The idea behind this card is that whenever it gets hit it spews out a bunch of tainted blood healing not only itself but everyone else as well (However whether it restores sanity or not is an entirely different matter). useful in freeze mage (ping it once a turn to gain 10 health) or a fatigue warrior who can give it taunt and wait for fatigue to finish off the opponent.
DEMON HUNTER: Theme is that the Demon Hunter's are hunting demons that are hidden in your opponent's deck regardless of whether there were really demons there.
the only way to reliably proc the buff is to put mill cards into your deck (or to deliberately proc their on damage/death draw mechanics). this card qualifies for the theme because it does get better from your opponent having a larger.
I had three main ideas and am having trouble deciding if they fit the theme and if so which to pick
first is an echo card that is discarded instead of played if you have already played one (issues are whether cards can be discarded by playing themselves and whether or not it is just too OP as a 2/2 for 0)
.
second is a meditate card that is immune and the meditate effect silences it (lore is that it was so eager to SMOrc that it released itself before the developers could give it charge, and if it doesn't SMOrc it is forced into silent introspection on the nature of SMOrc). how does immune interact with silence (does it properly silences itself like intended or is the card immune to CC as well as damage).
the third and final is a Defend effect that is intended to play an animation (thus reducing the opponents time to take their turn).
all Lotus classes either have a heropower that allows them to attack or has available weapons. The card will finally make Rogue's inspire better as both of the weapon charges will be used up. It only procs on minions to prevent rushing face. cheap manacost because otherwise the effect is irrelevant. 0 attack because the Hero's attack serves as a replacement. Stealth and 4 health so that the card lingers on the board for a while.
lore justifications: the Jade Lotus is a cross between the Japanese Yakuza and the Chinese Triad. Therefor a loremaster of such an organization would not personally get their hands dirty. Instead they would coerce and inspire their liege/master into acting for them. they would try to rule from the shadows, but should their master fail to protect them they would slip away.
the idea behind this card seems to be encouraging warrior players to put in low cast taunt creatures for the early game, and then to hold this as a dead card to the late game so that the cheap taunt minions are useful late game.
at that point you will have enough dead mana to play this and a small taunt minion, now that leaves us with two questions:
1) is putting in early game taunts at all helpful as opposed to normal zoo-ish neutral early game?
2) is +3/+3 meaningful enough of a boost that the early game taunts are of any actual value late game?
if at least one of the questions above is answered "no" then this will be a bad card
1
tis a pun!
when it dies everybody dies! much troll! such Draw (it is however a poor draw)!
1
SURPRISE!!! guess who's back!?! that's right its a me! Secret Pallly
JK but that is the idea behind it
3
Rogues Do It...
0
Is this a valid entry? Changes your hero power to a non random Blingtron 3000
(if this doesn't work for the competition an alternative text is: Whenever you equip a weapon, equip your opponent with a copy)
4
The idea behind this card is that whenever it gets hit it spews out a bunch of tainted blood healing not only itself but everyone else as well (However whether it restores sanity or not is an entirely different matter). useful in freeze mage (ping it once a turn to gain 10 health) or a fatigue warrior who can give it taunt and wait for fatigue to finish off the opponent.
5
DEMON HUNTER: Theme is that the Demon Hunter's are hunting demons that are hidden in your opponent's deck regardless of whether there were really demons there.
22
the only way to reliably proc the buff is to put mill cards into your deck (or to deliberately proc their on damage/death draw mechanics). this card qualifies for the theme because it does get better from your opponent having a larger.
6
is a rather thematic elemental with a surprising amount of lore.
2
Ancestral Healing is one of the few basic class cards that I can not recall ever seeing play so hopefully this card could revive it.
3
Flavor Text: After a long life and many seasons, the Ancient of Herbs can definitively say that 4:20 PM is its favorite time of day.
0
I had three main ideas and am having trouble deciding if they fit the theme and if so which to pick
first is an echo card that is discarded instead of played if you have already played one (issues are whether cards can be discarded by playing themselves and whether or not it is just too OP as a 2/2 for 0)
.
second is a meditate card that is immune and the meditate effect silences it (lore is that it was so eager to SMOrc that it released itself before the developers could give it charge, and if it doesn't SMOrc it is forced into silent introspection on the nature of SMOrc). how does immune interact with silence (does it properly silences itself like intended or is the card immune to CC as well as damage).
the third and final is a Defend effect that is intended to play an animation (thus reducing the opponents time to take their turn).
6
Intimidate: Any minions with less attack than this character can't attack.
the idea with the Intimidate mechanic is that it will discourage aggro and encourage control decks.
0
Intimidate: Any enemy character with less attack than this character can't attack.
the idea with the Intimidate mechanic is that it will discourage aggro and encourage control decks.
PS is this the proper way to format it?
2
all Lotus classes either have a heropower that allows them to attack or has available weapons. The card will finally make Rogue's inspire better as both of the weapon charges will be used up. It only procs on minions to prevent rushing face. cheap manacost because otherwise the effect is irrelevant. 0 attack because the Hero's attack serves as a replacement. Stealth and 4 health so that the card lingers on the board for a while.
lore justifications: the Jade Lotus is a cross between the Japanese Yakuza and the Chinese Triad. Therefor a loremaster of such an organization would not personally get their hands dirty. Instead they would coerce and inspire their liege/master into acting for them. they would try to rule from the shadows, but should their master fail to protect them they would slip away.
1
the idea behind this card seems to be encouraging warrior players to put in low cast taunt creatures for the early game, and then to hold this as a dead card to the late game so that the cheap taunt minions are useful late game.
at that point you will have enough dead mana to play this and a small taunt minion, now that leaves us with two questions:
1) is putting in early game taunts at all helpful as opposed to normal zoo-ish neutral early game?
2) is +3/+3 meaningful enough of a boost that the early game taunts are of any actual value late game?
if at least one of the questions above is answered "no" then this will be a bad card