Priest/Rogue 1 drop making use of Battlecry, Combo, and Discover mechanics. Along with having mech synergy.
- Shadow_Dcord
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BR05EIDON posted a message on Weekly Card Design Competition 5.16 - Submission Topic -
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Pancho posted a message on Weekly Card Design Competition 5.16 - Submission TopicPosted in: Fan Creations -
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alexusapi posted a message on Weekly Card Design Competition 5.16 - Submission TopicPosted in: Fan Creations -
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RandomScribbles posted a message on Weekly Card Design Competition 5.16 - Submission TopicPosted in: Fan CreationsBeen a while:
Paladin/Shaman weapon that is half Arcanite Reaper, half Gladiator's Longbow, at a cost that splits the difference.
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Lundy posted a message on Weekly Card Design Competition 5.16 - Submission TopicPosted in: Fan Creations -
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Reorakur posted a message on Weekly Card Design Competition 5.16 - Submission TopicLet's split the light and shadow!
*If you are Priest, it will cast in the order of Warrior, Druid, Paladin, Hunter, Mage, Shaman, Warlock; if you are Rogue, then cast them in the reverse order.
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ThisOtherGuyTox posted a message on Weekly Card Design Competition 5.16 - Submission TopicThey see me Prowling, they hatin
Thanks to everyone helping designing this card!
The card is based of off druids cat form(Which is more or less a Feline Rogue) in its stealth form, Prowl. Prowl allows you to sneak around if you do nothing, but allows you to deal additional damage if you begin to attack. Hence why you remain unhidden if you haven't played anything earlier on the turn, but if you have, you deal 3 Damage to something, which also makes this a great early game removal.
For those thinking Hero stealth is too Op. Then i made a little read, that might change your mind :)
I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.
The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!
Secound of all, you won't be able to attack with your weapons nor able to use damaging spells, since these effects remove the stealth. Since any damage given reveals a stealth minion, this can be proved by Flamewaker and Ragnaros the Firelord, who both loses stealth after they deal damage, despite not attacking.
This is a strong survial tool, but has to be played very carefully to be worth it.
This card is nothing like Iceblock, Iceblock has several strengths over this card, which i want to explain.
When you play mage, you would usually draw, before you would play your Iceblock. This gives more room for flexibility, which Prowl does not allow.
Furthermore, Iceblock is usually played together with some kind of damage, in the form of burn, or aoe. Prowl does not allow that.
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sashashepto posted a message on Weekly Card Design Competition 5.16 - Submission TopicPosted in: Fan Creations -
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eXe777 posted a message on Weekly Card Design Competition 5.16 - Submission TopicThe random healing spell will be from either Priest or Paladin and is not limited to the class youre playing.
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Samzy_123 posted a message on Weekly Card Design Competition 5.16 - Submission TopicMay the mrrgggl be with you!
Good luck to everyone taking part this week!
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1. Spiritsinger Umbra
2. Open the Waygate (I will be that guy who will make it work, for the Bronze Drgaonflight!)
3. The Last Kaleidosaur
4. Lakkari Sacrifice
5. Kalimos, Primal Lord
6. Pyros (Trust me on this)
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I find that the reason that pure C'Thun decks didn't do too well right now was because of the fact that it takes a while to build up and then you need to actually draw C'Thun. It can be a really slow deck, so it takes a slower meta to work to its fullest. With that, in the next expansion I see N'Zoth making a huge comeback in priest, not sure how my buddy C'Thun will fare though.
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The amount of boringness for a legendary card this has is absurd. If they were going to make a legendary that no one is going to play, they could make it more interesting than giving it the Elusive effect.
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Living Mana is basically like all the Green cards in Magic that turn your mana into creatures, but the mana is returned if they die, unlike Magic. Still awful, but slightly less awful that some cards in Magic that do the same.
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The Sunblade Mage Guard allows for control and aggro counter play. With the ability to reduce incoming damage and having taunt, it makes for a powerful tool to include into your deck no matter what you face.
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The card is ridiculously OP. Maybe if tried to implement the effect diffrently it could work out, but right now it's boring and unnecessarily powerful.
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Wonderful! Most finalists have a negative effect attached or have a reasonable effect if they don't. This week I'm digging Plate Specialization, II'Gynoth (I love my C'Thun deck and always will) and Alex the Unlucky. Though I do have some concerns about a card like One, Two, Combo!, which could be a bit too powerful for reasons already stated.
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I still enjoyed getting killed by a Force of Nature, Grim Patron, Freeze Mage, and Raging Worgen combo decks more than the pirates. I like facing combo decks because the games never felt one sided, sure they could kill you in a single turn, but hey at least I thought I was winning for most of the game.
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With the removal of Azure Drake in standard two classes are losing a valuable card draw often used. Priest and Druid. So my design allows for some card draw for classes at the cost of health at start of the game. Some classes such as Priest will be able to heal the damage and others like Druid and Warrior can outright prevent damage, slowly nulling the negative at the cost of mana.
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This week was awful in terms of both creativity and balance on most cards. It's as if everyone on the site came in and slapped together a card. Not saying I was terribly creative, but I've never seen such a lack of in a competition. Even out of all of this I do like Moira, Mathias and Ar'Alas. They're all neat cards and Moira was a cool take on Thaurissan's effect. On a side note, The Lone Rager is hilarious.