Hello everyone! Hope you will like my submission this week---Imp Polymorph Master!
Enter: Are you ready to see some demons?
Attack: Watch carefully!
Triggered: Performance time!
Death: No! It's not finished yet!
According to the card text, when his inspire ability is triggered on another friendly minion but there is no same cost demon exists, it will be transformed into the demon with the nearest cost. For example, Wisp and Target Dummy will be transformed into either Flame Imp or Blood Imp. 8 cost minions will be transformed into Fearsome Doomguard or Lord Jaraxxus/Mal'Ganis. 10 or more cost minions will be transformed into either Lord Jaraxxus or Mal'Ganis. Also, this guy will only transform minions into COLLECTABLE demons.
Overview: Northsea Buccaneer is a Pirate that permanently changes the Paladin's Hero Power to summon 1/1 Pirates instead of 1/1 Recruits. Because of this, the Northsea Lads can interact with Pirate synergy like Ship's Cannon or Southsea Captain. However, since they are not Silver Hand Recruits anymore, they will not work with Quartermaster or Warhorse Trainer, so you probably don't want those cards in your Pirate deck. This does not affect Muster for Battle, as it will still summon Silver Hand Recruits.
Balance: With this card you get a typical 3/4 which is very strong, however you get a slight benefit of summoning Pirates instead of Recruits. This isn't a complete upgrade, as you lose some synergies with other Paladin cards. So it depends if running a Pirate deck is worth running this minion, which I believe is correct.
Synergies: Again, this works extremely well with Ship's Cannon and Southsea Captain. They basically become beefed up Knife Jugglers and Quartermasters. However since Muster for Battle doesn't work with these cards, you might need to find a better replacement.
Very similar to Webspinner, but instead it costs a bit more and you can get a reduction on the cost of the beast you get. This is not always good because a lot of beasts are bad anyway and cost 1 mana. So the +1 attack compared to webspinner is there to make it more balanced.
Flavor text: "Ohh yeah, he's a BEAST Poacher, man!"
Entry: "I'll skin ye aliveee!"
Attack: "Take that, ye Scallywag!"
Death "Ahhhh" And a roar when the beast goes into your hand.
Concept is this malevolent demon of the ancient forest steals mana from your opponent and, upon its death, gives it to you. Obviously, this would be a major Silence target when it is dropped. Left to remain on the field for several turns, the Mulcher of Souls creates two ramping effects. The first is it retards your opponent's mana resource growth while your mana growth continues as normal. Second, when the Mulcher of Souls is killed it ramps you further. Your opponent will be forced to Silence the Mulcher of Souls or at least focus fire it and kill it immediately. It is guaranteed to have at least a minimal negative effect by denying your opponent one mana crystal increase for your opponent's turn following the turn it is played.
Phoenixes find new energy in death, growing stronger with it.
The "+1 Attack or Health" effect happens once for each minion that died, meaning if 3 minions died, it will either gain +3 Health OR +3 Attack OR +2 Attack and +1 Health OR +1 Attack and +2 Health. It will not randomly choose Attack or Health and only apply +1 to chosen stat for each minion that died, the stats get "randomly split for each minion that died" kinda.
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: I don't believe phoenixes of the pictured variety are Beasts? I'm pretty sure they're Elementals?
When the orcs allied with the Burning Legion to invade Azeroth, they drank the blood of Mannoroth which gave them fel powers. Since Garrosh is a Hellscream, and he has lots of Horde minions, I thought this fit the lore decently. My card gives all friendly character +1 attack, but also damages them by 1. This is because the minions (and Garrosh) are 'drinking his blood' and gaining fel powers, but at a cost! And if you kill Mannoroth, the blood pact is broken, which is why it's an aura effect. The damaging of friendly minions aligns with the warrior theme, as well as the demon theme of having downsides, and would synergize with a number of existing cards, like Armorsmith andFrothing Berserker. Note: Mannoroth affects your hero.
This may be what happened to the first orc shamans who first turned into the legion.
Changes your hero power, like shadowform, and if you let the new corrupted totems live long enough, you will benefit from the demon sinergy and control the new totems provide. Also, you may completely counter any beast/mech/dragon/murloc advantage your opponent may be playing.
"He loves to hunt treasurrrrrrrrrrrrrre."
Hello everyone! Hope you will like my submission this week---Imp Polymorph Master!
Enter: Are you ready to see some demons?
Attack: Watch carefully!
Triggered: Performance time!
Death: No! It's not finished yet!
According to the card text, when his inspire ability is triggered on another friendly minion but there is no same cost demon exists, it will be transformed into the demon with the nearest cost. For example, Wisp and Target Dummy will be transformed into either Flame Imp or Blood Imp. 8 cost minions will be transformed into Fearsome Doomguard or Lord Jaraxxus/Mal'Ganis. 10 or more cost minions will be transformed into either Lord Jaraxxus or Mal'Ganis. Also, this guy will only transform minions into COLLECTABLE demons.
Can't touch me while I'm on my awesome mount that I bought during vanilla by paying 50 bucks to gold farmers.
Northsea Buccaneer Entry: Give no Quarter!
NB Attack: Walk the plank!
