Something along the lines of Infernal temptest from YGO?
Secret (Any exept warior and druid) class.
3 mana If your oponent deal 15 dmg or more to your hero remove all creatures from the hand,deck and revival pool from both player deck OR If your oponent deals 10 dmg or more remove all creatures from both players deck and hands.
Man I used to love that card. I played a deck that relied on everything being out of play or in the grave. For hearthstone I think It would have to be like 15-20 damage to even be considered. But a big reason this works in yugioh and not hearthstone is yugioh has TONS of cards that interact with the graveyard. Hearthstone doesn't have that many.
If you were to print this in hearthstone it would have to be like if you take 15 or more damage at once mill 5 cards from both players deck and hand. Or something like that
Man I used to love that card. I played a deck that relied on everything being out of play or in the grave. For hearthstone I think It would have to be like 15-20 damage to even be considered. But a big reason this works in yugioh and not hearthstone is yugioh has TONS of cards that interact with the graveyard. Hearthstone doesn't have that many.
If you were to print this in hearthstone it would have to be like if you take 15 or more damage at once mill 5 cards from both players deck and hand. Or something like that
I can see that being a thing for a warlock. Well basicly this comment
While I think the idea is interesting, HS is a very different game.
First of all, Secrets are not the same as quick spell and trap cards. The cost of opportunity (Mana Cost and deck slot) is much higher for such cards in HS. Also, you can't choose when you activate Secrets, you have no interaction with your opponent's turn at all. That's why cards like Vaporize or Mirror Entity are nowhere near as good as they would be in YGO. While you'd probably always activate Inferno Tempest when you could, since you build your deck accordingly, you have the option to leave it alone and still use monsters.
Second, Hearthstone is much less about stacking damage than Yu-Gi-Oh. Hearthstone's equivalent would be "If you take more than 10-15 damage in one turn" instead of "from one attack". In YGO, it's not that unusual to summon bigger monsters that get close to or above 3000 ATK, whereas in Hearthstone, you'd rather have two or three mid-size minions than one huge minion, and most regular minions don't get bigger than 8 attack.
Even if a card like "if you take 10 or more damage in one turn, destroy all minions on the field and in each players hands and decks" existed, it would not be that great. Another difference to Spell and Trap cards is that Secrets are mostly very easy to play around, especially since it's well known which are commonly played. Kind of like you deal as much damage as possible before you trigger an Ice Block, your opponent would deal as close to 9 damage as they can get. Not even that much of a limitation.
While I think the idea is interesting, HS is a very different game.
First of all, Secrets are not the same as quick spell and trap cards. The cost of opportunity (Mana Cost and deck slot) is much higher for such cards in HS. Also, you can't choose when you activate Secrets, you have no interaction with your opponent's turn at all. That's why cards like Vaporize or Mirror Entity are nowhere near as good as they would be in YGO. While you'd probably always activate Inferno Tempest when you could, since you build your deck accordingly, you have the option to leave it alone and still use monsters.
Second, Hearthstone is much less about stacking damage than Yu-Gi-Oh. Hearthstone's equivalent would be "If you take more than 10-15 damage in one turn" instead of "from one attack". In YGO, it's not that unusual to summon bigger monsters that get close to or above 3000 ATK, whereas in Hearthstone, you'd rather have two or three mid-size minions than one huge minion, and most regular minions don't get bigger than 8 attack.
Even if a card like "if you take 10 or more damage in one turn, destroy all minions on the field and in each players hands and decks" existed, it would not be that great. Another difference to Spell and Trap cards is that Secrets are mostly very easy to play around, especially since it's well known which are commonly played. Kind of like you deal as much damage as possible before you trigger an Ice Block, your opponent would deal as close to 9 damage as they can get. Not even that much of a limitation.
Agree. I wanted comments like this. Ty for your time.
And i would add even in YGO most of backrow would be removed even before battle phase even begins if we are talking about competetive. And ifnernal temptest never got to see competetive play. Reason why i posted this here is i want more people to know about this card since i never saw anything like it in other card games I wannna see more cards in HS that have high-risk high reward where u will buillt deck about certain strategy more then another. And yes exatly why i slapped 10 or 15 activation cost. Looks like i overbalanced more than i should.
Something along the lines of Infernal temptest from YGO?
Secret (Any exept warior and druid) class.
3 mana
If your oponent deal 15 dmg or more to your hero remove all creatures from the hand,deck and revival pool from both player deck
OR
If your oponent deals 10 dmg or more remove all creatures from both players deck and hands.
Heres the ygo one.
I cant imagine effect like this in hs....people didnt like highlander priest or quest mage and this is like 100 times worse
No. Like...no.
What will be the reason to do that? Basically, if your opponent does 10 damage in one turn he lost?
This is just a bad idea.
--Alfi--
Man I used to love that card. I played a deck that relied on everything being out of play or in the grave. For hearthstone I think It would have to be like 15-20 damage to even be considered. But a big reason this works in yugioh and not hearthstone is yugioh has TONS of cards that interact with the graveyard. Hearthstone doesn't have that many.
If you were to print this in hearthstone it would have to be like if you take 15 or more damage at once mill 5 cards from both players deck and hand. Or something like that
If you have a deck idea might as well go full ham on it.
Sounds pretty crazy. A more realistic card could be a Warlock secret that says "If you take 10 damage in one turn, your opponent discards 2 cards."
I worded it poorly. What i meant in one instance of dmg. Once more cost for the card perhaps.
I can see that being a thing for a warlock. Well basicly this comment
Make it 10 dmg and both players dicard 3 basicly
both players deck
Your secrets can't activate on your own turn, though
Yes, and?
This is a terrible idea. A one so bad it doesn't need any explanation. :(
While I think the idea is interesting, HS is a very different game.
First of all, Secrets are not the same as quick spell and trap cards. The cost of opportunity (Mana Cost and deck slot) is much higher for such cards in HS. Also, you can't choose when you activate Secrets, you have no interaction with your opponent's turn at all. That's why cards like Vaporize or Mirror Entity are nowhere near as good as they would be in YGO. While you'd probably always activate Inferno Tempest when you could, since you build your deck accordingly, you have the option to leave it alone and still use monsters.
Second, Hearthstone is much less about stacking damage than Yu-Gi-Oh. Hearthstone's equivalent would be "If you take more than 10-15 damage in one turn" instead of "from one attack". In YGO, it's not that unusual to summon bigger monsters that get close to or above 3000 ATK, whereas in Hearthstone, you'd rather have two or three mid-size minions than one huge minion, and most regular minions don't get bigger than 8 attack.
Even if a card like "if you take 10 or more damage in one turn, destroy all minions on the field and in each players hands and decks" existed, it would not be that great. Another difference to Spell and Trap cards is that Secrets are mostly very easy to play around, especially since it's well known which are commonly played. Kind of like you deal as much damage as possible before you trigger an Ice Block, your opponent would deal as close to 9 damage as they can get. Not even that much of a limitation.
Agree. I wanted comments like this. Ty for your time.
And i would add even in YGO most of backrow would be removed even before battle phase even begins if we are talking about competetive. And ifnernal temptest never got to see competetive play. Reason why i posted this here is i want more people to know about this card since i never saw anything like it in other card games
I wannna see more cards in HS that have high-risk high reward where u will buillt deck about certain strategy more then another. And yes exatly why i slapped 10 or 15 activation cost. Looks like i overbalanced more than i should.
I would like to do it anyway.
It's just unhealthy as I think. Basically, it can do nothing in some matchups, and in some matchups you ruin a enemy combo, so he can only concede.