What are Sparks then? :)
Your card'd require male/female/neuter seperations... I'm pretty sure this won't be added to the game!
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Name: Opportunity Knocks
Casting Cost: 2
Effect: Deal 2 damage to any target. If opponent has more resources than you, draw a card.
Flavor: You miss all the cheap shots you don't take.
Name: Stealing
Cost:4
Effect: You draw a card whenever an enemy ally is killed
Flavor: ''It looks nice... Aaaaargh!!''
Name: Mug
Cost:2
Effect: Destroy the top card in enemy deck, draw a card
Flavor text:"The element of surprise"
Name: Ungentlemanly Attack
Cost: 3
Effect: Play face down. Target friendly ally. When an enemy ally is played, they suffer damage equal to target ally's attack.
Flavour: Hit 'em while their hungry
Name: Surprise Blow
Casting Cost: 3
Effect: Enemy allies and hero can not defend until their next turn.
Flavor Text: "Never let your guard down."
Umm...(*blush*) thanks for your support! :o
Btw, have you seen the other cards I created? ^_^
If you take a look at my other cards, you'd see a second trap. I mean, sure, that means only 2 traps, but what about the future? 10? Maybe 15 traps would be pretty nice, i think.
But if SE only wants the Hunter class to have traps, I wouldn't blame them. Maybe one (or more :)) of my other cards'll be chosen. We'll see...
I stand corrected, but the point is, I'd rather only one class had traps else it takes away some of the uniqueness of the class. If your card idea goes to a new Hunter card, that be awesome. Combined with a cheaper Surprise Attack, it'll be a lot more interesting for the Hunter class in the future to suddenly throw out a few traps in a turn.
K, then I'm going to write a note beside my traps.
Think you got a good point here. :)
EDIT: Added an alternative card just for you! :D
http://farm4.static.flickr.com/3483/...d7157d399d.jpg
Btw, I think it's a nice idea to have rogues use traps as well. We all know hunters use them but as for rogues in (eg.) RPGs, they are masters of trapping and snaring targets...
My opinion would be to have both classes use these constructions but make it class-bound.
Like "trap" cards for hunters and "snare" cards for rogues...
Name: Bludgeon
Casting cost: 3
Effect: Target Ally is stunned for three turns.
Flavor: "You might need stitches for that..."
Name: Stay hungry
Type: Trap
Cost: 3
Effect: this card is played face down. When opponent hero heals, deals damage equivalent to amount healed plus 2.
Text: that's what you get when you don't share!
This will put soul reaper at bay! Right now we dont have any way to keep elementals from healing from 9 to 28 in one turn.
http://www.shadowera.com/cards/se109.jpg
Credit goes to Fry / Theendless
to expensive, 4 would be prolly ok if you could target an ally as well
Congrats to both!
Change damage to 3 or drop cost to 3.
For 4 cost it should allow to target allies, even if the life gain drops to 2. I would choose Special Delivery over this.
Compared to Arcane Burst, Regeneration, or any other healing/direct damage card, this may be the worst.
Either make it cost 3 or higher damage/life regen.
It´s too expensive and only make damage to oponnent hero...It´s one of the worst rogue cards...
This card is really, really strong and will give trouble to many different decks. I debated even making it this powerful. Look beyond its simplicity.
It should be written at the card that the effect stacks. Because, currently, it is a buff(Like enrage), not healing.
Meh, the only HP that matters is 1. Controlling the board matters a lot more than having more HP, and from looking at the Rogue cards, it seems that they'll be more aggression focused and won't need to use this. This would have been nice to see in Wulfen with the original Darkclaw effect though.
I need to find time to play on the test server and see if I'm right or wrong about this card. :X
This is going to be changed to 'heal' rather than 'gain' and it won't be a buff effect. I misworded the card and Kyle interpreted it in the correct SE parlance.