"HEY, I've got one of those too! One of us is going to need to change."
Most of the time, this is just hard removal, however, play this againest a card you also have a copy of in your deck and are rewarded.
9
"HEY, I've got one of those too! One of us is going to need to change."
Most of the time, this is just hard removal, however, play this againest a card you also have a copy of in your deck and are rewarded.
6
Maybe gain? Definitely pain.
Note: Characters can include Heroes, which would return with 1 Health remaining once killed, giving a slight buffer to pesky Mecha'thuns
Art by Anika Maar
3
'Small' minions are too scared to attack it…
Enemy minions that cost (4) or less cannot attack this minion. Changing the Cost of minions in hand doesn’t affect this ability, as minions on the board always have their base Cost. Forcing a lower minion to attack the Skeleton is possible (Mass Hysteria, Flark's Boom-Zooka).
Interactions with Taunt: It would be impossible for lower enemy minions to attack anything without Taunt. Or, if that’s too oppressive, Taunt could 'turn off' this ability.
Interactions with Magnetic: Minions with Magnetic are changed into an enchantment, so only the Cost of the main minion matters. For example, if the opponent magnetized Zilliax to a lower minion, it would be unable to attack the Skeleton.
11
Hard removal that you have to play at the end of your turn. Quite ineffective against Taunts and certain Deathrattles.
3
4
He's your resident supplier of nerves.
As a minion with 5 or more Attack, benefits Jungle Giants.
As a minion that can be played on turn 4 and ends the turn with unspent Mana Crystals, benefits Untapped Potential.
Can also be played as a 3-Cost 5/3 minion.
5
Spell generation on spell generation on a cheap card that can be repeated. Perfect for both mage quests and slightly better than the reward to account for actually taking up deck slots.
15
My idea is a simple card with two effects which work much different together. That's practically 2 cards in one (like Druid choose one effects), and your choice is if you want a 2/2 + 2/1 Mechs, or +2/+2 and Reborn for a friendly mech.
Edit: Grammar mistake in explanation. (There is probably more, I'm not native speaker)
32
Slightly Magical Bananas:
76
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2
The way I see it, since you can't choose when you get the Golden legendaries, you have just as high of a chance to get something you do or don't want if you open your packs before or after, since you can't disenchant until after the expansion rolls out.
1
133 packs
Legendaries: 6 normal, 1 golden
Epics: 28 normal, 2 golden
Common and Rare Goldens: 15
All of my legends were ones I wanted (granted, there's not many legendaries in this expansion that I don't at least kind of want), with the golden being one of my favorites (rogue quest). I never got double epics, so 22.5% of my packs had an epic in them. Easily my best haul in the two years I've been playing.
1
This is an auto-include in Mech Hunter, in my opinion. You've got barely any turn 1 plays, and you summon a whole lot of 1/1 mechs with the current list already.
1
Seal of Champions was pretty good despite Blessing of Might and Hand of Protection being a thing. Taunt and Divine Shield may not be worth 2 mana, but the fact that it's bundled into one card accounts for half of that imo, so you're basically getting Taunt and Divine Shield for only 1 mana, which is pretty good. I think it'll see play.
2
131 packs
Commander Rhyssa
Scargil
Nozari
Madame Lazul
Tak Nozwhisker though I didn't actually see this get opened. Not sure how I missed it.
6
Frostbolt
13
The rules don't say this isn't allowed, so I made a rework of a card that I wish worked. I feel like the changes make it different enough from the original, so I hope this isn't a problem.
2
The Beast Within
4
1
"Most people call it a Pl-egg."