mega sad, what can make matters potentially worse - there's quite alot of garbage pirates out there. But on the rare occasion you might get a sky captain kragg out of it, or, you know, 3!!!
Best of luck to everyone, really fun week this is, a lot of subs I like.
Story goes, Apa'ro is the Tauren name for Malorn and (my version) after so much of the dying/resurrecting he spent too much time in the Netherworld. Eventually something from the void captured and possessed his spirit. I'm sure after the cleansing fire, he'll be back to boring ol' Malorn again for a few millennia, but before that he's gonna burn most everything as he rages in war with this demon self.
Deathrattle Malorn flavour, Inspire as Druid and Apa'ro war with the Demon corruption and send it back to whence it came creating such destruction that kills all those fury beasties who were such happy friends in a former life :)
Decided to trim the Choose One because the theme feels less about controlled choice, more about demonic corruption and wild destruction.
Removed after not relevant
Clarification: ''Choose One'' is always a effect when cast just like Battlecry, so same with this. I can see the text might suggest it to be continually Choose One, but that's not possible. Choose One set's the card's text after casting. So, interestingly, if this was summoned by Ancestor's Call it would have Inspire + Deathrattle = Nothing :)
Can combo with: Power Overwhelming, Shadowflame, Abusive Sergeant and so on. Be careful when your opponent controls murlocs because its deathrattle is possible to buff an enemy murloc.
Obviously there are going to be a few images hidden in the spoiler, but mostly the entire purpose of this card is to make Pirate Warlock Viable by giving you a weapon, and some extra related synergy, but at a cost. You'll have to check out the spoiler for the rest of the info.
Let's Start with the Hero Portrait
That is simple enough, but the real meat and potatoes are the Weapon and Hero Power, so lets look at those and then I'll discuss a bit.
I'll talk about the weapon first. Since Warlocks only current weapon source is either Blingtron 3000 or Lord Jaraxxus this always gives us a weapon, but it also means that we have to make the decision on turn 1 to go down to 15 health. I don't think the decision is really that hard, but its the draw back. This weapon has a Deathrattle that returns in, because if you lose it you would have very few other options, you do have to recast it though which seems pretty fair. The attack makes your weapon related Pirates decent but not over powered.
The Hero Power is much more important. The reason we play Warlock is to draw cards, however I wanted the initial hero power design to just passively make your Pirates count as Demons so I had to come up with some way to make it all work. This led to automatic resources and life loss. With your much smaller Health total I felt like losing 2 life was a bit high so I went with 1, but also this forces you into taking damage. That means you're on a clock to win the game. I also did think of some form of summoning Hero Power but I couldn't think of one that was worth having that wasn't over powered.
For Fun here's some sounds!
Summon: You face Jarrrraxus, Eredar Scourge of the Seas!
Attack: YARRRRRHAHAHA
Thanks: Lucky!
Well Played: Like you could beat me!
Greetings: YO HO!
Sorry: Loser!
Oops: Damnit!
Threaten: Scallywag!
Concede: I'm getting my, Dad, then you'll see!
Thinking #1: How to make a fool of you?
Thinking #2: Just wait till you see this!
Thinking #3: Swab the poop deck! (under breath, That should distract them)
Running out of time: Am I wasting your time? YARRHAHA
Almost out of cards: How did you live this long?!
Out of Cards: We're out of, men? I'll kill them for this!\
You summon Jaraxxus: Get out of here, Dad, I don't need your help!
If your opponent summons Jaraxxus: You arrrent' bringing me home! These arrrrre my friends!
Attacking Jaraxxus: Can I borrow some doubloons?!?
Killing Jaraxxus: I told you I didn't need your help!
Dying to Jaraxxus: God, Dad, why are you always doing this!
Rokad the Ravager, a boss/mini boss in Karazhan and one of the Dark hounds, former canines mutated by the corrupt energies of the burning legion, but a truly experienced hunter can pull from the inner demons of this beast and tap into it's power!
Rollback Post to RevisionRollBack
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I decided to make this a priest card because it fits in with the idea of "purity". It tries to exemplify the Murlocs' struggle to become the world's superior race/species/minion type. I originally chose to make the card text "At the end of your turn, deal...", but I decided to replace it with the inspire mechanic to not only make it more interesting, but also to make it more strategical. It's a decent anti-aggro card due to its ability to punish hunters for playing Beasts with 1 health. I decided to keep its stats at 3/4 for 3 mana because of its various drawbacks. For example, it can damage your own minions, benefit enemy Murlocs, or give Imp Gang Boss a free Imp.
