I went back to the drawing board and came up with this. What do you think?
[...]
Maiden of the lake + coldarra drake + this spell = turn 10 otk mage
True. That's a bit too much. Let me think how to prevent that. Either make it "costs (1)" or limit it to "first use per turn".
EDIT: Fixed.
Also, the initial intention was only to change your current hero power. If it changes (Jaraxxus, Sideshow Spelleater, Justicar, Majordomo...) the cost is reset.
@TheWamts: I'm not sure how powerful this card would really be in Hunter. I think it's good in Midrange hunter, because it allows you to keep up the pressure while playing cards for value. Face Hunter, on the other hand, has to make sure that every card he plays (1) guarantees face damage and (2) put something on the board that needs to be removed. Sure, a 1 damage hero power is great, because it allows you to squeeze in extra damage pretty much every turn. On the other hand, it doesn't put a threat on the board. I think you can play this in an aggressive hunter deck, but it would look different from the current Face Hunter because you want to have minions on the board that benefit from hero powering every turn.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
but ''attacked'' means no spell or hero power will effect it, so behind a taunt it works to sustain the effect. I'm not sold yet, though, i've been bouncing between many versions :)
Actually, I'm not 100% on the draw a card factor for when you're ''Mounted''. Drawing fits well enough for increased movment, but I think i'm missing something... any suggestions on what effect would compliment the theme?
I dont think so, auctioneer is to expensive and 1/1 token for a card slot? haha no thanks.
The effect is persistent though, so there's that.
wow ok ... i didnt realized that, that changes things a lot, in that case its quite powerful card. For some reason i thought it would only last for one turn or one use of hero power.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
Thanks for the feedback Purple. I have to say though, I don't get the reasoning that having a minion on the battlefield is thematically in tune with your hero being mounted. Being attacked while mounted is typical of being forcibly dismounted. but admittedly i'm having trouble with getting it right :)
I dont think so, auctioneer is to expensive and 1/1 token for a card slot? haha no thanks.
The effect is persistent though, so there's that.
wow ok ... i didnt realized that, that changes things a lot, in that case its quite powerful card. For some reason i thought it would only last for one turn or one use of hero power.
I hope the reworded version makes that clearer. Yes, the effect lasts unless you switch your hero power (Shadowform etc.) It's a powerful tempo card, potentially on par with Innervate. However, where Innervate works in any deck, Energize gets better the more hero power synergy you have. It might be the card that pushes an Inspire deck to top tier.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
Thanks for the feedback Purple. I have to say though, I don't get the reasoning that having a minion on the battlefield is thematically in tune with your hero being mounted. Being attacked while mounted is typical of being forcibly dismounted. but admittedly i'm having trouble with getting it right :)
Yes but You need to think if the card is balanced, the way it is, it doesn't pay off, because the effect is not forever and it has a very bad drawback in my opinion.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
Thanks for the feedback Purple. I have to say though, I don't get the reasoning that having a minion on the battlefield is thematically in tune with your hero being mounted. Being attacked while mounted is typical of being forcibly dismounted. but admittedly i'm having trouble with getting it right :)
Yes but You need to think if the card is balanced, the way it is, it doesn't pay off, because the effect is not forever and it has a very bad drawback in my opinion.
There's a good card design here, but it's buried deep. I think I get what you're going for, it's like channeling a powerful spell. If you don't stop it, something good happens. As long as you're on your mount you'll keep drawing and drawing, but if someone knocks you off, it just stops. It's almost like it gives your Hero Taunt.
The problem right now is that 1) Being attacked happens often, unless you're forcing the opponent to trade, in which case you're already ahead. 2) You're also preventing yourself from casting a spell. You're stopping yourself from doing something good, to do something mediocre (draw) 3) It turns into your Hero Power, which in some cases you don't actually want. 4) Finally, and this is something most people who design cards forget to consider: It takes up a card slot. In Hearthstone, you only have 2 copies of each card, with a deck size of 30, meaning if you're going to add a card, it better do something great.
