NOTE: The effect occurs at the end of the turn. Example: Perseverance - (6): Draw a card = At the end of the 6th turn since this minion was played, draw a card. Minions with Perseverance - (1) will trigger the effect whenever a player ends their turn. The minion survived the turn when it was played, so it WILL trigger its effect when you play it and end the turn right after.
Minions with Perseverance will need to stay alive without dying in order to trigger its effect. Your opponent will need to find a possible way to destroy your minions fast enough to make the minion you played a waste of mana.
Determined Barb: Basically, at the start of your turn, gain +1/+1 and Taunt. And it won't gain +1/+1 again. Because the effect only triggers once. It's almost like transforming itself into a 4/4 Taunt minion at the start of your turn, but given effects are not removed.
Famished Beasthunter: This minion won't survive if you don't have a Beast on board. At the end of your second turn, this minion will consume a Beast on the battlefield in order to stay alive. If you don't have a Beast, too bad. Hunters have lots of Beasts so this shouldn't be a problem.
Motivation: Forgot to mention - Decreases Perseverances in your hand AND deck. Don't know if there will be lots of cards with Perseverance in your deck, so I gave it an Overload effect. I'm assuming not many cards with Perseverance will appear in Shaman decks so the card shouldn't be too weak or broken.
As you can see, Lich King's mana cost is (11). It may seem impossible to play him, but cards like Summoning Portal or Emperor Thaurissan can easily decrease the cost of the card.
You can't just simply play Lich King without the help of other cards, and, your opponent has to have 5 or more minions on his battlefield. So, he gets 25 health, which is a lot.
Weapon
Frostmourne is basically a weapon that Freezes minions. And when it breaks or 'dies', ALL minions that are frozen die. I did not make it a Warlock card as i wanted to use it in the future for other purposes.
Hero Power(s)
Forgot to Bold the word 'Change' in the second hero power so just ignore the fact that it is not bolded. Basically, whenever you use 'Devour', it changes your hero power into 'Fatigue'. So the next time you use your Hero Power, it will be different. And whenever you use 'Fatigue', it changes your hero power back to 'Devour'.
"Give a random minion in the battlefield Fatigue."
Fatigue is basically "At the end of each turn, deal 1 damage to this minion." This means that the minion slowly dies. Enrage minions have an advantage, though.
"Ahh, the brothers Frostwolf. I knew we would reunite on the battlefield someday. Or don't you recognize your eldest brother?"
Basically, whenever any Beast on the battlefield dies, Discover another Beast with the same rarity as that Beast that died. Remove it from your hand and summon a 1/1 copy of it.
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<ignore this comment>
1
NOTE: The effect occurs at the end of the turn. Example: Perseverance - (6): Draw a card = At the end of the 6th turn since this minion was played, draw a card. Minions with Perseverance - (1) will trigger the effect whenever a player ends their turn. The minion survived the turn when it was played, so it WILL trigger its effect when you play it and end the turn right after.
Minions with Perseverance will need to stay alive without dying in order to trigger its effect. Your opponent will need to find a possible way to destroy your minions fast enough to make the minion you played a waste of mana.
Determined Barb: Basically, at the start of your turn, gain +1/+1 and Taunt. And it won't gain +1/+1 again. Because the effect only triggers once. It's almost like transforming itself into a 4/4 Taunt minion at the start of your turn, but given effects are not removed.
Famished Beasthunter: This minion won't survive if you don't have a Beast on board. At the end of your second turn, this minion will consume a Beast on the battlefield in order to stay alive. If you don't have a Beast, too bad. Hunters have lots of Beasts so this shouldn't be a problem.
Motivation: Forgot to mention - Decreases Perseverances in your hand AND deck. Don't know if there will be lots of cards with Perseverance in your deck, so I gave it an Overload effect. I'm assuming not many cards with Perseverance will appear in Shaman decks so the card shouldn't be too weak or broken.
4
I've come to talk with Gruul again
0
As you can see, Lich King's mana cost is (11). It may seem impossible to play him, but cards like Summoning Portal or Emperor Thaurissan can easily decrease the cost of the card.
You can't just simply play Lich King without the help of other cards, and, your opponent has to have 5 or more minions on his battlefield. So, he gets 25 health, which is a lot.
Weapon
Frostmourne is basically a weapon that Freezes minions. And when it breaks or 'dies', ALL minions that are frozen die. I did not make it a Warlock card as i wanted to use it in the future for other purposes.
Hero Power(s)
Forgot to Bold the word 'Change' in the second hero power so just ignore the fact that it is not bolded. Basically, whenever you use 'Devour', it changes your hero power into 'Fatigue'. So the next time you use your Hero Power, it will be different. And whenever you use 'Fatigue', it changes your hero power back to 'Devour'.
"Give a random minion in the battlefield Fatigue."
Fatigue is basically "At the end of each turn, deal 1 damage to this minion." This means that the minion slowly dies. Enrage minions have an advantage, though.
1
2
"Ahh, the brothers Frostwolf. I knew we would reunite on the battlefield someday. Or don't you recognize your eldest brother?"
Basically, whenever any Beast on the battlefield dies, Discover another Beast with the same rarity as that Beast that died. Remove it from your hand and summon a 1/1 copy of it.
1