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.
106
"This cute little guy is dreaming about becoming the next World Tree....awwww....."
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My thanks go to Toxibrah who was the first one to come up with the name for this card.
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Do you remember those guys who always want all of the loot for themselves, even if they can't use it? Well, now you can be one of them! Cheers to everyone sharing their thoughts in the discussion topic and helping me with one really tough decision this week.
4
The 'Rapid-cycle' brings you a miniature toolbox of spells that interact with and cycle into each other - can't get any more literal than that, right? Each one might not be all that amazing on its own but when combined they can offer great utility and reliable deck-thinning. So let's come up with the most useful combination for your favourite Mage deck!
8
Seeing as Hunter might be able to make good use of some cheap secrets with the upcoming expansion, so does this clumsy fella - If only he had brought it with him.
Better make sure you've got some carddraw - you probably don't necessarily want that free Snake Trap when you're in topdeck-mode.
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Use this singing sweetie to harness the unending power of C'Thun and - basically not die. The mighty old god surely won't be phazed by your mere Life Taps and his most amazing asset are his pesky punching tentacles anyways.
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Yay! This is the first time i make a card for WCDC! I really like the challenge of this week, where the cards have to support a certain archetype.
Here's my card, for miracle rogue: The user creates mist by blowing into the cold dark night with his warm breath, and conceals in it. The user then lurks in his own created shadow preparing his sinister plans or envenoming his weapon.
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My entry:
Typical warlocks with their "Lust for Power".
Explanation:
This is the warlock equivalent of Shrieking Shroom . It's bigger, better and kinkier. On the first turn you get 5/6 stats in summary (or roughly 4/5 if you consider the -1/-1 loss for the discarded card). I purposely made the Summoner understated and weak, in order for the opponent to answer him easily and to prevent him from snowballing further.
Just like with every discard, you don't know for sure what card you will be sacrificing. In some cases the zoo player will low roll and will discard something big or useful ( Tar Creeper , Doomguard or even Bloodreaver Gul'dan ). However this card enables an amazing tempo, which zoo decks always dreamed of. The summoner's effect functions like a pseudo continuous recruit mechanic - he summons minions for you w/o you having to pay any mana for them or w/o even drawing them first. Not to mention, that you can also benefit from the Demon synergy.
As you can see, we have a great power contained in a weak body and countered by randomness.
Big thanks to Sinti, CheeseEtc and ffinderous for their feedback.
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[Edit] I had to give him weak stats, because otherwise he might have been too strong in miracle rogue (with Gadgetzan Auctioneer ) or with Fal'dorei Strider s. Synergy with Augmented Elekk .
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Though simple, as a potential 1-Mana Poisonous, she can generate some good value. You can play her early for tempo, trading into something small to Enrage and then kill something bigger, but she's also good later, especially if you can get the Enrage off right away.
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When he nods off, they think he's just nodding.
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I had to do it. EDIT: Added another.
When implicating impudent, impatient children, she prefers impactful imperatives over imploring implicitly.
When he nods off, they think he's just nodding.
2
I thought the requirement to choose cards for the Hall of Fame in the Big Comp was interesting. It allowed for people to expand their design space for cool ideas that wouldn't otherwise be possible. Even though I didn't take advantage of that, others did, and I think it would be a cool feature to include in future Big Comps at least as an option. As more and more sets get released, design space gets smaller and smaller, and coming up with ideas that are both interesting and balanced gets harder and harder. Being able to retroactively remove or alter problematic cards could open up a lot of options. I think this applies especially to a class comp; in the imaginary world where our class exists, I presume it'd have been around from the beginning, and problematic cards wouldn't have been made in the first place. The feature would have to be limited, of course, else people could make whatever broken garbage they want, but something like we had this Season could be fun.
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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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The idea is that you went too far and "fouled" the opponent, so you have to pay a penalty. Killing little gnome girls is uncool.
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Some ideas:
Yes, Dark Gambit heals if it Overkills your hero. It assumes that Overkill triggers before deaths are resolved, else you'd just lose before the heal can come in. The idea behind Excessive Roughness is that you went too far and "fouled" the opponent, so you have to pay a penalty. Killing little gnome girls is uncool. Smith's Hammer is just an anti-aggro card, cause nobody likes aggro. I'm unsure about the balance of all three, but any feedback would be appreciated.
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Beggars can't be choosers, but looters can. Picky Looter could be good in a midrange strategy where you just want higher-value cards but aren't worried about fatigue, or you can use him to dig for a key card.
1
Definitely Big Game Tracker for me. It reminds me of a card Toble made a while back that won its comp. Astral Curse looks like either an enabler for even more Druid combos or a way to drop Deathwing on 5 and immediately decide the game. Not a fan.
Some Neutral hand disruption may be what we need, but the potential for Silence and bounce shenanigans makes me hesitant. Mysterious Merchant, though, is pretty solid. It just has the issue that plagues every Coin Rogue card which is that there are precious few Coin generators.
I prefer the second art and wording, though the third wording is probably the most "correct". As for class, the effect seems most fitting to Priest, though the flavor is wrong. As-is, I'd put the card in Warrior.
I feel like this card would mainly be used for burst damage combos like the old Force of Nature, so I'm not huge on it, though the flavor is great. That being said, it is a little weird that even though she's a minion, you can never use her as a minion.
Unless you're against Pogo-Hopper or a mirror match, this isn't that useful. If you do go with this, it might be good as a minion Battlecry so that even if the effect isn't good, you at least get a body.
4
Unearthed Raptor 's scary older brother. Unlike Necrium Vial , which is almost solely a combo card, Lord Stal is a tempo bomb, helping Deathrattle decks get the board control they need to set up other Deathrattle shenanigans.