This means that cards like Undercity Huckster whit wild effect, will add a card that includes this format.
In a regular minion it will add the effect as an aditional text, cause that minion will still interact whit other cards as Evolve or Master of Evolution, giving the posibility of evolving to a Wild Minon.
Mulligan: "Select any number of cards in your hand, shuffle them into the your deck and draw the same number of cards".
There is one slight difference between the keyword and start of game mulligan though. The start of game version doesn't let you redraw what you shuffled in as they get added in afterwards. The keyword version does not so you can redraw the same cards. The idea is it's good for control to swap out their late game cards early on, good for combo to get the cards they need, and it's just more reliable version of card draw (the odds of drawing what you need are way higher!).
Balance:
The mulligan effect I estimate to be worth just under a mana. Not worth as much as a single draw since if you drew perfectly you wouldn't need it but perfect draws don't always happen so getting a second shot at it is worth about a mana, just under the cost of drawing a card! With that in mind:
Exodar Tactican: I largely used Loot Hoarder to balance this guy. As the mulligan isn't quite worth a full mana having him draw the card straight after the mulligan rather than on a deathrattle seemed like a good idea. Could also be compared to Novice Engineer, extra mana for an extra attack and the mulligan.
Tactical Advance: Arcane Intellect for warrior! Full extra mana as you get the mulligan effect AFTER the two draws, meaning you not only get to swap out older cards in your hand but if the new ones you draw weren't good you can swap them out too. Extra mana makes it quite a bit slower than Arcane Intellect but warrior can work with that better than any other class.
Archbishop Benedictus: This is an interesting one. Priest already somewhat has the ability to see cards in the other players hand (Mind Vision) and that seems to be rather lowly costed, at least for seeing one card. Seeing their whole hand would be worth more but even then it doesn't help too much as we can tell from people snipping streamers. They can do some pretty smart plays with the info but that's only with permanent hand viewing and even then they still often lose. Given that I'm concluding that seeing their hand isn't worth all that much especially given it's on late game card so you probably already have a fair idea of what they likely have. Also, if you throw away cards in their hand with the effect you wont know what they draw back. With that in mind I'm balancing him off of Medivh, the Guardian. Same states, both really slow with no immediate board impact. Medivh gives value in the form of an extremely powerful weapon that they either need to remove or deal with the potentially beefy minions it summons. And that's gonna take cards. Benedictus is sort of like a reverse card draw as they will get 1 less card back from the mulligan so if you only select one card in their hand his effect could be thought of as "View your opponents hand, shuffle one card from it into their deck". Medivh removes hand cards by forcing them to deal with the extra crap he summons and Benedictus does it via effect. Medivh can also keep getting these sudo hand removal effects with the 3 charges so that makes up for Benedictus's hand view and mulligan effect. Benedictus can remove the only removal in their hand that can deal with him and stop lethal by getting rid of face damage and that's pretty powerful but that's a class legendary for you. Plus being a late game card they will have less cards in their deck and a higher chance to draw the card you put back into their deck. That was a bit of a ramble but that was my thought process :P
It's simple really. You have three unspent mana crystals, you want to play Demon Hunter and thus discard two cards to supplement the cost (from your hand since that's the default place discarding happens from.) Thus allowing synergy with cards that are played when discarded, etc.
You Discover a card from your opponent's deck, and a random card in your hand transforms into it.
Studious Scholar: You just choose one of three random cards from your opponent's deck and replace a random card in your hand with it.
Occult Scribe: You do the Inquiry, only if you replace a spell in your hand, the spell is cast as a bonus.
Erudite Messenger: It's an Arcane Intellect, but has an added side effect. Instead of being replaced during Inquiry, your cards are shuffled into your deck instead.
Missing an extra damage for fatal? Leave it up to RNG.
A passive ability that has a chance to be triggered when attacking. When bestowed, minions or even players has a chance to deal that needed extra damage.
Essentially deathrattle meets enrage. The enrage effect is not always guaranteed, however there may be extra effects after the minion dies.
Tirisfal Guardian: My personal favorite as far as flavor is concerned. I've always viewed paladins as powerful defenders and this guard is exactly that. It dies, then comes right back with an extra blessing thanks to the light.
Militant: The local militia may not be strong, but they have their numbers. Unless Blizzard comes up with a way to remove silence, this card will retain massive value without being overpowered. I love the flavor, but not as much as the Tirisfal Guardian.
Exploding Ghoul: Because Warlock doesn't need more low-cost minions with boosted stats, right? At least this one has a scary drawback. It's designed to work by itself in a more control style of warlock, since its deathrattle would be detrimental to any zoolock deck.
