Spending a card to deal 2 damage is a weak play which makes Lava Shock a bad card.
That in turn, makes it so that you cannot work around high overload cards. Feral Spirit is being played because it produces two bodies, and is therefore harder to remove and safer to play. Casting Earth Elemental is a huge risk. It essentially costs you 8 mana for a card that can be removed by your opponent before accomplishing anything. That is a big enough downside to make pretty much all of competitive players stay clear of this card.
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Baldassar posted a message on Earth Elemental viable?Posted in: Shaman -
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Sinti posted a message on Sinti's Workshop: [card creation on hold for time being]Posted in: Fan CreationsHello 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 ;-)------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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 <3Custom Classes:
Trickster (project abandoned)Custom Cards:
Neutral:
Coldheart III: (artist: SamMuk1R1)
- created for Weekly Design Competition #7: Double TroubleWhen 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 FataleFatality = "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 HearthstoneWhen 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 OffenceCan 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 :DIv 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 EyeI 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 TechLittle 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 TopI 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 FacesNow 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 ClansSo 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: WeaponsThis 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'sOriginaly 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 DrawbacksI 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 SpellsThis 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 CardsThis 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 SPELLSThe 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 BossesThis 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 AnotherThis 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 SpellsThis 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 MinionsCounterpart 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 GameWarlock 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 SpellsThis 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 LifeSo 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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Thelkuzad posted a message on [COMPLETE] Hearthstone: Taking Back Tempest Keep; Custom Hearthstone AdventurePosted in: Fan CreationsWing Two: The Botanica
: The Naaru, in their travels came across many specimens they tried to preserve. A noble goal.
: Now they serve the greater goal of finding a way to cure our reliance on magic.
Boss One: Commander Sarannis
Sarannis is the first line of defense against anyone trying to reclaim the Botanica.
: Commander Sarannis, begin full evacuation of the Botanica. That is an order.
Commander Sarannis's hero power is going to hurt, badly, but if you do it right she can also hurt herself badly with it.
Of course, on top of other Warrior spells and cards, she has two special minions that can make things complicated.
She's like a Mistress of Pain but better.
Also:
Picture a Yeti. Now divide its 4 attack into 2 2-attacks.
Dialogue
Begin: Step forward.
First time she plays a special minion: Guards, rally! Cut these invaders down!
Emote Response: Oh, stop your whimpering.
Sarannis Wins: Mission accomplished.
Defeated: I have not yet... begun to...
: You've accomplished little, intruder.
Reward
Steward with a giant sword. Kael'thas has become a little militaristic.
For defeating Commander Sarannis, players earn 2 Bloodwarder Steward cards.
Heroic Commander Sarannis Changes
Sarannis, as is typical has more health than before. Her hero power doesn't hurt any more, but it costs nothing at all so you're going to have her constantly wailing on you.
Her minions also got beefed up:
Boss Two: High Botanist Freywinn
He didn't get the memo to evacuate. He's very busy.
: High Botanist, I said evacuate! Are you listening?!
Freywinn's hero power follows the same psuedo-random effect the Shaman hero power does, with its own four possible summons:
Of course, that's not all Freywinn's got. Anyone who ran Botanica will remember his little friends.
As well as a hefty amount of these non-beast Ironfur Grizzly cards, he also has druid spells, including:
Dialogue
Begin: What are you doing? These specimens are very delicate!
First time Freywinn uses his Hero Power: Nature bends to my will...
First time Freywinn casts Tranquility: Endorel aluminor!
Emote Response: You will feed the worms!
Defeated: The specimens must be preserved...
: So shortsighted. Very well. I've nothing of value left in the Botanica, have fun wasting your time on it, adventurer.
Reward
You won't feel a thing...
For defeating High Botanist Freywinn, players earn 2 Sunseeker Genesplicer cards.
