@ thebangzats - I think it is a little too easy to trigger the effect. Especially if you are playing mage or warrior, who can very easily do 1 damage to him on your own turn. I think it might be more balanced if he transforms at the start of your turn if he's damaged. Maybe then give him an extra health, too.
In mage he'd effectively be a 4-mana 4/4 with charge, which is a little better than Kor'kron Elite. He does have the upside of having some utility as a taunt and being playable across turns 2 and 3 (or 1 and 2 with the coin). Maybe 3/4 in his elite form? I think having the effect pop at the start of your turn just makes him too easy to clear. He's already vulnerable to silence.
Also, thebangzats—he could read "Taunt. Enrage: Transform this minion into a 4/4 Gamon Elite." A little less wordy.
@ Asylum_Rhapsody - If you accidentally post something in the submissions page, what should you do when you realize the mistake? Just edit it to REMOVED or something like that?
Yes, that would be what you should do. And honestly, I get that happens by accident sometimes rather than actually not reading or knowing the rules, which is why I'm so hesitant to introduce real consequences for it. Really, the more active you are in the competitions, posting in the wrong topic accidentally becomes more of an inevitability. I've even done it myself! XP
@ thebangzats - I think it is a little too easy to trigger the effect. Especially if you are playing mage or warrior, who can very easily do 1 damage to him on your own turn. I think it might be more balanced if he transforms at the start of your turn if he's damaged. Maybe then give him an extra health, too.
Summon: "Not again!"
Summon: "I. Gamon. Will save us!" Summon against Rogue: "Try and pickpocket me now!"
Hmm, good idea.
T1 Coin + Gamon then T2 Fireblast = Turn 2 4/4 Charge. Without coin, he's still a 4-mana 4/4 Charge (Hero power wasted). Same can be said with Coin, Gamon then T2 Cruel Taskmaster, or even Coin + Gamon + Inner Rage.
By transforming at the start of the turn if he's damaged, he still retains his anti-aggro-ness as if you can't kill him on that turn, he transform (therefore any damage was pointless). Fireblast combo becomes useless as you're doing nothing turn 2 whilst making Gamon a 0/3, Cruel Task combo makes a 2/3 that needs to be cleared ASAP, Inner Rage combo makes him a 0/3 at turn 1, meaning it's possible to be cleared with, say, Coin + Frostbolt. Does this balance the card or weaken it too much? I like that it makes him a sort of super taunt where you can't exactly leave him on the board.
Making him a 0/5 makes it extremely hard to kill early game since all the aforementioned combos leave him at 4 health, out of range of many spells, 2-drops and a lot of 3-drops.
By transforming at the end of the turn, however, do you think it make him useless late game? Too useless? I guess by this point he has to at least be 0/5 to be better than a Shieldbearer.
@ thebangzats - I think it is a little too easy to trigger the effect. Especially if you are playing mage or warrior, who can very easily do 1 damage to him on your own turn. I think it might be more balanced if he transforms at the start of your turn if he's damaged. Maybe then give him an extra health, too.
In mage he'd effectively be a 4-mana 4/4 with charge, which is a little better than Kor'kron Elite. He does have the upside of having some utility as a taunt and being playable across turns 2 and 3 (or 1 and 2 with the coin). Maybe 3/4 in his elite form? I think having the effect pop at the start of your turn just makes him too easy to clear. He's already vulnerable to silence.
Also, thebangzats—he could read "Taunt. Enrage: Transform this minion into a 4/4 Gamon Elite." A little less wordy.
It was Enrage initially, until I remembered that when Enrage minions die from damage, they are technically Enraged first, then they die, so it will transform no matter what, since it transforms before death.
So I can't decide between two cards, any thoughts on which I should go with + feedback if you think the balance or idea is off are greatly appreciated.
Sort of like a reverse silence. Kind of. It does remove buffs, just like silence, but if you're targeting a Sludge Belcher, it would retain its taunt and deathrattle. Alternatively, you can lift debuffs from your own minions, like silence or Humility. Doesn't work on targets that have been polymorphed. Link to original NPC page.