Most Burn effects have a turn count on the card that signifies how long it lasts. With Scorch, it will deal 1 damage, deal another 1 damage at the end of your turn, and deal 1 more when you end your turn again for a total of three damage. However, if there isn't a turn count, then the effect will last until the minion dies. Just like Freeze, Burn can be silenced away. There won't be any burn cards with no turn count that can hit the enemy hero because there is no way to silence a hero. Unlike Freeze, Burn can stack together to deal more damage at the end of the turn.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
The survivor ability turns minions into threats that your opponent need to deal with immediately, because the longer they stay on the board the bigger their impact becomes.
Rest (X): If this minion does not attack for X turns, it gains a certain effect (does not count the first turn where the minion cannot attack anyways.)
So here are 3 ways to utilise this effect. The Arcane Shieldbearer cannot attack at all, thus it will get divine shield every turn, becoming a big nuisance to deal with. Overall, a rather boring but annoying use of the Rest. The Wind-up Gun is almost like a 4 mana 5/4 with charge if played on turn 2. While this is quite broken, remember that enemies have more chances to kill this minion before it gets to attack. Thus, the true power comes out when you coin this on turn 1. Many 2 mana cards cannot deal with the 5/4 early on and thus your opponent needs to either play a 1 drop and 2 drop to trade into the Wind-up Gun, or use 2 charge minions to kill it before you take the 5 damage, both making it an unworthy trade. Finally, the Patient Tactician. Since Rest stacks, you will get the +1/+1 everytime you activate Rest. This card adds an element of complexity to the mechanic. You can get the windfury and start attacking, or wait for the immunity when attacking to get some very good trades in. Or even wait longer to get better stats.
Side note: pls ignore my deleted post above, I was struggling witht he formatting and accidentally posted that one. Then, when i went to edit it, I accidentally posted a new comment instead of editting the old one
Token
Enjoy
Just for those wondering, this does proc off effects like Y'Shaarj, Rage Unbound and Dirty Rat
Wild: Any effects now includes Wild cards format.
This means that cards like Undercity Huckster whit wild effect, will add a card that includes this format.
In a regular minion it will add the effect as an aditional text, cause that minion will still interact whit other cards as Evolve or Master of Evolution, giving the posibility of evolving to a Wild Minon.
Mulligan: "Select any number of cards in your hand, shuffle them into the your deck and draw the same number of cards".
There is one slight difference between the keyword and start of game mulligan though. The start of game version doesn't let you redraw what you shuffled in as they get added in afterwards. The keyword version does not so you can redraw the same cards. The idea is it's good for control to swap out their late game cards early on, good for combo to get the cards they need, and it's just more reliable version of card draw (the odds of drawing what you need are way higher!).
Balance:
The mulligan effect I estimate to be worth just under a mana. Not worth as much as a single draw since if you drew perfectly you wouldn't need it but perfect draws don't always happen so getting a second shot at it is worth about a mana, just under the cost of drawing a card! With that in mind:
Exodar Tactican: I largely used Loot Hoarder to balance this guy. As the mulligan isn't quite worth a full mana having him draw the card straight after the mulligan rather than on a deathrattle seemed like a good idea. Could also be compared to Novice Engineer, extra mana for an extra attack and the mulligan.
Tactical Advance: Arcane Intellect for warrior! Full extra mana as you get the mulligan effect AFTER the two draws, meaning you not only get to swap out older cards in your hand but if the new ones you draw weren't good you can swap them out too. Extra mana makes it quite a bit slower than Arcane Intellect but warrior can work with that better than any other class.
Archbishop Benedictus: This is an interesting one. Priest already somewhat has the ability to see cards in the other players hand (Mind Vision) and that seems to be rather lowly costed, at least for seeing one card. Seeing their whole hand would be worth more but even then it doesn't help too much as we can tell from people snipping streamers. They can do some pretty smart plays with the info but that's only with permanent hand viewing and even then they still often lose. Given that I'm concluding that seeing their hand isn't worth all that much especially given it's on late game card so you probably already have a fair idea of what they likely have. Also, if you throw away cards in their hand with the effect you wont know what they draw back.