Heroic High Botanist Freywinn Changes
His hero power is now four times as powerful! The Saplings again:
His Tranquility remains unchanged, but his Treants are much stronger:
Boss Three: Thorngrin the Tender
What was Kael'thas doing allied with a satyr?
: Ah yes, Thorngrin. I almost forgot about him. He's of no more use to me.
This hero power hurts QUITE a bit. It's like a cheaper Assassinate on demand, that heals his hero.
Beyond that Thorngrin plays a fairly normal demonlock, with a lot of Hellfires and his reward card, but he also has:
Dialogue
Begin: What aggravation is this?
First time he casts Hellfire: Scream while you burn!
First time he uses his Hero Power: You seek a prize, eh? How about death?
Emote Response: I hate to say I told you so...
Defeated: You won't... get far.
: With any luck the escaped specimens will do my job for me.
Reward
Satyrs used to be night elves. Look at Malfurion, can you see the resemblance?
For defeating Thorngrin the Tender, players earn 2 Nethervine Trickster cards.
Heroic Thorngrin the Tender Changes
Like Commander Sarannis, Thorngrin's hero power gets no more powerful but it becomes infinitely cheaper.
Beyond this, the only change beyond a slightly improved AI is that his Rockbiter-esque Enrage is now... quite a bit better.
Boss Four: Warp Splinter
This Ancient of the Arcane was trapped in the Botanica, and can't tell friend from foe.
: Warp Splinter was a promising lead, but in the end it was a dead end. Do whatever you wish with it.
This will always deal at least 1 damage, due to your hero's presence.
Warp Splinter wields arcane and nature spells. Arcane Explosion, Wrath, Force of Nature, Unstable Portal, etc.
Also, this:
Which summons:
Plus, Warp Splinter has one special legendary tucked away in his deck:
Dialogue
Begin: Who disturbs this sanctuary?!
First time he uses Call of the Ancient: Children, come to me!
Playing Laj: Maybe this is not - No, we fight!
Emote Response: You must die! But wait: this does not - No, no you must die!
Defeated: So confused. Do not... belong here.
: Enjoy cleaning out the experiments? In the meantime I've been preparing my defenses, interloper.
Reward
It just can't make up its mind!
For defeating Warp Splinter, players earn 2 Frayer cards.
Heroic Warp Splinter Changes
As a result of this upgraded hero power, flooding the board with 7 minions results in 24 damage split among your side.
Most of his abilities are unchanged, but Call of the Ancient...
Before, he summoned 3 Saplings for a maximum of 6 Health restored, or 20% of his health. Now he summons 6 for a maximum of 12 Heath restored, or a little over 25% of his increased health.
Laj, too, got stronger.
Wing Reward
He's the senile old grandpa of plants.
For clearing the Botanica, players earn one Warp Splinter.
Class Challenges
First, Warriors challenge Commander Sarannis for two special banners:
You fiend! Those colors don't go together at all!
After this, Druids challenge the Warp Splinter in exchange for 2:
Breathe in, breathe out. Go to your happy place.
That concludes the second wing of Tempest Keep. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the third wing of Tempest Keep.
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Thelkuzad posted a message on [COMPLETE] Hearthstone: Taking Back Tempest Keep; Custom Hearthstone AdventureMillennia ago, the Naaru rescued the Draenei from the grip of Sargeras with the Tempest Keep, a fleet of interdimensional ships of great power. Now, Prince Kael'thas Sunstrider holds dominions over the halls. He has made a deal with the devil and betrayed him for demons, working tirelessly to further his goals in the name of his people, even as his goals imperil the Blood Elves. Kael'thas must be stopped before he goes too far, but it will not be easy. Your task is to shut down the ongoing research in the Mechanar and Botanica, then regain control over the Arcatraz, before storming the eye of Tempest Keep itself. But be warned: Kael'thas Sunstrider is not known as the Sun King for nothing.
When players select Taking Back Tempest Keep, they are immediately greeted by Kael'thas himself.
: What's this? An interloper?
: How droll. You can't stop me. You will not. I have come too far... and you will not interfere.
Wing One: The Mechanar
: Welcome to the Mechanar, interloper. It is here that we harvest the manacells of the Naaru for our own purposes.
: Now die.
Boss One: Mechano-Lord Capacitus
He's a giant robot, but don't tell him that!
: It takes great precision and power to harvest the tools of the Naaru. Observe.
Capacitus is constantly churning out Nether Flares to harass the player. What are they? They're this:
In addition to that and his late-game deck, Capacitus has a special spell of his own:
As well as a special effect you may remember from Naxxramas...
That's not all, though. Capacitus has two unique legendaries, both of them demons.
Dialogue
Begin: You should split while you can.
First time he plays Reflective Shield: Go ahead, gimme your best shot! I can take it!
First time Reflective Shield triggers: Think you can hurt me? Huh? Think I'm afraid a' you?
Emote Response: Damn I'm good!
Defeated: Bully!
: How did you - ? Hmm... interesting.
Reward
YOU! SHALL NOT! HEAL!
For defeating Mechano-Lord Capacitus, players earn 2 Bloodwarder Centurion cards.
Heroic Mechano-Lord Capacitus Changes
The Nether Flares themselves don't grow stronger - reminder below - but now... there's TWO of them!
If at any point in Heroic Tempest Keep you attempt to play Alexstrasza, Kael'thas steps in saying:
: What sort of Prince doesn't aid his people against the Dragonqueen herself?
Then not only does he destroy Alexstrasza, he Flamestrikes your entire board. Do not play Alexstrasza.
Boss Two: Nethermancer Sepethrea
Pathaleon the Calculator chose her to be his apprentice because she's good at summoning.
: Nethermancer, destroy this interloper. I have a bad feeling about this.
A theme of the Mechanar is 'summoning stuff'. So Nethermancer Sepethrea... well, she summons stuff. This stuff to be precise:
Stay on top of the Raging Flames, or their pulses will add up quickly.
Combines with her spells such as Dragon's Breath and other mage spells, Sepethrea can use:
Dialogue
Begin: Don't value your life very much, do you?
First time she casts Dragon's Breath: Anar'endal dracon!
First time she summons a Raging Flame: I am not alone...
Emote Response: Think you can take the heat?
Defeated: Anu... bala belore... alon.
: No, no no no, this can't be happening.
Reward
It's like a Divine Shield, but made of FIRE!
For defeating Nethermancer Sepethrea, players earn 2 Sunseeker Astromage cards.
Heroic Nethermancer Sepethrea Changes
Not only is her hero power cheaper, but it summons TWO Raging Flames. These can add up very, very fast, since she'll be spamming this from the beginning.
Boss Three: Pathaleon the Calculator
Pathaleon is the blood elf in charge of the Mechanar. Do what needs to be done.
: Pathaleon, transmit to the Eye all the data you have stored. Delay the interloper while I prepare a surprise for them.
Moar summoning! This time, he summons his signature Nether Wraiths.
In addition to his control deck, Pathaleon has Arcane Explosions and even two Mind Controls.
Dialogue
Begin: We are on a strict timetable!
First time he uses his Hero Power: Time to supplement my workforce...
First time he casts Mind Control: I'm looking for a team player.
First time he reaches 15 or less Health: A minor inconvenience.
Emote Response: I've been waiting for you.
Defeated: The project will... continue.
: A tragic loss, but it will not be in vain. I still hold access to the rest of Tempest Keep.
Reward
He just wants a hug, but everything he touches dies!
For defeating Pathaleon the Calculator, players earn 2 Tempest-Forge Destroyer cards.
Heroic Pathaleon the Calculator Changes
Hey, remember that theme we have in the Mechanar? Well now it's TWICE as powerful! This actually wasn't intentional, but the bosses just sorta... developed this way in the Mechanar.
Wing Reward
He's not much fun once you press his buttons.
For clearing the Mechanar, players earn one Pathaleon the Calculator.
Class Challenges
First in the Mechanar, Shamans go up against Mechano-Lord Capacitus to secure two copies of:
The marketing team thought 'thunderstrike' was too forgettable.
After that, Paladins go up against Pathaleon the Calculator to get two of:
He was heartbroken when he learned what his prince was up to. Wouldn't come out of his room for days.
That concludes the first wing of my newest adventure. Hope you all enjoyed, I encourage you to please leave a reply on the bosses, the dialogue, and the cards. See you next time for the second wing of Tempest Keep.
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Sinti posted a message on Sinti's Workshop: [card creation on hold for time being]Posted in: Fan Creations... but I couldn't understand why Sister of Elune has that Battlecry? One more Health compared to Yeti, class card and playing her into a non-empty board is like commiting suicide.
I thought i explained it in her description, it is ment for plays where it is benefitial to u, to give one of your minions to your opponent. I always wanted such card, where i would give my opponent northshire cleric and overdraw him, or gave him my damaged deathlord, so i would get the minion summoned etc :)
Glad u like Dummo :D hes one of my favourites too :D
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WinDoge98 posted a message on New Card - Pit FighterPosted in: Card DiscussionIs... is that Mankriks Wife back for revenge ? O__O
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AK45 posted a message on New Rogue Card - Anub'ArakPosted in: Card DiscussionThis card itself is a good card. 8/4+4/4+card draw with definite result is good value at 9 mana. The 8/4 body is too big to ignore, as it can hit face hard or trade with big things and be played again immediately. Also extremely good at topdeck wars/fatique wars.
The 4 health and vulnerability to bgh isn't really a great problem, consider it has such a powerful deathrattle. Is it really that easy to deal 4+4 damage turn after turn?
However its weakness to silence is a huge problem, which may be a major reason that it will not see play in constructed, but it definitely worths a try.
Very good arena card btw.
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Frostraven posted a message on Possible Release date for The Grand Tournament?Posted in: General DiscussionThe video doesn't prove anything. So they set the clock to August 24th. Doesn't mean that is the release day. Could have been August 3rd, 10th, or 17th and the game would still show the packs as unlocked on August 24th.
Except...
The game does not allow you to try to open packs if you set the system clock to august 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, 20th, 21st, 22nd, 23rd...but DOES allow you to *try to* open them on the 24th or beyond.
I don't understand how you can think that this is NOT a very possible release date -- considering Blizzard knew which quarter they were going to release Reaper of Souls, Hearthstone, the scrapped game with codename Titan and the Heart of the Swarm back in 2010...
This is activision now.
"It's done when it's done" doesn't apply anymore:
It's pushed out of the door at deadline, regardless of it's quality -- as seen with Diablo 3, or scrapped, as seen with Titan. -
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Mesmerizeer posted a message on Really hope TGT slows the meta downPosted in: General DiscussionAll control-slower decks are mostly trying to stall out until they put their big dudes and win conditions down, and losing to an Alexstrasza or FoN-Roar is more expected than a explosive aggro start. I think the only frustrating control deck, which is as cancerous as aggro IMO, is Priest. You know you're wasting 40 minutes against a Priest if you're not an aggro deck or MalyLock. Glad Priest doesn't see play because of how greedy decks it has.
I admit with enough play experience, players can see the combo coming miles away.
Ugh. Priest. Yes. No matter you are winning or losing to one, it feels like such a grind. I always take a break after every match against priest, just so my brain can have a reboot.
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Cardstone posted a message on Feugen and Stalagg of TGT?Posted in: General DiscussionMy guess its that they both will present the Inspire mechanic but with opposite effects,something like:
Card 1 Inspire:restore 1 health to all characters
Card 2 Inspire:deal 1 damage to all charactersJust to give an example.
That way both of them can be used independently.And the characters choice it's for flavor.
- To post a comment, please login or register a new account.
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The problem with Warrior is that they don't have any obvious weaknesses. Removal? Two of them! Needs an activator, but still, check! Sustain? Whole class mechanic is based around stacking health. Card draw? You'll mostly keep cards in control lists, for faster lists, Battle Rage, check! Strong early game presence? Check! AoE? How about a mass board clear and a couple of mini AoE's? Weapons? How about a mechanic based around buffing weapons, and some of the strongest weapons in the game! They even have a small direct damage spell! Their only "weakness" is Control/C'thun Warrior's matchup against Hunter, and that's a very specific one. Their notable weaknesses are nothing compared to Druid not having good removal and AoE or Rogue not having some sort of healing/defensive spell. And don't get me wrong, I also play Warrior sometimes. It just annoying that half of the decks I face in ladder are some sort of Warrior archetypes. Other half is Shaman and Warlock of course.
Also, note that most of Warrior's main cards are from classic set, and was the reason Blizzard nerfed Druid. It'd be sad to see those cards being nerfed as none of them are "Dr." level but all of them remaining forever will always keep the Warrior mentality and playstyle same with the exception of a couple FoTM decks and I don't think Blizzard would want that to happen.
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So I've been creating some cards lately, and I decided to fit them in some common theme. Well, most cards I designed have some crazy effects, themes or names, so they are all related to pretty chaotic stuff!
I'll post a random wave of cards whenever I binge-design them
Finished sets: Hunter, Priest, Shaman, Warlock
DRUID:
HUNTER
MAGE
PALADIN
PRIEST
ROGUE
SHAMAN
WARLOCK
WARRIOR
NEUTRALS
Feel free to leave a comment below for constructive criticism & your favorite cards from the set! Have a good day!
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Damnit I was going to post that!
Horns up! \m/
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Ancient Brewmaster (same amount of letters)
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Lorewise, N'Zoth The Corruptor is my favorite, because he was (actually still IS in WoW) the big, bad dude that lurked behind the shadows. In HS, I think Yogg has the most crazy effect, which also fits his theme, which is madness, while also fitting the REAL Old God theme.
What is that "Real" Old God Theme you ask? Well, I mean, Old Gods are really powerful beings that can't be controlled by a mere mortal, they shouldn't do what you want them to do if you ask me. You should also be terrified from their presence as much as your opponent. And that's exactly what Yogg-Saron, Hope's End does.
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The effect's almost legendary-worthy. At least I'll feel like playing a legendary while playing this card. Too bad this expansion has the very dull effects for non-Old God legendaries and cool/powerful effects like this card's effect for rare/epics. Not sure if that's good or bad.
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This will replace Doomhammer in control (and possibly midrange) lists because this has all the attributes a weapon has. DH is a really bad weapon for trading, and it's only purpose is to quickly burst the opponent by combining it with Rockbiter Weapon. It basically has no meaning without rockbiter, which is unhealthy for Shaman class itself in the long run.
If you play the Hammer of Twilight in turn 5, you'll most likely kill a minion, and next turn you'll get an extra body by repeating the same thing. On the other hand, DH won't do shit if you equip it in t5, other than killing a mid-game minion in 2 hits or killing two smaller dudes, which doesn't improve shaman's matchup vs aggro at all since shaman already has plenty of ways to deal with aggro that also punishes your next turn thanks to overload.
TL;DR: Exactly the mid-game weapon Shaman needed.
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Solemn Vigil (same amount of card draw)
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Finally, a title that fits the card's effect! It indeed is the "hope's end"
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I feel like they can't decide what to do with Warlock archtypes right now. In GvG and BRM they were pushing for a Demon theme (with a couple of Mechs, of course) and with TGT they decided to work with discard mechanic. And lastly, in LOE they went with a really aggresive/flood theme for lock class cards. In this expansion, however, I have no idea what they are going for. Probably some kind of "Get as greedy as possible in every way" theme? (card draw, randomness, spells, health)