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CantigThimble
2016-07-30, 10:14 AM
Welcome to the third Hearthstone You Make the Card Thread.
Hereís the first thread. (http://www.giantitp.com/forums/showthread.php?357360-Hearthstone-You-Make-the-Card)
And the second. (http://www.giantitp.com/forums/showthread.php?443102-Hearthstone-YMTC-II-I-M-THE-JUDGERNAUT!)

The rules are simple: The judge chooses a "theme" for the week.
All the challengers have to create a card based on that prompt.
At the end of the week the judge reviews all the cards and chooses a winner, who becomes the judge for the next week.

The normal format for posting cards looks like this:

Coldlight Seer 3
Rare Neutral Minion
Battlecry: Give ALL other Murlocs +2 Health
2/3
Murloc
The Coldlight murlocs reside in the darkest pits of the Abyssal Depths. So no, thereís no getting away from murlocs.

If you want to make a graphical representation of your card, you can use this (http://achievementgen.com/hearthstone/) or other programs.

As of the date of this post the current challenge is:
Shoot yourself in the foot! Make a card with some kind of downside. (Yes, overload counts)

Judgement will be up August 5th. If it's after that date then check the latest pages of the thread to find the current challenge.



Instructor Razuvious 6
Legendary Neutral Minion
Deathrattle: Put 2 Death Knight Understudies into your hand
6/4

Death Knight Understudy 3
Legendary Neutral Minion
Battlecry: Randomly gain Taunt, Freeze, or +2 Health
3/3



Quiescence 1
Common Paladin Spell
Secret: When your opponent summons a minion, silence all enemy minions.
Sorcerous Wraith 4
Rare Neutral Minion
Deathrattle: Destroy a random friendly minion and summon a 4/4 Sorcerous Wraith to replace it.
4/4
Frostwolf Guard 3
Rare Warrior Minion
Your weapon remains activated on the enemy's turn.
2/5



Crystal Golem 6
Epic Neutral Minion
Has +1 attack for every full Mana crystal you have
2/7
Junkyard Scrapper 3
Rare neutral minion - Mech
whenever a Mech dies, put a Spare Part in your hand.
2/4
Clink, clink, clink, another one bites the dust!
Ley Lan, Innkeeper 6
Legendary Neutral Minion
Whenever a minion takes damage from another minion, return it to its owner's hand.
3/6
No fighting in my inn!
Fortune Channeler 2
Epic Shaman Minion
All numerical effects for your spells and minions are maximised.
3/2
Coldlight Caller 2
Rare Warlock Minion
Whenever you draw a Murloc, give a random friendly murloc +2/+0
Murloc
2/3
Archmage Aegwynn 8
Legendary Mage Minion
Your hero power also freezes its target.
Inspire: Add an "Ice Lance" spell to your hand.
6/8
Aether Golem 4
Epic Mage Minion
Deathrattle: if you have cards in hand, discard a random card and summon an Aether Golem.
3/4

Full Moon Sage 3
Rare neutral minion
Battlecry: Give a random minion in your hand +2/+2
2/3

Gift of the Squirrels 2
Common Druid spell
Draw a card for each Treant you control.
Squirrels are remarkably kind, considering how often their trees uproot and get into fights


Widowmaker 4
Epic Rogue Minion
Stealth
Immune while attacking.
4/2

Mana hop 0
Epic mage spell
Draw three cards and double their cost.


Bloodsail Forger 2
Rare Rogue Minion
Battlecry: Your opponent draws a card. Gain a copy of it.
3/2
Pirate





Icemist Stalwart 4
Rare Neutral Minion
Whenever your opponent summons a minion, gain +1,+1.
3/4

Nerubian Trapper
Rare Neutral Minion
Whenever your opponent summons a minion, give it -1/-1.
3/4



Vilebranch Scalper 4
Rare Neutral Minion
Whenever you summon a minion with 2 or less Health, destroy it and give all of your minions +1/+1.
2/4
Defensive Stance 2
Common Warrior Spell
Your hero gains Taunt until you have no armor.

Argent Defender 6 mana
Taunt, Divine Shield, Pacifist: Gain a Divine Shield
3/5
Pacifist: If it didn't attack this turn...


False God 10 mana
Legendary Minion
Whenever you end your turn and this is in your hand, show it to your opponent and they are given a sacrifice card.
0/1

A god is but the sum of their believers.


Sacrificial Goat 1 mana
common uncollectible spell
A random ally takes 1 damage. Give your opponent's False God +1 Attack wherever it is.

Sacrificial Cow 1 mana
common uncollectible spell
A random damaged enemy heals 1 damage. Give your opponent's False God +1 Hit Points wherever it is.


Sacrificial cow can't be played if no enemy is damaged.



Sacrificial Human 1 mana
common uncollectible spell
Summon a 1/1 fleeing virgin for your opponent. Reduce your opponent's False God's cost by 1.








Eternal Whelp 3
Epic Neutral Minion
Immune
Dragon
1/1
Epic Mount Rider 6
Epic Neutral Minion
At the end of your turn, if you don't have an Epic Mount, summon one.
5/2
- They can't get to me if they can't even click on ol' Purply!

Epic Mount 2
Epic Neutral Minion
Epic Mount Rider can't be attacked or targeted by spells or hero powers.
1/4
- Purply says "Neighhh" to rider abuse.



Frostmourne 5
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

Defender of the Meek 3
Rare Paladin Minion
Whenever you summon a minion with 1 health, give it Divine Shield.
1/4

Penultimate Arcane Power - <9>
Epic Mage Spell
Draw cards until your hand is full.
Tenure <2>
Rare Mage/Priest Spell
Change a minion's attack to 0 and give it Spell Power +2.
Archmages and High Priests always say they're too busy for quests, but they lose just as much time assigning them to adventurers all day.
Contingency Plan <3>
Mage Spell - Epic
Secret: When another one of your secrets is revealed, re-cast it.

Blonde Bombshell 2
Rare Neutral Mech
Deathrattle: Deal 4 damage to the hero whose turn it is.
3/1
Voodoo Hexpriest <4>
"I'm a witch doctor, not a witch blacksmith!"
Epic Neutral Minion
Whenever another minion attacks, give it -1 attack.
2/6
Moira Thaurrisan <6>
"Ironforge has need of our sorcery, as well as our strength."
Legendary Neutral Minion
Battlecry: Restore 4 health to a friendly character and give it +4 attack this turn.
3 / 6
Harrison Solo <6>
Legendary Neutral Minion
When this minion attacks or is attacked, it deals its damage first.
5/3
I ALWAYS shoot first.
Greencap Swordsman 3
Common Paladin Minion
Taunt
Battlecry: If your hero is at full health, deal 2 damage.
3/3
Abolisher 2
Common Neutral Minion
Pick Me!: Remove another card from your card pool.
3/2

Electrical Engineer 2
Common Shaman Minion
Spell Damage +1
Battlecry: Draw a card
Overload 1
2/3


Talented Apprentice 2
Common Shaman Minion
Battlecry: Summon a 0/2 Taunting Totem.
2/1
Friendly Innkeeper 2
Rare Neutral Minion
Can't attack.
Hero powers may not be used.
4/4
Moonkin Form 3
Epic Druid Spell
Your Hero Power becomes 'Gain +2 spell damage until end of turn'. If already in Moonkin Form, +3 spell damage.
Super Mushrooms 2
Rare Druid Spell
Double target minion's attack and health until it takes damage.

Improvised Weapon 1
Rare Warrior Spell
Discard a random card. Deal damage equal to it's mana cost to a target enemy.

"In retrospect, bashing them with our armorsmith might have been a mistake."

Infiltrating Fungus 1
Rare Druid Minion
Stealth.
Choose one: See card types in opponent's hand OR see the mana costs of opponent's cards.
0/2

Doom Enforcer 6
Rare Warlock Demon
ALL minions have "When this minion attacks, deal 1 - 2 damage to the enemy hero".
4/8

Plagiarism 3
Rare Mage Spell
Secret: When your opponent plays two cards in one turn, gain copies of those cards.

It's a form of flattery. Honestly.




Frost Plague 3
Uncommon Death Knight Spell
Target Minion gains "At the beginning of each turn, this minions is frozen and takes 1 damage"


Commander Garithos 4
Neutral Legendary
Deals double damage to heroes.
4/4
Howling Banshee 3
Neutral Epic
Each players maximum hand size is 7.
2/4
Arrogant Warlord 4
Neutral Epic
Battlecry: Adjacent minions gain can't attack.
6/6
Griffin Express 4
Neutral Rare Minion
Battlecry: The next minion you play costs 2 less.
2/3
Shadow Dance Instructor 4
Rogue Rare Minion
Whenever a minion is returned to your hand, it costs 2 less.
3/5
The dance of shadows has many steps and she can teach you all of them.

Soul Artisan 5
Epic Neutral Minion
Battlecry: For each enemy Battlecry add a wisp with that Battlecry to your hand.
3/2



Patient Kindler 3
Common Neutral Minion
Battlecry: The next spell you cast has +1 spell damage.
3/3




Moneybags 1
Epic Neutral Minion
Deathrattle: Gain a coin.
1/1
Omen <4>
Epic Shaman Spell
Gain foreknowledge of the outcome of all random actions of minions and spells in your hand this turn. Draw a card.

Razor's Edge 3
Rare Rogue Weapon
3/1
Gain one durability whenever you activate a Combo effect.

Sleeper in the Midst 5
Rare Warlock Spell
A random enemy minion gains "Deathrattle: When this minion dies resummon it for your opponent." This effect is not visible to your opponent.
Mirror Giant 4
Epic Neutral Minion
Battlecry: Shuffle a Mirror Golem into your opponent's deck
8/8

Mirror Golem 0
Uncollectable Minion
When you draw this card, draw another card.
8/8

Imprisoned Lava Elemental 5
Epic Shaman Minion
Whenever this minion takes damage add a Lava Burst to your hand.
6/3

Magnetic Spell Attractor 4
Epic Rogue Minion
Adjacent minions must be targeted by spells or Hero Powers if they are legal targets.
5/2

Helpful Squire 4
Rare Neural Minion
Battlecry: The next weapon you play this turn costs (4) less.
3/3


Undying Troll 5
Rare Neutral Minion
At the end of each Turn, Undying Troll regains all lost Health
Deathrattle; Return Undying Troll to the field with +1/+1 for each time it returns
4/4
"We already tried killing it with fire."
Unending Swarm 4
Rare Neutral Minion
Deathrattle; Place two copies of this minion onto the field
Unending swarm gains +1/+1 for every minion with the same name on the field
"Sure, it starts with just one of therm. But before you know it? Your up to your neck in screaming hellspawned insects."
3/1

Shrink-o-Tron (3)
Rare Priest Mech
When you play a minion, give a random enemy minion -2 attack.
3/4
The gnomes were getting a little too excited about this one.
Baleful Shrink (4)
Epic Priest Spell
Give a minion -3 Attack this turn, then destroy all minions with 0 Attack.

The Final Maiden (4)
Legendary Neutral Minion
Battlecry: add four random Victims to your hand.
3/5
"If you won't stay alive, I guess I'll just have to learn from your mistakes."
Note: you only get one copy of a given Victim per Battlecry. You could conceivably get more copies with Shadowstep, naturally. But you won't play The Final Maiden and get 3x The Flirt, for instance.

Victim: the Jock (1)
Uncollectable Neutral Spell
Give The Final Maiden +2 attack.

Victim: the Flirt (1)
Uncollectable Neutral Spell
Give The Final Maiden taunt.

Victim: the Mystic (1)
Uncollectable Neutral Spell
Give The Final Maiden divine shield.

Victim: the Best Friend (1)
Uncollectable Neutral Spell
Give The Final Maiden charge.

Victim: the Alpha (1)
Uncollectable Neutral Spell
Give The Final Maiden windfury.

Victim: the Flake (1)
Uncollectable Neutral Spell
Give The Final Maiden "Deathrattle: summon a 3/3 Paranoid Survivor."

Victim: the Nerd (1)
Uncollectable Neutral Spell
Give The Final Maiden stealth.


Dryad Scout (3)
Epic Druid Minion
When this minion takes damage, put a Wisp into your opponent's hand. It costs (2).
3/4

Crono's Sword (3)
Legendary Warrior Weapon
Deathrattle: Shuffle X-Strike into your deck.
3/2

X-Strike (2)
Uncollectable Warrior Spell
Deal 4 damage and shuffle Triple Raid into your deck.

Triple Raid (2)
Uncollectable Warrior Spell
Deal 8 damage.

The Innkeeper (3)
Legendary Neutral Minion
Battlecry: add a random Hero Power to your hand. It costs (0).
2/4



Bladestorm
Epic Warrior Spell 4
Deal damage to all minions equal to the number of minions in play.

Moonfire 0
Common Druid Spell
Deal 1 damage. Gain Spell Damage +1 this turn.

Syndicate Bookie
Rare Neutral Minion 2
Whenever you Joust, reveal two cards from your deck instead and select the highest mana cost.
2/2
The Defias ain't the only game in town, friend.

Cho'Gall
Legendary Neutral Minion 8
8/16
Battlecry: Replace this minion with Cho and Gall.

Cho
Uncollectible Neutral Minion
6/8
Taunt
Split all damage taken with Gall.

Gall
Uncollectible Neutral Minion
2/8
Spell Damage +3
Split all damage taken with Cho.



Professional Upgrade 2
Epic Mage Spell
Transform all spare parts in your hand into random mage spells.
I'm pretty sure this blade is actually a flamecannon with just a LITTLE bit of work.


Psychic Slug 5
Epic Neutral Minion
You can see the mana cost of cards in your opponents hand.
3/6



Faceless Legionnaire (Shaman Card)
3 Mana, Overload (1)
2/5
Battlecry: Copy the text of a card in play.


Frothing Boneguard 3
Rare Priest minion
Whenever a minion takes damage gain 1 health.
4/1
Dragonkin Disciple 2
Rare Neutral Dragon
Deathrattle: If you're holding a Dragon, return this to your hand.
2/1

Moonrunner 5
Epic Neutral Minion
Taunt. Divine Shield. At the start of your turn, Silence, then deal 1 damage to all friendly minions.
4/5





Captain Alliance 6
Legendary Paladin Minion
Divine Shield. This minion is Immune while attacking.
5/5



Mimicking Shadow 1
Epic Rouge Minion
Can't attack.
Whenever your hero attacks, ~ attacks the same target.
3/2

Worgen Fugitive 5
Common Neutral Minion
Stealth
Enrage: Stealth.
5/4

Drakonid Tyrant 5
Rare Warrior Dragon
Taunt.
Battlecry: The next non-dragon minion you play costs (3) more.
7/6



Rodents of unusual size 3
neutral rare beast
This minion has +4/+4 during
the opponents turn
2/2

Reverting Arc 2
epic shaman spell
Deal 2 damage to two random enemy minions
At the start of your next turn, return this to your hand
Overload 4

Protective Cryomancer 4
(Epic mage minion)

Battlecry: freeze target character and make it immune until the start of your turn
2/2
Safety tipp #5: Donīt drink the CoolAid




Shalamayne 6
Epic Warrior Weapon
Attacking doesn't cost durability if you have no minions.
5/1


Perpetual Motion Saw 10
Epic Warrior Weapon
4/∞


Temporal Rift 10
Epic Mage Spell
Play all the cards in your hand randomly, at 0 cost.
If there are no cards in your hand, draw 7 cards instead.


Binding Hammer 2
Rare Shaman Weapon
Overload (2). Deathrattle: Summon a Liberated Elemental.
2/3

Liberated Elemental 3
Uncollectible Shaman Minion
Overload (1). Windfury.
3/3



Gnome Chef - 2
Epic Neutral Minion
At the beginning of your turn, add a random dish to your hand.
1/4
He always tries to make pizza, he's just really bad at it.

Dishes:
Banana split - 1
Give your rightmost minion +1 attack and your leftmost minion +1 health.

Deviled egg - 1
Summon a 1/1 demon with charge.

Fried Chicken - 1
Deal 1 damage. Restore 1 Health to your hero.

Ultar, of the Holy Swords - 8
Legendary Paladin Minion
Battlecry: Summon 3 minions that died this game with mana cost 2 or less. They get +1/+1
4/4

When you play Ultar the field turns bright yellow, almost making it impossible to see it underneath. It then fades except in the places where the resurrected minions are. When the rest of the field is returned to normal a sword of light flies from Ultar to the bright spots in turn, making the light burst out, revealing the minion underneath.



Memory Cram 2
Epic Mage Spell
Draw cards until your hand is full. At the end of the turn, discard your hand.

Anxe
2016-07-30, 10:30 AM
Sleeper in Chains 3
Epic Neutral Minion
Battlecry: Give control of this minion to your opponent.
Deathrattle: Deal 4 damage to all friendly minions.
4/4

PsyBomb
2016-07-30, 11:01 AM
Twin Immolation (8)
Epic Warlock Spell
Deal 10 damage to your hero. If it survives, deal 10 damage to the enemy hero.

Wording needs work

CarpeGuitarrem
2016-07-30, 02:12 PM
Doomlord (6)
Epic Warlock Demon
You cannot draw cards.
9/9

This is mostly as a bit of an experiment, a different take on the "discard" theme of Warlock, although it unfortunately doesn't synergize with those cards.


Twin Immolation (8)
Epic Warlock Spell
Deal 10 damage to your hero. If you survive, deal 10 damage to the enemy hero.

Wording needs work
You can actually just word it as "Deal 10 damage to your hero, then deal 10 damage to the enemy hero", in my opinion. If you die before the spell finishes resolving, I think you lose. (Neat concept btw, it reminds me of a character from another game I play, who has a card that lets her persistently do this turn after turn.)

Jormengand
2016-07-30, 03:51 PM
Power in the Blood 6
Epic Warlock Spell
You draw 7 cards and you lose half your life.

Djinn_in_Tonic
2016-07-30, 05:11 PM
Azhuul'Mehab, Nerubian Broodmother -- 10
Legendary Neutral Minion
Battlecry: Randomly fill your board with Nerubian Guards and Nerubian Soldiers.
Whenever a minion you control dies, summon a Nerubian Guard or Nerubian Soldier at random.
1/12

Nerubian Guard -- 2
Neutral Minion
Taunt
1/2

Nerubian Soldier -- 2
Neutral Minion
2/2

Going to try something a little crazier instead.

Surrender to Madness [7]
Legendary Priest Spell
You enter Shadowform. If you are already in Shadowform, increase its damage by 1.
You draw a card and lose 2 life at the end of your turn for the rest of the game.

PsyBomb
2016-07-30, 05:26 PM
Djinn, that thing is really (REALLY) overpowered. Reference Onyxia, which this is basically strictly better than. On average, it's about 16 attack and three taunts.

Djinn_in_Tonic
2016-07-30, 05:49 PM
Djinn, that thing is really (REALLY) overpowered. Reference Onyxia, which this is basically strictly better than. On average, it's about 16 attack and three taunts.

Hmmm...probably true. I'll take a look.

Reduced it to 10 attack and 3 taunts on average, putting it lower than Onyxia in offensive power, yet higher in defensive.

Hamste
2016-07-30, 08:19 PM
Fearful soldiers 3
rare neutral minion
If your opponent has more minions than you do, this minion can't attack.
4/4


Zoo is a thing so this can not be stronger.

