A card designed more for control-ish players. Turn 3 deal 4 damage (1 from Falstad, 2 from Hammer, another 1 from Falstad). Subsequent turns deal 3 damage (2 from Hammer, 1 from Falstad) if you have an empty board. This can handle cards like Totem Golem efficiently. If aggro players use this card, it is not as efficient because firstly Falstad can't go face or you miss the Hammer value, and secondly, you need an empty board for the Hammer to summon Falstad again.
- Aezuriel
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Prawnnoodles posted a message on Weekly Card Design Competition 5.08 - Submission Topic -
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cg8889 posted a message on Weekly Card Design Competition 5.08 - Submission TopicThe thought process behind the card is to give Rogue players the ability to pseudo AoE and also use weapon buff cards. Playing Deadly Poison into Ambush gives the player the chance to kill off two 3 Health minions or one 6 Health minion. The card would allow Rogues to add other minions like the 4 Mana Naga that buffs your weapon or the Deathrattle minion that adds +2 Attack to your weapon.
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Crucinel posted a message on Weekly Card Design Competition 5.08 - Submission TopicLate game finisher similar in process to Elise Starseeker, with the option to cash in earlier in case you're struggling. On average, the final ores will be close to the bottom of your opponents deck, not to mention they will know when they get drawn and will be able to prepare accordingly.
Ore Card: It improves your Forge spell when drawn.
Forge lvl 1: Empty Handle.
Forge lvl 2: Ingot-on-a-Stick.
Forge lvl 3: Truesilver Cudgel.
Forge lvl 4: Stromhammer.
Forge lvl 5: Sulfuron Hammer.
Forge lvl 6: Sulfuras, Hand of Ragnaros.
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Twilint posted a message on Weekly Card Design Competition 5.08 - Submission TopicSomebody said that Neutral weapons will come in the game in the future, and this card is a Neutral card, it creates a new idea for building, it increase possibility of "weapon minion",because we can still cast cards like Deadly Poison on them ,and Acidic Swamp Ooze can destroy them at the same time, it means the "weapon minion" enjoys buffs for weapons and for minions at the same time.
EDIT:Wording.
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Sylicas posted a message on Weekly Card Design Competition 5.08 - Submission TopicPosted in: Fan CreationsCDC 5.08 - Toxic Coating
For a class that has a readily available weapon, I'm surprised that the design space of buffing your weapon hasn't been really explored, aside from Tinker's Sharpsword Oil. This is my take on it - it buffs Rogue's weapons with an effect that is flavoured similarly to Betrayal, and a risk-reward way of having more board clears.
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Zence posted a message on Weekly Card Design Competition 5.08 - Discussion TopicFinalized version?
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Dramble posted a message on Weekly Card Design Competition 5.04 - Submission TopicPosted in: Fan Creations -
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MarioToast posted a message on Weekly Card Design Competition #5.04 - Discussion TopicThis is something I made for a different project of mine. I should probably change the text to "Your Hero Power is 'Deal 2 damage'." This DOES count, right?
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Fortify posted a message on Weekly Card Design Competition #4.17 - Discussion TopicPosted in: Fan CreationsHere's where I'm headed this go around.
I am pretty happy with the effect unless someone can come up with a better wording, I am curious what you guys thing this should have in the way of Cost and Stats.
Sorry to tell you this but I think the term which is used is 'minion type'. But it also adds in the rules you have to reference or more existing minions, which means you have to name the 'minion type'.I made that mistake with the first card... -
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ShadowsOfSense posted a message on Weekly Card Design Competition #4.17 - Submission TopicPosted in: Fan Creations - To post a comment, please login or register a new account.
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You have 2 major options for Quest rogue.
Rushing the Combo is more explosive but highly variable to your draws. It can also run out of gas very quickly.
Vilespine , Plague Engineer, and Chain Gang can do a lot of work, with Valeera the Hollow and Shadowcaster at the top end.
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This pun-tastic card serves as an efficient body at 3, potentially interfering with your opponent's draw consistency when he dies. He is at his best when shutting off Kazakus/Reno effects. However, because he creates Weasel Tunneler it really is a gift that just keeps on giving... all game long.
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Thunderaan aims to fill an empty place in the realm of Hearthstone by engendering the classic "Genie in a Bottle". You may only choose a single wish or gift from this Genie, but the power he offers should be amenable to every class in the game ... almost any strategy can take advantage of at least two of the gifts he offers.
While the cost of sating this genie can be somewhat daunting, he is actually very friendly towards players with less expensive collections. He should also appeal to creative Johnnys looking for ways to circumvent or break his synergy.
(Design note: Gift of Rebirth would be coded to check for creatures played before Thunderaan proper, so that he is not duplicating himself by default.)
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I think I am going to bring back Yllyssia for this one and give her a slight rebalance to bring her in line with something like Gadgetzan Auctioneer and Emperor Thaurissan. It feels odd reusing one of my own cards for a second week in a row, but it just seems too good an opportunity to miss.
Equally viable as a form of psuedo-ramp or combo enabler, Yllyssia empowers Rogue to use its penchant for low casting cards to hard commit to the board at the expense of cards in hand. To kickstart the whirlwind you need an existing (0) cost card, of which rogue has access to plenty (Counterfeit Coin, Preparation, Backstab, Shadowstep...). But once you start accumulating triggers, Yllysia can start counting other cards whose cost has been reduced to (0), allowing her to fuel her own fury or even borrow a little headwind from other cost reducers and chain out some massive tempo plays.
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So i decided to dust off an oldie-but-goodie and give him a little love for this challenge. The biggest criticism I noticed the last time I brought out Daedorn was that he had very little restriction on what could be a very powerful effect. As a Stitched card, he gives a potent Identity to the weapon aspects of the Paladin and Warrior classes, and preserves that Identity to those classes. He also demonstrates how the non-duplicate style of effects can be applied to non-magic themed classes.
Similar to Kazakus,Crafting a weapon with Deadorn would offer 3 choices to select from before adding the card to your hand. You start off with a basic 1/1 Weapon...
and make the following selections:
Choice 1: Cost
Choice 2: Type
Choice 3: Imbuement
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For this week's challenge I wanted to fall back to my roots and show a little love to all the rogue's out there by offering up a card that should inspire players to pick up something OTHER than the quest rogue deck while still being a viable addition to the marquee archetype. In the short game, this card would add a little pseudo-ramp, or be abused in various combo strategies regardless of card type.
To kickstart the whirlwind you need an existing (0) cost card, of which, rogue has access to plenty (Counterfeit Coin, Preparation, Backstab, Shadowstep...). But once you start accumulating triggers, Yllysia can start counting other cards whose cost has been reduced to (0), allowing her to fuel her own fury, or even borrow a little headwind from other cost reducers, and chain out some massive tempo plays.
Whether you are using her for a midgame gambit, or some late game combo shenanigans, Yllyssia is sure to turn heads wherever she pops up.