This card:
Added with some more discard mechanics, and it would become a staple in any kind of discard warlock deck.
It is a battlecry, so it's effect persists even when the minion dies.
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This card:
Added with some more discard mechanics, and it would become a staple in any kind of discard warlock deck.
It is a battlecry, so it's effect persists even when the minion dies.
1
Here's is my submission.
With 18 pages already, I hope it gets some views...
Minimum 3 damage, up to 7. Affected by spell damage, good for Zoo lock minion removal.
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a little exception card from the rule, that stealth minions stay hidden unless it deals damage
bear in mind this card always checks if you have less minions, so it'd be best to play no actual minions that your opponent can trade into or only if you absolutely have to. in theory you can keep this minion in stealth for the entire game and only relying on it and spells
hope you enjoy the card :=)
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My submission this week. Could make a nice combo with Imp-losion, and fit very well in a Demon oriented warlock deck.
Please give it a thumbs up if you like it! Imgur link: http://imgur.com/ifj5aDe
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Wizards are arcane spellcasters who have undertaken intensive study of magic in places such as the Violet Citadel of Dalaran or the Academies of Silvermoon in Quel'Thalas. They exercise their magic by wielding staves, and use them to empower their spells. They go into battle commanding their own armies of apprentice wizards, coming from all schools of magic. If 4 words could characterize them, these would be:
A combination of Rogue's and Mage's, the Wizard's Hero Power equips Aegwynn with a 1/1 Apprentice Staff. With the use of those staves,Aegwynn can hit his enemies from a long-range, without having to engage in a melee battle with them. Thus,Aegwynn takes no damage when he attacks. This ability is also known as Range.
The Wizard is a class which is heavily based on weapons (staves in our case) and Spell Damage abilities. ALL staves have Range. Spell Damage can be found on minions with an inherent Spell Damage ability, on weapons with a Spell Damage bonus while equipped, and on spells which enhance the Spell Damage of minions and weapons. The Wizard is heavily benefited by the presence of a large army of apprentice wizards under his command. Thus, board control is an essential piece for his strategy.
The Wizard is a very simple and interesting class that focuses, initially on establishing board control with small amounts of Spell Damage, maintaining the board during the mid-game, until the necessary cards are gathered to perform a massive attack with powerful Staves.
Brief explanations:
Scorch: One of the main damaging spells. Unlike its brother, Moonfire, Scorch benefits from Spell Damage and offers great tempo boost.
Apprentice Wizard: Our 1-drop, a cheap boost to Spell Damage for early board control.
Amplified Bolt: Our Eviscerate, it's essential for early-midgame board control or even late game face damage.
Timewalk: A situational card which can buy us some time to perform our final attack.
Voidfire Wand: No Range, 'cause it's a wand, not a staff. Another cheap boost to Spell Damage along with early board control.
Gift of Wisdom: A staple for any Wizard deck, offers a large Spell Damage boost and recycles itself bringing you closer to your combos.
Past Mentality: An alternative way for drawing cards, recycling your important spells.
Magic Frenzy: A straightforward card draw, which benefits much from our cheap spells.
Black Archivist: A large boost to Spell Damage combined with a decent body, this minion drives us from midgame to late game.
Light of Dalaran: Our ultimate board clear, this card returns all minions back to the basic schools of Dalaran.
Insidious Prophet choice cards:
List of minions with Spell Damage (and their stats-based* Cost) summoned by Bloodmagic Curse.
Average Cost = 3.85
Brief explanations:
Flame Elementalist: Our basic 2-drop, it's like a Shielded Minibot with a continuous Divine Shield only on your turn.
Mental Anguish: A simple removal which isn't affected by Spell Damage.
Recharge: An alternative way of buffing your weapon. In a class like Rogue it could cost (1), but due to the nature of the Staves, I was forced to value it at (2).
Dancing Staves: Τhis card gives you a chance to benefit from the effects of a weapon for only one turn, at the cost of only (2) mana.
Pyromancy: Our Unleash the Hounds! This card is considered a staple. It benefits from your Spell Damage and enables crazy Magic Frenzy combos.