All classes have access to draw one way or another (though some better than others). If I'm going to run this, there has to be a good reason to run it over / alongside Arcane Intellect, Sprint, Battle Rage, etc. At worst, this will draw one card, which is bad.
"But at best, it can draw you infinite cards!"
While technically true, how likely are you to NOT get attacked next turn? Even if your opponent wanted to trade with your board, they'd spare one minion just to deny you that draw.
"Ah but I would protect myself with Taunts."
Okay, opponent couldn't get through your Taunts. You've now drawn 2 cards over 2 turns. It's still not impressive, even if you make it cost 0. Draw cards are most impactful to cycle through your deck to get your threats and answers. Getting one a turn is... meh.
In conclusion, the things that would make this card good is: 1) If it gave your Hero pseudo-Taunt. Your opponent needs to knock you off your mount, else he'll suffer the consequences. 2) If the effect is on average more-or-less equal, but can be potentially greater than spells that class already has access to (e.g. Arcane Intellect)
So make some variations. Some quick ideas off the top of my head include.: "Draw 2 cards. Until your hero is attacked, draw an extra card at the start of your turn." "Draw a card. It costs 1 less. Until your hero is attacked, draw an extra card at the start of your turn. It cost 1 less." "Until your hero is dealt X damage, etc etc etc."
Hmm, ty Luca :) I do see that it must gain its value as a card slot back in value to be worth it I'm just not sure it's as far from the required value as you think.
Just to clarify, it should read ''until your hero is attacked, or you cast a spell, your Hero Power becomes ''Draw a card''.
It certainly is a situational card, but simply behind a taunt, or with board control and in an inspire deck this could produce an extreme value advantage. Also allowing 3 x Hero Powers in a turn is potentially strong with inspire combos; Lady of the Lake/mukla's champ/fizzlebang/. Also, inspire decks don't run as many spells.
Alternatively.
Trying new art here.
I feel the first needs to have the spell restriction, as it would conceivable that it would become virtually permanent once you've managed control. Also, spells, once you've board control, are less important as long as you can trade well.
From here, I like the second.
Edit (Also, I think these two are just different, not necessarily better, as they don't function as well in inspire)
My first ever submission. Introducing the "Subclass" concept. What do you think? Any balance issues? Without further adoo:
New Hero Power and Token:
Death Knight Cards:
I think this is a little bit too powerful. It is very similar to Lord Jaraxxus, so they should be compared. Since this is a neutral card, it needs to be weaker. Yours costs 1 less, which is pretty important because it means your hero power can be used on the same turn that you cast it. It also gives you 5 more health when you use it. Plus, yours adds 3 cards to your hand. In total, it is a lot more powerful than Jaraxxus. I think it should cost 10, for starters. If you want to add the cards to your hand, it should make you discard cards to compensate. And it should also give you less health.
Not sure I agree. The strength of jaraxxus, is in his weapon and hero power, which comes pre-equipped, this is more like a flavourful Lay on Hands. It could be a bigger heal, but it could also be worse, the hero power is only slightly stronger than base hero powers. So using it the same turn is almost worse than a 2-drop. This also doesn't replace your starting hero, just modifies, like shadowform. Ultimately, the cap of health at 20, probably hurts more here, than the cap of 15 for jaraxxus. Not to mention, you will likely want to become a Death Knight as soon as you get to turn 8, as you deck will be built around the hero power and card synergy, so the health will likely be more of a wash.
You ignored my point that the card draw is worth a lot. Three cards is worth at least 5 mana by itself. Surprising that you compared this to Lay on Hands, since that is also similar, in that it heals and gives you three cards and costs 8. This gives you a better than base hero power in addition. You can argue about how much that is worth, but this needs to be weaker than both Lay on Hands and Jaraxxus, since this is a neutral card, and right now it is comparable and possibly better. I think the cards should go on top of your deck instead of into your hand.
