I was unsatisifed with Silver Hand Horse, so I wanted to make something else. I made a Phoenix card, but judging by Link's post up above, I don't think that's allowed, so I made something that I know for sure IS allowed.
It's based on the Gyrocopter's scouting abilities where it can easily detect what's ahead, which is where all of the flavor for the effects come from.
It's kind of an interesting anti-Secret card. The Secrets can still trigger, but you can play around them a lot easier when you know what they are. Just like Flare, it keeps the anti-Stealth and anti-Secret mechanics, but the real seller here is seeing your opponent's hand. This effect doesn't quite exist in Hearthstone yet (closest example we have is Azalina Soulthief which came out a little over 3 years after GvG), so it's hard to balance. I may be way off. It's understatted and the only effect that's guaranteed to be of any assistance is the hand revealing.
Also note that all effects are temporary. When it dies, your opponent's Secrets and hand are no longer visible, and minions can have Stealth again. Unlike the first 2 effects, the anti-Stealth also applies to your own minions.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
So, how lenient are we going to be with what counts as a Warcraft III unit?
Look at this example I made.
There is no unit in Warcraft III called "Silver Hand Horse", but there are still horses and knights on horses, and this card is supposed to depict that idea.
The first version to me might be weak because Silver Hand Recruits excel best at attacking face, which you can't do with Rush. If I made this card before Witchwood (which I actually did. I've had that card since as early as MSoG), it would have Charge instead. This is why the second version exists. The Rush definitely matters on version 2, but it might be too powerful.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I was unsatisifed with Silver Hand Horse, so I wanted to make something else. I made a Phoenix card, but judging by Link's post up above, I don't think that's allowed, so I made something that I know for sure IS allowed.
It's based on the Gyrocopter's scouting abilities where it can easily detect what's ahead, which is where all of the flavor for the effects come from.
It's kind of an interesting anti-Secret card. The Secrets can still trigger, but you can play around them a lot easier when you know what they are. Just like Flare, it keeps the anti-Stealth and anti-Secret mechanics, but the real seller here is seeing your opponent's hand. This effect doesn't quite exist in Hearthstone yet (closest example we have is Azalina Soulthief which came out a little over 3 years after GvG), so it's hard to balance. I may be way off. It's understatted and the only effect that's guaranteed to be of any assistance is the hand revealing.
Also note that all effects are temporary. When it dies, your opponent's Secrets and hand are no longer visible, and minions can have Stealth again. Unlike the first 2 effects, the anti-Stealth also applies to your own minions.
Click the image to go to my custom Time Traveler class.
Scourge Acolyte - Dead Ringer
Elven Huntress - Brave Archer
My favorite cards here are Quel'Thalas Priest (although it should have a better name), Crypt Fiend (Rogue version), and Spirit Walker.
Click the image to go to my custom Time Traveler class.
So, how lenient are we going to be with what counts as a Warcraft III unit?
Look at this example I made.
There is no unit in Warcraft III called "Silver Hand Horse", but there are still horses and knights on horses, and this card is supposed to depict that idea.
The first version to me might be weak because Silver Hand Recruits excel best at attacking face, which you can't do with Rush. If I made this card before Witchwood (which I actually did. I've had that card since as early as MSoG), it would have Charge instead. This is why the second version exists. The Rush definitely matters on version 2, but it might be too powerful.
Click the image to go to my custom Time Traveler class.
An oversight on my part. I guess I could go back to what I originally had planned which was to remove the Cost reduction and give it higher stats.
Click the image to go to my custom Time Traveler class.
First idea.
I'm honestly surprised with how little Spell Damage Shaman has with the amount of damage spells they have and the fact that Spirit Claws exists. As far as I'm aware, the only Shaman-specific source of Spell Damage is Wrath of Air Totem. Thus, I propose Firelord. Not Ragnaros the Firelord. Just, Firelord. I'm not sure how balanced the second ability is, but I like a lot of applications it has.
Click the image to go to my custom Time Traveler class.
Flavor is a little bit off when the Gryphon has 3 Attack and the weapon has 4.
Click the image to go to my custom Time Traveler class.