LastCenturion
2016-07-30, 09:22 PM
https://s3.amazonaws.com/cardgenhs/t/7eMrYf7u.png (http://achievementgen.com/hearthstone/)

How's that for a downside? Also note that the thing, a fallen shield, would literally have a downside, so... puns. You know.

Fallen Shield - 1
Rare Warrior Spell
Gain 10 Armor.
The next time your opponent attacks you, take double damage.
Whoops! Dropped my shield.

Hamste
2016-07-30, 09:28 PM
Can you please spoiler the image, it is quite large.

Grytorm
2016-07-30, 09:41 PM
Felforge Scrapmaker 2
Common Warlock Minion, Demon
Battlecry: Destroy one of your mana crystals, add 2 Spare Parts to your hand.
2/4

Dr.Gunsforhands
2016-07-30, 09:50 PM
The Paper 4
An ethereal commanding a swarm of flying books and scrolls. Whenever she gets hit, a book and a few pages flutter out of her minion token as a visual effect.
Legendary Neutral Minion
Whenever this minion takes damage, your opponent draws a card.
4/9

PsyBomb
2016-07-30, 10:32 PM
The Paper 4
An ethereal commanding a swarm of flying books and scrolls. Whenever it gets hit, a book and a few pages flutter out of the minion token as a visual effect.
Legendary Neutral Minion
Whenever this minion takes damage, your opponent draws a card.
4/9

I would run that in Fatigue Warrior so hard... Love it.

Hamste
2016-07-30, 10:35 PM
I would run that in Fatigue Warrior so hard... Love it.

Imagine if you get the dream bouncing blade with that by itself.

GAAD
2016-07-31, 01:40 AM
Moonrunner 5
Epic Neutral Minion
Taunt. Divine Shield. At the start of your turn, Silence, then deal 1 damage to all friendly minions.
4/5

thirsting
2016-07-31, 02:29 AM
Incompetent Beastmaster 3
Common Hunter Minion
Summon a random Beast that costs (2) or less for your opponent.
5/5

Still has most of her fingers intact, somehow.


Um.. um.. Hemet Nesingwary synergy! :p

moossabi
2016-07-31, 02:34 AM
Um.. um.. Hemet Nesingwary synergy! :p

That alone seems like an adequate downside. :smalltongue:

Beelzebub1111
2016-07-31, 09:14 AM
Wheel of Fate 3
Rare Warlock Spell
Discard 2 random cards
Draw 3 cards

Tiny knight of evil Synergy?

Gandariel
2016-07-31, 09:36 AM
Wow, congrats to everyone! tons of great submissions!

I'll havd to think hard before posting my own

LastCenturion
2016-07-31, 11:41 AM
Moonrunner 5
Epic Neutral Minion
Taunt. Divine Shield. At the start of your turn, Silence and deal 1 damage to all friendly minions.
4/5

You may want that to be "all other friendly minions" instead. As is, it silences and damages itself as well. I would also add "then" instead of "and" in the ability, so that it's clear how it works with, say, Acolyte of Pain.

neriractor
2016-07-31, 03:21 PM
Double agent 5
Rare rogue minion
Battlecry: give your opponent two random rogue cards
Inspire: gain 3 health
3/7

GAAD
2016-07-31, 04:40 PM
You may want that to be "all other friendly minions" instead. As is, it silences and damages itself as well. I would also add "then" instead of "and" in the ability, so that it's clear how it works with, say, Acolyte of Pain.

It's a 5 mana 4/4 that hinders your board, but stalls your opponent's minions the turn you play it. If it's anything less, your opponent spent resources clearing a sunwalker. It's a stalling tactic, and you'd play this on its lonesome, or perhaps follow it up with a Doomsayer, which would practically guarantee you a good result. I mean, it's no Frost Nova, but it's a neutral substitute. It also activates Ancient Watchers!

LastCenturion
2016-07-31, 05:17 PM
It's a 5 mana 4/4 that hinders your board, but stalls your opponent's minions the turn you play it. If it's anything less, your opponent spent resources clearing a sunwalker. It's a stalling tactic, and you'd play this on its lonesome, or perhaps follow it up with a Doomsayer, which would practically guarantee you a good result. I mean, it's no Frost Nova, but it's a neutral substitute. It also activates Ancient Watchers!

Fair enough. I was thinking more that it couldn't activate more than once.

Gandariel
2016-07-31, 05:48 PM
That's intended, it does only activate once.

onasuma
2016-08-01, 09:39 AM
Blood-bonded Mercenary 5
Epic Neutral Minion
Taunt
Death Rattle: You lose 6 life.
3/10

The Glyphstone
2016-08-01, 11:01 AM
Blood-bonded Mercenary 5
Epic Neutral Minion
Taunt
At the start of your turn, you lose 8 life.
3/9

That's....kinda harsh. A 4-turn defeat clock on yourself for a 3/9 taunt?

PsyBomb
2016-08-01, 12:48 PM
Blood-bonded Mercenary 5
Epic Neutral Minion
Taunt
At the start of your turn, you lose 8 life.
3/9

Gotta agree with Glyphstone. Compare Deathlord, this is 2 mana more for +1/+1, and an ENORMOUSLY worse drawback.

CarpeGuitarrem
2016-08-01, 01:31 PM
An interesting way to do it might be an inverse Bolf Ramshield. That way, you wouldn't protect your face with it, but you could use it to protect a specific minion.

Epinephrine_Syn
2016-08-01, 07:57 PM
Cheap Skates
2 Mana Rogue Weapon, Epic
1/3
Whenever your hero attacks the enemy hero, put a copy of a card in their hand into your hand. The copy in your opponents hand has it's cost reduced by 1.

Edit: Upping the cost to 2, because it 'is' better to err on the side of caution, all things considered.

LastCenturion
2016-08-01, 10:07 PM
Cheap Skates
1 Mana Rogue Weapon, Epic
1/3
Whenever your hero attacks the enemy hero, put a copy of a card in their hand into your hand. The copy in your opponents hand has it's cost reduced by 1.

That's not much of a downside... Cast Mind Vision, shadowfiend the original of the card you copy? Mind Vision is already a pretty good card, I don't think rogues need to cast it three times for 1 mana. Maybe make this card a little bit costlier; otherwise I think it's too good. It would work well as maybe 4 mana for a 2/3. It's good though that it only works when you SmORC with the weapon, because that removes a lot of the advantage in having a weapon.

Epinephrine_Syn
2016-08-02, 08:21 AM
That's not much of a downside... Cast Mind Vision, shadowfiend the original of the card you copy? Mind Vision is already a pretty good card, I don't think rogues need to cast it three times for 1 mana. Maybe make this card a little bit costlier; otherwise I think it's too good. It would work well as maybe 4 mana for a 2/3. It's good though that it only works when you SmORC with the weapon, because that removes a lot of the advantage in having a weapon.

I'm accounting for a few things with the balance, which makes me feel like the additional cost burden isn't necessary. One, that "stealing the cards" is an effect that happens over multiple turns, rather than all at once. Not just for you not getting the cards as fast, but because Weapon Removal. Two, that you can't use a 'real' weapon during this time to minion clear, which rogue often wants to do. Three, as you said, Mind Vision is a 1 mana effect, if we weigh Mind Vision as a 1 mana effect, then giving the enemy a 1 mana discount is similar value.

Four, enemies are often more likely able to use their cards better than you, especially the combo deck which you "oops free tharussian"'d into something silly. With the exception of stuff like Ethereal Peddler, aka one of my inspiration points. Five, your enemy knows which card got swiped, because their version is discounted.

TL:DR This is 'significantly' weaker than Mind Vision, with the only real upside being it's a reusable effect (and 3 damage to face).

LastCenturion
2016-08-02, 11:46 AM
It isn't significantly worse than mind vision. I would always rather play this card than mind vision, if all else is equal. Just because the effect only works when you target the other hero, you can still use the weapon as board control. Take Gorehowl as an example. The effect only works when you hit a minion, but you can still use it to hit face if you want. Also consider how few decks in Standard are actual combo decks, this card is really quite good. Another facet is in Arena, where this card would be incredibly broken; nobody plays combo decks in Arena, they play high-value cards. This would give you several, also considering that weapon removal is similarly exotic. The card isn't a game-changer, but it would contribute to power creep in a non-insignificant way.

The Glyphstone
2016-08-02, 01:04 PM
Suppression Totem
Rare Shaman Minion 3
0/3
Stealth
Both players have Spell Power -2.

Dr.Gunsforhands
2016-08-02, 07:41 PM
Suppression Totem
Rare Shaman Minion 3
0/3
Stealth
Both players have Spell Power -2.

You, uh... you do realize that Flamestrike and Hellfire don't stop this, right? And that not all classes have access to Mass Dispel or Twisting Nether?

Edit: Maybe I'm panicking over nothing. Hearthstone is supposed to favor minions in the metagame anyway, and of course I could always run two Stampeding Kodos in every deck.:smalltongue:

Fun Totem 3
Basic Shaman Minion
Battlecry: Your opponent concedes.
0/3

Winning IS fun!

The Glyphstone
2016-08-02, 07:52 PM
You, uh... you do realize that Flamestrike and Hellfire can't kill this, right? And that not all classes have access to Mass Dispel or Twisting Nether?

Edit: Maybe I'm panicking over nothing. Hearthstone is supposed to favor minions in the metagame anyway, and of course I could always run two Stampeding Kodos in every deck.:smalltongue:

Yeah, it's intentionally statted so that you can't oneshot it with a damaging AoE unless you've got Spellpower boosts to counter its effect, except for Elemental Destruction. Every class has at least one way to get rid of it, even if they're not cards generally run in competitive ladder decks (except Mage, cause screw those guys:smallbiggrin:. Bonus points if you manage to trigger a Mirror Entity with your Totem).

Ninjaman
2016-08-03, 04:18 AM
Melting Titan - 6
Rare Warlock Minion
Battlecry: Discard two random cards.
8/7

PsyBomb
2016-08-04, 04:42 AM
Judgement going to be today, or this weekend?

CantigThimble
2016-08-04, 10:09 AM
Judgement will be up tomorrow.

Gandariel
2016-08-05, 08:34 AM
Rigorous Acolyte 2
Rare Priest Minion
Whenever your hero takes damage, this minion takes it instead.
2/4

Hope I made it in time.
So, Bolf effect.

1) if you play this minion first it can trade favorably with the enemy 3/2.
If your opponent plays a minion first they can attack face and deal free damage to the minion. However since it has 4 health it will probably not die and it'll be able to attack and trade (or get healed)

However, this card loses against a 2/3, and is essentially a 0/4 taunt on your opponent's turn. If they have board control, you just played Shieldbearer.
Which can't protect minions.


2) it is (at least) a 4 point heal, which is kind of useful even in the lategame. (And might save you from Freeze mage or the like)

Overall I feel it's pretty much balanced. 2/5 would be too strong IMO because if you play it first there is basically no way to beat it, plus the effective pre-heal is also pretty good.

Note on rarity: bolf is legend and this is only rare. I feel this is OK: because of the sheer size of Bolf the two cards fulfill a clearly different role, and thus it makes sense that this minion (which is meant to be an early drop with some flexibility) has a different rarity than Bolf (which... probably fulfills some role that doesn't exist yet. Combo with Majordomo? Protection from spells in taunt heavy decks? Anyways niche roles )

PsyBomb
2016-08-05, 09:39 AM
Rigorous Acolyte 2
Rare Priest Minion
Whenever your hero takes damage, this minion takes it instead.
2/4

Hope I made it in time.
So, Bolf effect.

1) if you play this minion first it can trade favorably with the enemy 3/2.
If your opponent plays a minion first they can attack face and deal free damage to the minion. However since it has 4 health it will probably not die and it'll be able to attack and trade (or get healed)


2) it is (at least) a 4 point heal, which is kind of useful even in the lategame. (And might save you from Freeze mage or the like)

Overall I feel it's pretty much balanced. 2/5 would be too strong IMO because if you play it first there is basically no way to beat it, plus the effective pre-heal is also pretty good.

I... don't see a drawback to that card. It's just an early Bolf, which can get really hard to deal with (seriously, effectively 2/4 taunt with no drawback for 2)

Jormengand
2016-08-05, 09:41 AM
I... don't see a drawback to that card. It's just an early Bolf, which can get really hard to deal with (seriously, effectively 2/4 taunt with no drawback for 2)

The "Drawback" is that if your opponent responds with fiery war axe+coin+upgrade and swings for face, they don't take any damage and still kill your minion.

Gandariel
2016-08-05, 09:46 AM
The drawback is that it loses to a 2/3 and never trades up, ever.

It's a 0/4 taunt on your opponent's turn.

Imagine dropping it on turn 4.
Your opponent's Yeti (or whatever) hits you in the face and kills it for free.

Drop it when your opponent has at least 4 damage on board, and you opponent kills it for free.

Chitarra
2016-08-05, 03:12 PM
hope i am still in time!

Monks of the open Fist 2
Epic Neutral Minion
Can't attack.
Taunt.
Battlecry: summon a copy of this minion for your opponent.
3/5

CantigThimble
2016-08-05, 06:27 PM
Sleeper in Chains 3
Epic Neutral Minion
Battlecry: Give control of this minion to your opponent.
Deathrattle: Deal 4 damage to all friendly minions.
4/4

This card is quite interesting. Itís essentially a flame strike that requires you to trade a minion or deal 4 damage meaning it would probably come down around turn 4-5. Rogues could use this+Evicerate as a really powerful board clear and Paladins can drop this while they have a true silver. This is almost like an Auchanai circle combo that any class can use, provided they have the damage, though it doesnít work as well against taunt minions. Itís also potentially very strong in zoo decks that can afford to trade a minion to keep their opponent suppressed. Overall a very interesting card, though Iím a bit concerned about it being neutral.
Twin Immolation (8)
Epic Warlock Spell
Deal 10 damage to your hero. If it survives, deal 10 damage to the enemy hero.

Ooh, scary! Great finisher in a rush deck and potentially powerful in a Reno deck. However the downside makes it almost useless against aggro and means you will very rarely use it unless youíre killing your opponent, meaning thereís very little reason to run two. Itís also nice that unlike other burst finishers you can actually stop this one just by beating the warlock down to 10 health.

Doomlord (6)
Epic Warlock Demon
You cannot draw cards.
9/9

This card seems to have two potential uses. It can be used like a fel reaver, in which case it has worse stats for mana but is less awful if it gets answered immediately. However it is much worse if it stays alive. (if you donít win the game for whatever reason, like freeze or humility) The fact that it shuts down your hero power is especially painful for warlocks. It could also be used as an anti-mill or fatigue card but I donít think thats especially relevant. I can also be used pretty freely when your hand is full, which I can see happening in some kind of handlock resurgence. I think I might have actually preferred this card if it burned your draws just because I think tiny knight and fist of Jaraxxus are cool and this would allow for some potential combos there. This is a really hard card to judge just because I can imagine so many ways it could be used that might be really good or just useless. Also, I appreciate the simple design.
Power in the Blood 6
Epic Warlock Spell
You draw 7 cards and you lose half your life.

So this is basically a gameís worth of life tapping all at once. This is a great finisher for zoo and itís very interesting how it remains relevant against aggro since at low life you might draw into more healing with it than you lost from casting it. Might be strong in some kind of lower curve handlock combo deck but itís hard to judge the power level in a deck that doesnít exist. Overall I think this is pretty well designed and has appropriate cost and payoff.

Surrender to Madness [7]
Legendary Priest Spell
You enter Shadowform. If you are already in Shadowform, increase its damage by 1.
You draw a card and lose 2 life at the end of your turn for the rest of the game.

While this does seem cool I think it costs too much mana. This turns priest into a zoo deck++ but such a deck would really need this to come down before turn 7. The design is also a little messy, I think I would have preferred a creature with inspire or just changing the hero power to Shadowform+lifetap.
Fearful soldiers 3
rare neutral minion
If your opponent has more minions than you do, this minion can't attack.
4/4

Nice, simple and powerful in an aggro deck. However I think this would probably only be viable in warlock since other aggro decks have arguably better 3 drops. (animal companion, bloodsail cultist, feral spirit) It seems good but probably not too relevant just because of the competition in the high stats for 3 mana department.
Fallen Shield - 1
Rare Warrior Spell
Gain 10 Armor.
The next time your opponent attacks you, take double damage.
Whoops! Dropped my shield.

This is pretty cool. Itís probably only going to be able to gain you 2 armor net against most decks and against others it could easily cost you some health. However this is fantastic for shield slams and could allow you to take out flamewreathed faceless on curve at the cost of some card advantage. As someone who enjoys playing with and against control warrior I can really appreciate the value of this card. My only (minor) issue with it is the flavor. If youíre dropping a shield why do you gain armor and if youíre picking one up why do you take extra damage? It would have been better if it were called Cursed Breastplate or something like that.

Felforge Scrapmaker 2
Common Warlock Minion, Demon
Battlecry: Destroy one of your mana crystals, add 2 Spare Parts to your hand.
2/4

While it seems interesting to play with the mana crystal destruction mechanic I think it needs to be a lategame thing to be relevant. The body is only useful early game but losing a crystal is just too costly at that point in the game.
The Paper 4
An ethereal commanding a swarm of flying books and scrolls. Whenever she gets hit, a book and a few pages flutter out of her minion token as a visual effect.
Legendary Neutral Minion
Whenever this minion takes damage, your opponent draws a card.
4/9

Wow, this is a really swingy card. Obviously this is really only good in a mill deck and it gives those decks some very serious board presence, which is normally very poor. Rogue really canít use this very well, or at least they donít have any combos with it. This guy is still huge and will make their opponent draw 2-3 cards at least. Warrior can use this VERY well and could force 4-5 draws pretty easily while board clearing at the same time. This is a huge boon to mill and fatigue decks but its hard to say if itís too strong or not.
Moonrunner 5
Epic Neutral Minion
Taunt. Divine Shield. At the start of your turn, Silence, then deal 1 damage to all friendly minions.
4/5

Hmm, so this is anti aggro tech and can be used best in decks that either donít want much on the board by turn 5 or want to silence their own board. It is great that your opponent has to choose between attacking or you getting hit by the downside and this seems like a really skill-testing card in that respect. Much like the magic card Fact or Fiction a player who understands their board state and deck better than their opponent can get a huge leg up on them with this. We donít see enough cards like this in hearthstone in my opinion.
Incompetent Beastmaster 3
Common Hunter Minion
Summon a random Beast that costs (2) or less for your opponent.
5/5
Still has most of her fingers intact, somehow.

So this is probably going to be a 5/2 or 5/3 for 3 unless you have some removal/trades ready to go. Comparing this to hungry dragonÖ itís about on par in terms of stats for mana but it summons a marginally stronger minion. Considering Hungry dragon was basically never played itís hard for me to think this card would be much better.
Wheel of Fate 3
Rare Warlock Spell
Discard 2 random cards
Draw 3 cards

Another great card for zoo decks! This is also excellent for decks running some situational cards since you can trade them for ones that matter. You either need a low curve or a specific combo to justify using this card since it doesnít generate any card advantage by default. It gives a lot of card draw but you can really only use it for value and not combo because of the discard. This seems like a pretty good card and could easily find a home in a few decks, (or even create some new archetypes) I like it.
Double agent 5
Rare rogue minion
Battlecry: give your opponent two random rogue cards
Inspire: gain 3 health
3/7

This is an interesting idea for rogue but poor execution. Rogues often have card advantage issues and this exacerbates that without providing enough in return. I think it would need better stats (possibly 5/7) to potentially be viable. If it provided burst healing rather than sustained healing it might have also worked, though you would need a lot of healing to balance out the downside and the poor statline.

