• 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]

    Hopefully my submission isn't overpowered. I just wanted a way to fix the biggest reason, IMO, that Y'Shaarj isn't widely played, which is if he pulls a crappy minion or Battlecry minion from your deck, he can be removed and his effect minimized. This gives you that second chance.

    For 8 mana, you're guaranteed at least 9/12 stats across 3 minions. Originally I worded the card so it was "If your Y'Shaarj has been killed...", but I wanted the effect to happen even if your Y'Shaarj has been Entombed, Hexed, etc. I also needed a way to word it so your Shadowsteps and Youthful Brewmasters can't work on Y'Shaarj, your opponent needs to be the one who removes it.

    Any thoughts?

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.03 [SUBMISSION]

    This card essentially gives you a do-over if your Y'Shaarj doesn't pull one of the minions you were hoping for.

     

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #4.02 [SUBMISSION]

     

    A good counter to aggro decks, or if you need to delay in order to rebuild your board.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 3.20 - Submission Topic

    The purpose of this card is to deny your opponent the ability to play more than 1 minion at a time. Unless your opponent can buff these minions so they can attack (Abusive Sergeant, Power Overwhelming, etc) the only way your opponent can get rid of them is to waste their own damage spells on them. However, if your opponent has a card that buffs all minions (Bloodlust, Stormwind Champion, etc) then you totally screwed yourself.

    Like a Confessor Paletress in weapon form.

    Posted in: Fan Creations
  • 5

    posted a message on Weekly Card Design Competition 3.18 [Submission Topic]

    Similar to Entomb, but you get to keep the minion on the board at the expense of your hero's health. If you really want that Ysera you better be prepared to suffer for it!

    Thought about reducing the cost and making it a "random enemy minion", but I like this one better.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.16 - Discussion Topic

    Hey all, only my 2nd post, this is fun!

    The idea is to give Druid a continuous way to buff it's minions, all the way through your turn 10 if it stays alive. If you play buffs on it such as Mark of Nature, it would stay alive that much longer and keep buffing. It works great to make a lot of little minions more formidable (Wisps of the Old Gods, Force of Nature, Living Roots, Cenarius, etc), or make your already big minions that much bigger. It's essentially silence-proof after you play it, otherwise your opponent just gave you an 8/8 that can attack on turn 7. The downside is if you don't have any other minions on the board, obviously you're wasting it's abilities.

    The only thing I had trouble with was if you played this with 1 or both Faceless Manipulators, you essentially would have never-ending buffs as these minions would continue to give each other the health they just lost. Hence, I made up a unique tribe for it (Forest), so multiple ones can't keep buffing each other. I don't know how else to address that problem.

    Thanks for any input!

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.