Umm...unless I'm mistaken, Immune does not prevent a minion from dying via having zero health. Immunity prevents damage and being targeted by the enemy; it doesn't prevent being destroyed. It would hit the table, the game would register that it has zero health and is therefore subject to destruction/death, and then it would immediately die.
You can honestly achieve the same effect by giving it one health, without having to deal with that confusion.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
This is my actual first-idea (ignoring the silly chicken). I'm not a fan of the name or the picture, but I wanted to get it out here to see what people think. Maybe someone has an idea for a better name or picture.
Anyway, the point of the card is to corrupt all minions on the board, binding their souls to the players like a lich. Until they die both players are Immune, forcing each of you to focus on the minions and eliminate everyone on the table if you want to resume fighting. I don't want you to be able to cheese the spell, though, applying it while you have no board to prevent the enemy from doing anything while you ignore them and draw cards/prep for a later turn. Hence the high cost - it won't be useful against aggro decks - but perhaps there's a way to curb the abuse preemptively.
I have no further input -- the base concept seems neat -- except to suggest this image:
WoW Wiki used this when talking about Necrolyte soul binding and manipulation and it feels so in-flavor for your effect. Names could go in a lot of different directions. Spooky utilitarian, smartass evildoer? I could come up with something later maybe.
That's a cool picture; thanks! Here's how it would look:
Honestly, whats the point of this? Just play Twisting Nether instead, since corrupted minions die at the start of your turn, right? Or is this "corruption" supposed to be something special? Not the existing game mechanic? If so it should be probably called something different.
It is not meant to destroy them so Yes, it is technically something different. "Corrupted" happened to be an ideal word for what I was hoping to achieve, despite the mix up with Corruption and/or Corrupting Mist. The way I figured it, I'm not mentioning the "Destroy it/them..." so they shouldn't be mentally combined with the rest of the card's text.
I can change it. "Bind" and/or "bound" would make more sense flavor-wise, anyway. Should have thought of that.
Edit: How's this? Still iffy on the name, if anyone has some input on that front.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Fair enough, but the card still has to be able to exist on the table as-written; otherwise, a creation effect - like Evolve/Devolve - would produce a minion that literally cannot survive being created. That's not good for the game.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
After some thought, I decided to revise the effect. Now it can be used as an utterly absurd buy yourself another turn Ice Block type thing at the end of the game, or used to preserve your minions a little longer through Immune before killing them or see double-use as a removal like Corruption. Going with that card and the previous statement about Immune not being really worth more than 1 mana (maybe even less), I decided to cost it 2.
Thoughts? Note, you cannot target the enemy hero. Thankfully. =P
"But trust me, you'll really feel it in the morning."
This is my actual first-idea (ignoring the silly chicken). I'm not a fan of the name or the picture, but I wanted to get it out here to see what people think. Maybe someone has an idea for a better name or picture.
Anyway, the point of the card is to corrupt all minions on the board, binding their souls to the players like a lich. Until they die both players are Immune, forcing each of you to focus on the minions and eliminate everyone on the table if you want to resume fighting. I don't want you to be able to cheese the spell, though, applying it while you have no board to prevent the enemy from doing anything while you ignore them and draw cards/prep for a later turn. Hence the high cost - it won't be useful against aggro decks - but perhaps there's a way to curb the abuse preemptively.
I have no further input -- the base concept seems neat -- except to suggest this image:
WoW Wiki used this when talking about Necrolyte soul binding and manipulation and it feels so in-flavor for your effect. Names could go in a lot of different directions. Spooky utilitarian, smartass evildoer? I could come up with something later maybe.
That's a cool picture; thanks! Here's how it would look:
That's pretty sweet lookin' :D
Love it! If you're still looking for a new name, may I recommend "Soul Security"? With that picture I think it's sick, but maybe there are better.
I appreciate that, but even in handbuff, a card that literally kills itself unless buffed is bad. It would have to be pretty overstated to literally have NO VALUE unless buffed. So either it need 1 health or even more attack I think.
Love it! If you're still looking for a new name, may I recommend "Soul Security"? With that picture I think it's sick, but maybe there are better.
Nah the art is great; thanks again :D
As for your card Riot Until Dawn, if I'm not mistaken your card doesn't work as it is written. "Then destroy it" would mean the selected minion/character is promptly destroyed right after handing out Immunity. I understand the intention is "at the end of the effect's duration, destroy them", but that's technically not what it says :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
It technically doesn't do what you want it to do. Immune does not prevent destruction, which is what happens when you play things like Blastcrystal Potion and Felguard.