The second is a little more complex. By non-trigger, I mean nothing like Battlecry or Deathrattle. The Keywords that qualify are Taunt, Charge, Stealth, Windfury, and Divine Shield. The Upgrade changes the normal keyword into a Mega (Keyword), with improved effects. I realize the wording isn't the best, any suggestions to improve it are greatly appreciated. The improved effects are:
Mega Windfury: Able to Attack 4x
Mega Stealth: Does not leave stealth until the minion attacks a second time.
Mega Taunt: Must be attacked before all other minions, even other taunts
Mega Divine Shield: First two times the minion takes damage, ignore it.
Mega Charge: (and I'm not too sure about this one) Attacks the turn it is played and ignores taunt.
I posted this last night. I'm curious if anyone has any thoughts on it, specifically the balance. I considered making it 2 copies, but at 3 it's only a net gain of 1 card in your deck. I could see a card like this getting some play in the later game when those 2 Swipes you put in your deck still haven't shown up, but also in the early game to lower the chance of drawing all your end game in the first 5 turns. Having 4 or 5 copies of a single card in your deck sounds like a lot, but only one of those is put in your hand by this card and there's little control as to which 3 cards you're choosing from. All in all, it acts like some kind of minion amalgamation of Tracking and Gang Up. Then, with it being a Legendary, you only get one of these in your deck, so it can't synergize with itself. (Chromie copies itself and Fireball over and over until your entire deck is just Chromie and Fireballs, but I guess that synergy would still exist if a rogue were to Gang Up a Chromie or a mage with Echo of Medivh. It would still be pretty niche, I suppose.)
For clarification, the Battlecry looks at the top 3 cards in your deck, draws one and discards the other two, similar to Tracking, but also puts 3 more copies of the card you chose back in your deck, similar to Gang Up.
So I can't decide between two cards, any thoughts on which I should go with + feedback if you think the balance or idea is off are greatly appreciated.
Sort of like a reverse silence. Kind of. It does remove buffs, just like silence, but if you're targeting a Sludge Belcher, it would retain its taunt and deathrattle. Alternatively, you can lift debuffs from your own minions, like silence or Humility. Doesn't work on targets that have been polymorphed. Link to original NPC page.
The second is a little more complex. By non-trigger, I mean nothing like Battlecry or Deathrattle. The Keywords that qualify are Taunt, Charge, Stealth, Windfury, and Divine Shield. The Upgrade changes the normal keyword into a Mega (Keyword), with improved effects. I realize the wording isn't the best, any suggestions to improve it are greatly appreciated. The improved effects are:
Mega Windfury: Able to Attack 4x
Mega Stealth: Does not leave stealth until the minion attacks a second time.
Mega Taunt: Must be attacked before all other minions, even other taunts
Mega Divine Shield: First two times the minion takes damage, ignore it.
Mega Charge: (and I'm not too sure about this one) Attacks the turn it is played and ignores taunt.
I think the effect on Twilight Shadowmage is interesting, kind of like Reincarnate without proccing Deathrattle. You didn't mention it, but are you imagining it as returning the minion to its original health as well if it were damaged?
I do have a concern about the lore of the card though. Shadowmagic certainly sounds more harmful than helpful, which conflicts with the effect on the card. Maybe instead of a Twlight Shadowmage it should be a Hakkari Priest or such.
For the Goblin Engineer, if it were to stay a Goblin Engineer, it should only be able to affect Mechs. An engineer wouldn't have the power to upgrade the stealthiness of a Shade of Naxxramas, for example. The lack of corporeality would certainly get in the way.