Blood-bonded Mercenary 5
Epic Neutral Minion
Taunt
Death Rattle: You lose 6 life.
3/10

This seems pretty strong against aggro but not very good otherwise. Itís less risky than deathlord but itís guaranteed to be pretty bad against hard removal. I just have a hard time seeing when this would be a strong play, it seems only situationally better than a 3/4 taunt which is just not worth it for 5 mana at all.
Cheap Skates
2 Mana Rogue Weapon, Epic
1/3
Whenever your hero attacks the enemy hero, put a copy of a card in their hand into your hand. The copy in your opponents hand has it's cost reduced by 1.

Wow this is a tough card to judge. Basically it allows you to draw three cards but only in control matchups, against aggro you need your weapon to deal with minions and canít afford the tempo loss your opponent might get. Itís hard to say but I THINK the cost will outweigh the benefit here. The possibility of your opponent getting powerful tempo plays significantly weakens the draw three effect along with the delay and the hero power negation. Even if this card is worth it itís too swingy for my taste, going from game winning to game losing depending on the matchup and RNG.
Suppression Totem
Rare Shaman Minion 3
0/3
Stealth
Both players have Spell Power -2.

This card is disgusting. My rule of thumb is that if I would hate playing against something significantly more than I would enjoy using it myself then itís not worth it. A lot of cards are rendered next to useless by this and most decks will have no way to answer it at all without specialized tech. On top of that shamans can use rockbiters and flametongues to get rid of these after setting up their own burst combos.
Melting Titan - 6
Rare Warlock Minion
Battlecry: Discard two random cards.
8/7

Pretty cool card, however just based on a comparison to Doomguard this pays 1 mana and charge in exchange for 3 attack so I canít really say that I think this would be relevant.
Rigorous Acolyte 2
Rare Priest Minion
Whenever your hero takes damage, this minion takes it instead.
2/4

I think the downsides here just outweigh the costs by a fair margin. As much as I hate to say it bolf is just awful and the potential to trade decently with a 3/2 is beaten out by how easily it can be killed practically for free. I might feel differently about this card if there were more combos with it (perhaps PsyBombís Twin Immolation) but I donít think 2 mana for 4 armor is good enough to be a card.
Monks of the open Fist 2
Epic Neutral Minion
Can't attack.
Taunt.
Battlecry: summon a copy of this minion for your opponent.
3/5

Youíre lucky Brian Kibler released a video while I was judging these! :smallbiggrin: I actually really like this card, though Iím not sure if it shuts down aggro too hard. It might benefit from some better flavor though, why canít the monks attack? And why do they work for your opponents too?
This week had a lot of really interesting offerings but I think my favorites are: Jormengandís Power in the Blood, GAADís Moonrunner and Beelzebub1111ís Wheel of Fate. (I had to redo this list several times to get it down to just 3)

And the winner isÖ
GAADís Moonrunner!

LastCenturion
2016-08-05, 07:28 PM
@My judgement. I was making it mostly for the combos with Shield Slam and the like, but I don't think you're right about the net two armor thing. If your opponent takes advantage of the double damage thing to hit face, they have to do at least 10 damage (doubled to twenty) to break even on the value. It you have thirty health, you go to forty. Lets say they hit with eight to face. It's doubled to 16, putting you down to 24. 24 is greater than 22, so you've gained value. As to the flavor, I made it fallen because it literally has a downside. That was the challenge, and the rest of the cards certainly were polyhedral or nonplanar. :smalltongue:I think I should retroactively win because I was the only one to follow the challenge.:smalltongue: I get what you mean though, bad puns aside.

Blue text signifies joking, right? I don't remember the standard on this forum.

GAAD
2016-08-06, 12:09 AM
Sweet! I get to judge!

Okay then:

CALL OF THE BRAWL

Make a card that is a Tavern Brawl.

(I.e. Webspinner, Shifter Zerus, Raven Idol, Unstable Portal)

The Glyphstone
2016-08-06, 12:22 AM
So, make a Tavern Brawl centered around a single card? I'm not sure how you intend this to work.

thirsting
2016-08-06, 12:38 AM
Drunken Sorcerer 3
Epic Mage Minion
Battlecry: Deal 2 damage to a random target;
or summon a random 2-cost minion;
or transform random minion into a 6/2 Horror.
3/2

"Hold my drink and watch THIS"


Only one effect happens, and you don't get to choose which one. May target itself. Might make a bit dull brawl in the end, but eh..

Dr.Gunsforhands
2016-08-06, 01:28 AM
I really should have made the Paper a Mage card and raised the cost to 5. Sure, it would probably be bad, but at least it wouldn't help (urgh) Fatigue Warrior. :smalltongue:

So, we're looking for something along the lines of, "Make a card that you could imagine building a Tavern Brawl around," right?

Eliot <6>
Legendary Mage Minion
Whenever you play a minion, summon another copy of it.
6/6

It's ELLIOTT!! With two I's, and two T's!!

The real challenge feels like a much smaller design space. Hmm...

Jormengand
2016-08-06, 01:29 AM
Burgy Blackheart 4
Legendary Neutral Pirate
Whenever you would draw a card, Discover one instead.
2/4

To clarify, this discovers normally, not from the top of your deck, much like in the Captain Blackheart's treasure brawl

GAAD
2016-08-06, 03:47 AM
The challenge is to make a card that would work as a tavern brawl in and of itself; either 23 of *this card* and 7 random spells or 30 of *this card* in your deck.

Jormengand
2016-08-06, 04:01 AM
Oh, okay, I misinterpreted the challenge, then. Oops.

Evolve! 1
Epic Druid Spell
Choose one:
- Summon a random 1-cost minion.
- Turn a minion into a random minion that costs 1 more.

No, you don't have to target your own minions, but good luck getting anything good for targeting your enemy's (except removing Taunt if you really have to).

I didn't know there was a card that nearly did this already. Jeez. Uhm...

Wild Magic 2
Epic Mage Spell
Choose a target or no target. Cast a random spell with that as a valid target.
Do ya feel lucky?

Dr.Gunsforhands
2016-08-06, 08:18 AM
Only 6/6's doesn't work, either. Hmm...

Rosie Marktwitter 2
Legendary Neutral Minion
Battlecry: Put a randomly-generated card in your hand.
1/2

- Each minion generated this way is a Mech named Tweet-bot with random attack, random health, a cost equal to ((attack+health)/2, rounded down) and one random ability pulled from all minion abilities in the game. (Yes, including Rosie's.)
- Each spell generated this way (named, "Tweet!") pulls two complete, 'parts,' from all spells in the game. The first part is highly likely to involve picking a target or setting a Secret condition, but the second part never does and is sometimes nonsensical. ("Give a minion +4/+4. If that kills it, draw a card.") The cost is based on the card the first sentence was pulled from. (For 1 mana: "Deal 4 damage. Gain 10 empty mana crystals.")

The obvious tavern brawl where you rely on just Rosies to make the game happen stands to be pretty amusing and/or upsetting.

LastCenturion
2016-08-06, 10:11 AM
Murloc Acolyte - 1
Epic Neutral Murloc
At the end of your turn, gain either +1 Health or +1 Attack (chosen at random)
Deathrattle: Cast a random spell (targets chosen randomly)
0/1

Definitely a brawl of twenty-three of these and seven class spells.

CarpeGuitarrem
2016-08-06, 11:52 AM
Mastermind (2)
Epic Rogue Minion
Battlecry: Discover a card from your opponent's class.
1/2

cha0s4a11
2016-08-06, 02:52 PM
Goblin/Gnome Engineer <1>
[One side gets Goblin Engineers, one side gets Gnome Engineers, but they both work the same way]

Epic Neutral Mech
Battlecry: Target a Mech. Add a random mech that costs 1 more mana than that mech to your hand.
1/1

"You call THAT a machine?!? I'll show you a real machine!"

PsyBomb
2016-08-06, 03:55 PM
Darwin Engine (1)
Epic Neutral Minion
At the beginning of your turn, transform this minion into a random one that costs 1 more. It gains charge and this ability.
0/3

Djinn_in_Tonic
2016-08-07, 02:01 PM
Unleashed Dreamer -- 1
Epic Neutral Minion
Deathrattle: Cast a random spell.
Inspire [Any]: Transform this minion into a random minion. Give it this ability and "Deathrattle: Cast a random spell."
0/1

Inspire [Any] triggers on ANY player's Inspire. Keeps things interesting. :smallbiggrin:

Note that this is probably a Brawl ONLY minion.

Dr.Gunsforhands
2016-08-07, 09:24 PM
I gave my card above a pretty serious overhaul. It (well, 'she,' now) has a serious case of, 'not sure if broken or unplayable,' but that obviously won't matter in the proposed tavern brawl.

Gandariel
2016-08-08, 04:12 AM
Crazed Portalmancer 3
Epic neutral minion
Whenever this minion attacks an enemy minion, cast a random targeted spell at it.
3/2

1) spell resolves, then ( if the enemy is still there) proceeds to attack.

2) only legal, targeted spells.
It will never cast Arcane Intellect or DOOM!.

3) effect only activates when attacking a minion.

4) I'd just run Emperor cobra over this, but it's fun

Hamste
2016-08-08, 06:20 AM
A 2 mana 2/2 that has a good chance of doing a lot of damage to face (basically only healing and damage can target enemy heroes) would probably see play in an aggro deck.

Healing touch heals 8, living roots does 2, moonfire does 1, savagery does 0, starfire does 5 damage and you draw, swipe does 4 to hero and 1 to everything else, arcane shot does 2, kill command does 3 or 5, quick shot does 3 with possible draw, fireball does 6, forgotten torch does 3 and adds a card to your deck, frostbolt does 3 and freezes, ice lance freezes with possible but unlikely damage, pyroblast does 10, hammer of wrath does 3 and draws a card, holy light heals 6, holy wrath does variable (probably low as this is aggro) and draws a card, lay on hands heals 8 and draws you three cards, flash heal heals 5, holy fire does 5 and heals 5, holy smite does 2, eviscerate does 2 or 4, shiv does 1 and draws a card, sinister strike does 5 but can only come up if opponent is at full health, healing wave heals 7 or 14 most likely 7 as your deck is aggro, frost shock does 1 damage and freezes, lava burst does 5 and has overload though I don't think that is currently paid, lava shock does 2 damage and unlocks crystals, lightning bolt does 3 damage with overload, drain life deal 2 damage and heal 2 health to your hero, soul fire deal 4 damage and discard a card, bash does 3 damage and gives you 3 armor and mortal strike does 4 or 6 damage probably 4 as you are aggro. Might have missed some spells that can target face that is standard.

5 spells that can heal the opponent, 26 that damage face or are helpful (one of which is only selectable sometimes). Average damage per attack is 3.5 (including its 2 attack) in the literal worse case scenario (opponent has lost more than 8 health, you health is above 12, you have played nothing this turn for some reason, the top card of your deck is zero mana, no beast that type of thing) and sometimes it attacks while the opponent is at full health resulting in a much higher average damage as heals heal 0 (4.71). There is also a 1 in 31 chance you get pyroblast and the opponent immediately loses. The defensive stat line leaves much to be desired but a 2/2 can trade with a 3/2. I imagine the card in aggro shaman where they take advantage of their 2/3 taunts, weapons and overload creatures to help keep it alive similar to their flame tongue and trogs. In summary, while not OP I can see it in competitive play (also I hate to think of what that brawl would be like as the correct answer is nearly 100% of the time is go face to avoid buffing your opponent.)

Gandariel
2016-08-08, 07:58 AM
Hm, more powerful than I would have thought.

I just imagined it wouldn't be great in "real" play because you'd just attack it and kill it, and also there was a big chance to buff the minion you're attacking. Will revise.

Thanks for the analysis!

Hamste
2016-08-08, 08:33 AM
Both of the things you said were true, you are probably better off not attacking rather that attacking a minion with that creature and a 2/2 is usually easy to deal with. It not doing anything the turn it is played is a mark against its aggro potential but they are the archetype that can best bypass those flaws.

Gandariel
2016-08-08, 09:04 AM
This version should be more reasonable. Now only casts spells on minions, and I made it a 3 mana 3/2.

Basically, go for Emperor Cobra for consistency, go for this one for fun.

If you're super lucky and keep hitting stuff like Entomb or Siphon Soul it's obviously amazing.
Average scenario might be a few points of damage (which essentially makes it equal to Cobra, or even a free trade if you attacked into a small minion)

Bad scenario is Buff Spell of Buffness, which makes you sad.

Hamste
2016-08-08, 09:55 AM
Bad Card Bot 2 mana
Epic Neutral Minion
Battlecry:Get a bad card
At the beginning of your turn get a bad card.
1/2 Mech

The five cards possible to get are: purify, magma rager, naturalize, ancesteral healing and ancient watcher (who funnily enough is probably the best minion to get in this thing).This would be one where it is 23 of this card and 7 spells. I might add more later if there is time left, the idea is that each card counters or synergizes with each other, magma rager loses to bot but beats watcher who needs purify or ancesteral healing to do anything but destroys bot easy and naturalize is in there to help deal with the watcher.

The Glyphstone
2016-08-08, 08:29 PM
Idol of Anzu

2 Mana Rare Mage Spell

Summon a random minion, then cast a random spell.



I may replace this, it's very uninspired.

Gandariel
2016-08-09, 04:20 AM
Updated the Hall of Fame. Could you put it in the first post?




Instructor Razuvious 6
Legendary Neutral Minion
Deathrattle: Put 2 Death Knight Understudies into your hand
6/4

Death Knight Understudy 3
Legendary Neutral Minion
Battlecry: Randomly gain Taunt, Freeze, or +2 Health
3/3



Quiescence 1
Common Paladin Spell
Secret: When your opponent summons a minion, silence all enemy minions.
Sorcerous Wraith 4
Rare Neutral Minion
Deathrattle: Destroy a random friendly minion and summon a 4/4 Sorcerous Wraith to replace it.
4/4
Frostwolf Guard 3
Rare Warrior Minion
Your weapon remains activated on the enemy's turn.
2/5



Crystal Golem 6
Epic Neutral Minion
Has +1 attack for every full Mana crystal you have
2/7
Junkyard Scrapper 3
Rare neutral minion - Mech
whenever a Mech dies, put a Spare Part in your hand.
2/4
Clink, clink, clink, another one bites the dust!
Ley Lan, Innkeeper 6
Legendary Neutral Minion
Whenever a minion takes damage from another minion, return it to its owner's hand.
3/6
No fighting in my inn!
Fortune Channeler 2
Epic Shaman Minion
All numerical effects for your spells and minions are maximised.
3/2
Coldlight Caller 2
Rare Warlock Minion
Whenever you draw a Murloc, give a random friendly murloc +2/+0
Murloc
2/3
Archmage Aegwynn 8
Legendary Mage Minion
Your hero power also freezes its target.
Inspire: Add an "Ice Lance" spell to your hand.
6/8
Aether Golem 4
Epic Mage Minion
Deathrattle: if you have cards in hand, discard a random card and summon an Aether Golem.
3/4

Full Moon Sage 3
Rare neutral minion
Battlecry: Give a random minion in your hand +2/+2
2/3

Gift of the Squirrels 2
Common Druid spell
Draw a card for each Treant you control.
Squirrels are remarkably kind, considering how often their trees uproot and get into fights


Widowmaker 4
Epic Rogue Minion
Stealth
Immune while attacking.
4/2

Mana hop 0
Epic mage spell
Draw three cards and double their cost.


Bloodsail Forger 2
Rare Rogue Minion
Battlecry: Your opponent draws a card. Gain a copy of it.
3/2
Pirate





Icemist Stalwart 4
Rare Neutral Minion
Whenever your opponent summons a minion, gain +1,+1.
3/4

Nerubian Trapper
Rare Neutral Minion
Whenever your opponent summons a minion, give it -1/-1.
3/4



Vilebranch Scalper 4
Rare Neutral Minion
Whenever you summon a minion with 2 or less Health, destroy it and give all of your minions +1/+1.
2/4
Defensive Stance 2
Common Warrior Spell
Your hero gains Taunt until you have no armor.

Argent Defender 6 mana
Taunt, Divine Shield, Pacifist: Gain a Divine Shield
3/5
Pacifist: If it didn't attack this turn...


False God 10 mana
Legendary Minion
Whenever you end your turn and this is in your hand, show it to your opponent and they are given a sacrifice card.
0/1

A god is but the sum of their believers.


Sacrificial Goat 1 mana
common uncollectible spell
A random ally takes 1 damage. Give your opponent's False God +1 Attack wherever it is.

Sacrificial Cow 1 mana
common uncollectible spell
A random damaged enemy heals 1 damage. Give your opponent's False God +1 Hit Points wherever it is.


Sacrificial cow can't be played if no enemy is damaged.



Sacrificial Human 1 mana
common uncollectible spell
Summon a 1/1 fleeing virgin for your opponent. Reduce your opponent's False God's cost by 1.








Eternal Whelp 3
Epic Neutral Minion
Immune
Dragon
1/1
Epic Mount Rider 6
Epic Neutral Minion
At the end of your turn, if you don't have an Epic Mount, summon one.
5/2
- They can't get to me if they can't even click on ol' Purply!

Epic Mount 2
Epic Neutral Minion
Epic Mount Rider can't be attacked or targeted by spells or hero powers.
1/4
- Purply says "Neighhh" to rider abuse.



Frostmourne 5
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

Defender of the Meek 3
Rare Paladin Minion
Whenever you summon a minion with 1 health, give it Divine Shield.
1/4

Penultimate Arcane Power - <9>
Epic Mage Spell
Draw cards until your hand is full.
Tenure <2>
Rare Mage/Priest Spell
Change a minion's attack to 0 and give it Spell Power +2.
Archmages and High Priests always say they're too busy for quests, but they lose just as much time assigning them to adventurers all day.
Contingency Plan <3>
Mage Spell - Epic
Secret: When another one of your secrets is revealed, re-cast it.

Blonde Bombshell 2
Rare Neutral Mech
Deathrattle: Deal 4 damage to the hero whose turn it is.
3/1
Voodoo Hexpriest <4>
"I'm a witch doctor, not a witch blacksmith!"
Epic Neutral Minion
Whenever another minion attacks, give it -1 attack.
2/6
Moira Thaurrisan <6>
"Ironforge has need of our sorcery, as well as our strength."
Legendary Neutral Minion
Battlecry: Restore 4 health to a friendly character and give it +4 attack this turn.
3 / 6
Harrison Solo <6>
Legendary Neutral Minion
When this minion attacks or is attacked, it deals its damage first.
5/3
I ALWAYS shoot first.
Greencap Swordsman 3
Common Paladin Minion
Taunt
Battlecry: If your hero is at full health, deal 2 damage.
3/3
Abolisher 2
Common Neutral Minion
Pick Me!: Remove another card from your card pool.
3/2

Electrical Engineer 2
Common Shaman Minion
Spell Damage +1
Battlecry: Draw a card
Overload 1
2/3


Talented Apprentice 2
Common Shaman Minion
Battlecry: Summon a 0/2 Taunting Totem.
2/1
Friendly Innkeeper 2
Rare Neutral Minion
Can't attack.
Hero powers may not be used.
4/4
Moonkin Form 3
Epic Druid Spell
Your Hero Power becomes 'Gain +2 spell damage until end of turn'. If already in Moonkin Form, +3 spell damage.
Super Mushrooms 2
Rare Druid Spell
Double target minion's attack and health until it takes damage.

