Hi guys this is my entry week. it's a single removal with random target, probably from a speel intense Priest. hope you like it see ya.
This is the token
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Hi guys this is my entry week. it's a single removal with random target, probably from a speel intense Priest. hope you like it see ya.
This is the token
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Primeval Battlefield
A high-cost spell for both Big Priest and Resurrect Priest.
I thought about the cost of the card, and came to the conclusion that there aren't major shenanigans Priests could do with 10/10 minions. Especially since the minion summoned is random. Then again, Spiteful Summoner is a thing, so...
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Skeleton token:
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"Ow! Aren't we on the same side?" - Genn Greymane
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the reflection works like the warlock quest portal. it can't be removed and takes a minion slot.
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Reference to Crystal Core .
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"Watch this Yeti turn into a Deathwing with the snap of my fingers!"
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Deathwing send enough of a message?
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Daddy Deathwing says no.
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HS has RNG to make it stand out. It was made to accommodate for RNG, as games like MTG would have trouble with RNG in the way HS does it.
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It's the same as any other combo deck. Decks like these existed since the beginning of hearthstone, and have been added with every expansion. (Inner Fire, C'Thun, Archmage Antonidas/Open the Waygate, Mecha'thun, etc.) These decks are meant to counter late game taunt decks that otherwise infinitely control the board, such as taunt warrior. They do lose easily to aggro. It's like how aggro players might think that heavy taunt/sustain decks aren't fun, cause they lose to it.
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Similar to Frost Lich Jaina , this popular staff from WoW would give mages the ability to summon tokens using spells. Meant to be used for early game, but can provide fodder for later game as well. May seem like a more powerful Violet Teacher as weapons are harder to destroy than minions, but mages aren't as known for the buffing of minions that makes Violet Teacher powerful in decks such as token druid.
Token: Skeleton
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The Hero Power she gives
Found this a fun time to create the helpful card from one of my favourite boss battles. Instead of being based on field position, however, now Dorothee buffs the hands of paladins. Replaced Charge with Rush for balancing reasons. Dorothee also stops the opponent's hero power for one turn when she is played. Note: If you only have one minion in your hand, hero power will not activate. If you have 5 cards in your hand, and 2 minions in spots 1 and spot 2, 1 will gain rush and 2 will gain taunt.
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My idea based off the the crone tavern brawl. Wanted to give paladin a new hero similar to Dr. Boom, Mad Genius. However I changed Dorothee's charge effect to rush, for balancing reasons. What do you guys think?
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TBH I don't want this to turn into Yu-Gi-Oh!, where having one correct tech card wins you the game (System down for example, ruined the game for machine decks). Hearthstone tech cards should have risk and reward, so instead of removing armor, maybe something along the lines of:
4 Cost 2/2, gains +5/+5 and taunt if your opponent has 10 or more armor?
Gives you a way to combat the mechanic while still being interactive
Also, discarding enemy hand is a dumb mechanic in my opinion. Instead of including interactivity like a good tech card should, discarding just shifts it so that one person suddenly has no agency left, say if a combo piece is removed.
Tech cards should not be random, they should do something specific. Instead of discarding a random card, getting a card that does something along the lines of:
"Battlecry: If your opponent is holding 7 or more cards, they discard their highest cost card."
Thats just my opinion.
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Forbidden Ancient
Spend all of your mana
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So this happened to me...