Nether Crabs are generally left alone in the Twisting Nether for two reasons. One, they keep down the population of the pesky Mur'Ghul. Two, they generally are too large to bother afterwards.
Because Charged Hammer wanted some love. Shaman is the class with the most Deathrattle weapons (Ok, two...), and therefore this is designed to gain value off of being cheap AND either giving mechs +2/+2 (Powermace) or switching your hero power. It gains value off at the expense of damage though, so there's some math for ya. Also, this was very, very tentatively designed with the concept of Doomhammer Swing once, Swing twice, and finally Defias Tidelord (For free!), and ignore the Harrison Jones hassle.
''Jane Douglas'' is a Warrior Legendary card, works well with Control Warrior, this card can be used for defensive, offensive and control purposes.
The hero power might seem very strong or ''OP'' but, since it's Inspire, it only works on your turn, the 9 mana cost definitely compensates the fact that this card can be so strong when it comes to control, since the enemy at turn 9 is most likely to have a way of clearing this card right away (of course it all depends on different facts).
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Weekly Card Design Competition: Last Submission!!! ''Jane Douglas'' Check it out!
Public Mod Note(Asylum_Rhapsody): UNDER REVIEW: Thematic concern, Faceless are not considered Beasts. Is this supposed to be a Faceless? PM me a let me know what it's supposed to be.
*Clarification: The control effect only lasts the turn, and targeted minions takes no damage from this card.
When Played: "A new host must be found..."
When Attacking (Face): "Is this reality?"
When Attacking (Minion): "Give in.."
When Dying: "Too weak to serve..."
Mindbender Ghur'sha is a character that takes control of its enemies and adds its own strength to theirs, making it a really tough character to beat. Since there are a few priest cards that revolve around controlling your opponents cards, I think Gur'sha is a perfect fit for the class.
The main benifits over other mind-control cards are its toughness, reusability against any minion, and the temporary buff to the controlled creature. It might be changed to 2/5 or 3/4 in the future.
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: Thematic concern, Faceless are not considered Beasts. Is this supposed to be a Faceless? PM me a let me know what it's supposed to be.
Lore: Gelihast was a murloc boss in the WoW dungeon "Blackfathom Deeps". The cave he resided in was full of murlocs that would draw the attention of other murlocs and possibly the boss when on low health (thus the draw a murloc effect). Gelihast is dualwielding swords, has high attack and attacks very fast, just like a rogue would. Curiously enough, he had also constructed his own little altar to worship the old gods. Players could click it after the fight with Gelihast to gain a buff.
Gameplay: This card would be a super cool addition to mill rogue. The low mana cost combined with the draw a murloc would make it much easier to get your (first) Coldlight Oracle and start snowballing. The additional card that the opponent draws, makes milling him easier. Since it costs 10 mana, he can't play it without losing a lot of tempo. It's a double edged sword though, if he can make it to a point where he safely plays this, you better have some removal saved up, go for last ditch mill effort or simply lose to the power of the old gods ;).
Edit: By request I'm linking the original artwork (rest of post remains unchanged):
Since it is a class specific card, I wanted to give it a class specific twist to the pirate theme as well. Hunter pirates don't just like weapons, they like secrets as well! This deck seems like it would be really fun to play. And hunters have three good weapons already, so they don't need much to make it just as good a class for pirates as rogues and palladins. If you manage to get the Eaglehorn Bow that is massive value. But you need a secret up and all your opponent needs to do is kill this before triggering any secrets and it's "just" a 3/3 charge for 4.
You know, Satyr's are Rogues.
And you know, Rogues doesn't cast hero power that often.
And if they do so, There's a classic deck called Mill Rogue.
The Coin
Some forest fires, not even you can prevent.
Life before death. Strength before weakness. Journey before destination.
Nether Crabs are generally left alone in the Twisting Nether for two reasons. One, they keep down the population of the pesky Mur'Ghul. Two, they generally are too large to bother afterwards.
"Choose One: Druid of the Thorn; or the Artist formerly known as Druid of the Curved Pirate Blades."
The ability I had in mind involved Druid weapons and I thought the ability fit with the established Pirate aesthetic.