Improvised Weapon 1
Rare Warrior Spell
Discard a random card. Deal damage equal to it's mana cost to a target enemy.

"In retrospect, bashing them with our armorsmith might have been a mistake."

Infiltrating Fungus 1
Rare Druid Minion
Stealth.
Choose one: See card types in opponent's hand OR see the mana costs of opponent's cards.
0/2

Doom Enforcer 6
Rare Warlock Demon
ALL minions have "When this minion attacks, deal 1 - 2 damage to the enemy hero".
4/8

Plagiarism 3
Rare Mage Spell
Secret: When your opponent plays two cards in one turn, gain copies of those cards.

It's a form of flattery. Honestly.




Frost Plague 3
Uncommon Death Knight Spell
Target Minion gains "At the beginning of each turn, this minions is frozen and takes 1 damage"


Commander Garithos 4
Neutral Legendary
Deals double damage to heroes.
4/4
Howling Banshee 3
Neutral Epic
Each players maximum hand size is 7.
2/4
Arrogant Warlord 4
Neutral Epic
Battlecry: Adjacent minions gain can't attack.
6/6
Griffin Express 4
Neutral Rare Minion
Battlecry: The next minion you play costs 2 less.
2/3
Shadow Dance Instructor 4
Rogue Rare Minion
Whenever a minion is returned to your hand, it costs 2 less.
3/5
The dance of shadows has many steps and she can teach you all of them.

Soul Artisan 5
Epic Neutral Minion
Battlecry: For each enemy Battlecry add a wisp with that Battlecry to your hand.
3/2



Patient Kindler 3
Common Neutral Minion
Battlecry: The next spell you cast has +1 spell damage.
3/3




Moneybags 1
Epic Neutral Minion
Deathrattle: Gain a coin.
1/1
Omen <4>
Epic Shaman Spell
Gain foreknowledge of the outcome of all random actions of minions and spells in your hand this turn. Draw a card.

Razor's Edge 3
Rare Rogue Weapon
3/1
Gain one durability whenever you activate a Combo effect.

Sleeper in the Midst 5
Rare Warlock Spell
A random enemy minion gains "Deathrattle: When this minion dies resummon it for your opponent." This effect is not visible to your opponent.
Mirror Giant 4
Epic Neutral Minion
Battlecry: Shuffle a Mirror Golem into your opponent's deck
8/8

Mirror Golem 0
Uncollectable Minion
When you draw this card, draw another card.
8/8

Imprisoned Lava Elemental 5
Epic Shaman Minion
Whenever this minion takes damage add a Lava Burst to your hand.
6/3

Magnetic Spell Attractor 4
Epic Rogue Minion
Adjacent minions must be targeted by spells or Hero Powers if they are legal targets.
5/2

Helpful Squire 4
Rare Neural Minion
Battlecry: The next weapon you play this turn costs (4) less.
3/3


Undying Troll 5
Rare Neutral Minion
At the end of each Turn, Undying Troll regains all lost Health
Deathrattle; Return Undying Troll to the field with +1/+1 for each time it returns
4/4
"We already tried killing it with fire."
Unending Swarm 4
Rare Neutral Minion
Deathrattle; Place two copies of this minion onto the field
Unending swarm gains +1/+1 for every minion with the same name on the field
"Sure, it starts with just one of therm. But before you know it? Your up to your neck in screaming hellspawned insects."
3/1

Shrink-o-Tron (3)
Rare Priest Mech
When you play a minion, give a random enemy minion -2 attack.
3/4
The gnomes were getting a little too excited about this one.
Baleful Shrink (4)
Epic Priest Spell
Give a minion -3 Attack this turn, then destroy all minions with 0 Attack.

The Final Maiden (4)
Legendary Neutral Minion
Battlecry: add four random Victims to your hand.
3/5
"If you won't stay alive, I guess I'll just have to learn from your mistakes."
Note: you only get one copy of a given Victim per Battlecry. You could conceivably get more copies with Shadowstep, naturally. But you won't play The Final Maiden and get 3x The Flirt, for instance.

Victim: the Jock (1)
Uncollectable Neutral Spell
Give The Final Maiden +2 attack.

Victim: the Flirt (1)
Uncollectable Neutral Spell
Give The Final Maiden taunt.

Victim: the Mystic (1)
Uncollectable Neutral Spell
Give The Final Maiden divine shield.

Victim: the Best Friend (1)
Uncollectable Neutral Spell
Give The Final Maiden charge.

Victim: the Alpha (1)
Uncollectable Neutral Spell
Give The Final Maiden windfury.

Victim: the Flake (1)
Uncollectable Neutral Spell
Give The Final Maiden "Deathrattle: summon a 3/3 Paranoid Survivor."

Victim: the Nerd (1)
Uncollectable Neutral Spell
Give The Final Maiden stealth.


Dryad Scout (3)
Epic Druid Minion
When this minion takes damage, put a Wisp into your opponent's hand. It costs (2).
3/4

Crono's Sword (3)
Legendary Warrior Weapon
Deathrattle: Shuffle X-Strike into your deck.
3/2

X-Strike (2)
Uncollectable Warrior Spell
Deal 4 damage and shuffle Triple Raid into your deck.

Triple Raid (2)
Uncollectable Warrior Spell
Deal 8 damage.

The Innkeeper (3)
Legendary Neutral Minion
Battlecry: add a random Hero Power to your hand. It costs (0).
2/4



Bladestorm
Epic Warrior Spell 4
Deal damage to all minions equal to the number of minions in play.

Moonfire 0
Common Druid Spell
Deal 1 damage. Gain Spell Damage +1 this turn.

Syndicate Bookie
Rare Neutral Minion 2
Whenever you Joust, reveal two cards from your deck instead and select the highest mana cost.
2/2
The Defias ain't the only game in town, friend.

Cho'Gall
Legendary Neutral Minion 8
8/16
Battlecry: Replace this minion with Cho and Gall.

Cho
Uncollectible Neutral Minion
6/8
Taunt
Split all damage taken with Gall.

Gall
Uncollectible Neutral Minion
2/8
Spell Damage +3
Split all damage taken with Cho.



Professional Upgrade 2
Epic Mage Spell
Transform all spare parts in your hand into random mage spells.
I'm pretty sure this blade is actually a flamecannon with just a LITTLE bit of work.


Psychic Slug 5
Epic Neutral Minion
You can see the mana cost of cards in your opponents hand.
3/6



Faceless Legionnaire (Shaman Card)
3 Mana, Overload (1)
2/5
Battlecry: Copy the text of a card in play.


Frothing Boneguard 3
Rare Priest minion
Whenever a minion takes damage gain 1 health.
4/1
Dragonkin Disciple 2
Rare Neutral Dragon
Deathrattle: If you're holding a Dragon, return this to your hand.
2/1

Moonrunner 5
Epic Neutral Minion
Taunt. Divine Shield. At the start of your turn, Silence, then deal 1 damage to all friendly minions.
4/5





Captain Alliance 6
Legendary Paladin Minion
Divine Shield. This minion is Immune while attacking.
5/5



Mimicking Shadow 1
Epic Rouge Minion
Can't attack.
Whenever your hero attacks, ~ attacks the same target.
3/2

Worgen Fugitive 5
Common Neutral Minion
Stealth
Enrage: Stealth.
5/4

Drakonid Tyrant 5
Rare Warrior Dragon
Taunt.
Battlecry: The next non-dragon minion you play costs (3) more.
7/6



Rodents of unusual size 3
neutral rare beast
This minion has +4/+4 during
the opponents turn
2/2

Reverting Arc 2
epic shaman spell
Deal 2 damage to two random enemy minions
At the start of your next turn, return this to your hand
Overload 4

Protective Cryomancer 4
(Epic mage minion)

Battlecry: freeze target character and make it immune until the start of your turn
2/2
Safety tipp #5: Donīt drink the CoolAid




Shalamayne 6
Epic Warrior Weapon
Attacking doesn't cost durability if you have no minions.
5/1


Perpetual Motion Saw 10
Epic Warrior Weapon
4/∞


Temporal Rift 10
Epic Mage Spell
Play all the cards in your hand randomly, at 0 cost.
If there are no cards in your hand, draw 7 cards instead.


Binding Hammer 2
Rare Shaman Weapon
Overload (2). Deathrattle: Summon a Liberated Elemental.
2/3

Liberated Elemental 3
Uncollectible Shaman Minion
Overload (1). Windfury.
3/3



Gnome Chef - 2
Epic Neutral Minion
At the beginning of your turn, add a random dish to your hand.
1/4
He always tries to make pizza, he's just really bad at it.

Dishes:
Banana split - 1
Give your rightmost minion +1 attack and your leftmost minion +1 health.

Deviled egg - 1
Summon a 1/1 demon with charge.

Fried Chicken - 1
Deal 1 damage. Restore 1 Health to your hero.

Ultar, of the Holy Swords - 8
Legendary Paladin Minion
Battlecry: Summon 3 minions that died this game with mana cost 2 or less. They get +1/+1
4/4

When you play Ultar the field turns bright yellow, almost making it impossible to see it underneath. It then fades except in the places where the resurrected minions are. When the rest of the field is returned to normal a sword of light flies from Ultar to the bright spots in turn, making the light burst out, revealing the minion underneath.



Memory Cram 2
Epic Mage Spell
Draw cards until your hand is full. At the end of the turn, discard your hand.

onasuma
2016-08-09, 06:16 AM
Deck Twister 3
Uncollectable neutral minion
Battlecry: Replace all class cards in your hand and deck with another classes.
4/2

Your deck would be 5 of these, 18 random minions and 7 spells.

Jormengand
2016-08-09, 08:37 AM
Is it bad that both of the cards I won with are weapons that you can swing with forever? :smalltongue:

Ninjaman
2016-08-09, 04:34 PM
Ogre Seer - 3
Rare Neutral Minion
Whenever you draw a card, give your opponent a copy of that card.
5/5

Beelzebub1111
2016-08-11, 01:25 AM
Forbidden apprentice 3
Epic Mage minion
At the end of turn, cast a random spell with a cost of your remaining mana(Targets chosen at random)
2/3

Keledrath
2016-08-11, 07:22 AM
Forbidden Spellshaper 2
Epic Mage minion
At the end of turn, spend all your mana and cast a random spell that costs that much. (Targets chosen at random)
2/3

If you have more than one of these out, do the rest spam out 0 mana spells?

Gandariel
2016-08-11, 07:28 AM
That would make Shaman super OP. Just think of that Totemic Might value! !

Keledrath
2016-08-11, 08:40 AM
That would make Shaman super OP. Just think of that Totemic Might value! !

I'd actually say druid. Because you get either moonfire for a free point of damage, or innervate and the next one gets a 2 drop spell

Jormengand
2016-08-11, 08:49 AM
I'd actually say druid. Because you get either moonfire for a free point of damage, or innervate and the next one gets a 2 drop spell

The moonfire is on a random target, though, so it's not that great. But I'm assuming by random spell it means any random spell, not just one from your class, because some classes don't have spells at all mana costs.

Beelzebub1111
2016-08-11, 10:51 AM
If you have more than one of these out, do the rest spam out 0 mana spells?

Yeah, I think I'm going to change that.

Grytorm
2016-08-12, 10:04 AM
Took me a while to come up with a card.

WizKids First Portal 0
Rare Mage Spell
Summon a minion that costs what you paid for this.
Inspire: Increase the cost of this spell by 1.

The Glyphstone
2016-08-13, 07:43 PM
Judgement Day cometh?

GAAD
2016-08-13, 09:09 PM
The Judgernaut has spoken! Which Tavern Brawl has answered the call?

Holy RANDOM Batman! Goes right in Casino Mage and Randuin. However, this is extremely complex and overpowered.
Mhmhmhmhmhmhm... :smallamused: By the Power of Yogg-Saron, I have the POWAH! Seems overpowered if you choose no target, because odds are it completely clears the enemy board or plays an overcosted minion.
Holy randomness! Well, I guess I asked for this, didn't I? This is interesting, but I can't really see it being used as it would require technical overhauls, and Blizzard is a small indie company for which the technology to make Purified 4 mana 7/7s fun and interactive isn't there yet.
Well. This is interesting! Could potentially screw you over, and it's a yogg effect that either player can trigger. Good on you!
I'm guessing blue, red, yellow, yellow. How many right? As for the card, it's comparable to Museum Curator, which saw play, and it's a great addition to Burgle Rogue. Ethereal Peddler away! Good on you!
Well, good brawl idea, and a conditional random card generator 1/1 for 1 is in the game. So, is this better than Babbling Book? I think it is; having a minion of a specific mana cost is good, and I think mech decks could use the help in Standard. Good on you!
Excellent idea, but this is just far too snowbally a card for 1 mana. Either it does nothing, or it flat out wins the game.
Now this will be a Brawl Zevox will absolutely HATE. :smalltongue: Seems fun!
Now, Portalmaster, you face KAOOOS! Maaster of all eeeeviiil! Awesome brawl, and I'd rather run Emperor Cobra to avoid accidentally buffing the opponent's minion.
What a brawl! What a brawl. And repeated card draw seems good, even if it's a bad card at least it's something.
Kind of boring, and INCREDIBLY overpowered for 2 mana! Plus, what happens if it hits itself?
So Renounce Darkness on a stick that keeps your HP? Interesting! I like it!
So a better King Mukla, eh? I dig it. I like a big body at the cost of giving your enemy free Mind Visions. Good on you!
Finally a counter to Heroic Baron Geddon! And goes right in Casino Mage as well.
Interesting! Since we know 8 is the sweet spot, this brawl would limit hero powering a lot after we get to that point! And I can definitely see that in Constructed as well! Good on you!

Murloc Acolyte, Mastermind, GVG Engineer, Deck Twister, Ogre Seer, Wizkids First Portal
It's a hard pick, but I really like the constructed AND brawl implications of CarpeGuitarrem's Mastermind! Good job bro!

CarpeGuitarrem
2016-08-14, 12:09 AM
Oh snap!

Well, guess it's my turn to come up with an idea...here goes nothing.

Make a card that uses stealth!

While you can technically just make a vanilla card with stealth, that won't really let you stand out. Surprise me with your most creative ideas!

thirsting
2016-08-14, 01:22 AM
Backstabber 4
Rare Rogue Minion
Battlecry: Stealth on all other minions becomes Taunt.
Stealth.
5/3

She's a shifter. She shifts blame.


Works even after stealth has been broken, just needs the keyword to activate. Targets both friendlies and enemy minions.

Hamste
2016-08-14, 09:53 AM
Stormwind Skulker 3 mana
Rare neutral minion
Give friendly minions with stealth +2 attack.
2/3

So essentially, the first time a stealthed minion attacks it hits harder (after that it loses stealth). Synergizes with conceal quite nicely as a possible finisher and makes master of disguise a dark iron dwarf. I was going to give it stealth then I realized that would be like permanently giving all your stealth minions +2 attack and changed it.

Beelzebub1111
2016-08-14, 09:58 AM
Inconspicuous Orc 3
Epic Neutral Minion
At the end of turn, give this minion stealth
3/1

Dr.Gunsforhands
2016-08-14, 10:40 AM
Spoopifer 2
Epic Neutral Minion
Taunt
At the end of your turn, gain Stealth until another character is attacked.
1/4

The Glyphstone
2016-08-14, 11:11 AM
Smoke Bomber
Rare Neutral Minion 5
3/4
Charge
Battlecry: Target enemy minion gains Stealth until end of turn.



Obviously, intended as anti-taunt tech to clear the way for your minions. Added Charge for +1 mana to guarantee that it would have some board impact even if you had to drop it solo, though 3 damage on 5 isn't great.


3 mana for a 3-4 vanilla. +1 for Charge, and +1 for a weaker Sap effect. Seemed appropriately costed.

LastCenturion
2016-08-14, 11:25 AM
Hmm... Okay how's this?

Stalwart Knight 5
Legendary Paladin Minion
At the end of your turn, give this minion Divine Shield and the minions next to this one Stealth.
2/4

This is like the Wee Spellstopper effect or the Sunfury Protector battlecry.

EDIT: Actually never mind I'm going to make a new one. I have a better idea for how to pull this off.

Jormengand
2016-08-14, 11:39 AM
Alecya the Invisible 8
Legendary Rogue Minion.
Stealth. Never loses her Stealth.
5/8

To be clear, if you mass dispel her, she's going to lose stealth because she also loses the ability that prevents her losing stealth, but otherwise she can't lose her stealth.

LastCenturion
2016-08-14, 02:31 PM
Reluctant Justiciar - 10
Legendary Paladin Minion
Stealth, Can't Attack
Whenever an opponent attacks a minion next to this minion, they instead attack this minion.
8/12

Obviously supposed to be next to something like a Summoning Portal or an Apprentice Mage (I realize that those examples are both class-exclusive and thus impossible, but humor me) or anything else that you want to live despite it being squishy.

The Glyphstone
2016-08-14, 05:20 PM
Isn't that just a more complicated version of Taunt + Spell Immunity?

LastCenturion
2016-08-14, 06:28 PM
Sort of, with two major differences:

1) Only minions next to this one are protected; everything else, including the hero, is still fair game.

2) The controller can still target it with a spell. Lay On Hands, for example. You can't do that with Spellproof.

onasuma
2016-08-15, 01:37 PM
Ion Stones 5
Epic Mage Spell
Summon 3 Ion Stones

Ion Stone 2
Uncollectable Mage Minion
Stealth
Spell Damage +1
0/3

PsyBomb
2016-08-15, 03:35 PM
Blade of Subtlety (2)
Epic Rogue Weapon
Battlecry: give your hero Stealth until your next turn
2/1

Djinn_in_Tonic
2016-08-16, 01:04 AM
Gnomish Tunnel Transport -- 4
Rare Neutral Minion
Battlecry: Gain Stealth until your next turn.
When you play a minion, give it Stealth until your next turn.
3/4


So it sneaks in underground, and carts other minions onto the battlefield. You'll also get at least one turn out of it, making it a solid play even on turn 6 or 7 if you've got a powerful card you need to sit on the battlefield for a turn.

Yael
2016-08-16, 08:59 PM
I don't think this will get far, because it is way too unbalanced imo, but I liked it so here it goes (by me, btw).

Subtle Executioner 5
Epic Rogue Spell
All enemy minions lose Taunt.
Combo: At the end of this turn, your minions gain Stealth.http://i899.photobucket.com/albums/ac192/Uchiha_Ace/6d674f23.png~original

I based this on a finisher Rogue doesn't need, but should be fun setting an all-or-nothing for next turn.

Also, from WoW's rogue subtle skill set.

