Hello everyone,
this is a gallery of cards created by me. Hope u enjoy them, iv had a lot of fun creating them. I like to create cards by finding a good art first and then think about what ability could that card represent. If u find a good art and want me to make a card with it, feel free to PM me ;-)
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Here is a link to my imgur gallery (sorted by class > rarity > alphabetical order), if u just want to have a quick look on all at once (without my commentary :D) or see them in full resolution.
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- for the awesome banner thx to H2050 <3
Custom Classes:
Trickster (project abandoned)
Custom Cards:
Neutral:
Coldheart III: (artist: SamMuk1R1)
- created for Weekly Design Competition #7: Double Trouble
When i found this art, i wanted to make some epic fighter and when u look at his swords, its so inviting to add some sort of freezing effect and two swords = more attacks > windfury, so thats what i did :)
7-mana slot is now occupied mostly by Dr. Boom, so i wanted to make an alternative, when i designed this card for card contest and i think i did good ;-)
Deathwing Incarnate: (artist: unknown)
This one is a lot of fun :
... so Deathwing and Nozdormu had too much to drink one night and they were messing around transforming into dragon and human forms back and forth, but before they passed out, they didnt realize that something was wrong. In Deathwings last transformation, he transfromed into a female!
When he woke up next to Noz in the morning, he was all confused, but after one look in the mirror, it all became painfully clear ... at least the fact that Noz cant do anything for longer than 15s was a tiny consolation in his mind, but that didnt stop him from breaking the mirror in anger anyway ... oh well, now back to ol' drake self before Noz wakes up and remmember: LAST NIGHT NEVER HAPPEND!!!
Hope u liked the story and the card :D enjoy!
Lady Soora: (artist: Venlian)
- created for Weekly Design Competition #18: Femme Fatale
Fatality = "Whenever this minion kills another minion, do something." ... it was one of rule restrictions of that week, to include this keyword on the card.
Good for dragon decks, can potentialy add some nice synergy cards or at very least "activator" dragons, if u get crap like whelps :)
If it is not clear, it will shuffle one random dragon from all dragons in the game into your deck, not random dragon from battlefield. After BRM the dragons r actually pretty spread out over the mana cost so u have pretty much the same chance to get good or bad dragon and u might not even draw it "in time", so we can say that the "high" stats r fine, balance wise.
Mysterious Hypnotizer: (artist: Bladien)
This card is supposed to be on par with Loatheb.
First i had it target "random character", but i changed it to "random minion", cause i think there would be too much confusion with effects like Dark Cultist's deathrattle etc. I think it would probably not be hard to code it correctly (that non-hero-targetable effects would not target hero) but for clarity purposes i went with "random minion".
Ol' Rowdy: (artist: andreauderzo)
- reworked for Weekly Design Competition #28: Hearthstone: Heroes Of Hearthstone
When i saw this art, i wanted so bad to make a card with it :) Im not sure about the result, but i will let u decide. It is supposed to be kinda more easily accesible V-07-TR-0N if u manage to keep a few of your mechs alive, if not it is at least kinda big body for its cost.
/edit: i reworked the card to fit the WDC 28, went from pally to neutral and made it more of a late game beast for mech decks, one of the win conditions for em.
Swampy, Jr.: (artist: Sephiroth-Art (murloc), dnikko(background))
- created for Weekly Design Competition #26: No Offence
Can help other then warlock decks to pump out murlocs, cause u dont need to draw a lot of cards, just use your hero power. Also since murlocs are buff oriented tribe, 0 attack aint such a big problem for this guy :)
/edit: well with introduction of the Murloc Knight i guess i was waaaay to hard on this guy .. or was i? since MK is class card :O anyway, do cheat off of me again blizz! :D
Teribus the Cursed: (artist: sandara)
- created for Weekly Design Competition #12: Big Dragons!
This minion can be a great addition to deathrattle decks, u should be able to control to some extent what DR minion can u get from his battlecry and maximaze its potential. Sure, your opponents minions can "disturb" your plans, but there should be enought value out of probably anything u get.
