This card was designed to be a key card in Spell Dmg Mage. This card brings a lot of potential for mage to oak, considering some low cost spell-dmg minions like Bloodmage Thalnos or Kobold Geomancer.
A new neutral Demon! She also gives you access to more Demons regardless of what type of Discoveries you play!!! With this around, maybe Warlocks will have a reason to run Sacrificial Pact outside of Dreadsteed decks! *gasp* Hope you all enjoy!
Flavor: "Etherials make for good raiders. That is, if you can avoid dropping half your loot."
Fits perfectly in with the concept of raiding tombs in my opinion. You want to take the rare stuff over the common junk, but in your haste you might leave a few things behind for other people to take. Could fit into mill decks.
Balanced against Dancing Swords. It has one more stat than the Swords because the effect can't be removed by silence. The end result is still the same though, with you losing in card advantage by 1 card. On the subject of strategic depth, here you need to weigh the option of taking what you want against taking something that you absolutely do not want to give your opponent.
Are you feeling down because you discarded Mal'Ganis or Lord Jaraxxus when you played Doomguard or Soulfire? No problem! We can at least remedy the situation by giving you MORE card advantage! Replace your dirty Succubus and play more Fel Reavers and Piloted Shredders from the ashes of your fallen cards. ;)
"Ancient shrines love to share punch lines too, but people always column before they finish their jokes."
Supports a value/control Hunter archetype. You must sacrifice trade opportunities/face damage to get any value out of it, however. It also provides Hunter with a potentially powerful 5 drop, curving into Savannah Highmane.
Hi guys, here's my entry for this week, hope you enjoy it! Oh, and as usual - it's WoW themed, of course.
Alternative card-draw, flexible synergy and late-game staying power for Shamans:
Balance Explanation and thoughts behind the card (for the curious and the critics):
Mana Cost and inclusion of Overload: As a Shaman supporter, I really hate cards with Overload and wanted to avoid it. The original thought was to make Ascendance cost (3) and just be done with it. However, I was afraid that it would hinder the card, because I want Ascendance to be able to provide at least 2 cards when it’s played. It would be difficult to accomplish that goal when playing creatures during mid/late game in that scenario. On the other hand, this card has more synergy with spells (since a lot of them are low cost) and limiting your mana by (2) for a following turn kind of makes it fair as you can’t dump all the creatures you just collected. So I thought it was balanced this way.
Isn't this card broken with low cost spells? It does synergise a little too well, yes. But that’s the point. Shamans have pretty much no win conditions outside of playing for early board and trying to seal out the game, which doesn't work as well as a lot of people would hope for. You can easily run out of steam or fall victim to bad draw. This card allows you to try to turn it around and stabilize. When Ascendance goes off – your opponent should know what’s coming.
How does it work? Similar to Lock and Load, except the Discover mechanic gives you a choice to pick from. The effect lasts during the turn the card was played. I understand the wording can be misleading, but there really was no space to add "whenever you play/cast a minion/spell this turn" clause to the card text. I'm hoping it seems intuitive enough.
Note that none of these curses are collectable and when drawn they are destroyed immediately. Alike to Ambush they don't trigger if the card is burnt and if you have Brann Bronzebeard, it will shuffle 2 copies of each into your opponents deck.
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Yep, it's made with bits of real cobra, so you know it's good.
Still can't upload my image though...
This card was designed to be a key card in Spell Dmg Mage. This card brings a lot of potential for mage to oak, considering some low cost spell-dmg minions like Bloodmage Thalnos or Kobold Geomancer.
I'm not a very good at drawing:) so i used picture that found.
3 mana mech that gives you spare part of your choise, so it worth like 0.5-1 stat point, it has some drawback but only after it dies.
I was thinking to make it 4-3, but it seems a OP, beating other non-class 3 drops.
My special entry for the week!
A new neutral Demon! She also gives you access to more Demons regardless of what type of Discoveries you play!!! With this around, maybe Warlocks will have a reason to run Sacrificial Pact outside of Dreadsteed decks! *gasp* Hope you all enjoy!
