I've posted about this before but I think this would be an interesting addition with Whispers coming out and C'Thun decks in the meta being a very real possibility. I'd love to see a card with the wording "Battlecries on cards take no effect" or something along those lines. Naxx had Nerubar Weblord which made battlecry cards more expensive. This would have a similar effect but the differences can be profound. It can have upsides and downsides for both you and your opponent.
Many of the strongest cards in the game come with battlecries attached. C'Thun may very well become a huge threat in this new expansion with his extremely strong battlecry. I think it would be a sensible move for Blizzard to include a new card in this expansion that denies battlecries while it's out. Doing this would also encourage people to use some of the currently "garbage" demons that warlocks have access to. Since this mechanic synergizes so well with demons, it would be cool to make the card either a warlock demon card or perhaps even another neutral demon. A legendary is definitely possible but it could more consistently fit into a warlock demon deck if there were two copies. With only one copy, it's still not a smart idea to run some of the more pain-inducing demons.
Thematically, this card fits with whispers. It could be some fearsome demonic creature that strikes fear in the hearts of minions so that they cannot cry for help. It would be nice to see some durable stats (perhaps a 2/4 for three mana, 3/4 for four, or 3/6 for 5 mana) so that it could last long enough to provide some synergy but with a low enough cost that it could be combo'd (sort of like Brann Bronzebeard). I'm assuming all the cards are finished for Whispers but this would be a dream of mine.
Bad idea. Most midrange battlecry minions have inferior stats to make up for their battlecries. As for the (mostly) warlock battlecries, the reason they are detrimental is because the stats are OP as hell without penalty. Shaman has overload, warlock has self discard and damage.
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Wants to play Captain Cookie Druid because why not?
K but Shaman has Lava Shock to remove that penalty. Warlocks could have this card to remove that penalty as well. I think any opportunity for tech counterplay adds diversity to the game. If you loaded your deck up with useless demons you'd have to count on comboing for them to be actually useful. If you didn't draw your deactivate battlecry card then you'd be stuck with a dead hand. And it's not like Loatheb where battlecries don't work no matter what. You can kill the minion with your spells or board. I'm surprised to see such negativity toward it.
Making this a sustained effect would be pretty problematic. Maybe a secret that either blocks the next enemy battlecry or even reverses it instead? Reversal would probably never fly but would be hilarious. "We're gonna be rich...err, we're gonna be dead!"
Essentially, deactivating enemy battlecries would be silencing minions while they are in your hand. While you want to counter OP or detrimental battlecries, the messing with of cards in an enemy's hand would be frowned upon and Blizzard knows this. The most messing with of enemy cards will be Counterspell and those with a mill vibe.
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Wants to play Captain Cookie Druid because why not?
I like the idea Champ, but I agree it be so broken unless it had awful stats. Like maybe a 3 or 4mana with 1 health or something like that would be fine. Something that is easy to kill, and just requires you to kill it before playing a battlecry. I think I would prefer it being a secret tho. Just cancels it... although if you play Eater of Secrets would probably cause a glitch in the matrix o.O
could be a "until the end of your next turn" effect, that way you can deny a reno and plan ahead with battlecries you do not want to activate without being a broken ability in general (loatheb can be harsh, but in most situations leaves you with options, likewise the battlecry version would be a pain to handle at times but not as devastating as the OP suggested.
Sacred Trial kills your card as soon as it hits play. Snipe does 4 damage to it. Loatheb and Nerub'ar Weblord increase the cost. Repentance puts it down to 1 health. Millhouse Manastorm makes your spells free. These are all cards that mess with cards in your hand or mess with cards as soon as they're played. Technically your battlecry cards aren't even affected until they're played so this is less intrusive than Loatheb.
One could even claim that cards like Wee Spellstopper, Faerie Dragon, and Spectral Knight have the reverse effect of this in that they cannot be affected by spells and hero powers but can be affected by battlecries. Everyone is making this seem like an unprecedented overpowered idea but in reality it just limits options for opponents (and for you) like any tech card should. Kezan Mystic is incredibly punishing for secret decks. Mind Control Tech is extremely punishing for aggro/flood decks. I see no reason why there shouldn't be a card to help tech against battlecries.
