That seems like a rather minor issue with the idea. The minion could be destroyed in that case similar to when you have a Imp Master in play and have 7 creatures already.
Fair opinion. I'm not sure if it would make the game better and would require a lot of balance considerations. I just think that almost every effect in the game can be silenced except mind control. It makes sense that if you silence the voices that are controlling your minion's mind, that he will revert back to fighting for your team, right?
Why don't you like silence from a fun game perspective?
I wondered why MC wasn't Silenceable, yes it is an 8 mana spell...But it hypothetically takes an opponent's "best" minion on the board and makes it yours...I guess we should try not to look at it as an 8 cost spell, but more like an 8 mana minion depending on what is MCd it becomes a near instant value card.
Allowing MC to be silenced IMO would be a reasonable option. It would clear all the buffs/abilities of the minion and the just leave the base stats...Which may or may not be useful...Though to be fair, MC is more of an issue in Arena where your opponent could have more than 2 of them, unlike constructed where they can only have 2 which makes it a bit less complicated to play against.
To me MC sometimes feels game breaking at the very least it forces me to play passively...I mean pumping out a late game card, saving buffs for it next turn, just to have it stolen really irks me. Though in constructed I have a tendency to always stuff my decks with 4/x cards just to let myself tip toe around Shadow Words while also passively making MC less useful. If a priest has to burn MC on a 4/x minion rather than something bigger I feel a bit safer, able to deal with the threat...I'm probably overreacting a bit, 8 mana for a potentially good card is a fair cost, but in the moment of an MC all I tend to feel is rage.
Could make it cost 6 or 7 instead. It just doesn't make sense in my opinion for mind control to be unsilenceable. Almost all other buffs or debuffs are silenceable.
Minion controlling needs consistency as a mechanic besides a nerf in Mind Control. Shadow madness steals the minion for one turn but lets you attack with it while other steal minion abilities don't. I know it would be overpowered, but since you don't play the minion you stole from your hand that turn it doesn't make sense to be asleep. Make it silenceable, 10 mana, steal and use. Uber late game card that still has an obvious counter that doesn't 100% negate it since you do get a turn with what you stole. Accordingly nerf mana cost for mind control minions (Sylvanas and Cabal Shadow Priest, though Sylvanas is already prone to silence so might not be necessary).
My thought was that, if your opponent just played the minion on his turn, it would still be "asleep" for your turn if you mind control it. Otherwise, it should be able to attack right away. With Mind Control being silenceable, it might be fine as a 8 mana cost if the minions don't need to wait a turn to attack.
One of the main Devs adressed this directly in either Turn2 or Manacast (I watch both, and both had interviews with devs, so don't remember which one talked about this specifically), but they said that they did consider along many other changes, making MC silenceable but decided against it because they want to keep the basic mechanics and text in the cards easy.
Mind Control is a basic card, so it's one of the cards that players get from the get go, and adding more complexity to MC by making it silenceable could (according to them), make it harder for new players to grasp the basic rules from the get go.
I am not sure if I agree, but the change they made is good imo.
i think instead of making it silence make it so there can be only 1 in a deck same with pyro blast
Just make some spell/weapon cards like legendary classed gorehoul is another
I like this idea too. I suggested it in various places to little approval.
I think Rogues could have a card called "Enter the Shadows" for 7-8 mana which gives the hero stealth until start of next turn and she draws 3 cards. Could replace Sprint, maybe.
And Warlocks could have a card called "Mana Burn" for 6-7 mana that deals damage to the opponent's hero equal to the number of mana crystals the opponent has.
Druids could have a spell called "Infinite Wisdom" for 9-10 mana that says "Until end of turn all other cards in your hand cost 0."
Avenging Wrath could be the Paladin's one as that is incredibly strong.
Shaman's one could be Doomhammer, but maybe some new overload spell that I can't think of.
Not sure for Hunters. Would love some sort of heal spell like "First Aid" for 6 mana: Restore 10 health to the hero and 2 health to all friendly creatures.
in my opinion 10 cost mind control is the perfect nerf. It stopped the op turn 8 to turn 9 mc but most importantly its a spell you have to play around mc is terrible if they take any card that takes a 6 mana creature or less but its good when you get a 7 mana cost and higher if you play against a priest gain board control and you preety much win and dont over extend. If you think its broken then you never seen legacy show and tell deck which on turn one can get a card that draws 7 card deal 7 dmg and gain 7 life for each time it hits the opponent
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Instead of making Mind Control cost 10, why not make "control" similar to buffs where if it's silenced, it will revert back to the original owner?
A good idea in principle, but the 7-minion limit wouldn't handle it well.