The Glyphstone
2016-08-17, 12:28 AM
Is that meant to be "Subtle' Executioner?

Ninjaman
2016-08-17, 08:20 AM
The Shadow Blade - 6
Legendary Rogue Weapon
When you attack, give a random friendly minion stealth
4/3

Yael
2016-08-17, 02:24 PM
Is that meant to be "Subtle' Executioner?

:smalleek: Fixed.

Chitarra
2016-08-18, 02:46 PM
Giving permanent stealth to minions is something the blizzard moved away from.

permanent stealth to random minions really limits the design space.

See the changes in master of disguise... from hearthstone wiki "Animated Armor was originally a neutral card, but according to Ben Brode, "it is NO FUN with Master of Disguise." "

GAAD
2016-08-19, 01:06 PM
Alo E. Verra 3
Legendary Neutral Minion
Stealth. Your hero cannot be targeted by spells or hero powers.
1/1

Why, yes, I have been facing a lot of burn decks recently; why do you ask?

CantigThimble
2016-08-21, 06:09 PM
Keeper of the Wind 4
Epic Shaman Minion
Battlecry: Give a minion with either Windfury, Stealth or Divine Shield the other two abilities until the end of your next turn.
4/4

Thanks Last, I forgot that detail. I don't think this actually changes the card's power level much though. Plans that involve minions surviving several turns are often doomed to disappointment.

LastCenturion
2016-08-21, 08:43 PM
I think blizzard decided to not give minions permanent stealth from other effects (See Master of Disguise nerf). Other than that it's a cool card that might be a little bit overpowered.

Grytorm
2016-08-22, 01:41 AM
Great I just thought up another challenge to do if I win. So I need to really think about the possibilities here.

thirsting
2016-08-22, 06:57 AM
CarpeJudgementem?

Gandariel
2016-08-22, 08:04 AM
Bloodcloak mistress 2
Rare Neutral minion
Whenever a friendly minion dies, gain Stealth.
3/1

Grytorm
2016-08-22, 10:05 AM
Twilight Teacher 4
Rare Neutral Minion
Whenever a minion you opponent controls dies summon a 1/1 Twilight Apprentice with stealth.
3/5

CarpeGuitarrem
2016-08-22, 04:36 PM
CarpeJudgementem?
Right! Looks like I'm overdue! I have to take care of a few things here, but I'll have judgment up later today.

PsyBomb
2016-08-23, 09:22 AM
-Anticipation Intensifies-

Gandariel
2016-08-23, 10:24 AM
- Intensification intensifies -

CarpeGuitarrem
2016-08-23, 11:15 AM
Okay, okay, okay, I knew I forgot something...


Backstabber 4
Rare Rogue Minion
Battlecry: Stealth on all other minions becomes Taunt.
Stealth.
5/3

Off the top of my head, I can't think of many enemy stealthed minions you'd want to hit with this, but I really dig the possible combo space this has with your own minions, like using Conceal to hit a bunch of Violet Teacher tokens, then playing this to give all your minions taunt against an aggro deck. I'm a little concerned that the statline is weak, but it being stealthed helps its survivability.



Stormwind Skulker 3 mana
Rare neutral minion
Give friendly minions with stealth +2 attack.
2/3

(I think it should be worded as "Your Stealth minions have +2 attack.") Cool variant on Raid Leader, and that's a pretty worthwhile tradeoff. I like the decision space this inspires, and given the low number of Stealth minions in the game, this isn't going to lead to some sort of degenerate massive burst combo. I like how it adds an interesting layer to board trading.



Inconspicuous Orc 3
Epic Neutral Minion
At the end of turn, give this minion stealth
3/1

Scary! Against a board with no taunts, this can perpetually hit face for 3 damage per turn! But 1-damage AoE is incidental enough that this seems like a very fair card, and any decent taunt will kill this minion. I like how this is a neat variant on Wolfrider.



Spoopifer 2
Epic Neutral Minion
Taunt
At the end of your turn, gain Stealth until another character is attacked.
1/4

I rate this card 3spoopy5me. Actually, it's a cool mechanic that forces your opponent to carefully consider how they trade, and how they sequence those trades. I really like cards that emphasize that aspect of the game. Clever design!



Smoke Bomber
Rare Neutral Minion 5
3/4
Charge
Battlecry: Target enemy minion gains Stealth until end of turn.

Interesting! It's certainly got a lot of potential power for face decks, and I think it being a neutral minion gives it a really big boost. Rogue has used Sap like this before, but I don't know that Rogue has quite as much aggro potential as other classes. (On the other hand, Aggro Shaman could just use Earth Shock as its quasi-Sap.) I do remember that Blizz changed how Bestial Wrath worked because Face Hunter was using it to bypass taunt fairly inexpensively while also gaining extra damage.



Alecya the Invisible 8
Legendary Rogue Minion.
Stealth. Never loses her Stealth.
5/8

This reminds me a lot of the Inconspicuous Orc, but with a lot heavier late-game pressure. It's 5 guaranteed damage to face, or else 5 damage on a taunt, every turn, and it's going to keep hitting for a long time. The one big thing I have a problem with is the 8 health: it's going to be hard to wipe this minion out with AoE. Endgame minions should be strong, but this is not a very enjoyable sort of strong to play against.



Reluctant Justiciar - 10
Legendary Paladin Minion
Stealth, Can't Attack
Whenever an opponent attacks a minion next to this minion, they instead attack this minion.
8/12

Interesting concept! I like how this acts as a sort of protector. That said, the Stealth doesn't seem as key to this concept; without it, the card would mostly serve the same purpose--drawing aggro.



Ion Stones 5
Epic Mage Spell
Summon 3 Ion Stones

Ion Stone 2
Uncollectable Mage Minion
Stealth
Spell Damage +1
0/3

Interesting card! I'm a bit worried at how much of a boost it gives, and requiring the enemy to deal 3 AoE damage or else take 6-damage Frost Bolts is not necessarily fun...



Blade of Subtlety (2)
Epic Rogue Weapon
Battlecry: give your hero Stealth until your next turn
2/1

Yes! Rogue needs something like this! And the 2 damage is a nice bonus, although you wouldn't want to use it that turn, I imagine. But I really like this: limited protection on your hero, in a class that takes face damage but doesn't have ways to protect the face.



Gnomish Tunnel Transport -- 4
Rare Neutral Minion
Battlecry: Gain Stealth until your next turn.
When you play a minion, give it Stealth until your next turn.
3/4

Really cool design, but it's also really powerful. It's a neutral card that has a Conceal effect baked in. Rogue already values Conceal in Miracle decks, and having a reliable Conceal that you can play on the previous turn before you drop Gadgetzan or Van Cleef is really, really, really good. Too good, I think. Making it class-specific would've made it a lot less obnoxious.



Subtle Executioner 5
Epic Rogue Spell
All enemy minions lose Taunt.
Combo: At the end of this turn, your minions gain Stealth.

Honestly, I'm not convinced that this is super-powerful. If I want the Stealth effect, I can run a 1-mana Conceal, and I only want the taunt-dispelling if I'm trying to rush lethal to face, in which case I don't need the Stealth effect. Though, this would let me set up a 2-turn lethal, which might be a nice thing for Rogue to have: you have a board of minions, you Subtle Executioner after playing something else, and you can rush face and then have a board full of almost-unkillable minions ready to rush face again. Interesting design, not sure if it's playable based on the mana cost, but it's actually kinda neat and niche. Definitely Epic.



The Shadow Blade - 6
Legendary Rogue Weapon
When you attack, give a random friendly minion stealth
4/3

Huh, cool. The weapon stats are pretty good, too. 4 attack does a lot of work against minions. It would definitely require some forethought on attacking, which I like--you don't want to accidentally waste the battlecry!



Alo E. Verra 3
Legendary Neutral Minion
Stealth. Your hero cannot be targeted by spells or hero powers.
1/1

Neat! Not hard to destroy, but still a very potent effect against specific decks, and forcing them to use their boardwipe buys a turn for you. The only decks I can think of that could somewhat cheaply remove this would be Warrior and Paladin, and those decks don't really use face-burn anyway.



Keeper of the Wind 4
Epic Shaman Minion
Battlecry: Give a minion with either Windfury, Stealth or Divine Shield the other two abilities until the end of your next turn.
4/4

A huge force multiplier on some minions! It's definitely very strong. I don't feel it's as strongly-connected with the stealth theme as other entries, but it's a cool use of keywords.



Bloodcloak mistress 2
Rare Neutral minion
Whenever a friendly minion dies, gain Stealth.
3/1

Nice and to-the-point. Also a cool, evocative effect with a potential higher power ceiling than Twisted Worgen.



Twilight Teacher 4
Rare Neutral Minion
Whenever a minion you opponent controls dies summon a 1/1 Twilight Apprentice with stealth.
3/5

Cool effect! I'm not sure how reliably it will get to trigger, but it definitely generates positive tempo compared to a Yeti once you hit a token or two. A really great Arena pick, that's for sure!


Okay, so all that said...

Gandariel's Bloodcloak Mistress--it's a neat use of the Stealth mechanic that has a high skill cap.

Dr. Gunsforhands' Spoopifer, because I'm a sucker for mechanics that create clever board states.

Psybomb's Blade of Subtlety! What can I say--I <3 Rogue, and this is a niche Rogue needs tools for, and it's a cool way of extending the boundaries of the mechanics. Nice work!

PsyBomb
2016-08-23, 12:23 PM
Nice, I won one!

So, I'm inspired by Karazan. Specifically, for the first time, we have a card featuring a playable Hero (Medihv). Your next mission, should you choose to accept it, is to create a card either featuring a playable hero, or otherwise based on one.

Judgment Day will be this Friday, due to a long trip I found out I'm making this weekend.

LastCenturion
2016-08-23, 12:45 PM
Here's a list for my own reference and so that nobody has to look it up.

Malfurion Stormrage
Rexxar
Jaina Proudmoore
Anduin Wrynn
Uther Lightbringer
Valeera Sanguinar
Thrall
Gul'dan
Garrosh Hellscream
Alleria Windrunner
Khadgar
Medivh
Lady Liadrin
Morgl the Oracle
Magni Bronzebeard

Then heroes that your cards give you...
Lord Jaraxxus
Ragnaros the Firelord

Questionable for the challenge, but these have been considered as heroes by Blizzard....
Cho'gall
Garona Halforcen
Kael'thas Sunstrider
Teron Gorefiend
Tyrande Whisperwind
Tirion Fordring
Varian Wrynn
Vol'jin.

Grytorm
2016-08-23, 02:01 PM
Very neat, just wondering out of curiosity. Would Tyrande Whisperwind be a Priest or a Hunter? I would guess Priest, but she is an archer.

thirsting
2016-08-23, 02:05 PM
Jaina Proudmoore 7
Legendary Mage Minion
Battlecry: Summon a 3/6 Water Elemental.
Freeze any character damaged by this minion.
4/5

Shh, hold still, I'm trying to think here.


This is how I remember her from Warcraft 3. Water Elemental is the same old mage card, and yes, Jaina has the same freeze effect it has.

....it would be weird though if the hero could summon itself... huh, I now see why the heroes are not cards already

The Glyphstone
2016-08-23, 02:08 PM
She's a Priestess of the Moon Goddess. She also uses a bow.

PsyBomb
2016-08-23, 02:11 PM
Very neat, just wondering out of curiosity. Would Tyrande Whisperwind be a Priest or a Hunter? I would guess Priest, but she is an archer.

Priest, but it doesn't matter much. The Medihv card is neutral, so you don't need to have it restricted to that hero's class

CarpeGuitarrem
2016-08-23, 02:11 PM
Gul'Dan (6)
Legendary Neutral Minion
At the start of your turn, discover a Warlock spell.
5/6

The Glyphstone
2016-08-23, 03:03 PM
Crystalline Transformation
Rare Warrior Spell 3
Target minion gains +1/+5, Taunt, and 'Can't Attack'.


For non-WoW players, it's based off Magni Bronzebeard, who was transformed into a crystal statue of himself after undergoing a magical ritual to communicate with the planet.

Yael
2016-08-23, 03:03 PM
My second attempt, Jaina got already her card so I'll try with Valeera.

Valeera Sanguinar 3
Legendary Rogue Minion
Combo: Enemy spells cost (1) more for each card played earlier this turn.
4/3

http://i899.photobucket.com/albums/ac192/Uchiha_Ace/5c352b28.png~original

Inspired from the comic, and her being a Blood Elf, and all. There's that.
It is not designed to be overpowered, just to have as a tool to control the enemy hand, adding the fact that Loatheb left the meta u.u

LastCenturion
2016-08-23, 03:22 PM
Tyrande Whisperwind (9)
Legendary Druid Minion
Stealth
Battlecry: Give your hero Stealth[/b].
5/5

Can we get a call from Psybomb on if these characters that were potential heroes count? I'll change this if I need.

PsyBomb
2016-08-23, 03:38 PM
Tyrande Whisperwind (9)
Legendary Druid Minion
Stealth
Battlecry: Give your hero Stealth[/b].
5/5

Can we get a call from Psybomb on if these characters that were potential heroes count? I'll change this if I need.

I'll count potentials, no problem.

moossabi
2016-08-23, 06:13 PM
Kael'thas Sunstrider
Legendary neutral minion
9 mana 5/5
Battlecry: Replace your hero power with a random spell that costs less than (5).

onasuma
2016-08-24, 10:57 AM
Avatar of Rexxar 7
Legendary Hunter Minion
Charge
Whenever you summon a minion, transform it into a 4/2 boar with charge
4/2

Beelzebub1111
2016-08-24, 12:09 PM
Morgle the Oracle 5
Legendary Shaman Murloc
Overload 2
Battlecry:Discover another Murloc and deal damage to each other minion equal to its cost
3/5

LastCenturion
2016-08-24, 12:11 PM
Morgle the Oracle 4
Legendary Shaman Murloc
Overload 1
Battlecry:Discover a Murloc and deal damage to each other minion equal to its cost.

Umm... P/T?

Beelzebub1111
2016-08-24, 01:20 PM
Umm... P/T?

Thanks. Fixed it

Gandariel
2016-08-24, 02:48 PM
Morgle the Oracle 4
Legendary Shaman Murloc
Overload 1
Battlecry:Discover a Murloc and deal damage to each other minion equal to its cost
3/5

BZZ BZZ OP alert.

This is a lightning storm that also summons a 3/2 and draws you a card, it's way too strong for the cost right now

Keledrath
2016-08-24, 03:10 PM
BZZ BZZ OP alert.

This is a lightning storm that also summons a 3/2 and draws you a card, it's way too strong for the cost right now

Not sure where you're getting that.
it's a 4 mana card (1 more the lightning storm) with overload 1.
damage is 1-3, and, most of all, hits ALL other minions, not just opponent minions.

Hamste
2016-08-24, 03:26 PM
Not sure where you're getting that.
it's a 4 mana card (1 more the lightning storm) with overload 1.
damage is 1-3, and, most of all, hits ALL other minions, not just opponent minions.

It is actually 0-6 damage, tinyfin, itself and corrupted seer are all options for standard (murloc knight is an option if paladin gets it). There are 14 options (including this card). The chance of doing 4 or more damage is 1-(12/14*11/13*10/12) or 39.5% because of discovery. There are 3 three mana cards so 1-(11/14*10/13*9/12) or 55% thanks to discovery. Elemental destruction may be a better comparison. 1 mana more with 4 less overload, a body, most likely less damage but more control and not affected by spell power.

Also to clarify does it hit itself?

Beelzebub1111
2016-08-24, 03:28 PM
BZZ BZZ OP alert.

This is a lightning storm that also summons a 3/2 and draws you a card, it's way too strong for the cost right now

Not at all. It's a 3/5, It damages ALL other minions, including your own. Damage range is typically going to typically be 1-3 in standard, 1-4 in wild with low odds of getting 6 in either one. You might be right about the cost, but not by that much.

Hamste
2016-08-24, 03:41 PM
Actually, I forgot class cards have about 4 times the weighting than neutral cards in discover (and counted vilefin which is not an option as it is paladin) the actually odds of getting 4 or more is 1-(11/16*10/15*9/14) or 70.5%. Theoretically, I could calculate the odds of getting the 3 mana cards but that is a bit harder. Incidentally, it is quite common to discover this minion from itself as it would be the only murloc shaman card in standard.

Jormengand
2016-08-24, 03:50 PM
Heroes' Host 10
Epic Neutral Minion
Battlecry: Get the effects of ALL basic hero powers at random (Priest only targets damaged allies, mage only targets enemies.)
4/4

I'm not sure what P/T to give this - in a sense, it's technically worth 14 mana (because it costs a card as well as giving you one, and 2 health is taken and given back) with no body, but in another more important sense, that's stupid.

Keledrath
2016-08-24, 04:03 PM
Heroes' Host 10
Epic Neutral Minion
Battlecry: Use ALL basic hero powers at random (Priest only targets damaged allies, mage only targets enemies.)
4/4

I'm not sure what P/T to give this - in a sense, it's technically worth 14 mana (because it costs a card as well as giving you one, and 2 health is taken and given back) with no body, but in another more important sense, that's stupid.

Does this trigger 9 inspires?

Gandariel
2016-08-24, 04:11 PM
Not at all. It's a 3/5

Oh boy, you're right, it does stay a 3/5.

It's even more broken. Seriously.

To clarify:

1) It's a 3/5
2) it costs 4 mana +1 overload
3) Draws you a card *of the type you want*: That's already probably good enough for printing
4) Is also a free board clear.

Your argument seems to be "but it also hits your stuff!".
have you ever tried Hellfire? Corrupted seer? Excavated evil?
Effectively, symmetrical effects like those are *almost* as good as the enemy-only counterpart because you just trade correctly and play around it.

Hamste
2016-08-24, 04:11 PM
Probably a lot larger body than that. You get that card, a totem, a random heal, a card and 2 damage, a 1/2 weapon, a 1/1, a random 1 damage, 3 armor, 1 more attack for 1 turn and 2 damage to the enemy face.

So it currently gives for 10 mana 5/7 of stats (spread poorly) as well as either healing, spell power or taunt or 6/6 worth of stats (spread poorly) as well as a 1/2 weapon that has 1 more attack the turn you play this and it is a cantrip (The most valuable thing about this card). The random heal, 1 more armor, 2 damage to face and random 1 damage is probably not worth much as you generally want control over where those hit and you are obviously not an aggro deck. It just seems to lose out so much in tempo.

Even if it activated inspire 9 times it probably would still be too slow.

The Glyphstone
2016-08-24, 04:12 PM
Heroes' Host 10
Epic Neutral Minion
Battlecry: Use ALL basic hero powers at random (Priest only targets damaged allies, mage only targets enemies.)
4/4

I'm not sure what P/T to give this - in a sense, it's technically worth 14 mana (because it costs a card as well as giving you one, and 2 health is taken and given back) with no body, but in another more important sense, that's stupid.

I dunno, let's break it down. It does the following:
-2 damage to the enemy hero.
-1 damage to a random enemy.
-2 Healing to a random ally.
-Summon a 1/1 token.
-Draw a card and lose 2 health.
-Equip a 1/2 weapon.
-Gain 2 armor.
-Summon a random basic Totem.
-Gain 1 Armor and +1 Attack.