As for the argument that it should be 1 health, that completely ruins the idea behind it. Let's say the card is a 3/4 for 4 mana and you combo it with a Pit Lord (5/6 for 4 mana). 8 man for 8/10 worth of stats is already outdone by one card alone. Dr. Boom is 9/9 worth of stats with beneficial deathrattles. Playing Chillwind Yeti gives you the same stats with a different distribution. Sure it doesn't have the benefit of denying opponent battlecries but it has the flexibility of being able to be played on turn 4 or later and not requiring a combo.
Everybody talks about how broken it would be. Well combos are meant to be broken if you can pull them off. Think Voidcaller into Lord Jaraxxus. Think Cruel Taskmaster on Grommash Hellscream. Think freakin' Shrinkmeister --> Cabal Shadow Priest on Ysera or other four attack drops. The possibilities are endless. The point behind combo cards is that they have very strong combinations but you're reliant on having both the cards at once or putting one down and hoping it survives. Giving this card 1 health would mean it would get pinged every time and would be useless for denying your opponent battlecries. Giving it 2 or 3 health means it dies to every 2 cost spell out there. I think 4 health is a reasonable amount (hell bring the attack down to 1 for 3 mana) because it actually gives this thing a shot of screwing with your opponent.
could be a "until the end of your next turn" effect, that way you can deny a reno and plan ahead with battlecries you do not want to activate without being a broken ability in general (loatheb can be harsh, but in most situations leaves you with options, likewise the battlecry version would be a pain to handle at times but not as devastating as the OP suggested.
This could be a possibility. I'm not sure how devastating the effect would be though as there are many turns where opponents don't use battlecries. Board presence and spells allow you to eliminate the card before it becomes a huge threat.
Gives you a 3/15. I think you mean into Mal'Ganis.
As for your examples, those mess with cards in play. What you want is a meta of vanilla minions, no start turn abilities. If battlecries get nerfed, the average game will look like a more organized arena match. We need to keep these forms separate, or constructed will go very south. An on turn ability gives minions value.
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Wants to play Captain Cookie Druid because why not?
You're right I did mean Mal'Ganis. My bad. I think you're overreacting to it though. We won't have a meta of vanilla minions. If the card became auto-include because of stats and cost then of course it should be nerfed. I would just like to see it as an option. It won't always be down either so it won't be taking effect the whole match.
I like this. I thought Nerub'ar Weblord was pretty well designed (might've been more playable as a 2/3 imho though), so I'd love a replacement for it in my hipster decks when standard rolls around.
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Anti battlecry tech would be a great addition to the game. IMO, it should take the form of a Loatheb type minion that increases the cost of your opponent battlecries by (5) next turn.
I like the idea Champ, but I agree it be so broken unless it had awful stats. Like maybe a 3 or 4mana with 1 health or something like that would be fine. Something that is easy to kill, and just requires you to kill it before playing a battlecry. I think I would prefer it being a secret tho. Just cancels it... although if you play Eater of Secrets would probably cause a glitch in the matrix o.O
Nope eater of secrets would just destroy it because battle cries occur before a minion is in play so to speak. Which is why if you play Kevan mystic into Korrie entity you'll steal the mirror entity as opposed to mirror entity proccing and kezan effect fizzling
I think one card, a single card, with a mechanic like this, could be cool.
Like Loatheb, but maybe with worse stat distribution since it's kind of a stronger effect. And of course, not completely stopping them, just increasing their cost for a turn. I like it.
It'd be interesting to see a card that disables an enemy battlecry, but you know that after that 1 game against a Warlock playing Doomguard you'd hate it.
Kinda like how Joust worked out. Usually pretty good, but that 1 vital time it doesn't work in your favor makes you think it's terrible.
