Oh my, almost missed out on the competition this week! Here's my entry, hope you like it:
Note: Since there are no Demons with a cost of 8 or over 10+ mana crystals, a more powerful Demon will be summoned instead to match the power of the card your opponent played. So in those scenarios you will always get either Mal'Ganis or Lord Jaraxxus.
So, this would me a nice secret for Shaman. It may delay your opponent a little bit and help improve your draw capabilities, which shaman normally lacks. Also, it is not overpowered. What do you think?
This card forces the other player to play slow by trading the plagued minions unfavorably to get rid of Plague, before playing his other minions. Or he could take the risk to flood the board and see everything succumb to the illness.
I copy the idea from MtG. This card is only of Shaman since that class cannot manipulate its own HP effectively as Warrior or Priest does, and living-dying is the main theme of Shaman.
It will not trigger if you have more than 1 HP at the start of your turn (simiar to how Competitive Spirit works)
this is my first contribution to the card competition ever, I'll consider doing it more often. I made it with Patron Warrior in mind for several reasons: first, this card can change the way Patron's are traditionally played in this deck (waiting for the full combo then play the card, usually at turn 8 or later). Secondly, I think it can be a good replacement for Battle rage, depending on the matchup. It's mechanic is similar to Competitive Spirit, which means that you will get the secret effect at the start of your turn (and not during your opponent turn).
Since secrets depend on the opponent's play, let them decide if they want to fill their board or not, or even sacrifice minions, as they know what secret this is. A tempo play vs control and a nice control play vs aggro. A better hero power, and makes Token Shaman a thing again with Mukla's Champion and Thunder Bluff Valiant synergy.
Clarifications: Doesn't activate if there aren't enemy minions. Totems spawned have summoning sickness.
This card prevents or delays burst combos from your opponent. When you get hit by a Fireball, you only take (6 - 3 = ) 3 damage, when you get hit by FoN / Roar, the opponent only does 1 + 1 + 1 + 0 = 3 damage to you and when a face hunter does pretty much anything, you take only little damage for a turn. It's easy to play around, but most of the time, just like Loatheb it will buy you one additional turn.
Divine Hymn:(artist: unknown) lol i almost forgot to post this heh :P so the idea behind this card is to free up your Circle of Healings for an Auchenai Soulpriest combo or just to have more ways to draw cards with Northshire Clerics and/or make openers with Injured Blademasters. The trigger is on your opponents turn (=end of yours, but secret would probably not be active at the end of yours), so u get the draw/heal before he can attack and kill your damaged minions ;-)
A secret which costs 6 mana, useful for both zoo and handlocks. And not really unbalanced, because Dreadlords are susceptible to holy novas and explosive sheeps. Doesn't matter if the enemy knows what secret has been played, he doesn't know how many demons you may have in your hand ;)
That's all for this week, folks! Take the next 24 hours to review the submission topic and up-vote your favorites. =) The finalist poll topic will then go up in ~25 hours.
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Oh my, almost missed out on the competition this week! Here's my entry, hope you like it:
Note: Since there are no Demons with a cost of 8 or over 10+ mana crystals, a more powerful Demon will be summoned instead to match the power of the card your opponent played. So in those scenarios you will always get either Mal'Ganis or Lord Jaraxxus.
If you use a weapon or do other actions,but it hasn‘t corresponding secret,this card will not be triggered.
So, this would me a nice secret for Shaman. It may delay your opponent a little bit and help improve your draw capabilities, which shaman normally lacks. Also, it is not overpowered. What do you think?
Golden Shaman, Paladin and Mage experimentalist: http://twitch.tv/red_tony
http://i.imgur.com/qcK9jld.jpg
I'm sure it's just the common cold..
This card forces the other player to play slow by trading the plagued minions unfavorably to get rid of Plague, before playing his other minions. Or he could take the risk to flood the board and see everything succumb to the illness.
I copy the idea from MtG. This card is only of Shaman since that class cannot manipulate its own HP effectively as Warrior or Priest does, and living-dying is the main theme of Shaman.
It will not trigger if you have more than 1 HP at the start of your turn (simiar to how Competitive Spirit works)
"You strengthen yourself by cutting yourself off from all temptations."
Hi guys,
this is my first contribution to the card competition ever, I'll consider doing it more often. I made it with Patron Warrior in mind for several reasons: first, this card can change the way Patron's are traditionally played in this deck (waiting for the full combo then play the card, usually at turn 8 or later). Secondly, I think it can be a good replacement for Battle rage, depending on the matchup. It's mechanic is similar to Competitive Spirit, which means that you will get the secret effect at the start of your turn (and not during your opponent turn).
Hope you like it.
BattleNet tag : NightoY #2559
More to delay big minions than anything else. If they play a small minion first it might not go off, continuing to cause a problem.
Mrrraggglhlhghghlgh, mrgaaag blarrghlgaahahl mrgggg glhalhah a bghhll graggmgmg Garrosh mglhlhlh mrghlhlhl!!
Since secrets depend on the opponent's play, let them decide if they want to fill their board or not, or even sacrifice minions, as they know what secret this is. A tempo play vs control and a nice control play vs aggro. A better hero power, and makes Token Shaman a thing again with Mukla's Champion and Thunder Bluff Valiant synergy.
Clarifications: Doesn't activate if there aren't enemy minions. Totems spawned have summoning sickness.
If you're happy and you know it... well that's good :)
This card prevents or delays burst combos from your opponent. When you get hit by a Fireball, you only take (6 - 3 = ) 3 damage, when you get hit by FoN / Roar, the opponent only does 1 + 1 + 1 + 0 = 3 damage to you and when a face hunter does pretty much anything, you take only little damage for a turn. It's easy to play around, but most of the time, just like Loatheb it will buy you one additional turn.
It's epic, because it sucks as an arena card.
Credits for artwork go to http://little-orca.deviantart.com/
Edit: Slight change to wording.
A quick and dirty overload secret card. Works for 2 turns and you can spam your other overloads in 1 turn and buff your minions.
Divine Hymn: (artist: unknown)
lol i almost forgot to post this heh :P so the idea behind this card is to free up your Circle of Healings for an Auchenai Soulpriest combo or just to have more ways to draw cards with Northshire Clerics and/or make openers with Injured Blademasters. The trigger is on your opponents turn (=end of yours, but secret would probably not be active at the end of yours), so u get the draw/heal before he can attack and kill your damaged minions ;-)
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My first submission, hope it's balanced-ish.
http://imgur.com/skFI5hs
A secret which costs 6 mana, useful for both zoo and handlocks. And not really unbalanced, because Dreadlords are susceptible to holy novas and explosive sheeps.
Doesn't matter if the enemy knows what secret has been played, he doesn't know how many demons you may have in your hand ;)
That's all for this week, folks! Take the next 24 hours to review the submission topic and up-vote your favorites. =)
The finalist poll topic will then go up in ~25 hours.