As for having to put in too many words to explain the card's effect, there's certainly precedence for putting no explanation and players finding out for themselves what it does (or looking it up on a wiki). Justicar Trueheart, Gelbin Mekkatorque, Elite Tauren Chieftain, and Mimiron's Head are all severely lacking in information looking at the rules text. I think I would settle with it just reading "Battlecry: Upgrade a friendly mech with Windfury, Stealth, Taunt, Divine Shield, or Charge." Or maybe even "Battlecry: Upgrade a friendly mech." and if it doesn't have one of those effects, it adds one instead of making the existing one better.
Regarding the balance of either card, I'm afraid that's a little out of my depth. :)
So I can't decide between two cards, any thoughts on which I should go with + feedback if you think the balance or idea is off are greatly appreciated.
Sort of like a reverse silence. Kind of. It does remove buffs, just like silence, but if you're targeting a Sludge Belcher, it would retain its taunt and deathrattle. Alternatively, you can lift debuffs from your own minions, like silence or Humility. Doesn't work on targets that have been polymorphed. Link to original NPC page.
The second is a little more complex. By non-trigger, I mean nothing like Battlecry or Deathrattle. The Keywords that qualify are Taunt, Charge, Stealth, Windfury, and Divine Shield. The Upgrade changes the normal keyword into a Mega (Keyword), with improved effects. I realize the wording isn't the best, any suggestions to improve it are greatly appreciated. The improved effects are:
Mega Windfury: Able to Attack 4x
Mega Stealth: Does not leave stealth until the minion attacks a second time.
Mega Taunt: Must be attacked before all other minions, even other taunts
Mega Divine Shield: First two times the minion takes damage, ignore it.
Mega Charge: (and I'm not too sure about this one) Attacks the turn it is played and ignores taunt.
I think the effect on Twilight Shadowmage is interesting, kind of like Reincarnate without proccing Deathrattle. You didn't mention it, but are you imagining it as returning the minion to its original health as well if it were damaged?
I do have a concern about the lore of the card though. Shadowmagic certainly sounds more harmful than helpful, which conflicts with the effect on the card. Maybe instead of a Twlight Shadowmage it should be a Hakkari Priest or such.
For the Goblin Engineer, if it were to stay a Goblin Engineer, it should only be able to affect Mechs. An engineer wouldn't have the power to upgrade the stealthiness of a Shade of Naxxramas, for example. The lack of corporeality would certainly get in the way.
As for having to put in too many words to explain the card's effect, there's certainly precedence for putting no explanation and players finding out for themselves what it does (or looking it up on a wiki). Justicar Trueheart, Gelbin Mekkatorque, Elite Tauren Chieftain, and Mimiron's Head are all severely lacking in information looking at the rules text. I think I would settle with it just reading "Battlecry: Upgrade a friendly mech with Windfury, Stealth, Taunt, Divine Shield, or Charge." Or maybe even "Battlecry: Upgrade a friendly mech." and if it doesn't have one of those effects, it adds one instead of making the existing one better.
Regarding the balance of either card, I'm afraid that's a little out of my depth. :)
Thanks a lot for the suggestions, especially lore-wise. I've never played Warcraft, so any and all flavour suggestions are appreciated. If I wanted to keep it to all minions for the engineer, not just mechs, is there any other NPC's that you think that could work?
@ Eloc86 - It seems undercosted for the effect. It is extremely powerful versus aggro decks if it is an end of turn effect. It is guaranteed to go off at least once. The fact that it can destroy your own minions is not much of a downside, especially since the end of turn effect means you can manage the board to avoid it hurting you.
Also, the wording is messy, the two uses of random are redundant. It could just read "At the end of your turn, destroy 2 random minions with 2 or less health."
Unfortunately, it's too late to submit this for the contest even though it's within the ruleset since I already have an entry, but I started making up AQ40 cards for fun and really enjoyed this one and thought I'd share.
So in the raid, this is a trash mob encountered leading up to the Twin Emperors near the end of this very large instance. They're fought one at a time and each one has a random pair of several abilities that needed to be handled in different ways once they were revealed. Some were easy to handle, some were very dangerous, and a couple pairs could make the encounters quite difficult. I made this minion to reflect those encounters.