Also, I'm not sure what your point about not replacing your hero is versus Jaraxxus? Does that have some sort of game implication? Isn't it just cosmetic?
Hmm, ty Luca :) I do see that it must gain its value as a card slot back in value to be worth it I'm just not sure it's as far from the required value as you think.
Just to clarify, it should read ''until your hero is attacked, or you cast a spell, your Hero Power becomes ''Draw a card''.
It certainly is a situational card, but simply behind a taunt, or with board control and in an inspire deck this could produce an extreme value advantage. Also allowing 3 x Hero Powers in a turn is potentially strong with inspire combos; Lady of the Lake/mukla's champ/fizzlebang/. Also, inspire decks don't run as many spells.
Alternatively.
Trying new art here.
I feel the first needs to have the spell restriction, as it would conceivable that it would become virtually permanent once you've managed control. Also, spells, once you've board control, are less important as long as you can trade well.
From here, I like the second.
Edit (Also, I think these two are just different, not necessarily better, as they don't function as well in inspire)
I like these version of the card much better than previously. It would be hard to get more than one draw out of it, unless you're using a taunt deck. I think I like the left one better. I think it captured the flavor really well, while still being balanced and useable. The right one could be a really powerful combo with Garrison Commander.
Trying to stay in the theme, I classed summoning creatures as not interrupting your mount (uhm, more like shouting for help? :O), only casting spells. It bends the truth, but I think it's reasonable. It has more moving parts, but suits Inspire mechanic nicely.
I thought it might be weak for Warloc, but then realised the changing of the Hero Power can become a very nice can-trip for inspire decks, as you could effectively HP 3 times once you cast a spell after the second HP, so it would actually really empower Fizzlebang.
It's still maybe a bit un-impactfull vs aggro but that's always the big issue to deal with. Best suits Inspire deck, but would work in control generally.
I don't like this too, maybe 2 cost spell your hero power becomes "draw a card" while you have a minion on the board, a simple mage hero power can break this spell
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
Thanks for the feedback Purple. I have to say though, I don't get the reasoning that having a minion on the battlefield is thematically in tune with your hero being mounted. Being attacked while mounted is typical of being forcibly dismounted. but admittedly i'm having trouble with getting it right :)
Yes but You need to think if the card is balanced, the way it is, it doesn't pay off, because the effect is not forever and it has a very bad drawback in my opinion.
There's a good card design here, but it's buried deep. I think I get what you're going for, it's like channeling a powerful spell. If you don't stop it, something good happens. As long as you're on your mount you'll keep drawing and drawing, but if someone knocks you off, it just stops. It's almost like it gives your Hero Taunt.
The problem right now is that 1) Being attacked happens often, unless you're forcing the opponent to trade, in which case you're already ahead. 2) You're also preventing yourself from casting a spell. You're stopping yourself from doing something good, to do something mediocre (draw) 3) It turns into your Hero Power, which in some cases you don't actually want. 4) Finally, and this is something most people who design cards forget to consider: It takes up a card slot. In Hearthstone, you only have 2 copies of each card, with a deck size of 30, meaning if you're going to add a card, it better do something great.
All classes have access to draw one way or another (though some better than others). If I'm going to run this, there has to be a good reason to run it over / alongside Arcane Intellect, Sprint, Battle Rage, etc. At worst, this will draw one card, which is bad.
"But at best, it can draw you infinite cards!"
While technically true, how likely are you to NOT get attacked next turn? Even if your opponent wanted to trade with your board, they'd spare one minion just to deny you that draw.
"Ah but I would protect myself with Taunts."
Okay, opponent couldn't get through your Taunts. You've now drawn 2 cards over 2 turns. It's still not impressive, even if you make it cost 0. Draw cards are most impactful to cycle through your deck to get your threats and answers. Getting one a turn is... meh.
