The idea behind this pairing is to promote more early tools to actually help Paladin survive against classes that are very hard to retaliate against, while making the triggering condition also not easy.
2. If the left/right-most minion is not that great, you can add/shuffle the right/left-most minion to your hand/deck. That was confusing!
3. If there's only one minion on the enemy board, you can choose to either shuffle it into your deck, or add it to your hand. It really depends on whether or not that minion has a Deathrattle effect or doesn't.
4. They're both a great method of hard-removal and can be added to any Reno Jackson or control deck!
5. They can be separately played on turn 4, as viable 4-drops, and if the one you played survives, you can play the other one the next turn to trigger the Battlecry!
6. They both are a pair of cards that have to be played around, thus adding strategy to the game. However, it could be Combo'd in a Reno Jackson Rogue deck alongside Betrayal to steal or destroy the exact minion you want.
7.Both cards don't necessarily have to be played by only one player to triger the Battlecry, notice how both cards say "on the battlefield."
This card combo is like playing an 8-mana 13/13 (GREAT VALUE!). The downside is that, when one of the card dies, they both die (similar to the story, Romeo and Juliet). This makes it perfectly balanced in a sense that it can snowball quickly or can be drastically bad.
However, Silence can be used as a great combo with one of these cards as well.
Play Injury first, then play Insult the second card you discover will cost ( 0 )
Separate:
The " Discovery Mechanic " is activated. those 3 cards are chosen from the enemy deck-list.
Each time you play one of the cards you DISCOVER ( steal ) an enemy card.
The 3 cards are chosen from any of the 30 cards in their list. ( played, in hand or in still in deck )
If you manage to get both Insult and Injury out at the same time the second card you chose can be played that turn for ( 0 ) mana or keep it for another turn and play it a full face value on a different turn.
Almost like an Improved Thoughtsteal for ALL classes!
Cards are Beasts and could add value based on the deck they are placed in.
Had to look up some lore to find a cute dead couple for this:
The Stalagg and Feugen for Battlecry decks. They have vanilla stats making them playable on their own but huge value after the 2nd one has been played.
Advantage over Stalagg and Feugen: better stat distribution, also a battlecry is faster than a deathrattle.
Disadvantage over Stalagg and Feugen: Thaddius is obviously stronger and you have to wait for one to die before summoning the other.
Here's my entry for the weekly card design competition:
The idea of this card is to provide Warlock with a method of late game control, which Warlock currently lacks. The stats are slightly sub-par, which is fair in order to keep the card balanced due to their powerful effect, but strong enough to make up the difficulty of achieving the effect. The general effect of both cards is: When one is in the hand and the other is summoned, the following card is created:
This card is obviously better than any 6 drop, but due to the difficulty of summoning, the stats are worth it. The idea I had for the mechanics of this card is that Dark Blade's attack is the normal attack value of this card (7 attack) while Shadow Drake's attack would be it's effect (5 damage). The idea of having two characters attack through a single card inspired me, so I came up with this card. Note that Dark Blade, Dragon Knight says deal 5 damage to another enemy minion, meaning that the target of the attack can not be hit.
Thanks for looking at my card, and good luck to everyone in the competition!
Gods! These two were inspired by two dota 2 heroes, Faceless Void and Zeus. Dota 2 was inspired by Dota 1, which was a mod for Warcraft that had warcraft characters in it, so its inspired by Warcraft technically ...?
Anyway, the key to these cards is that you don't get the Discovers if the battlecry doesn't go off (ie you have to kill the other card to get the spell). Also, similar to Feugen and Stalagg, they counter each other. For instance, if a shaman is trying to set up a lethal with Chronos into Zeus into Static, just play your Zeus and clear his board with Scorched Earth. It makes for some crazy interactions and comebacks.
The important part is really the cards you can Discover:
Chronos's Cards
Chronosphere can work as a stalling card that forces player to think hard about sequencing, which I think is an underused idea in HS. Also, because of the way the card works, if both players take lethal damage after Chronosphere ends, it will be a tie since the damage occurs from the same card. Also, the card allows you to heal lethal damage, if you take take lethal damage and then heal with Reno or something.
Backtrack works kind of like a board clear, but also has downsides. You basically get a second chance, since you know what cards they will draw, but you get an advantage from the fact that minions you played remain in play. Great against aggro decks, which I am in favor of.
Tunnel is more of a combo card, for decks that could set up an OTK with 3 specific minions and like a 5 mana spell or something. also sort of like a ultra coldlight.
