My first idea comes from the cause of the Cataclysm in WoW, Deathwing. The visual would destroy the left and right sides of the battlefield, setting the max number of minions per side to 5 for the rest of the game. Worldbreaker is one of the titles given to Deathwing after the cataclysm. The effect does not stack whenever both players have this card since it's coded to destroy the 1st and 7th locations only.
My only gripe with this is that it would disable my current favorite gimmick deck, Gang Up/Patches/Ships Cannon, which does not function without all seven minion positions. Then again, I might run it in some other combo gimmick decks like Freeze Mage. It's probably a fine effect, disabling one or two niche decks isn't meta-breaking. But I think I'd rather see this as a battlecry, with the potential to destroy minions in those positions.
I REALLY love this idea! It would make Anyfin Paladin insanely strong imo as you have more survivability than the paladins would already have. Not sure about balancing as I am generally quite bad at balancing spells. But I guess you could sort of compare it to Flash Heal
@Zanywoop I quite like Trueheart the Barbarian because it adds more decision-making to the early game beyond just playing on curve. I think you can penalise it less statwise, since early game Inspire effects aren't very powerful and you're unlikely to hold your free hero power long enough to trigger more powerful Inspires. Could be 4 mana, unless I'm missing some combo somewhere.
Meanwhile I've been thinking of making this card. So you get to run a 29 card deck, but you also have a 3/30 or 4/30 chance of losing a card from your hand, since "when the game starts" occurs after the mulligan. I admit I mostly just want to make the card because it's hilarious, but does the idea have merit? It could be interesting in Priest to give you something to Resurrect early. I don't think this is a card that's ever going into a playable deck, but it could be a weird fun card like Weasel Tunneler.
@Zanywoop I quite like Trueheart the Barbarian because it adds more decision-making to the early game beyond just playing on curve. I think you can penalise it less statwise, since early game Inspire effects aren't very powerful and you're unlikely to hold your free hero power long enough to trigger more powerful Inspires. Could be 4 mana, unless I'm missing some combo somewhere.
Meanwhile I've been thinking of making this card. So you get to run a 29 card deck, but you also have a 3/30 or 4/30 chance of losing a card from your hand, since "when the game starts" occurs after the mulligan. I admit I mostly just want to make the card because it's hilarious, but does the idea have merit? It could be interesting in Priest to give you something to Resurrect early. I don't think this is a card that's ever going into a playable deck, but it could be a weird fun card like Weasel Tunneler.
Has to be Legendary since two of them would render the drawback moot.
Hmmm i like it but it's too strong. It basically prevents you from playing a 1-drop and that doesn't mean much. Maybe force it to cap your mana at 9? That might still be busted though. Also don't forget to bold keywords like "Spell Power" and "Overload"
Prayer of Healing give your hero 5 extra Health at the start of the game, but your opponent will gain 10 Health. Eventually, you can cast Prayer of Healing to make it even, but you will start at a disadvantage. I decided to make it a non-legendary card so it wouldn't be as strong in Reno Decks. Before it gave 10 Health to your hero and 15 Health to the opponent, but with this change, you can't include two of these in your deck without jeopardizing your Reno cards. Against aggro decks, it might be just the card you need to survive long enough to make a comeback, but against other control decks, it might be a liability.
Okay, so I'm seeing that most of you have decided to do exactly the thing that I warned against immediately and created effects that are entirely positive with no counterbalance. That's fine, I guess. =|
Anyway, for my own entry, I thought this would be cool. Paladin's have the best armor in the game in WoW, and it's totally weird they get absolutely zero access to Armor in Hearthstone, so I think this could be a neat way to introduce some more variety to potential Paladin builds.
I'd love this card, I run Finley in most of my Paladin builds in the hopes of getting a better hero power...seems balanced enough, the only thing bothering me is running 2 would be pointless (and we can't squeeze in something like "If it's already Armor Up!, upgrade it.", which could potentionally make it OP too xD)
Even though this is not my first idea for the competition, it's the more stable one. I like the concept and it has a lot of potential. I'll be thinking of other ideas but, meanwhile, Thoughts? Any tweaks to make?
Having some not only balancing this. But also wording it. The idea is that Dr.What travels back in time to turn one after he is defeated. This gives you absurdly good board control in the early game, but the instant Dr.What appears in your hand, and you have enough mana to play him, you must play him immediately giving you a potentially weak turn 4, or giving you less options in the late game. The deathrattle is merley for flavor... what happens if you polymorph him you ask? TIME PARADOX!
This card would be beyond busted even if it was a Druid Exclusive Legendary. The effect is incredibly strong, and there is no real downside to putting it in your deck, as it makes your early game LEAGUES better.
