"For some reason, Deathwing eggs are usually handled way more carefully than Nerubian eggs"
Battlecries won't trigger until the soul gem is broken (the gem's owner would be able to choose it's target). Strategies would include silencing or stealing the gem, delaying magic damage bonuses and denying Battlecries.
Public Mod Note(Asylum_Rhapsody): UNDER REVIEW: Secrets are not meant to activate on your own turn, this is against the competition's spirit if not actual rules.
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: Secrets are not meant to activate on your own turn, this is against the competition's spirit if not actual rules.
If your hero is already below 10 health, an enemy does not have to attack you for the secret to activate and will activate at the start of your next turn. Spell text says: 'Icecrown Guards' to save space. It summons Guardians of Icecrown.
Used the druid's choose one mechanic to turn having one secret card into a mystery
the three secrets are:
the idea behind this is that all 3 of the above have the same mechanic just different targets and after your opponent plays their next card they 100% know what it is b/c there are 3 reactions: it triggers and self destructs, it triggers and counters whatever was just played (like mage's counter spell), or it does nothing. since 2 out of three times it is a waste of a deck slot I cost it extremely cheap (also every class has secrets at a different mana cost). finally because of how rare weapons are I figured that if played it would almost always be Paper (although it could be scissors on a few rare occasions i.e. you just popped the freeze mage's ice block) and would almost never be rock (since denying a weapon aside from a turn 2 fiery win axe is pointless cause 5 out of 9 classes have no class weapon card). hence although it is versatile it is highly predictable and wouldn't break the theme in my oppinion
The great thing about this card is that if it were created, it would help push several archetypes into existence without buffing zoo, and it would probably not make it into handlock lists. Though it is a powerful effect, it only triggers when a minion attacks your face and is only good when that minion is greater than say a 3/2. The rest of the time, it is fairly weak, as it does not immediately affect the board state. It is great against aggro, as getting it with mad scientist slows down their tempo, but not so great against control, where they can just sit back and fight for board; they don't have to go for face. It's a difficult card to evaluate, but I think the 4 mana cost balances it out enough so that it doesn't push warlock to be too powerful, especially since it's so easy for your opponents to play around and you can be forced to wait a long time to get value.
Flavortext:
"You will join me, the easy way or the hard way. But I can promise, the easy way will be far less messy."
I like the fantasy of Burgle and Cutpurse so I figured I'd add to the Rogue's arsenal of thievery. I kept it kind of random, like Burgle, because it's based on the opponents draw. I also made it cheap to assist in making combos.
Mad Scientist is not so good with this secret because your opponent can indirectly choose the turn of activation. With no board and some big enemy minions this card can be game winning, but, since its your only seceret, the is no problem to play around it all game (remember that you have a whole turn to prepare your board after this secret is played), especially if you remember how terrible is rogue nowadays.
An interesting mechanic that triggers when your opponent has little time left. The best part is, since there is no indicater to tell you how much time you have left, except for the rope, your opponent will try to play as short a turn as possible in fear of the windfury. If your opponent lost the previous turn to the rope, his turn will start with a rope, instanly activating this secret, even if he plays a card. This way, no one would dare rope against a rogue. OP with Nozdormu.
And here is the token:
"For some reason, Deathwing eggs are usually handled way more carefully than Nerubian eggs"
Battlecries won't trigger until the soul gem is broken (the gem's owner would be able to choose it's target). Strategies would include silencing or stealing the gem, delaying magic damage bonuses and denying Battlecries.
Check out some fun original deck lists!
hi
Uploaded to : http://imgur.com/DSj0EQO
http://imgur.com/8cYtgdX
I thought it be kinda cool for priests to have a card like warriors Commanding Shout minus the card draw
If your hero is already below 10 health, an enemy does not have to attack you for the secret to activate and will activate at the start of your next turn. Spell text says: 'Icecrown Guards' to save space. It summons Guardians of Icecrown.
[img]http://i.imgur.com/5kT2yQC.png[/img]
Note: If your mana crystal are full and you choose to gain an mana crystal, instead of it you receive an Excess Mana card.
Stop the aggro!!
Used the druid's choose one mechanic to turn having one secret card into a mystery
the three secrets are:
the idea behind this is that all 3 of the above have the same mechanic just different targets and after your opponent plays their next card they 100% know what it is b/c there are 3 reactions: it triggers and self destructs, it triggers and counters whatever was just played (like mage's counter spell), or it does nothing. since 2 out of three times it is a waste of a deck slot I cost it extremely cheap (also every class has secrets at a different mana cost). finally because of how rare weapons are I figured that if played it would almost always be Paper (although it could be scissors on a few rare occasions i.e. you just popped the freeze mage's ice block) and would almost never be rock (since denying a weapon aside from a turn 2 fiery win axe is pointless cause 5 out of 9 classes have no class weapon card). hence although it is versatile it is highly predictable and wouldn't break the theme in my oppinion
The great thing about this card is that if it were created, it would help push several archetypes into existence without buffing zoo, and it would probably not make it into handlock lists. Though it is a powerful effect, it only triggers when a minion attacks your face and is only good when that minion is greater than say a 3/2. The rest of the time, it is fairly weak, as it does not immediately affect the board state. It is great against aggro, as getting it with mad scientist slows down their tempo, but not so great against control, where they can just sit back and fight for board; they don't have to go for face. It's a difficult card to evaluate, but I think the 4 mana cost balances it out enough so that it doesn't push warlock to be too powerful, especially since it's so easy for your opponents to play around and you can be forced to wait a long time to get value.
Flavortext:
"You will join me, the easy way or the hard way. But I can promise, the easy way will be far less messy."
My submission for this week's Weekly Card Design Competition, Paper Airplane!
[IMG]http://i.imgur.com/5td11rr.jpg[/IMG]
[img]http://www.hearthcards.net/cards/b5f935d9.png[/img]
Slight of Hand
I like the fantasy of Burgle and Cutpurse so I figured I'd add to the Rogue's arsenal of thievery. I kept it kind of random, like Burgle, because it's based on the opponents draw. I also made it cheap to assist in making combos.
Imgur: http://imgur.com/gallery/CkyOnSH/new
Edit: fixed both links.
Wording is coherent with Grim Patron, with regard that secrets can work only once.
There is a lot of steak here...
Mad Scientist is not so good with this secret because your opponent can indirectly choose the turn of activation. With no board and some big enemy minions this card can be game winning, but, since its your only seceret, the is no problem to play around it all game (remember that you have a whole turn to prepare your board after this secret is played), especially if you remember how terrible is rogue nowadays.
An interesting mechanic that triggers when your opponent has little time left. The best part is, since there is no indicater to tell you how much time you have left, except for the rope, your opponent will try to play as short a turn as possible in fear of the windfury. If your opponent lost the previous turn to the rope, his turn will start with a rope, instanly activating this secret, even if he plays a card. This way, no one would dare rope against a rogue. OP with Nozdormu.
Ropecoach direct counter! YAY!!!