There are three possible 'Quiz!' powers, and both players get the same one each time. Both players essentially have to spend 2 mana to get their regular Hero Powers back, with a chance of drawing a card. Mostly intended to be fun, along the lines of Elite Tauren Chieftain.
The first power works the same as Curious Glimmerroot , the second one should be pretty self-explanatory and the options for the third one would look something like this:
Hi all. Thanks to everyone who voted for Infiltrator Ick'thys in the last round. For anyone who'd like a clarification, here's what I posted in the submission topic. It's a pretty simple mechanic in essence, but it was hard to describe in only three lines!
When played, it shrouds your side of the board in inky blackness. Your opponent sees a minion returning to your hand, but not which one, and when the shadows clear your board looks exactly the same. Except you both know that now one of your minions is actually Infiltrator Ick'thys in disguise! Spooky.
Your opponent knows when you've played the card, but not the target you chose - only that one of your minions has been returned to your hand and replaced with Ick'thys in disguise. If you have no minions, nothing happens, and Ick'thys is just an ordinary 1/5 with Poisonous. If you only have one minion, the effect still triggers, but it's pretty obvious which minion is Ick'thys since there was only one option.
The disguised Ick'thys behaves as an exact copy of the targeted minion - if the targeted minion had damage, Taunt, a tribal tag, an end-of-turn effect and ongoing effect, Ick'thys copies those for as long as the disguise lasts. However, the disguise is broken as soon as Ick'thys attacks or takes damage - he returns to being a Poisonous 1/5, although he retains any damage or effects applied to him after he was summoned.
There are probably a few variations on how this could be implemented. Maybe there are interactions I haven't thought of that would have to be taken into account. But I hope you can agree that the core idea would be fun!
Anyway, good luck to everyone! There are lots of solid cards this week (-:
When played, it shrouds your side of the board in inky blackness. Your opponent sees a minion returning to your hand, but not which one, and when the shadows clear your board looks exactly the same. Except you both know that now one of your minions is actually Infiltrator Ick'thys in disguise! Spooky.
A word of clarification on how it would actually work, for anyone curious:
Your opponent knows when you've played the card, but not the target you chose - only that one of your minions has been returned to your hand and replaced with Ick'thys in disguise. If you have no minions, nothing happens, and Ick'thys is just an ordinary 1/5 with Poisonous. If you only have one minion, the effect still triggers, but it's pretty obvious which minion is Ick'thys since there was only one option.
The disguised Ick'thys behaves as an exact copy of the targeted minion - if the targeted minion had damage,
Taunt
, a tribal tag, an end-of-turn effect and ongoing effect, Ick'thys copies those for as long as the disguise lasts. However, the disguise is broken as soon as Ick'thys attacks or takes damage - he returns to being a Poisonous 1/5, although he retains any damage or effects applied to him
after
he was summoned.
There are probably a few variations on how this could be implemented. Maybe there are interactions I haven't thought of that would have to be taken into account. But I hope you can agree that the core idea would be fun!
Decided that there was some unexplored design space for a secret that re-casts itself under the right conditions, since the effect would only re-occur when a new trigger comes along. It turned out to be quite a tricky design space, but I think I came up with something interesting.
Don't invite Rexxar to your witch hunts, he always gets the wrong idea.
General advice this week since I'm exhausted: permanent immunity is *definitely* overpowered, and I find effects that make your hero temporarily immune or make minions immune while attacking kind of boring. And if a minion is Immune as long as a certain condition is met, then be sure to make that condition on your opponent can always interact with. Locking down the board is even less fun than an OTK.
My own card - simple idea, but no one else seems to have proposed this one yet:
His skills are flawless, as long as there are no distractions! I think this is a neat card anyway. Not crazy powerful or anything, but at the start of the game your opponent has to play a minion before they can remove it, giving it the chance to trade. I suppose in practice it's ability is mostly just a weaker version of stealth, but I think it would be fun to play with. No particular reason it has to be a druid card apart from flavor, but I think it fits.
I swear I was planning to do an anti-voodoo secret before I saw the other entries on this page! In all honesty, they're pretty different tho - good luck everyone (-:
Why settle for just value, when you could have eternal value?
Original cards, from MTG:
I thought the interaction between these cards was pretty cool, and pretty similar to how quests work. Plus, the Amonkhet expansion and the eternalize keyword (exile a minion from your graveyard and summon a 4/4) fits pretty well with what Priest is currently doing with Eternal Servitude, Shadow Essence and Obsidian Statue, so here's a quest for that deck.
2
Seemed fun and on-theme. Didn't include the tokens generated by the tokens because 4 tokens is already enough tokens.
1
7
There are three possible 'Quiz!' powers, and both players get the same one each time. Both players essentially have to spend 2 mana to get their regular Hero Powers back, with a chance of drawing a card. Mostly intended to be fun, along the lines of Elite Tauren Chieftain.