Flavor: "Etherials make for good raiders. That is, if you can avoid dropping half your loot."
Fits perfectly in with the concept of raiding tombs in my opinion. You want to take the rare stuff over the common junk, but in your haste you might leave a few things behind for other people to take. Could fit into mill decks.
Balanced against Dancing Swords. It has one more stat than the Swords because the effect can't be removed by silence. The end result is still the same though, with you losing in card advantage by 1 card. On the subject of strategic depth, here you need to weigh the option of taking what you want against taking something that you absolutely do not want to give your opponent.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
"He's learned plenty of ways to heal out in wilderness... a few of them may or may not kill you."
"Grime does pay."
Are you feeling down because you discarded Mal'Ganis or Lord Jaraxxus when you played Doomguard or Soulfire? No problem! We can at least remedy the situation by giving you MORE card advantage! Replace your dirty Succubus and play more Fel Reavers and Piloted Shredders from the ashes of your fallen cards. ;)
"Ancient shrines love to share punch lines too, but people always column before they finish their jokes."
Supports a value/control Hunter archetype. You must sacrifice trade opportunities/face damage to get any value out of it, however. It also provides Hunter with a potentially powerful 5 drop, curving into Savannah Highmane.
The longer the Lost Artifact is "lost" in your deck, the cheaper the Legendary minion will be once found!
Pulls up 4 cards for you to choose from. Tally ho!
I Designed A Card This Week
The Card....
The Tokens
Clarifications
- Freya's battlecry would work like this
<Freya is played>
<Battlecry activates>
<Malorne (Druid Card) and Webspinner summoned>
So you would get 3 minions from Freya though you could get a Webspinner and Darnassus Aspirant or Cenarius and King Krush! :)
Flavour Text: "At the end of every portal is a new discovery. Its friendship, its always friendship"
Check out some Super Smash Brothers Cards
A simple yet not overpowered edition of one of the greatest game stealers:
Balance-wise, changed discount to 2 from 3 because of reduced randomness of the portal.
There is a lot of steak here...
Let find that Golden Monkey, shall we?
Edit: Yes, Discover mechanic.
Edit2: I didn't know there was a character in WoW name Jack Arrow. That's much better. Thanks to teursu!
Meta changes the moment you switch your deck.
Includes minions and spells!
Hi guys, here's my entry for this week, hope you enjoy it! Oh, and as usual - it's WoW themed, of course.
Alternative card-draw, flexible synergy and late-game staying power for Shamans:
Balance Explanation and thoughts behind the card (for the curious and the critics):
Mana Cost and inclusion of Overload:
As a Shaman supporter, I really hate cards with Overload and wanted to avoid it. The original thought was to make Ascendance cost (3) and just be done with it. However, I was afraid that it would hinder the card, because I want Ascendance to be able to provide at least 2 cards when it’s played. It would be difficult to accomplish that goal when playing creatures during mid/late game in that scenario. On the other hand, this card has more synergy with spells (since a lot of them are low cost) and limiting your mana by (2) for a following turn kind of makes it fair as you can’t dump all the creatures you just collected. So I thought it was balanced this way.
Isn't this card broken with low cost spells?
It does synergise a little too well, yes. But that’s the point. Shamans have pretty much no win conditions outside of playing for early board and trying to seal out the game, which doesn't work as well as a lot of people would hope for. You can easily run out of steam or fall victim to bad draw. This card allows you to try to turn it around and stabilize. When Ascendance goes off – your opponent should know what’s coming.
How does it work?
Similar to Lock and Load, except the Discover mechanic gives you a choice to pick from. The effect lasts during the turn the card was played. I understand the wording can be misleading, but there really was no space to add "whenever you play/cast a minion/spell this turn" clause to the card text. I'm hoping it seems intuitive enough.
The injuries:
Sort of a Venture Co/Fel Reaver thing, but you get to pick your handicap.
A Gift from the Firelands
The Great Curses
Note that none of these curses are collectable and when drawn they are destroyed immediately. Alike to Ambush they don't trigger if the card is burnt and if you have Brann Bronzebeard, it will shuffle 2 copies of each into your opponents deck.