The Maddest Bomber: (artist: Inykh)
Similar to Dr. Boom, but with kinda different mechanic, since Dynamites cant attack. One fun strategy is to fill your opponents board and prevent him to play more minions > force him to attack your Dynamites for a chance of hitting his own and clearing up the space ... and more :) btw imagine The Maddest Bomber into Madder Bomber :D
Iv had it on 8 mana first, but then i decided, that it would be nice to promote Stormwind Champion synergy/follow up so i changed it to 6. Let me know if u think it is too cheap.
The Dynamite art is kinda sucky, but i couldnt find any good one :X If u find better or want to draw it yourself, send me PM, ty :)
Tyrande Whisperwind: (artist: mad-jill)
The high priestess, the general herself! :) Her days of hunting might be behind her, but she still likes to hang out with her Archer buddies from time to time :)
Yshmeel: (artist: unknown)
- created for Weekly Design Competition #19: Help or Hinder?
I know it might seem a bit OP, but i think that being a legendary it is kinda ok (can be only 1 copy in a deck), the effect can result in quite a lot more value than one mana worth of stats that r missing from the card's vanilla body, but i wanted to make an interesting draw mechanic for murloc decks :) and 4 mana seemed too much :X
Hope u like it :)
PS: the text was mixed from Gnomish Experimenter + Chromaggus, co if it is not clear, "the copy" refers to the Murloc that u would draw from the battlecry, u do not get copy of non-murloc card or this card ;-)
Gepetto's Protege: (artist: Grethchen)
- submited in Weekly Design Competition #24: More Than Meets The Eye
I think this card would be tons of fun :) Destroy those pesky Piloted Shredders, Piloted Sky Golems, Sneed's Old Shredders or stupid Powermace buffed mechs and make them into weenies :) Or save yourself from next turn leathal (or protect your board) by turning one of your own into divine shield taunt.
Ifrit: (artist: JasonEngle)
- submited in Weekly Design Competition #23: Places, everyone!
Burn = Deal 1 damage to a minion affected by Burn at the end of each turn. Burn is spread to adjacent minions upon death.
What this mean is, when minion attacks Ifrit (or is attacked by it) and dies as a result of it, he will get affected by Burn before death and instantly spread it to adjacent minions to him. This will make a pain to remove Ifrit without BGH or poly/hex/silence and can work as rather slow but continuos AOE. Your opponent would have to be carefull with his minion placement, if he didnt want them to also "catch on fire" and he would have to let the Burn "slowly" die out on the ends of the battlefield. Also this card makes Wailing Soul cool self tech card, to get rid of Burn on your minions, which is nice i think :)
Deformed Ogre: (artist: Guro)
- slightly changed (see spoiler below) to fit the rules for Weekly Design Competition #14: Ogre, Smash!
Kinda reverse Gurubashi Berserker, where instead of Attack u get Health, if damaged.
Might spiral out of control quickly, especialy in priest, but i didnt want to make ti too weak, let me know what u think.
Weekly Design Competition #14: Ogre, Smash!
Red Guard: (artist: ghostbow)
- created for Weekly Design Competition #8: 3-Mana Tech
Little random TBK :) I like the art, u can see "enemy hero" in the back and some "random" bodies (minions) cut down in the path to get to him :)
I first kinda imagined it similar to MCT, but then i realized that it is actualy Deadly Shot with a body attached (so it will swing the tempo for u a lot), since the triggering condition is little inconsistent. It can get pretty good value, especialy vs control decks or very little value if there r some 1/1 tokens and stuff or just no taunts at all. I think this exactly fits the flavour this weeks competition as "tech" card ;-)
Junk Hoarder: (artist: JashaWolf)
Distant cousin of Loot Hoarder. Gives u Spare Parts instead of card draw.
Considering Clockwork Gnome this card gives u two parts, but aint Mech so it isnt over the top.
Queen Anne's Revenge: (artist: bbruschi)
Named after Blackbierd's flag ship. I was discussing idea about a Pirate ship in some other thread (sry dont remmember where exactly) a while ago and decided to create one of my own.
