Morning, first thanks for the giveaway and good luck to everyone.
Here's a paladin deck with a midrange gameplan based on some of the new divine shield cards in United in Stormwing.
This deck aims to build huge stats very early on thanks to the new profession weapon card, giving your hand +1/+1 when a minion loses divine shield. Other new hand buff cards of the new expansion come to complement this game plan, such as the alliance bannerman and noble mount.
I'm not sure I quite understand the effect. Do both players draw a card, then get a copy of the card the other player drew, so they end up "drawing" 2 cards each?
I wanted to try making a simple card that would offer a flavour-fitting draw mechanic to Priest, let me know what you think.
Here's some feedback.
TheHoax91
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This is a very cool and unique mechanic, I really like it, but I'm unsure it would be a good card except when facing a very slow control Priest or Warrior. Furthermore, getting its Hero Power destroyed is not really fun.
Demonzx95
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Great control tool, might be a bit oppressive to play against but it's what Warlock do so fine by me. I just feel like the card shouldn't have Lifesteal, it's already really strong without and it might be overkill.
Sinti
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This is a cool card concept, and pretty balanced as it doesn't really accomplishes much. Maybe a fun addition to burn deck Warlock to know when to burn ?
grumpymonk
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The priest card might be undercosted in my opinion, the effect is too strong for a 4/3 for 3. On the other hand, the DH card might cost too much for a legendary (so one per deck) for such a weak effect it feels.
Chickychick
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The Warlock card is just way too strong, literally a twisting nether + better bloodlust. However, I really like the two other cards and they seem pretty balanced, though I think 2 turns without HP might be a bit of a drag.
YourPrivateNightmare
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Damn this is a really good one; it doesn't really accomplishes much, but it helps the player against control match up so much I feel like, especially when playing as a face Hunter deck. Furthermore, the stats are not bad at all. I don't really see what to change here without destroying the card, seems good to me.
anchorm4n
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The idea is cool, and you want to remove this ASAP if you're against a Discolock. However, this can only be played in Discolock, and Discolock doesn't really need to discard opponent's cards, they just swarm the board and go face. It might need a revamp to fit another Warlock decks, like discarding highest- or lowest-cost cards maybe ?
h0lysatan
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A really cool effect for a control Priest or a combo Priest, I dig this. However, aggro decks might just go through and ignore this to go face, but every card needs a weakness.
Predicting that we might see towers next expansion, since we'll be likely venturing in Alliance zones, I think this could be a cool (but hopefully not too strong effect) for a Mage Tower minion.
Edit: Thank you for the feedback, lowered the mana cost to (4) from (5) and attack and health to (4)/(6) from (5)/(7).
A better On the Hunt, a card that saw some play in Spell Hunter. Hopefully, it will see play again when they inevitably bring us back this gem that was the Spell Hunter archetype.
Is the solution:
Morning, first thanks for the giveaway and good luck to everyone.
Here's a paladin deck with a midrange gameplan based on some of the new divine shield cards in United in Stormwing.
This deck aims to build huge stats very early on thanks to the new profession weapon card, giving your hand +1/+1 when a minion loses divine shield. Other new hand buff cards of the new expansion come to complement this game plan, such as the alliance bannerman and noble mount.
Yup, that's exactly how it works.
I wanted to try making a simple card that would offer a flavour-fitting draw mechanic to Priest, let me know what you think.
Here's some feedback.
TheHoax91
Demonzx95
Sinti
grumpymonk
Chickychick
YourPrivateNightmare
anchorm4n
h0lysatan
Predicting that we might see towers next expansion, since we'll be likely venturing in Alliance zones, I think this could be a cool (but hopefully not too strong effect) for a Mage Tower minion.
Edit: Thank you for the feedback, lowered the mana cost to (4) from (5) and attack and health to (4)/(6) from (5)/(7).
Holy moly, that is such a good buff card for Treant Druid.
Decent stats with a deathrattle that makes you even harder to kill when the taunt has finally died. Aggro decks will hate this card.
A better On the Hunt, a card that saw some play in Spell Hunter. Hopefully, it will see play again when they inevitably bring us back this gem that was the Spell Hunter archetype.
That's an awesome finisher for Paladin, giving you 9 damage for 1 in late game.
Buff this, then buff it again, and then it's really good.
Decent secret that destroys aggro rogue.
Good tempo swing card, but it's really dependant on your hand state.
I don't believe you'll be really stuck with that many spells in hand to justify running a buff minion card in your spell deck (if it's even a thing ?)
Eviscerate died so we could die to the better Eviscerate.
Yeah nope, 4 damage really isn't good enough, and the Shadow synergies are too meh for now.
If you manage to build around this card, you can really do crazy things.
Grim Patron but worse.
Great murloc.
That's mental, an elemental that helps you curve your elementals always is a good elemental.
An awesome anti-aggro card, but will only see play in aggro metas probably, where it can thrive.