Zeus's Cards
Scorched Earth is a great control card, in particular for Freeze Mage. Another good anti-aggro choice (sensing a trend?). Also combos with Molten Giants (I guess) and Commanding Shout.
Static is yet another anti-aggro card, but one that's a little more versatile. Could work with Malygos decks as a good finisher. I could even see it played in zoo decks as they often have so many minions in play.
Finally, my favorite: Hurricane. This card is one that I think has a little more viability than meets the eye--it really punishes combo decks like lots of druid stuff who like to go through their hands quickly, while holding a particular combo to finish off the game. Not to mention that it's not particularly overpowered in any one archetype--control decks don't want to give aggro decks their Ysera (or whatever) and aggro decks don't want to give control decks half their board.
Thanks for reading! This is my first entry to one of these, I hope I did alright! Also, if anyone knows the authors of the art I used, I would appreciate it if you could tell me. Thanks!
Here's my entry for this competition:
King's Right Hand & King's Left Hand
The related Weapons:
The idea behind this pairing is to promote more early tools to actually help Paladin survive against classes that are very hard to retaliate against, while making the triggering condition also not easy.
Hi.
Black and White
at turn 6 you can discover either a druid or hunter card.
any return a minion card will help a lot here.
Greetings, hearthpwn!
I present to you, the greatest gnomish duo of Azeroth... Chestnut Bonnie, and her partner, Walnut Clyde!
(Definitely not inspired by Bonnie Parker and Clyde Chestnut)!
Flavor text for both cards, respectively:
Chestnut Bonnie: "Chestnut Bonnie met Walnut Clyde at the World's End Tavern, in Shattrah... or so they say."
Walnut Clyde: "When Walnut Clyde met Chestnut Bonnie, both were smitten immediately... and became part-time criminals."
Reasons why they're awesome and flexible as cards:
1. Walnut Clyde triggers Deathrattle effects, but adds it to your hand. Chestnut Bonnie doesn't trigger Deathrattle effects, but shuffles it in your deck for future draw. Notable examples: Tirion Fordring, Sylvanas Windrunner, Sludge Belcher, Savannah Highmane, etc. Can be compared to Assassinate and Entomb.
2. If the left/right-most minion is not that great, you can add/shuffle the right/left-most minion to your hand/deck. That was confusing!
3. If there's only one minion on the enemy board, you can choose to either shuffle it into your deck, or add it to your hand. It really depends on whether or not that minion has a Deathrattle effect or doesn't.
4. They're both a great method of hard-removal and can be added to any Reno Jackson or control deck!
5. They can be separately played on turn 4, as viable 4-drops, and if the one you played survives, you can play the other one the next turn to trigger the Battlecry!
6. They both are a pair of cards that have to be played around, thus adding strategy to the game. However, it could be Combo'd in a Reno Jackson Rogue deck alongside Betrayal to steal or destroy the exact minion you want.
7. Both cards don't necessarily have to be played by only one player to triger the Battlecry, notice how both cards say "on the battlefield."
This card combo is like playing an 8-mana 13/13 (GREAT VALUE!). The downside is that, when one of the card dies, they both die (similar to the story, Romeo and Juliet). This makes it perfectly balanced in a sense that it can snowball quickly or can be drastically bad.
However, Silence can be used as a great combo with one of these cards as well.
Both: ( example on turn 10 )
Play Injury first, then play Insult the second card you discover will cost ( 0 )
Separate:
The " Discovery Mechanic " is activated. those 3 cards are chosen from the enemy deck-list.
Each time you play one of the cards you DISCOVER ( steal ) an enemy card.
The 3 cards are chosen from any of the 30 cards in their list. ( played, in hand or in still in deck )
If you manage to get both Insult and Injury out at the same time the second card you chose can be played that turn for ( 0 ) mana or keep it for another turn and play it a full face value on a different turn.
Almost like an Improved Thoughtsteal for ALL classes!
Cards are Beasts and could add value based on the deck they are placed in.
Hello and good luck to all contestants!
Here's my entry: two rogue sisters Smallfry. With some combos the will make your foe tremble.
Edited: Just changed sizes of cards to be appropriate to contest rules "side-by-side"
If there are more copies of Num or Plati on board when battlecry triggers, it destroys all of them but summons only 1 Platinumbot 4287.
Had to look up some lore to find a cute dead couple for this:
The Stalagg and Feugen for Battlecry decks. They have vanilla stats making them playable on their own but huge value after the 2nd one has been played.
