Razorpetal (Un'Goro) + Echo (Witchwood)
I'm sorry.
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So here's my submission for this week. It's fusion of Adapt mechanic from Un'Goro and Ogre mechanic (50% chance to choose wrong target) from GvG. Probably better than Pterrordax Hatchling , but sometimes can be kinda unpredictable.
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Double the pain, double the pleasure - Floating Watcher.
I had a lot of people asking, so here’s a FAQ sub-post:
1) What's so special about this card?
It’s a very versatile tool for both zoo and control decks. It proposes the possibility for you to hurl Pyroblast s at the opponent’s face, to clear a big minion or to split the damage the most convenient way possible for you. With spell damage (warlock’s beloved Tainted Zealot ) you can also increase the damage output. However, for a big flexibility like this there is a price and that’s the burn you also have to take in the process. The card is balanced mainly because of this reason, because it hits the self-hurting class’ biggest weakness.
2) Could I have made a different version of it?
I purposely designed it as a weaker Darkbomb and added the big drawback, in order to make it more interesting. Have I concentrated on the minion damage and have I removed the self-damage penalty, like some suggested, then this card would have become boring and one-dimensional, because it would have only served one deck (control warlock), which has enough tools atm. I just wanted him to take a different path.
3) Who would benefit from it?
I think, that this card would be exceptionally good in zoo for several reasons - (1) now they will have more ways to close out the game faster, (2) since they play the aggressor’s role, they don’t fear the burn, (3) it’s a good way to clear taunts/annoying minions and to use the rest of the damage to the face. Because the best part of it is how it allows you to split the damage the most optimal way possible.
But control can also benefit from this card and, as paradoxical it may sound, namely from the self-burn drawback. Because if warlock gets more “self-hurting” benefiting cards , then this would have great synergies with them. I really love how we use our health as a resource, how we play with it as if it's a toy, how it swings up and down, when we're damaging and afterwords healing ourselves.
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Tokens:
A small card explanation for those, who are interested:
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Screw the museum, this belongs to me.
I have been asking myself what hunters would profit from the most and then the answer just popped up in my head - tempo . The Archaeologist is a slightly worse stated Arathi Weaponsmith with a conditional effect, but it enables better proactive plays. You can use the Fiery War Axe to clear an opponent's minion, while making board presence and threatening future minions (good vs aggro), or to hit the face (control/combo).
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- Sticks and stones may break my bones, but...
- Good enough for me.
Explanation - Taunt is cheat. Me go face . Just imagine when you are playing a fast deck and the opponent rudely blocks your attacks with taunts. What will you do in this case? - just throw rocks at them.
On a more serious note - the tokens are Darkbomb s. They may deal a lot of damage, but the balanced part comes from the fact that the value you will get depends on your hand size. If you have only 4 cards in hand and use this one, you will get only 3 pebbles to throw. If this isn't enough and you want to increase the rock production, then you can wait but doing so you give your opponent enough time to react and to stabilize. I would play this in tempo decks just because they lack reach.
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I also got a Lionheart Executioner, to be sure.6
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Neutral spell, to be sure.
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