The idea is inherently interesting - a minion with "Your Mana Crystals cannot be destroyed this game" - but you'll have to shelve it for now because it doesn't mesh with this week's Immune requirement.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I get what the card is trying to do, but the wording is still off as cards like Felguard don't target your Mana Crystals, like how Deadly Shot or Twisting Nether can still kill Immune minions because Deadly Shot just destroys a minion without targeting it (and in the case of Twisting Nether, destroys EVERYTHING without targeting them). In addition, there's not enough cards in the game to really make this effect worthwhile. All Warlock cards that can destroy your Mana Crystals include Felguard, Blastcrystal Potion, and... that's it. It's like Freeze Shaman. There's not enough cards that can be used with it.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
This is my actual first-idea (ignoring the silly chicken). I'm not a fan of the name or the picture, but I wanted to get it out here to see what people think. Maybe someone has an idea for a better name or picture.
Anyway, the point of the card is to corrupt all minions on the board, binding their souls to the players like a lich. Until they die both players are Immune, forcing each of you to focus on the minions and eliminate everyone on the table if you want to resume fighting. I don't want you to be able to cheese the spell, though, applying it while you have no board to prevent the enemy from doing anything while you ignore them and draw cards/prep for a later turn. Hence the high cost - it won't be useful against aggro decks - but perhaps there's a way to curb the abuse preemptively.
I have no further input -- the base concept seems neat -- except to suggest this image:
WoW Wiki used this when talking about Necrolyte soul binding and manipulation and it feels so in-flavor for your effect. Names could go in a lot of different directions. Spooky utilitarian, smartass evildoer? I could come up with something later maybe.
That's a cool picture; thanks! Here's how it would look:
Honestly, whats the point of this? Just play Twisting Nether instead, since corrupted minions die at the start of your turn, right? Or is this "corruption" supposed to be something special? Not the existing game mechanic? If so it should be probably called something different.
It is not meant to destroy them so Yes, it is technically something different. "Corrupted" happened to be an ideal word for what I was hoping to achieve, despite the mix up with Corruption and/or Corrupting Mist. The way I figured it, I'm not mentioning the "Destroy it/them..." so they shouldn't be mentally combined with the rest of the card's text.
I can change it. "Bind" and/or "bound" would make more sense flavor-wise, anyway. Should have thought of that.
Edit: How's this? Still iffy on the name, if anyone has some input on that front.
I think the spelled out effect on the card is there just for the sake of filling the card with text and kinda making it clear what is gonna happen, it wouldnt actually have to be there, since minions will get the corrupted debuff and that signifies that they will die at the start of your turn, not cause of the card text actually said it (or in your case, didnt).
That being said, kinda same thing should apply for your "bind" "keyword". I think u could word it as "Bind all minions. Until all bound minions are destroyed, both players are Immune." Those minions will get the "bind" debuff (at least i assume so), so there is no need to specify that they will get the debuff, rather just "describe" what is gonna happen, same thing as corruption/mist do.
I really like the Jacques, has some cool flavour. About the Blaze of Glory: what would happen if you played a second one the next turn?
Im not sure if these r your cards, since the quote is kinda unclear ...
Pacifist Rager: should be 3 mana to keep up with the existing ragers, guess it could be the control/hold 5-attack minion trigger and it would at least cycle itself ... cute, tho im not sure how playable.
Blaze of Glory: Good flavor, tho i dont like the ability at all. Its basically mage quest that costs 2 less mana.
Jacques, Giantslayer: i suppose this is a balanced card, albeit it will most likely never trigger, since it aint immune while those minion attack it. So its just a 4/3 for 3 mana 99% of times, even nerfed BGH is still more reliable than this. btw is the "this turn" part at the end of the text missing on purpose? So if it actually does trigger, once in a milion, u get permament poisonous+immune minion? I suppose its still fine, just wondering :P
After some thought, I decided to revise the effect. Now it can be used as an utterly absurd buy yourself another turn Ice Block type thing at the end of the game, or used to preserve your minions a little longer through Immune before killing them or see double-use as a removal like Corruption. Going with that card and the previous statement about Immune not being really worth more than 1 mana (maybe even less), I decided to cost it 2.
Thoughts? Note, you cannot target the enemy hero. Thankfully. =P
"But trust me, you'll really feel it in the morning."
