If you have 2 minions, you get a Spider Tank body. If you have 4 minions, you get a 3/6 at a discount of 1 mana. Go beyond that and you're reaching insane territory.
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist --- Click on the images below to check out my different custom card threads!
This card is similiar to Mana Wraith in the way it works. When it dies, the effect is removed. But unlike Mana Wraith, this cardhas an Asymmetrical effect, making it easier for you to use combos (Also by rounding down your 1 mana cost cards to 0) while disrupting your opponent's plays. It will also apply to hero powers mana cost (For example, if you have Maiden of the Lake on the board, your hero power will cost 0).
Note that the minion will always be summoned on the side, so Archimonde's effect will only ever take out one minion if positioned correctly. You can construct your deck to include more even cost minions if you want to summon Malorne, and odd minions for Archimonde. Priced at 6 to take into account the revealing of your minion to the opponent, which can be valuable in guessing your deck.
He apprenticed under Wilfred for quite a while, but he knows he's not cut out for being a Master Summoner quite yet. Maybe after they clean up the rest of the Eredar lords.
Some early game minion for shaman that help him stall a bit against aggro (I'm looking at you, Dust Devil).
Some clarifications:
-When the health is halved, it counts as damage, not a debuff (think Injured Blademaster's battlecry). So if, for example, there's a frothing berserker on the board, it will get buffed. This means also that the Golem can be healed to full health (4) and start again the process.
-Normally, you would get 2 1/2 at the end of the first turn and 4 1/1 at the end of the second turn. Again, they can be healead up and keep multiplying, as long they have and even amount of health (nothing happens at 1 and 3 health, for example).
-Interaction with healing totem depends on what was played first. Much like Imp Master goes to 0 health, then 1 again and still dies. This means that if they are at 3 health, and were played before healing totem, they wouldn't multiply.
-The exact copy part works exactly like echoing ooze, any buffs on the original golem carry on to the copy.
Sort of a rogue's private Shade of Naxxramas that has the potential to grow exponentially instead of linearly. It could get out of control quickly, but it dies to AOE easily to encourage midrange trading rather than making it into a OTK cannon.
Here is my submission, Great sinergy with Emperor Thaurissan and Pint-Sized Summoner. It can also be used for mill decks or in combination with other card that can be created for mana reduction.
The most obvious pun actually ended up having a really interesting effect for me. This could turn out to be a boardwipe if RNG is on your side (or against you, if it wipes your board). Or, it could just take out one minion and be a much worse Deadly Shot (given that that minion could've been your own).
EDIT: Changed the stats from 6/6 to 7/5... 6/6 would've been basically power creep on the Pit Fighter ^^ 6/5 is just not good enough for ~5 mana and 7/5 seems perfect... I think we actually need more minions that replace the stats of Salty Dog ^^ and Salty Dog has at least the 'Pirate' tag, which costs him 1 Health :D Other similar minions are Stalagg & Venture Co.. Stalagg has an additional effect, that costs him 1 Health, while Venture Co.'s effect is negative, so that he has 1 more Health. The Ogre benefits from being played on turn 9 with another card, so that you can actually use all your mana crystals and not play him on turn 5 as a 5 drop ^^ might be somewhat decent in Arena.
The only reason her battlecry is OP is because it's THREE minions, so the chance is not very high and not very low either.
Hope you guys liked this card!
Flavor: "He was always the odd one."
If you have 2 minions, you get a Spider Tank body. If you have 4 minions, you get a 3/6 at a discount of 1 mana. Go beyond that and you're reaching insane territory.
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 effect is dynamic, so when you play/draw cards, the minion's stats change.
This card is similiar to Mana Wraith in the way it works. When it dies, the effect is removed. But unlike Mana Wraith, this card has an Asymmetrical effect, making it easier for you to use combos (Also by rounding down your 1 mana cost cards to 0) while disrupting your opponent's plays. It will also apply to hero powers mana cost (For example, if you have Maiden of the Lake on the board, your hero power will cost 0).
Malorne
Note that the minion will always be summoned on the side, so Archimonde's effect will only ever take out one minion if positioned correctly. You can construct your deck to include more even cost minions if you want to summon Malorne, and odd minions for Archimonde. Priced at 6 to take into account the revealing of your minion to the opponent, which can be valuable in guessing your deck.
He apprenticed under Wilfred for quite a while, but he knows he's not cut out for being a Master Summoner quite yet. Maybe after they clean up the rest of the Eredar lords.
Summon: "You start the ritual, I'll join in!"
Attack: "Uh... doomblivion!"
Inspire: "More power!"
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.
Some early game minion for shaman that help him stall a bit against aggro (I'm looking at you, Dust Devil).
Some clarifications:
-When the health is halved, it counts as damage, not a debuff (think Injured Blademaster's battlecry). So if, for example, there's a frothing berserker on the board, it will get buffed. This means also that the Golem can be healed to full health (4) and start again the process.
-Normally, you would get 2 1/2 at the end of the first turn and 4 1/1 at the end of the second turn. Again, they can be healead up and keep multiplying, as long they have and even amount of health (nothing happens at 1 and 3 health, for example).
-Interaction with healing totem depends on what was played first. Much like Imp Master goes to 0 health, then 1 again and still dies. This means that if they are at 3 health, and were played before healing totem, they wouldn't multiply.
-The exact copy part works exactly like echoing ooze, any buffs on the original golem carry on to the copy.
Aaaaand I believe that's all.
Siras Terra, the Geomancer
Pirate themed rogue spell that acts as some sort of combo-enabler without being a cycle or direct damage spell.
So for example, a 2/7 minion would be changed to a 1/7, an 8/8 minion would be changed to a 1/1, and a 3/4 minion would be changed to a 3/1.
How do you guys feel about this, balance-wise? Is 2 cards too much?
Sort of a rogue's private Shade of Naxxramas that has the potential to grow exponentially instead of linearly. It could get out of control quickly, but it dies to AOE easily to encourage midrange trading rather than making it into a OTK cannon.
Here is my submission, Great sinergy with Emperor Thaurissan and Pint-Sized Summoner. It can also be used for mill decks or in combination with other card that can be created for mana reduction.
Hope you enjoy
Maybe... nah nah nah nah
Oh, I just had to.
The most obvious pun actually ended up having a really interesting effect for me. This could turn out to be a boardwipe if RNG is on your side (or against you, if it wipes your board). Or, it could just take out one minion and be a much worse Deadly Shot (given that that minion could've been your own).
You can find me here! Good luck everyone!
EDIT: Changed the stats from 6/6 to 7/5... 6/6 would've been basically power creep on the Pit Fighter ^^
6/5 is just not good enough for ~5 mana and 7/5 seems perfect... I think we actually need more minions that replace the stats of Salty Dog ^^ and Salty Dog has at least the 'Pirate' tag, which costs him 1 Health :D
Other similar minions are Stalagg & Venture Co.. Stalagg has an additional effect, that costs him 1 Health, while Venture Co.'s effect is negative, so that he has 1 more Health.
The Ogre benefits from being played on turn 9 with another card, so that you can actually use all your mana crystals and not play him on turn 5 as a 5 drop ^^ might be somewhat decent in Arena.
REMOVED
Maybe... nah nah nah nah
When Uther was young he often took things to literally.
"If you really think about it, Face Hunter really did nothing wrong." - Hitler