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    posted a message on Treachery

    Howlfiend + Treachery


    If  Kabal Courier pops another Treachery then maybe even Emerald Hive Queen?

    And...

    Youthful Brewmaster + Gnomeferatu

    FINALLY! We have DISCARD! 

    Posted in: Treachery
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    posted a message on Defile

    Dude, the spell would never end hahaha. 

    Could you imagine? Pre-nerf Dreadsteed + Defile happening in just 2 game instances played in every county of the US and other regions throughout the world? :P

    The Game Suicide Crash to Desktop combo.

     

    Posted in: Defile
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    posted a message on Concept: Tribe Subtypes

    So, here are a few other Tribe subtypes, still working with mech atm, that could work...


    Mech: Artifact - A Neutral token minion generated by a Neutral spell. Artifacts may offer their controller(s) an interactive method of board state manipulation or may produce a mitigating effect for your board state or Hero's status. Example effects:

    • Infuse: "Click/Tap"  and hold briefly on an Artifact with this ability to spend 1 mana or life and store it within the token artifact board obiect.
    • Enchant: "Click/Tap" and hold briefly on an Artifact with this ability to select a spell from your hand, spend its mana to cast it, and you may activate the ability to cast the spell at the spell's casting cost as damage to this artifact token minion's health.

    I'll add more in a bit when I'm on my computer and can provide examples.  

     Edit: I've appended an example.

     

    Posted in: Fan Creations
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    FML...

    Priests need to get their own god damn cards and play their own god damn deck...

    FML..FML..FML...........

    Posted in: General Discussion
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    posted a message on "The Caverns Below" is getting nerfed

    I thought Quest Rogue was a Tier 2 deck. It's not as though it's dominating either. It sounds to me like it's appeasement to a p-o'd audience rather than a fix. Just IMO. 

    Posted in: Card Discussion
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    posted a message on Make the Card

     

    Next: A customer service rep spell.

    Posted in: Fan Creations
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    posted a message on Cards I think should exist...

    I definitely see your point. 

    Posted in: Fan Creations
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    posted a message on Tips on a card I'm trying to get correct?

    I think the cost is appropriate for its effect. 4 is generally pretty high for Rogue, so it would serve its purpose for the most part, however, I can see far better options as opposed to playing this card. Just my opinion. 

    Posted in: Fan Creations
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    posted a message on Cards I think should exist...

    Hmmm. You might be right. 3 seems appropriate too. The justification I made for 2 cost was this:

    Both Novice Engineer and Loot Hoarder cost 2. One is a battlecry for card draw and the other is deathrattle. The only 1 cost spell for rogue that draws a card is a poison spell generated by Xaril, Poisoned Mind at random. So, I figured at 2 damage for 2 mana, Eviscerate breaks even with its combo effect doubling its effectiveness. Drawing a card for two mana seems pretty realistic, but the combo effect of the card would sweeten the effect and slow down the opponent by allowing you to stay alive 1 turn longer. It still costs 3 or more, since you have to play a card to get the combo effect anyway. 

    At least that's the way I looked at it.

    Posted in: Fan Creations
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    posted a message on Cards I think should exist...

    There isn't a Rogue portal spell.

    So...here's one:

    As an MTG player, with an 8-Rack deck, the discard mechanic for Warlock seems pretty weak. So...my opinion is they should add some jank to the Warlock.

    Token

    Or add a little more reward to the discard such as:

    Posted in: Fan Creations
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    posted a message on Concept: Tribe Subtypes

    I thought about a couple of things that I don't get why they aren't a thing in Hearthstone. I'm not sure if this has already been suggested, and I don't believe I saw anything all that similar when looking back so here goes my 3rd suggestion. xD

    Minion Tribe subtypes:

    The Mech: Armor tribe would be a permanent on the battlefield that would rely on its controller's board state in order to function as an actual minion.
    Armor  would be equipped to a minion by dragging it to a target minion under your control of your choice (that meets the requirements of that card, of course). 
    Equipping Armor, IMO, would cost mana equal to the minion's casting cost to which it's being equipped. (I'd appreciate feedback about that).
    For example: You have Armor already on the battlefield. Then you cast "Novice Engineer". Let's say the specific Armor  you control gives the equipped minion of casting cost 2 or more the Charge ability and +2 Attack. Ok, so you pay 2 for Novice Engineer, then you pay 2 to equip the Armor and vualá, your 1/1  is now a 3/[*].

    Which brings me to my second point:
    Armor for Heroes is basically additional health, right?
    Well, Mech: Armor for minions would essentially act the same way, with the exception that the "health" of the Armor permanent that is equipped to a minion would, instead, replace the health of the minion.
    It would act as a Durability Value that could deplete when attacked by or attacking other minions or permanents on the battlefield. When the health of the equipped Mech: Armor reaches 0, it's destroyed and the equipped minion would return to the battlefield normally. In this case it would not be, unless otherwise stated, "resummoned" however.

    Additional rules:

    • Mech: Armor is not considered a minion until it becomes equipped.
    • Mech: Armor has no Attack power; the [modified]Power of the equipped minion replaces the value of the Armor.
    • Only one Armor card can be equipped to a minion at a time unless otherwise specified.

    Mech: Armor card suggestions:   

     

    That's all for now. I have a couple additional ideas regarding this, but it'll take some more pontificating to make work.

    Posted in: Fan Creations
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    posted a message on Interested in your thoughts....
    Quote from onjens9k >>

    The way poisonous works is any damage is enough to kill a minion, so poisonous won't work on a 0-attack minion... Maybe better with 1 attack, poisonous, taunt and "can't attack"

     Okay. That is an excellent work around. I didn't think of that! I definitely see your point.
    The purpose behind the 11 toughness is to basically muddy the board state while, for the cost it is to cast, also gain a fairly powerful removal effect. The inability to attack would definitely be necessary, I agree. Thanks!
    Posted in: Fan Creations
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    posted a message on Interested in your thoughts....

    That would make it interesting however, I'm aiming for a specific theme for this card that adapt wouldn't quite fit with.

    But I do agree that a 0/11 Taunt adapt could be fun.

    Posted in: Fan Creations
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    posted a message on Interested in your thoughts....

    Thanks for the feedback! 

    Would you mind if I asked for the premise of that suggestion? I am leaning towards agreement but I'd like an understanding of your mindset.

    Posted in: Fan Creations
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    posted a message on Interested in your thoughts....

    Was wanting some critiques on the card's mechanic's as well as it's playability and power.

    Posted in: Fan Creations
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