In conclusion, the things that would make this card good is: 1) If it gave your Hero pseudo-Taunt. Your opponent needs to knock you off your mount, else he'll suffer the consequences. 2) If the effect is on average more-or-less equal, but can be potentially greater than spells that class already has access to (e.g. Arcane Intellect)
So make some variations. Some quick ideas off the top of my head include.: "Draw 2 cards. Until your hero is attacked, draw an extra card at the start of your turn." "Draw a card. It costs 1 less. Until your hero is attacked, draw an extra card at the start of your turn. It cost 1 less." "Until your hero is dealt X damage, etc etc etc."
Thanks Bang for the assessment :) You're right about the theme I'm going for and you, alond with the others make good points indeed re the value of the card slot. The big benifit I saw with this version was the changing of the HP, which reset it each tim it changed, so the 3x HPs in an inspire deck is an alternative use for the card beyond it's draw utility, meaning the spell restriction could be a boon also. However, it's definitely more on the quirky side, rather than the practical... I just enjoy that combo potential :D
I think I addressed exactly your point by making it an Inspire for your hero instead. Also, the other version is similar too :), except at the ''end of each turn''
Hmm, ty Luca :) I do see that it must gain its value as a card slot back in value to be worth it I'm just not sure it's as far from the required value as you think.
Just to clarify, it should read ''until your hero is attacked, or you cast a spell, your Hero Power becomes ''Draw a card''.
It certainly is a situational card, but simply behind a taunt, or with board control and in an inspire deck this could produce an extreme value advantage. Also allowing 3 x Hero Powers in a turn is potentially strong with inspire combos; Lady of the Lake/mukla's champ/fizzlebang/. Also, inspire decks don't run as many spells.
Alternatively.
Trying new art here.
I feel the first needs to have the spell restriction, as it would conceivable that it would become virtually permanent once you've managed control. Also, spells, once you've board control, are less important as long as you can trade well.
From here, I like the second.
Edit (Also, I think these two are just different, not necessarily better, as they don't function as well in inspire)
I like these version of the card much better than previously. It would be hard to get more than one draw out of it, unless you're using a taunt deck. I think I like the left one better. I think it captured the flavor really well, while still being balanced and useable. The right one could be a really powerful combo with Garrison Commander.
Great! Glad to hear it :). Now I'm not sure which one is better :D.
Hmm, ty Luca :) I do see that it must gain its value as a card slot back in value to be worth it I'm just not sure it's as far from the required value as you think.
Just to clarify, it should read ''until your hero is attacked, or you cast a spell, your Hero Power becomes ''Draw a card''.
It certainly is a situational card, but simply behind a taunt, or with board control and in an inspire deck this could produce an extreme value advantage. Also allowing 3 x Hero Powers in a turn is potentially strong with inspire combos; Lady of the Lake/mukla's champ/fizzlebang/. Also, inspire decks don't run as many spells.
Alternatively.
Trying new art here.
I feel the first needs to have the spell restriction, as it would conceivable that it would become virtually permanent once you've managed control. Also, spells, once you've board control, are less important as long as you can trade well.
From here, I like the second.
Edit (Also, I think these two are just different, not necessarily better, as they don't function as well in inspire)
I like these version of the card much better than previously. It would be hard to get more than one draw out of it, unless you're using a taunt deck. I think I like the left one better. I think it captured the flavor really well, while still being balanced and useable. The right one could be a really powerful combo with Garrison Commander.
Great! Glad to hear it :). Now I'm not sure which one is better :D.
I prefer much more the second version (1 mana) but it should cost 2 mana
Hoping to get some feedback :) I thougt it can be a tempo card and useful to prevent vital enemy minions from attacking.
I think this could probably cost 3. Generally, you will probably just get one card out of it, since they will just trade their minion into one of yours, or you might get none if they silence it or give it taunt.
Hoping to get some feedback :) I thougt it can be a tempo card and useful to prevent vital enemy minions from attacking.