That seems like a rather minor issue with the idea. The minion could be destroyed in that case similar to when you have a Imp Master in play and have 7 creatures already.
Fair opinion. I'm not sure if it would make the game better and would require a lot of balance considerations. I just think that almost every effect in the game can be silenced except mind control. It makes sense that if you silence the voices that are controlling your minion's mind, that he will revert back to fighting for your team, right?
Why don't you like silence from a fun game perspective?
I often wish there could be an "un-silence" mechanic, but that might get super complicated if something is slienced, un-silenced, and silenced again!
I wondered why MC wasn't Silenceable, yes it is an 8 mana spell...But it hypothetically takes an opponent's "best" minion on the board and makes it yours...I guess we should try not to look at it as an 8 cost spell, but more like an 8 mana minion depending on what is MCd it becomes a near instant value card.
Allowing MC to be silenced IMO would be a reasonable option. It would clear all the buffs/abilities of the minion and the just leave the base stats...Which may or may not be useful...Though to be fair, MC is more of an issue in Arena where your opponent could have more than 2 of them, unlike constructed where they can only have 2 which makes it a bit less complicated to play against.
Making MC silence-able would be an incredible over-nerf. I'd like to see a compromise where silencing an MC'd unit just kills it.
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To me MC sometimes feels game breaking at the very least it forces me to play passively...I mean pumping out a late game card, saving buffs for it next turn, just to have it stolen really irks me. Though in constructed I have a tendency to always stuff my decks with 4/x cards just to let myself tip toe around Shadow Words while also passively making MC less useful. If a priest has to burn MC on a 4/x minion rather than something bigger I feel a bit safer, able to deal with the threat...I'm probably overreacting a bit, 8 mana for a potentially good card is a fair cost, but in the moment of an MC all I tend to feel is rage.
Could make it cost 6 or 7 instead. It just doesn't make sense in my opinion for mind control to be unsilenceable. Almost all other buffs or debuffs are silenceable.
Minion controlling needs consistency as a mechanic besides a nerf in Mind Control. Shadow madness steals the minion for one turn but lets you attack with it while other steal minion abilities don't. I know it would be overpowered, but since you don't play the minion you stole from your hand that turn it doesn't make sense to be asleep. Make it silenceable, 10 mana, steal and use. Uber late game card that still has an obvious counter that doesn't 100% negate it since you do get a turn with what you stole. Accordingly nerf mana cost for mind control minions (Sylvanas and Cabal Shadow Priest, though Sylvanas is already prone to silence so might not be necessary).
My thought was that, if your opponent just played the minion on his turn, it would still be "asleep" for your turn if you mind control it. Otherwise, it should be able to attack right away. With Mind Control being silenceable, it might be fine as a 8 mana cost if the minions don't need to wait a turn to attack.
One of the main Devs adressed this directly in either Turn2 or Manacast (I watch both, and both had interviews with devs, so don't remember which one talked about this specifically), but they said that they did consider along many other changes, making MC silenceable but decided against it because they want to keep the basic mechanics and text in the cards easy.
Mind Control is a basic card, so it's one of the cards that players get from the get go, and adding more complexity to MC by making it silenceable could (according to them), make it harder for new players to grasp the basic rules from the get go.
I am not sure if I agree, but the change they made is good imo.
Why not make silence silenceable too. The player who has more silences gets the minion.
Arena Tips
i think instead of making it silence make it so there can be only 1 in a deck same with pyro blast
Just make some spell/weapon cards like legendary classed gorehoul is another
I like this idea too. I suggested it in various places to little approval.
I think Rogues could have a card called "Enter the Shadows" for 7-8 mana which gives the hero stealth until start of next turn and she draws 3 cards. Could replace Sprint, maybe.
And Warlocks could have a card called "Mana Burn" for 6-7 mana that deals damage to the opponent's hero equal to the number of mana crystals the opponent has.
Druids could have a spell called "Infinite Wisdom" for 9-10 mana that says "Until end of turn all other cards in your hand cost 0."
Avenging Wrath could be the Paladin's one as that is incredibly strong.
Shaman's one could be Doomhammer, but maybe some new overload spell that I can't think of.
Not sure for Hunters. Would love some sort of heal spell like "First Aid" for 6 mana: Restore 10 health to the hero and 2 health to all friendly creatures.
in my opinion 10 cost mind control is the perfect nerf. It stopped the op turn 8 to turn 9 mc but most importantly its a spell you have to play around mc is terrible if they take any card that takes a 6 mana creature or less but its good when you get a 7 mana cost and higher if you play against a priest gain board control and you preety much win and dont over extend. If you think its broken then you never seen legacy show and tell deck which on turn one can get a card that draws 7 card deal 7 dmg and gain 7 life for each time it hits the opponent