Cg8889
Lv.6Design Finalist
Comments
If I'm reading this correctly, wouldn't [card]Circle of Healing[/card] become a 0 mana +2 Health to the board? Wouldn't be the horrible but this could be a card that may not see play but there could be cool synergies down the line.
[card]Claw Machine[/card] isn’t a horrible Mech for N’Zoth. It’s if you took Fireball and Scavenger’s Ingenuity and mashed them together. You don’t get targeted draw but it’s still not a horrible play. Plus bringing it back with N’Zoth would give you a nice defensive answer with a draw
Quote From Demonxz95
Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.
Strike the Weak is kinda cool, but Paladins are typically not supposed …
Two different ideas came to mind, both for Paladin.


Benediction - Wanted to try something that worked for Buff Paladin archetype but also tied in a theme from the past with a pseudo-[card]Time Out![/card]. The minion would act as a stall for a turn unless your opponent can go over the top. The drawback for the player is …

Thought the idea fit the idea of a siren luring its victim to its death. One thing I'm worried about is its a neutral [card]Vilespine Slayer[/b] but with a 3/2 body after the trade instead of needing the combo activator. Is it too strong for a neutral or is it balanced out?

Simple design that helps progress Weapon Rogue archetype. May be too simple but seems simple does well in these competitions.
Feedback
[spoiler]
Demonxz95: Love the idea. Don't think it's too strong since Priest lost their burn cards like [card]Mind Blast[/card].
Linkblade91: I like the epic version and think it's fine with the Taunt. In my …
My other idea wasn't going over well so decided to go back to the drawing board. Came up with the below:

You can think of it like a precursor to [card]Zephrys the Great[/card] but this comes from your deck instead of a resource generation. Need that [card]Brawl[/card] really bad? Play this with 5 remaining mana crystals to try …

First idea that came to my mind. Druids don't have single target removal but felt like having a delayed removal that your opponent could determine what would be sacrificed is a fair trade off. Is the stats gain too much considering single removal is supposed to be a Druid weakness? Can I increase the base stats to a 3/3 …
First idea that came to my mind:

Works like [card]Lightning Breath[/card] in Shaman, this would help give a board buff for Priest.
Couldn't decide if I needed to increase the mana cost but wanted to keep it in line with power of something like [card]Apotheosis[/card] when requirement wasn't met. I guess with deck building, you wouldn't run …

Obvious synergy with [card]Flesh Giant[/card] but can also work in Quest Warlock to fetch the [card]Malygos[/card] or other top end of your deck.
Totem Shaman
Libram Paladin
Beast Spell Druid
Tempo Priest
Spell Damage Mage
I mean...that's a card. Seems really easy to have a combo deck with this discounted with [card]Imprisoned Satyr[/card].
Discount [card]Forest Warden Omu[/card] to 1 mana or [card]Malygos[/card] to 4 mana.
Turn 10, play Omu + [card]Malygos [/card] + [card]Moonfire[/card] x2 + [card]Swipe[/card] x2 + for 30 damage.
Not like Druids lack card draw. Seems like this could …
Very nice support for Spell Shaman as well as a great card for Quest/Highlander Shaman.
On a side note, is anyone else kinda sad that all the summon animations this expansion all seem to be a swirly cloud of color and nothing exuberant like we have had the last couple of expansions?
I think some people are overlooking this lowers in cost anytime you target a friendly character. So this will also get lowered for Priest with stuff like [card]Renew[/card] on your hero.
Was hoping to see more support for Libram Paladin and here is the first big one. Easily becomes a 0-mana [card]Sunwalker[/card] for Paladin.
Seems like either people see this as God tier or trash. Yes, this could be nuts if you were to get a copy of some high cost card, massively discounted, in a control deck. Yes, this could also be utter garbage if you grab an aggro-midrange card that doesn't have synergism with your class and is already low cost.
…
Hooktusk getting a much needed change with the random minion instead of discovering one. With that said, Tess seems like she could be really good in the late game (or in the mid game with some opponent with a high roll off Zerus) and Brann has some crazy synergy for Dragon builds that have Kalecgos.

Next: Make a class minion that will work with completing the quest for that class (either Uldum or Un'goro quest)

Quote From linkblade91
- I like the Dead Man's Pistol effect for this new iteration because it implies the bullet is bouncing from one target to the next. The Hunter currently lacks a way to improve the weapon's Attack - so it could say "Deal 4 damage to a random enemy" instead - but maybe they would …
Alright, let's try this again shall we:


Went with a more Hunter-esque design with the class card. Works like a combination of [card]Knuckles[/card] and [card]Dragonbane[/card] but limits the ability to only be a face-centric card since you must attack a minion for the first 4 damage before you get the 4 damage ping to an enemy.
Also …