EDIT: I'm not sure why it disappeared, but the card is 3 mana 3/4 Murloc called "Murloc Purifier". Its card text is "Inspire: Deal 1 damage to all minions with a minion type EXCEPT Murlocs." Oh well, I just wanted to create a unique idea.
Sindragosa is fairly slow, for it does not do anything on the turn it is played. If Sindragosa can make it through to the next turn, she can freeze enemies and possibly save your skin, especially if the enemy has some big creatures in a control vs control match up. If there is nothing else on the board to freeze, then it will deal eight damage to the enemy hero (guaranteed chance) because she will freeze their face, then damage it for four (twice). I originally planned her to freeze two random targets and deal 3 damage, but i felt that since you required both a use of you hero power AND have a dragon in your hand, i thought it would be better if it were a bit stronger.
Played: "You are fools to have come to this place!"
Attack: "The icy winds of Northrend will consume your souls!"
Death: "AAAAAAAAHHHHHHHHHH"
Effect: "Despair!"
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: Does not follow any of this week's restrictions.
Imgur:
http://imgur.com/Xsr3XUp
http://imgur.com/lRmiORg
Dab
How could we all forget the lovable, once-emperor of Pandaria?
Edit: Small Balance/Spelling Change
Flavor text: The Burning Legion's specialist in removing those pesky totems.
HTTP ERROR 404: SIGNATURE NOT FOUND
So I couldn't bring myself to actually make Daelin a pirate, even though every bloody charachter in the game that's wearing a bandana or tricorn is automatically labeled such.
He is Jaina's dad, as such is put into the mage class. Former Grand Admiral of the Stormwind fleet, defeated by the Ogrimmar forces led by Rexxar.
The logic behind the effect, is that if you manage to kill Daelin, the pirates he held captive are released. Honestly, pirates aren't really the chumps that have any loyalties, so who says they should fight for you. Well, in this case, that's just how it is.
On to the card. It's heavily reliant on the deathrattle. At turn 8 you really can't afford to just play a 5/5. If it gets silenced, you are mega sad, what can make matters potentially worse - there's quite alot of garbage pirates out there. But on the rare occasion you might get a sky captain kragg out of it, or, you know, 3!!!
Best of luck to everyone, really fun week this is, a lot of subs I like.
Apa'ro, Corrupted.
Story goes, Apa'ro is the Tauren name for Malorn and (my version) after so much of the dying/resurrecting he spent too much time in the Netherworld. Eventually something from the void captured and possessed his spirit. I'm sure after the cleansing fire, he'll be back to boring ol' Malorn again for a few millennia, but before that he's gonna burn most everything as he rages in war with this demon self.
Deathrattle Malorn flavour, Inspire as Druid and Apa'ro war with the Demon corruption and send it back to whence it came creating such destruction that kills all those fury beasties who were such happy friends in a former life :)
Decided to trim the Choose One because the theme feels less about controlled choice, more about demonic corruption and wild destruction.
Removed after not relevant
Clarification: ''Choose One'' is always a effect when cast just like Battlecry, so same with this. I can see the text might suggest it to be continually Choose One, but that's not possible. Choose One set's the card's text after casting. So, interestingly, if this was summoned by Ancestor's Call it would have Inspire + Deathrattle = Nothing :)(Edit: added Clarification, fixed misspell, Imgur. Edit removed choose one aspect)
Can combo with: Power Overwhelming, Shadowflame, Abusive Sergeant and so on. Be careful when your opponent controls murlocs because its deathrattle is possible to buff an enemy murloc.
Ok guys, here we go.
Obviously there are going to be a few images hidden in the spoiler, but mostly the entire purpose of this card is to make Pirate Warlock Viable by giving you a weapon, and some extra related synergy, but at a cost. You'll have to check out the spoiler for the rest of the info.
Let's Start with the Hero Portrait
That is simple enough, but the real meat and potatoes are the Weapon and Hero Power, so lets look at those and then I'll discuss a bit.
I'll talk about the weapon first. Since Warlocks only current weapon source is either Blingtron 3000 or Lord Jaraxxus this always gives us a weapon, but it also means that we have to make the decision on turn 1 to go down to 15 health. I don't think the decision is really that hard, but its the draw back. This weapon has a Deathrattle that returns in, because if you lose it you would have very few other options, you do have to recast it though which seems pretty fair. The attack makes your weapon related Pirates decent but not over powered.
