This is a rat with PI stats (3.14) who also is a Pirate rat.
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This is a rat with PI stats (3.14) who also is a Pirate rat.
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Basically a card that will fill hunter hands with cards (Hunter still has trouble with card draw etc.)
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Like Grumble, only danker. Gral is so fearsome that he scares all your other minions back into your hand. He works nicely with his Spirit, makes Battlecry minions priority targets, and could enable some crazy Edwin plays.
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"Why 1-Cost minions only? Atreides is counting his calories after Emeriss called him fat."
Basically, the idea is that you have to sacrifice 1-Cost minions to lure this Loa back up from beneath the sands. The trigger may seem easy to satisfy relative to Sherazin, Corpse Flower , but keep in mind that Hunter doesn't have as much card draw as Rogue, and decks with a disproportionate number of 1-Cost minions are inherently weak (and so this card needs to be stronger make it worthwhile).
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I really like to play slower evolve type shaman decks and I wanted to make a quest that synergizes with that. Ofcourse the amount of transformations required might be too low because Unstable evolution is a thing but if this were a real card it would ofcourse require actual playtesting to determine a more reasonable amount. Nevertheless, I hope you like the card and good luck to all the participants!
Sidenote: sadly the name 'Zoth'Nagon, Shifter of Realities' didn't fit so I changed it to 'Shifter of Reality'.
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There are a lot of 1/1 Imp cards. However, it is worth noting that other imps work too such as Flame Imp , Doubling Imp and even neutral cards such as Sneaky Devil .
Ideally your imp will then gain divine shield, rush and immune. Imp runs into a minion and takes no damage and when the effect ends, still has Divine Shield.
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A way to really push Rogue secrets into the meta. Bonus points if going up against Mages/Hunters/Paladins with secrets in play!
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I'm sure most will recognize the first as a Pun for the group A Tribe Called Quest, but the second is a Pun on one of their albums, Midnight Marauders . And just so we're clear, playing Nightmare Amalgam doesn't complete the quest by itself, and could actually prevent it from being completed (if you played that first, it would be 1 minion from 8 tribes, playing another mech/dragon/whatever wouldn't trigger the quest since you already technically played a minion of that tribe). Hope you like it!
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Fits in nicely with Paladin's Buff-centric theme. I struggled with determining the cost for this; using Don Hancho as a guide I settled on 2 mana, think it's right.
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Used the wording from Competitive Spirit for a secret that triggers at the start of your turn, but directly is impacted by what your opponent does on their previous turn. At worst it's a 2-mana remove the top card from your opponent's deck (since they will always draw at least one card, pre-fatigue), but if you guess right and they play Divine Favor , Arcane Intellect , Ultimate Infestation , etc., they will lose a bunch. Maybe it's enough of a threat for your opponent to play around as well, but isn't overpowered in Mill decks.
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Card draw for Handlock or Zoo that is essentially draw 2 cards and discard 1 for 1 mana. The drawbacks are your opponent gets the "discarded" card, and you don't know whether they just picked your Mountain Giant or another 1-drop. The animation would work similar to Curious Glimmerroot , but with the cards faced down. Hope you like!
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A big boost to spell Hunter. Would be ok with 3-4 spells in hand, but when played a turn after Rhok'delar , watch out! Thought about making it split among all enemies, but playing 2 of these on an open board with max spells in hand has the possibility of 21 damage, not fun.