I like the thought of this thread from a creative standpoint but I hope none of these changes happen. I absolutely believe that there should be bad cards in a card game for many reasons. Google "why bad cards have to exist" (or something like that) for a great article from a game designer standpoint.
With that out of the way, Blessed Champion for 1 less mana could be fun and borderline viable. I like making fun decks with that card as it is.
I like the thought of this thread from a creative standpoint but I hope none of these changes happen. I absolutely believe that there should be bad cards in a card game for many reasons. Google "why bad cards have to exist" (or something like that) for a great article from a game designer standpoint.
With that out of the way, Blessed Champion for 1 less mana could be fun and borderline viable. I like making fun decks with that card as it is.
That's the point. Because these changes won't make it to live, we can let our imaginations go wild. A little brain exercise, if you will.
Rollback Post to RevisionRollBack
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
Flame Lance: [5] Deal 8 damage to a minion. If there are no minions in play, deal 8 damage to the enemy hero.
Note that this includes YOU not having any minions in play, either. :)
Rollback Post to RevisionRollBack
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
Undertaker (good, such a BALANCE nerf, Blizzard - lets nerf in that great way all playable cards or even better - in Starving Buzzard's way, you are the best! no-no, I'm not of course, aggro-autist but this your 'craftsmanship' with nerfs deserve tons of compliments: now let's make dr. balance 10 mana 7/5 and without boombots, and thaurissan - 8 mana, 3/3, battlecry: 50% chance to reduce cost of all cards in your hand by (1) )
Undertaker (good, such a BALANCE nerf, Blizzard - lets nerf in that great way all playable cards or even better - in Starving Buzzard's way, you are the best! no-no, I'm not of course, aggro-autist but this your 'craftsmanship' with nerfs deserve tons of compliments: now let's make dr. balance 10 mana 7/5 and without boombots, and thaurissan - 8 mana, 3/3, battlecry: 50% chance to reduce cost of all cards in your hand by (1) )
And even in 2-3 times more cards that not so bad, but: or have high tier in arena only, or have a place only in that we call 'fun-decks' (ladder decks with fun gameplay but with winrate below 50%, no matter what decks in meta - if so I don't think that shit-decks with winrate 10-20% are fun, I mean something like mill-decks or deathrattle Shaman, at least 30-50%). (after breakfast I enumerate and them also). My thought are simple: tooooo many crappy-cards we have for now and there will be even far more after TGT-release.
95% of cards in Magic: The Gathering don't see any play outside of Limited (read: Arena-like) environments, and that game is doing just fine. Constructed and Limited are different. Tavern Brawl makes a lot of bad cards really good some weeks. There have to be bad cards.
That being said, there are quite a few things coming out in the new set that just look deplorable. But keep in mind people called that Grim Patron would be bad when it came out because it "required too much set up." Guaranteed a few of these cards that seem bad will become staples in new decks not thought of yet.
Some cards will always be other, but is is a stupid ccg myth that there has to be intentionally bad cards. Why people accept it I don't know. Just cause it is in magic, it doesn't mean that Magic has done everything 100% perfect and there is no possible improvement either on business model or intent of card design or how packs work.
I don't know whether to increase the mana cost to 1. I'm kind of of making this into a druid Headcrack.
For clarification, you can use it again immediately, so yeah there would be a case to increase it to 1 mana.
If it returned to hand, I think that would merit the 1 mana cost increase. And this behavior would represent the spell concept more from a lore perspective, too. I remember the Boomkin spam. It was real.
Is 0 mana game-breaking though? That could be the difference between it seeing play in constructed and not.
0 mana is game breaking.
First, it destroys Face Hunters, they just don't have any chance (although I would love it :P).
Second, spell damage minions make it very nasty (think of Bloodmage Thalnos and Azure Drake, the last one beign very common in druid).
And third, you play a ramp druid with Malygos and the enemy just can't play any minion with 6 or less health, if they don't get rid of Malygos (without taking into account that Malygos is going to clear almost all the board usually when beign played, killing also the minion that Piloted Shredder spawns!, almost Deathwing, but inmune to BGH, that doesn't discard your cards and has +5 spell damage, ready to clear the board again!). Zoo players, without any board prescence, almost doesn't have any reliable way to get ride of Malygos and this combo, it is game over for them (only Doomguard + Power Overwhelming + Power Overwhelming (or a 3 damage Imp-losion) can save them, and that play is terrible, and even if they make it, the Druid player will destroy them the next turns) and for other Druids, it is going to be a pain in the ass if they don't have Savage Roar + Force of Nature combo (no one runs Naturalize or Poison Seeds in the actual meta decks, only Fatigue/Mill Druid players used to do it).