So let's see. All in all, you get 3 Armor, a 2-damage swing with a 1-damage swing next turn, 1 random ping, 2 face damage, a 1/1 and a 0/2, draw a card, and either take no damage or take 2 and heal a minion for 2. It's a lot of effects, but they're all individually very weak, and only three of them are actually random in any sense.

Beelzebub1111
2016-08-24, 04:44 PM
Oh boy, you're right, it does stay a 3/5.

It's even more broken. Seriously.

To clarify:

1) It's a 3/5
2) it costs 4 mana +1 overload
3) Draws you a card *of the type you want*: That's already probably good enough for printing
4) Is also a free board clear.

Your argument seems to be "but it also hits your stuff!".
have you ever tried Hellfire? Corrupted seer? Excavated evil?
Effectively, symmetrical effects like those are *almost* as good as the enemy-only counterpart because you just trade correctly and play around it.

I get what you're saying. I updated the cost to reflect the change. Also modified it so it can't discover itself.

Gandariel
2016-08-24, 04:57 PM
I'd leave the option to Discover itself.

It doesn't really affect the power level much, and it's a needless complication.

It does seem more balanced now. Not sure if it's strong or weak, i don't really know and i don't really want to comment on it anymore. It's just that it was 100% broken earlier.

Keledrath
2016-08-24, 04:59 PM
It doesn't really affect the power level much, and it's a needless complication.

Actually, as Hamste showed, the discover occurrence bonus for class cards makes it very likely to discover itself, which now hits the entire board for 5 damage. And gives you another shot at dropping him.

Gandariel
2016-08-24, 05:04 PM
In that case, i'll just say i'm happy i'm not the judge.

I'll get back to thinking of my own card.

Dr.Gunsforhands
2016-08-24, 10:52 PM
Gelbin Mekkatorque
Hero - Mage
<2>: Add a random Spare Part to your hand.

Jormengand
2016-08-25, 09:26 AM
Does this trigger 9 inspires?

No, I've changed it so it more obviously doesn't.

Djinn_in_Tonic
2016-08-25, 10:37 AM
Warchief Vol'Jin -- 9
Legendary Warrior Minion
When you have armor, Vol'Jin has Stealth if he's a minion.
When your Hero takes fatal damage, replace it with Warchief Vol'Jin (with health equal to his toughness).
3/13


Vol'Jin's Blessing -- 2
Hero Power
Gain two armor, and add a random Priest card to your hand.

------------------------

I wanted to get the fantasy of Vol'Jin taking over after Garrosh's fall, and bringing some more of his Priest-like hijinks along for the ride, as well as getting some of his stealthy, behind-the-scenes Shadow Hunter stuff in there making him a bit hard to remove without slamming your face into Garrosh a bit first. Sadly I did have to make the Hero Power still give armor, as it messes with some Warriors WAY too much if it doesn't.

Might be a fun finisher for a Control Warrior to pick up some Control Priest cards, and opens up fun plays like equipping a weapon and slamming your Hero into something big to trigger the swap yourself.

The Glyphstone
2016-08-25, 01:26 PM
Should clarify how much health Hero Vol'Jin has, since he can pre-exist as a minion and potentially lose health in that state, whereas cards like Jaraxxus trigger instantly.

Djinn_in_Tonic
2016-08-25, 01:47 PM
Should clarify how much health Hero Vol'Jin has, since he can pre-exist as a minion and potentially lose health in that state, whereas cards like Jaraxxus trigger instantly.

Actually intentional, and why he has Stealth. The intent is that Vol'Jin is better if you can buff/protect him, but, due to the power of the auto-trigger when you would otherwise die, your opponent has time to react to it.

The Glyphstone
2016-08-25, 03:02 PM
Yeah, that's why I said it should be clarified. Right now, you'd gain the hero 'Vol'jin' with a null-value Health. Ragnaros is an 8-health hero. Jaraxxus is a 15-health hero. These coincidentally or otherwise match up with their minion stats, but if the health of Vol'Jin the Hero is indeed dependent on Vol'Jin the minion, you should at least note that somehow/somewhere. Especially if the reverse applies and you can INCREASE Vol'jin's health before it triggers.

Gandariel
2016-08-25, 03:13 PM
Jaraxxus does lose Health to Snipe and that one paladin secret.

I wonder if you get a Mistcaller or Light in the Darkness buff off... does something happen?

LastCenturion
2016-08-25, 03:17 PM
Jaraxxus from LitD stays a 3/15 as a hero, but if you Alarm-O-Bot him (or voidcaller, or anything like that) out he's a 4/16. Snipe and Redemption also trigger after the battlecry resolves, so they affect the hero and not the minion. Presumably Vol'Jin here would become a 4/12 hero no matter what buffs or damage he took before Garrosh died.

Djinn_in_Tonic
2016-08-25, 03:24 PM
Jaraxxus from LitD stays a 3/15 as a hero, but if you Alarm-O-Bot him (or voidcaller, or anything like that) out he's a 4/16. Snipe and Redemption also trigger after the battlecry resolves, so they affect the hero and not the minion. Presumably Vol'Jin here would become a 4/12 hero no matter what buffs or damage he took before Garrosh died.

Added a clause so it functions the way I was looking for it to function. Thanks for the heads up.

Grytorm
2016-08-26, 10:43 AM
Skull of Guldan 6
Legendary Warlock Weapon
Whenever your Hero takes damage, summon a random Demon and lose 1 durability.
2/5

"We are not quite certain how he got a hold of it either."


I don't quite know how to balance this. Shame I got it in in the last few seconds.

Djinn_in_Tonic
2016-08-26, 11:57 AM
Skull of Guldan 6
Legendary Warlock Weapon
Whenever your Hero takes damage, summon a random Demon and lose 1 durability.
2/5

"We are not quite certain how he got a hold of it either."


I don't quite know how to balance this. Shame I got it in in the last few seconds.

This seems...hideously overpowered, honestly.

Your Hero Power becomes "Take 2 damage, draw a card, summon a random demon."

Attacks against you give you more aggro to swing for face.

You get targeted creature removal that summons extra demons.

Not honestly sure what to suggest for balance, although I'd say it DEFINITELY needs much less durability.

-----------------------------------

Edit: Looking at the card "Bane of Doom" and "Darkbomb," summoning a random Demon seems to be worth about 3-4 mana on its own. Darkbomb is 3 damage for 2 mana, and Bane of Doom is 5 mana for 2 damage and a random demon if the target dies.

You're effectively looking at a 5-time use Bane of Doom that doesn't have to kill the target, but deals the minion's power in damage to you (yes, there are other use cases...I'm going with the one most painful to the Warlock here). That means you're probably underpriced by at LEAST 2, in my opinion.

CarpeGuitarrem
2016-08-26, 12:39 PM
To look at it another way, a random Demon is usually going to be worth 2 mana at least. All but four Demons are 2 mana or more. So when you get the effect, you'll almost always come out even on mana, and you'll gain 2 cards' worth of advantage from it (because the demon doesn't cost a card, and you draw a card), and maybe more if you pull a Doomguard or Succubus, since you don't discard cards for them.

Or, if you don't use your hero power and just take hits to face, the card reads "draw and play five Demons", albeit spread over possibly multiple turns. Cool effect, but definitely overtuned.

(You should be able to edit your entry until the judgernaut shows up. That's how I play it, anyhow.)

LastCenturion
2016-08-26, 12:41 PM
Not quite on that last point, DiT. Hitting a minion the first time will remove a durability for attacking, then for taking damage it will remove another. It's a BoD with that drawback the first two times, then you have to take damage without attacking to trigger it a third time.

Djinn_in_Tonic
2016-08-26, 12:53 PM
Not quite on that last point, DiT. Hitting a minion the first time will remove a durability for attacking, then for taking damage it will remove another. It's a BoD with that drawback the first two times, then you have to take damage without attacking to trigger it a third time.

Ah. True. Forgot about the double hit for attacking. Still -- I'd probably just let it sit and use my Hero Power or wait for them to damage me...or play Demons that damage me when I play them. Flame Imp for 2 Demons, anyone?

Grytorm
2016-08-26, 04:46 PM
Yeah, I'm going to think this through.

Attacking consumes durability, but so does summoning. 2 Charges for Board Control and a Demon.
Each Demon is worth ~2 mana.

As it stands the weapon will summon 3-5 demons over 1-3 turns.
And deal 4 damage between 2 different targets.

Shock is 1 mana, 2 shocks. So, average 4 demons, 2 big, 2 small.
Call Small Demons 2 mana, big demons 5 mana.

This, is complicated.
So, 7 I think would be a fair price?

Skull of Guldan 7
Legendary Warlock Weapon
Whenever your hero takes damage summon a random demon.
2

-or-

Skull of Guldan 6
Legendary Warlock Weapon
Whenever your hero takes damage summon a random demon.
2/4

-or-

Skull of Guldan 6
Legendary Warlock Weapon
Whenever your hero takes damage on your turn summon a random demon.
2/5

I think the current official submission will be, the 3rd version.

PsyBomb
2016-08-26, 06:32 PM
The Judgeman Cometh!

Jaina Proudmoore 7
Legendary Mage Minion
Battlecry: Summon a 3/6 Water Elemental.
Freeze any character damaged by this minion.
4/5

Feeling cool. I think it's on the high side for the cost (7/11 unconditional stats for 7, but on the other hand Twin Emps is 8/12), but the concept is great and follows the character well (plus I could see it being run in the current decks).

Gul'Dan (6)
Legendary Neutral Minion
At the start of your turn, discover a Warlock spell.
5/6

Basically one of the Soft Taunt cards, while warlock class cards tend to be balanced a hair lower than most other classes it's still a wide variety of useful things to pick up. I think of it as a mini-Ysera, though much easier to deal with. Great for The Original Warlock.

Crystalline Transformation
Rare Warrior Spell 3
Target minion gains +1/+5, Taunt, and 'Can't Attack'.

Excellent, I was wondering if anyone would do a spell, and this is perfect both for the class and character. Major anti-aggro tool for the control versions, and in a pinch can be used to stop a major enemy threat from attacking while you search for solutions.

Valeera Sanguinar 3
Legendary Rogue Minion
Combo: Enemy spells cost (1) more for each card played earlier this turn.
4/3

Thinking of some of the VanCleef chains I've seen, and since this is persistant as-worded, it is a major way to lock out enemy options. Less effective against zoo-style decks, but would make Yogg'n'load or Freeze cry for mercy. My big things is, can I see it used by current decks? Answer is yes, imagining this coming down at the tail ened of a Miracle chain is scary. I like it.

Tyrande Whisperwind (9)
Legendary Druid Minion
Stealth
Battlecry: Give your hero Stealth.
5/5

Giving perma-stealth to another minion is a no-no, and giving it to the hero is a recipe for disaster. I can't approve of a card that instantly makes it impossible for multiple decks to do anything against you forever at the low, low cost of just not attacking with your hero.

Kael'thas Sunstrider
Legendary neutral minion
9 mana 5/5
Battlecry: Replace your hero power with a random spell that costs less than (5).

Big roll of the dice. For every time you get Frostbolt or Fireball, you could get Astral Communion. Extremely powerful, though, nearly any card is going to be better than a hero power by a great deal. Consider that Moonfire and Murloc Tinyfin are hero powers, and both cost (2) more as such, and I think it's too far even at 9. Just too much chance of completely upending the game without a thing the enemy can do.

Avatar of Rexxar 7
Legendary Hunter Minion
Charge
Whenever you summon a minion, transform it into a 4/2 boar with charge
4/2

This can be played in the same turn as Unleash the Hounds for hilarity against loaded fields. Triple Huffer off of a Power? Very easy to deal with for its cost, though, really uncertain where to put this one. I just think the combo potential is too high for the top of this round.

Morgle the Oracle 5
Legendary Shaman Murloc
Overload 2
Battlecry:Discover another Murloc and deal damage to each other minion equal to its cost
3/5

Could this be what it takes to bring Murlocks back to Shaman? Well, possibly, this is something like an Elemental Destruction that happens to land a 3/5 body alongside it and get you a card... which means it's probably undercosted by at least one mana, more likely two. Still an awesome card, and one I can see being printed.

Heroes' Host 10
Epic Neutral Minion
Battlecry: Get the effects of ALL basic hero powers at random (Priest only targets damaged allies, mage only targets enemies.)
4/4

Why have one hero when you can do them all? I'm kinda picturing this to look like the Innkeeper, actually. Anyway, as a concept, it's fascinating. Each individual effect is tiny, but as a whole it's effectively 22 mana of Stuff and can shift the tide of battle by those inches. Oddly entertaining, at that.

Dr.Gunsforhands is DQed for not making a card to go with the Hero image. Pity.

Warchief Vol'Jin -- 9
Legendary Warrior Minion
When you have armor, Vol'Jin has Stealth if he's a minion.
When your Hero takes fatal damage, replace it with Warchief Vol'Jin (with health equal to his toughness).
3/13


Vol'Jin's Blessing -- 2
Hero Power
Gain two armor, and add a random Priest card to your hand.

Thematically, I think I like this one best of any of the entries. Seriously, the new Warchief takes over once again! However... did Warrior really need 13 extra health? Especially when it comes with a stream of free cards? I think this is a serious case of overkill in card design, possibly would have been better if set to trigger earlier on the life total.

Skull of Guldan 6
Legendary Warlock Weapon
Whenever your hero takes damage on your turn summon a random demon.
2/5

I'm going to do you a favor and assume you meant to also include the cost of durability whenever the ability triggers, since otherwise this would be HIDEOUSLY overpowered (especially in RenoLock). Still probably a bit too much, since there is no opportunity cost here (that damage is something you'd be taking anyway 14 times out of 15). Love the weapon, though, and picturing someone using it calls to mind the "this doesn't seem physically possible!" line from RvB.

Tough one to judge here, that's for sure, and a very close top 3.

In third place is Djinn in Tonic with Warchief Vol'jin!
In second place is LastCenturion with Tyrande Whisperwind!
In first place is Glyphstone with Crystalline Transformation!

Great job, all!

The Glyphstone
2016-08-26, 07:30 PM
Success at last!

Alright, so the new challenge:

Make me a card whose theme involves time in some fashion. Speed it up, slow it down, stop it, reverse it, travel through it, protect it, change it, live outside of it, whatever.

Hamste
2016-08-26, 07:51 PM
Out of time and Space 1 mana
Epic Rogue Spell
Target enemy minion gains immune and can't attack until the start of your next turn.


Kind of like a cheaper sap that doesn't force the opponent to play it again. Its main advantage is that it does not allow the battlecries again as well as being 1 mana cheaper.

CarpeGuitarrem
2016-08-26, 08:13 PM
Borrowed Time (0)
Epic Warlock Spell
Gain 3 mana crystals this turn only. At the end of your turn, destroy a mana crystal.
When you borrow time, you pay interest.
Borrowed Time (0)
Epic Shaman Spell
Overload 5. Gain 4 mana crystals this turn only.
When you borrow time, you pay interest.

thirsting
2016-08-26, 08:28 PM
Accidental Time Travel 2
Epic Mage Spell
Summon a 3/4 Confused Portal Tech at the start of your next turn.

Labels on portal's destination switch:
1. Tinkertown.
2. Stormwind.
3. Mom's place.
4. Tomorrow.



Confused Portal Tech 3
Uncollectable Mage Minion
3/4

Hamste
2016-08-26, 08:30 PM
Accidental Time Traveler 0
Epic Neutral Minion
Battlecry: At the start of you next turn, four of your mana crystals become empty.
3/4

Accidently portaled into yesterday. Now can't convince the stubborn other her to fix the settings.



Not overload to prevent overload synergy, and so that the mana can't be unlocked with Lava Shock or Eternal Sentinel

Turn 1 Accidental Time Traveler followed by a second would be insane. Who cares that you have -6 mana next turn.

thirsting
2016-08-26, 08:41 PM
Argh.. Yep. Redesigning.

Keledrath
2016-08-26, 08:54 PM
Turn 1 Accidental Time Traveler followed by a second would be insane. Who cares that you have -6 mana next turn.

Also the potential 0 mana forbidden shaping

The Glyphstone
2016-08-26, 09:02 PM
So it's a 2-mana 3/4 that you cast on Turn 2, but it appears on Turn 3 due to the Battlecry and you can't attack with it until Turn 4? Just want to be sure I understand the mechanics intended. Or is it meant to be like Pantry Spider/Echoing Ooze in that it appears on T2, and clones itself at the start of T3?

thirsting
2016-08-26, 09:07 PM
Stealth edited to fix that, too... Time travel is hard. Supposed to vanish, then appear at the start of next turn, as if summoned then.
Will do something to the wording later, now it's weird.

Djinn_in_Tonic
2016-08-26, 09:26 PM
Revisit Creation -- 4
Epic Shaman Spell
Randomly trigger all Battlecries on minions you control.

Beelzebub1111
2016-08-26, 09:27 PM
Borrowed Time (0)
Epic Shaman Spell
Overload 5. Gain 4 mana crystals this turn only.
When you borrow time, you pay interest.

Turn 1)Tunnel Trogg -> Borrowed Time -> Flamewreathed Faceless
Turn 2)Attack Face for 15
Turn 3)win.

Hamste
2016-08-26, 09:32 PM
Turn 1)Tunnel Trogg -> Borrowed Time -> Flamewreathed Faceless
Turn 2)Attack Face for 15
Turn 3)win.

Or you could just borrow time for flamewreathed faceless and win with or with out the trogg.

CarpeGuitarrem
2016-08-26, 09:46 PM
Point. Gonna have to consider if there's any reasonable way to make this work without making it quite so good.

LastCenturion
2016-08-26, 10:32 PM
EDIT: Apparently I misinterpreted the challenge, so I've removed my old entry. Here's my new one.

Accelerate - 3
Rare Mage Spell (Secret)
When the rope appears, destroy a random enemy minion.
Well... just don't look away from the game, you know?

It may be important to note that secrets don't trigger on your turn (with exceptions that I can never remember), so you can't trigger it yourself by waiting.

PsyBomb
2016-08-26, 11:07 PM
Soridormi 8
Legendary Neutral Minion (Dragon)
Whenever a minion dies, add a copy of that minion to its owner's hand at the end of turn.
7/9

The Bronze Dragonflight frequently needs to make sure someone survives a bad experience, whether or not they want to.

Inspired by the Caverns of Time dungeons, where if you screw up and Thrall dies the escort rewinds things.

Grytorm
2016-08-26, 11:50 PM
Druid of the Thunder 4
Common Druid Minion
Choose One: At the end of your turn gain 2 armor; or when you start your turn, your hero gains 2 attack for the turn.
3/6
Edit: Updated on next page.

So, could anyone come up with a good pair of dinosaurs?

Edit: also I wish I had more time to tinker with the skull.

PsyBomb
2016-08-27, 12:01 AM
Druid of the Thunder 4
Common Druid Minion
Choose One: At the end of your turn gain 2 armor; or when you start your turn, your hero gains 2 attack for the turn.
3/6

So, could anyone come up with a good pair of dinosaurs?

Edit: also I wish I had more time to tinker with the skull.