The two abilities the Anubisath Defender has are kept secret from your opponent in the form of putting 2 Secrets into play, similar to Mysterious Challenger, forcing them to play around what they could be. Of the 7 possible secrets, none do direct damage to your opponent, 5 will do direct damage to enemy minions, 1 buffs your own minions, and 1 is a fancy Counterspell. The secrets have varying amounts of value, reflecting the varying amounts of challenge presented by their WoW counterparts. This card is all about board control and is not a finisher. 2 random effects out of a possible 7 ensures that this card will never be a sure thing, but will always be fun to play.
Clarifications in the spoiler.
Anubisath Defender: The secrets do not count as casting spells. It works identically to Mysterious Challenger except the Secrets are generated randomly instead of being pulled from your deck.
Meteor: This Secret targets a single random enemy minion and does 6 damage one at a time to it and up to 2 adjacent minions at random. It can target minions on the far right or left and do its damage among 2 targets even though 3 was possible. In the event that your opponent has only 1 minion, it will take all 6 damage. Your opponent needs at least 1 minion on the board for this Secret to reveal.
Explode: Like all Secrets, this will only proc on your opponent's turn. The effect will only resolve after your friendly minion has died.
Shadow Storm: This is basically Arcane Missiles but 6 damage only targeting minions. Your opponent needs at least 1 minion on the board for this Secret to reveal.
Plague: Your opponent will have no choice but to anticipate this one by attacking with his lowest health minion to mitigate the damage. His attack resolves before this procs, similar to Bear Trap.
Thunderclap: Like Plague, this will happen only after your opponent's attack has finished, like Bear Trap. If the attacking minion is alone, it will only take 2 damage. If it's the rightmost or leftmost minion, only 2 minions will take damage.
Spell Reflect: This will only happen on spells cast by your opponent that target a single friendly minion. Spells like Flamecannon that target a random minion or Flamestrike that target multiple minions will not proc this Secret. If the opponent has no minions to redirect the spell to, the Secret will not reveal. assuming your opponent managed to attack on the turn after you played Anubisath Defender, it will be obvious by his next turn if this was one of the secrets for him to play around it effectively. Take note, the Secret doesn't know the difference between buffs and debuffs. If your opponent casts Velen's Chosen on your minion, it will be redirected to his own minion.
Enrage: This is the only secret that can give you more power on the board by itself, so I made them Enrage effects instead of simple +#/+# buffs. It will not buff a single minion multiple times for a stronger enrage. If you have 1 or 2 minions on the board at the start of your next turn, it will simply give each of them the Enrage effect once. You need at least 1 minion on the board for this Secret to be revealed.
The second is a little more complex. By non-trigger, I mean nothing like Battlecry or Deathrattle. The Keywords that qualify are Taunt, Charge, Stealth, Windfury, and Divine Shield. The Upgrade changes the normal keyword into a Mega (Keyword), with improved effects. I realize the wording isn't the best, any suggestions to improve it are greatly appreciated. The improved effects are:
Mega Windfury: Able to Attack 4x
Mega Stealth: Does not leave stealth until the minion attacks a second time.
Mega Taunt: Must be attacked before all other minions, even other taunts
Mega Divine Shield: First two times the minion takes damage, ignore it.
Mega Charge: (and I'm not too sure about this one) Attacks the turn it is played and ignores taunt.
@Gamon: Does that really qualify? He didn't become an elite until waaaaay after Vanilla.
Hopefully he's technically legal, since Gamon himself is a vanilla NPC, only the minion he transforms into is not. Gamon was famous ever since vanilla, but his full story is told all throughout WoW history with the other expansions. If the judges won't allow it, then oh well XD.
Twilight Shadowmage is certainly a unique card. I've heard a lot of people attempt an "undo silence" type effect which 1) makes silence useless, and 2) I don't think it would work in the Hearthstone engine since silence just deletes all enchantments. So many scenarios can be confusing (what if it was silenced multiple times? what if some buffs interact with each other in a strange way?). You card, however, feels like Reincarnate with a body, minus the actual death. The effect is not too strong, but it can be useful for silenced Deathrattle minions.
