Some explaining is needed. If the minions has a battlecry which is cast on itself (such as Injured Kvaldir, Core Rager) or the minions turns into another minion (Druid of the Fang), nothing happens when the minion dies. If the dying minion normally gets buffed by a joust effect (Armored Warhorse, Master Jouster), same thing - nothing happens and there will be NO joust. If your minion's battlecry has restrictions (Rend Blackhand, Blackwing Corruptor, Gormok the Impaler), you still need to match those in order to make the deathrattle/battlecry trigger. If the minions die on your own turn, you can choose where the effect takes place, i.e. you can choose Blackwing Corruptor's target. If it's on your opponents turn your minions die, the effect will be cast at random, though always what's likely to be most beneficial for you - i.e.e heals/buffs hit your own minions and damage/debuffs hits your opponents. If the effect must hit a certain type of target (Light's Champion), and you're the only one having a minion of said kind of target, the effect WILL hit your minion. This aint the best card for warlocks I admit, but as said in the very first post, this is just one neutral spell among many. I don't hope I'm forgetting something. Cheers :)
Every class in World of Warcraft has 3 specializations (druids have 4 now, but they were 3 for a long time) that defines which spells or attacks they use the most, for example balance druids use arcane and nature spells to deal damage, while ferals use physical attacks and bleeds.
The interface would be like druids choose one (from 3 options) , and the spells you get are random from that spec.
Complete list:
There is over 200 spells in Hearthstone holy crap. Some cards may be in an odd spec, but I also tried to not have too many on one (I'm looking at you warlock)
I think it is quite interesting and people could have a lot of fun with in many different decks.
You could activate a draw card like Acolyte of Pain if there are no enemy minions, or an enrage such as Raging Worgen. You could use it in a handlock to help enable Molten Giant by attacking your own face. I kept the cost low because it targets only 1 minion and you may want to be able to use an effect the same turn (ex. heal with Priest hero power, imagine the possibilities!).
IMO, professions, quest items, and factions make the most sense as neutral spells. I decided to go with a faction that reminded me of my favorite period of WoW.
The best comparison is Animal Companion, which gives you 4-mana value but costs 3 because of randomness. This randomness has a lower floor and a higher ceiling. The only way to make neutral spells more or less equally valuable for most of the classes is to have a high degree of randomness, with an unlikely but fantastic possible outcome.
"A card that's named after the card game that's named after the item in the card." Hearthstone - 0 Mana Legendary Spell: "Restore Health equal to double this card's cost. Costs (1) more for each unspent Mana Crystal." Clarifications: Costs equal to your unspent mana crystals, not your maximum number of crystals you can have, or your opponent's. Can restore health to any target character.
A card based on the effect of the Hearthstone in WoW, giving you a 1 time use teleport to an inn to heal up. Simple, a 1 time heal that you can always use, and scales up the more you pay for it. On turn 1 it heals for 2 health, but on turn 10 it can heal a character for 20 health, or played after other cards for a lower cost, but also lower heal. Flexible and always playable, but at the cost of restoring less health than class cards of the same cost (e.g. Holy Light).
Notes: Borken image with a LOOOONG URL that was messing up our system. >_<
"But arrumph," you say, "why would anybody want three 0/1 tokens?" I'm glad you asked! The handy Barov peasants have many uses. In addition to cooking and cleaning, they can:
. I wanted to make a spell that won't be class specific as to which class this spell works best with. Mill rogue can use this spell (possibly), as would handlock and prob most control decks.
. b/c both players get the benefit I don't think this is OP, but it would b a finisher (malygos+2 azures in hand makes a soul fire deal 11 dmg).
. make no mistake, the person who casts this spell has a huge advantage but can be used defensively against aggro (just need to make it to turn 9!)
.I did not want my spell to interfere at all with how classes play. While this spell is prob closest to ancestral calling, it also reminds me of Varian Wynn. But by itself I don't think it encroaches enough on shaman/warrior as to invade its character.