Too powerful...
P.D.: Also, Paladins can't use their hero power against Druids if they don't use Quartermaster at the same time, and that can also have a big impact on the game.
A community thread for collecting all ideas for balancing old cards and making them usable.
Nightblade - Change effect to "Battlecry: Deal 3 damage to a random enemy."
Magma Rager - Change cost to 4 mana. Change effect to "Charge."
Flame Lance - Change effect to "Deal 8 damage to a minion. Deal 8 damage to opponent if there are no minions in play."
Moonfire - Change effect to "Deal 1 damage to a minion. If this kills the minion, return this card to your hand.
Post your thoughts/ideas and I will create a whole list on the OP.
Jaraxxus: "I WILL FEAST ON YOUR SOUL, THIS WINTERVEIL!!"
Medivh: "Happy feasting, Champion!"
Magma Rager.
4 mana, 5/1,
HasteCharge."Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
Angry Chicken
1 mana
1/2
Enrage +5 attack
Say "Wow" for RNG!
This completely destroys the purpose of the card. Well done.
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
I like the thought of this thread from a creative standpoint but I hope none of these changes happen. I absolutely believe that there should be bad cards in a card game for many reasons. Google "why bad cards have to exist" (or something like that) for a great article from a game designer standpoint.
With that out of the way, Blessed Champion for 1 less mana could be fun and borderline viable. I like making fun decks with that card as it is.
You can't be serious..., one cruel taskmaster on turn 2, and that is 8 damage to the face for Warrior...,
That's the point. Because these changes won't make it to live, we can let our imaginations go wild. A little brain exercise, if you will.
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
Flame Lance: [5] Deal 8 damage to a minion. If there are no minions in play, deal 8 damage to the enemy hero.
Note that this includes YOU not having any minions in play, either. :)
I looked at this card originally and I thought, you know, it's a card, and you play this card. The card will be that card that you play so you're playing a card. So, it is one thing to play a card. If you're opponent doesn't really have any cards, the card will screw up the card pretty hard, and that means it's a pretty good card.
So, a better Leeroy with no downside. Well Done.
hi
Aggro mage: incoming!
Jaraxxus: "I WILL FEAST ON YOUR SOUL, THIS WINTERVEIL!!"
Medivh: "Happy feasting, Champion!"
You post proves that Blizzard Card Developers are doing excellent job at designing cards. Congratulations!
"Are you not entertained?! ARE YOU NOT ENTERTAINED?!"
"What we do in life, echoes in eternity." - Maximus Decimus Meridius
Yes, it's true. But there are toooo many really bad cards in the game already! That have no any chances to get into viable high-winrate deck.
King Krush
Mekgineer Thermaplugg
Volcanic Lumberer
Core Hound
Flame Leviathan
Gahz'rilla
Ravenholdt Assassin
Rend Blackhand
Dark Wispers
Recycle
Anima Golem (they say that new immortal warlock token will fix this situation, but I can only laugh with their idea....)
Illidan Stormrage
Kidnapper
Maexxna
Mech-Bear-Cat
Mogor the Ogre
Priestess of Elune
The Beast
Windfury Harpy
Blessed Champion
Cobalt Guardian
Cobra Shot
Bolvar Fordragon
Elite Tauren Chieftain
Hemet Nesingwary
Junkbot
King of Beasts
Mimiron's Head
Siege Engine
Starving Buzzard
Ancestor's Call (yes it had using in Maly Shaman, but where this OP Maly Shaman, Maly Shaaamaaan, hey, where are you??...)
Bite
Mindgames
Ancient Mage
Axe Flinger
Dunemaul Shaman
Mini-Mage
Master of Disguise
Mogu'shan Warden
Ogre Magi (yes, one really not bad card from all this list but not so great even in Arena, paradox)
Pit Lord
Siltfin Spiritwalker
Silvermoon Guardian (Ogre-Magi's friend of misery)
Wee Spellstopper
Windspeaker
Cogmaster's Wrench
Ogre Warmaul
Far Sight
Headcrack
Lil' Exorcist
Mark of Nature (one of the worst buff-card in the game)
Raid Leader
Sense Demons
Spellbender
Vaporize (some retards without critical thinking even put it in their decks in our permanent aggro-meta - and regularly suck, poor retards)
Alarm-o-Bot
Dalaran Mage
Demolisher(yes, even in mech-decks it has no place, there was some experiments, but - no, no and no, even in Hobgoblin decks also)
Drain Life
Emperor Cobra
Felguard
Flying Machine
Gnomish Experimenter
Goblin Sapper (in mill-decks? no, even weaker than other shit cards that can be 'viable' only there)
Magma Rager
Silverback Patriarch
Stoneskin Gargoyle
Tauren Warrior
Thrallmar Farseer
Tinkmaster Overspark
Call Pet (in Gazzrilla combo-deck maybe? never saw this, lol)
Windfury(only for some types of weekly Brawls card)
Captain's Parrot
Frostwolf Grunt
Lorewalker Cho
Mana Wraith
Master Swordsmith
Millhouse Manastorm
Nat Pagle
Nerub'ar Weblord (I like this card, saying truly, but will be honestly to each other - where did you see this last time?...)