Ofc ship needs man to be operational so she cant be played without a crew. And when the crew is on board, they r lazy and drunk on rum, so they get a small penalty, but thats ok, cause ship is mighty powerful already! :)
Note: dont fall overboard! (-1/-1 can kill 1hp Pirates!)
Shot Caller: (artist: asdrubalpc)
Designed to give those "unplayable" Murloc decks something little extra. Made it Pirate cause of art and i mean why not, mby i will make more Murloc-Pirate synergy in future :)
Mby +5 attack is way to much? dunno ...
Treant General: (artist: Ron Lemen)
I was always very disapointed with basicly no versatility with Force of Nature. In 99% cases it is a "dead card" until u can use it to pull of combo with Savage Roar, in 1% cases it is a "forced" removal. Treant General will alleviate this preassure from the card by returning those Treants that died at the end of turn in your hand making them possible to be used as a clear or 6 face dmg next turn again or kept for the said combo. But same thing can do your opponent (since the effect is mirrored) so be aware of that possibility.
List of treants: Treant (Soul of the Forest), Treant (Cenarius), Treant (Force of Nature), Treant (Poison Seeds)
Crying Ent: (artist: Okha, ForeverZeroDragon)
Stats wise very weak card, but if kept alive or played 2 at the same time, it can screw up your opponents plan a lot. It can snowball to that extend that your opponent wont be able to play any cards, since additional Tears will increase cost of other Tears as well, so your opponent better not keep any in his hand for too long.
Druid of the Moon: (artist: unknown)
I wanted to make some kind of versitale version of druid minion, that could support either spell dmg decks or beast decks or both, but mby i should have made it just 4 mana card? 5 might seem weak and ur gona have DoTC there already anyway :/ dunno.
Glacial Unicorn: (artist: sandara)
I know that druids 7 slot is already more then full, but i wanted to give them alternative in beast synergy deck. Glacial Unicorn can act as a soft AOE when entering a battlefield or becoming quite nuisance as 6/6 body that can be removed only by minions and will most likely be at least a 2for1 trade.
Elven Scout: (artist: JackWangLei)
Pretty straightforward minion, that can help u get some board control back. Can be a pretty big tempo swing, if coined out on T3 after your opponent just played his 2drop or it should just kill most of 3drops, if u were able to trade 2drop for 2drop the turn before.
Swarm: (artist: ISOTXART)
I just had this crazy idea about minion with Mega-Windfury, that would ramp up with each attack, but it would not be for free.
Im not sure at all about mana cost or its health or if it should remain beast or not. It is supposed to be big finisher or board clear if it can survive turn (which should with 12hp) and considering that it is 10+ turn when u would have chance to play it, enemy hard removal should be gone too. Can even go for some crazy synergy with Hobgoblin/Houndmaster etc., but then again u wouldnt probably want to hold on to them till turn 9-11 :)
Dr. Chickenstein: (artist: Truepinkas)
So this guy is here to make Angry Chicken see more play :) Simple as that. Lots of synergy with beast hunter.
Might be too OP (takes into consideration enemy beasts)? Let me know.
Clavius: (artist: unknown)
- created for Weekly Design Competition #25: HS Top
I was always sad, that mage doesnt rly have any alternative good 4-drop other then Water Ele (sure mech mage does, but thats just for one archetype). And also that Fireballs r usually just used as finishers and not utilized as removals and when u get Antonidas rolling and can use Fireballs as removals, u most likely already won anyway.
So here is my idea for utilizing Fireballs as removals, u can generate couple (usually 1 or 2) extra Fireballs to shuffle to your deck (not hand!!), so when u draw some, u dont have to be afraid to "waste" them here and there, cause u know u have more comming.
There is ofc obvious T6 play in combo with hero power, but its not the best T6 ever (basicly just getting 4/3 creature for 6 mana), but the main idea is, that it can be freely played on curve and should still get good value.
Armageddon: (artist: ZEBES)
I know mage has already crapload of AOE, but i couldnt resist (i absolutely LOVED the ard) :) It's (very:d) high risk / high reward spell. U can clear a lot with it and even do 5 dmg to opponents face, but u pay for it with the timer.