The wording is kinda wierd, i get u want to be able to target anything but the enemy hero, but that makes it rly messy to word, i mean it can still be improved, but if u would just target the minions, it would be easier and i suppose rather balanced, tho i guess u want to try and make it a one last stand for your hero to try and finish the game.
Anyway, what i would suggest is: "Give a minion Immune. Destroy it at the end of your next turn.", or if u want to keep it as u have it: "Give an enemy minion or a friendly character Immune. Destroy it at the end of your next turn.".
Also, dont post such a big ass images and try to use spoilers for (at least) longer quotes, thanks.
Fair enough. You've convinced me that Bubble Hearth is balanced and useful. :D My only concern is that people might not get the idea right away and will undoubtedly compare this Shadowstep. Can't really do much about it though. The flavour helps to counter it though. This is a light suggestion, but you may want to make this a rare because it feels too complex for a common (also, it isn't really helpful in Arena).
Lotus Assassin already starts with Stealth in addition to his effect, so he makes up for not triggering on your opponents turn. So, I'm still hesitant to nerf it to a 4 mana 4/4 (a 4 mana 4/4 is WAY worse than a 5 mana 5/5 in my personal experience). As you've said, I'm trying to push more of a Control Warrior type of ordeal, except I'm aiming for a more Enrage-based archetype because I feel like it hasn't received much love in the past year. I'm afraid that making a cheap, powerful Enrage card will enforce a more aggressive play-style than midrange or tempo. I'm trying to make it slightly better than the unplayable Lotus Assassin and worse than the I-suddenly-miss-aggro Spreading Plague. Regardless, do you think it's absolutely necessary that I have to make this a 4 mana 4/4?
5/5 for 5 is by no means too strong, but if it's intended for control, I'd probably give it asymmetrical stats anyway. I'm not even sure if control would play this as a 5/5 for 5. For that it does not enough, since it would die against 5+ attack minions anyway in control mirrors and even if it hits a 4 attack minion, the immunity would be pointless if it's your turn, unless you use another AoE first. The effect is really just to make sure you have something on the board next turn I think, to be able to kill that Flappy Bird or get rid of that South Sea Captain and for that turn 5 is way too late. So you might perceive downsizing it to be a nerf, I'd argue it makes it more playable.
I mean, you could even give it taunt, so it would always absorb at least a single hit, before becoming immune, losing the taunt but giving you a minion to make the trades on YOUR terms next turn. This would really help to catch up on the board. 3/5 with taunt for 4 seems actually pretty reasonable or a 2/5 taunt 3 drop that would perfectly curve with Blood Razor. Anyway, just bouncing ideas here, so feel free to ignore them.
Here is my idea for the week! I like the Ragers, I don't play a deck without them! But seriously, this could be a nice weapon in Elemental Mage. I'll return any feedback.
This is my actual first-idea (ignoring the silly chicken). I'm not a fan of the name or the picture, but I wanted to get it out here to see what people think. Maybe someone has an idea for a better name or picture.
Anyway, the point of the card is to corrupt all minions on the board, binding their souls to the players like a lich. Until they die both players are Immune, forcing each of you to focus on the minions and eliminate everyone on the table if you want to resume fighting. I don't want you to be able to cheese the spell, though, applying it while you have no board to prevent the enemy from doing anything while you ignore them and draw cards/prep for a later turn. Hence the high cost - it won't be useful against aggro decks - but perhaps there's a way to curb the abuse preemptively.
I have no further input -- the base concept seems neat -- except to suggest this image:
WoW Wiki used this when talking about Necrolyte soul binding and manipulation and it feels so in-flavor for your effect. Names could go in a lot of different directions. Spooky utilitarian, smartass evildoer? I could come up with something later maybe.
That's a cool picture; thanks! Here's how it would look:
Honestly, whats the point of this? Just play Twisting Nether instead, since corrupted minions die at the start of your turn, right? Or is this "corruption" supposed to be something special? Not the existing game mechanic? If so it should be probably called something different.
It is not meant to destroy them so Yes, it is technically something different. "Corrupted" happened to be an ideal word for what I was hoping to achieve, despite the mix up with Corruption and/or Corrupting Mist. The way I figured it, I'm not mentioning the "Destroy it/them..." so they shouldn't be mentally combined with the rest of the card's text.
I can change it. "Bind" and/or "bound" would make more sense flavor-wise, anyway. Should have thought of that.