NB Death: Blimey!
Northsea Lad Entry: Ahoy there!
NL Attack: Arr!
NL Death: Shiver me timbers!
"While being a Pirate has its perks, they do not get along well with Quartermaster or Warhorse Trainer."
Overview: Northsea Buccaneer is a Pirate that permanently changes the Paladin's Hero Power to summon 1/1 Pirates instead of 1/1 Recruits. Because of this, the Northsea Lads can interact with Pirate synergy like Ship's Cannon or Southsea Captain. However, since they are not Silver Hand Recruits anymore, they will not work with Quartermaster or Warhorse Trainer, so you probably don't want those cards in your Pirate deck. This does not affect Muster for Battle, as it will still summon Silver Hand Recruits.
Balance: With this card you get a typical 3/4 which is very strong, however you get a slight benefit of summoning Pirates instead of Recruits. This isn't a complete upgrade, as you lose some synergies with other Paladin cards. So it depends if running a Pirate deck is worth running this minion, which I believe is correct.
Synergies: Again, this works extremely well with Ship's Cannon and Southsea Captain. They basically become beefed up Knife Jugglers and Quartermasters. However since Muster for Battle doesn't work with these cards, you might need to find a better replacement.
Very similar to Webspinner, but instead it costs a bit more and you can get a reduction on the cost of the beast you get. This is not always good because a lot of beasts are bad anyway and cost 1 mana. So the +1 attack compared to webspinner is there to make it more balanced.
Flavor text: "Ohh yeah, he's a BEAST Poacher, man!"
Entry: "I'll skin ye aliveee!"
Attack: "Take that, ye Scallywag!"
Death "Ahhhh" And a roar when the beast goes into your hand.
Concept is this malevolent demon of the ancient forest steals mana from your opponent and, upon its death, gives it to you. Obviously, this would be a major Silence target when it is dropped. Left to remain on the field for several turns, the Mulcher of Souls creates two ramping effects. The first is it retards your opponent's mana resource growth while your mana growth continues as normal. Second, when the Mulcher of Souls is killed it ramps you further. Your opponent will be forced to Silence the Mulcher of Souls or at least focus fire it and kill it immediately. It is guaranteed to have at least a minimal negative effect by denying your opponent one mana crystal increase for your opponent's turn following the turn it is played.
Summon, Attack and Death: *Pip Pip*
Phoenixes find new energy in death, growing stronger with it.
The "+1 Attack or Health" effect happens once for each minion that died, meaning if 3 minions died, it will either gain +3 Health OR +3 Attack OR +2 Attack and +1 Health OR +1 Attack and +2 Health. It will not randomly choose Attack or Health and only apply +1 to chosen stat for each minion that died, the stats get "randomly split for each minion that died" kinda.
Hearthpwn Community's Balancing of Cards.
Death to aggro! Freedom!
Freeeedom!
Everyone's favorite pirate, Mr. Smite!
When the orcs allied with the Burning Legion to invade Azeroth, they drank the blood of Mannoroth which gave them fel powers. Since Garrosh is a Hellscream, and he has lots of Horde minions, I thought this fit the lore decently. My card gives all friendly character +1 attack, but also damages them by 1. This is because the minions (and Garrosh) are 'drinking his blood' and gaining fel powers, but at a cost! And if you kill Mannoroth, the blood pact is broken, which is why it's an aura effect. The damaging of friendly minions aligns with the warrior theme, as well as the demon theme of having downsides, and would synergize with a number of existing cards, like Armorsmith and Frothing Berserker. Note: Mannoroth affects your hero.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Oh, 2 Mannoroth? nvm.... can't delete anyway.
Mannoroth blood corrupted Orc and let them got extra power, so enrage seem ideal.
Murlocs all day long !
GtoSk
This may be what happened to the first orc shamans who first turned into the legion.
Changes your hero power, like shadowform, and if you let the new corrupted totems live long enough, you will benefit from the demon sinergy and control the new totems provide. Also, you may completely counter any beast/mech/dragon/murloc advantage your opponent may be playing.
This are the totems that can be summoned:
He might follow the light, but he lives in the shadows.
Summon: I'll lend you my power.
Attack: Let the shadow take over.
Death: The shadow lives on.
Shadow related spells and the amplified effects:
Shadowform: Your Hero Power becomes 'Deal 3 damage'. If already in Shadowform: 4 damage.
Shadow Madness: Gain control of an enemy minion with 3 or less Attack.
Shadow Word: Pain: Destroy a minion with 4 or less Attack.
Shadow Word: Death: Control a minion with 5 Attack or destroy a minion with 6 or more attack.
EDIT: Changed Body and Mana cost, Changed effect of Shadow Word: Death.
WARRIOR LEGENDARY CLASS CARD?!?!
Play sound: "A friend can betray you, but an enemy always stays the same."
Attack sound: "I'll do it myself!"
Death Sound: "One of you is coming with me!"
Play: "My hunt continues."
Attack: "No mercy for the wicked!"
Flavor Text: "The Fallen Hero and him don't get along very well"
Play: "Remember me?"
Attack: "No magic required"
Death: "Not the twisting Nether!"
Check out some Super Smash Brothers Cards