This was an alternative entry for the Love is in the Air contest, which involves directly referencing another card. In this case, the lovable angry daringly-summoned Doomguard.
The strategy of this card mostly revolves around keeping him alive the one turn necessary to let him make himself invincible. Or Alternatively you could pull out a Doomguard (with a Voidcaller, or something) to protect him. This is of course more difficult because he costs 9. He could perhaps cost less, but his potential for destruction is very high. His health is the same as Mal'Ganis because I thought that might be an interesting idea where all the Dreadlords have 7 health. (It's also my hope that an eventual Archimonde card has 7 health so he can be taken down by a board of wisps, but that's a separate idea) He has a defensive effect, anyway, so if he survives 1 turn he's probably fine.
Whatever, I really just want more legendary demons so I can get value out of Bane of Doom.
That's actually pretty sweet I think. I think the immunity may be overdoing it though, since Doomguards are just so huge. A 5/7 that summons another 5/7 at minimum is already pretty crazy
U could dismiss the immunity part and give him stealth, so ur basically guaranteed to get at least one doomguard, that might seem balanced and not OP. Your opponent will know, he will have to deal with it once it attacked or it will keep spawning Doomguards. I dont rly know the wow lore, so i dont know if the stealth instead of immune would be like lore friendly for this guy or whatever, but seems better mechanically.
U could dismiss the immunity part and give him stealth, so ur basically guaranteed to get at least one doomguard, that might seem balanced and not OP. Your opponent will know, he will have to deal with it once it attacked or it will keep spawning Doomguards. I dont rly know the wow lore, so i dont know if the stealth instead of immune would be like lore friendly for this guy or whatever, but seems better mechanically.
Stealth would be way more OP. Summoning a doomguard without the discard drawback is huge value and with stealth your opponent can't prevent it. Immunity on the other hand is not as crucial. Removals like SW:Death should still work on immune minions. I think it's pretty well designed. It's very powerful but it has a high mana cost and you can only get value of it if it survives a turn. Playing it turn 10 with a Finnicky Cloakfield is the dream.
U could dismiss the immunity part and give him stealth, so ur basically guaranteed to get at least one doomguard, that might seem balanced and not OP. Your opponent will know, he will have to deal with it once it attacked or it will keep spawning Doomguards. I dont rly know the wow lore, so i dont know if the stealth instead of immune would be like lore friendly for this guy or whatever, but seems better mechanically.
Stealth would be way more OP. Summoning a doomguard without the discard drawback is huge value and with stealth your opponent can't prevent it. Immunity on the other hand is not as crucial. Removals like SW:Death should still work on immune minions. I think it's pretty well designed. It's very powerful but it has a high mana cost and you can only get value of it if it survives a turn. Playing it turn 10 with a Finnicky Cloakfield is the dream.
Immune minion cant be targeted by the opponent, so no, SW:D will not kill it while Doomguard is on board. And how many spare part cards can warlock have to get "a dream" ? like 4 crappy ones ... i dont see 9 mana 5/7 that does nothing the turn u play it and spawns one 5/7 the next turn (or turn u decide to attack) as too OP. It will not have "double" attack, since its own attack will do nothing, but summon doomguard, so its still a 9 mana card that deals 5 dmg in next turn at best and provides two above average bodies. Ofc it can spiral out of control very fast, but that is over the course of at least 3 turns, which is A LOT of time for your opponent do do something about it. Only real problem might be Voidcaller, but how often do u even get Malganis out of him on T4/5, so this would also not be that common occurance i dont think.
Ok my bad, wasn't sure about immunity. But I consider stealth a bit OP. There are not many ways to remove a stealthed minion with 7 health. Even Lightbomb wouldn't clear it. So you get 2x 5/7 bodies for 9 mana and that's a bit too much in my opinion. But the card would definitely see play then.
Ok my bad, wasn't sure about immunity. But I consider stealth a bit OP. There are not many ways to remove a stealthed minion with 7 health. Even Lightbomb wouldn't clear it. So you get 2x 5/7 bodies for 9 mana and that's a bit too much in my opinion. But the card would definitely see play then.
I dont see 2x 5/7 body that only one of them can attack as something so bad. Look at any other 9 mana cards that are played. Ysera, Neff, Rafaam, Malygos (something else?). All of them have immediate effect on the board or your state of play and have way better bodies, so playable 9 mana minions must be good enought to be actually played, but not broken. I think that stealth would be perfect in this situation :)
All this talk about which defensive ability he was leads me to think it would be better to just buff his health and remove the immunity part completely.
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This was an alternative entry for the Love is in the Air contest, which involves directly referencing another card. In this case, the lovable angry daringly-summoned Doomguard.
The strategy of this card mostly revolves around keeping him alive the one turn necessary to let him make himself invincible. Or Alternatively you could pull out a Doomguard (with a Voidcaller, or something) to protect him. This is of course more difficult because he costs 9. He could perhaps cost less, but his potential for destruction is very high. His health is the same as Mal'Ganis because I thought that might be an interesting idea where all the Dreadlords have 7 health. (It's also my hope that an eventual Archimonde card has 7 health so he can be taken down by a board of wisps, but that's a separate idea) He has a defensive effect, anyway, so if he survives 1 turn he's probably fine.
Whatever, I really just want more legendary demons so I can get value out of Bane of Doom.
EDIT: New (simplified) version:
That's actually pretty sweet I think. I think the immunity may be overdoing it though, since Doomguards are just so huge. A 5/7 that summons another 5/7 at minimum is already pretty crazy
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U could dismiss the immunity part and give him stealth, so ur basically guaranteed to get at least one doomguard, that might seem balanced and not OP. Your opponent will know, he will have to deal with it once it attacked or it will keep spawning Doomguards. I dont rly know the wow lore, so i dont know if the stealth instead of immune would be like lore friendly for this guy or whatever, but seems better mechanically.
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Ok my bad, wasn't sure about immunity. But I consider stealth a bit OP. There are not many ways to remove a stealthed minion with 7 health. Even Lightbomb wouldn't clear it. So you get 2x 5/7 bodies for 9 mana and that's a bit too much in my opinion. But the card would definitely see play then.
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All this talk about which defensive ability he was leads me to think it would be better to just buff his health and remove the immunity part completely.