The busy Banshee Queen finally have time to sit down for a game! Select a class and build a deck worthy of her highness! In this Tavern Brawl, whenever a minion dies, its owner take control of a random enemy minion.
As much as I am happy that I got in, what happened to Manabender at the same page? (Page2). It has more votes than me but didn't make it to Final, and I don't think it breaks any rules?
Anyway, my favourite this week is Travelling Merchant and Mana Drain, both balanced and favorable. Kael'Thas represent a mechanic which I feel has a lot of potential, so it also gets my vote.
Not sure if this qualifies as "Alternate", but this is what I feel Hemet should always be, a Harrison Jones against Beast. He hunts the rarest of Beasts across worlds, so drawing cards based on the Beast's Rarity make sense. He ain't not interested in that stupid Tallstrider of yours!
Next: A minion that gives or gain Immune under specific circumstance.
The Battlecry of this card is a permanent effect for the rest of the game and the "Your Hero Power can target minion" thing is the same as Steamwheedle Sniper. Any though?
I am not sure if this fits this week's criteria
"Your card must do something based on either the amount of mana you have or on the amount of mana you have spent"
Your card depends on your opponent's mana, not your own. Granted, I like this card and think it fits the spirit of this week's rule (Mana Crystal dependent), but I will leave it up to the mods to decide if this one fits.
I really like Fel Lord, smart design, it's sorta similar to Venture Co. Mercenary. Not sure whether it's balanced or not, but strikes me as a fair card. You might actually score a two-in-a-row victory here.
Goblin Ninja has some text sticking out at the bottom of the art, you might wanna fix that. EDIT: "Mana" is also always capitalized.
Here's my entry:
Could this maybe work as 0-mana? as it only hits minions and will usually hit for 2-3 dmg and is only ever usable when overloaded.
Thanks for the positive encouragement!
For your card, yes, I believe it can be a 0 mana spell, since it's very situational, and it can only target minion. In fact I think it's very weak currently at 1 mana
@ the edel bernal: So you play it on turn 4 and you have a 6/7. I am still not sure if it is to much or not because you have to make sure to not spend 1 mana each turn to make it survive. Flamewreathed Faceless is a turn 4 7/7 and you only "lose" 2 manacrystals due to the overload. If you look at it that way you might even be able to make it a 7/7?
Personally, I think Flamewreathed Faceless is OP and should have an overload of 3 instead of 2, so I am not using that card as a balance criteria.
Sticking to the Warlock theme of "Powerful with a drawback".
You can only play this minion on turn 4, since it kills itself if you play it on turn 3, and from then on you won't be able to play on-curve. For the price you pay, you get a powerful 5/7 body with taunt on turn 4.
This will make Handlock/Renolock more viable, as they are weak against aggro, and a big turn 4 taunt that can trade against multiple minions of same cost definitely helps.
My submission this week. A simple little card that can help you preserve your minion, or steal powerful enemy ones.
Compare with Ancestral Spirit (This one requires you to play the Mana Cost again) and Convert (This one requires to you actually KILL the minion to get it), hence the low Mana Cost. Feedbacks appreciated.
A simple little card that can help you preserve your minion, or steal powerful enemy ones.
Compare with Ancestral Spirit (This one requires you to play the Mana Cost again) and Convert (This one requires to you actually KILL the minion to get it). Hence the low Mana Cost
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Champion of the Banshee Queen
The busy Banshee Queen finally have time to sit down for a game! Select a class and build a deck worthy of her highness! In this Tavern Brawl, whenever a minion dies, its owner take control of a random enemy minion.
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As much as I am happy that I got in, what happened to Manabender at the same page? (Page2). It has more votes than me but didn't make it to Final, and I don't think it breaks any rules?
Anyway, my favourite this week is Travelling Merchant and Mana Drain, both balanced and favorable. Kael'Thas represent a mechanic which I feel has a lot of potential, so it also gets my vote.
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Any feedback on this one? Try to see it as a 4 mana 6/7 with a drawback, since you won't ever be able to play him on turn 3.
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Sticking to the Warlock theme of "Powerful with a drawback".
You can only play this minion on turn 4, since it kills itself if you play it on turn 3, and from then on you won't be able to play on-curve. For the price you pay, you get a powerful 5/7 body with taunt on turn 4.
This will make Handlock/Renolock more viable, as they are weak against aggro, and a big turn 4 taunt that can trade against multiple minions of same cost definitely helps.
Update: Lowered attack to 5 and give it taunt.
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You will need to save an equality combo against the stealth auctioneer, otherwise, it's damn near impossible as Paladin to win imo
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3 Overload should be able to balance it
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Thanks everyone for voting for my card :D
Now I need to think of a theme for future competition, hmm...
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Glad I made it to the final, good luck to everyone, and thanks for voting for my card!
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My submission this week. A simple little card that can help you preserve your minion, or steal powerful enemy ones.
Compare with Ancestral Spirit (This one requires you to play the Mana Cost again) and Convert (This one requires to you actually KILL the minion to get it), hence the low Mana Cost. Feedbacks appreciated.
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A simple little card that can help you preserve your minion, or steal powerful enemy ones.
Compare with Ancestral Spirit (This one requires you to play the Mana Cost again) and Convert (This one requires to you actually KILL the minion to get it). Hence the low Mana Cost
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Sylvanas for sure, I wouldn't even recommend playing any N'Zoth deck w/o her, and even some C'thun deck could use her