.For balancing issues I felt that 9 mana would be most fair for this spell. I also made it a legendary since this spell should never be used more than once
.lastly, all minions that get summoned lose their battlecry... So use accordingly.
I thought of doing one of these for every Battleground. Maybe have it called Battleground: Warsong Gulch as theme for others to enter. But I'll keep it as it is. Listed below are the four cards you get from casting this spell.
A reward for not being dead to any form of cancer, this card is best used when it's your only one or used fishing for lethal. Keep in mind that the choices you get are 100% random.
A simple card draw with a twist. You effectively only cycle through this card with its effect due to you skipping your next two draws, but the extra card you gain right now can save your life or end the game.
I choose a potion because everyone can drink it, ala Neutral, and mana has always been closely related to card draw in hearthstone. The "skip two draws" is a call back to Potion Sickness introduced in WotLK, a debuff that makes you unable to drink any more pots unless you go out of combat for 2/1 minutes.
"Everyone is equal but some are more equal than others. -George Orwell"
A natural secret removal spell.
Cure for heavy secret decks.
Fits almost every deck.
Rare - 100 dust to craft.
5 mana - beacuse the goal is not undermine the reasonable secret runners like mage, or hunter but sabotage the manipulator decks such as SECRET PALADINS. So if your oppenent builds a "secret tree" you will have chance to destroy them all with 0 mana.
Still not better thanFlare naturally. There is no draw card options and mana costs chance according as your opponent while Flare costs 2 mana and do the same job actually.
Some explaining is needed. If the minions has a battlecry which is cast on itself (such as Injured Kvaldir, Core Rager) or the minions turns into another minion (Druid of the Fang), nothing happens when the minion dies. If the dying minion normally gets buffed by a joust effect (Armored Warhorse, Master Jouster), same thing - nothing happens and there will be NO joust. If your minion's battlecry has restrictions (Rend Blackhand, Blackwing Corruptor, Gormok the Impaler), you still need to match those in order to make the deathrattle/battlecry trigger.
If the minions die on your own turn, you can choose where the effect takes place, i.e. you can choose Blackwing Corruptor's target. If it's on your opponents turn your minions die, the effect will be cast at random, though always what's likely to be most beneficial for you - i.e.e heals/buffs hit your own minions and damage/debuffs hits your opponents. If the effect must hit a certain type of target (Light's Champion), and you're the only one having a minion of said kind of target, the effect WILL hit your minion. This aint the best card for warlocks I admit, but as said in the very first post, this is just one neutral spell among many. I don't hope I'm forgetting something. Cheers :)
A neutral, strikely worse Fireball (im really sorry about that pun).
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
Every class in World of Warcraft has 3 specializations (druids have 4 now, but they were 3 for a long time) that defines which spells or attacks they use the most, for example balance druids use arcane and nature spells to deal damage, while ferals use physical attacks and bleeds.
The interface would be like druids choose one (from 3 options) , and the spells you get are random from that spec.
