I'm the master of keywords.
A 3/2 that become a 3/4 taunt and divine shield WHEN one ultimate guardian was already played AND you didn't attack this turn AND this is the enemy turn. Lot of conditions for powerful effect.
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I'm the master of keywords.
A 3/2 that become a 3/4 taunt and divine shield WHEN one ultimate guardian was already played AND you didn't attack this turn AND this is the enemy turn. Lot of conditions for powerful effect.
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Inspired by the fairytale "Rumplestiltskin" written by Jacob and Wilhelm Grimm.
The effect is simple. You turn all minions on the battlefield into the golden version of their selves. For instance if Justicar Trueheart is on the battlefield it turns into golden: Justicar Trueheart. If it gets damaged by Grimm it is destroyed (actually bad example because Grimm's attack is 3 and Justicar Trueheart health is 3 so it gets killed anyway, but I hope you will get the idea, lol)
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A menacing creature with no requirements, but with a punishing drawback.
He will cancel card draws cause by any effect (including Ysera), not just your turn's card.
He will not stop fatigue.
Edit: changed name from Zombie Giant to Zombie Titan, since Giants in hearthstone are a specific cycle.
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A side plot has developed in Whispers of the Old Gods! Apparently Nozdormu and the Bronze Dragonflight are trying to finish off his corrupted copy Murozond, but he keeps getting away!
A great minion to play in Dragon decks. This allows you to make up for lost turns where you don't want to lose great abilities from minions with Dragon synergy when you don't actually have any dragons in your hand. By killing and triggering Nozdormu's deathrattle (whether by trading yourself or getting your opponent to kill it), it will add Murozond, a Dragon, to your hand! Now that previously dead hand with Blackwing Technician and Netherspite Historian can be played at their full potential without missing a beat!
And Murozond is also useful. Kill him while having a dragon in your hand and now you have Nozdormu back! a 3 mana 3/4 is still a great play for Paladin and doesn't cut into your mana too much. And of course you can play him to help get another Murozond into your hand. A conditionally infinite minion that is cheap and doesn't compensate with bad stats? Incredible!
It also has great N'zoth synergy. Pally has good deathrattle cards in class already, so it could even make N'zoth Dragon Pally possible! And it complements Netherspite Historian perfectly! Once you get Murozond to your hand, you can play him after playing Netherspite for a dragon, and voila, you've now added the condition to get your Nozdormu back!
The possibilities with this card is extremely vast, and it extends even beyond the reach of just Dragon Pally!
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Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
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Spark McClank the Tinker
Spark McClank was one of Gazlowe's more promising apprentices for not blowing himself up. A recommendation gave him an engineering position at Venture Co. Although he almost got fired for "damaging company property", some string-pulling helped him keep his job. For now. In a world filed with big monsters and mysterious magic, Spark does well using technology and would do even better if his inventions were reliable. "It's a work in progress..." he would defend himself before adding: "... And it wouldn't be unfinished if the deadline was more generous." Same story every time, but its hard to find a good tinker ever since the last one experienced a work accident.
The Tinker's hero power makes him search for the right tool in his bag. He uses the Tool to make quick on-field fixes and enhancements. Adding the buff to your hand instead of buffing the minion directly makes the hero power almost always usable, even if there are no minions on the battlefield.
Example cards:
The play style is a mixture of paladin's minion enhancing while equipping them with new inventions and warlock's minion sacrificing when some of those inventions don't work as the minions would wish. Either way, the focus is on using spells on minions, spare parts for example. Will it be powerful spells on big minions for control decks or cheap spells on small minions for aggro decks is up to the deck builder.
Examination helps the tinker learn new things, but the subject might not feel the same afterward. Spell damage makes it more thorough.
Broken Battlebot doesn't work right away but some fixing will patch it up. It's a work in progress. It also often breaks down after a fight. This is an example of synergy with the Tinker hero power.
Sticky Bombs always improve battle capabilities. No need to worry.
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Winner of the "Least likely to be an evil dragon is disguise" award.
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2014 RIP Paladin
2015 RIP Shaman
2016 RIP Priest
2017 RIP Rogue
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This guy need a Snickers, a ton of Snickers
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Like This?
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Many people memorize his no. 2
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He still misses his Watt-father
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i send this card
@Fluxflashor
To you like this card?
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Well.. can be a TOO SOON canon
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Style of Expansion: Heavy Minions and Spells for control decks and some minions and AOE spells with Berserk
Berserk: When you kill certain number of minions, activate the effect
Unkeyworded Mechanic: Always attack the wrong enemy
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This Is A Webspinner For He Go For A Magic Diet
Edit: add beast tag
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I Fix The Tag
Bty for this Card Wins I Will Be So Happy
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Good?