I wasnt sure if i should make it to shuffle one or two mines, mby two r rly too punishing? But the positive effect that u get from it is rly big for its low cost. Give me some comments on this one, ty.
Azshara's Apprentice: (artist: icegirl)
I wanted to make a solid mage minion, that can be played "naked" but have a strong combo potential. In reality, there is almost always max 1-2 secrets in play at any given time, so the battlecry would in most cases do "just" 2-4 dmg, but in heavy secret mage deck, this card can be set up to deal pretty big blow. Vs secret classes it can be better SI:7 Agent, vs non secret classes it will rely only on your own secrets.
Iv had it on "deal 1 dmg ..." first, but that seemed little weak, given the trigger condition. Also i considered to make it legendary, so it wouldnt be possible to have 2 coppies in deck, but decided otherwise so far.
Illusionist: (artist: Arsenal21)
Can make for some interesting games, will your opponent risk not playing a spell next turn to let u have another "free" Flamestrike or will he be worried, that if he will Mind Control your big guy, u will just take him right back? The effect can be controlled to some extend by both players, since it is a deathrattle or be silenced, if your opponent would be too scared to risk it being triggered. Coin is the biggest counter ofc :)
Elemental Protection: (artist: unknown)
- created for Weekly Design Competition #17: New Cards, Old Faces
Now i think i got some nice idea here, this will help u vs weapon classes (+druid), which r 6/9 so that is quite nice. The best thing about this is, that if your opponent will try to figure out what kind of secret u just played, this thing looks like Ice Block and he cannot know until he attacks u with the weapon and when he does, he will summon nice beefy minion for u and get frozen for the next turn in a process and your Water Elemental can most likely trade with another minion or freeze it as well or freeze enemy hero one more time before he dies :)
I think 3 mana cost is fine, since Water Elemental is normally 4 mana and this trigger condition can easily justify the 1 mana discount, there was quite a discussion about the value of Water Elemental, if it should die in next turn or not, so u wouldnt be able to keep enemy hero "permafrozen", but i think in the end, that the Water Elemental would in 99% cases not survive a turn anyway, so i decided for a less wordy description ;-)
Snake-A-Boo: (artist: unknown)
- created for Weekly Design Competition #30: Clash of Clans
So i had this crazy idea, to make a snake secret and since it couldnt be hunters (Snake is Beast, we cant have Beast hunter card this week) and paladins secrets cost 1 mana (this would not fit into 1 mana cost value), mage was the "obvious" option :)
Thoughts/balance:
- Trigger condition can be played around - u go for board control, not face.
- Made it 1 hp, so it can die to all pings and/or aoes. Mage can ping it with hero power, Warrior with Whirlwind/Deathsbite/Taskmaster, other classes can buff it with Abusive/PO whatever to trade and get rid of it (or just silence it ), so i think its good now.
- Snake would be summoned somewhere random inbetween 2 minions or if only one enemy minion was up, on the right side of him (from opponents point of view).
- Only real punishment this card represents is for paladin or shaman hero powers, but i think it can be buffed/killed pretty easy, so if they r locked like for turn or two, that shouldnt be such a problem.
- Some ppl didnt like i put Stealth on it, it is there mainly so your opponent cant just taunt it and make u remove it - most importantly with a lucky Rusty Horn spare part, thats not how i would like this card to work.
- Your opponent can always swarm the board and make u AOE him, taking Snake down with it, so yeah, i dont think it is that OP, but it is certainly a cool card, i like it in its current form, hope u will too <3
Flavour of the card:
I thought about it like that when your opponent is gonna attack u , he will "step on" the snake, which is next to him now (or his troops = minions = thats why it is summoned for the opponent), snake gets spooked and cant rly attack with precision (0 attack = no real attack), since he doesnt know who to attack, but will spit and bite around him, so thats why he damages adjacent minions :)
Divine Punishment: (artist: unknown)
Im not sure how good this card would be (if at all), but i liked the art and wanted to make some interesting effect to it, do u like it ?:)
Flemeth's Grimoire: (artist: armandeo64)
(upcomming rework, after BRM and TGT, its weak as **** now :D)
Another spellbook for priest, this time it is about dragon transformation. Ideal scenario lets u attack with the Dragon twice, before transforming it back to its original form (original minion, which was transformed into dragon).
