Obviously if you were going to add preparation you would need to design cards accordingly, by making the preparing spells cost less, do more, etc. Changing the existing cards would never happen but I don't think having an immediate effect is such a sacred cow.
A battlecry that makes spells cost more would be good, but I don't really like the idea of it screwing over buffs, card draw, and non-damage spells. That's why I like the idea of a minion that specifically mitigates damage spells and not others.
Someone mentioned the idea of a minion that reduces the spell damage your opponent can do. What about a 3 mana 1/4 minion that gives your opponent -2 spell damage. That would be interesting - not super threatening on board but problematic for aggro Shamans and Mages. A Mage could still kill it on curve with a Fireball, but it would definitely take some resources to get rid of that minion.
This kind of minion could indeed do the trick however would it see play is another question. I don't think playing it on turn 3 makes any sense, like what the fuck are you trying to accomplish by playing it on curve, aggro mages have board presence and so do aggro shamans?
It could be used as tech card to reduce the damage input mages have after alexing you but i think statswise the card is just too bad to include in any deck. The "your opponent has minus spell damage" is something i'd like to see however.
The T3 play is not intended to stop your opponent cold, just to force them to make inefficient plays/trades to get rid of a pesky minion that is preventing them from starting to apply face damage. A minion with 4 health on T3 requires 2 minions to trade into it = inefficient. Plus it prevents Shaman from playing Lightning Storm or Maelstrom to wipe out your early board.
Playing this minion on T5 vs. mage would prevent them from playing Blizzard the next turn, again unless they dealt with your minion first.
The point is not to completely prevent them from playing anything - that would be unbalanced. The point is to disrupt their curve/game plan. Maybe the minion should be 2/4 instead of 1/4 so that it actually kills some of the things that trade into it (like Brann did). I was just wary of making it too powerful.
Interesting idea. Although it's not a Spell Taunt, it would have a very similar effect. Shadow Word: Pain and Shadow Word: Death would still be effective, and so would Hex, Polymorph, and other hard removal spells. But it would be a nice start to making the spell game more multi-faceted than it currently is
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Was going to give my opinion on the topic, but reading these replies gave me cancer. Sorry, I'm late for chemo, bye.
Edit: As a mainly Mage player, spell redirect minions are kind of needed.
If you think the party's great now, just wait 'til he invites the orcs over!
"Enemy spells do 2 less damage"
Interesting idea. Although it's not a Spell Taunt, it would have a very similar effect. Shadow Word: Pain and Shadow Word: Death would still be effective, and so would Hex, Polymorph, and other hard removal spells. But it would be a nice start to making the spell game more multi-faceted than it currently is