Advantage over Stalagg and Feugen: better stat distribution, also a battlecry is faster than a deathrattle.
Disadvantage over Stalagg and Feugen: Thaddius is obviously stronger and you have to wait for one to die before summoning the other.
Hard to pull off, but if you do successfully do so, you are at a huge advantage.
(Just in case you do not know what an Argent Squire is: Argent Squire)
Hope you like it ^_^
TAZ'DINGO!!!!!!!! Yehes!
Here's my entry,
Twin ogrons from Highmaul!
The more you separate them, the stronger they get. I really liked the idea since no card uses that mechanic yet even if it's in the game.
Flavor text: "Some people have an evil twin. I am not so lucky. What I have is an idiot twin."
Good luck everyone!
Rene & Nasus:
The truth lies in darkness...
Here's my entry for the weekly card design competition:
The idea of this card is to provide Warlock with a method of late game control, which Warlock currently lacks. The stats are slightly sub-par, which is fair in order to keep the card balanced due to their powerful effect, but strong enough to make up the difficulty of achieving the effect. The general effect of both cards is: When one is in the hand and the other is summoned, the following card is created:
This card is obviously better than any 6 drop, but due to the difficulty of summoning, the stats are worth it. The idea I had for the mechanics of this card is that Dark Blade's attack is the normal attack value of this card (7 attack) while Shadow Drake's attack would be it's effect (5 damage). The idea of having two characters attack through a single card inspired me, so I came up with this card. Note that Dark Blade, Dragon Knight says deal 5 damage to another enemy minion, meaning that the target of the attack can not be hit.
Thanks for looking at my card, and good luck to everyone in the competition!
Gods! These two were inspired by two dota 2 heroes, Faceless Void and Zeus. Dota 2 was inspired by Dota 1, which was a mod for Warcraft that had warcraft characters in it, so its inspired by Warcraft technically ...?
Anyway, the key to these cards is that you don't get the Discovers if the battlecry doesn't go off (ie you have to kill the other card to get the spell). Also, similar to Feugen and Stalagg, they counter each other. For instance, if a shaman is trying to set up a lethal with Chronos into Zeus into Static, just play your Zeus and clear his board with Scorched Earth. It makes for some crazy interactions and comebacks.
The important part is really the cards you can Discover:
Chronos's Cards
Chronosphere can work as a stalling card that forces player to think hard about sequencing, which I think is an underused idea in HS. Also, because of the way the card works, if both players take lethal damage after Chronosphere ends, it will be a tie since the damage occurs from the same card. Also, the card allows you to heal lethal damage, if you take take lethal damage and then heal with Reno or something.
Backtrack works kind of like a board clear, but also has downsides. You basically get a second chance, since you know what cards they will draw, but you get an advantage from the fact that minions you played remain in play. Great against aggro decks, which I am in favor of.
Tunnel is more of a combo card, for decks that could set up an OTK with 3 specific minions and like a 5 mana spell or something. also sort of like a ultra coldlight.
Zeus's Cards
Scorched Earth is a great control card, in particular for Freeze Mage. Another good anti-aggro choice (sensing a trend?). Also combos with Molten Giants (I guess) and Commanding Shout.
Static is yet another anti-aggro card, but one that's a little more versatile. Could work with Malygos decks as a good finisher. I could even see it played in zoo decks as they often have so many minions in play.
Finally, my favorite: Hurricane. This card is one that I think has a little more viability than meets the eye--it really punishes combo decks like lots of druid stuff who like to go through their hands quickly, while holding a particular combo to finish off the game. Not to mention that it's not particularly overpowered in any one archetype--control decks don't want to give aggro decks their Ysera (or whatever) and aggro decks don't want to give control decks half their board.
Thanks for reading! This is my first entry to one of these, I hope I did alright! Also, if anyone knows the authors of the art I used, I would appreciate it if you could tell me. Thanks!
What miracle is this? This giant tree.
It stands ten thousand feet high
But it doesn't reach the ground. Still it stands.
Its roots must hold the sky.
Pretty decent by themselves, but when comobed become a huge tempo swing.
Millhouse's younger brother, who is actually a skilled mage, is in rage!
ps. I took out the battlecry effect because if spells cost 0 for entire game, this card would be considered broken.
I don't think there's a more suitable pair for this.
-Kyle Murray
Two early game legendarys with synergy for Warrior. I want warriors to start fighting with minions!