Not exactly sure if it is balanced yet, but i want to keep those spellbooks at 7 mana and make more in future. Yes, u can get Deathwing for "just" 7 mana, but considering u have to "pay" with random minion (which isnt always as cheap in priests decks, that tend to have high value minions) and can get simple Faerie Dragon or 4/1 Twilight Drake i think it is ok. Same as if u ooze/harrison it, u just wasted 7 mana for nothing.
Tome of Fire: (artist: unknow)
- created for Weekly Design Competition #3: Weapons
This weapon is a spellbook for summoning the Phoenix. It looses 1 durability right after u play it and summons 1st Phoenix. Note that it loses durability on opponents summon as well (if he was to use the weapon himself).
Not entirely sure about its cost, but i think it is alright since u can counter it with ooze/harison, silenc, poly/hex, BGH etc.
Vol. VII: (artist: Adalbertofsouza)
- created for Weekly Design Competition #21: Lucky 7's
Originaly it would ressurect the minion that died, but we (in discussion topic) agreed that it would be waaay too good, so with some advice i reworked the card to still keep the flavour of my original idea, but gave it more funky style. Now for u to get the most value out of this is to "suicide" (trade with) preferably high cost minions the same turn u play this, meaning u will have to have some board set up and "pay" with a life of valuable minions, but it can still give u crap ... or it can give u some great legendary, who knows? and that is the beauty of it :) It can be viewed also as a "life gain", if your opponent chooses to just keep killing your spawned minions, since u can only get minions of same or lower mana cost, this means, he can essentially "waste" your durability, thus ressurect tics by killing low cost minion "for free", but it will "save" u from face dmg etc.
It still suffers from basic weapon removal like ooze/harrison ofc, but being 0 attack weapon in non-weapon class, it doesnt get any "bonus" interactions, like buffing pirates and so on. So all and all, i think the balance wise it is quite good, strong enought to be played, not OP to be broken.
O-racle: (artist: Catell-Ruz)
I love Mind Vision, but usually there is no place for it in a serious deck and that saddens me, so i made this card :) It also has synergy with "new hot" meta of Mechs and more so with Upgraded Repair Bot as strong turn 5 follow up or combo with Gazlowe, since Mind Vision is 1-mana spell :)
Sister of Elune: (artist: GENZOMAN)
- submited in Weekly Design Competition #16: Cards With Drawbacks
I wanted to make a strong priest 4drop, that can be played "naked" but also have potential to do some craaazy combos :) U can give your opponent minions like damaged Deathlord, Zombie Chow so u get the heal, Fel Reaver and burn him half a deck :), could make Lorewalker Cho playable in certain decks, since opponent would not be able to easilly kill his own minion, give him Acolyte of Pain/Northshire Cleric and try to burn his card via heals, give Auchenai Soulpriest to a warlock with mistress of pain for instakill :D or just give your opponent 4th minion to set yourself for Mind Control Tech. I think ppl would create crazy things with this :)
Stats r a bit on a high side, but considering that the battlecry is basicly a downside, i think it is ok.
Bloody Ritual: (artist: Dave Allsop)
- created for Weekly Design Competition #2: 0 Mana Spells
This card can set up favourable trades for u: example ... 6/7 and 1/1 swap attacks, 1/7 can be killed without loosing your minions and 6/1 can be pinged or killed by some lowly minion.
Another way to use this card is to set up enemy minions for your Shadow Word: Pain, Shadow Word: Death, Cabal Shadow Priest to get most value out of them in any given situation (cant kill that Ysera or Ragnaros the Firelord? swap them attack and Cabal Shadow Priest it, or Shadow Word: Pain it). Hope u like it guys :)
Mechanic explanation: yes it is supposed to be "double targeting" mechanism and yes, i know it is not in HS ...yet. Dont hate it just cause of it, ty :)
Spectral Raider: (artist: unknown)
I rly wanted to make a 6 mana 5/5 charget that could be used to pressure your opponent or clear stuff similar to Argent Commander and stay alive, not die to ping or something like that, but at the same time not being able to be replayed easily (via shadowstep). With Reckless Rocketeer being a thing, i didnt want to go full power creep with this one, so i decided to make it a class card and more so a rogue one, cause the combo mechanic can allow me to give the card more "value" while making u work for it, so i think its ok as it is now ;-)
Sudden Death: (artist: velinov)
- created for Weekly Design Competition #6: It's A Secret!