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I like the idea Champ, but I agree it be so broken unless it had awful stats. Like maybe a 3 or 4mana with 1 health or something like that would be fine. Something that is easy to kill, and just requires you to kill it before playing a battlecry. I think I would prefer it being a secret tho. Just cancels it... although if you play Eater of Secrets would probably cause a glitch in the matrix o.O
Nope eater of secrets would just destroy it because battle cries occur before a minion is in play so to speak. Which is why if you play Kevan mystic into Korrie entity you'll steal the mirror entity as opposed to mirror entity proccing and kezan effect fizzling
I was honestly just joking with it glitching... It is just cool to think about some weird interactions and counters within the game
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I've posted about this before but I think this would be an interesting addition with Whispers coming out and C'Thun decks in the meta being a very real possibility. I'd love to see a card with the wording "Battlecries on cards take no effect" or something along those lines. Naxx had Nerubar Weblord which made battlecry cards more expensive. This would have a similar effect but the differences can be profound. It can have upsides and downsides for both you and your opponent.
Beneficial battlecries cancelled: Alexstrasza and Antique Healbot delayed, allowing you to finish an opponent. No buffs from Abusive Sergeant and dragons. Dr. Boom, Mysterious Challenger and Big Game Hunter overpowered battlecries denied.
Detrimental battlecries cancelled: Doomguard, Flame Imp and other demons now have their downsides eliminated. Hungry Dragon and Arcane Golem are much more effective.
Many of the strongest cards in the game come with battlecries attached. C'Thun may very well become a huge threat in this new expansion with his extremely strong battlecry. I think it would be a sensible move for Blizzard to include a new card in this expansion that denies battlecries while it's out. Doing this would also encourage people to use some of the currently "garbage" demons that warlocks have access to. Since this mechanic synergizes so well with demons, it would be cool to make the card either a warlock demon card or perhaps even another neutral demon. A legendary is definitely possible but it could more consistently fit into a warlock demon deck if there were two copies. With only one copy, it's still not a smart idea to run some of the more pain-inducing demons.
Thematically, this card fits with whispers. It could be some fearsome demonic creature that strikes fear in the hearts of minions so that they cannot cry for help. It would be nice to see some durable stats (perhaps a 2/4 for three mana, 3/4 for four, or 3/6 for 5 mana) so that it could last long enough to provide some synergy but with a low enough cost that it could be combo'd (sort of like Brann Bronzebeard). I'm assuming all the cards are finished for Whispers but this would be a dream of mine.
I really wouldn't like to see a card like this, to be honest.
Bad idea. Most midrange battlecry minions have inferior stats to make up for their battlecries. As for the (mostly) warlock battlecries, the reason they are detrimental is because the stats are OP as hell without penalty. Shaman has overload, warlock has self discard and damage.
Wants to play Captain Cookie Druid because why not?
K but Shaman has Lava Shock to remove that penalty. Warlocks could have this card to remove that penalty as well. I think any opportunity for tech counterplay adds diversity to the game. If you loaded your deck up with useless demons you'd have to count on comboing for them to be actually useful. If you didn't draw your deactivate battlecry card then you'd be stuck with a dead hand. And it's not like Loatheb where battlecries don't work no matter what. You can kill the minion with your spells or board. I'm surprised to see such negativity toward it.
No just no
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(Class mains are warrior, rogue and mage)
Making this a sustained effect would be pretty problematic. Maybe a secret that either blocks the next enemy battlecry or even reverses it instead? Reversal would probably never fly but would be hilarious. "We're gonna be rich...err, we're gonna be dead!"
Essentially, deactivating enemy battlecries would be silencing minions while they are in your hand. While you want to counter OP or detrimental battlecries, the messing with of cards in an enemy's hand would be frowned upon and Blizzard knows this. The most messing with of enemy cards will be Counterspell and those with a mill vibe.
Wants to play Captain Cookie Druid because why not?