The first power works the same as Curious Glimmerroot , the second one should be pretty self-explanatory and the options for the third one would look something like this:
Good luck everyone!
Edit: fixed link
0
Hi all. Thanks to everyone who voted for Infiltrator Ick'thys in the last round. For anyone who'd like a clarification, here's what I posted in the submission topic. It's a pretty simple mechanic in essence, but it was hard to describe in only three lines!
When played, it shrouds your side of the board in inky blackness. Your opponent sees a minion returning to your hand, but not which one, and when the shadows clear your board looks exactly the same. Except you both know that now one of your minions is actually Infiltrator Ick'thys in disguise! Spooky.
Your opponent knows when you've played the card, but not the target you chose - only that one of your minions has been returned to your hand and replaced with Ick'thys in disguise. If you have no minions, nothing happens, and Ick'thys is just an ordinary 1/5 with Poisonous. If you only have one minion, the effect still triggers, but it's pretty obvious which minion is Ick'thys since there was only one option.
The disguised Ick'thys behaves as an exact copy of the targeted minion - if the targeted minion had damage, Taunt , a tribal tag, an end-of-turn effect and ongoing effect, Ick'thys copies those for as long as the disguise lasts. However, the disguise is broken as soon as Ick'thys attacks or takes damage - he returns to being a Poisonous 1/5, although he retains any damage or effects applied to him after he was summoned.
There are probably a few variations on how this could be implemented. Maybe there are interactions I haven't thought of that would have to be taken into account. But I hope you can agree that the core idea would be fun!
Anyway, good luck to everyone! There are lots of solid cards this week (-:
13
When played, it shrouds your side of the board in inky blackness. Your opponent sees a minion returning to your hand, but not which one, and when the shadows clear your board looks exactly the same. Except you both know that now one of your minions is actually Infiltrator Ick'thys in disguise! Spooky.
A word of clarification on how it would actually work, for anyone curious:
Your opponent knows when you've played the card, but not the target you chose - only that one of your minions has been returned to your hand and replaced with Ick'thys in disguise. If you have no minions, nothing happens, and Ick'thys is just an ordinary 1/5 with Poisonous. If you only have one minion, the effect still triggers, but it's pretty obvious which minion is Ick'thys since there was only one option.
The disguised Ick'thys behaves as an exact copy of the targeted minion - if the targeted minion had damage, Taunt , a tribal tag, an end-of-turn effect and ongoing effect, Ick'thys copies those for as long as the disguise lasts. However, the disguise is broken as soon as Ick'thys attacks or takes damage - he returns to being a Poisonous 1/5, although he retains any damage or effects applied to him after he was summoned.
There are probably a few variations on how this could be implemented. Maybe there are interactions I haven't thought of that would have to be taken into account. But I hope you can agree that the core idea would be fun!
Good luck everyone (-:
5
4
109
Decided that there was some unexplored design space for a secret that re-casts itself under the right conditions, since the effect would only re-occur when a new trigger comes along. It turned out to be quite a tricky design space, but I think I came up with something interesting.
Don't invite Rexxar to your witch hunts, he always gets the wrong idea.
10
Going undefeated is easy - all you have to do is never interact with anyone.
0
General advice this week since I'm exhausted: permanent immunity is *definitely* overpowered, and I find effects that make your hero temporarily immune or make minions immune while attacking kind of boring. And if a minion is Immune as long as a certain condition is met, then be sure to make that condition on your opponent can always interact with. Locking down the board is even less fun than an OTK.
My own card - simple idea, but no one else seems to have proposed this one yet:
His skills are flawless, as long as there are no distractions! I think this is a neat card anyway. Not crazy powerful or anything, but at the start of the game your opponent has to play a minion before they can remove it, giving it the chance to trade. I suppose in practice it's ability is mostly just a weaker version of stealth, but I think it would be fun to play with. No particular reason it has to be a druid card apart from flavor, but I think it fits.
4
He's the reason there are ice puns on so many cold-related cards. Bet did you didn't snow that!
3
I swear I was planning to do an anti-voodoo secret before I saw the other entries on this page! In all honesty, they're pretty different tho - good luck everyone (-:
We're going to need a bigger emote.
60
"When stirring your depths, be sure to add just a pinch of Deathwing and at least 500 grams of salt."
4
Why settle for just value, when you could have eternal value?
Original cards, from MTG:
I thought the interaction between these cards was pretty cool, and pretty similar to how quests work. Plus, the Amonkhet expansion and the eternalize keyword (exile a minion from your graveyard and summon a 4/4) fits pretty well with what Priest is currently doing with Eternal Servitude, Shadow Essence and Obsidian Statue, so here's a quest for that deck.
12
Getting value out of this card seems tricky, but if you think ahead, you might be able to nudge things just enough to make him quite powerful.
Is he strong? Listen bud, he's got radioactive blood. Look out! We're not sure what that means.