Not quite sure what that has to do with the Time theme

Grytorm
2016-08-27, 12:08 AM
It is a bit of a stretch. I don't know the state of Dinosaurs in WoW but on Earth they are quite extinct except for the small delicious ones. And their abilities relate to time mechanically. They give benefits at the end or the beginning of your turn.

Yael
2016-08-27, 01:00 AM
Alurmi's Deal 4
Epic Druid Spell
Choose One - Gain two Mana Crystals next turn; or Destroy a Mana Crystal from your opponent.

http://i899.photobucket.com/albums/ac192/Uchiha_Ace/3f99f23b.png~original

Based off Alurmi, obviously.

thirsting
2016-08-27, 05:01 AM
"Don't destroy enemy resources" should probably feature in next thread's title in some form. We don't want to do that in Hearthstone. Ie, no destroying cards in opponent's hand or their mana crystals.

onasuma
2016-08-27, 10:31 AM
Time Warlock 3
Epic Neutral Minion
While at least one player has cards in their deck, life totals cannot change.
0/7

neriractor
2016-08-27, 12:19 PM
It is a bit of a stretch. I don't know the state of Dinosaurs in WoW but on Earth they are quite extinct except for the small delicious ones. And their abilities relate to time mechanically. They give benefits at the end or the beginning of your turn.

bloodfen raptor is a base card, King Krush is a legendary, you donīt need to play WoW to know that there is (living) dinosaurs in it :smallsigh:

Jormengand
2016-08-27, 02:46 PM
Time Stop 10
Epic Mage Spell
Take another turn after this one.

Useful for procrastinating.

Grytorm
2016-08-27, 04:06 PM
bloodfen raptor is a base card, King Krush is a legendary, you donīt need to play WoW to know that there is (living) dinosaurs in it :smallsigh:

I would like to point out that the matter is confused by cards like Museum Exhibit and Fossilized Devilsaur. That suggests a certain level of rarity to large dinosaurs as well as a long history. Probably I will rename it to something like Druid of the Stone. Ideally if I was an artist I would depict the Druid with fossils as well as a faint portal showing a lush jungle.

The Glyphstone
2016-08-28, 12:22 AM
Dinosaurs are cool.:smallsmile:

GAAD
2016-08-28, 12:42 AM
Procrast-Inator 2
Rare Priest Mech
This minion's Attack is always equal to your unspent mana crystals.
0/4

So the whole idea is it's a mechanism for storing your wasted time.

It's a proactive Priest play on 1 or 2, as well as a lategame threat. The downside, of course, being that an early play of this minion may lead to it dying completely for free. Which means that in order to make it high attack for your opponent's turn (to play around the same problem of Validated Doomsayer) you need to not play cards, and thus waste your turn (time) which Priest does already.

Beelzebub1111
2016-08-28, 09:27 AM
Nanite bomb 10
Epic Rogue spell
Transform target minion into Grey Goo

Grey Goo 2
Uncollectable neutral minion
At the start of your turn transform the minions next to this one into grey goo
0/2

If dinosaurs count, would a future apocalypse scenario count?

CarpeGuitarrem
2016-08-28, 09:40 AM
Updated Borrowed Time. It's a Warlock card now!

Grytorm
2016-08-28, 10:14 AM
Druid of the Skull 4
Common Druid Minion
Choose One: Sharptooth Form. When you start your turn, your hero gains 2 attack for the turn; or Domehead Form. At the end of your turn gain 2 armor.
3/6

Line: I saw this at the League
Flavortext: Disclaimer: The League of Explorers does not support experimental shapeshifting - Elise Starseeker, clerk of the works

Updated version of my card. With fluffy details filled in. Art would depict a Dwarf as the character.

Dr.Gunsforhands
2016-08-28, 10:46 AM
Blast from the Past <7>
Epic Paladin Spell
Deal damage equal to the number of friendly minions that died this game. (Don't worry, the card keeps track of it in-game.)

The Sapphire Guard reunion wasn't as lively as everyone would have liked.

Chitarra
2016-08-30, 04:31 AM
Ch'kron 4
Legendary Warlock Demon
Battlecry: your next two turns will be 15 seconds long.
7/5

It's a trade, really, I give you some of my time, you give me yours...

Gandariel
2016-08-30, 02:54 PM
De Ja Wiz 5
Epic neutral minion
Battlecry: Put a copy of the last card you drew on top of your deck
3/3
Ever get that feeling of de ja vu?

You can use this to clone your win condition (Double c'thun anyone?), but you have to be able to afford the tempo loss at a moment's notice. (Note that it's not actual card draw)

Also, you *can* combo this with itself and straight up ignore Fatigue forever, but it's kind of a bad tradeoff. You basically play with 5 mana and must play this thing all the time.

Another note, you can only combo it with itself on the turn you draw it.
Which means, let's say you draw this as 8th -to-last card of your deck.

you're afraid of fatigue, so you start chaining it with itself. In short, you'll never have fatigue, but you'll always play with just 5 mana, AND you'll never see those 8 cards.


In short, I'd play it in Reno decks, but I don't really think it's OP since on paper it's a 3/3 for 5 with no immediate value

thirsting
2016-09-03, 12:38 PM
Judge Belcher
^ taunt

Because what else would anyone be doing with their weekend evenings..?

PsyBomb
2016-09-03, 01:27 PM
Judge Belcher
^ taunt

Because what else would anyone be doing with their weekend evenings..?

I like this card

The Glyphstone
2016-09-03, 08:09 PM
I'll make my Judgementation decisions two weeks ago, and post them tomorrow.

PsyBomb
2016-09-04, 03:51 PM
I'll make my Judgementation decisions two weeks ago, and post them tomorrow.

Is it tomorrow yet?

The Glyphstone
2016-09-04, 05:12 PM
Blast from the Past <7>
Epic Paladin Spell
Deal damage equal to the number of friendly minions that died this game.

I think I'd be a little less scared of this card if it targeted only minions, but then at 7 mana it needs to be powerful, and a giant face-nuke powered by the souls of all your dead Silver Hand Recruits fits that criteria. Overall, I like it.




Ch'kron 4
Legendary Warlock Demon
Battlecry: your next two turns will be 15 seconds long.
7/5

Hm. Good flavor points, but it might be a little too beefy for a 4-mana minion with essentially no drawback if you plan out your attack string during your opponent's turn.





De Ja Wiz 5
Epic neutral minion
Battlecry: Put a copy of the last card you drew on top of your deck
3/3
Ever get that feeling of de ja vu?

Definitely feeling the combo potential here, and an endless stream of 3/3's isn't terrible if you go that route either. Not great, but not awful either. Also, this has to be a Troll Mage in the art.





Druid of the Skull 4
Common Druid Minion
Choose One: Sharptooth Form. When you start your turn, your hero gains 2 attack for the turn; or Domehead Form. At the end of your turn gain 2 armor.
3/6
Dinosaurs are fun. Druids shapeshifting into dinosaurs are even more fun. I figure Domehead Form would get a lot more use than Sharptooth Form because of immediate impact, but 3/6 on Turn 4 is tough enough to possibly stick around, and that'd result in excellent tempo against aggro or midrange, better than Primal Combatant with its 5/4 statline and Inspire requirement.



Nanite bomb 10
Epic Rogue spell
Transform target minion into Grey Goo

Grey Goo 2
Uncollectable neutral minion
At the start of your turn transform the minions next to this one into grey goo
0/2

Sadly, I have no idea how this fits the theme, other than nanites=future technology. Even reflavored/named, though, I don't think it'd be a fun card. 10-mana spells should be game-changing in power, but this just locks down the opponent's board in most matchups for the rest of the game.



Procrast-Inator 2
Rare Priest Mech
This minion's Attack is always equal to your unspent mana crystals.
0/4

So the whole idea is it's a mechanism for storing your wasted time.

Nifty. I think you're right that it would generally be too weak, though, in terms of the tempo you're giving up to get a high-attack minion out.





Time Stop 10
Epic Mage Spell
Take another turn after this one.

This is literally the exact card I thought of when asking myself 'what would I enter into my own contest?' Great minds think alike, I guess, though it might actually be a bit overcosted, I'm not sure. It does nothing except bring you one turn closer to fatigue unless you have a strong board, but if you do, 'your board goes face for free' could make Pyroblast look like a wet firecracker.




Time Warlock 3
Epic Neutral Minion
While at least one player has cards in their deck, life totals cannot change.
0/7
I liked this one more at second glance that I did initially, but it's sneakily interesting. By itself, it's just a 7-health soft taunt, essentially a slightly less efficient Healing Touch, but there's a whole bunch of combo synergies. Warriors and Rogues can clear minions with their weapons unhindered. Warlocks can Hero Power without damage.




Alurmi's Deal 4
Epic Druid Spell
Choose One - Gain two Mana Crystals next turn; or Destroy a Mana Crystal from your opponent.

Sadly, offensive resource destruction and Hearthstone don't play well together, and paying 4 mana for an Innervate on your next turn is too weak to be worth it either.


LastCenturion

Accelerate - 3
Rare Mage Spell (Secret)
When the rope appears, destroy a random enemy minion.
Well... just don't look away from the game, you know?

While I like the idea, this feels a bit too much like a 'gotcha' card. Against skilled players, it'll never trigger and becomes a dead card good only for empowering Ethereal Smuggler or Avian Watcher. Salty trolls deliberately running the rope will hit it, but probably won't care. Newer players, or people who just need time to think about their plays, get a surprise punishment, which I think is the bit that pushes it slightly over the edge into 'not fun' category.



Soridormi 8
Legendary Neutral Minion (Dragon)
Whenever a minion dies, add a copy of that minion to its owner's hand at the end of turn.
7/9
Certainly a better card than her consort, but I can't help but do a direct comparison to Kel'Thuzad and see a slightly-worse version. It gets +1/+1 in stats, but puts minions into hand instead of on the field, and is also double-edged. Plus, I think the way it's worded means she would trigger upon her own death, which just gets weird.



Revisit Creation -- 4
Epic Shaman Spell
Randomly trigger all Battlecries on minions you control.
Another combotastic card. I could see this as a Druid card too, but Shaman fits, and there's several Shaman class cards that would love getting their Battlecries played again retroactively. Of course, it'd inevitably cause my Fire Elemental to shoot itself in the face for 3 and die.




Accidental Time Travel 2
Epic Mage Spell
Summon a 3/4 Confused Portal Tech at the start of your next turn.

This iteration is balanced and efficient, I like it. Sadly, that means there isn't much to say, though making it a spell does give it Mage internal class synergy.



Borrowed Time (0)
Epic Warlock Spell
Gain 3 mana crystals this turn only. At the end of your turn, destroy a mana crystal.
When you borrow time, you pay interest.

A juiced-up Innervate with a Warlock-flavored cost for the privilege. But the idea of powering out a Turn 1 Pit Lord with this terrifies me, or a T2 Doomguard. I do like the flavor though.




Out of time and Space 1 mana
Epic Rogue Spell
Target enemy minion gains immune and can't attack until the start of your next turn.
It's interesting, but I think Sap is just better. The rare cases of preventing a replayed Battlecry are outnumbered by the tempo loss you cause forcing a minion to be replayed. Though being a 1-mana card in Rogue does give it secondary value as a Combo enabler, so there's some hidden synergy built in here.

Overall, my top 3:

DjinnInTonic's Revisit Creation
Onasuma's Time Warlock
Grytorm's Druid of the Skull

And my final pick...

Grytorm, with Druid of the Skull, by a hairs-breath margin over Time Warlock, and Revisit Creation in a close-fought third.

Grytorm
2016-09-05, 10:03 AM
Ah-hahaha. AH-HAHaHa. Mhmm. Good good.

Mhmm. I think for my challenge, I would like to see cards which are available to some but not all classes. So similar to Hybrid cards from MtG.

The Glyphstone
2016-09-05, 10:11 AM
So, a card that would be dual-classed, i.e., a Paladin-Mage hybrid card?

Hearthstone isn't like MtG in that you can mix cards of different 'mana', you have your pool of Neutral cards then each class with its own exclusive card set, and you draw from your combined pool of Class+Neutral to build a deck.

Djinn_in_Tonic
2016-09-05, 10:25 AM
So, a card that would be dual-classed, i.e., a Paladin-Mage hybrid card?

Hearthstone isn't like MtG in that you can mix cards of different 'mana', you have your pool of Neutral cards then each class with its own exclusive card set, and you draw from your combined pool of Class+Neutral to build a deck.

And I think this is a specific request to break those rules slightly. I have no real issue with that, although I do question the amount of extra design space it actually gets us. *shrugs*

The easiest way to add it to the existing game would simply be a card that unlocks for both classes, with different backgrounds. I see no actual harm in that.

Gandariel
2016-09-05, 11:41 AM
And I think this is a specific request to break those rules slightly. I have no real issue with that, although I do question the amount of extra design space it actually gets us. *shrugs*

Agreed. Especially since one of the first contest winners was exactly that (I think it was from DrGunsforhands? Someone less lazy can check the Hall of fame)

thirsting
2016-09-05, 11:43 AM
Or soft approach: neutral cards (minions..) which are useful only when used by specific classes. Like Violet Illusionist, for example, giving you immunity on your own turn.

Gandariel
2016-09-05, 11:45 AM
...Which is equally useful for all classes as a Yogg-self-pyroblast-protector :P

CarpeGuitarrem
2016-09-05, 12:02 PM
So, a card that would be dual-classed, i.e., a Paladin-Mage hybrid card?

Hearthstone isn't like MtG in that you can mix cards of different 'mana', you have your pool of Neutral cards then each class with its own exclusive card set, and you draw from your combined pool of Class+Neutral to build a deck.
From what I can tell, hybrid mana is exactly like dual-classing would be in Hearthstone: it's mana that counts as one color or another.

Grytorm
2016-09-05, 12:04 PM
The easiest way to add it to the existing game would simply be a card that unlocks for both classes, with different backgrounds. I see no actual harm in that.

That's what I was thinking of. Um. Also, in the WoW TCG they had multiclass cards. For example. (http://wow.tcgbrowser.com/#!/cardid=159) andThis (http://wow.tcgbrowser.com/#!/cardid=42) and This (http://wow.tcgbrowser.com/#!/cardid=330).

I don't know enough about that game to know how classes functioned. But this does have some precedent.

The Glyphstone
2016-09-05, 12:13 PM
Yeah, I wasn't objecting, I just wanted to be sure of the parameters.

CarpeGuitarrum's card submitted to the last contest, for instance, seems like it would have been perfect here as a Druid-Warlock hybrid card.

CarpeGuitarrem
2016-09-05, 12:16 PM
Faceless Acolyte (4)
Rogue/Priest Minion
Cards from other classes cost (3) less.
1/7

Clarification: "other classes" means classes other than your own; a Priest can get discounts on Rogue cards via this, and vice versa.

Djinn_in_Tonic
2016-09-05, 12:24 PM
Ursoc, the [Ancient / Corrupted] Guardian -- [8]
Legendary [Druid / Warlock] Minion
Your hero cannot take damage.
Other [Beasts / Demons] you control gain +1/+1.
5/9

-----------

It's not a perfect match for the challenge as the card changes very slightly, but I found it more interesting to tell the Legion Ursoc storyline than the simplicity of making him a Druid/Hunter beast booster.

He's still the powerful protector that he is in the lore in both guises, but the side he fights for and protects changes based on whether or not he's corrupted. :smallbiggrin:

Edit: Will make a new card later. :smallbiggrin:

neriractor
2016-09-05, 01:33 PM
Ursoc, the [Ancient / Corrupted] Guardian -- [8]
Legendary [Druid / Warlock] Minion
Your hero cannot take damage.
Other [Beasts / Demons] you control gain +1/+1.
5/9

-----------

It's not a perfect match for the challenge as the card changes very slightly, but I found it more interesting to tell the Legion Ursoc storyline than the simplicity of making him a Druid/Hunter beast booster.

He's still the powerful protector that he is in the lore in both guises, but the side he fights for and protects changes based on whether or not he's corrupted. :smallbiggrin:

I think "your hero is inmune" is the correct wording

also: "ALL your beast/demons" gain +1/+1

also is hard to not look at this guy as weaker MalīGanis that also happens to be a druid card (unless you play something bananas like beast/demon warlock or beast/demon druid)

thirsting
2016-09-05, 02:00 PM
Parley? 2
Epic Warrior/Rogue Spell
If Pirates have not attacked this turn, give all Pirates Taunt and +3/+3 until the start of your next turn.

"No thank you, don't like veggies."



Idea is to discourage (but not prevent!) both players from attacking for a turn. If your pirates attack at all on your turn, they don't get the bonus (edit: other types of minions may attack - arbitrary fluff decision). Doesn't matter if they do so before or after casting this.
Pirates would heal from the +3 temporary bonus, but most of them are so fragile anyway that I don't think it matters much.

Djinn_in_Tonic
2016-09-05, 02:04 PM
also is hard to not look at this guy as weaker MalīGanis that also happens to be a druid card (unless you play something bananas like beast/demon warlock or beast/demon druid)

Damn. Always forget Mal'Ganis is a card. Time to make some adjustments.

LastCenturion
2016-09-05, 03:42 PM
Burned-out Death-mech - 6
Epic Rogue/Priest Mech
This card costs 5 mana less.
Battlecry: Give this minion -5/-5
6/8

It's a powerful card that gives Priest and Rogue both a much-needed boost while synergizing with cards like Purify. When it's played, it's a 1/3 for 1, which is already better than most Priest one drops. Rogues don't have quite as much use for this card, but they're in a bad spot in the current meta and this doesn't really fit with any other class. Maybe a Warrior could get value with Varian Wryyn, but that seems like too niche of an interaction to net Warrior another powerful card. Intended art is a the 2/1 Mech dragon-thing (Mr. Bitey) from that one four drop 2/4, neither of whose names I can recall, except with the background more on fire and the eyes black instead of white.

EDIT: Increased cost, added cost reduction aura. This is to synergize with jousting and rogue cards that like high mana costs.

Jormengand
2016-09-05, 04:48 PM
Militant Inquisitor 5
Epic Paladin Minion
Divine Shield. When a player ends their turn, if this card has lost its Divine Shield, transform it into Sacred Assassin
3/3
----------
Sacred Assassin 5
Epic Rogue Minion
Stealth. When a player ends their turn, if this card has lost its Stealth, transform this into Militant Inqisitor.
3/3

Yes, it gets its stealth or divine shield back. So if you're a rogue with a stolen charge in hand, and play it, you can make it attack and lose its stealth, then transform into Militant Inquisitor. Then, if your opponent breaks the shield then it will transform and get its stealth back. It always ends up as an unbuffed 3/3 with one of stealth or divine shield.

neriractor
2016-09-05, 07:32 PM
Parley? 2
Epic Warrior/Rogue Spell
Give all Pirates that did not attack this turn Taunt and +3/+3 until the start of your next turn.

"No thank you, don't like veggies."



Idea is to discourage (but not prevent!) both players from attacking for a turn.

What stops you from attacking after you cast the spell?

thirsting
2016-09-06, 01:47 AM
What stops you from attacking after you cast the spell?


Nothing, but then the minions who attack instantly lose the bonuses before they attack, so they get no gain. Hm, although... might try wording it so that if ANY minion attacks, everyone loses bonuses. Edit: Done. Might have to revert that though, not sure yet.

onasuma
2016-09-06, 03:57 AM
Wild Scavenger 5
Rare Druid/Hunter Minion
Battlecry: Gain +1/+1 for each friendly beast that died this game.
1/1

Yael
2016-09-07, 01:08 AM
Too bad I didn't deeply think about my card last entry.

