- Celadoncvo
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Member for 9 years and 14 days
Last active Fri, Dec, 29 2017 23:08:37 -
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LittleOgre posted a message on Weekly Card Design Competition 5.17 - Submission Topic -
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ArtanisTK posted a message on Weekly Card Design Competition 6.01 - Submission TopicA kind of removal, that is also useful in a defensive way
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Lathy posted a message on Weekly Card Design Competition 6.01 - Submission TopicPosted in: Fan CreationsThe Secret will enter the battlefield prior to the attack happening, meaning it would proc if the right circumstances are met. Obviously, the Secret enters the battlefield on your side no matter if it's a friendly or enemy minion that gains the effect.
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RazorOfArtorias posted a message on Weekly Card Design Competition 6.01 - Submission TopicHemophobia: the extreme and irrational fear of blood.
A damaged minion is bleeding so... makes sense?
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Dxiled posted a message on Weekly Card Design Competition 6.01 - Submission TopicPosted in: Fan Creations -
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KoveSC posted a message on Weekly Card Design Competition 6.01 - Submission TopicTar pits, brought to your door!
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KillTheCow posted a message on Weekly Card Design Competition 6.01 - Submission TopicPosted in: Fan Creations -
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cg8889 posted a message on Weekly Card Design Competition 6.01 - Submission TopicPosted in: Fan Creations -
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Zukuu posted a message on Weekly Card Design Competition 6.01 - Submission TopicStays relevant throughout the whole game, but since it is cheap, it allows being used on smaller minions to prevent some early game damage as well. However, the downside is that you can't use it to remove minions in your path right away, so it's pretty useless against any Taunt minions, minions with trigger effects like Gadgetzan Auctioneer, aura effects like Murloc Warleader or end/start of turn effects like Ragnaros the Firelord. Your opponent also can make use of the minion by silencing it, giving it Taunt or for cards like Shadow Flame.
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ihascorm posted a message on Weekly Card Design Competition 6.01 - Submission TopicPosted in: Fan Creations - To post a comment, please login or register a new account.
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For the pace that hunters can draw through their decks, this could push out a lot of secrets in one turn. Quite a gamble without excessive card draw, so it'd only really see use in the cycling decks (like quest hunter).
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Druid is my only golden hero at the moment. Mill/fatigue druid was the only thing I played for fun on ladder from Naxx to LoE. A lot of my other heroes are at about 350-400 though, primarily from one-off OTK decks or getting daily quests done.
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Anyone seeing this flavor text for Unite the Murlocs? Mechafin would be a really cool dual tribe card if they ever did those.
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Seems like this fits into some kind of murloc or curator deck, but it's rather expensive for that.
Also of note: you can run two of these and a single Call in the Finishers if you want the shaman quest without committing to a shaman deck. It'd be some kind of control deck that has some use for tokens (Bloodlust win condition?), but doesn't depend on murloc synergy.
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This card is pretty on par with other face snowballers like Flesh-Eating Ghoul and Raging Worgen. It can at least keep itself alive with +3 health, untargetable, stealth, or divine shield!
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We complained that Stormcrack was absolute trash because it wasn't as good as Crackle. Stormcrack saw a lot of play, and there's reason to expect this will too, given how powerful Imp-losion was. Yes, it competes with Bane of Doom, but the consistency of 3 1/1s is probably on average better than Bane of Doom's expected statline.
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At 2 mana this would be obscenely powerful, where you would be almost guaranteed a card on the power level of a class 2- or 3-drop. At 3 mana, we have other options that are 3/3 but conditional like Thunder Lizard and Vicious Fledgling. Really just a card that fills out the adapt theme.
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I don't think we want to see another Haunted Creeper superstar if we want to keep our sanity. Obviously geared towards a token deck, but probably a little too fragile for that.
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You can curvestone a ramp deck these days with an aggressive mulligan and Hemet, Jungle Hunter to cut out the remaining early game specific cards left in your deck. Turns 1-6 look like Jungle Giants > Tortollan Forager > Elder Longneck > Bright-Eyed Scout > Card drawn from Bright-Eyed Scout > Hemet, Jungle Hunter. It doesn't require you to sacrifice cards for ramp, and you can still run Nourish and Lunar Visions for card draw.