Initial idea taken from Spellbender, but this will not leave u with buffed minion, but rather destroy enemy minion and the spell with it. It can net u some epic value, but at the same time, opponent can play around it (spare parts on crap minion/token etc) or just not play buffs in general. Can be played early with coin vs T3 Velen's Chosen or T4 Blessing of Kings, or simply on strategic turns vs likes of Archmage Antonidas + Finicky Cloakfield.
Game On!: (artist: unknown)
- created for Weekly Design Competition #27: Pictures Worth A Thousand Cards
This weeks WDC was kinda just for fun and so is this card, even to i tried to make the card at least playable. So u get funsies and u will also at least cycle your deck faster and trigger combo in the process.
Goblin Grenadier: (artist: Firnadi)
Pretty straightforward card to promote spelldmg or pirate rogue decks. On par with Ogre Magi, but since it is a class card, has a little something something.
Bottled Storm: (artist: joshfisher)
- created for Weekly Design Competition #5: BIG SPELLS
The spell is ment to do 2-4 random damage 5 times, if there is 1 minion only, it will hit opponents face 4-5x. I know the text should be self-explanatory, but i had difficulty to actualy acheive that, so i helped myself with a little "help word" > lightning, which is just a fancy word for "shot/missile/pew-pew" ... whatever, u get it :D in this context :)
U might think that it has too much dmg invovled and would be an OP finisher (which i kinda wanted to be), BUT u would have to clear your opponents enitre board to get all shots to the face, which is not always so easy (sure u can do it turn before, but then opponent can play another stuff), but u might want to use it as board clear.
Lei Shen: (artist: unknown; ingame screenshots taken from here)
- created for Weekly Design Competition #13: Raid Bosses
This week was quite a challange for me, since iv never played WOW. I went thru several RBs and i stopped at Lei Shen, i liked him very much and the four conduits gave me an idea for a card with shaman hero power interaction.
Lei Shen is final (12th) boss in the Throne of Thunder and he is (from what iv found out) an epic boss fight with milion stuff goin on :) Iv tried to implement his interactions with 4 different Conduits and his two weapons that he switches between in the fight, hope i did him justice and u like it! Here we go:
- Replaced hero + weapons: (after u transform into Lei Shen, u start with equiped Thunder)
- Hero Power: All spells (Crackle, Lightning Storm, Lightning Bolt) cast thru attack/hero power mechanic, would be affected by Spell Damage (as it is "regular" cast of that spell) and u will get corresponding Overload.
Goblin Shaman: (artist: BorjaPindado)
About time we have some curses in shaman class wouldnt u say ?:) This guy is pretty nasty towards enemies, they wont like him very much.
Dummo the Magnetizer: (artist: sayja)
Poor dummo, he means well but doesnt know what he is in for!
Note that even yours battlecries/deathrattles target him, so careful with those Fire Elementals!
Chain Heal: (artist: UdonCrew)
I wanted to make this spell for a long time, but i wanted it to be inovative, since there was already so many variations of it and it was rly hard to do without a TONs of card text :( i finally made it, but it still aint as good as i wanted, but i guess it will have to do.
The idea is, that u r free to choose which minion to heal (even enemy minion) to get the maximum possible heal if u want and be able to even bounce some healing to your hero, i wanted the card text to display the bounc-y mechanic better, but it is hard to do with hearthstone wording and heal mechanic etc. so this is what i ended up with.