Wizardry Course: Close to Savage Roar, this card offers possibilities for an alternative playstyle.
Mooncharge: A weapon buff with huge possibilities. Most of the time its cost won't justify the result, but it can get very dangerous with Staff of Eternity. Mainly used for a final strike.
Staff of Wisdom: A simple and effective staff for early game control. Staple in any Wizard deck.
Insidious Prophet: A Loatheb-type minion. It doesn't hinder your opponent that much, but it gives you the possiblity to choose the card type.
Silvermoon Instructor: Another version of Violet Teacher. It provides you with a continuous source of Spell Damage, as long as you keep it alive.
Bloodmagic Curse: Our Bane of Doom! I gave it only 1 damage 'cause most of the time you'll have a Spell Damage bonus anyway.
Dance of Blood: Some more blood magic here. Very effective against heavy control decks, but useless against lower curve decks.
Staff of Eternity: Probably our most devastating weapon. On average, it will be a 4/3, and combos greatly with Mooncharge. Used both for board control and for a finishing blow.
Khadgar: Who else? A master of Spell Damage, along with Gift of Wisdom, he can convert your Scorches into Shadow Bolts, or even Fireballs.
Arcane Giant: A card that serves as a preference addition in any Spell Damage heavy deck. It does not offer much to our strategies, but makes up for a big body for sure.
Tokens:
Brief explanations:
Mechanical Cauldron: A typical 0 mana vanilla. I put the extra Can't attack effect to ensure that it won't attack even when buffed. It's a cauldron after all!
Goblin Summoner: Surprise! So, that's what is really going on with those cauldrons. They're part of a specific combo, which, if achieved, ensures that you win the early game battle.
Adept Training: The next level of a Wizards training involves absorbing the powers of your opponent's weapon. Clearly a tech card against weapon heavy metas.
Void Conjuror: A disrupting card which should be used at the right time.
Electro-Gnome: He joined our team to teach us Wizards that not only staves can hit from long range, but guns can too. His powers come from his other mechanical friends, but you shouldn't underestimate him even when he's alone.
Staff of Insanity: Careful there, when holding that staff. It may drive you insane! One more nice option for the Wizard, this one works very well with Silvermoon Instructor.
Leeching Bolt: Holy Fire's cousin, this one guarantees that you destroy the enemy minion and heal for that amount, too. You just can't damage the enemy hero.
Queen Azshara: The master of all magic, she knows all of its secrets and protects you from it.
Hero Powers by Blood Path:
Tokens:
Brief explanations:
Intensive Study: The spells are random among all classes.
Blood Path: Necessary for any Wizard wishes to master Blood Magic. Further enhances the Spell Damage synergy of the class.
Nexus Trinket: A very helpful artifact which offers great spell casting speed!
Channeled Energy: Simple damaging spell.
Ice Tactician: An interesting twist in our strategy that promotes aggro spell-casting.
Specializer: He likes to play with fire. The second card after Pyromancy which grants you Scorches to play with.
Time Slip: Creates a version of your hero coming from an alternate timeline to protect you. When the copy is destroyed, your hero is restored to its previously amount of remaining Health.
Master Eradicator: A permanent Counterspell for low cost spells.
Kael'thas Sunstrider: Doesn't have synergy with our strategy, but includes an Inspire effect, suitable to the expansion, and a signature ability.
Improved Hero Power triggered by Justicar Trueheart:
Brief explanations:
Staff of Immortality: An alternative way of reviving minions, this one resembles simply drawing a card.
Cleanse Mind: Can be used both offensively and defensively.
Ethereal Teleporter: Probably the best possible way to protect your board. You just send them elsewhere. Note that the resummoning is part of the Battlecry, so it will still activate even if the Teleporter dies.
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Executioner: (artist: unknown)
So i wanted to create a good 4 drop for warrior, that could be actually playable in a serious deck and more importantly to create a good common minion for warrior arena to get better. I think this would achieve that.
Hope u like it :)
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If your opponent has no weapons, you win the joust.
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I think this could be a thing in inspire hunter:
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Here comes the sneaky reverse-jouster!
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Like 10 tries - no result. Sorry, but this deck sucks.