I like the idea of this a lot. But doesn't this take away from the identity of Warrior a bit? If paladin can armor up than Warrior becomes much weaker as a control class, because while Warrior has more burst and stronger removal, I would argue that Paladin has a better late game overall, and still has strong enough removal to be flat out better than Warrior.
Thoughts? Balanced? Maybe summon a random non-legendary demon? Statline suggestions?
In Wild, you'd be able to summon a Mal'Ganis with no drawback turn 1. No thanks :P
I'll make it non-legendary then, thanks. You're right, the damage would come after he's on board and that's a HUGE no/no this guy then, thoughts?
Unfortunately I think the idea just wouldn't work. Or rather, it couldn't be balanced. Doomguard, for example, loses you 10 Health, but you get a 5/7 on your first turn, that can attack! Even simple things like Flame Imp or Voidwalker only lose you 2 Health and are incredibly good cards to have out turn 1.
I don't think the downside offsets the cost, and I don't think that increasing the downside makes it more balanced, just more variable, which isn't good design.
Now that I think about it, they are quite similar, although the payoffs are quite different; nurgling's card gives you a smaller deck or a 0mana 2/2, while my card gives Resurrect shenanigans. Sorry @nurgling13, I'll think of another idea. Good luck :)
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Thank you Kanye,
Very Cool.
@Zanywoop I quite like Trueheart the Barbarian because it adds more decision-making to the early game beyond just playing on curve. I think you can penalise it less statwise, since early game Inspire effects aren't very powerful and you're unlikely to hold your free hero power long enough to trigger more powerful Inspires. Could be 4 mana, unless I'm missing some combo somewhere.
Meanwhile I've been thinking of making this card. So you get to run a 29 card deck, but you also have a 3/30 or 4/30 chance of losing a card from your hand, since "when the game starts" occurs after the mulligan. I admit I mostly just want to make the card because it's hilarious, but does the idea have merit? It could be interesting in Priest to give you something to Resurrect early. I don't think this is a card that's ever going into a playable deck, but it could be a weird fun card like Weasel Tunneler.
Thoughts? Balanced? Maybe summon a random non-legendary demon? Statline suggestions?
Thoughts on the initial concept?
Has to be Legendary since two of them would render the drawback moot.
Didnt @nurgling13 propose a very similar idea por am I missing the difference due to the minion dying than being disarded
Ps: directed to bennoten
Thank you Kanye,
Very Cool.
Prayer of Healing give your hero 5 extra Health at the start of the game, but your opponent will gain 10 Health. Eventually, you can cast Prayer of Healing to make it even, but you will start at a disadvantage. I decided to make it a non-legendary card so it wouldn't be as strong in Reno Decks. Before it gave 10 Health to your hero and 15 Health to the opponent, but with this change, you can't include two of these in your deck without jeopardizing your Reno cards. Against aggro decks, it might be just the card you need to survive long enough to make a comeback, but against other control decks, it might be a liability.
Here's something off the top of my head:
What do you guys think? Should it be legendary? Should it be druid-only? Should it have better stats? Is it just shit?
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Putting this here and hoping it isn't copied again like it was a few weeks back. Hopefully the mods don't ignore the report again if it is.
You can't stop the signal.
"Worry not. For I'm always there..."
Even though this is not my first idea for the competition, it's the more stable one. I like the concept and it has a lot of potential. I'll be thinking of other ideas but, meanwhile, Thoughts? Any tweaks to make?
Having some not only balancing this. But also wording it. The idea is that Dr.What travels back in time to turn one after he is defeated. This gives you absurdly good board control in the early game, but the instant Dr.What appears in your hand, and you have enough mana to play him, you must play him immediately giving you a potentially weak turn 4, or giving you less options in the late game. The deathrattle is merley for flavor... what happens if you polymorph him you ask? TIME PARADOX!
"Science isn't about why! Its about why not!"
This card would be beyond busted even if it was a Druid Exclusive Legendary. The effect is incredibly strong, and there is no real downside to putting it in your deck, as it makes your early game LEAGUES better.
"Science isn't about why! Its about why not!"
I like the idea of this a lot. But doesn't this take away from the identity of Warrior a bit? If paladin can armor up than Warrior becomes much weaker as a control class, because while Warrior has more burst and stronger removal, I would argue that Paladin has a better late game overall, and still has strong enough removal to be flat out better than Warrior.
"Science isn't about why! Its about why not!"
You can find me here! Good luck everyone!
Now that I think about it, they are quite similar, although the payoffs are quite different; nurgling's card gives you a smaller deck or a 0mana 2/2, while my card gives Resurrect shenanigans. Sorry @nurgling13, I'll think of another idea. Good luck :)