Intense Magic Card Design Competition
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BY FIRE, GET DUNKED!
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This Week's Theme: Intense Magic
It's time we started casting some real spells around here!
- You must create a 10-mana spell
- Your spell must simply cost 10 mana - there's only 10 in the game right now, so plenty of room to get creative
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Submission Description
The following description was written by the creator.
BY FIRE, GET DUNKED!
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Survival of the Fittest!
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Even though this generates an insane 10 cards, I don't think it's overpowered since the cards are all random and are likely to be of low quality, you can only generate 10 cards if you have a completely empty hand and you can never use this if you're behind because it's basically wasting a turn. Also, just to note, I imagine the order of the classes is randomly decided, I just didn't think it was necessary to write on the card.
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"War. War never changes (not counting patches or expansions)." Into the Battlegrounds is a Legendary spell that turns the board into a battleground, summoning copies of minions from each player to play, well, Battlegrounds. Alternating between sides from left to right, the boards will fight until one is destroyed. A major build-around for Big Warrior, since you will have a much better time dealing with your opponent if your minions are tougher than there's.
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Hello there :)
This is my first card that generates a Token so i hope i uploaded the Token in the right way :)
To describe the thought process behind the card:
First off i wanted to make a card that Big Decks could use because i always kinda like decks around Big Boys :) - but not mostly on the Usual EZ Big Druid no always liked support for Big Duel Paladin or even Big Warrior and i think this Card would be a perfect fit for a deck like this.
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"Imagines a world where Neltharion and Malygos are friendly again, but still happy to relive the old days for the right cause."
A big spell for Druid that makes use of Hearthstone's ability to posit alternate realities for the WoW universe. In this one, the five original Great Dragon Aspects ([Hearthstone Card (Alexstraza) Not Found], Deathwing AKA Neltharion, Malygos, Nozdormu and Ysera) are working together to combat Galakrond. Dragon Aspects, United costs more than any of the original forms of the options (except Deathwing, who has his own huge drawback), but in return offers huge flexibility and/or another copy of a valuable legendary.
As the only Choose One card with more than 2 options, this card would have a unique interaction with Ossirian Tear and Fandral Staghelm, whereby the player would select 2 options from the 5 to both occur. Only one of the battlecries is targeted (Alexstraza's), so this should not cause any mechanical problems. [Hearthstone Card (Keeper Stelladris) Not Found] would add two random choices out of the 5 to your hand.
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First neutral spell should be something legendary and "meta-defining" :P
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"Please bring a colony of murlocs for tomorrow's trip to the beach military tactics lessons "
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The spring of Freeze Shaman is not far behind.
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This card is one big reference to the climax of Warcraft III, when the forces of Azeroth stalled for time while Malfurion gathered thousands of wisps from the forests around the World Tree. He then blew the Horn of Cenarius and the wisps mana-detonated, defeating Archimonde the Defiler.
Do as they did, and stall for time until you're ready to unleash your hidden power!
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'A Goblin's favorite spell: Two for the life of one!'
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The Burning Legion is a huge army of demons and other various corrupted races created by Sargeras who seek to basically destroy everything. Demons of all shapes are sizes have some to join, and you'll fill your board with some small and large Demons alike from 1/1s to 7/7s. Larger Demons are summoned first to ensure the card is still playable while you have a board. All Demons are simply just vanilla minions that just have the tribal tag and nothing else.
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"I take henchmen for vault smashing and shiny stealing!"
Rogue seemed like the hardest class to make a playable 10-cost spell, so that's why I chose it! The idea of this card is to enable a value-oriented Rogue archetype. Prep on turn 8 into Togwaggle's Heist enables a solid board clear without being ridiculously strong (since Vanish already exists at 6 mana). The remaining mana of the card is spent creating value for future turns (or possibly this turn with the 2-mana cost reduction). I think this card would add very nicely to wild Rogue burgle lists (with Tess Greymane and Spectral Cutlass).
Unfortunately, I couldn't shrink down the effect into 4 lines of text, but I think it is still readable and easy to understand.
Card art from the Rise of Shadows cinematic "Here's the Plan!"
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Late game threat for warrior, additional flavor for us that use the true warrior Magni
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This is meant as a massive support card for the Burgle Rogue archetype. Spy Mastery provides massive reload and at least some tempo for the turn it is played via the (0) cost effect for the first minion played. The latter also prevents burning a card the following turn since this will usually fill your hand. Playable by turn 8 with Preparation or even earlier with coins from Umbral Skulker.
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The day of Reckoning is upon us! This call for judgement boosts your Silver Hand Recruits to be a brutal force in the late game. The spell's immediate impact on the board (two 5/5 with Taunt) mostly gives you breathing space, but the permanent effect more than makes up for it. If you happen to hold a Day at the Faire or two when playing this - woe to the servants of darkness! In wild you'll have many more tools to summon 5/5 recruits after playing this, making it a strong card in both formats.
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Works like [Hearthstone Card (Clutchmoter Zavas) Not Found] and High Priestess Jeklik, the cost reduction will carry over each discard. Discarded once -> 8 mana, discarded twice -> 6 mana, etc. The idea is to support a slower discard archetype in favor of the aggressive high-roll discard decks we've mostly seen.
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With the high mana cost, you'll typically get at best 15 damage and healing out of it, but it does have potential to be more destructive and regenerative if lots of extra cards make their way into the deck. It also gets stronger against cards that mess with your deck, like bombs, scrolls of wonder and albatross (albatrosses? albatrossi?)
As mentioned, there's only ten 10-mana spells currently in the game, so you're very free with what effects you can come up with. Demon Hunter and Rogue don't even have one yet!