Wasn't the hearthcards rule put in place so submissions wouldn't get deleted before the finals? If so, the rule is kind of unnecessary for a day challenge!
Three years ago, Novice Engineer was a 1/2 and a two of in every non-aggro deck. The extra point of toughness put Engineer out of hero powers and made the body relevant, and the immediate draw made Engineer a fine draw even in the late game. My delay shaves off a lot of the late game power, which in turn allows for a larger early game booty.
Ah yes, the classic tale of apparent suicide into actual suicide into actual suicide.
Is there a non-wordy way of giving both the minion and the lover the deathrattle? It'd be a bit more flavorful if either minion's death caused the other to die.
A Mortal Coil-esque minigame for Priests, which have lots of ways of manipulating health and attack (on your minions) in both directions. My balance concerns in spoilers:
The card is very much high-risk high-reward. The potential for gigantic values swings is obviously there, if you can get three-four "last hits" on 5+ mana minions. But the "last hit" is far from trivial to set up, especially on those higher-cost larger-health minions you'd really like to steal, it's low impact against more aggressive starts (you won't always have the luxury of running minions and your face into 4 mana 7/7s), and it's kind of horrendous in any top-deck scenario.
Druid weapons will definitely be my choice for this competition.
Neat effect, I would suggest using "add" in place of "give". "Give" is kind of ambigious on whether it overwrites the beast's attack or adds to it (as you clearly intended). I would personally play safe and make the weapon an 0/4 or 1/3, but it's in the ballpark of balance as is.
Speaking of dropping a durability:
I really like the Mortal Coil-esque minigame here, I think it's an obtainable goal without being trivial. And priest has a fair amount of attack/health manipulation to play around with; plays like healing a 2 health Twilight Elder just so your Priest of the Feast can hit it to 1 seem pretty neat.
Now that said, I did give a lot of durability to work with. Do I drop a durability point and play it safe, or is it fine as is?
@AUgz I like it, could be a common too. The card doesn't specifiy when you gain life though, you want something like "At the start of your turn, gain 4 life and remove 1 durability."
@mtmckinley Neat overall concept, but Anathema is completely ridiculous. Shadowform's main problem is it's slow and card inefficient, but slapping two casts on a 2/2 weapon AND a 2/2 body all for one card is just not reasonable.
Mine:
So a question to you all; do you know what the Banish keyword does just by reading this card? If not, I'll probably have to go back to the drawing board.
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Wasn't the hearthcards rule put in place so submissions wouldn't get deleted before the finals? If so, the rule is kind of unnecessary for a day challenge!
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Three years ago, Novice Engineer was a 1/2 and a two of in every non-aggro deck. The extra point of toughness put Engineer out of hero powers and made the body relevant, and the immediate draw made Engineer a fine draw even in the late game. My delay shaves off a lot of the late game power, which in turn allows for a larger early game booty.
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Bertha had a wonderful semester with the Jade; she learned so many new ways to set people on fire.
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SO
Relic: At the start of your turn, this weapon loses a durability.
So in other words, it temporarily removes a minion for three turns. I've been trying to find more Priest space, "detention" effects seem in flavor.
Next: A weapon with Relic OR a one mana minion.
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Not always bad, but even the best case scenario (draw 7-9 cards) comes with a steep clock.
Next: A card that does something when you draft it in Arena, OR a pirate.
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Top-down Shakespeare woo!
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Ah yes, the classic tale of apparent suicide into actual suicide into actual suicide.
Is there a non-wordy way of giving both the minion and the lover the deathrattle? It'd be a bit more flavorful if either minion's death caused the other to die.
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They are similiar, but ultimately ask way different things of the deckbuilder. Yours has a smaller payoff, but asks waaaay less of the player.
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A Mortal Coil-esque minigame for Priests, which have lots of ways of manipulating health and attack (on your minions) in both directions. My balance concerns in spoilers:
The card is very much high-risk high-reward. The potential for gigantic values swings is obviously there, if you can get three-four "last hits" on 5+ mana minions. But the "last hit" is far from trivial to set up, especially on those higher-cost larger-health minions you'd really like to steal, it's low impact against more aggressive starts (you won't always have the luxury of running minions and your face into 4 mana 7/7s), and it's kind of horrendous in any top-deck scenario.
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@tomerick Could comfortably be two mana for the setup required.
A passing idea:
A little pushed atm, but people seem to like strong Priest cards atm. Would adding a mana here be the safe call?
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@AUgz I like it, could be a common too. The card doesn't specifiy when you gain life though, you want something like "At the start of your turn, gain 4 life and remove 1 durability."
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@mtmckinley Neat overall concept, but Anathema is completely ridiculous. Shadowform's main problem is it's slow and card inefficient, but slapping two casts on a 2/2 weapon AND a 2/2 body all for one card is just not reasonable.
Mine:
So a question to you all; do you know what the Banish keyword does just by reading this card? If not, I'll probably have to go back to the drawing board.