Patient Assassin
Pint-Sized Summoner
Shadowboxer (weak even in fun deck 'mech-priest' - tested it lfor a long time myself, we just need other cheap mechs there!)..
Bestial Wrath
Corruption
Eye for an Eye
Frost Shock (has a place in the same maly Shaman as Ancestor's Call)
Redemption
Repentance
Savagery
Blood Imp
Bloodsail Corsair
Dragon Egg
Dust Devil
Goldshire Footman
Hungry Crab
Lightwarden (I mean only card that has palce among 30 other in deck, not from Light of Naaru of course)
Murloc Raider ('Billy' - even in murloc-decks, no, no....)
Secretkeeper
Shadowbomber
Shieldbearer
Twilight Whelp
Undertaker (good, such a BALANCE nerf, Blizzard - lets nerf in that great way all playable cards or even better - in Starving Buzzard's way, you are the best! no-no, I'm not of course, aggro-autist but this your 'craftsmanship' with nerfs deserve tons of compliments: now let's make dr. balance 10 mana 7/5 and without boombots, and thaurissan - 8 mana, 3/3, battlecry: 50% chance to reduce cost of all cards in your hand by (1) )
Voodoo Doctor
Young Dragonhawk
Young Priestess
Ancestral Healing
Moonfire
Sacrificial Pact (can kill Jaraxxus can kill out Voidwalker, but guys, please.... don't make me laugh)
Totemic Might
Target Dummy
Wisp
And even in 2-3 times more cards that not so bad, but: or have high tier in arena only, or have a place only in that we call 'fun-decks' (ladder decks with fun gameplay but with winrate below 50%, no matter what decks in meta - if so I don't think that shit-decks with winrate 10-20% are fun, I mean something like mill-decks or deathrattle Shaman, at least 30-50%). Such as: all left non-class free cards (except Gnomish Inventor, Sen'jin Shieldmasta and Wolfrider - even Yeti, sorry, my fluffy friend), Clockwork Giant, Tree of Life, Majordomo Executus, Nozdormu, Onyxia, Chromaggus, Foe Reaper 4000, Force-Tank MAX, Gruul, Ironbark Protector, Gladiator's Longbow, Crush, Malorne, Troggzor the Earthinator, Starfire, Vanish, Argent Commander, Drakonid Crusher, Frost Elemental, Gadgetzan Auctioneer, Gazlowe, Gelbin Mekkatorque, Hogger, Temple Enforcer, Trade Prince Gallywix, Volcanic Drake, Arcanite Reaper, Assassinate, Bloodlust, Dragon's Breath, Explosive Shot, Holy Wrath, Solemn Vigil, Starfall, Abomination, Bomb Lobber, Captain Greenskin, Dark Iron Skulker, Dragon Consort, Druid of the Fang, Earth Elemental, Fen Creeper, Feugen/Stalagg, Floating Watcher, Madder Bomber, Ogre Ninja, Salty Dog, Silver Hand Knight, Spectral Knight, Spiteful Smith, Stampeding Kodo, Tundra Rhino, Upgraded Repair Bot, Venture Co. Mercenary, Mass Dispel, Mortal Strike, Multi-Shot, Poison Seeds, Sabotage, Soul of the Forest, Ancient Brewmaster, Anub'ar Ambusher, Arathi Weaponsmith, Arcane Nullifier X-21, Baron Rivendare, Burly Rockjaw Trogg, Core Rager, Dragonkin Sorcerer, Enchance-o Mechano, Fel Cannon, Hungry Dragon, Jeeves, Kor'kron Elite, Lightspawn, Lost Tallstrider, Screwjank Clunker, Spellbreaker, Summoning Portal, Wailing Soul, Perdition's Blade, Bouncing Blade, Charge, Deadly Shot, Healing Touch, Shadow Bolt, Shadowform, Dancing Swords, Druid of the Flame, Flesheating Ghoul, Gnomeregan Infantry, Grove Tender, Hobgoblin (even viable aggro-pally don't include it now... - in really good FUN-decks - always welcome), Illuminator (all mages with it - are fun-decks still), Imp Master, Iron Sensei, Jungle Panther, Metaltooth Leaper, Ogre Brute, Questing Adventurer, Raging Worgen, Scarlet Purifier, Soot Spewer (due to arena only), Southsea Captain, Stormforged Axe, Ancestral Spirit, Arcane Explosion, Betrayal, Cleave, Demonfire, Feign Death, Flare, Gang Up, Heroic Strike, Lava Shock, Mark of the Wild, Misdirection, Rampage, Reincarnate, Seal of Light, Snipe, Amani Berserker, Anodized Robo Cub, Bloodsail Raider, Crazed Alchemist, Defias Ringleader, Echoing Ooze, Faerie Dragon, Lightwell, Mad