Good card, but to quote Princess Bride, you keep using that word. I do not think it means what you think it means. A tempo card gives you a stronger *board* than you would have at this game state with the total mana you spent. Yours is a card advantage card, that's the opposite.
What are your guys' thoughts on this. I wanted to make a standard buff spell. The buff effect IMO should be worth 3 mana, but the RNG should decrease the cards by 1.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
True. That's a bit too much. Let me think how to prevent that. Either make it "costs (1)" or limit it to "first use per turn".
EDIT: Fixed.
Also, the initial intention was only to change your current hero power. If it changes (Jaraxxus, Sideshow Spelleater, Justicar, Majordomo...) the cost is reset.
@TheWamts: I'm not sure how powerful this card would really be in Hunter. I think it's good in Midrange hunter, because it allows you to keep up the pressure while playing cards for value.
Face Hunter, on the other hand, has to make sure that every card he plays (1) guarantees face damage and (2) put something on the board that needs to be removed. Sure, a 1 damage hero power is great, because it allows you to squeeze in extra damage pretty much every turn. On the other hand, it doesn't put a threat on the board. I think you can play this in an aggressive hunter deck, but it would look different from the current Face Hunter because you want to have minions on the board that benefit from hero powering every turn.
I don't believe a mage hero power would destroy this, it says "attacked", not "take damage". However, I do agree that thematically, it makes more sense to make it "as long as you have a minion". This way, it's more about preventing your own minions from dying.
but ''attacked'' means no spell or hero power will effect it, so behind a taunt it works to sustain the effect. I'm not sold yet, though, i've been bouncing between many versions :)
Actually, I'm not 100% on the draw a card factor for when you're ''Mounted''. Drawing fits well enough for increased movment, but I think i'm missing something... any suggestions on what effect would compliment the theme?
wow ok ... i didnt realized that, that changes things a lot, in that case its quite powerful card. For some reason i thought it would only last for one turn or one use of hero power.
- Click Here To Join Us On Discord! -
Thanks for the feedback Purple. I have to say though, I don't get the reasoning that having a minion on the battlefield is thematically in tune with your hero being mounted. Being attacked while mounted is typical of being forcibly dismounted. but admittedly i'm having trouble with getting it right :)
I hope the reworded version makes that clearer. Yes, the effect lasts unless you switch your hero power (Shadowform etc.) It's a powerful tempo card, potentially on par with Innervate. However, where Innervate works in any deck, Energize gets better the more hero power synergy you have. It might be the card that pushes an Inspire deck to top tier.
Yes but You need to think if the card is balanced, the way it is, it doesn't pay off, because the effect is not forever and it has a very bad drawback in my opinion.
Maybe... nah nah nah nah
There's a good card design here, but it's buried deep. I think I get what you're going for, it's like channeling a powerful spell. If you don't stop it, something good happens. As long as you're on your mount you'll keep drawing and drawing, but if someone knocks you off, it just stops. It's almost like it gives your Hero Taunt.
The problem right now is that
1) Being attacked happens often, unless you're forcing the opponent to trade, in which case you're already ahead.
2) You're also preventing yourself from casting a spell. You're stopping yourself from doing something good, to do something mediocre (draw)
3) It turns into your Hero Power, which in some cases you don't actually want.
4) Finally, and this is something most people who design cards forget to consider: It takes up a card slot. In Hearthstone, you only have 2 copies of each card, with a deck size of 30, meaning if you're going to add a card, it better do something great.
All classes have access to draw one way or another (though some better than others). If I'm going to run this, there has to be a good reason to run it over / alongside Arcane Intellect, Sprint, Battle Rage, etc. At worst, this will draw one card, which is bad.
"But at best, it can draw you infinite cards!"
While technically true, how likely are you to NOT get attacked next turn? Even if your opponent wanted to trade with your board, they'd spare one minion just to deny you that draw.
"Ah but I would protect myself with Taunts."
