Everyone that has ever played Warcraft, WoW, or Hearthstone levels up. It only seems right that a spell that every class can use involves leveling up. Ding!
Edit: Some clarification, if you played this on a 10, 12, or 20 Mana minion, I would imagine that, because there are no minions that cost 11, 13, or 21, it would simply default back one step and create minions of 10, 12, and 20 Mana respectively. Think of it like the minion has hit level-cap. You can't go above the level cap until the expansion comes out!
Similar to Arcane Intellect but you get an extra card although two are not as good. Possible synergy with Mountain Giant Druid, Priest, Warlock, and Mage get a worse weapon because they are not weapon classes. Rogue is a "worse" weapon but instead gets a 1 cost hero power that combos. Warrior and Palladin get a worse weapon because they already have other ones to use instead. The spell is supposed to represent the beginning of the game when you get your beginners gear.
Summons only collectible minions with Charge. No minions that can gain charge through battlecries/choose one (like Alexstrasza's Champion, Druid of the Saber) or through their own ongoing effect (like Tundra Rhino, Southsea Deckhand).
Of the 18 currently existing possible options, the average is between 3 and 4 attack and a little over 3 health. A couple have Divine Shield and/or Taunt for a nice bonus. Al'Akir, Grommash, Ol' Murk-eye, and Icehowl have additional effects that might be relevant.
If it didn't have sideffects it wouldn't be engineering! The card is similar to Hellfire and Consecration, however it costs 5 because it is neutral.
If the number of minions on one side is even and the other is odd, it will cause no minion to be directly across the target. In that scenario the spell chooses a target at random between the two closest opposing minions.
Instead of fighting, wouldn't it be nice if there was someway to just teleport back to the inn and solve your conflicts in some non-violent, possibly card-based manner?
The one thing EVERY character can do is of course, use the Hearthstone.
Legendary because you only get 1 Hearthstone, so obviously can't be any other rarity.
Here we go. most submissions have been just generic spells that should probably be in a class, or really neutral stuff like profession spells or level up one page earlier. my idea was to take a major lore event that all classes played, and make THAT into a spell. so here's this.
EDIT: Changed both ships effect to at the end of EACH turn to further balance things.
I wanted to make the spell something that actually effected everyone and everything in Kalimdor. To feel like a neutral spell to me it had to be an event of some sort that affected everyone. I think there are a number of these out there, but this is the one that I think is one of the most iconic. I obviously chose to make the spell legendary, because it shouldn't be happening over and over. I also chose to make this a dynamic spell to make it more "Legendary" in feel. This spell is certainly over powered when its just wiping your opponents board, but that is true about a card like Twisting Nether as well, this just has a bit more play at different phases of the game. It is also worth noting if your opponent has a full board and you have nothing you can't cast this and save yourself. That was an intentional design choice. Not only did I feel like 3 was too low a base cost, a card that is amazing in any number of situations while also being super clutch seemed too good.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
A card made as a finisher for Murloc control decks, specifically for ones that would be able to use Emperor Thaurissan, as this card comboed with Murloc Warleader can deal 18 damage in one turn. This would ideally be part of a Murloc expansion that features some of the other spells on the thread, in order to push a deck that can hold out for long enough to take advantage of this.
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Everyone that has ever played Warcraft, WoW, or Hearthstone levels up. It only seems right that a spell that every class can use involves leveling up. Ding!
Edit: Some clarification, if you played this on a 10, 12, or 20 Mana minion, I would imagine that, because there are no minions that cost 11, 13, or 21, it would simply default back one step and create minions of 10, 12, and 20 Mana respectively. Think of it like the minion has hit level-cap. You can't go above the level cap until the expansion comes out!
Here's a long one
Hearthstone:
Weapons:
Mage, Warlock, Priest and Druid get:
Warrior and Paladin get:
Shaman gets:
Hunter gets:
Rogue gets:
Similar to Arcane Intellect but you get an extra card although two are not as good. Possible synergy with Mountain Giant Druid, Priest, Warlock, and Mage get a worse weapon because they are not weapon classes. Rogue is a "worse" weapon but instead gets a 1 cost hero power that combos. Warrior and Palladin get a worse weapon because they already have other ones to use instead.
The spell is supposed to represent the beginning of the game when you get your beginners gear.
Flavor Text: "Gear up and get questing"
Check out some Super Smash Brothers Cards
Force your opponent to show some creativity.
http://s5.postimg.org/6cythfy7b/40425cb0.png
Summons only collectible minions with Charge. No minions that can gain charge through battlecries/choose one (like Alexstrasza's Champion, Druid of the Saber) or through their own ongoing effect (like Tundra Rhino, Southsea Deckhand).
Of the 18 currently existing possible options, the average is between 3 and 4 attack and a little over 3 health. A couple have Divine Shield and/or Taunt for a nice bonus. Al'Akir, Grommash, Ol' Murk-eye, and Icehowl have additional effects that might be relevant.
The idea is that every production profession is available as a basic card:
Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking, Jewelcrafting, Inscription, Tailoring, Fishing, First Aid and Cooking.
A different name for this card could be Handlocks Nightmare.
Here a picture of all the Upgraded Hero Powers:
If it didn't have sideffects it wouldn't be engineering!
The card is similar to Hellfire and Consecration, however it costs 5 because it is neutral.
If the number of minions on one side is even and the other is odd, it will cause no minion to be directly across the target. In that scenario the spell chooses a target at random between the two closest opposing minions.
Here is my contribution :
http://image.noelshack.com/fichiers/2015/41/1444342127-merely-a-setback-neutral.png
I initially wanted to put "[...] are returned to your hand instead" but I guess this would be too advantageous for face hunts.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Instead of fighting, wouldn't it be nice if there was someway to just teleport back to the inn and solve your conflicts in some non-violent, possibly card-based manner?
The one thing EVERY character can do is of course, use the Hearthstone.
Legendary because you only get 1 Hearthstone, so obviously can't be any other rarity.
EDIT: Wording and cost.
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.
With great strength, comes great misplays.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Tempo card for all classes
Here we go. most submissions have been just generic spells that should probably be in a class, or really neutral stuff like profession spells or level up one page earlier. my idea was to take a major lore event that all classes played, and make THAT into a spell. so here's this.
EDIT: Changed both ships effect to at the end of EACH turn to further balance things.
My submission for this week, could work very well in arena, if your draft wasn't amazing.
Imgur Link: http://imgur.com/z6VTW30
Sometimes you just need a break
Prepare yourselves for....
I wanted to make the spell something that actually effected everyone and everything in Kalimdor. To feel like a neutral spell to me it had to be an event of some sort that affected everyone. I think there are a number of these out there, but this is the one that I think is one of the most iconic. I obviously chose to make the spell legendary, because it shouldn't be happening over and over. I also chose to make this a dynamic spell to make it more "Legendary" in feel. This spell is certainly over powered when its just wiping your opponents board, but that is true about a card like Twisting Nether as well, this just has a bit more play at different phases of the game. It is also worth noting if your opponent has a full board and you have nothing you can't cast this and save yourself. That was an intentional design choice. Not only did I feel like 3 was too low a base cost, a card that is amazing in any number of situations while also being super clutch seemed too good.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
A card made as a finisher for Murloc control decks, specifically for ones that would be able to use Emperor Thaurissan, as this card comboed with Murloc Warleader can deal 18 damage in one turn. This would ideally be part of a Murloc expansion that features some of the other spells on the thread, in order to push a deck that can hold out for long enough to take advantage of this.