Fresh Meat: (artist: JoelKool121)
- submited in Weekly Design Competition #22: One Thing Led To Another
This card is supposed to act as kind of finisher for Murloc decks. I made it WL card for obvious reasons (hero power). WL has best hero power for Murloc deck, so he can spamm them by 2 at a time, but u need to look out for how much r u tapping, so u wont end up killing yourself :)
I know its a loooot of text on the card and im not entirely sure if it is balanced at all, but let me know what u guys think :)
Grab: (artist: unknown)
- created for Weekly Design Competition #9: Mirrored Spells
This card is kinda small mix of Ancestor's Call/Mindgames and some healing, altered and glued together :)
I think it could be interesting card for warlock, to help him pull Giants or Mal'Ganis etc. from his deck earlier and also get some much needed healing. Can deny battlecries from opponents minions (well yours too, but that would have to be accounted for, if u decided to run this card). A lot of options with this card.
Soul Stealer: (artist: zhowee14)
- created for Weekly Design Competition #4: 1 Mana Class Minions
Counterpart to Blood Imp. Soul Stealer will slowly chip enemy minions souls away till they DIEEEEEEE ... muhehehe grglg :D Cant damage enemy hero, just minions.
Staff of Indecision: (artist: uknown)
- created for Weekly Design Competition #31: The Imitation Game
Warlock weapon. New option of early removal with some kick in the end :) Might even synergize with getting Molten Giants our earlier, since u will be taking face dmg.
The staff is called "Staff of Indecision", cause after you use all its charges, it will have to decide, which secret to play for u, but since its a very difficult decision for the lazy staff to make, it will just leave it to a random chance and be done with u :)
Marianne: (artist: GENZOMAN)
- created for Weekly Design Competition #10: Class Legendaries (1-4 Mana)
After original idea was found too OP (turn 2 Gorehowl etc) i decided to tone her down a bit, she is still quite powerfull in terms of tempo gain and still can be combo'ed any time in game for +1 Durability from deathrattle.
Secret Santa: (artist: VegasMike)
- created for Weekly Design Competition #9: Mirrored Spells
This card was created more of a joke for weeks 9 design contest, but i must say, i would very much want such a card in the game, i would play some #yolo decks with it (#[card]Lorewalker Cho[card] style!) :D
Executioner: (artist: unknown)
- created for Weekly Design Competition #29: The Jousting Life
So i wanted to create a good 4 drop for warrior, that could be actually playable in a serious deck and more importantly to create a good common minion for warrior arena to get better. I think this would achieve that.
Changelog:
- (11/02/2015) The Maddest Bomber: ability is now Battlecry
- (11/02/2015) Gepetto's Protege: ability is now Battlecry
- (14/02/2015) Swarm: added Charge
- (27/02/2015) Flemeth's Grimoire: ability is now targetable (removed "random minion")
- (14/03/2015) Soul Stealer: cost 0 > 1 (epic fail, cost was always supposed to be 1 mana ... qq)
- (03/04/2015) Marianne: reworked (original)
- (27/05/2015) Tyrande Whisperwind: cost 7 > 6; attack 4 > 5
- (12/07/2015) Gepetto's Protege: cost 5 > 4; health 2 > 3; swirl classic > gvg
- (04/09/2015) Ol' Rowdy: reworked and changed from paladin to neutral
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lol yeah, especially if you're playing this card when they have 30 armor its pretty gg already anyways
imo it'd be a pretty good in a hyper aggressive zoo lock
1
i think the point is that miracle was nerf due to the insane amount of burst. but now patron has an even more insane burst than miracle. it's kind of like saying miracle isn't that imbalanced because you could end up not drawing your auctioneer. but warrior has an even more consistent draw engine than miracle. i don't think the main point was that patron is imbalanced, it's that miracle was nerfed to almost unplayable and now patron warrior which is even stronger exists.