With that in mind I'm balancing him off of Medivh, the Guardian. Same states, both really slow with no immediate board impact. Medivh gives value in the form of an extremely powerful weapon that they either need to remove or deal with the potentially beefy minions it summons. And that's gonna take cards. Benedictus is sort of like a reverse card draw as they will get 1 less card back from the mulligan so if you only select one card in their hand his effect could be thought of as "View your opponents hand, shuffle one card from it into their deck". Medivh removes hand cards by forcing them to deal with the extra crap he summons and Benedictus does it via effect. Medivh can also keep getting these sudo hand removal effects with the 3 charges so that makes up for Benedictus's hand view and mulligan effect. Benedictus can remove the only removal in their hand that can deal with him and stop lethal by getting rid of face damage and that's pretty powerful but that's a class legendary for you. Plus being a late game card they will have less cards in their deck and a higher chance to draw the card you put back into their deck. That was a bit of a ramble but that was my thought process :P
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
It's simple really. You have three unspent mana crystals, you want to play Demon Hunter and thus discard two cards to supplement the cost (from your hand since that's the default place discarding happens from.) Thus allowing synergy with cards that are played when discarded, etc.
REMOVED
You Discover a card from your opponent's deck, and a random card in your hand transforms into it.
Studious Scholar: You just choose one of three random cards from your opponent's deck and replace a random card in your hand with it.
Occult Scribe: You do the Inquiry, only if you replace a spell in your hand, the spell is cast as a bonus.
Erudite Messenger: It's an Arcane Intellect, but has an added side effect. Instead of being replaced during Inquiry, your cards are shuffled into your deck instead.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Missing an extra damage for fatal? Leave it up to RNG.
A passive ability that has a chance to be triggered when attacking. When bestowed, minions or even players has a chance to deal that needed extra damage.
REMOVED
Essentially deathrattle meets enrage. The enrage effect is not always guaranteed, however there may be extra effects after the minion dies.
Tirisfal Guardian: My personal favorite as far as flavor is concerned. I've always viewed paladins as powerful defenders and this guard is exactly that. It dies, then comes right back with an extra blessing thanks to the light.
Militant: The local militia may not be strong, but they have their numbers. Unless Blizzard comes up with a way to remove silence, this card will retain massive value without being overpowered. I love the flavor, but not as much as the Tirisfal Guardian.
Exploding Ghoul: Because Warlock doesn't need more low-cost minions with boosted stats, right? At least this one has a scary drawback. It's designed to work by itself in a more control style of warlock, since its deathrattle would be detrimental to any zoolock deck.
RedneckBudha
Most Burn effects have a turn count on the card that signifies how long it lasts. With Scorch, it will deal 1 damage, deal another 1 damage at the end of your turn, and deal 1 more when you end your turn again for a total of three damage. However, if there isn't a turn count, then the effect will last until the minion dies. Just like Freeze, Burn can be silenced away. There won't be any burn cards with no turn count that can hit the enemy hero because there is no way to silence a hero. Unlike Freeze, Burn can stack together to deal more damage at the end of the turn.
Fast (Attacks by this minion can't be defended)
Essentially when a minion attacks another minion, it takes no damage. He continues to suffer damage when attacked.
REMOVED
Defend: This effect is only active during your opponent's turn.
Sorry... was fighting with the formatting. Should be good now.
#gNOmeferatu
Survivor: Does something at the end of each turn.
The survivor ability turns minions into threats that your opponent need to deal with immediately, because the longer they stay on the board the bigger their impact becomes.
REMOVED
Keyword: Fate.
This will trigger only if you have played this card with a different cost than its original, whether it is less or more.
Examples of cards that would help triggering fate: Pint-Size Summoner, Loatheb, Mana Wraith,Summoning Portal, Aviana, Shadowcaster, Venture Co. Mercenary.
Click to see my Hearthstone projects:
Rest (X): If this minion does not attack for X turns, it gains a certain effect (does not count the first turn where the minion cannot attack anyways.)
So here are 3 ways to utilise this effect. The Arcane Shieldbearer cannot attack at all, thus it will get divine shield every turn, becoming a big nuisance to deal with. Overall, a rather boring but annoying use of the Rest. The Wind-up Gun is almost like a 4 mana 5/4 with charge if played on turn 2. While this is quite broken, remember that enemies have more chances to kill this minion before it gets to attack. Thus, the true power comes out when you coin this on turn 1. Many 2 mana cards cannot deal with the 5/4 early on and thus your opponent needs to either play a 1 drop and 2 drop to trade into the Wind-up Gun, or use 2 charge minions to kill it before you take the 5 damage, both making it an unworthy trade. Finally, the Patient Tactician. Since Rest stacks, you will get the +1/+1 everytime you activate Rest. This card adds an element of complexity to the mechanic. You can get the windfury and start attacking, or wait for the immunity when attacking to get some very good trades in. Or even wait longer to get better stats.
Side note: pls ignore my deleted post above, I was struggling witht he formatting and accidentally posted that one. Then, when i went to edit it, I accidentally posted a new comment instead of editting the old one