So it's pretty much a neutral Lightspawn? In terms of balance it seems pretty strong (especially considering it's a neutral), so maybe it could lose an attack or two?
But can't be healed, and you have to buff it with attack instead of health too which is more difficult. Although a 6-1 would probably be more balanced.
Castle Protector (4)(Epic)(Neutral)Dragon 6/6 When this creature takes damage, it loses that much Attack.
That solves the issue of what to do when it takes it to 0 Attack, it makes it so that you can heal it but it doesn't gain that attack back (unlike Lightspawn), and it's safe from Big Game Hunter.
Also this reminds me that I want a "Destroy ALL 0 Attack minions" spell to deal with both opponent Totems and any pesky 0 Attack minions that get stuck on my side of the board.
Castle Protector (4)(Epic)(Neutral)Dragon 6/6 When this creature takes damage, it loses that much Attack.
That solves the issue of what to do when it takes it to 0 Attack, it makes it so that you can heal it but it doesn't gain that attack back (unlike Lightspawn), and it's safe from Big Game Hunter.
Also this reminds me that I want a "Destroy ALL 0 Attack minions" spell to deal with both opponent Totems and any pesky 0 Attack minions that get stuck on my side of the board.
Not quite what you were asking for, but Confuse exists, though I've never seen it played in constructed :C
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This is a nice idea. While it is BGHable, as people above pointed out, it's not necessarily a great BGH target seeing as it's a 4-drop.
The text should be changed so there's less confusion. Assuming that it does die at 0 attack, or maybe that it takes 1 more damage after the 7 "attack damage", you can rewrite it as: "Damage to this minion is dealt to Attack before Health."
With that adjustment, I think it would be a balanced but powerful card.
This is a nice idea. While it is BGHable, as people above pointed out, it's not necessarily a great BGH target seeing as it's a 4-drop.
The text should be changed so there's less confusion. Assuming that it does die at 0 attack, or maybe that it takes 1 more damage after the 7 "attack damage", you can rewrite it as: "Damage to this minion is dealt to Attack before Health."
With that adjustment, I think it would be a balanced but powerful card.
Wow! You just nailed it! That's the fix i've been looking for =)
So, in the end would be -> [Castle Protector] [Damage to this minion is dealt to Attack before Health] [6-1] [Dragon]
I like it, I just almost think it should be class specific so rogues can't oil it up lol. But that's just for wild and if it were here now. Cold blood too.
I've just started crafting some cards and I want to know your opinion about one of them. This is the card:
Is it balanced?
Could this mechanics be viable?
I'm deciding if when the minion arrives at 0 attack it dies or it just stays on the board.
So it's pretty much a neutral Lightspawn? In terms of balance it seems pretty strong (especially considering it's a neutral), so maybe it could lose an attack or two?
But can't be healed, and you have to buff it with attack instead of health too which is more difficult. Although a 6-1 would probably be more balanced.
It could get pretty OP with a taunt enabler if the opponent doesn't have a silence, so I'd make it die at 0 attack.
I would probably make it:
Castle Protector
(4)(Epic)(Neutral)Dragon
6/6
When this creature takes damage, it loses that much Attack.
That solves the issue of what to do when it takes it to 0 Attack, it makes it so that you can heal it but it doesn't gain that attack back (unlike Lightspawn), and it's safe from Big Game Hunter.
Also this reminds me that I want a "Destroy ALL 0 Attack minions" spell to deal with both opponent Totems and any pesky 0 Attack minions that get stuck on my side of the board.
Apparently, Hearthpwn won't save your signature if it's empty.
The only problem with the card is that it doesn't necessarily die at 0 attack, making it effectively immortal.
This is a nice idea. While it is BGHable, as people above pointed out, it's not necessarily a great BGH target seeing as it's a 4-drop.
The text should be changed so there's less confusion. Assuming that it does die at 0 attack, or maybe that it takes 1 more damage after the 7 "attack damage", you can rewrite it as: "Damage to this minion is dealt to Attack before Health."
With that adjustment, I think it would be a balanced but powerful card.
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I like it, I just almost think it should be class specific so rogues can't oil it up lol. But that's just for wild and if it were here now. Cold blood too.
Not so sure about mana cost, but otherwise looks pretty cool
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