Edit: How's this? Still iffy on the name, if anyone has some input on that front.
I think the spelled out effect on the card is there just for the sake of filling the card with text and kinda making it clear what is gonna happen, it wouldnt actually have to be there, since minions will get the corrupted debuff and that signifies that they will die at the start of your turn, not cause of the card text actually said it (or in your case, didnt).
That being said, kinda same thing should apply for your "bind" "keyword". I think u could word it as "Bind all minions. Until all bound minions are destroyed, both players are Immune." Those minions will get the "bind" debuff (at least i assume so), so there is no need to specify that they will get the debuff, rather just "describe" what is gonna happen, same thing as corruption/mist do.
That's fair. Thank you for that clarification. Here we are:
Is eight mana a good amount? High enough to avoid early-game cheese, but not so high as-to prevent any other card from being played that turn.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thoughts on something along these lines? I'd like to make something that plays to the idea of Rogue being tricky and creating something where some poisons/poisonous could really shine.
I think someone may have mentioned this, but the watermark on this artwork is visible. It does look fixable. As for the card itself, the one thing I'm not wild about is combos like Southsea Deckhand or Patches the Pirate plus Plague Scientist - feels a little unfair to plow one of these little chargers into an enormous minion and have it survive, you know?
(Shielded Outcast would just say "Deathrattle: Your hero is Immune on your turn for the next three turns.")
Malefic Grasp feels a little underpowered considering it doesn't really interact with the board. Shielded Outcast is pretty decent, and I think you're right to have the wording be "for the next three turns." I'd have to think about interactions with things like Hellfire and Felfire Potion. They become pretty punishing with this thing's deathrattle. I could see exo-sapper being a little confusing. Did you mean immune while attacking?
At any rate, Shielded Outcast is my favorite of the bunch.
Here is my idea for the week! I like the Ragers, I don't play a deck without them! But seriously, this could be a nice weapon in Elemental Mage. I'll return any feedback.
The only feedback I have to give is that the wording should be "a minion with 5 or more Health" instead of "a 5-plus Health minion", which this way stays consistent with cards like Fight Promoter. It also uses the exact same artwork as Twilight Elemental, so it might be a good idea to look for different artwork.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
@Zukuu Immune is basically a permanent divine shield with stealth so Twisting Nether and Mass Dispel work normally against it.
Here's my first idea:
This seems pretty weak to me. Since it doesn't have Charge, your opponent will be able to take advantage of the second effect first, meaning they easily could kill it on their next turn and not take damage which in that sense is like a 4 mana 3/4 with a drawback which is really terrible.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
That's fair. Thank you for that clarification. Here we are:
Is eight mana a good amount? High enough to avoid early-game cheese, but not so high as-to prevent any other card from being played that turn.
I think 8 mana is fair. For 8 mana a Warlock can just wipe the board, but that doesn't allow the strong probability of more than one turn of protection like this card does. Binding the enemy minions is I think the particular detail that makes this worth playing instead of just wiping the board for the same cost. By the way, Warlock needs more big spells for things like Bloodbloom and Cho'gall so I love this. =D
This seems pretty weak to me. Since it doesn't have Charge, your opponent will be able to take advantage of the second effect first, meaning they easily could kill it on their next turn and not take damage which in that sense is like a 4 mana 3/4 with a drawback which is really terrible.
^ Yeah it would need charge or a better stat-line/mana cost. Love the idea though. Giving it Charge while keeping its text at four lines or less would be hard though... maybe not impossible?
I tried it on Hearthcards and it FITS on four lines but it formats horribly and still gets shrunken text as if it were on more lines. A slight deviation from the typical wording might be acceptable (I feel like Blizzard might do this themselves to fit something that just barely doesn't work) or try messing with its stats.
EDIT: Just tried using the Tar Creeper wording instead. It fits. If you want to go the Charge route (and leave it open to buffing) try this:
"Charge Immune when attacking. Has -3 Attack during your opponent's turn."
Fair enough. You've convinced me that Bubble Hearth is balanced and useful. :D My only concern is that people might not get the idea right away and will undoubtedly compare this Shadowstep. Can't really do much about it though. The flavour helps to counter it though. This is a light suggestion, but you may want to make this a rare because it feels too complex for a common (also, it isn't really helpful in Arena).
