Sort of a backwards, Xmas-themed Mind Control Tech; you choose a friendly minion and send it over to the opponent's side. Strong combo with Doomsayer; could also work with negative deathrattles like Dancing Swords, Zombie Chow, Deathlord, etc.
The card isn't absolutely broken, one less total stat than boulderfist and still succeptible to BGH. Terrible if no minions have died yet, but an insane late game draw.
Edit: Picture disappeared. The card is a 3 mana cost, 0/1 in stats, with the ability "Battlecry: Remove "Freeze" from all characters. Gain +2/+1 for each "Freeze" lost".
This is a tech card specifically targeted towards Freeze Mages. It allows you to unleash a counter attack to the typical Frost Nova + Doomsayer combo. Being a tech card, it is practically useless outside of its niche. It does still have "some" use though, as you can Discover it from Jeweled Scarab. Usually, you might only be able to remove one Freeze effect, i.e. from Frostbolt on an important minion you want to attack with.
This also gives an option to a more "aggressive" Freeze Mage. They can play this and get a powerful minion. Especially useful if you have 9 mana, where you Frost Nova, play this card, then use another Frost Nova. The opponent will need either a Silence, a powerful Charge minion, or spell based removal in order to get rid of the beefed up minion. Risky, but rewarding.
We've seen lots of Christmas related cards, so I'd thought I'd make one for Hannukah! The miracle of Hanukkah was sacred oil burning for 8 days instead of 1, and today Hanukkah traditions include eating Oily foods - so I thought it would be a good idea to have the card have something to do with Tinker's Sharpsword Oil.
This card gives Rogue more burst damage and can help trigger combos. I decided for it to be a legendary as I think having two might be a little OP.
Flavor Text: He is revered by everyone in the trade of trading.
The effect applies to all variants of removal from the board (e.g. Destroy, Transform, Return, Shuffle). The side of the board is not specified, so Mind Control is possible.
So I really want Beast Druid to be a thing. This could help quite a bit. I love 0-Attack minions and I love the idea of HS having land-style cards, hence this. Adds a potentially really beneficial effect (think Malorne, Savage Combatant, etc. or even turning Emperor Cobra or Maexxna into bigger Patient Assassins) and helps fill out the curve/acts as pseudo card draw. I made the health so high so as to virtually guarantee going off at least once and because it's 3 mana, and theoretically your opponent should have more resources going into their turn 3 or 4 than turn 2 (when stuff like Nat Pagle and Lightwell could come out, and Doomsayer has 7 health at 2 mana anyway). Just for clarification, the Stealth buff works like The Mistcaller, i.e. it affects the card before you play it. The cards gained from Deep Woods will still have Stealth even if Deep Woods dies before they are played.
I am a firm lover of Paladin decks; especially playing with the idea of control decks. With the introduction of Reno Jackson, I feel like that dream can come alive. So with the theme of the cold winter ahead of us, I present to you a Paladin combo card.
I know, I know. Freeze isnt exactly a Paladin theme, but the idea of purity is. Ice is a pretty pure and beautiful element in nature, much like how the Holy Light is in the Warcraft universe. Freeze has seen its way into neutral and Shaman, so it wouldnt be far-fetched to see Paladins using the chilling touch of winter to purify their foes.
Lets look at it body: 3 mana, 3/4. It's basically a Spider Tank with a unique and rather interesting twist to it. Subtracting the tribe and giving it combo potential doesnt make the card OP on 3 mana, due to the amount of spells and weapons that Paladins can do damage with. It can trade well into most three drops and establishes a new board presence that could change how the game is played.
Now lets look at the star on this creation: it's ability.
It gives Paladin a new way to gain an advantage in control over other decks: stalling until you can win or fatiguing your opponent to win.
Without going into the weapons, one combo should be seen right away. Consecration and this card is basically a 7 mana Blizzard for Paladins with a unique twist.
1) It freezes and damages the enemy hero.
2) For one mana more, you are getting a 3/4 body.
3) It has downsides compared to the original card (Requires two cards, one mana more, generally weaker than other Paladin AoE combos)
Think of the combinations you could have in a Paladin deck between your weapons, your damaging spells. and even Muster for Battle (Light's Justice + this card = Frost Shock that can be used four times.)
Description: Design wise, I made this little card for the priest class, simply because it's somewhat of a biblical story. You get a coin and you can "give it" to the poor drummer boy who plays for money. In game, this card is flexible and innovative. It's fairly similar to the Jeweled Scarab. It's not worth it when you first play the card, but it will provide a great benefit in the future.
The effect suit the story, Mage with fireball light up the match and let Little Match Girl to dream, so you draw a card. If Little Match Girl was killed, it was winter time, so she will freeze the enemy.
Long live Zoo warlocks! :D
Here's my entry into the competition. I decided to go with a warlock card that could enhance the discard mechanic. Hope you like it!
Sounds:
When Played: "The Shadows Call!"
Attacking: "Is that all!?"
Death: "Need... more... souls..."
Edit: I modified the card text a bit, now it's a bit more balanced. Flavor's still the same though.
An alternative version of Adrenaline Rush that has been removed.
I really miss that card.
Be careful what you wish for.
Sort of a backwards, Xmas-themed Mind Control Tech; you choose a friendly minion and send it over to the opponent's side. Strong combo with Doomsayer; could also work with negative deathrattles like Dancing Swords, Zombie Chow, Deathlord, etc.
