When the tavern gets rowdy, nothing's better than some good ol' gambling to add to the spirit!
This card best functions as a hail-Mary play to save your skin in life or death scenarios by duplicating key cards to heal, draw cards, gain lethal, gain board clear, etc. Something interesting that I think would be fun to implement into hearthstone that makes for outrageous plays.
Paying homage to the second most beloved reindeer in Azeroth.
I opted not to give this card to druid simply because it's enough of an ordeal playing around combo as it is. Adding a direct counter to combo's counters would offer even less meaningful decision-making. As a 3-mana 3/2, it's a little slow for face hunters who might instead opt for a flare against a secret-heavy meta, which is good because I wouldn't want to give them that added power. The real love goes to beast and control decks, offering extra board presence into midgame against a mad scientist or a response against mysterious challenger or freeze mage. And it's at a statline that doesn't make it a complete waste if played against non-secret decks.
Flavour Text: Usually, Captain Tripps only hires the best swashbucklers around, but she recently 'acquired' a shiny new ship from a rather grumpy Greenskin and needs to get out of town NOW.
The stats are really weak because well, it allow you to draw up to 10 cards and if the enemy already have 10 cards in hand they'll draw none. Beware if you can't play out a card after this one you're bound to discard a card and your opponent will always discard a card. If the players are in a state of fatigue it will work the same way as Jeeves.
Flavor Text: "The gnomes decided it was time they took the holidays into their own hands. At least it wasn't the goblins. The holidays would have ended with a bang...."
Build your board. Delay your opponent. Bypass taunts. Finisher Rogue spell.
Minions die at the end of turn because Stealth is lost at Combat Preparation Phase (meaning before making contact). With this each minion can attack once before destroyed. It can backfire if your opponent has enough face damage. Or a Mal’Ganis type immune effect.
Minions that enter the battlefield (played or summoned) also receive Stealth. Meaning your opponent's next turn minions are one time trades /face dmg or aura effects.
Mass dispel is not a counter ( minions get unstealthed but not destroyed ). Flare is a full board clear for both players. Wailing ghoul finds a home xD
6 mana felt right. Ideally you want to push some little guys in the board with it but Preparation exists so it’s not that hard to manage. Late game with prep is insane tempo but you leave yourself open to big minions going face.
Edit: Changed the keyword Stealth to bold, changed the wording to clarify that minions will not auto-lose stealth when the effect is over. That would be a doomsayer with no counterplay and there is no fun in that.
Was inspired by the new adventure mechanics as well as playing around with control warrior lately. The card is more of a win-more condition than something that can turn the game in your favor. Doesn't punish your opponent for having minions in play, like some cards do, but does punish your opponent for getting board cleared. Also has a fun RNG element.
I think warrior needs a more effective AoE removal than Whirlwind and Brawl although both are great. I decided it should also have some draw back and be more expensive than the initial 4 cost that I thought as to not combo with Shield maiden.
Thought to play around with the Faceless Manipulator mechanic, joined by Sylvanis's 'tricky play-around' personality!
Faceless Mirror:
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
Note: The old link was broken, don't know why!
When the tavern gets rowdy, nothing's better than some good ol' gambling to add to the spirit!
This card best functions as a hail-Mary play to save your skin in life or death scenarios by duplicating key cards to heal, draw cards, gain lethal, gain board clear, etc. Something interesting that I think would be fun to implement into hearthstone that makes for outrageous plays.
Art credit to ianllanas of deviantart.
Edit: Fixed white background.
Paying homage to the second most beloved reindeer in Azeroth.
I opted not to give this card to druid simply because it's enough of an ordeal playing around combo as it is. Adding a direct counter to combo's counters would offer even less meaningful decision-making. As a 3-mana 3/2, it's a little slow for face hunters who might instead opt for a flare against a secret-heavy meta, which is good because I wouldn't want to give them that added power. The real love goes to beast and control decks, offering extra board presence into midgame against a mad scientist or a response against mysterious challenger or freeze mage. And it's at a statline that doesn't make it a complete waste if played against non-secret decks.
Flavour Text: Usually, Captain Tripps only hires the best swashbucklers around, but she recently 'acquired' a shiny new ship from a rather grumpy Greenskin and needs to get out of town NOW.
EDIT: Forgot the winter veil watermark, so fixed.
By Jove! That's a splendid card isn't it, what? Jolly good show, old chap! *slurps tea*
Here we go:
My gift to you is.... ME!
So, what about a spell Dreadsteed?
My custom classes : /// / My Card Factory!
Hi.
REMOVED
The stats are really weak because well, it allow you to draw up to 10 cards and if the enemy already have 10 cards in hand they'll draw none. Beware if you can't play out a card after this one you're bound to discard a card and your opponent will always discard a card. If the players are in a state of fatigue it will work the same way as Jeeves.
REMOVED
My gift to all you mech lovers!
The Gift-O-Tron 3000!!!
Flavor Text: "The gnomes decided it was time they took the holidays into their own hands. At least it wasn't the goblins. The holidays would have ended with a bang...."
Flavor text: Tis' the season to be wary.
Build your board. Delay your opponent. Bypass taunts. Finisher Rogue spell.
Minions die at the end of turn because Stealth is lost at Combat Preparation Phase (meaning before making contact). With this each minion can attack once before destroyed. It can backfire if your opponent has enough face damage. Or a Mal’Ganis type immune effect.
Minions that enter the battlefield (played or summoned) also receive Stealth. Meaning your opponent's next turn minions are one time trades /face dmg or aura effects.
Mass dispel is not a counter ( minions get unstealthed but not destroyed ). Flare is a full board clear for both players. Wailing ghoul finds a home xD
6 mana felt right. Ideally you want to push some little guys in the board with it but Preparation exists so it’s not that hard to manage. Late game with prep is insane tempo but you leave yourself open to big minions going face.
Edit: Changed the keyword Stealth to bold, changed the wording to clarify that minions will not auto-lose stealth when the effect is over. That would be a doomsayer with no counterplay and there is no fun in that.
First entry ever!
Was inspired by the new adventure mechanics as well as playing around with control warrior lately. The card is more of a win-more condition than something that can turn the game in your favor. Doesn't punish your opponent for having minions in play, like some cards do, but does punish your opponent for getting board cleared. Also has a fun RNG element.
Always a good topdeck, superb mana efficiency, but dies to silence and stats are only okay. Art is taken from Magic.
Note: I'm pretty sure that this card would gain the stats before dying, but hard to say seeing as there's no card like this in the game.
I think warrior needs a more effective AoE removal than Whirlwind and Brawl although both are great. I decided it should also have some draw back and be more expensive than the initial 4 cost that I thought as to not combo with Shield maiden.
Shamans need love too!