Example: If the lowest even health among all minions is 4 (Armorsmith), all minions' health becomes 4. If it's 8 (Kel'Thuzad), all minions' health becomes 8. If it's 2, it can set up for a nice Lightning Storm
Not much is known about Mul'Dahl the Wise, but he lives alone in a forest in a small shack. Sometimes even the wisest and most powerful of druids will seek his knowledge. No one knows where he came from, all we know is, he used to be of great power but his age renders him weak, his weapon is his mind now, he can teach you many things but the one thing he wants more than anything is balance. He believes there is a natural way of good and evil and that's how it should always be.
"I can help you defeat your enemy, but a new villain will rise from the ashes of your old one, evil will never stop, and we will never stop fighting it. That's how it is and how it has always been."
If something is odd, he likes to make it even. The stats seem poor but you have to realise that if your enemy has only one minion this card essentially is Assassinate and get a 4/3 for one more mana. In that sense this card is assassinate but only if your enemy has 1/3/5/7 minions.
A huge card that has a place in decks that can afford to run a lot of even cost cards. In this case, that cost of a card is the cost that you play it for, not the base mana cost. Has some synergy with Paladin with all of their insane four drops, Druid with all of their ramp being considered even cost, and possibly Warlock with Wilfred Fizzlebang.
Equivalent stats to a vanilla card, but gains so much more use if you have a couple of minions on the board. It works much like Defender of Argus, where you have to play it between minions to get the greatest effect. Getting a 5/7 with taunt and divine shield on the board may seem overpowered at first, but consider that it requires two other cards to be of benefit, they need to have different costs (odd and even), and you need to be able to keep those minions on the board through your opponent's turn. Otherwise, your turn consists of a 1 + 2 + 4 mana drop (7 mana) and costs you 3 cards in hand to do so. All in all, it's strong, but balanced in my opinion.
This is an interesting card which requires each player to play minions in their favor. It can be considered as an anti-aggro card. For example, a player can take advantage of the damage dealing ability to counter Muster for Battle. On the other hand, a priest can synergize the healing ability with Holy Champion. This minion has stealth, hence it may be tricky to be dealt with.
Divine Barricade Wielder 5 cost 5/5 Each hero is immune to even or odd damage depending on your respective turn count.
as the card states, during even number turns, neither player can be hit with even damage and same for odd damage on odd turns. to put this in a practical game sense, play this on your turn 5, odd turn, your opponent cannot hit your face with Fireball, a 6 damage even number, but they can hit you with Frostbolt, a 3 damage odd number. spell damage can also allow fireball to hit since it would be dealing 7 damage instead of 6.
for those possibly dismissing the card because of turn count and nothing tracking that, in the spoiler is an example of how turn count could be used.
Check out my submission for this week. This is my first entry into a weekly card competition. This card seems fairly balanced and should live up to its legendary status
Play: Ya willin' to take a chance, mon?
Attack: I see...
Death: Maybe next time.
Examples of usage:
1. Plays card --> 2. Draws a Sen'jin Shieldmasta --> 3. The Sen'jin Shieldmasta is discarded
or
1. Plays Card --> 2. Draws Zombie Chow --> 3. The Zombie Chow is then added to the players hand.
Hope you enjoy! :)
*Edited to fix spelling errors and add what the character says*
TAZ'DINGO!!!!!!!! Yehes!
Welcome Shinjo Greatpaw
VOTE FOR MY CARD in the Card Creation Competition of the week.
The card was changed to be more balanced
Old version:
Example: If the lowest even health among all minions is 4 (Armorsmith), all minions' health becomes 4. If it's 8 (Kel'Thuzad), all minions' health becomes 8. If it's 2, it can set up for a nice Lightning Storm
Not much is known about Mul'Dahl the Wise, but he lives alone in a forest in a small shack. Sometimes even the wisest and most powerful of druids will seek his knowledge. No one knows where he came from, all we know is, he used to be of great power but his age renders him weak, his weapon is his mind now, he can teach you many things but the one thing he wants more than anything is balance. He believes there is a natural way of good and evil and that's how it should always be.
"I can help you defeat your enemy, but a new villain will rise from the ashes of your old one, evil will never stop, and we will never stop fighting it. That's how it is and how it has always been."
If something is odd, he likes to make it even. The stats seem poor but you have to realise that if your enemy has only one minion this card essentially is Assassinate and get a 4/3 for one more mana. In that sense this card is assassinate but only if your enemy has 1/3/5/7 minions.
So this basically a Mage Hero Power for Warlocks that is very hard to pull of.
At turn ten you could do Power Over Whelping, This 4 times and Mortal Coil.
A huge card that has a place in decks that can afford to run a lot of even cost cards. In this case, that cost of a card is the cost that you play it for, not the base mana cost. Has some synergy with Paladin with all of their insane four drops, Druid with all of their ramp being considered even cost, and possibly Warlock with Wilfred Fizzlebang.
This minion gets value with cards like Emperor Thaurissan, Pint-Sized Summoner, and Unstable Portal.
Working on my Icecrown Citadel custom adventure! Advice is always appreciated :)
WIP Classes: Demon Hunter, Death Knight
Check out my Workbench to see some of my cards!
this is what a Control warrior needs:
Equivalent stats to a vanilla card, but gains so much more use if you have a couple of minions on the board. It works much like Defender of Argus, where you have to play it between minions to get the greatest effect. Getting a 5/7 with taunt and divine shield on the board may seem overpowered at first, but consider that it requires two other cards to be of benefit, they need to have different costs (odd and even), and you need to be able to keep those minions on the board through your opponent's turn. Otherwise, your turn consists of a 1 + 2 + 4 mana drop (7 mana) and costs you 3 cards in hand to do so. All in all, it's strong, but balanced in my opinion.
The Blackmarket Dealer
Play: "Step right up...step right up."
Attack: "Why am I attacking?"
Death: "You've got to be kidding me."
http://imgur.com/lHun1Mp
This is an interesting card which requires each player to play minions in their favor. It can be considered as an anti-aggro card. For example, a player can take advantage of the damage dealing ability to counter Muster for Battle. On the other hand, a priest can synergize the healing ability with Holy Champion. This minion has stealth, hence it may be tricky to be dealt with.
http://i.imgur.com/fMdDs9g.png
Divine Barricade Wielder
5 cost 5/5
Each hero is immune to even or odd damage depending on your respective turn count.
as the card states, during even number turns, neither player can be hit with even damage and same for odd damage on odd turns. to put this in a practical game sense, play this on your turn 5, odd turn, your opponent cannot hit your face with Fireball, a 6 damage even number, but they can hit you with Frostbolt, a 3 damage odd number. spell damage can also allow fireball to hit since it would be dealing 7 damage instead of 6.
for those possibly dismissing the card because of turn count and nothing tracking that, in the spoiler is an example of how turn count could be used.
Q: What did Avril Lavigne say when her Asian masseuse refused to give sexual favors?
A: "So much for my happy ending."
[img]http://www.hearthcards.net/cards/8e47a5d3.png[/img]
Check out my submission for this week. This is my first entry into a weekly card competition. This card seems fairly balanced and should live up to its legendary status
Don't Smorc, they say. You are a noob, they say.