2
i don't think rend is THAT bad of a card, it might not be top tier, but it can kill plenty of legendaries that would be hard to kill otherwise for certain classes. like ysera and malygos, or non BGHable class legendaries like archmage, gallywix, tirion, gahzrilla, foe reaper, sneeds, cenarius, loatheb... etc..
it's stats could def be better, but still i wouldn't say it's terrible, i feel like if he had better stats he'd be borderline auto include
2
i tried this a while back, and it did ok, except i lost a few games to rogues and i stopped playing. i picked it up again today to grind golden portrait and surprisingly i went 5-0 at rank 13-11
1
wait. how does your example make any sense. that's why there are spells. and taunts. and weapons. and hero power... this game isn't just dropping vanilla minions. how to tech against burst? by having taunts. healbots. it's pretty damn hard to burst with any of the above with 2 ancient watchers taunted up. also, if you're pressuring them too hard, they can't burst you down. against freeze mage? loatheb and healbots wreck freeze mage. taunts can prevent burst from cw, rogue, and druid combo, thats why ramp druid is so good. but it doesn't win all the time because taunted minions have worse stats, so if you're playing against a control game against say... handlock, you'd have a tough time. control warrior practically has 80% win rate against oil rogue and freeze mage.
1
a month ago, people were complaining about how gvg didn't change anything, and that they were expecting the meta to change a lot but instead hunter was still really common. and then UT nerf came and a bunch of mech decks came about, and now you're complaining about how gvg changed a lot, mech decks are so common... etc.
it really doesn't matter what blizzard does, some players will always be dissatisfied. also, you don't need gvg packs to build a competitive deck, classic decks are still very strong, control warrior is still strong without the shield maidens, ramp druid is still strong... i really don't understand what the fuss about gvg being a necessity is all about
1
so i was watching sjow's and massan's stream and i saw that they had KT in his warrior deck, i know people have been occasionally running KT but is it really any good? i mean isn't it kind of hard to put KT down when you put down minions so slow, where as decks that can flood the board would get much more value from KT?
-1
wow this deck works surprisingly well
and surprisingly, i don't have 2 si agents for some reason so i replaced one with a sabotage, which definitely helped me out especially against those buffed assassins blades
the burst is pretty amazing
4-1 currently
1
if you know you're playing against a rush deck, mulligan for ancient watcher and either owl or sunfury
you'll need a hellfire too, mortal coil and dark bomb are ok too, you'll want to play defensive, once you can wipe out their board with aoe, it'll get much easier. moltens and heal bot will be your savior against face hunter
generally handlock is pretty weak against rush decks, you really need those key cards or you'll die pretty fast. if you're encountering a bunch of rush decks i wouldn't play handlock as it is definitely very inconsistent. handlock is usually really good against other control/midrange decks
3
personally i don't coin tap turn 1, i only use coin for ancient watcher when i know i'm being rushed, or if you have ancient watcher and owl you can do that too
if you're not being rushed you tap until turn 4, or if you're second i like to put my drakes out on turn 3, and then mountain giants. typically i like to put drakes out first if i have them so they can eat removals if the opponent has them. unless you're playing against paladin, i would put mountain giants and when they use humility or aldor you can silence your giant and hit for 8, but you can't silence your drakes. and whenever you have the opportunity you should life tap unless you think you're near lethal(dying)/playing against mill/have 9 cards... etc. also if you have drakes up i would prefer taunting up the drakes instead of your giants to protect them from tbk. when're you're near 10 health you can molten+argus/sunfury and jaraxxus the next turn
keep in mind that if you're planning to play molten and at 10+ health you should life tap before you play them, also you should keep your health as high as possible when playing against mages because they tend to save fireballs for when you're nearing 10 hp. if you have loatheb and the board is clear, don't just play loatheb by itself, personally i would use it to save your minions from being hexed/frozen or yourself from pyroblasted in the face
i think the best way to learn how to play is to just play the deck itself (i mean obviously). i'm by no means anywhere close to being the best player to give you advice around here, these are just what i observed from playing myself
also, some people like to run alex and sylvannas/rag in their handlocks as well. sylvannas can be used with void terror + power overwhelming to give you a big minion on board as well as steal a legendary on their board. personally i think rag is a little too clunky for my liking. if you ever put alex in, and you can choose to play alex and jaraxxus, i would put alex down first because it will give you an 8/8 board presence and you will still be able to play moltens if you draw them. last thing is, if you play jaraxxus, your moltens' cost reset, so they cost 20 when you're at 15 health and 10 at 5 health
good luck!