The Hero Power is much more important. The reason we play Warlock is to draw cards, however I wanted the initial hero power design to just passively make your Pirates count as Demons so I had to come up with some way to make it all work. This led to automatic resources and life loss. With your much smaller Health total I felt like losing 2 life was a bit high so I went with 1, but also this forces you into taking damage. That means you're on a clock to win the game. I also did think of some form of summoning Hero Power but I couldn't think of one that was worth having that wasn't over powered.
For Fun here's some sounds!
Summon: You face Jarrrraxus, Eredar Scourge of the Seas!
Attack: YARRRRRHAHAHA
Thanks: Lucky!
Well Played: Like you could beat me!
Greetings: YO HO!
Sorry: Loser!
Oops: Damnit!
Threaten: Scallywag!
Concede: I'm getting my, Dad, then you'll see!
Thinking #1: How to make a fool of you?
Thinking #2: Just wait till you see this!
Thinking #3: Swab the poop deck! (under breath, That should distract them)
Running out of time: Am I wasting your time? YARRHAHA
Almost out of cards: How did you live this long?!
Out of Cards: We're out of, men? I'll kill them for this!\
You summon Jaraxxus: Get out of here, Dad, I don't need your help!
If your opponent summons Jaraxxus: You arrrent' bringing me home! These arrrrre my friends!
Attacking Jaraxxus: Can I borrow some doubloons?!?
Killing Jaraxxus: I told you I didn't need your help!
Dying to Jaraxxus: God, Dad, why are you always doing this!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Nothing big here, just a card to turn murlocs into really powerful combo-triggers.
EDIT: Card name changed to "Murloc Scout Party" to avoid confusion with Murloc Tidehunter's loyal sidekick.
<a href="http://imgur.com/PEq06RS"><img src="http://i.imgur.com/PEq06RS.jpg" title="source: imgur.com" /></a>
Was supposed to be an epic, but now I wonder if it should be Legendary?? Sorry for sloppy design.
Played: One or one thousand, none can kill me!
Attacking: Welcome to the void!
Death: How...?
New here, this is my first card. The ice spell here: Frostbolt, Blizzard, Ice Lance, Cone of Cold or maybe add in Ice Barrier and Ice Block as well.
Edit: forgot Frost Nova.
Rokad the Ravager, a boss/mini boss in Karazhan and one of the Dark hounds, former canines mutated by the corrupt energies of the burning legion, but a truly experienced hunter can pull from the inner demons of this beast and tap into it's power!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
battlecry: I am captin jack arrow
attck : this one is for you
death : but you have heard of me
flavor text: everone heard of the mighty jack arrow the elephant I mean.
this is desined to give hunter card draw and still be a good body bgh proof and also combo with King's Elekk
I decided to make this a priest card because it fits in with the idea of "purity". It tries to exemplify the Murlocs' struggle to become the world's superior race/species/minion type. I originally chose to make the card text "At the end of your turn, deal...", but I decided to replace it with the inspire mechanic to not only make it more interesting, but also to make it more strategical. It's a decent anti-aggro card due to its ability to punish hunters for playing Beasts with 1 health. I decided to keep its stats at 3/4 for 3 mana because of its various drawbacks. For example, it can damage your own minions, benefit enemy Murlocs, or give Imp Gang Boss a free Imp.
EDIT: I'm not sure why it disappeared, but the card is 3 mana 3/4 Murloc called "Murloc Purifier". Its card text is "Inspire: Deal 1 damage to all minions with a minion type EXCEPT Murlocs." Oh well, I just wanted to create a unique idea.
This time I used less instead of more.
Myis
Sindragosa is fairly slow, for it does not do anything on the turn it is played. If Sindragosa can make it through to the next turn, she can freeze enemies and possibly save your skin, especially if the enemy has some big creatures in a control vs control match up. If there is nothing else on the board to freeze, then it will deal eight damage to the enemy hero (guaranteed chance) because she will freeze their face, then damage it for four (twice). I originally planned her to freeze two random targets and deal 3 damage, but i felt that since you required both a use of you hero power AND have a dragon in your hand, i thought it would be better if it were a bit stronger.
Played: "You are fools to have come to this place!"
Attack: "The icy winds of Northrend will consume your souls!"
Death: "AAAAAAAAHHHHHHHHHH"
Effect: "Despair!"
My entry for the week. It's a bit late
Priests need a good 5 drop. Sure, there's Vol'jin but that's about it.