Lotus Assassin already starts with Stealth in addition to his effect, so he makes up for not triggering on your opponents turn. So, I'm still hesitant to nerf it to a 4 mana 4/4 (a 4 mana 4/4 is WAY worse than a 5 mana 5/5 in my personal experience). As you've said, I'm trying to push more of a Control Warrior type of ordeal, except I'm aiming for a more Enrage-based archetype because I feel like it hasn't received much love in the past year. I'm afraid that making a cheap, powerful Enrage card will enforce a more aggressive play-style than midrange or tempo. I'm trying to make it slightly better than the unplayable Lotus Assassin and worse than the I-suddenly-miss-aggro Spreading Plague. Regardless, do you think it's absolutely necessary that I have to make this a 4 mana 4/4?
5/5 for 5 is by no means too strong, but if it's intended for control, I'd probably give it asymmetrical stats anyway. I'm not even sure if control would play this as a 5/5 for 5. For that it does not enough, since it would die against 5+ attack minions anyway in control mirrors and even if it hits a 4 attack minion, the immunity would be pointless if it's your turn, unless you use another AoE first. The effect is really just to make sure you have something on the board next turn I think, to be able to kill that Flappy Bird or get rid of that South Sea Captain and for that turn 5 is way too late. So you might perceive downsizing it to be a nerf, I'd argue it makes it more playable.
I mean, you could even give it taunt, so it would always absorb at least a single hit, before becoming immune, losing the taunt but giving you a minion to make the trades on YOUR terms next turn. This would really help to catch up on the board. 3/5 with taunt for 4 seems actually pretty reasonable or a 2/5 taunt 3 drop that would perfectly curve with Blood Razor. Anyway, just bouncing ideas here, so feel free to ignore them.
Thanks for the feedback! :)
Hmmm...I think you're on to something, but I don't want to give a buff to Taunt Warrior because it's had its time to shine in Un'goro already. The problem with making it a 3/5 Taunt or 2/5 Taunt is that I'm intending it to be both combo-able on your opponent's turn (to last until your next turn) and your own turn (to make trades without losing a minion). That means it needs to have both a sufficient amount of Attack and Health; otherwise, the Immunity is not really that worthwhile, and it's going to be hard to combo it. So, 2-3 Attack won't really cut it. Additionally, a 4 Health minion can't really combo on your turn because it'll either be reduced to 1 Health or outright die. So, the effect becomes a lot more niche and uninteresting.
The asymmetrical design sounds good though. How does a 5 mana 4/6 sound?
@Zukuu Immune is basically a permanent divine shield with stealth so Twisting Nether and Mass Dispel work normally against it.
Here's my first idea:
Considering that this is basically a 0/4 with "Has +3 Attack and Immune during your turn", this seems pretty weak. I think you can get away with bumping this to a 3/5 or even a 4/5. The drawback is clearly stronger than the advantage.Any thoughts on my cards?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
That card I think is meant for handbuff pally
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Does this card make sense?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Click the image to go to my custom Time Traveler class.
- Click Here To Join Us On Discord! -
5/5 for 5 is by no means too strong, but if it's intended for control, I'd probably give it asymmetrical stats anyway. I'm not even sure if control would play this as a 5/5 for 5. For that it does not enough, since it would die against 5+ attack minions anyway in control mirrors and even if it hits a 4 attack minion, the immunity would be pointless if it's your turn, unless you use another AoE first. The effect is really just to make sure you have something on the board next turn I think, to be able to kill that Flappy Bird or get rid of that South Sea Captain and for that turn 5 is way too late. So you might perceive downsizing it to be a nerf, I'd argue it makes it more playable.
I mean, you could even give it taunt, so it would always absorb at least a single hit, before becoming immune, losing the taunt but giving you a minion to make the trades on YOUR terms next turn. This would really help to catch up on the board. 3/5 with taunt for 4 seems actually pretty reasonable or a 2/5 taunt 3 drop that would perfectly curve with Blood Razor. Anyway, just bouncing ideas here, so feel free to ignore them.
Here is my idea for the week! I like the Ragers, I don't play a deck without them! But seriously, this could be a nice weapon in Elemental Mage. I'll return any feedback.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Click the image to go to my custom Time Traveler class.
@Zukuu
Immune is basically a permanent divine shield with stealth so Twisting Nether and Mass Dispel work normally against it.
Here's my first idea:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Click the image to go to my custom Time Traveler class.
Immune when attacking.
Has -3 Attack during your opponent's turn."
Any thoughts on my cards?