Public Mod Note(Asylum_Rhapsody): UNDER REVIEW: Should this be a Battlecry? And would adding the Battlecry keyword push it over the 3 line limit? Also, see restriction #4, "shadow minion" is arguably requires explanation.
Public Mod Note
(Asylum_Rhapsody):
UNDER REVIEW: Should this be a Battlecry? And would adding the Battlecry keyword push it over the 3 line limit? Also, see restriction #4, "shadow minion" is arguably requires explanation.
Flavor Text: "Not to be confused with Frost Giants, Ice Giants live a pretty cool life...
Giants are all themed around high cost strong minions that can have their cost reduced, so that is what I went with here. Essentially on turn 7 its a 7 cost 8/8 and turn 10 a 4 cost 8/8. Of course if you are running Druid and ramping then this card could be dangerous...ly good.
You can summon him in the turn 9, if your opponent has used 9 mana. The cheapest way you will be able to summon him is 8 mana, if your opponent has used 10 mana crystals.
It's probably difficult, even in a very spammy flood deck, to get this guy out before turn 6 or 7, but like Frost Giant he has the big upside of his cost reduction being permanent—could be really good with Echo of Medivh and Duplicate.
could be really good for a control warlock as it improves the extremely costly removal spells. but it has many counters including Big Game Hunter ... and other spells.
and dual edged effects are very ogre ... ish.
special note: unlike Pint-Sized Summoner (which counts as the first minion played), you can play one spell for free the turn you play cho'gall.
Just about fits the three line rule. Seems balanced, since it's a 9 mana 10/10, but can't attack, and instead deals 2 damage to all characters at the end of your turn, unless silenced in which case it's just a 10/10 (since the end of turn effect is also silenced, similar to Ragnaros the Firelord.)
I imagine the animation as the same as Hellfire, but centered on this minion instead.
Having failed miserably at posting my card last week, I'm going to do it early this week!
Here is the mighty General Vezax. I thought this week's theme, with simplicity and big minions, was just the right one for a big boss like him. In WoW, it had an ability that made normal mana regeneration nearly impossible and I believe this would be the best way to port his ability into HearthStone. Hope you like it!
I believe this card would fit in a lot of Control and Midrange decks, because of its ability to cancel out a combo or any big drop until he is dealt with. He is also sturdy, not being BGHable and having lots of health.
As befits the legendary warden, nobody but the most fearsome preys can stand a chance against her deadly attacks, so fast that most haven't had the chance to strike back when they hit the ground, ready to be shackled back into their cell, or worse.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Shadowform.
Flavor Text: "Not to be confused with Frost Giants, Ice Giants live a pretty cool life...
Giants are all themed around high cost strong minions that can have their cost reduced, so that is what I went with here. Essentially on turn 7 its a 7 cost 8/8 and turn 10 a 4 cost 8/8. Of course if you are running Druid and ramping then this card could be dangerous...ly good.
That's my card this week.
You can summon him in the turn 9, if your opponent has used 9 mana.
The cheapest way you will be able to summon him is 8 mana, if your opponent has used 10 mana crystals.
Other ways to summon this Giant is combo with Emperor Thaurissan or Aviana.
Trade a way a minion, summon it again. Nice and clean.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
The missing Titanic Watcher of Ulduar, Tyr. Image credit to Tristan Schane.
**EDIT: Based on rules ambiguity as to de-silencing, the effect is no longer static. Thanks to those who gave feedback.
Balancing busted cards version 1.0.
It's probably difficult, even in a very spammy flood deck, to get this guy out before turn 6 or 7, but like Frost Giant he has the big upside of his cost reduction being permanent—could be really good with Echo of Medivh and Duplicate.
"Unused" is defined as unspent Mana Crystals after a turn ends. So, this does not include unspent Mana Crystals on your current turn.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
could be really good for a control warlock as it improves the extremely costly removal spells. but it has many counters including Big Game Hunter ... and other spells.
and dual edged effects are very ogre ... ish.
special note: unlike Pint-Sized Summoner (which counts as the first minion played), you can play one spell for free the turn you play cho'gall.
art source - karichristensen.com
My entry for this week, the huge:
Just about fits the three line rule. Seems balanced, since it's a 9 mana 10/10, but can't attack, and instead deals 2 damage to all characters at the end of your turn, unless silenced in which case it's just a 10/10 (since the end of turn effect is also silenced, similar to Ragnaros the Firelord.)
I imagine the animation as the same as Hellfire, but centered on this minion instead.
A late game powerhouse waiting in the wings. Hopefully shows up after your opponent's removal spells are used.
Having failed miserably at posting my card last week, I'm going to do it early this week!
Here is the mighty General Vezax. I thought this week's theme, with simplicity and big minions, was just the right one for a big boss like him. In WoW, it had an ability that made normal mana regeneration nearly impossible and I believe this would be the best way to port his ability into HearthStone. Hope you like it!
I believe this card would fit in a lot of Control and Midrange decks, because of its ability to cancel out a combo or any big drop until he is dealt with. He is also sturdy, not being BGHable and having lots of health.
As befits the legendary warden, nobody but the most fearsome preys can stand a chance against her deadly attacks, so fast that most haven't had the chance to strike back when they hit the ground, ready to be shackled back into their cell, or worse.