Next: a fishing theme card.
In case it's not a random Murloc.
Next: A card related to a wow profession (Alchemy, Mining, Skinning, etc...)
3
Next: a fishing theme card.
In case it's not a random Murloc.
Next: A card related to a wow profession (Alchemy, Mining, Skinning, etc...)
8
I'm voting for Guardian of the Grove. One thing pretty much everyone failed to do was to follow the rule that said your mechanic had to make sense in the class it is in. Most people made zero effort to do this. For example: Holy Cow. Just because something is a beast doesn't automatically mean it makes sense as a Hunter card. Hunters don't have anything to do with "Holy". Lore-wise, this should be a Paladin card. There is no reason for Hunter to get this card, and it shouldn't even have been allowed to make it here.
Another big problem is that people failed to properly balance Choose One cards. 0.5-1 mana needs to be allocated for Choose One. You can't make each option in the Choose One exactly the same as another class card. Then it is just strictly better than those. The worst examples here are Penance and Ethereal Blade. Penance is exactly the same as either Darkbomb or Holy Light. This makes the card better than Frostbolt, especially since it is a 2 mana deal 6 damage to anything with Auchenai Soulpriest (but still does the same damage as Frostbolt without the Soulpriest). And you just can't give other classes better damage cards than Mage. Notice that Wrath is similar, but can only target minions. Ethereal Blade can be the same as Fiery War Axe, or a Stormforged Axe without the Overload, which is just not fair. You can't make a weapon like that. The flaw in this card's design is that weapon attack and durability are not equally valuable. A 2/3 is better than a 3/2 (in general; don't give me examples where the opposite is true, because obviously they exist). The more durability, the more card advantage it can give you. You can only kill 2 minions with a Fiery War Axe, but you can kill three with a Stormforged Axe.
So, in summary, Guardian of the Grove is one of a select few cards in this final that both makes sense lore-wise and is actually balanced. And it is the most well-designed.
2
Also, I just noticed that the Combo effect on Flame Storm is completely redundant. The card would function exactly the same if Combo were removed from its text. Sure, Edwin VanCleef does something similar, but on a minion it is functionally different. If EVC didn't have Combo, it would have to be replaced with Battlecry, and Battlecries interact with other cards. And if it was a battlecry, it would activate if it was the first card you played that turn and give your card a +0/+0 buff. Combo avoids this happening. Plus, since this isn't a rogue card, how can you justify putting a completely redundant Combo on a class card?
7
Mistcaller finally good :') all minions are 2/2. Opponent has to go 2 for 1 until he lose his board. Best brawl imo. So much fun.
7
silence is golden.
or not.....
Nice consistent HS rules.....
35
Flavour Text:
"Forsake darkness for light!"
Patient Assassin + Mysterious Missionary=>Give it a Divine Shield instead of Stealth
Patient Assassin + Mysterious Missionary(summon it at the next turn) =>Give a Divine Shield for free
Conceal + Mysterious Missionary =>Give your minions Divine Shield
77
So Doomguard Overload: (2) instead of discarding 2 cards for example.
18
Tyrande Whisperwind - Druid/Priest
Druid ramp given to Priest. Seems very strong, but for a guaranteed crystal this is a turn 4 play, where the 2 health and powerful effect means it's pretty much dead the turn after. But if you can protect it, it snowballs like crazy.
18
Obviously this card has high potential but is limited by the number of weapons in your deck and your health total.
Fits the theme of warriors going bat shit crazy on the battlefield and pulverising all who stand in their way.
62
Totem Preparation:
Totem Shaman FTW
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14
A mechanic we don't have enough of in hearthstone is immediate reward with delayed drawbacks. Good for straight up card draw if you want to pay off your loan right now, or amazing combo activation if you're willing to sacrifice a card here or there. Both versatile and useful!
1
A non-beast late game (7+) Hunter legendary.
Man this was a lot harder than i thought lol.
Nathanos is the best Blighthound trainer in the business. He is also the only Blighthound trainer in the business.
Next: A minion with a negative Enrage effect.
1
Strong draw power for Hunter, but it has to do something to remove their ability to do insane amounts of direct damage.
He's good at it, but he doesn't really like finding things for other people. Life kinda just took him down that path.
a Neutral Weapon
Sometimes you just have no other option.
Next: A Mech with 0 attack.
1
Tauren non-legendary minion
He's REALLY getting too old for this...
Next: A non-dragon that synergizes with Dragons
1
So flavorful and tasty. Making me drool just thinking about it.
Next: A card that stops you from playing minions... EVER AGAIN!
1
A hard counter to Armour.
Sadly, this is more of a soft counter. To simply destroy your opponents armor is a little difficult to balance without it being simply punishing a player for doing well.
Perhaps this?:
Really difficult. If someone thinks they can do better than me go right ahead...
Next: Create a new Ogre or Trogg, whichever you prefer.
1
lol, all its needs is stealth.
But seriously, while i like the effect i think that it is a little too good at destroying someone's game-plan, especially so early on. Perhaps on a 7+ mana legendary it would be more balanced.
2
A minion that does something with the hero power of both heroes.
My apologies for the simple card text, i was struggling to come up with something interesting.
Next: An Item similar in function to Explorer's Hat.
3
Silence of the Fans
Theme: Create a card that interacts/synergizes with Silence or has a Silence effect.
Restrictions:
Your card must contain the keyword Silence, or interact with Silenced minions in some way.
Your card cannot simply Silence a minion. These cards are pretty boring, and difficult to balance. Mass Dispel is acceptable, as is Light's Champion due to its prerequisite, but Spellbreaker and Silence are not.
Feel free to use any and all Keywords to spice things up.
If this theme is too narrow focused, it could be extended with the following:
Restriction:
You may create a card (likely a minion) that contains a persistent effect that would be inherently improved by Silence, or 'activated' by it. Examples include Wrathguard, Ancient Watcher, or Anima Golem as these effects are inherently negative. Ogre Brute does not fit the criteria as it has the ability to dodge Taunts or hit Stealths so is not inherently bad.
Examples:
Keeper of the Grove, Earth Shock and Wailing Soul are all examples of existing cards that would work.
1
A new dragon legendary
I even went all lore friendly on you there!
Next: A card that interacts with Silenced minions.