applies to hero health, minion health, minion attack, spell damage, hero power damage and mana cost, card cost in your hand, weapon durability and attack, minion weapon and spell effects with numbers.
hence it gets the worst stats for mana cost, but epic effect if exploited
A nice wicked addition to Counterspell and Spellbender, this secret will add a lot of mind games and troubles for your opponent. Can be very effective for both tempo and control purposes. GL & HF
Based on WoW fact where you get spells (except for few early game ones) at even levels. Druid card because of the possible manipulation with your mana crystal count.
To be clear this is about maximum mana you you may have.
This can be played with The Coin on turn 3 to for a powerful early game, a good coin draw, but an ok turn 4 draw. May have an interesting role in hearthstone depending on your draw.
The card is designed so that Over powered combinations like Innervate + Dwarven Legend cannot be played turn 1, but is possible turn 2.
The card isn't very powerful on its own but its potential early game may be useful.
Welcome back Patron warrior. This time without frothing beserker
Yup power creeping is a thing I guess.
The reason I went for base stats is so that frothing will never benefit from this card. It should have a lot of luck for the health and attack to both get to an odd number but I didn't want to take the risk.
Edit: changed the card to limit the effect to your own minions. Thanks @Vesperbot for pointing out I missed that part.
Synergies and main idea: It will only clear the board if there are minions with even and odd health, BUT - you can control the effect by adding spell damage (which changes a lot!) or by putting small creatures on the board to break a sequence. I chose "odd" so if you have +1 spell damage it will kill most of the big creatures (since they usually have around 8 hp and sometimes 12) even if there is a sequence of "evens" (they will never become odd).
Card created to annoy spell casters and it triggers every time spell played - doesnt matter you play it or your opponent. Immune grant this creature chance to survive not being insta-killed by fireball or something like that. Stats looks balanced. Zero mana spells doesnt trigger effect.
P.S. Fixed some grammar on the card.
Updated:Magic Immune mean it can't be targeted by spells or hero power.
applies to hero health, minion health, minion attack, spell damage, hero power damage and mana cost, card cost in your hand, weapon durability and attack, minion weapon and spell effects with numbers.
hence it gets the worst stats for mana cost, but epic effect if exploited
Intention: Heavy control card for early game.
http://s5.postimg.org/jxaxw4oh3/6da0fe3b.png
Looks like I'm not the first to have this idea, oh well!
Yes, this can destroy itself. Place it carefully!
Figured this could work well with Handlock :)
Minor Edit - Corrected the Name :p
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(Reminder: Deleting Submission Topic posts is against the rules.)
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
A nice wicked addition to Counterspell and Spellbender, this secret will add a lot of mind games and troubles for your opponent. Can be very effective for both tempo and control purposes. GL & HF
Based on WoW fact where you get spells (except for few early game ones) at even levels. Druid card because of the possible manipulation with your mana crystal count.
Mana Wyrm interaction: First Mana Wyrm gets buffed, then checked for eligibility. So, if you have just dropped one, it will be fried.
Balance notes: Hellfire hits all for 3, so base mana cost is 4, now since the spell is mage's, they have better mana control, thus 3 mana cost.
There is a lot of steak here...
To be clear this is about maximum mana you you may have.
This can be played with The Coin on turn 3 to for a powerful early game, a good coin draw, but an ok turn 4 draw. May have an interesting role in hearthstone depending on your draw.
The card is designed so that Over powered combinations like Innervate + Dwarven Legend cannot be played turn 1, but is possible turn 2.
The card isn't very powerful on its own but its potential early game may be useful.
Welcome back Patron warrior. This time without frothing beserker
Yup power creeping is a thing I guess.
The reason I went for base stats is so that frothing will never benefit from this card. It should have a lot of luck for the health and attack to both get to an odd number but I didn't want to take the risk.
Edit: changed the card to limit the effect to your own minions. Thanks @Vesperbot for pointing out I missed that part.
To draw or not to draw. That's the question.
Summoned : Where's my hammer?
Attack : Kaboom!
Flavor Text : He is secretly a Dr.Boom Fanboy
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
This gives you a sort of head start in the game.
more secrets!
Balanced when comparing to Twisting Nether
Synergies and main idea: It will only clear the board if there are minions with even and odd health, BUT - you can control the effect by adding spell damage (which changes a lot!) or by putting small creatures on the board to break a sequence. I chose "odd" so if you have +1 spell damage it will kill most of the big creatures (since they usually have around 8 hp and sometimes 12) even if there is a sequence of "evens" (they will never become odd).
Card created to annoy spell casters and it triggers every time spell played - doesnt matter you play it or your opponent. Immune grant this creature chance to survive not being insta-killed by fireball or something like that. Stats looks balanced. Zero mana spells doesnt trigger effect.
P.S. Fixed some grammar on the card.
Updated: Magic Immune mean it can't be targeted by spells or hero power.
So you can at least draw one card. The last card do not have to be revealed.