Okay, opponent couldn't get through your Taunts. You've now drawn 2 cards over 2 turns. It's still not impressive, even if you make it cost 0. Draw cards are most impactful to cycle through your deck to get your threats and answers. Getting one a turn is... meh.
In conclusion, the things that would make this card good is:
1) If it gave your Hero pseudo-Taunt. Your opponent needs to knock you off your mount, else he'll suffer the consequences.
2) If the effect is on average more-or-less equal, but can be potentially greater than spells that class already has access to (e.g. Arcane Intellect)
So make some variations. Some quick ideas off the top of my head include.:
"Draw 2 cards. Until your hero is attacked, draw an extra card at the start of your turn."
"Draw a card. It costs 1 less. Until your hero is attacked, draw an extra card at the start of your turn. It cost 1 less."
"Until your hero is dealt X damage, etc etc etc."
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Hmm, ty Luca :) I do see that it must gain its value as a card slot back in value to be worth it I'm just not sure it's as far from the required value as you think.
Just to clarify, it should read ''until your hero is attacked, or you cast a spell, your Hero Power becomes ''Draw a card''.
It certainly is a situational card, but simply behind a taunt, or with board control and in an inspire deck this could produce an extreme value advantage. Also allowing 3 x Hero Powers in a turn is potentially strong with inspire combos; Lady of the Lake/mukla's champ/fizzlebang/. Also, inspire decks don't run as many spells.
Alternatively.
Trying new art here.
I feel the first needs to have the spell restriction, as it would conceivable that it would become virtually permanent once you've managed control. Also, spells, once you've board control, are less important as long as you can trade well.
From here, I like the second.
Edit (Also, I think these two are just different, not necessarily better, as they don't function as well in inspire)
You ignored my point that the card draw is worth a lot. Three cards is worth at least 5 mana by itself. Surprising that you compared this to Lay on Hands, since that is also similar, in that it heals and gives you three cards and costs 8. This gives you a better than base hero power in addition. You can argue about how much that is worth, but this needs to be weaker than both Lay on Hands and Jaraxxus, since this is a neutral card, and right now it is comparable and possibly better. I think the cards should go on top of your deck instead of into your hand.
Also, I'm not sure what your point about not replacing your hero is versus Jaraxxus? Does that have some sort of game implication? Isn't it just cosmetic?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I like these version of the card much better than previously. It would be hard to get more than one draw out of it, unless you're using a taunt deck. I think I like the left one better. I think it captured the flavor really well, while still being balanced and useable. The right one could be a really powerful combo with Garrison Commander.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thanks Bang for the assessment :) You're right about the theme I'm going for and you, alond with the others make good points indeed re the value of the card slot. The big benifit I saw with this version was the changing of the HP, which reset it each tim it changed, so the 3x HPs in an inspire deck is an alternative use for the card beyond it's draw utility, meaning the spell restriction could be a boon also. However, it's definitely more on the quirky side, rather than the practical... I just enjoy that combo potential :D
I think I addressed exactly your point by making it an Inspire for your hero instead. Also, the other version is similar too :), except at the ''end of each turn''
Great! Glad to hear it :). Now I'm not sure which one is better :D.
I prefer much more the second version (1 mana) but it should cost 2 mana
Maybe... nah nah nah nah
The card idea is awesome, but I think you need to put it as a 3 mana spell, it would be better. 4 is very overpriced
Maybe... nah nah nah nah
I think this could probably cost 3. Generally, you will probably just get one card out of it, since they will just trade their minion into one of yours, or you might get none if they silence it or give it taunt.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Good card, but to quote Princess Bride, you keep using that word. I do not think it means what you think it means. A tempo card gives you a stronger *board* than you would have at this game state with the total mana you spent. Yours is a card advantage card, that's the opposite.
What are your guys' thoughts on this. I wanted to make a standard buff spell. The buff effect IMO should be worth 3 mana, but the RNG should decrease the cards by 1.