Anyway, here goes this one's!

Rogue Wizard {4}
Epic Mage/Rogue minion
Spell Damage +2.
Combo: Discover a spell (from your opponent class).
3/2
http://i899.photobucket.com/albums/ac192/Uchiha_Ace/585a8de0.png

Not just because of the combos and classes, this minion is based off the Rogue Wizards from Warcraft 3, those guys were tough, and the concept also fits :smallbiggrin:

GAAD
2016-09-07, 02:02 AM
Oh sweet Kiia, this is PERFECT for me!

You sure? All right, I'll make you a card.

Phoenix Autumn 7
Legendary Mage/Warrior Minion
Taunt. Whenever this minion takes damage, gain Spell Damage+1 and deal damage to all enemy minions equal to your Spell Damage.
4/6

Djinn_in_Tonic
2016-09-07, 06:19 PM
Hmmm. Take two.

-----------------------

Saidan Dathrohan -- 7
Legendary Paladin / Warlock Minion
Whenever you play a minion with a cost of 3 or less, give it +2/+2 and Divine Shield / +1/+1 and Battlecry: Draw a card.
4/7

-----------------------

Based on the Paladin who was possessed by the Demon Lord Balnazzar: he's a stalwart champion of the Order of the Silver Hand until he falls, whereupon he becomes a minion of the Burning Legion and hastens the overrunning of Azeroth.

I know it's not STRICTLY a mirror effect, but I preferred to interpret this as a single card played in two decks, and putting a change on the effect (but keeping the "bonus this class cares about for small minions") tells a story, which is more interesting to me than simply identical placement in two separate decks.

Warmatt
2016-09-07, 06:41 PM
I have two cards, and not sure which one to be submitting.... eh, I'll submit the Mage/Priest idea.


Light-Touched Arcanist 7
Epic Mage/Priest Minion
Whenever you cast a spell, place a copy of it into your deck
Inspire- Discover a Mage or Priest Spell
2/4
"Trust in the light, and it will provide... mostly with spells to heal allies and smite heathens."

Now, the reason for the exact combo is a touch... well, it actually rests in the thing there. The Light Provides, and what does it provide best? Means to heal allies and blast the forces of darkness with overwhelming peace and kindness. So, what does each classes hero power have to do with it? Priest heals, Mage sends bolt of fire, both are 'of the light', holding together it's restorative and destructive sides. So, what does this sucker do?

It is your access point to the lights armory of righteousness my brothers and sisters.

Ninjaman
2016-09-08, 05:31 AM
Warlof - 5
Legendary Hunter/druid minion
Battlecry: Beast you control get +1/+1 this turn.
Whenever a friendly beast dies, heal your hero 2.
4/4

Hamste
2016-09-08, 05:57 AM
Selfless Protector 4 mana
Rare Shaman/Warrior
Taunt
Other minions you control gain elusive
3/4

As the name suggests it it is useful for protecting other cards. Warrior for example could protect a frenzied berseker or armor smith while shaman could protect their important totems with it. Elusive is just the unofficial name for the effect fairy dragon and a few other cards have.

PsyBomb
2016-09-09, 11:19 PM
Echeyakee, the White Lion (7)
Legendary Druid/Hunter Minion (Beast)
Battlecry and Deathrattle: Draw a Spell
7/6

Misothene
2016-09-10, 12:29 AM
Frontline Medic 2
Common Priest/Paladin Minion
At the end of your turn, restore 1 health to a random damaged friendly character.
2/3

Dr.Gunsforhands
2016-09-11, 06:17 PM
Raider's Cutlass 3
Rare Rogue/Warrior Weapon
Battlecry and Deathrattle: Summon a 2/1 pirate
2/2

The Glyphstone
2016-09-12, 03:55 PM
Eredar Judicator
Rare Paladin/Warlock Minion 6
4/4 Demon
Divine Shield
Whenever you draw a card, gain Divine Shield.

PsyBomb
2016-09-12, 07:28 PM
Glyphstone, is the Eredar supposed to be a Demon? It isn't at the moment.

The Glyphstone
2016-09-12, 08:40 PM
Ooh, that makes sense actually, I'll patch it in.

Grytorm
2016-09-12, 09:53 PM
I like the submissions so far. And its been about a week. So I will be posting the results either tonight or tomorrow morning. I will check again before posting.

Gandariel
2016-09-13, 03:14 AM
Staff of Morgl 3
Epic Paladin/Shaman Weapon
Whenever you draw a card, transform it into a random Murloc
3/3

Grytorm
2016-09-13, 10:08 AM
Faceless Acolyte (4)
Rogue/Priest Minion
Cards from other classes cost (3) less.
1/7
A straightforward card working off of these classes shared mechanics. You were pretty careful with this, Ethereal Peddler to contrast is efficient for its cost.


Parley? 2
Epic Warrior/Rogue Spell
If no minion attacks this turn, give all Pirates Taunt and +3/+3 until the start of your next turn.

"No thank you, don't like veggies."
I like this one. Many of the Pirate cards have been offensive. And this adds some stall to Rogue and give slower warrior decks a synergy option for Pirates. Would be hilarious with bolster.


Burned-out Death-mech - 6
Epic Rogue/Priest Mech
This card costs 5 mana less.
Battlecry: Give this minion -5/-5
6/8
It is an unusual concept. And I like the possible synergies in Priest. In theory Purify, but it also provides a 1 drop for resurrect and Onyx Bishop. I like the card, but I donít really know what really makes it a Rogue card.


Militant Inquisitor 5
Epic Paladin Minion
Divine Shield. When a player ends their turn, if this card has lost its Divine Shield, transform it into Sacred Assassin
3/3
----------
Sacred Assassin 5
Epic Rogue Minion
Stealth. When a player ends their turn, if this card has lost its Stealth, transform this into Militant Inqisitor.
3/3
I enjoy this effect. Although it has the weird flavor problem that the Assassin will probably die on its mission. Probably would be safe as a 3/4, but overall a fairly unique way of approaching the challenge.


Front-line Tactician 3
Epic Druid/Shaman Minion
When your hero attacks, give your minions +1 attack.
2/3
This is clever, it synergies with both heroes in different ways. I would have called it conservatively costed until I noticed that he gives a permanent buff. Donít love the name, it sounds more like a neutral or Warrior minion. Other than that I like it.


Rogue Wizard {4}
Epic Mage/Rogue minion
Spell Damage +2.
Combo: Discover a spell (from your opponent class).
3/2
This would probably see play. At the very least as a one of in Freeze mage which sometimes runs Frigid Snowball. Blizzard overall has been pretty conservative with spell damage. I would really enjoy trying something like this which has been pushed a little.


Phoenix Autumn 7
Legendary Mage/Warrior Minion
Taunt. Whenever this minion takes damage, gain Spell Damage+1 and deal damage to all enemy minions equal to your Spell Damage.
4/6
Phoenix Autumn is interesting, but I donít know how good she is. I donít know anything about the flavor but the Gurabashi Berserker mechanic works well in both classes. It seems like it will clear the board or get hit by a fireball. Also, this makes an insane combo with Bouncing Blade.


Saidan Dathrohan -- 7
Legendary Paladin / Warlock Minion
Whenever you play a minion with a cost of 3 or less, give it +2/+2 and Divine Shield / +1/+1 and Battlecry: Draw a card.
4/7
Fun effect, it is the first card of this style at the higher end of the curve. I would be interested to try it in some kind of slower zoo deck. Overall a solid card.


Light-Touched Arcanist 7
Epic Mage/Priest Minion
Whenever you cast a spell, place a copy of it into your deck
Inspire- Discover a Mage or Priest Spell
2/4
"Trust in the light, and it will provide... mostly with spells to heal allies and smite heathens."
Comparing it with Saraad, this probably could use a bigger body. But both of the effects are cool and help with the fatigue game. But I sincerely doubt you will ever be able to use both of the abilities.


Warlof - 5
Legendary Hunter/druid minion
Battlecry: Beast you control get +1/+1 this turn.
Whenever a friendly beast dies, heal your hero 2.
4/4
Decent, I like that it gives a healing option to hunter and some synergy options with cards like Unleash. Its body puts it into the needs testing category, but I would be happy to see this in the game.


Selfless Protector 4 mana
Rare Shaman/Warrior
Taunt
Other minions you control gain elusive
3/4
I wish this mechanic had been explored a bit more, I have no idea what class the mechanic is associated with but Shaman seems like a pretty good choice. I like it more than Wee Spellstopper.


Echeyakee, the White Lion (7)
Legendary Druid/Hunter Minion (Beast)
Battlecry and Deathrattle: Draw a Spell
7/6
Hooray, control Hunter tools. Decent stats, and a cool name. I would enjoy this card in both classes. Keeping it a class card is definitely a good idea. Otherwise this might be a new Doctor Seven.


Frontline Medic 2
Common Priest/Paladin Minion
At the end of your turn, restore 1 health to a random damaged friendly character.
2/3
Miniaturized Ragnaros, Lightlord. This isnít too exciting on the surface but it would help fill out the curve and provide a solid arena pick.


Raider's Cutlass 3
Rare Rogue/Warrior Weapon
Battlecry and Deathrattle: Summon a 2/1 pirate
2/2
Good design and good name. Probably around the same power level as Muster, and like that card this can be run either with or without support. One Eyed Cheat, Bloodsail Corsair, and Sky Captain all come to mind.


Eredar Judicator
Rare Paladin/Warlock Minion 6
4/4
Divine Shield
Whenever you draw a card, gain Divine Shield.
I like the flavor of a demonic paladin, makes me wonder who he might have been before joining the Legion. Reminds me of Cobalt Guardian, it does have some of the same problem of being hard to make stick. But it triggers much more reliably and comes down with a shield.


Staff of Morgl 3
Epic Paladin/Shaman Weapon
Whenever you draw a card, transform it into a random Murloc
3/3
This is hilarious. Some would call this a drawback. Some would call this the main feature. I have no idea how often I would hold the last charge of this weapon.



With the bronze medal is Misotheneís Frontline Medic. It lacks the flash of the other two victors, but it is always nice to see Paladin get a 2 drop.


Silver goes to PsyBombs Kimba the White Lion. Overall a solid design and a good tool for both of those classes.


Congratulations to Doctor Gunsforhand for his Raiderís Cutlass. Efficient enough to see play in many types of decks and it adds another Pirate card for some pretty good plays. Now I kind of wish it was named, Excalibarrr.

Honorable mentions go to: Jormengard, Yael, GAAD, Ninjaman, The Glyphstone and Gandariel. Best of luck to all of you in the next contest.

PsyBomb
2016-09-14, 04:22 PM
Guns? Got a challenge for us? I'm clear of quests, so I need something to do :smallbiggrin:

Djinn_in_Tonic
2016-09-15, 11:55 AM
Guns? Got a challenge for us? I'm clear of quests, so I need something to do :smallbiggrin:

Agreed. :smallbiggrin:

Yael
2016-09-15, 07:38 PM
Agreed. :smallbiggrin:

I'm going agree with both posters before me. I want to top or win! :smallamused:

Dr.Gunsforhands
2016-09-15, 07:54 PM
Oh! I won! Hooray! Sorry, I guess I haven't checked the thread for a couple of days. Let's see...

Make a card that nails the feeling of something lazy, sloppy, or half-hearted. Flavor counts, obviously.

Maybe a slapdash improvisation spell, maybe a minion with loyalty issues or second thoughts about fighting, or maybe just something like Nat Pagle. I think you all have a lot of creative freedom here.

Warmatt
2016-09-15, 08:09 PM
Doom Pug 3 or 6
Epic Druid Minion
Enemy minions abilities only have a 50% of activating
If you paid 6 mana, enemy minions have a 50% chance of attacking the wrong target as well
Beast
1/4
"Behold, the secret weapon against those that threaten the wilds!"

Basically, it's part gag on the Druids 'Choose one' theme, and the multiple mana costs found in Whispers of the Old Gods (not exactly the same, but eh), and something based off the Ogres. Play for 3, and there is a 50% chance anything enemy minions battlecries, deathrattles or triggered abilities just don't work. Play for 6, and there is also a 50% chance of them swinging at a random target.... which could still be the Doom Pug or your Druid.

Emerald Doom Pug 5
Epic Druid Minion
All minions never lose Summoning Sickness
1/4
"Behold, the secret weapon against those that threaten the wilds!"

LastCenturion
2016-09-15, 08:16 PM
Nap Time - 6
Rare Priest Spell
Silence and Freeze all minions.
Draw a card.
Sometimes, it's... *yawn* better to just *yawn* go... to... zzzzzzzzzzzzzzzzzz
Actually, looking at the side bar...

Fired Giant - (-8)
Rare Neutral Minion
Whenever a minion dies while this is in your deck or hand, this card costs one more.
This minion cannot be played if it costs less than one (1).
8/8
Somebody told him "job's done!"

Another giant card alongside Arcane, Molten, Sea, Clockwork, Mountain... there's a lot of them, actually. I need to note that playing this while the mana cost is negative doesn't actually give you mana. This card also loses jousts to... everything, really. Bonus points if you can Tracking it, as many "HS Bugs" videos have shown that effects that apply while a card is in your deck actually are remembered and applied on draw.

EDIT: I just realized that this card is an automatic two-of in any aggro deck. I'm not sure how to fix this, because as is you can play two of them with a Flame Imp on turn 1. Please help.
EDIT2: Added the last line and "or hand" to the first ability. This way you can still play it even if it's in your opening hand.

Djinn_in_Tonic
2016-09-15, 08:27 PM
Potluck Abomination [3]
Rare Neutral Minion
Battlecry: Gain each of power, toughness, and abilities from a random minion that died this game.
1/1
If necromancy is an art, this golem is barely a finger-painting. I mean, come ON. Couldn't you find better legs on this battlefield?

------------

The effect is oddly worded (help appreciated, but it's an odd effect, so there may not be precedent for the wording), but it effectively takes the power from a random target, the toughness from a random target, and the abilities from a random target (all targets can be the same, or different), and adds them to the 1/1 base minion. It's costed so it's likely to be efficient, but you never know. Played on curve it's likely a 4/3 or smaller, and waiting isn't assured to get better results, so I'm okay with the occasional lucky roll.

Yael
2016-09-15, 08:29 PM
Oh, I think I get it. Can it be powerful?

Wild Blast [5]
Epic Mage Spell
Deal 5 damage. Deal 5 damage split among enemy characters. Take 5 damage.

''Waaaaaa!''
- Unexperienced mage.

:smallbiggrin:

Also, pic.http://i899.photobucket.com/albums/ac192/Uchiha_Ace/0181154e.png (http://s899.photobucket.com/user/Uchiha_Ace/media/0181154e.png.html)

Beelzebub1111
2016-09-15, 09:00 PM
Mr. Sandman 3
Legendary Neutral Minion
Summoning Sickness lasts an extra turn.
3/4

"Just five more minutes..."

PsyBomb
2016-09-15, 09:26 PM
Goblin Do-Not-Disturb Sign (3)
Rare Neutral Mech
Can't Attack, Taunt
Whenever this minion is attacked, deal 4 damage to all characters
0/4

"That Fizzle's?"
"Yeah"
"Whatever happened to him?"
"He disturbed it"

@LastCenturion: you could just add a note that it isn't playable until its cost is at least 0

Gandariel
2016-09-16, 01:35 AM
Nap Time - 6
Rare Priest Spell
Silence and Freeze all minions.
Draw a card.
Sometimes, it's... *yawn* better to just *yawn* go... to... zzzzzzzzzzzzzzzzzz
Actually, looking at the side bar...

Fired Giant - (-8)
Rare Neutral Minion
Whenever a minion dies while this is in your library, this card costs one more.
8/8
Somebody told him "job's done!"

EDIT: I just realized that this card is an automatic two-of in any aggro deck.

Fixed it for you :D

Jormengand
2016-09-16, 08:26 AM
Murozond 8
Legendary Neutral Dragon
Each player can only make one attack and play one card each turn.
8/8

The only way to beat this guy is by throwing hourglasses at him. Who knew?

Hamste
2016-09-16, 08:43 AM
Lazy Apprentice 2 mana
Rare Neutral Minion
Spells cost 1 more
2/2

Mana Wrath is their best friend.

thirsting
2016-09-16, 10:55 AM
Unmotivated Boulderfist 4
Common Neutral Minion
Each turn has 50% chance to be too tired to attack.
6/7

"maybe feel like smashing, maybe not feel like smashing"

Chitarra
2016-09-16, 11:05 AM
Champion of Whatever 3
Epic Neutral Minion
Battlecry: gain Divineshield, Windfury, Charge or Taunt at random.
3/3

I fight for... uh, wait let me check...

Keledrath
2016-09-16, 11:16 AM
Some Demon 3
Epic Warlock Demon
Battlecry: Discard 3 cards, deal 8 damage to your hero, and destroy a mana crystal
Charge, Taunt
8/8

Yeah...it's...uh...a DEMON!

Djinn_in_Tonic
2016-09-16, 11:29 AM
Some Demon 3
Epic Warlock Demon
Battlecry: Discard 3 cards, deal 8 damage to your hero, and destroy a mana crystal
Charge, Taunt
8/8

Um...yes? Warlock decks that want this often burn through their own hand super fast, don't need huge mana pools, and are fine with trading health. At WORST this is probably a turn 4-5 8/8 taunt that deals 8 damage to both players and eats a bunch of your opponent's minions or a big spell removing it.

The Charge/Taunt combo make this largely a "can't lose" situation save the rare instances where your Zoolock is lower health than your opponent.

I know the downside seems big, but I can't imagine NOT running this in Zoolock.

Keledrath
2016-09-16, 11:36 AM
Um...yes? Warlock decks that want this often burn through their own hand super fast, don't need huge mana pools, and are fine with trading health. At WORST this is probably a turn 4-5 8/8 taunt that deals 8 damage to both players and eats a bunch of your opponent's minions or a big spell removing it.

The Charge/Taunt combo make this largely a "can't lose" situation save the rare instances where your Zoolock is lower health than your opponent.

I know the downside seems big, but I can't imagine NOT running this in Zoolock.

See? Lazy, sloppy, and half hearted efforts at balance as well as theme :P

The Glyphstone
2016-09-16, 11:37 AM
Pay To Win
Legendary Neutral Minion 1
30/30
Charge, Mega-Windfury

Keledrath
2016-09-16, 11:37 AM
Pay To Win
Legendary Neutral Minion 1
30/30
Charge, Windfury

Nah, this would be a new Mage Basic.

The Glyphstone
2016-09-16, 11:39 AM
Card art is just a closeup of a salt dispenser.

Djinn_in_Tonic
2016-09-16, 11:47 AM
Pay To Win
Legendary Neutral Minion 1
30/30
Charge, Windfury

I feel like this also needs "Is always in your opening hand." Feels a little weak currently.

Hamste
2016-09-16, 12:05 PM
I feel like this also needs "Is always in your opening hand." Feels a little weak currently.

Don't forget to make it have a 100% occurrence rate in mage arena drafts, they have been seemong a bit weak lately.