To clarify if you have two of these on the board both have +2 spell damge. if you have only this murloc on the board it has +1 spell damage
[img]http://i.imgur.com/RxSZBZh.png[/img]
Pretty fun to run Shadow Madness with this.
Galavant Animation
Because Charged Hammer wanted some love. Shaman is the class with the most Deathrattle weapons (Ok, two...), and therefore this is designed to gain value off of being cheap AND either giving mechs +2/+2 (Powermace) or switching your hero power. It gains value off at the expense of damage though, so there's some math for ya. Also, this was very, very tentatively designed with the concept of Doomhammer Swing once, Swing twice, and finally Defias Tidelord (For free!), and ignore the Harrison Jones hassle.
Hello everyone!, here is this week's submission:
''Jane Douglas'' is a Warrior Legendary card, works well with Control Warrior, this card can be used for defensive, offensive and control purposes.
The hero power might seem very strong or ''OP'' but, since it's Inspire, it only works on your turn, the 9 mana cost definitely compensates the fact that this card can be so strong when it comes to control, since the enemy at turn 9 is most likely to have a way of clearing this card right away (of course it all depends on different facts).
Weekly Card Design Competition: Last Submission!!! ''Jane Douglas'' Check it out!
Favorite Class: Priest.
Favorite Card: Sneed's Old Shredder
Arrows include but not limited to your Hero Power Steady Shot, spells like Arcane Shot or Deadly Shot, and minions like Brave Archer.
THERE IS NO GAME.
Play: ''This city is ours, scrubs.'' *with a mechanical voice*
Attack: ''No one escapes!''
Death: ''Oh, oh...''
Flavor text: ''He can only be more severe than the Defias Ringleader with these eyebrows!''
under review - dial
*Clarification: The control effect only lasts the turn, and targeted minions takes no damage from this card.
Mindbender Ghur'sha is a character that takes control of its enemies and adds its own strength to theirs, making it a really tough character to beat. Since there are a few priest cards that revolve around controlling your opponents cards, I think Gur'sha is a perfect fit for the class.
The main benifits over other mind-control cards are its toughness, reusability against any minion, and the temporary buff to the controlled creature. It might be changed to 2/5 or 3/4 in the future.
My entry for the week
Should be pretty self explanatory.
This cards makes a beast - demon deck more able.
Has synergy with Demonfire, Demonfuse, Sacrificial Pact, Sense Demons (will also sense Beasts in your deck), Demonwrath (will not damage your beasts), Voidcaller (also summons your beasts) and Mal'Ganis.
under review - dial
Lore: Gelihast was a murloc boss in the WoW dungeon "Blackfathom Deeps". The cave he resided in was full of murlocs that would draw the attention of other murlocs and possibly the boss when on low health (thus the draw a murloc effect). Gelihast is dualwielding swords, has high attack and attacks very fast, just like a rogue would. Curiously enough, he had also constructed his own little altar to worship the old gods. Players could click it after the fight with Gelihast to gain a buff.
Gameplay: This card would be a super cool addition to mill rogue. The low mana cost combined with the draw a murloc would make it much easier to get your (first) Coldlight Oracle and start snowballing. The additional card that the opponent draws, makes milling him easier. Since it costs 10 mana, he can't play it without losing a lot of tempo. It's a double edged sword though, if he can make it to a point where he safely plays this, you better have some removal saved up, go for last ditch mill effort or simply lose to the power of the old gods ;).
Edit: By request I'm linking the original artwork (rest of post remains unchanged):
Since it is a class specific card, I wanted to give it a class specific twist to the pirate theme as well. Hunter pirates don't just like weapons, they like secrets as well! This deck seems like it would be really fun to play. And hunters have three good weapons already, so they don't need much to make it just as good a class for pirates as rogues and palladins. If you manage to get the Eaglehorn Bow that is massive value. But you need a secret up and all your opponent needs to do is kill this before triggering any secrets and it's "just" a 3/3 charge for 4.
We have many situational 3 mana cards with potiential very powerfull efect like Big Game Hunter, Blood Knight, Tinkmaster Overspark, so think it's balnced.