Bomber, Mana Addict (have some using in top-tempo mage's one of version, but still... it's fun card only, not above the average anyway), Micro Machine (mostly have no place in mech-decks), One-eyed Cheat, Recombobulator (too seldom, even in top-priest decks), Scavenging Hyena, Ship's Cannon, Steamwheedle Sniper, Stonesplinter Trogg, Succubus (can be even in worst my 'tier'), Youthfull Brewmaster, Blessing of Wisdom, Claw, Cold Blood, Conceal, Forked Lightning, Hand of Protection, Humility, Mind Vision, Naturalize, Noble Sacrifice, Sinister Strike, Tracking, Upgrade!, Angry Chicken, Timber Wolf, Warbot, Shadowstep, Silence - in total almost 300 cards completely useless or barely usable, Blizzard, WHY?....
My thought are simple: tooooo many crappy-cards we have for now and there will be even far more after TGT-release.
95% of cards in Magic: The Gathering don't see any play outside of Limited (read: Arena-like) environments, and that game is doing just fine. Constructed and Limited are different. Tavern Brawl makes a lot of bad cards really good some weeks. There have to be bad cards.
That being said, there are quite a few things coming out in the new set that just look deplorable. But keep in mind people called that Grim Patron would be bad when it came out because it "required too much set up." Guaranteed a few of these cards that seem bad will become staples in new decks not thought of yet.
Greetings.
Some cards will always be other, but is is a stupid ccg myth that there has to be intentionally bad cards. Why people accept it I don't know. Just cause it is in magic, it doesn't mean that Magic has done everything 100% perfect and there is no possible improvement either on business model or intent of card design or how packs work.
I don't know whether to increase the mana cost to 1. I'm kind of of making this into a druid Headcrack.
For clarification, you can use it again immediately, so yeah there would be a case to increase it to 1 mana.
Wenlock Wheel? Wenlock Deal.
If it returned to hand, I think that would merit the 1 mana cost increase. And this behavior would represent the spell concept more from a lore perspective, too. I remember the Boomkin spam. It was real.
Is 0 mana game-breaking though? That could be the difference between it seeing play in constructed and not.
Jaraxxus: "I WILL FEAST ON YOUR SOUL, THIS WINTERVEIL!!"
Medivh: "Happy feasting, Champion!"
0 mana is game breaking.
First, it destroys Face Hunters, they just don't have any chance (although I would love it :P).
Second, spell damage minions make it very nasty (think of Bloodmage Thalnos and Azure Drake, the last one beign very common in druid).
And third, you play a ramp druid with Malygos and the enemy just can't play any minion with 6 or less health, if they don't get rid of Malygos (without taking into account that Malygos is going to clear almost all the board usually when beign played, killing also the minion that Piloted Shredder spawns!, almost Deathwing, but inmune to BGH, that doesn't discard your cards and has +5 spell damage, ready to clear the board again!). Zoo players, without any board prescence, almost doesn't have any reliable way to get ride of Malygos and this combo, it is game over for them (only Doomguard + Power Overwhelming + Power Overwhelming (or a 3 damage Imp-losion) can save them, and that play is terrible, and even if they make it, the Druid player will destroy them the next turns) and for other Druids, it is going to be a pain in the ass if they don't have Savage Roar + Force of Nature combo (no one runs Naturalize or Poison Seeds in the actual meta decks, only Fatigue/Mill Druid players used to do it).
Too powerful...
P.D.: Also, Paladins can't use their hero power against Druids if they don't use Quartermaster at the same time, and that can also have a big impact on the game.