My entry is The Winter MRRGLer! He's here to make sure EVERYONE has a white Christmas!
And here's the image without the background as well:
Winterfin Slush Guppy
Shaman's 3-3/4 is here!!
Edit changed image/imgur
Flavour: Hey, isn't it supposed to be the other way around?
Here's my submission. It's a simple legendary, and my first entirely original card.
Edit: added image as attachment
The card isn't absolutely broken, one less total stat than boulderfist and still succeptible to BGH. Terrible if no minions have died yet, but an insane late game draw.
Here is my entry! It's my first one ever, hope you like it.
When you play this spell you hear the sound of a cash register.
Edit: Picture disappeared. The card is a 3 mana cost, 0/1 in stats, with the ability "Battlecry: Remove "Freeze" from all characters. Gain +2/+1 for each "Freeze" lost".
This is a tech card specifically targeted towards Freeze Mages. It allows you to unleash a counter attack to the typical Frost Nova + Doomsayer combo. Being a tech card, it is practically useless outside of its niche. It does still have "some" use though, as you can Discover it from Jeweled Scarab. Usually, you might only be able to remove one Freeze effect, i.e. from Frostbolt on an important minion you want to attack with.
This also gives an option to a more "aggressive" Freeze Mage. They can play this and get a powerful minion. Especially useful if you have 9 mana, where you Frost Nova, play this card, then use another Frost Nova. The opponent will need either a Silence, a powerful Charge minion, or spell based removal in order to get rid of the beefed up minion. Risky, but rewarding.
We've seen lots of Christmas related cards, so I'd thought I'd make one for Hannukah! The miracle of Hanukkah was sacred oil burning for 8 days instead of 1, and today Hanukkah traditions include eating Oily foods - so I thought it would be a good idea to have the card have something to do with Tinker's Sharpsword Oil.
This card gives Rogue more burst damage and can help trigger combos. I decided for it to be a legendary as I think having two might be a little OP.
edit: Added Battlecry tag
Flavor Text: He is revered by everyone in the trade of trading.
The effect applies to all variants of removal from the board (e.g. Destroy, Transform, Return, Shuffle). The side of the board is not specified, so Mind Control is possible.
So I really want Beast Druid to be a thing. This could help quite a bit. I love 0-Attack minions and I love the idea of HS having land-style cards, hence this. Adds a potentially really beneficial effect (think Malorne, Savage Combatant, etc. or even turning Emperor Cobra or Maexxna into bigger Patient Assassins) and helps fill out the curve/acts as pseudo card draw. I made the health so high so as to virtually guarantee going off at least once and because it's 3 mana, and theoretically your opponent should have more resources going into their turn 3 or 4 than turn 2 (when stuff like Nat Pagle and Lightwell could come out, and Doomsayer has 7 health at 2 mana anyway). Just for clarification, the Stealth buff works like The Mistcaller, i.e. it affects the card before you play it. The cards gained from Deep Woods will still have Stealth even if Deep Woods dies before they are played.
I am a firm lover of Paladin decks; especially playing with the idea of control decks. With the introduction of Reno Jackson, I feel like that dream can come alive. So with the theme of the cold winter ahead of us, I present to you a Paladin combo card.
I know, I know. Freeze isnt exactly a Paladin theme, but the idea of purity is. Ice is a pretty pure and beautiful element in nature, much like how the Holy Light is in the Warcraft universe. Freeze has seen its way into neutral and Shaman, so it wouldnt be far-fetched to see Paladins using the chilling touch of winter to purify their foes.
Lets look at it body: 3 mana, 3/4. It's basically a Spider Tank with a unique and rather interesting twist to it. Subtracting the tribe and giving it combo potential doesnt make the card OP on 3 mana, due to the amount of spells and weapons that Paladins can do damage with. It can trade well into most three drops and establishes a new board presence that could change how the game is played.
Now lets look at the star on this creation: it's ability.
It gives Paladin a new way to gain an advantage in control over other decks: stalling until you can win or fatiguing your opponent to win.
Spells that deal damage: Consecration, Avenging Wrath, Holy Wrath, Hammer of Wrath
Without going into the weapons, one combo should be seen right away. Consecration and this card is basically a 7 mana Blizzard for Paladins with a unique twist.
1) It freezes and damages the enemy hero.
2) For one mana more, you are getting a 3/4 body.
3) It has downsides compared to the original card (Requires two cards, one mana more, generally weaker than other Paladin AoE combos)
Think of the combinations you could have in a Paladin deck between your weapons, your damaging spells. and even Muster for Battle (Light's Justice + this card = Frost Shock that can be used four times.)
Introducing my submission. :)
"
Flavor Text: "The finest gifts, he brings!"
Description: Design wise, I made this little card for the priest class, simply because it's somewhat of a biblical story. You get a coin and you can "give it" to the poor drummer boy who plays for money. In game, this card is flexible and innovative. It's fairly similar to the Jeweled Scarab. It's not worth it when you first play the card, but it will provide a great benefit in the future.
Voicing:
When Summoned: "Spare some change?"
When Attacking: "Pa rum pah bum bum."
When Destroyed: *grunts with a loud drum hit*
-Pageturner
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The average cost of a secret is around 2 mana, so this is a shredder for secrets.
Edit: Change card name and picture.
The effect suit the story, Mage with fireball light up the match and let Little Match Girl to dream, so you draw a card. If Little Match Girl was killed, it was winter time, so she will freeze the enemy.