Engineer however, seems way too strong. There's a reason mega-windfury was limited to a Legendary mech that almost never sees play. Hard to reliably judge balance since those effects don't exist. Maybe instead of upgrading what they already have, you add an additional non-trigger keyword that it doesn't already have? (e.g. a Taunt may get Divine Shield, a Windfury may get Charge).
In short It's Gang Up that targets a card drawn from Tracking. I don't really see Gang Up outside of Mill Rogue, and it seems pretty useful (more Coldlight, more Healbot, etc etc). Don't really have much to say, but for the effect the stats are pretty okay for a Legendary.
It's essentially a 4-mana 4/6 Can't Attack. Destroy 2 random aggro minions with the potential for more. Against non-aggro, barely any minions have 2 or less health, so it becomes a dead card imo, especially since it can't attack. If it were to target minions with the least health instead of less than 2, it's likely going to do the same thing but if there's only a Molten Giant on the board then *poof*. Would that then make it OP? Not sure. Since it happens at the end of your turn, you can't play anything with less than 8 health if you want to kill the giant.
Alternatively, it can kill itself if it's the lowest health minion. Hard to say if it's balanced, but at it's current state it's a nuke against aggro, but dead against anything else.
Effect is nice, maybe just tweak the stats? Arathi Weaponsmith is a 4-mana 3/3 that gives you an absolutely crappy weapon. This is a 4-mana 3/4 that gives you arguably the best weapon that can insta-kill 3 minions. When an Emperor Cobra enters the board you trade in your small minions to save the big guys, but with this, if you don't have weapon removal, you're screwed. True you can Taunt up, but you're still feeding the weapon with important minions.
I say just lower the stats, either on Magatha (at least 3/3, since you can argue that it's Legendary) and/or the weapon (1/2 instead of 3)
At first I thought Magmadar was OP, a 6-mana 6/6 that destroys a minion when it enters the field, but since Magmadar would take damage instantly as well, he could very well just die outright. It's essentially a random Charge, and I think it's a big enough drawback to warrant the stats. True, it's excellent against aggro, but even then you might be hitting a useless 1/1 over the 4/2.
In mage he'd effectively be a 4-mana 4/4 with charge, which is a little better than Kor'kron Elite. He does have the upside of having some utility as a taunt and being playable across turns 2 and 3 (or 1 and 2 with the coin). Maybe 3/4 in his elite form? I think having the effect pop at the start of your turn just makes him too easy to clear. He's already vulnerable to silence.
Also, thebangzats—he could read "Taunt. Enrage: Transform this minion into a 4/4 Gamon Elite." A little less wordy.
Yes, that would be what you should do. And honestly, I get that happens by accident sometimes rather than actually not reading or knowing the rules, which is why I'm so hesitant to introduce real consequences for it. Really, the more active you are in the competitions, posting in the wrong topic accidentally becomes more of an inevitability. I've even done it myself! XP
Summon: "Not again!"
Summon: "I. Gamon. Will save us!"
Summon against Rogue: "Try and pickpocket me now!"
Hmm, good idea.
T1 Coin + Gamon then T2 Fireblast = Turn 2 4/4 Charge. Without coin, he's still a 4-mana 4/4 Charge (Hero power wasted). Same can be said with Coin, Gamon then T2 Cruel Taskmaster, or even Coin + Gamon + Inner Rage.
By transforming at the start of the turn if he's damaged, he still retains his anti-aggro-ness as if you can't kill him on that turn, he transform (therefore any damage was pointless). Fireblast combo becomes useless as you're doing nothing turn 2 whilst making Gamon a 0/3, Cruel Task combo makes a 2/3 that needs to be cleared ASAP, Inner Rage combo makes him a 0/3 at turn 1, meaning it's possible to be cleared with, say, Coin + Frostbolt. Does this balance the card or weaken it too much? I like that it makes him a sort of super taunt where you can't exactly leave him on the board.
