You use a minion the same way you would attack with a minion, by dragging the minion on the battlefield to a (legal) target. The idea is to have a repeatable targeting effect of a minion without having to add anything new to the game interface-wise. It is like "tapping" in MTG, except that you do not have the option to attack with the minion.
Other rules:
Minions with the "Use" keyword cannot attack, but can be attacked. When attacked, they will deal their combat damage like normal.
When silenced minions lose the keyword, so they gain the ability to attack.
You cannot use a minion the turn it is played.
Rush and charge don't make using the minion on the turn it is played possible, since you are not attacking with the minion.
Windfury does not make you able to use the minion twice.
The use ability bypasses taunt.
Here are some possible minions with the use ability:
Class: Warlock Mana: 3 Stats: 3/4 Use: remove the top two cards of a player's deck.
Class: Priest Mana: 1 Stats: 1/3 Use: Restore 3 health
Class: Rogue Mana: 1 Stats: 1/1 Use: destroy a minion
I thought of a very similar idea, although I called it "Tactic" instead of "Use." So I like the core concept of the keyword, but idk how I feel about the specific examples.
i like the idea of the keyword as it would open up so much design space. and I know this is not the point of the thread but I don't really like the cards you put out, you have to consider that if the opponent does not have a answer very soon, these cards will use this ability every single turn, with no consequences.
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Rejoice, for even in death, you have become children of Thanos.
I thought of a very similar idea, although I called it "Tactic" instead of "Use." So I like the core concept of the keyword, but idk how I feel about the specific examples.
Cool! I'm sure you can do a lot more interesting things with a mechanic like this, but I went for the more obvious ones mostly.
i like the idea of the keyword as it would open up so much design space. and I know this is not the point of the thread but I don't really like the cards you put out, you have to consider that if the opponent does not have a answer very soon, these cards will use this ability every single turn, with no consequences.
You might be right, but I'm actually not that worried, most of them are ridiculously easy to deal with. Consider the spirits, most of them have not made a big splash yet, even though they pose the same problem in theory.
You use a minion the same way you would attack with a minion, by dragging the minion on the battlefield to a (legal) target. The idea is to have a repeatable targeting effect of a minion without having to add anything new to the game interface-wise. It is like "tapping" in MTG, except that you do not have the option to attack with the minion.
Other rules:
Here are some possible minions with the use ability:
Class: Warlock
Mana: 3
Stats: 3/4
Use: remove the top two cards of a player's deck.
Class: Priest
Mana: 1
Stats: 1/3
Use: Restore 3 health
Class: Rogue
Mana: 1
Stats: 1/1
Use: destroy a minion
Class: warrior
Mana: 5
Stats: 5/5
Use: deal 5 damage
Class: Mage
Mana: 2
Stats: 4/4
Use: Freeze a character
Class: Hunter
Mana: 3
Stats: 0/3
Stealth for a turn
Use: give a beast +3/+3
Class: Paladin
Mana: 2
Stats: 1/1
divine shield
Use: give a silver hand recruit +2/+2 and taunt.
Class: Shaman
Mana: 2
Stats: 0/7
Use: Give a minion "deathrattle: resummon this minion"
Class: druid
Mana: 2
Stats: 3/3
Use: Choose a minion, swap this minion's attack and health with that minion's.
What do you think?
I thought of a very similar idea, although I called it "Tactic" instead of "Use." So I like the core concept of the keyword, but idk how I feel about the specific examples.
i like the idea of the keyword as it would open up so much design space. and I know this is not the point of the thread but I don't really like the cards you put out, you have to consider that if the opponent does not have a answer very soon, these cards will use this ability every single turn, with no consequences.
Rejoice, for even in death, you have become children of Thanos.
Cool! I'm sure you can do a lot more interesting things with a mechanic like this, but I went for the more obvious ones mostly.
You might be right, but I'm actually not that worried, most of them are ridiculously easy to deal with. Consider the spirits, most of them have not made a big splash yet, even though they pose the same problem in theory.
This is a good idea, adds some snipe-like cards to the game, opens up new card space. Also doesn’t seem too broken either so good job.