It gives you information on your next draw and allows you to make a better decisions when you need to choose between drawing and other plays, or play the transformed copy if the situation calls for it. It can only be played as a 5 mana 8/8 once you've drawn your entire deck.
I'm going to say that I think this could be a bit too strong in a vaccum, specially in wild, so I'd release it in a Hero buffing themed expansion where there might be some kind of hero silence tech.
You hit a Bloodhoof Brave? Your hero gains Taunt and Enrage +3 attack.
You Sacrifice majordomo Executus? You become Ragnaros with a "Become Ragnaros" deathrattle.
You kill Ragnaros? You shoot fireballs every turn.
Late 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.
A new decktype that has the handicap of not being able to field neutral cards, meaning it loses access to most legendaries and tech options, in exchange for a class-based power-up.
Rogue: Whenever you play a card, restore 1 Health to your hero. - Your Hero Power also activates Combos.
Warlock: Reduce the damage taken by your hero on your turn by 1. - Your Hero Power also gives +1 Health to a friendy Demon.
Warrior: All minions are considered damaged. - Your Hero Power also gives a friendly minion Taunt.
Paladin: You can trigger secrets on your own turn. - Your Hero Power also restores 1 Health to your Hero for every friendly Silver Hand Recruit on the Battlefield.
Hunter: All your minions are considered Beasts. - Your Hero Power can also target enemy minions if they have 3 or more on the battlefield.
Priest: Your hero can be healed beyond its maximum health. - Your hero power also reduces the attack of a random enemy minion by 1.
Shaman: Overload effects restore health to your hero by the same amount. - Your Hero Power also removes 1 Overload.
Druid: Reduce the cost of your 3 most expensive cards by (1). Your Hero Power also makes you immune while attacking.
Mage: Whenever you cast a spell that costs (3) or more, summon a mirror image. - Your Hero Power also freezes its target.
This week was about creating a highlander card. Cards with "If your deck has no duplicates" are, as we know from the game, Legendaries with (often) great effects. Usually, we're all about wanting to create cards that could be in the game, why should this week be any different? I really don't understand the grudge that some of you guys have on creating a card where the "If your deck has no duplicates" doesn't interact with the deck nor duplicates - that's not how the mechanics work currently, so I don't see the reason to complain about people not creating such cards. Does Reno, Raza, Inkmaster etc. interact that way? Despite you think it's not good doesn't change the fact that this was the weeks theme, and obviously people will create cards with an effect like Reno's. After all, the card was mentioned a million times in the restrictions.
I said the theme itself is bad. It shouldn't have been made. Reno Jackson was a mistake in the first place and should not be replaced when he leaves Standard. Or, in other words, despite the fact that this was this week's theme doesn't change the fact that this week was overflowing with poorly designed, overpowered cards.
I would like to know why do you think Reno was a mistake.
35
It gives you information on your next draw and allows you to make a better decisions when you need to choose between drawing and other plays, or play the transformed copy if the situation calls for it. It can only be played as a 5 mana 8/8 once you've drawn your entire deck.
Lazav, Dimir Mastermind
6
Rotting Skeleton
4
1
I'm going to say that I think this could be a bit too strong in a vaccum, specially in wild, so I'd release it in a Hero buffing themed expansion where there might be some kind of hero silence tech.
You hit a Bloodhoof Brave? Your hero gains Taunt and Enrage +3 attack.
You Sacrifice majordomo Executus? You become Ragnaros with a "Become Ragnaros" deathrattle.
You kill Ragnaros? You shoot fireballs every turn.
You hit Mal'Ganis? You're fricking immune forever
2
0
Post Miss-fire
7
Mirror Image counter and a nice way to trigger on death effects like Cult Master, or summon effects like Knife Juggler and Illidan.
1
3
Surrounding means both adjacent and opposite minions get the effect. It ought to make positioning more relevant in the game.
48
6
Late 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.
0
6
A new decktype that has the handicap of not being able to field neutral cards, meaning it loses access to most legendaries and tech options, in exchange for a class-based power-up.
Rogue: Whenever you play a card, restore 1 Health to your hero. - Your Hero Power also activates Combos.
Warlock: Reduce the damage taken by your hero on your turn by 1. - Your Hero Power also gives +1 Health to a friendy Demon.
Warrior: All minions are considered damaged. - Your Hero Power also gives a friendly minion Taunt.
Paladin: You can trigger secrets on your own turn. - Your Hero Power also restores 1 Health to your Hero for every friendly Silver Hand Recruit on the Battlefield.
Hunter: All your minions are considered Beasts. - Your Hero Power can also target enemy minions if they have 3 or more on the battlefield.
Priest: Your hero can be healed beyond its maximum health. - Your hero power also reduces the attack of a random enemy minion by 1.
Shaman: Overload effects restore health to your hero by the same amount. - Your Hero Power also removes 1 Overload.
Druid: Reduce the cost of your 3 most expensive cards by (1). Your Hero Power also makes you immune while attacking.
Mage: Whenever you cast a spell that costs (3) or more, summon a mirror image. - Your Hero Power also freezes its target.
2
Look at that, I won! Thanks to everyone who voted for me. (I do admit I didn't take wild balance into account though)
0