Making him a 0/5 makes it extremely hard to kill early game since all the aforementioned combos leave him at 4 health, out of range of many spells, 2-drops and a lot of 3-drops.
By transforming at the end of the turn, however, do you think it make him useless late game? Too useless? I guess by this point he has to at least be 0/5 to be better than a Shieldbearer.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
It was Enrage initially, until I remembered that when Enrage minions die from damage, they are technically Enraged first, then they die, so it will transform no matter what, since it transforms before death.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
So I can't decide between two cards, any thoughts on which I should go with + feedback if you think the balance or idea is off are greatly appreciated.
Sort of like a reverse silence. Kind of. It does remove buffs, just like silence, but if you're targeting a Sludge Belcher, it would retain its taunt and deathrattle. Alternatively, you can lift debuffs from your own minions, like silence or Humility. Doesn't work on targets that have been polymorphed. Link to original NPC page.
The second is a little more complex. By non-trigger, I mean nothing like Battlecry or Deathrattle. The Keywords that qualify are Taunt, Charge, Stealth, Windfury, and Divine Shield. The Upgrade changes the normal keyword into a Mega (Keyword), with improved effects. I realize the wording isn't the best, any suggestions to improve it are greatly appreciated. The improved effects are:
Mega Windfury: Able to Attack 4x
Mega Stealth: Does not leave stealth until the minion attacks a second time.
Mega Taunt: Must be attacked before all other minions, even other taunts
Mega Divine Shield: First two times the minion takes damage, ignore it.
Mega Charge: (and I'm not too sure about this one) Attacks the turn it is played and ignores taunt.
Link to original NPC
I posted this last night. I'm curious if anyone has any thoughts on it, specifically the balance. I considered making it 2 copies, but at 3 it's only a net gain of 1 card in your deck. I could see a card like this getting some play in the later game when those 2 Swipes you put in your deck still haven't shown up, but also in the early game to lower the chance of drawing all your end game in the first 5 turns. Having 4 or 5 copies of a single card in your deck sounds like a lot, but only one of those is put in your hand by this card and there's little control as to which 3 cards you're choosing from. All in all, it acts like some kind of minion amalgamation of Tracking and Gang Up. Then, with it being a Legendary, you only get one of these in your deck, so it can't synergize with itself. (Chromie copies itself and Fireball over and over until your entire deck is just Chromie and Fireballs, but I guess that synergy would still exist if a rogue were to Gang Up a Chromie or a mage with Echo of Medivh. It would still be pretty niche, I suppose.)
For clarification, the Battlecry looks at the top 3 cards in your deck, draws one and discards the other two, similar to Tracking, but also puts 3 more copies of the card you chose back in your deck, similar to Gang Up.
@Gleam looks good, I was going to fault you on your balancing, but given some thought, I think you got it.
I think the effect on Twilight Shadowmage is interesting, kind of like Reincarnate without proccing Deathrattle. You didn't mention it, but are you imagining it as returning the minion to its original health as well if it were damaged?
I do have a concern about the lore of the card though. Shadowmagic certainly sounds more harmful than helpful, which conflicts with the effect on the card. Maybe instead of a Twlight Shadowmage it should be a Hakkari Priest or such.
For the Goblin Engineer, if it were to stay a Goblin Engineer, it should only be able to affect Mechs. An engineer wouldn't have the power to upgrade the stealthiness of a Shade of Naxxramas, for example. The lack of corporeality would certainly get in the way.
As for having to put in too many words to explain the card's effect, there's certainly precedence for putting no explanation and players finding out for themselves what it does (or looking it up on a wiki). Justicar Trueheart, Gelbin Mekkatorque, Elite Tauren Chieftain, and Mimiron's Head are all severely lacking in information looking at the rules text. I think I would settle with it just reading "Battlecry: Upgrade a friendly mech with Windfury, Stealth, Taunt, Divine Shield, or Charge." Or maybe even "Battlecry: Upgrade a friendly mech." and if it doesn't have one of those effects, it adds one instead of making the existing one better.