Complete list:
There is over 200 spells in Hearthstone holy crap. Some cards may be in an odd spec, but I also tried to not have too many on one (I'm looking at you warlock)
Druid
Balance: Living Roots, Moonfire, Poison Seeds, Starfire, Wrath, Starfall, Astral Communion, Force of Nature, Dark Wispers
Feral: Claw, Power of the Wild, Savage Roar, Swipe, Bite, Savagery, Mark of the Wild, Mark of Nature
Restauration : Healing Touch, Innervate, Wild Growth, Nourish, Recycle, Tree of Life, Soul of the Forest, Mulch, Naturalize
Hunter
Beast Mastery: Animal Companion, Bear Trap, Kill Command, Unleash the Hounds, Ball of Spiders, Call Pet, Bestial Wrath, Snake Trap
Marksmanship: Multi-Shot, Deadly Shot, Hunter's Mark, Quick Shot, Snipe, Misdirection, Powershot
Survival: Arcane Shot, Tracking, Cobra Shot, Freezing Trap, Explosive Shot, Flare, Feign Death, Lock and Load
Mage
Arcane: Arcane Explosion, Arcane Intellect, Arcane Missiles, Polymorph, Duplicate, Mirror Entity, Mirror Image, Counterspell, Polymorph: Boar, Unstable Portal, Arcane Blast, Echo of Medivh, Spellbender
Fire: Fireball, Dragon's Breath, Flame Lance, Flamecannon, Flamestrike, Effigy, Vaporize, Pyroblast
Frost: Cone of Cold, Frost Nova, Frostbolt, Ice Barrier, Ice Lance, Blizzard, Ice Block
Paladin
Holy: Hand of Protection, Holy Light, Blessing of Wisdom, Redemption, Seal of Light, Divine Favor, Lay on Hands, Competitive Spirit
Protection: Avenge, Blessing of Kings, Consecration, Noble Sacrifice, Solemn Vigil, Equality, Holy Wrath, Humility
Retribution: Blessing of Might, Hammer of Wrath, Eye for an Eye, Repentance, Seal of Champions, Blessed Champion, Avenging Wrath, Muster for Battle, Enter the Coliseum
Priest
Discipline: Holy Smite, Power Word: Shield, Holy Nova, Inner Fire, Holy Fire, Mass Dispel, Mind Vision, Velen's Chosen
Holy: Circle of Healing, Divine Spirit, Flash Heal, Power Word: Glory, Light of the Naaru, Resurrect, Lightbomb
Shadow: Mind Blast, Shadow Word: Pain, Mind Control, Shadow Word: Death, Silence, Thoughtsteal, Convert, Shadow Madness, Mindgames, Shadowform, Confuse
Rogue
Assasination: Assassinate, Deadly Poison, Cold Blood, Fan of Knives, Tinker's Sharpsword Oil, Shiv
Combat: Sinister Strike, Eviscerate, Sprint, Blade Flurry, Headcrack, Beneath the Grounds, Gang Up
Subtlety: Backstab, Sap, Conceal, Shadowstep, Vanish, Burgle, Preparation, Sabotage, Betrayal
Shaman
Elemental: Crackle, Forked Lightning, Lightning Bolt, Lava Burst, Lightning Storm, Elemental Destruction, Hex
Enhancement: Frost Shock, Rockbiter Weapon, Windfury, Bloodlust, Earth Shock, Feral Spirit, Lava Shock
Restauration: Ancestral Healing, Ancestral Knowledge, Reincarnate, Totemic Might, Ancestral Spirit, Healing Wave, Ancestor's Call, Far Sight
Warlock
Affliction: Drain Life, Corruption, Siphon Soul, Mortal Coil, Darkbomb, Shadow Bolt
Demonology: Demonfire, Demonfuse, Sacrificial Pact, Sense Demons, Demonwrath, Imp-losion, Bane of Doom
Destruction: Hellfire, Power Overwhelming, Shadowflame, Twisting Nether, Soulfire, Fist of Jaraxxus
Warrior
Arms: Charge, Execute, Mortal Strike, Upgrade!, Slam, Bouncing Blade
Fury: Battle Rage, Cleave, Inner Rage, Rampage, Whirlwind, Brawl, Crush
Protection: Bolster, Shield Block, Commanding Shout, Revenge, Shield Slam, Heroic Strike, Bash
English second language
Here is my submission!
I think it is quite interesting and people could have a lot of fun with in many different decks.
You could activate a draw card like Acolyte of Pain if there are no enemy minions, or an enrage such as Raging Worgen. You could use it in a handlock to help enable Molten Giant by attacking your own face. I kept the cost low because it targets only 1 minion and you may want to be able to use an effect the same turn (ex. heal with Priest hero power, imagine the possibilities!).
