4/5
When this card attacks, deal 2 damage to adjacent minions of the attack target.
Beast
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Leopoldshark
United States176 Posts
4/5 When this card attacks, deal 2 damage to adjacent minions of the attack target. Beast | ||
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vasculaR
Malaysia791 Posts
3/4 Choose one - i) Target friendly creature with taunt becomes a 3/1 creature ii) Deathrattle : Summon a 0/3 creature with taunt. Human | ||
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Trozz
Canada3456 Posts
On January 16 2014 18:15 FetTerBender wrote: Aaaaand i got nerfed. I nerfed a bit hard. I'll take out the word 'random'. Suddenly, a buff! | ||
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Emix_Squall
France705 Posts
4/2 Max health can't exceed 2 Gains stealth at the end of each turn Beast (it's only a beast coz I had a Shark in mind, getting out of the water to attack and back to the depth when he's done) | ||
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RoieTRS
United States2569 Posts
1/1 Reducing the enemy's life to 0 wins you the series (in tournament play) or gain additional MMR (in ladder play) | ||
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Emix_Squall
France705 Posts
On January 17 2014 02:22 RoieTRS wrote: Victory Dragon [10] 1/1 Reducing the enemy's life to 0 wins you the series (in tournament play) or gain additional MMR (in ladder play) What about arenas? Do we get 2 wins for winning with that on the board :D? | ||
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VoirDire
Sweden1923 Posts
4/4 Divine shield. At the end of your turn, gain divine shield. | ||
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Trozz
Canada3456 Posts
On January 17 2014 03:37 VoirDire wrote: Immortal [5] 4/4 Divine shield. At the end of your turn, gain divine shield. Yet another one? Someone already does this. Have other ideas? | ||
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Korlin
Canada142 Posts
Korlin's Fear [4] Silence a minion. That minion can't attack. | ||
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Trozz
Canada3456 Posts
On January 16 2014 19:36 Leopoldshark wrote: Leopoldshark [6] 4/5 When this card attacks, deal 2 damage to adjacent minions of the attack target. Beast Explosive Shot Man! Let's reduce your card's word count. This should be enough: Leopoldshark [6] (Beast!) Attacks deal 2 damage to adjacent minions. 4/5 Okay, maybe not. This sounds like friendly fire. Let's try this again... Leopoldshark [6] (Beast!) When this attacks a minion, deal 2 damage to adjacent minions. 4/5 Then 'when' clause seems bad, and wordiness is shameful, but I think it works. On January 16 2014 19:49 vasculaR wrote: Vascular [4] 3/4 Choose one - i) Target friendly creature with taunt becomes a 3/1 creature ii) Deathrattle : Summon a 0/3 creature with taunt. Human vOv Vascular [4] Choose one - Transform a friendly minion into a 3/1 Thing with Taunt or gain Deathrattle: Summon a 0/3 Thing with Taunt. 3/4 On January 17 2014 02:14 Emix_Squall wrote: Squall [6] 4/2 Max health can't exceed 2 Gains stealth at the end of each turn Beast (it's only a beast coz I had a Shark in mind, getting out of the water to attack and back to the depth when he's done) What's with your drawback? You'll absolutely smash decks. Unless they have spells. Squall [6] (Beast!) At the end of your turn, gain Stealth. Squall cannot gain or recover Health. 4/2 On January 17 2014 02:22 RoieTRS wrote: Victory Dragon [10] 1/1 Reducing the enemy's life to 0 wins you the series (in tournament play) or gain additional MMR (in ladder play) Funny but awkward. Consider casual games. It can't fit in those. On January 17 2014 03:37 VoirDire wrote: Immortal [5] 4/4 Divine shield. At the end of your turn, gain divine shield. Since Korlin does this-- he even has the same cost --I'll give you immune. Immortal VoirDire [4] 4/4 Immune during your turn. On January 17 2014 08:07 Korlin wrote: Spell: Korlin's Fear [4] Silence a minion. That minion can't attack. A fate worse than death! You turn threats into watchers. This will clog their board. | ||
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Trozz
Canada3456 Posts
On January 16 2014 17:49 FusioN.Strider wrote: Show nested quote + On January 16 2014 00:10 FusioN.Strider wrote: I had an idea. This spell is pretty random, but it should be fun. Call of the Hunt (6): Fill your side of the board with random Beasts. Possible summons: Sheep, Frog, Squirrel, Hound, Snake, Hyena, Boar, Devilsaur For those who print this, I'll have to be quite verbose. You'll need a d6. FusioN.Strider's Call [6] Summon a 1/1 Sheep, 0/1 Frog with Taunt, 1/1 Boar with Charge, 1/1 Snake with Stealth, 2/2 Hyena, or 5/1 Magma Rager at random until your side of the battlefield is full. Devilsaur too strong? I had thought so already. But this does feel weird. I have one problem: Magma Rager is no Beast, That takes all the fun. Maybe it should be a Crazy Monkey instead? Watch the bananas! Devilsaur it is! I've upped the cost to 7. 6 seems way too good. | ||
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RagequitBM
Canada2270 Posts
On January 16 2014 08:42 Inschato wrote: That Ragequitbm card would be pretty viable in a mage deck since Ice Block is broken. Don't need Alexstrasza or Pyroblast anymore. Totally forgot about iceblock. Reword card text to "Destroy all secrets, then deal 100 damage to your hero" haha | ||
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MrSandman
Australia188 Posts
3/3 - Restore all minions to their original health and effects I like a good minon reset ![]() | ||
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LunaSaint
United Kingdom620 Posts
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MrSandman
Australia188 Posts
On January 21 2014 08:13 LunaSaint wrote: Ooh a minion reset is pretty cool. How does it interact with Twilight Drake and Frostwolf Warlord? I'm gonna say they go back to their post-battlecry stats in true reset style. A little OP? | ||
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Zdrastochye
Ivory Coast6262 Posts
Neutral Two target creatures with the same power attack each other. This does not count as an attack for your creature's turn. Neutral spells are exactly what Hearthstone needs! | ||
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wabut
United States7 Posts
0/1 Charge BattleCry: Draw 2 cards. Destroy four of your mana crystals Flavor Text: How lucky do you feel? | ||
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kochanfe
Micronesia1338 Posts
kochanfe (a.k.a. Shrieking Harpy) [5] Text: Battlecry: all enemy characters receive -1 atk 4/3 Spell: Harvest [4] Text: Draw a card for each damaged allied minion in play | ||
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kochanfe
Micronesia1338 Posts
On January 21 2014 10:28 kochanfe wrote: Spell: Harvest [4] Text: Draw a card for each damaged allied minion in play Good in aggro decks. Not sure if [4] is correct? Was my haiku good? | ||
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Advantageous
China1350 Posts
4/3 Battlecry: Silence a minion on the field and that minion loses 2 attack but gains 3 health; minion is also immobilized for 1 turn. | ||
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