I like the idea Champ, but I agree it be so broken unless it had awful stats. Like maybe a 3 or 4mana with 1 health or something like that would be fine. Something that is easy to kill, and just requires you to kill it before playing a battlecry. I think I would prefer it being a secret tho. Just cancels it... although if you play Eater of Secrets would probably cause a glitch in the matrix o.O
could be a "until the end of your next turn" effect, that way you can deny a reno and plan ahead with battlecries you do not want to activate without being a broken ability in general (loatheb can be harsh, but in most situations leaves you with options, likewise the battlecry version would be a pain to handle at times but not as devastating as the OP suggested.
Sacred Trial kills your card as soon as it hits play. Snipe does 4 damage to it. Loatheb and Nerub'ar Weblord increase the cost. Repentance puts it down to 1 health. Millhouse Manastorm makes your spells free. These are all cards that mess with cards in your hand or mess with cards as soon as they're played. Technically your battlecry cards aren't even affected until they're played so this is less intrusive than Loatheb.
One could even claim that cards like Wee Spellstopper, Faerie Dragon, and Spectral Knight have the reverse effect of this in that they cannot be affected by spells and hero powers but can be affected by battlecries. Everyone is making this seem like an unprecedented overpowered idea but in reality it just limits options for opponents (and for you) like any tech card should. Kezan Mystic is incredibly punishing for secret decks. Mind Control Tech is extremely punishing for aggro/flood decks. I see no reason why there shouldn't be a card to help tech against battlecries.
As for the argument that it should be 1 health, that completely ruins the idea behind it. Let's say the card is a 3/4 for 4 mana and you combo it with a Pit Lord (5/6 for 4 mana). 8 man for 8/10 worth of stats is already outdone by one card alone. Dr. Boom is 9/9 worth of stats with beneficial deathrattles. Playing Chillwind Yeti gives you the same stats with a different distribution. Sure it doesn't have the benefit of denying opponent battlecries but it has the flexibility of being able to be played on turn 4 or later and not requiring a combo.
Everybody talks about how broken it would be. Well combos are meant to be broken if you can pull them off. Think Voidcaller into Lord Jaraxxus. Think Cruel Taskmaster on Grommash Hellscream. Think freakin' Shrinkmeister --> Cabal Shadow Priest on Ysera or other four attack drops. The possibilities are endless. The point behind combo cards is that they have very strong combinations but you're reliant on having both the cards at once or putting one down and hoping it survives. Giving this card 1 health would mean it would get pinged every time and would be useless for denying your opponent battlecries. Giving it 2 or 3 health means it dies to every 2 cost spell out there. I think 4 health is a reasonable amount (hell bring the attack down to 1 for 3 mana) because it actually gives this thing a shot of screwing with your opponent.
Gives you a 3/15. I think you mean into Mal'Ganis.
As for your examples, those mess with cards in play. What you want is a meta of vanilla minions, no start turn abilities. If battlecries get nerfed, the average game will look like a more organized arena match. We need to keep these forms separate, or constructed will go very south. An on turn ability gives minions value.
Wants to play Captain Cookie Druid because why not?
You're right I did mean Mal'Ganis. My bad. I think you're overreacting to it though. We won't have a meta of vanilla minions. If the card became auto-include because of stats and cost then of course it should be nerfed. I would just like to see it as an option. It won't always be down either so it won't be taking effect the whole match.
I like this. I thought Nerub'ar Weblord was pretty well designed (might've been more playable as a 2/3 imho though), so I'd love a replacement for it in my hipster decks when standard rolls around.
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Anti battlecry tech would be a great addition to the game. IMO, it should take the form of a Loatheb type minion that increases the cost of your opponent battlecries by (5) next turn.
Delay Alex, Reno, cthun, Jaraxxus, bgh etc.
Ugh on phone stupid auto corrected Kezan and Mirror*
I think one card, a single card, with a mechanic like this, could be cool.
Like Loatheb, but maybe with worse stat distribution since it's kind of a stronger effect. And of course, not completely stopping them, just increasing their cost for a turn. I like it.
It'd be interesting to see a card that disables an enemy battlecry, but you know that after that 1 game against a Warlock playing Doomguard you'd hate it.
Kinda like how Joust worked out. Usually pretty good, but that 1 vital time it doesn't work in your favor makes you think it's terrible.
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