IMO, professions, quest items, and factions make the most sense as neutral spells. I decided to go with a faction that reminded me of my favorite period of WoW.
Shattered sun cards include Shattered Sun Cleric Aldor Peacekeeper Arcane Golem Fencing Coach. Battlecries won't take effect, so you could end up with (for 2 mana) a 2/2 (bad), a 3/2 (ok), a 3/3 (good), or a 4/2 with charge (OP).
The best comparison is Animal Companion, which gives you 4-mana value but costs 3 because of randomness. This randomness has a lower floor and a higher ceiling. The only way to make neutral spells more or less equally valuable for most of the classes is to have a high degree of randomness, with an unlikely but fantastic possible outcome.
[REMOVED]
"A card that's named after the card game that's named after the item in the card."
Hearthstone - 0 Mana Legendary Spell:
"Restore Health equal to double this card's cost. Costs (1) more for each unspent Mana Crystal."
Clarifications: Costs equal to your unspent mana crystals, not your maximum number of crystals you can have, or your opponent's. Can restore health to any target character.
A card based on the effect of the Hearthstone in WoW, giving you a 1 time use teleport to an inn to heal up.
Simple, a 1 time heal that you can always use, and scales up the more you pay for it. On turn 1 it heals for 2 health, but on turn 10 it can heal a character for 20 health, or played after other cards for a lower cost, but also lower heal. Flexible and always playable, but at the cost of restoring less health than class cards of the same cost (e.g. Holy Light).
REMOVED
The most obvious choice in my opinion is items.
They work like spells but can be used by anyone.
The minions can be played by this card are something like River Crocolisk and Spider Tank. They have no effect, they are just minions.
Well, somebody had to do it:
"But arrumph," you say, "why would anybody want three 0/1 tokens?" I'm glad you asked! The handy Barov peasants have many uses. In addition to cooking and cleaning, they can:
Truly, there's a world of possibilities with the Barov Peasant Caller!
My thought process:
. I wanted to make a spell that won't be class specific as to which class this spell works best with. Mill rogue can use this spell (possibly), as would handlock and prob most control decks.
. b/c both players get the benefit I don't think this is OP, but it would b a finisher (malygos+2 azures in hand makes a soul fire deal 11 dmg).
. make no mistake, the person who casts this spell has a huge advantage but can be used defensively against aggro (just need to make it to turn 9!)
.I did not want my spell to interfere at all with how classes play. While this spell is prob closest to ancestral calling, it also reminds me of Varian Wynn. But by itself I don't think it encroaches enough on shaman/warrior as to invade its character.
.For balancing issues I felt that 9 mana would be most fair for this spell. I also made it a legendary since this spell should never be used more than once
.lastly, all minions that get summoned lose their battlecry... So use accordingly.
REMOVED
Hi guys this is my submissions for this week
It's like an union of Recombobulator and Unstable Portal :D
I thought of doing one of these for every Battleground. Maybe have it called Battleground: Warsong Gulch as theme for others to enter. But I'll keep it as it is. Listed below are the four cards you get from casting this spell.
REMOVED
A reward for not being dead to any form of cancer, this card is best used when it's your only one or used fishing for lethal. Keep in mind that the choices you get are 100% random.
Try your luck with this card!
Edit: Changed 3 cards to 2.
First post ever!
Here's my card:
For control decks: a way to stop the avalanche
For aggro decks: a way to trigger the deathrattles.
Hope you like it
A simple card draw with a twist. You effectively only cycle through this card with its effect due to you skipping your next two draws, but the extra card you gain right now can save your life or end the game.
I choose a potion because everyone can drink it, ala Neutral, and mana has always been closely related to card draw in hearthstone. The "skip two draws" is a call back to Potion Sickness introduced in WotLK, a debuff that makes you unable to drink any more pots unless you go out of combat for 2/1 minutes.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
"Everyone is equal but some are more equal than others. -George Orwell"