Regarding the balance of either card, I'm afraid that's a little out of my depth. :)
Thanks a lot for the suggestions, especially lore-wise. I've never played Warcraft, so any and all flavour suggestions are appreciated. If I wanted to keep it to all minions for the engineer, not just mechs, is there any other NPC's that you think that could work?
@ Eloc86 - It seems undercosted for the effect. It is extremely powerful versus aggro decks if it is an end of turn effect. It is guaranteed to go off at least once. The fact that it can destroy your own minions is not much of a downside, especially since the end of turn effect means you can manage the board to avoid it hurting you.
Also, the wording is messy, the two uses of random are redundant. It could just read "At the end of your turn, destroy 2 random minions with 2 or less health."
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Anubisath Secrets in the spoiler.
Unfortunately, it's too late to submit this for the contest even though it's within the ruleset since I already have an entry, but I started making up AQ40 cards for fun and really enjoyed this one and thought I'd share.
So in the raid, this is a trash mob encountered leading up to the Twin Emperors near the end of this very large instance. They're fought one at a time and each one has a random pair of several abilities that needed to be handled in different ways once they were revealed. Some were easy to handle, some were very dangerous, and a couple pairs could make the encounters quite difficult. I made this minion to reflect those encounters.
The two abilities the Anubisath Defender has are kept secret from your opponent in the form of putting 2 Secrets into play, similar to Mysterious Challenger, forcing them to play around what they could be. Of the 7 possible secrets, none do direct damage to your opponent, 5 will do direct damage to enemy minions, 1 buffs your own minions, and 1 is a fancy Counterspell. The secrets have varying amounts of value, reflecting the varying amounts of challenge presented by their WoW counterparts. This card is all about board control and is not a finisher. 2 random effects out of a possible 7 ensures that this card will never be a sure thing, but will always be fun to play.
Clarifications in the spoiler.
Anubisath Defender: The secrets do not count as casting spells. It works identically to Mysterious Challenger except the Secrets are generated randomly instead of being pulled from your deck.
Meteor: This Secret targets a single random enemy minion and does 6 damage one at a time to it and up to 2 adjacent minions at random. It can target minions on the far right or left and do its damage among 2 targets even though 3 was possible. In the event that your opponent has only 1 minion, it will take all 6 damage. Your opponent needs at least 1 minion on the board for this Secret to reveal.
Explode: Like all Secrets, this will only proc on your opponent's turn. The effect will only resolve after your friendly minion has died.
Shadow Storm: This is basically Arcane Missiles but 6 damage only targeting minions. Your opponent needs at least 1 minion on the board for this Secret to reveal.
Plague: Your opponent will have no choice but to anticipate this one by attacking with his lowest health minion to mitigate the damage. His attack resolves before this procs, similar to Bear Trap.
Thunderclap: Like Plague, this will happen only after your opponent's attack has finished, like Bear Trap. If the attacking minion is alone, it will only take 2 damage. If it's the rightmost or leftmost minion, only 2 minions will take damage.
Spell Reflect: This will only happen on spells cast by your opponent that target a single friendly minion. Spells like Flamecannon that target a random minion or Flamestrike that target multiple minions will not proc this Secret. If the opponent has no minions to redirect the spell to, the Secret will not reveal. assuming your opponent managed to attack on the turn after you played Anubisath Defender, it will be obvious by his next turn if this was one of the secrets for him to play around it effectively. Take note, the Secret doesn't know the difference between buffs and debuffs. If your opponent casts Velen's Chosen on your minion, it will be redirected to his own minion.
