That is also pretty damn awesome! Even playable at 0 mana, could fetch other Forbidden cards! ;D
Also since both Priest and Mage already got their Forbidden spells I guess Rogue would be the best fitting for this if this were to be a card...nice one! :)
All they'd need to do is make sure there are 4 spells in each mana cost, just need 3 more 9 mana spells then I suppose hehe
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Instead of discover it could just say; "add a random card that costs that much. It costs (0)". meaning at 9 mana you would always get the heals.
Yeah, due to it's flexibility in the mana cost, the Discover mechanic might bring it a bit over the top value-wise with no real downside for the versatility, random is better :P
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
That is also pretty damn awesome! Even playable at 0 mana, could fetch other Forbidden cards! ;D
Also since both Priest and Mage already got their Forbidden spells I guess Rogue would be the best fitting for this if this were to be a card...nice one! :)
All they'd need to do is make sure there are 4 spells in each mana cost, just need 3 more 9 mana spells then I suppose hehe
Unfortunately, you can only discover cards from your own class. But we can still get our 0-mana spells, in case we dont have them in hand ;) (and maybe Assassinate might finally see play or other spell cards you wouldnt otherwise put in your deck)
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'There is nothing more deceptive than an obvious fact'
Thanks! :) Oh yeah I forgot about Iron Juggernaut. Yeah, indeed the heal would be fine then.
Yes would be cool if spell damage would influence the Venom!
Stuff like this could also be something slightly different, going with the coin ideas:
Forbidden Fortune:
Spend all your mana. For each mana spent shuffle a 'Robbery' card in your opponent's deck.
The 'Robbery' card would read: Give your opponent a coin. Draw a card.
That would be very thematic and fit with the whole coin theme Rogue has going on anyway. It's like delayed ramp, so it solves most of the issues of giving Rogue all the coins immediately (although the longer the game goes, the more likely it is to get coins often, but that's okay late game I think).
Really like this idea, here is an example, how it could look like:
Thanks! :) Oh yeah I forgot about Iron Juggernaut. Yeah, indeed the heal would be fine then.
Yes would be cool if spell damage would influence the Venom!
Stuff like this could also be something slightly different, going with the coin ideas:
Forbidden Fortune:
Spend all your mana. For each mana spent shuffle a 'Robbery' card in your opponent's deck.
The 'Robbery' card would read: Give your opponent a coin. Draw a card.
That would be very thematic and fit with the whole coin theme Rogue has going on anyway. It's like delayed ramp, so it solves most of the issues of giving Rogue all the coins immediately (although the longer the game goes, the more likely it is to get coins often, but that's okay late game I think).
Really like this idea, here is an example, how it could look like:
Hard to word all that in 4 lines...I tried...wanted to call it "corrupted coin" :P
Maybe it could be: Spend all your mana. Shuffle that many Mind Leeches into your opponent's deck. When drawn, you draw a card.
That might be too long as well...just by a very few chars though so could be fixed by changing it to a different name for the Mind Leech card...I'm not so creative when it comes to card names unfortunately :P
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
How about something that shuffles cards into your opponent's deck, but no 4/4 Nerubians as that would be to OP. More like:
Forbidden Venom:
Spend all your mana. For each mana spent, shuffle a 'Venom' card into your opponent's deck.
A Venom card would read:
Your hero takes 1 damage. Restore 1 health to the opponent's hero. Draw a card.
Maybe also gaining health yourself is too OP, not sure. I would like something like this though, fits in with the Beneath the Grounds style of deck they introduced with TGT. Might also work for a more control style rogue they seem to be pushing. Very slow though, but fun.
I love this idea, but I would just have it deal 2 damage per card. The healing part is rather illogical and contrived.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
i like the idea of healing overtime via pinheadsenpai, i think that skill u are referring to is Recuperate.
And also, how about this idea that is a twist from those who mention earlier to give coin according to mana spend, i have this idea mainly for mill rogue (and also healing).
Card Name: Forbidden Treasury / Mana: 0
Text read: Spend all your Mana. Give a Curse Coin to your opponent hand with each Mana spent.
Card Name: Curse Coin / Mana: 1
Text read: Restore 2 heal to your opponent at the start of your turn.
So this card will be having at least 2-20 heal immediate, fill your opponent hand up and mill them, have them to cast away the token card generated to waste their mana.
(p.s) why do those other classes that don seem to need more healing card get so many heal card, like Forbidden Healing when they have Lay on Hands, Hallazeal the Ascended when they have Healing Wave. i will be piss if this expansion show no healing for rogue. >.<
I have really high hopes for rogue's forbidden card. There should be a lot of interesting designs possible as shown in this thread. I can't come up with anything on my own since I'm not that creative but I can't wait for it to be revealed.
They said that not everyone will get a Forbidden Spell. Warlock didn't get any but there hasnt been shown an epic for Rogue yet, so we can still hope.
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'There is nothing more deceptive than an obvious fact'
Oh not every class get's a forbidden spell? That's a shame, I wish they would do more cycles for all classes, just like in MTG. It can provide flavour and consistency for design themes.
Though I just hope our Epic won't suck. :)
Same pray man
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'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
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I really could care less, because as long as it's a 0 mana card, it will have a spot in Miracle.
Even playable at 0 mana, could fetch other Forbidden cards! ;D
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
- senti
Spend all your mana.
Shuffle that many Mind Leeches into your opponent's deck.
When drawn, you draw a card.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I agree that it is a lot of text. But if you want to make a card like this, it seems inevitable. Even if it is some text it is easy to understand.
EDIT: tbh it is more or less only the text of Beneath the Grounds with the addition of the first sentence.
- senti
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
i like the idea of healing overtime via pinheadsenpai, i think that skill u are referring to is Recuperate.
And also, how about this idea that is a twist from those who mention earlier to give coin according to mana spend, i have this idea mainly for mill rogue (and also healing).
Card Name: Forbidden Treasury / Mana: 0
Text read: Spend all your Mana. Give a Curse Coin to your opponent hand with each Mana spent.
Card Name: Curse Coin / Mana: 1
Text read: Restore 2 heal to your opponent at the start of your turn.
So this card will be having at least 2-20 heal immediate, fill your opponent hand up and mill them, have them to cast away the token card generated to waste their mana.
(p.s) why do those other classes that don seem to need more healing card get so many heal card, like Forbidden Healing when they have Lay on Hands, Hallazeal the Ascended when they have Healing Wave. i will be piss if this expansion show no healing for rogue. >.<
love it
Nailed it
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes