I think all I have to say is I'd love to have that card.
It's a Dragon, enabling that archetype a tiny bit more ( Even if Druid probably isn't the best recipient of it ), fits into the TONS-of-health theme of both druid and the green dragonflight ( Just look at that 12 Health Ysera ), and gives more of those tasty Dream cards.
It's kinda powerful, 6/9 being roughly worth 7 mana, but you don't know which Dream Card you're gonna get, and you don't even know if you're gonna get it, so I guess it's fairly reasonable.
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user-21163857 posted a message on Weekly Card Design Competition #29 - Submission Topic [Up-Voting Only] -
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mtmckinley posted a message on Weekly Card Design Competition #29 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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RoofTopOctopus posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan CreationsThis would probably see very little play, but it's interesting:
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Nejosan posted a message on Weekly Design Competition #17 - [Ended]Might be stronger than yeti, but you'll be damned if it summons a Mal'Ganis for your opponent. However, it could see play in Warlock due to Sacrificial Pact. Also, crazy good Mind Control Tech enabler.
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Milagro posted a message on Weekly Design Competition #16 - [Ended]Edit: (Reference to Moonfire and Innervate .)
I thought Spell Damage was missing in Druid, and this Moonkin minion was close to the actual lore. Maybe not the most flashy entry, but offers some new druid alternatives, Mill options, is balanced because it could backfire, and I like the concept of choosing which gift you give your opponent. And you can mitigate the downside by selecting which one would be the least helpful to your opponent depending of the state of the game.
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CGDPodcast posted a message on Weekly Design Competition #16 - [Ended]"It's all fine and good until the portal starts popping out murlocs non-stop."
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DonPreslav posted a message on Weekly Design Competition #16 - [Ended]Flavor Text: Void Reavers like to sneak up on you. A 10 ton, steam-engined, green smoke puffer likes to sneak up on you. Imagine that.
EDIT: spelling mistake in the effect.
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Asylum_Rhapsody posted a message on Weekly Design Competition #11 - [Ended]Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them. If you have two Harbingers in your deck, you must draw them both before you'll get your big minions.
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Shnayzr posted a message on Weekly Design Competition #11 - [Ended]works very good with any mage spells (Mirror Image, Arcane Missiles etc..)also it has the best synergy with the Spare Parts -
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Kossetsu posted a message on Weekly Design Competition #11 - [Ended]He'll follow you to the ends of Azeroth... or until he finds a better deal.
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Great work man. The only card that doesn't work is shatter. If you silence a minion, it is no longer frozen. Is your intent to prevent death rattles from triggering? Maybe consider "destroy a frozen minion, its death rattle doesn't trigger."