Enrage: This is the only secret that can give you more power on the board by itself, so I made them Enrage effects instead of simple +#/+# buffs. It will not buff a single minion multiple times for a stronger enrage. If you have 1 or 2 minions on the board at the start of your next turn, it will simply give each of them the Enrage effect once. You need at least 1 minion on the board for this Secret to be revealed.
Thoughts?
@ Eloc86 - I meant that it should be at least 5 mana, and maybe lower its attack a little.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
It looks too complicated for me. But the folk seem to like this kind of things.
THERE IS NO GAME.
@Gamon: Does that really qualify? He didn't become an elite until waaaaay after Vanilla.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Hopefully he's technically legal, since Gamon himself is a vanilla NPC, only the minion he transforms into is not. Gamon was famous ever since vanilla, but his full story is told all throughout WoW history with the other expansions. If the judges won't allow it, then oh well XD.
Twilight Shadowmage is certainly a unique card. I've heard a lot of people attempt an "undo silence" type effect which 1) makes silence useless, and 2) I don't think it would work in the Hearthstone engine since silence just deletes all enchantments. So many scenarios can be confusing (what if it was silenced multiple times? what if some buffs interact with each other in a strange way?). You card, however, feels like Reincarnate with a body, minus the actual death. The effect is not too strong, but it can be useful for silenced Deathrattle minions.
Engineer however, seems way too strong. There's a reason mega-windfury was limited to a Legendary mech that almost never sees play. Hard to reliably judge balance since those effects don't exist. Maybe instead of upgrading what they already have, you add an additional non-trigger keyword that it doesn't already have? (e.g. a Taunt may get Divine Shield, a Windfury may get Charge).
In short It's Gang Up that targets a card drawn from Tracking. I don't really see Gang Up outside of Mill Rogue, and it seems pretty useful (more Coldlight, more Healbot, etc etc). Don't really have much to say, but for the effect the stats are pretty okay for a Legendary.
It's essentially a 4-mana 4/6 Can't Attack. Destroy 2 random aggro minions with the potential for more. Against non-aggro, barely any minions have 2 or less health, so it becomes a dead card imo, especially since it can't attack. If it were to target minions with the least health instead of less than 2, it's likely going to do the same thing but if there's only a Molten Giant on the board then *poof*. Would that then make it OP? Not sure. Since it happens at the end of your turn, you can't play anything with less than 8 health if you want to kill the giant.
Alternatively, it can kill itself if it's the lowest health minion. Hard to say if it's balanced, but at it's current state it's a nuke against aggro, but dead against anything else.
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No, he meant to make it worse for its cost. It should be like a 5 mana 3/5, with that kind of power. Also, you're welcome for the images :)
He looks Good ?
Inspired by when Magatha poison Garrosh's axe in his duel with Cairne.
Proof of Vanillity: http://wow.gamepedia.com/Magatha_Grimtotem
Effect is nice, maybe just tweak the stats? Arathi Weaponsmith is a 4-mana 3/3 that gives you an absolutely crappy weapon. This is a 4-mana 3/4 that gives you arguably the best weapon that can insta-kill 3 minions. When an Emperor Cobra enters the board you trade in your small minions to save the big guys, but with this, if you don't have weapon removal, you're screwed. True you can Taunt up, but you're still feeding the weapon with important minions.
I say just lower the stats, either on Magatha (at least 3/3, since you can argue that it's Legendary) and/or the weapon (1/2 instead of 3)
At first I thought Magmadar was OP, a 6-mana 6/6 that destroys a minion when it enters the field, but since Magmadar would take damage instantly as well, he could very well just die outright. It's essentially a random Charge, and I think it's a big enough drawback to warrant the stats. True, it's excellent against aggro, but even then you might be hitting a useless 1/1 over the 4/2.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
If we're doing mana calculations:Ogre-esque attacks are a discount of 0.5 to 1 mana.
So, would a 6/6 Charge be worth 7-mana otherwise?
Still seems way too cheap too me. I'd lower the Health to something that gives it a chance of actually dying from using the battlecry.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.