Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior that gives your hero permanent attack. You hero would damage the minions who attack your hero and attack in your turn. If this card
combo
with
Dead Man's Hand
, you will become a real warrior!
Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior card that gives your hero permanent attack. You hero would damage the minions who attack your hero. If this card combo with Dead Man's Hand, you will become a real warrior!
if you have more than 1 copies of this card, only one card will draw (unless you are using card draw at turn 3) i.e
Mulligan: You may get a Felbat in your starting hand
Turn 1: You may get a Felbat when drawing a card
Turn 2: You may get a Felbat when drawing a card
Turn 3: You are drawing Felbat, If you use other card or hero p
Card Name
ower, and you have another Felbat in your deck, The card you draw will be Felbat.
This card ensures you have a 3-Cost drop when Turn 3 in the Arena. Which prevent losing early game tempo.
So I'm kind of trash at Arena, meaning that my feedback is probably not very useful, meaning I won't be doing much in the way of mass-feedback posts like I've been trying to do lately. That being said, I can speak in more general terms regarding my opinion of the theme and the direction some have gone:
1. I think creating a minion is a trap, one that's not really in the spirit of the competition. None of the Arena-only cards that were recently added are minions, and none of the options were minions. Sinti and I already spoke on this, but it's too late to change things. With zero examples we can use for reference, "Arena-only minions" are going to be inherently difficult to balance and are readily too good or too crap.
2. "Do X for each game you've lost this run" should be avoided. Your current opponent has nothing to do with your losses; the game is basically punishing them for being matched up against someone who lost a game/two games prior to their arrival. If such a card has enough strength to help decide a game, then you've A. added another example of "RNG" being overly impactful (this time, the strength of cards being predetermined by matchmaking), and B. soured the experience in general, because your opponent has no way to counterplay the past.
I think minions are acceptable, although all the current arena cards are spell or weapon, a minion only for the arena is possible. In past time, there are some minions are very strong in the arena, such as North Sea Kraken. I will say it is an "arena card" example.
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Is it balanced?
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How can we change the mana crystal into health? Can we do this?
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Flavor Text: You will become my snake's snack!
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Can I vote twice for Cho'gall?
SOOOOOOOO GOOOOOD!
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next: another demon can be put in cubelock deck
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The quality of this week is extremely high. I'm loving it.
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Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior that gives your hero permanent attack. You hero would damage the minions who attack your hero and attack in your turn. If this card combo with Dead Man's Hand , you will become a real warrior!
Also, the side effect of "Destroy your hero power" could be solved by Sulfuras , Death Knight and Sir Finley Mrrgglton .
Please vote for Bristle!
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Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior card that gives your hero permanent attack. You hero would damage the minions who attack your hero. If this card combo with Dead Man's Hand, you will become a real warrior!
Also, the side effect of "Destroy your hero power" could be solved by Sulfuras, Death Knight and Sir Finley Mrrgglton.
Please vote for Bristle!
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A card to replace Power Overwhelming.
The attack also activate during your opponent's turn.
This is a card for zoo warlock to get through the taunt. As we know, "Taunt is cheat".
Which one is better? Could anyone give me some suggestions and comments?
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Here is my submission this week. Thank you very much!
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Here is my submission this week:
Flavor text: Because I am Bat, man.
if you have more than 1 copies of this card, only one card will draw (unless you are using card draw at turn 3) i.e
Mulligan: You may get a Felbat in your starting hand
Turn 1: You may get a Felbat when drawing a card
Turn 2: You may get a Felbat when drawing a card
Turn 3: You are drawing Felbat, If you use other card or hero p Card Name ower, and you have another Felbat in your deck, The card you draw will be Felbat.
This card ensures you have a 3-Cost drop when Turn 3 in the Arena. Which prevent losing early game tempo.
0
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How about my idea? A solid drop that promised you could play it on turn 3.
(if you have more than 1 copies of this card, only one card will draw (unless you are using card draw at turn 3) i.e
Mulligan: You may get a Felbat in your starting hand
Turn 1: You may get a Felbat when drawing card
Turn 2: You may get a Felbat when drawing card
Turn 3: You are drawing Felbat, If you use other card or hero power, and you have another felbat in your deck, The card you draw will be Felbat.
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