The basic idea behind this card is threat prevention. Much like Leeroy Jenkins, it's meant to be a powerful one shot minion to take out large threats; you can use this card to ruin some of your opponents combos, deny battle cries, and it still has a level of risk because it can possibly draw out some pretty big minions that could be problematic. Fun, effective and risky, I feel like with all the pirate decks that do the exact same thing every time we need more unpredictable warrior cards.
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Spiderwilliam13 posted a message on Weekly Card Design Competition #5.01 - Submission Topic -
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Dxiled posted a message on Weekly Card Design Competition #5.01 - Submission TopicThe unholy spawn of Coldlight Oracle and Drakonid Operative. Mill Priest, anyone?
EDIT: to clarify, you discover the card, then your opponent draws the card from their own deck. You both get a copy of the card, but your opponent's copy is from their deck.
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The_Edel_Bernal posted a message on Weekly Card Design Competition #5.01 - Submission TopicAn evil Lorewalker Cho, just as Cho spreads knowledge around by giving spells to everyone, he destroys knowledge by getting rid of all duplicate spells.
Usually, he only get rid of 1 copy of spell since you can only put 2 copies of card in deck, but he works exceptionally well against Jade Idol Druid.
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Szkeptik posted a message on Weekly Card Design Competition #5.01 - Submission TopicThe ability might be useful especially if you are playing a high curve deck, as you can expect to get a discount on your draw while giving your opponent a penalty on theirs.
Edit: Scramble-tron->Scramble-Tron
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B1ackC1pher posted a message on Weekly Card Design Competition #5.01 - Submission TopicThis crazy card would be perfect for Mill Druid, as well as decks that expend their card extremely fast like Egg Druid; both who struggle to find a place in the meta at the moment. This card would dramatically boost the powerlevel of these decks and supports intellectual play and strategic deck strategy. I hope you enjoy my submission this week :)!
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Demonxz95 posted a message on Weekly Card Design Competition #5.01 - Submission TopicThe players draw until they have 9 instead of 10 so neither player mills a card on their next draw.
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SpiderAsa posted a message on Weekly Card Design Competition #5.01 - Submission TopicA little play on Wrathion's awesome effect. High risk, high reward.
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Turkeybag posted a message on Weekly Card Design Competition #5.01 - Submission TopicPosted in: Fan Creations
Thins their deck and grows yours since often mill decks mill themselves just as much as their opponent. He can also steal jade idols! -
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NecroaV posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Lifestealer Class
Lore
Gi'llax the Lifestealer is a ghoul that was made by one of the Lich's acolyte so serve the Lich King but has gone rogue because it was too overwhelming to control. It had been said that this ghoul alone had slaughter and taken the lives of many, and has now even eaten it's creator to gain his knowledge. Gi'llax's Hero power is a weapon created from fallen enemies that had been quelled by Gi'llax and serve as a tool to destroy new enemies. He now has his own pack to lead and he shall ravage anything that comes in his way to get what he wants. He is also called the Grim-reaper by many.
Class Mechanics:
This class revolves around survivability, you could say this can be considered as an anti-aggro class because of the healing it can get. The class takes advantage of having high health or low health situation able to pull out early aggro and dish out heavy damage in the late game. The other mechanic in this class is having to sacrifice your own minions with substantial amount of health too boost or use an effect.
Unique Keyword:
Explanation:
Cards in this class either require you to have above or below certain health to trigger, instead of dealing with slot problems and deciding how to fit healing into the deck. This keyword makes sure that you can adjust your health quiet nicely and keep aggro away from you most of the time. Feast can come essential because in cards that are not shown here need a certain amount of healing to trigger.
Example Cards
Explanation for Example Cards:
-Blood Bite is a 3 cost spell with the keyword "Feast", which essentially means this is a 3 cost spells that deals 3 damage and heals for 3. It's like the card Drain Life from Warlock and Bash from Warrior but instead on getting a set amount of health or armor, you heal more when you deal more damage. More +Spell Damage with this spell = More Healing + More Damage.
-Curious Zombie is a minion which can be very useful in many cases being that it is a 6/2 when played and a 0/4 after the effect has taken place. This minion can dish out a lot of damage to your opponent if your opponent decides not to deal with it. It gradually becomes weaker but has a benefit to it as it turns into a vanilla 0/4 which still can be buffed. Future cards in the basic sets, soon to be shown if this idea passes, will introduce some sort of benefit for these kind of cards.
-Starving Taste is a 1 cost-spell that kills your own minion to restore your health. Combo it with the Curious Zombie, it is essentially creating a 4 mana 6/6 minion that heals, at highest, 4 health. Good card to pull out of aggro and is able to be utilised quiet often to deal with unnecessary minions on board.
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TallAr92 posted a message on How Good Is Kabal Chemist?Posted in: NewsWho cares what kripp says? Hes been playing that game since the release and yet has much lower understanding of the game than most of pro players...
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Why is this news.
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Extremely disappointing. With such a great theme I was expecting good AOE and removal spells that WOG left lacking. Instead we got random portals and discard warloc. Also very uninteresting legendaries when compared to LOE. Mediv isnt even a new affect, its just summoning stone.
Also as a priest main I felt personally attacked by the unbelievably bad priest cards, that were not even new effects just cards we already had mashed together for too much mana.
Overall I felt like there were barely any "new" effects and most of the cards are just small variations on existing cards that are still in Standard, so I don't understand these almost reprints at all.