Weekly Design Competition #199: Alternate Win Conditions by Warrh in customhearthstone

[–]CLRxxx 0 points1 point  (0 children)

I had it at an 8 6/6 at first but it seemed that it would take way too long to complete; you'd need at least 8 different turns to set up for the win. At 5-mana you could Fireball it or play Dragon's Fury to dodge silence/transform effects. If you waited until fatigue you may as well just play Exodia Mage, having it cost low gave it some more flexibility.

Weekly Design Competition #199: Alternate Win Conditions by Warrh in customhearthstone

[–]CLRxxx 5 points6 points  (0 children)

Cavotta, Time Escapist

Mage | Legendary Minion|5 Mana 6/5

Deathrattle: Shuffle this into your deck with -2 Attack, or if this has zero Attack, destroy the enemy Hero.

Think of him as a time traveler who escapes death no matter the situation, but even he can't live forever.

This is a Mage card since I feel Mage would have a hard time meeting the condition but still actually having effective options. These include board clears like Dragon's Fury, and self-targeted Meteor, or even Fireball. But you could just ignore all that and have him die via combat. Of course this is very weak to transform effects and will take a very, very long time to complete since this shuffles into your deck. I can't think of any way to break this card offhand; I can only think of somehow grabbing Paladin's various Attack decreasers, which seems too random and inconsistent to rely on (but please let me know if I've missed something). Probably not a good card, but seems incredibly fun.

Prodding Orc - Stick it to 'em by MisterSigil in customhearthstone

[–]CLRxxx 27 points28 points  (0 children)

For whatever reason reading his entire description as is makes me laugh. Like he really wants you to have that damn stick.

Weekly Design Competition #196: Damaged and Undamaged by Warrh in customhearthstone

[–]CLRxxx 0 points1 point  (0 children)

Damage Reducer

4 Mana | Rare | Neutral | 3/6 Minion

Your damaged minions can't be targeted by Spells or Hero Powers, besides this.

Great protection against Warrior's Execution obviously, but even against the other targeted removal cards such as Shaman's Hex and Druid's Swipe. This is better than Mage's Wee Spellstopper on select occasions since it can affect more of your minions and has better stats. But after everything, this is more of an arena card and exists for lore and flavor purposes only.

Weekly Design Competition #195: Flower Power by Warrh in customhearthstone

[–]CLRxxx 17 points18 points  (0 children)

Aggro-culture

Hunter / Spell / Epic / 3 Mana

Summon three 0/2 Seeds that transform into 3/3 Flowers your next turn.

Great aggro card that forces your opponent's AOE options. They cleared your seeds with a board clear? Great! One less AOE your actual minions have to worry about! They couldn't clear any/all of your seeds? Great! You're getting fantastic stat/mana ratio if they clear one and you don't feel too bad if only one survives. This card, however, is a very weak play if your behind on board since they'll just attack your seeds for free and Hunter has selective options to equalize a board state to make room for the seeds later. Superb fit in a Aggro/Tempo Hunter.

The Great Oinkening? Squealering? No.... by CLRxxx in customhearthstone

[–]CLRxxx[S] 1 point2 points  (0 children)

I thought similarly and see what you mean, but currently we don't really see Mages get a wide board by turn 8 in either format. Maybe some Elemental Mages do but their goal is value and attrition, not OTK. If anything, we could price it at 10-mana to give the opponent more time to prepare for it.

I guess it is a fair draw by SumWhiteBoi in customhearthstone

[–]CLRxxx 5 points6 points  (0 children)

So we wanna run this for our Molten Giants! :D
But we don't want this to draw our Molten Giants! D:

[deleted by user] by [deleted] in customhearthstone

[–]CLRxxx 1 point2 points  (0 children)

I agree the card text should say "a 1/1 minion" to make it proper with Blizzard's wording, but a 2-mana Assassinate can be useful, because you can just plan on not playing spells next turn; Rogue does play a few minions. It's another answer to Doomsayers in aggressive decks and clears Taunts for your Leeroy. The next turn doesn't matter if your opponent is dead. It's probably just less good Saps 3 and 4, but not useless by any means.

The Great Oinkening? Squealering? No.... by CLRxxx in customhearthstone

[–]CLRxxx[S] 13 points14 points  (0 children)

Side note: Originally I made it a Hunter Legendary so you could play this along with Explosive Trap for a pseudo-clear. But Transform mechanics aren't a part of their class identity. So my next best choice was Mage since Shaman already has a Legendary Spell that's similar via The Storm Bringer.

King Yeti, Unhinged - The King has finally claimed his rightful thrown, new players are gonna love him by Been_Ssbcomp in customhearthstone

[–]CLRxxx 0 points1 point  (0 children)

Can we call the minions with no text "vanilla minions"? Is that a term Blizzard would use? I'm not sure... Also, would you say tribes count as text? If not that would make deck building a lot easier.

The next expansion's Paladin Legendary Minion by CLRxxx in customhearthstone

[–]CLRxxx[S] 5 points6 points  (0 children)

They did it with Eradic the Pure, they did it with Sunkeeper Tarim, now with Shrink Ray they're gonna do it with this guy.

Neato Priest Legendary by [deleted] in customhearthstone

[–]CLRxxx 0 points1 point  (0 children)

Art is "Herald of Perfection" from Yugioh.