So, I came up with an another card with a cool, unique, effect. How strong is this card? Too strong, too weak? I personally think this card is pretty good, not overpowered, not too bad. It is unplayable if you have only 1 minion, and very bad if you have many minions. But it's a nice top deck, when you're just hero powering every turn, and it has great synergy with minions that summon minions.
My last post got some nice feedback, mostly "negative", but it was still feedback, and they were all valid opinions.
Should I make this some kind of series? I make a card with very unique effect, and you criticize it?
I would prefer something like "costs 2 less per friendly minion" than the reference to losing the game. Losing the game is not currently a mechanic in Hearthstone.
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The deck I made and used to get to legend season 18:
It works well with the hero power, what can be really bad in the late game. It gives some value to the hero power later on the game, other than just praying for spl dmg totem.
honestly i don't think its a bad card. We have a 4 mana 7/7 and this card is a mana shorter, has a really good drawback of destroying your minions, and its wording forces it to not be played on an empty board. I can see a deathrattle deck being played with this. though i think giving a still substantial, but less of a drawback then "lose the game" would be more balanced
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JMAP94. The best way to love the artist is to love the art.
honestly i don't think its a bad card. We have a 4 mana 7/7 and this card is a mana shorter, has a really good drawback of destroying your minions, and its wording forces it to not be played on an empty board. I can see a deathrattle deck being played with this. though i think giving a still substantial, but less of a drawback then "lose the game" would be more balanced
Good thinking. Maybe effect/drawback could be "Deal 8 damage to your hero"? It would be "Apocalypse" themed, destroys stuff, and hurts you possibly.
So, I came up with an another card with a cool, unique, effect. How strong is this card? Too strong, too weak? I personally think this card is pretty good, not overpowered, not too bad. It is unplayable if you have only 1 minion, and very bad if you have many minions. But it's a nice top deck, when you're just hero powering every turn, and it has great synergy with minions that summon minions.
My last post got some nice feedback, mostly "negative", but it was still feedback, and they were all valid opinions.
Should I make this some kind of series? I make a card with very unique effect, and you criticize it?
Football and games.
I would prefer something like "costs 2 less per friendly minion" than the reference to losing the game. Losing the game is not currently a mechanic in Hearthstone.
The deck I made and used to get to legend season 18:
http://www.hearthpwn.com/decks/335680-flexible-zoolock
Turn 3: Play Coin into this is even greater than Prep Coin concede.
Seems pretty weak though.
Why did you pick shaman? any particular reason?
JMAP94. The best way to love the artist is to love the art.
It works well with the hero power, what can be really bad in the late game. It gives some value to the hero power later on the game, other than just praying for spl dmg totem.
Football and games.
honestly i don't think its a bad card. We have a 4 mana 7/7 and this card is a mana shorter, has a really good drawback of destroying your minions, and its wording forces it to not be played on an empty board. I can see a deathrattle deck being played with this. though i think giving a still substantial, but less of a drawback then "lose the game" would be more balanced
JMAP94. The best way to love the artist is to love the art.
Football and games.
^ alright, that works
JMAP94. The best way to love the artist is to love the art.
Makes more sense in warlock, thematically and working with zoo.
It's balanced.
Deal 30 damage to your hero would probably be a better wording than "lose the game"